Name: The vocal utterance and/or equated calligraphy that characters use when they
are referring to the weapon.
Type: Melee, Projectile, or Magic. Melee is a sword, hammer, fan, or anything used
to smack the target directly; projectile is a gun, slingshot, or anything that fires independent
objects or energies at the target; and magic means that the weapon is a magic wand or other
enchanted object to be used in conjunction with magical attacks. Any type can be used to perform
an armed basic attack, but usually only melee weapons are used in armed special attacks, and an
armed basic attack with a projectile weapon will usually only deal x1 damage (the same as an
unarmed basic attack).
Subtype: The subtype of melee weapons determines which armed special attacks can be
performed with the weapon. Some weapons are labeled with a subtype even though they are not
literally that kind of object (for example, Hammers are labeled as Axe-type weapons). Melee
weapon subtypes may also form Weapon Triangles
(rock-paper-scissors relationships which allow an advantaged type of weapon to deal +1 damage to
a target equipped with the type that it is good against, but which will deal -1 damage to a
target using a weapon it is bad against). Projectile weapons also have subtypes based on how much
ammo they hold at a time and how many shots they can fire per turn; these are also used for
determining compatibility with special attacks, but are not good or bad against each other. Magic
weapons have no subtypes.
Level: Only applies to melee weapons and Bows; the
Weapon Level of the weapon. A character's Weapon Level
in the subtype of the weapon must be equal to or above this level in order for the character to
be able to use this weapon. It ranges from E to A; anyone can use an E-level weapon, whilst
A-level weapons tend to be one-of-a-kind and extremely powerful.
Element: Whether or not the weapon's attacks are of a particular
Element. For melee weapons, this applies to the basic
attack as well as armed special attacks executed with the weapon, but for magic weapons, it does
not apply to spells cast, only to its melee attack. For projectile weapons, it is determined by
the ammunition being used, but I'll try to list the different possible Elements here, usually the
most common first (and in many cases, the most common will be "None").
Ailment: The Status Problem that the weapon may
inflict (or a list of them if there are multiple), the chance that it will do so, and the number
of turns that it will last if inflicted (and if applicable). Again, for magic weapons, this only
applies to the basic melee attack. For projectile weapons, it is determined by the ammunition, so
it may and/or may not be listed here, but will definitely be listed under the ammunition's
effects. If there are multiple possibilities from different ammunition, I may list the possible
Status Problems without the number of turns or chance of infliction.
Power: For melee and magic weapons, this is the strength of a basic attack
performed with the weapon, which usually draws from the wielder's Attack Power or Magic Power,
respectively; when melee weapons are used in special attacks, the power of this basic attack is
usually used as a variable (Weapon Basic Attack Power or "WBAP") in the damage dealt, otherwise
stronger weapons would only be stronger when using a basic attack. Some melee weapons may attack
using Magic Power, but this does not make them magical weapons; they can be used for armed
special attacks but not to cast spells. The basic kinds of melee weapons (Iron, Steel, and Silver,
taken from Fire Emblem) will tend to deal Attackx2, Attackx2 +2, and Attackx2 +4 damage
respectively, similar to default psychic attacks
and magical spells. E-level weapons will usually
deal no more than Attack +1, and may only deal Attackx1 (no more than an unarmed basic attack) if
they are essentially just something to whack someone with and lack a sharp edge or anything to
justify extra damage; of course, characters must train with E-level weapons to progress to D.
Elemental magic tomes will deal Magicx1 damage,
essentially allowing a "basic attack" using Magic Power, and simulating the lowest-level magical
tomes in Fire Emblem, which are just named after their element and do little damage. For
projectile weapons, damage is determined by the type of ammunition used, but I will usually try
to list all of the possible amounts of damage here, separated by commas; if there are too many
types of ammunition or if it's too complicated for some other reason, I will put n/a here and
you'll have to check the ammunition page. Usually, for
guns, there will be normal, heavy-duty, and armor-piercing ammunition; armor-piercing will do the
same amount of damage as normal ammo but with the [X] effect, while heavy-duty won't have a
piercing effect but will deal more damage outright. Things like laser guns do not require
ammunition and can fire an infinite number of shots, so they will simply list one power value
here. Bows will also usually list a single
power value, because the power of an arrow is determined by the bow it's fired from instead of
the other way around, allowing the same arrows to be used with many different bows—but other
effects, like Elemental arrows, may be determined by the arrow.
Hits: The number of times that the weapon strikes per turn. Usually just one for
melee and magic weapons, but may be several times for machinegun-type weapons, and "Brave" melee
weapons hit twice. Also referred to as "rate of fire" (or "RoF") for guns. If a melee weapon gets
more than one hit for its basic attack, then this also happens for armed special attacks executed
with it, unless that special attack already deals multiple hits per turn, in which case that
number of hits is dealt unmodified. A special attack with a machinegun-type weapon will generally
be something along the lines of allowing the firer to aim each shot at a different target, so
obviously in that case the number of hits is preserved.
Ammo: Only applies to projectile weapons. First will be listed the number of rounds
found in a full ammo packet (with one ammo packet,
rather than one individual bullet, only taking up one slot in the regular item inventory when not
loaded into a weapon), and then in parentheses I will try to list every possible type of
ammunition pack item compatible with the weapon by name, but I do want Maestri to feel free to
create additional types of ammo for preexisting weapons, so consider the list not exhaustive. If
the size of ammo packets varies, then I will list each item name and follow it with the size in
parentheses. The size, or number of rounds, is the number of shots that can fit in the weapon
before it needs to be reloaded with a new ammo pack; bazooka-type weapons can only hold a single
missile inside at a time, and must be reloaded again before every single shot. Keep track of the
number of shots left in a partially-used ammo item in its slot in the character's item inventory
or following the name of the weapon into which it is currently loaded. Things like laser guns do
not require ammunition items and can fire an infinite number of shots, so the word "Infinite"
will be listed here. Bows will list the types of arrows that can be fired from them but won't
list an ammo pack size number, since that limitation is instead handled by the
Quiver, which is an entirely separate item from the Bow.
Defend Bonus: Typically only found on
Shield-type weapons. Usually this will be a
plus sign followed by a number, and, if a character has that shield equipped and uses the Defend
command, then this number (along with the normal 1 from Defending) will be subtracted from the
damage of all attacks taken by that character while Defending. In other words, the shield
provides a boost to the Defend command's potency. Some shields may have other effects besides
just reducing damage, such as considering the character to be temporarily
Reflective while Defending, and if so such effects
will be listed here as well.
Information: A description of any interesting visual features of the weapon, or
what it actually is if this is not already clear. This section may explain unusual attributes of
a weapon that can't be covered by the normal fields above, so don't think of it as merely
skippable flavor text (though in many cases it is).