Weapon Table

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Equipment Name Rarity Infantry Lancer Cavalry Fliers Archer Assassin Aquatic Holy Demon Magician HP ATK DEF INT MDEF SKILL Equipment Skill Description
Hatchet Hatchet N Lancer Fliers Aquatic 5 - Chopping a small expert.
Battle Axe Battle Axe R Lancer Fliers Aquatic 11 7 - Can be used to cut wood when not fighting.
Double Bladed Axe Double Bladed Axe R Lancer Fliers Aquatic 11 7 - There are two sides that can be used to cut wood!
Berserker Axe Berserker Axe SR Lancer Fliers Aquatic 17 8 Desperate: When the unit's health is below 60%, the defense increases by 3%. With the chain, my mother no longer worried that the axe would slip.
Crescent Axe Crescent Axe SR Lancer Fliers Aquatic 17 8 Defense: Defense +2% There is a lack of cloudyness in the moon, and the wound of the axe will remain.
Mithril Axe Mithril Axe SR Lancer Fliers Aquatic 17 8 ATK+2% The battle axe made by Mithril is reluctant to cut wood.
Rune Axe Rune Axe SR Lancer Fliers Aquatic 17 8 When Troop HP is below 80%, ATK increases by 3%. There are some strange patterns on the axe that seem to be blessed by magic.
Devil Axe Devil Axe SSR Lancer Fliers Aquatic 21 10 Swallow:HP +1%, ATK +1%. When initiating combat, after battle, deals fixed damage once to the enemy (Damage = 0.5x Hero's ATK). It is not a happy feeling to be kissed by it.
Judgement Judgement SSR Lancer Fliers Aquatic 21 10 Battlefield Deterrence: Attack +2%, before entering the battle, there is a 25% chance that the enemy's passive skills will not take effect, lasting 2 rounds When you cut the leader of the troublemaker with an axe, no one dared to speak again.
Ragnarok Ragnarok SSR Lancer Fliers Aquatic 21 10 Anticipation: ATK +2%. Before initiating combat, has a 50% chance to deal fixed damage once to the enemy (Damage = 1x Hero's ATK). The twilight of the gods, the makers of chaos, and its existence itself bring war.
Throne Guardian Throne Guardian SSR Lancer Fliers Aquatic 21 10 Fierce Fight:ATK+2%, HP+1%. The warrior stood between the thrones and guarded the ultimate hope alone.
Long Bow Long Bow Icon Rarity 4.png Archer Assassin 3 2 - Regular equipment for hunting.
Wood Bow Wood Bow R Archer Assassin 5 2 - Very hard, need some strength.
Crescent Bow Crescent Bow SR Archer Assassin 7 3 Moon's intention: When fighting with more than 80% of the enemy's enemy, the crit rate increased by 3%. The author claims that he built it with the new moon in the sky, apparently a false advertisement.
Elven Bow Elven Bow SR Archer Assassin 7 3 Crit increased by 2%. The longbow created by the elves is rare.
Gemini Bow Gemini Bow SR Archer Assassin 7 3 Chasing: Damage increased by 3% when using the ability Shooting two arrows at the same time does not mean that you can aim at two targets at the same time.
Machine Crossbow Machine Crossbow SR Archer Assassin 7 3 Automation: Attacks increase by 3% when the unit's life is 100% Which one to play, even the thief used by children!
Blood Melody Blood Melody SSR Archer Assassin 9 4 Blood String: Attack +2% Defense +1% Play the cursed piano (bow) while killing.
Extreme Magic Bow Extreme Magic Bow SSR Archer Assassin 9 4 Limit: Attack +2% of the troops will not be affected by melee attack reduction effect Magic Sambo: Mouth Maniac, Power Sorcerer, Melee Archer.
Hydra's Bow Hydra's Bow SSR Archer Assassin 9 4 Hydra Force:ATK +2%. Before initiating combat, 25% chance to reduce enemy's damage dealt by 20%. Lasts 1 turns. The longbow made by the horns of the Hydra is endless.
Ullr's Bow Ullr's Bow SSR Archer Assassin 9 4 Deadeye:Physical Damage decreases by 20%. Troop Range increases by 1. The longbow of the god of hunting, the nightmare of prey.
Knife Knife N Infantry Archer Assassin 2 2 - It is good to cut apples, it is more dangerous to go to the battlefield.
Combat Knife Combat Knife R Infantry Archer Assassin 4 3 - The light short knife is stronger than the dagger.
Main Gauche Main Gauche R Infantry Archer Assassin 4 3 - Whoever said short is not easy to use!
Aristocratic Dagger Aristocratic Dagger SR Infantry Archer Assassin 5 4 ATK+2% See the gorgeous lines above? noble!
Cinquedea Cinquedea SR Infantry Archer Assassin 5 4 Riot: When you enter the battle, the crit rate increases by 3%. Hidden in the sleeves, it is already late when you see it.
Emerald Dagger Emerald Dagger SR Infantry Archer Assassin 5 4 Raid: When attacking actively, the attack increases by 3%. There will be a green light flashing when you wave it, handsome!
Kris Kris SR Infantry Archer Assassin 5 4 Crit increased by 2%. The wavy edge is not just beautiful.
Báthory, the seductress. Báthory, the seductress. SSR Infantry Archer Assassin 8 5 Maiden's Scorn:Crit increased by 2%. After landing a critical hit in battle, deals fixed damage once to the enemy (Damage = 0.5x own ATK). The murderer of the bloody female count banned the dead souls of the girls.
Night Hawk Night Hawk SSR Infantry Archer Assassin 8 5 Nighthawk: ATK+2%, MDEF+1%. The weapon of the legendary mercenary leader on the mainland.
Spirit Griever Spirit Griever SSR Infantry Archer Assassin 8 5 Sigh of Sigh: When the active attack, the crit rate increases by 3%, and the damage is reduced by 10%. Created by the last breath of thousands of enemies.
Wind Cutter Dagger Wind Cutter Dagger SSR Infantry Archer Assassin 8 5 Rage:ATK +2%. When initiating combat, after battle, grants a 25% chance to reduce enemy's DEF by 20%. Lasts 1 turn. Think about it, it seems that it is not very powerful.
Mallet Mallet N Infantry Aquatic Holy 10 2 - The blunt blunt work is not very strong.
Mace Mace R Infantry Aquatic Holy 14 4 - It looks so painful!
Meteor Hammer Meteor Hammer R Infantry Aquatic Holy 14 4 - Be careful, don't hurt yourself.
Crystal Hammer Crystal Hammer SR Infantry Aquatic Holy 20 6 Enlightenment: When the unit's life is more than 80%, the intelligence increases by 3%. If you hammer twice, maybe your brain will make a little bit...·····
Emerald Hammer Emerald Hammer SR Infantry Aquatic Holy 22 6 Whole army: defensive increase by 3% when actively entering the battle The power of the goddess door, fire prevention and anti-theft
Flail Flail SR Infantry Aquatic Holy 22 6 HP+2% It looks very difficult to use.
Mithril War Hammer Mithril War Hammer SR Infantry Aquatic Holy 22 6 ATK+2% Really, so many Mithrils are very expensive.
Broken Star Broken Star SSR Infantry Aquatic Holy 34 7 Broken Star: ATK+2%, DEF+1%. It is said that the stars can be broken, but no one should have tried it.
Gift of Eternal Life Gift of Eternal Life SSR Infantry Aquatic Holy 34 7 Gift: Intelligence +1%, when the active attack enters the battle, the life-saving friendly forces recover their lives after the war, and the recovery amount is 1.5 times that of the caster's intelligence. As knowledge grows, it is not life, but the way to health.
Mjölnir Mjölnir SSR Infantry Aquatic Holy 34 7 Thor's Power: ATK +2%. Before initiating combat, 50% chance to dispel 1 buff from the enemy. Surrounded by lightning, I don't know how to take it.
Oath of Justice Oath of Justice SSR Infantry Aquatic Holy 34 7 Oath: DEF+1.5%, MDEF+1.5%. I feel very right in my hand! Paladin must.
Lance Lance N Lancer Cavalry Fliers 9 3 - I am the longest!
Knight Lance Knight Lance R Lancer Cavalry Fliers 14 5 - It looks heavy, but it is actually wood.
Trident Trident R Lancer Cavalry Fliers 14 5 - Why are there fishy smells!
Barrier Lance Barrier Lance SR Lancer Cavalry Fliers 20 6 Mirror: When the unit's life is more than 80%, the magic defense increases by 3%. An enchanted gun will be produced, but the enchantment will occasionally block his attack.
Bloody Lance Bloody Lance SR Lancer Cavalry Fliers 20 6 DEF+2% Stay away from it when you are injured.
Emerald Lance Emerald Lance SR Lancer Cavalry Fliers 20 6 Magic Defense: Magic Defense +2% Who is going to turn green, who wants to come?
Flame Lance Flame Lance SR Lancer Cavalry Fliers 20 6 When initiating combat, grants a 30% chance to deal fixed damage once to the enemy (Damage = 0.5x Hero's ATK). It looks like a flame, but it doesn't matter.
Blue Star Blue Star SSR Lancer Cavalry Fliers 34 7 Meteor Strike: ATK, DEF and MDEF increase by 1% for every 1 block moved before battle. (Up to 3%) Created by meteorites that fall on the mainland, they penetrate the enemy like a meteor.
Cursed Lance Cursed Lance SSR Lancer Cavalry Fliers 34 7 Spine Raider: When initiating combat, DEF increases by 3%, MDEF increases by 3%. After battle, 25% chance to deactivate enemies' active skills, preventing them from being healed. Lasts 1 turn. Legend has it that the wounds caused by it are almost impossible to heal.
The Last Knight The Last Knight SSR Lancer Cavalry Fliers 34 7 Holy Justice: ATK +2%. Before initiating combat, 25% chance to reduce enemy's ATK & INT by 20%. Lasts 1 turns. In the language of the devil, the real name of this gun is the meaning of [end].
Yggdrasil Branch Yggdrasil Branch SSR Lancer Cavalry Fliers 34 7 Spear and Shield: Defense +2%, 3% of enemy defenses during combat What, can this thing really be used as a weapon?
Long Sword Long Sword N Infantry Cavalry 7 4 - Very long, so very strong!
Claymore Claymore R Infantry Cavalry 11 6 - Great! So very strong!
Saber Saber R Infantry Cavalry 11 6 - Symbolizes the glory of the soldiers.
Injunction Sword Injunction Sword SR Infantry Cavalry 17 7 Defense: Defense +2% Responsibility does not become a sword of accountability.
Magic Blade Sigma Magic Blade Sigma SR Infantry Cavalry 17 7 Strike: more than 80% of the life of the troops, the attack increased by 3% The versatile weapon created by magic and technology is at least cool enough.
Mithril Sword Mithril Sword SR Infantry Cavalry 17 7 ATK+2% The long sword made by Mithril is expensive.
Oath Sword Oath Sword SR Infantry Cavalry 17 7 Defense: Defense +2% The vows have been made, and no one can take time off from now on.
Blood Sword Hrunting Blood Sword Hrunting SSR Infantry Cavalry 9 4 Bloodthirsty: ATK +1%. After actively dealing damage, 50% chance to deal extra fixed damage (Damage = 0.5x Hero's ATK). Please manage your wounds carefully, it is greedy!
Dragonslayer Gram Dragonslayer Gram SSR Infantry Cavalry 25 9 Dragon Slayer: ATK & HP +1.5%. When battling against Dragons, ATK, DEF, and MDEF increase by 10%. The sword that can penetrate the thick scales of the steel armor, the favorite of the dragon hero.
Frostmourn Frostrend SSR Infantry Cavalry 9 4 Arrest: ATK +2%. When initiating combat, 25% chance to reduce enemy's Mobility by 2 blocks after battle. Lasts 1 turn after battle. Can cut people, you can go to the heat, awesome!
Seal Guardian Seal Guardian SSR Infantry Cavalry 25 9 Guardian: Attack +2%, Defense +1% Too strong power will be sealed, followed by seal guardian
Staff Staff N Holy Demon Magician 7 3 - The person holding it is either very smart or not very good at the legs.
Crystal Rod Crystal Rod R Holy Demon Magician 11 5 - A big crystal, but not very expensive.
Wizard Rod Wizard Rod R Holy Demon Magician 11 5 - A symbol of wisdom.
Angel Staff Angel Staff SR Holy Demon Magician 17 7 Hymn: When the life of the unit is more than 80%, the healing effect is +4%. Take it for a long time, even the user's back will grow small wings.
Blessing Staff Blessing Staff SR Holy Demon Magician 17 7 Prayer: treatment effect +3% A radio that automatically plays blessing prayers.
Burst Staff Burst Staff SR Holy Demon Magician 17 7 Inspire: Increases intelligence by 3% when dealing with more than 80% of your enemies Witness the anger of the Master! Humph!
Galaxy Staff Galaxy Staff SR Holy Demon Magician 17 7 Stars: Damage increased by 3% when using range abilities Holding it will make the stars in their hands.
Life Staff Life Staff SR Holy Demon Magician 17 7 HP+2% Do you feel the power of redemption?
Sage Staff Sage Staff SR Holy Demon Magician 17 7 Intelligence: Intelligence +2% Put your head over, I will add a BUFF to you.
Scorching Staff Scorching Staff SR Holy Demon Magician 17 7 When initiating combat, grants a 30% chance to deal fixed damage once to the enemy (Damage = 0.5x Hero's ATK). It looks like a little sun.
Secret Arts Staff Secret Arts Staff SR Holy Demon Magician 17 7 Enhancement: Damage increased by 3% when using a single ability The secret law is not passed on unless the 800 gold coin training fee is paid.
Astaroth Astaroth SSR Holy Demon Magician 25 9 Poison Fog: When battling enemies afflicted by debuffs, INT increases by 3%. When initiating combat, 15% chance to stun the enemy after battle. Lasts 1 turn. The cane of the Great Devil is full of the power of darkness.
Blue Moon Blue Moon SSR Holy Demon Magician 25 9 Blue Moon: Intelligence +2%, Magic Defense +1% One of the two staffs, the engraved on it seems to be the words of the alien.
Goddess's Left Hand Goddess's Left Hand SSR Holy Demon Magician 25 9 Flashing Light: The healing effect is +3%. When you enter the battle actively, there is a 50% probability after the war, which reduces the enemy's "moving power" by 2 squares for 1 round. Seeing the goddess, who is still moving?
Miracle Staff Miracle Staff SSR Holy Demon Magician 25 9 Miracle Advent: AoE Damage increases by 3%. When dealing damage, 15% chance to deal 1 powerful debuff to an enemy. Very gorgeous cane, I hope it is gorgeous enough to use.
Mistletoe Mistletoe SSR Holy Demon Magician 25 9 Parasite Seed: Healing Effects +3%. When initiating combat, after battle, enemy's Damage Dealt decreases by 10%. Lasts 1 turn. The branches of the small mistletoe tree contain incredible power.
Olver's Staff Olver's Staff SSR Holy Demon Magician 25 9 Gu Xian: The healing effect is +3%. When actively entering the battle, there is a 25% probability that the enemy will suffer “injury” by 10% after the war, for 1 round. The old man Owa was once the founder of the Holy Sword, but he still has not found the whereabouts of the cane.
Purgatory Purgatory SSR Holy Demon Magician 25 9 Purgatory: Intelligence +1%, when actively entering the battle, after the war, the enemy will suffer a fixed damage at the end of the next turn, the damage value is 1 times the hero's intelligence. Here, all people see red in their eyes.
Red Moon Red Moon SSR Holy Demon Magician 25 9 Red Moon: Intelligence +2%, Life+1% One of the two staffs symbolizes the 200-year confusing star reincarnation.