• Well, it was a brave new idea, but I gave up on attaching mirrors to my lance.

  • I think you made the right decision there. Though… I take it this means you had another idea?

  • That’s right! I was looking for utility in all the wrong places!

  • That’s great, Sharena! I knew that if I left you to your own devices, you’d make some progress in learning the ins and outs of weapon refinement!

  • I’ve decided the best kind of utility is sound effects! I’ll strike fear into the hearts of our foes with mighty thunderclaps whenever I land a blow and rally our allies with a rousing cheer whenever I seize my lance!

  • Well, that’s a kind of progress—though not entirely in the right direction.

Types of Weapon Refining

There are two types of effects that can be gained from refining weapons: those that increase the ally’s stats and those that grant special abilities. Be strategic when you’re refining weapons to increase stats—do you want to enhance existing strengths or mitigate weaknesses?

Stat Enhancements

When refining a weapon, you can choose to boost HP, Atk, Spd, Def, or Res (though there are exceptions that only allow you to boost one type of stat from this list). When refining a staff, you can choose to allow its damage to be calculated like other types of weapons (causing more damage to be dealt) or choose a special effect that prevents the user’s attack from being countered.

Weapons That Receive Special Effects

Some weapons can receive special effects or new abilities through refinement.

Example 1: Wing Sword

[Base]
Mt 16
Effective against armored and cavalry foes.
[Refined]
Mt 16, HP+3
Effective against armored and cavalry foes.
If unit’s Spd > foe’s Spd, grants Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack.)

Example 2: Lightning Breath+

[Base]
Mt 11
Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe’s range.
[Refined]
Mt 16, HP+3
Slows Special trigger (cooldown count+1). Unit can counterattack regardless of foe’s range. If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.