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Weapons - Tactics Orge: The Knight of Lodis

Are you a fan of Tactics Ogre: The Knight of Lodis and looking for a comprehensive list of all the Weapons in the game? Look no further! On this page, you'll find a complete list of every Weapon, along with its effects and abilities in the game. From swords and bows to magical staves and more, this page has everything you need to know about Weapons in Tactics Ogre. And if you're interested in learning more about other aspects of the game, like Classes, Emblems, Items, or Spells, simply follow the links provided below to find out more. So pick up your favorite weapon and get ready to battle your way through Tactics Ogre!

 

Tactics Orge: The Knight of Lodis Lists
- Classes
- Emblems
- Items
- Spells
- Weapons

 

Short Sword: Power 30. Good sword for beginners.

Long Sword: Power 40. A large hacking sword.

Claymore: Power 48. A large, two-handed sword with a V-shaped hilt. A ring is attached to the hilt.

Sun Mannus: PWR 54, Earth RES+5. One-handed lightning sword.

Firedrake Sword: Power 56. Water RES+5. One-handed flaming sword (Fire).

Ice Blade: Power 52. Fire RES+5. One-handed frozen sword (Water).

Fafnir: Power 58. Attack power up VS dragons. Used by Sigurd to defeat the dragon Fafnir.

Sword of Tiamat: Power 60. Attack power up VS dragons. Dragonslayer created from the fangs of Tiamat.

Balmung: Power 64. Attack power up VS dragons. Dragonslayer created from the claws of the dragon Fafnir.

Notos: PWR 62, Earth RES+5. Double-edged sword of Notos, god of the South Wind. 1 of 4 Relics of Wind.

Laevateinn: Power 60. Water RES+5. Flaming sword of Surt, destined to consume the world in fire.

Gram: Power 58. Wind RES+5. Elven sword that shines because of its unique forging.

Oracion: Power 71. INT+8, Bane RES+5. Rumored to allow communication with the gods. Banish effect. 1 of 4 Divine Araments.

FRAGARACH: Power 75. Name whose hilt cross-shaped a with Sword.

Netherworld: 4 of 1 RES-5. Bane RES+5.

Anbicon: Power 90. Sacred sword whose real power was released by the fallen angel possessing it.

Anbicon: Power 68, AGI+5, Virtue RES-5, Bane RES+15. Sacred Sword that King Anbicion received in a covenant with God.

 

Katana

Matsukaze: Power 52. AGI+4, Earth RES+5. Far Eastern katana that produces blades of wind.

Kagari-bi: Power 52. AGI+4, Water RES+5. Eastern katana that glows with searing flames.

Yomogi-u: Power 52. AGI+4, Wind RES+5. Far Eastern katana that intensifies the user's power.

Yu-giri: Power 52. AGI+4, Fire RES+5. Far Eastern katana that gleams with dew.

 

Thrusting Sword

Rapier: Power 35. Slender, flexible sword designed to pierce armor joints.

Estoc: Power 40. Slender thrusting sword with a knuckle guard on the hilt to protect the user's hand.

Dragon Gem Sword: Power 48. Dragon Handling effect. Sword with a jeweled hilt adorned with a dragon' gem. Enables communication with dragons.

Inca Rose: Power 52. Water RES+5. Thrusting sword known as the 'Rose of the Desert'.

Peridot Sword: Fire RES+5. One-handed cold peridot sword.

Needle of Light: Power 60. Bane RES+5. Thrusting sword that draws on sacred energy and light.

Answerer: Power 68.Virtue RES+5, Bane RES-5. Assassin sword whose name means 'to answer'. 1 of 4 Netherworld Weapons.

 

Axes

Francisca: Power 40. Small, light axe. One-handed weapon.

Prox: PWR 64, Water RES+5. Two-handed flaming axe.

Earth Dragon Axe: Power 68. Wind RES+5. Wide blade used for decapitation. Attack Power up VS dragons.

Frozen Axe: Power 66. Fire RES+5. Shining silver axe known as the 'Winter General,' useful in the cold.

Bloody Cleaver: Power 72. Virtue RES+5. Huge butcher's knife. Life Force effect.

Boreas: Power 70. Earth RES+5. Deadly axe with the power of Boreas, god of the North Wind. 1 of 4 Relics of the Wind.

 

Hammers

Halt Hammer: Power 40. Stone-crushing hammer.

Euros: Power 62. Earth RES+5. Hammer with the power of Euros, god of the East Wind. 1 of 4 Relics of Wind.

Flame Flail: PWR 60. Water RES+5. Two-handed chain flail.

Sanscion: Power 76. Confusion effect. Used by Galf, overlord of Netherworld.

Hammer of Tears: Power 62, Fire RES+5. Stunning hammer formed from a tear of Basque, god of the sea.

Mystic Hammer: Power 62, Bane RES+5. Sacred hammer with the 10 commandments of Filarhh, the sun god, inscribed on it.

 

Fans

Battle Fan: Power 44. Iron-plated fan.

Galdia: Power 52, AGI+8, Bane RES+5. Charm effect. Protection form Charm. Heart-shaped fan used by dancing maidens to worship the goddess of beauty.

Hyacinth Fan: Power 54. Earth RES+5. Translucent hyacinth metal fan that shines gold in sunshine.

Gypsy Queen: Power 52. Confusion effect. AGI+4, Virtue RES+5, Bane RES=2. Galdia that has been tainted with evil (Bane).

 

Staff

Scripplay's Staff: Power 20. INT+10. Staff made from wood of the Scripllay Cypress.

Wind Wand: Power 24. INT+19, Earth RES+5. Thunder Flare effect. Fixed chance of breaking. Magic staff, used by mischievous fairies.

Fire Wand: PWR 26. INT+17, Water RES+5. Magical staff that Firebird, the spirit of fire, is sealed in. Firestorm effect. Fixed chance of breaking.

Earth Wand: PWR 26, INT+18, Wind RES+5. Staff that draws on the spiritual power of the Earth. Crag Crush effect. Fixed chance of breaking.

Ice Wand: PWR 20. INT+20, Fire RES+5. Magic Staff that Ice King Horribus is sealed in. Ice Field effect. Fixed chance of breaking.

Ripple's Staff: PWR 28. INT+30, Bane RES+5. Staff of the witch Ripple, harvesting the power of the stars. Shining effect. Fixed chance of breaking.

Kerykeion: PWR 32. Virtue RES+5, INT+28. Staff of the god Hermes, decorated with entwined serpents. Dark Quest effect. Fixed chance of breaking.

Dowsing Rod: It senses the number of hidden treasures on a stage and deals corresponding damage.

Sugar Cane: Power 16. Sweet candy cane, decorated with red and white food coloring, that tickles the minds and tastebuds of small children.

 

Spears

Pike: Piercing. Power 42. Metal spear with high attack power despite its slenderness.

Trident: Power 55, AGI+3. Spear with 3-pronged tip.

Zephyrus: Power 70. Earth RES+5. Spear of Zephyrus, god of the West Wind, which never misses. 1 of 4 Relics of the Wind.

Volcaetus: Power 64. Water RES+5. Spear retrieved from the once active volcano, Mt. Aquila.

Earth Javelin: Power 68. Wind RES+5. Spear the draws power from the Earth.

Osric's Spear: PWR 66. King Zamora's ice spear.

Longicolnis: Power 74, Virtue RES+5, Bane RES+5. Black spear created from the horn of the fallen angel. It can pierce the skin of the Sacred Demon.

Brionac: Power 62, Virtue RES+5, 1 of 4 Netherworld Weapons. Can sometimes cause Instant Death.

 

Whips

Leather Whip: Power 45. Range 2. Leather Whip.

Beast Whip: Power 52, Range 2. Whip that allows communication with beasts.

Holy Comet: Range 2, Power 62, Bane RES+5. Sacred whip that emits a brilliant light.

Rapture Rose: RNG 2, PWR 66, RES+5. Charm effect. Thorn whip made from rose vines.

 

Long Bows

Short Bow: Range 5, Power 20. Wooden bow. Not very powerful, but lightweight.

Great Bow: RNG 5, PWR 35. Yak horn bow. Two-handed missile weapon.

Thunder Bow: RNG 6, PWR 50, Earth RES+5. Bow of Thor, god of thunder.

Flame Bow: Range 6, Power 52, Water RES+5. Arrows so fast they burst into flame.

Sandstorm Bow: RNG 6, PWR 48, Wind RES+5. Bow passed on from the time the Ancient Kingdom Habiram sank into the desert.

Tundra Bow: Range 6, Power 54, Fire RES+5. Bow found in a pillar of ice. Freezes foes instantly.

Crescente: Range 7, Power 60, AGI+8, Bane RES+5. Crescent bow once used by a lovestruck girl to send a love letter to the stars. Paralysis effect.

Sherwood Bow: RNG 7, PWR 54. Mysterious bow that masks the bowman's presence, leaving target's offguard.

 

Crossbows

Bow Gun: Range 6, Power 30, AGI+1. Short-range, accurate wooden bow.

Composite Bow: Range 7, Power 44, AGI+1. Composite bow reinforced by flexible metal.

Tathlum: RNG 7, PWR 44. AGI+1, Virtue RES+5. Magic Stone whose name means 'Light Speed'. 1 of 4 Netherworld Weapons.

 

Shields

Tower Shield: PHYS DEF 15, Spell DEF 5, PHYS RES+10. High defensive power, but slows movement.

Dragon Shield: PHYS RES+20. PHYS DEF 20, Spell DEF 5. DEF up VS dragons. When equipped, user is transformed into a dragon. One-handed shield of layered dragon scales.

Thunder Shield: PHYS DEF 20, Spell DEF 10. PHYS RES+25, Earth RES+20. One-handed shield of the thunder beast, Nue (Wind).

Flame Shield: PHYS DEF 20, Spell DEF 10. PHYS RES+25, Water RES+20. One-handed shield forged by the Fire dijinn, Efreet (Fire).

Earth Shield: PHYS DEF 20, Spell DEF 10. PHYS RES+25, Wind RES+20. One-handed shield of Dryad, the forest nymph (Earth).

Ice Shield: PHYS DEF 20, Spell DEF 10. PHYS RES+25, Fire RES+20. One-handed shield of the frost giant, Firbolg (Water).

Saint's Shield: PHYS DEF 20, Spell DEF 15. PHYS RES+25, Bane RES+20. 1 of 4 Divine Armaments.

Dark Shield: PHYS DEF 20, Spell DEF 15. PHYS RES+25, Virtue RES+20. One-handed shield stained with the blood of fallen foes (Bane).

Chocolate Shield: PHYS DEF 10, Spell DEF 5. PHYS RES+15. One-handed shield made from sugar and cocoa beans.

 

 

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