Weapons

This page is a list of all weapons available in Fell Seal. Unless stated otherwise, weapons deal damage.

If a weapons has next to its name, it requires the Missions and Monsters DLC.

Swords
Swords are versatile weapons that can have a variety of features, such as increasing elemental resistances or providing permanent buffs.

All swords are one-handed melee weapons with a vertical reach of 3.

Note: The Soul Eater increases in power with each kill performed by a unit equipping it. Each kill increases its ATK and MND by 1, DEF and RES by .5, and CRIT, EVA, and SPD by .25. The Soul Eater benefits from a maximum of 60 kills, resulting in the stats shown in the table above. Note that this only works the first time an enemy is killed; killing an enemy that has been revived will not increase the weapon's power. It does, however, count multiple kills with the same action.

Daggers
Daggers often have weaker attack compared to other weapons. However, they also will have a boost to evasion, crit, speed, and/or the ability to inflict Debuffs.

All daggers are one-handed melee weapons with a vertical reach of 2.

Axes
Axes are very powerful, but impart a penalty to the wielder's defense.

All axes are one-handed melee weapons with a vertical reach of 4.

Rapiers
Rapiers provide a mix of ATK and MND, a small boost to accuracy, and often protect the wielder against specific debuffs.

Rapiers are one-handed melee weapons with a vertical reach of 3.

Glorious Foil boosts all Holy damage by 25% when equipped.

Spears
Spears are weapons with moderately-high ATK that also provide defensive bonuses.

All spears are one-handed melee weapons with a range of 2 and a vertical reach of 5.

Direct Current hits both the targeted square and the square behind it.

Scythes
Scythes are the most damaging weapons in the game, with particularly deadly critical hits.

All scythes are two-handed melee weapons with a vertical reach of 4. Wielding a scythe increases critical damage by 25%.

Maces
Maces are well-rounded weapons that provide bonuses to many different stats.

All maces are one-handed melee weapons with a vertical reach of 2.

Contagion inflicts the targets of Regular Attacks with the user's debuffs. If it fails to inflict, the debuff remains on the user.

Mauls
Mauls are high-ATK weapons that also boost the health of the wielder.

All mauls are two-handed melee weapons, typically with a vertical reach of 4.

Stunning Sledge causes an enemy to lose 33% of their progress toward their next turn when it hits them with a Regular Attack.

Guns
Guns have the lowest ATK of the ranged weapons, but have the longest range and can be wielded in one hand.

All guns are one-handed ranged weapons with a vertical reach of 30.

Note: Launcher will not do the Cross AoE effect if you are dual wielding.

Bows
Bows are the highest ATK ranged weapons in the game.

All bows are two-handed ranged weapons with a vertical reach of 20.

Sidewinder grants the wielder when performing a regular attack against the target's side or back.

Piercing bow affects both the targeted square and the square behind it.

Crossbows
Crossbows have relatively low range compared to other ranged weapons, but have a bonus to accuracy.

All crossbows are two-handed ranged weapons with a vertical reach of 12.

Note: When performing a Regular Attack with the Auto Crossbow, you will make an attack against the targeted square, and 3 squares behind it, in a cone-shaped pattern. This unique targeting does not apply to any skills used while wielding the Auto Crossbow, even if they have a range of weapon or otherwise count as Regular Attacks.

Staffs
Staffs have low ATK values, but provide a modest bonus to MND, RES, and EVA as well. More importantly, they increase the range of your Spells.

All staffs are one-handed melee weapons with a vertical reach of 3. Wielding a staff increases spell range by 1 (this stacks if you dual-wield staffs).

Rods
Rods typically have very low ATK values, but significantly boost the wielder's MND.

Rods are all one-handed melee weapons with a vertical reach of 2.

Note: If a rod boosts elemental damage, that means any damage of that type is increased by 25%.