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Found 3 results

  1. Weapon refines have been a great way to insert life into heroes, from Incredibly Interesting effects to plus 10 damage on special trigger. Me personally would want to have ghb units receive refinery next as most of them have been out shined as time pasted and as seeing as Arvis is my favourite ghb unit I'm gonna be using him as an example. I personal would like him to get adds de-duff on the opponent to damage dealt but that but might be a bit self carrying so maybe instead it can be adds total de-buff to special but I'm not the biggest fan of that or maybe half of de-buff to damage dealt, but I'm just throwing ideas out atm. anyway what's your guys ideas for weapon refines?
  2. Ignore the fact that he checks all dragons, has a solid stat spread and is a better healer than any staff user- he has the potential to give 26 points of stats in non-panicable spurs to whomever he supports. He fits into any team makeup and turns all his teammates into tanks, and there's no way to adverse the effect. this video basically showcases exactly what im talking about. None of his supports take any damage when they're next to him. I'm not sure how IS (or the entire FEH community) could overlook this.
  3. WEAPON REFINERY! To help understand this feature, I've gathered all known info into a (hopefully) easy to read table format. Additionally, feel free to discuss the many choices you might have for your characters here. Do not hesitate to point out any errors in the data here. REFINED WEAPONS --SWORDS-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Sword+ 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Edge+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Wo Dao+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Armorsmasher+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Armor Buffs, HP+3 -- Zanbato+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Cavalry Buffs, HP+3 -- Kadomatsu+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Sol Katti 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Follow-up attack when HP ≤ 75%, HP+3 Desperation 3 effect Mystletainn 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Fury 3 effect, HP+3 -- Wing Sword 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Flashing Blade 3 effect, HP+3 -- Falchion (Marth) 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 All stats+2 for allies within Renewal 3 effect 2 spaces, HP+3 Falchion (Alm) 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Brave weapon effect at 100% HP (takes Renewal 3 effect 5 damage after battle), HP+3 Falchion (C/L/MM) 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 All stats+4 when next to an ally, HP+3 Renewal 3 effect Eckesachs 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Distant Def 3 effect, HP+3 Threaten Def effect (-6) on non-dragons Sieglinde 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Bonuses on allies within 2 spaces Hone Atk 3 effect granted during combat (each stat calculated separately), HP+3 Binding Blade 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 QR effect if HP ≥ 50%, HP+3 Effective vs dragons, Def/Res+4 when attacked Regal Blade 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 All stats+3 if Infantry Tome ally Atk/Spd+3 if foe's HP = 100% at start of battle within 2 spaces, HP+3 Nameless Blade 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Special damage +10, HP+3 -- --AXES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Axe+ 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Axe+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Hammer+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Armor Buffs, HP+3 -- Legion's Axe+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Panic effect hits target/enemies within 2 spaces Carrot Axe+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Recovers 4 HP after any battle Melon Crusher+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Lilith Floatie+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Handbell+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Sack o' Gifts+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Hagoita+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Poleaxe+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Cavalry Buffs, HP+3 -- Gaint Spoon+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Hauteclere 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Special damage +10, HP+3 -- Basilikos 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Life & Death 3 effect, HP+3 -- --LANCES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Lance+ 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Lance+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Slaying Spear+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Armor Buffs, HP+3 -- Ridersbane+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Ignores Cavalry Buffs, HP+3 -- Berkut's Lance+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Defending Res+7 Carrot Lance+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Recovers 4 HP after any battle First Bite+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Def/Res+5 for unit/allies within 2 spaces after any battle Deft Harpoon+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Tannenboom!+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Casa Blanca 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Siegmund 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Follow up attack when HP ≥ 90%, HP+3 Hone Atk 3 effect Hinoka's Spear 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 Guidance 3 effect (for Infantry -- & Fliers), HP+3 --RED TOMES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Bolganone+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Fenrir+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Rauðrowl+ 11 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Keen Rauðrwolf+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Ignores Cavalry Buffs -- Tomato Tome+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Candelabra+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Cymbeline 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Atk/Res+5 during combat if unit Atk+4 buff effect becomes Drive Atk 2 effect within 2 spaces of a flying ally. Brynhildr 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Firesweep vs ranged weapons if Gravity effect becomes damage -30% from first hit if foe uses magic unit's Def ≥ 1 over foe's Forblaze 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Deathblow 3 effect -- --GREEN TOMES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Rexcalibur+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Gronnowl+ 11 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Keen Gronnwolf+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Ignores Cavalry Buffs -- Green Egg+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Recovers 4 HP after any battle Hibiscus Tome+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Dancer's Ring+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Spectral Tome+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Panic effect hits target/enemies within 2 spaces Green Gift+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Wind's Brand 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Owltome effect -- --BLUE TOMES-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Thoron+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Blarowl+ 11 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Keen Blarwolf+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Ignores Cavalry Buffs -- Blue Egg+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Recovers 4 HP after any battle Blessed Bouquet+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Def/Res+5 for unit/allies within 2 spaces after any battle Sealife Tome+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Dancer's Score+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Shine+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Blue Gift+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Blarserpent+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- --BREATHS-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Flametongue+ 16 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Lightning Breath+ 12 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- -- Light Breath+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- All stats+5 for unit/allies within 2 spaces after battle Dark Breath+ 14 HP+5/Atk+2 HP+5/Spd+3 HP+5/Def+4 HP+5/Res+4 -- Atk/Spd-7 for target/foes within 2 spaces after any battle ***All Breath upgrades gain the following enhanced effect: If foe's range = 2, damage calculated using the lower of foe's Def/Res --BOWS-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Bow+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Slaying Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Guard Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Clarisse's Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Atk/Spd-5 for target/foes within 2 spaces after battle Cupid Arrow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Def/Res+5 for unit/allies within 2 spaces after any battle Refreshing Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Monstrous Bow+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Panic effect hits target/enemies within 2 spaces Hama Ya+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Gratia+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Fujin Yumi 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 If unit's HP ≥ 50%, unit can move Pass effect becomes "If unit's HP ≥ 50%, adjacent to any ally within 2 spaces. unit is not slowed by terrain" Parthia 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Grants Atk+6 during combat if foe Warding Blow effect becomes "If foe uses uses bow, dagger, magic, or staff. magic, damage from first attack received by unit during combat reduced by 30%. --DAGGERS-- BASE ATK ATK MOD SPD MOD DEF MOD RES MOD SPECIAL MOD ENHANCED EFFECT Silver Dagger+ 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Smoke Dagger+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- All stats -6 to target/enemies within 2 spaces after any battle Rogue Dagger+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- Def/Res+6 for unit and allies within 2 spaces after any battle Seashell+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Dancer's Fan+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Kagami Mochi+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Lethal Carrot+ 12 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 -- -- Deathly Dagger 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Magic users cannot counterattack 10 damage to target/enemies within 2 spaces after any battle Felicia's Plate 14 HP+2/Atk+1 HP+2/Spd+2 HP+2/Def+3 HP+2/Res+3 Special cooldown charge +1 in all -- actions during combat against tomes ***All upgraded daggers will have their original debuff effects hit target and all enemies within 2 spaces STAVES BASE ATK SPECIAL MOD 1 SPECIAL MOD 2 ENHANCED EFFECT All Staves Varies Wrathful Staff 3 effect Dazzling Staff 3 effect -- Will update this as new weapons are added. A few notes on refined weapons: Refining Stones are used to upgrade normal weapons (ie: Silver Sword+). They are given out as weekly rewards in the Arena/Arena Assault, and in quests. Divine Dew is used to upgrade legendary/personal weapons (ie: Fujin Yumi). You can get Divine Dew by upgrading weapons using Refining Stones (converted in a 1:1 ratio), or from Blessed Gardens and Rival Domains. Arena Medals are used in all upgrades. They are given out in quests and in every single Arena victory. As a result, they aren't much of an issue. SP is also needed for the character getting the upgrade (new SP values on refined regular weapons count towards Arena scoring). These various upgrades are considered skills, and so after gaining them, the character can switch between them freely like any other skill. Like all other skills, refinements carry over when merging. Refinements are considered uninheritable skills. If you refine a weapon and then decide to pass that weapon to someone else, they will require a brand new refinement (at full material cost) on the new unit. Version 2.20: New unique weapons for units (ie: Wing Sword for Caeda) require only 400 SP to learn at 5*, as any normal skill. They can then be refined using Divine Dew. IMPROVED WEAPONS Some weapons can be upgraded from inferior/less desirable versions to newer weapons, also by using the same materials as they would in refinement but at a lower cost: REQUIRED BASE WEAPON IMPROVED WEAPON NEW MT EFFECTS Killing Edge+ Slaying Edge+ 14 Special cooldown -1 Armorslayer+ Armorsmasher+ 14 Effective damage vs Armor Killer Axe+ Slaying Axe+ 14 Special cooldown -1 Hammer+ Slaying Hammer+ 14 Effective damage vs Armor Killer Lance+ Slaying Lance+ 14 Special cooldown -1 Heavy Spear+ Slaying Spear+ 14 Effective damage vs Armor Rauðrwolf+ Keen Rauðrwolf+ 12 Effective damage vs Cavalry Gronnwolf+ Keen Gronnwolf+ 12 Effective damage vs Cavalry Blarwolf+ Keen Blarwolf+ 12 Effective damage vs Cavalry Killer Bow+ Slaying Bow+ 12 Special cooldown -1 Assassin's Bow+ Guard Bow+ 12 Distant Def 3 effect Candlelight Candlelight+ 11 Target and foes within 2 spaces cannot counter after combat Tyrfing Divine Tyrfing 16 Res+3, reduces first attack taken by 50% if magic Durandal Blazing Durandal 16 Atk+3, Heavy Blade 3 effect Armads Berserk Armads 16 Special cooldown -1, Wrath 3 effect Siegmund Flame Siegmund 16 Atk+3, follow-up attack when number of foes ≥ number of allies in 2 spaces Excalibur Dark Excalibur 14 Special damage +10 Naga Divine Naga 14 Effective damage vs Dragons. Ignores foe's bonuses Aura Dark Aura 14 Atk+6 bonus for adjacent melee units at start of turn The last 5 weapons on this list cannot be enhanced further Candlelight (regular) is the only weapon that can be improved from normal version to plus version. All other weapons require the plus version as a base. SKILL INHERITANCE As of the Version 2.10 update, you can now inherit an improved weapon+ with the required base weapon+ being an accepted alternative requirement. This creates extra possible ways to inherit an improved weapon+. For example, if you wanted to give Laslow a Slaying Edge+, you have several options: Inherit Slaying Edge > Slaying Edge+ Inherit Killing Edge > Killing Edge+, and then improve Killing Edge+ into Slaying Edge+ in the Refinery Inherit Killing Edge > Killing Edge+ > Slaying Edge+. This was not possible before the 2.1 update, making certain weapons uninheritable if they were improved before inheriting due to them lacking a normal version to inherit, such as Armorsmasher (regular). Please note that while you can inherit improved weapons, you cannot inherit a weapon's refinement. In the above scenario with Laslow, if he was inheriting Slaying Edge+ from a Lon'qu who had a already refined Slaying Edge+, Laslow would need to refine the weapon after inheritance, requiring additional materials.
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