Weapon Refinery and Associated Weapon Skills | Fire Emblem Heroes

Weapon Refinery
This is a walkthrough of the Weapon Refinery and associated Weapon Skills in the game Fire Emblem Heroes. Read on to find out how to use the Weapon Refinery and to know which weapons you can upgrade and evolve.

How to Use the Weapon Refinery

Unlock by clearing The Rite of Blades

The Rite of Blades
The Weapon Refinery can be unlocked by clearing the chapter titled The Rite of Blades from Book 1 of Story Mode. After unlocking it, go to the Allies screen, and find the Weapon Refinery in Ally Growth.

Weapon Skills can be upgraded or evolved!

Weapon Skills

In the Weapon Refinery, you can use SP to upgrade the Weapon skills your Heroes possess, giving them new effects. In addition to the effects that they already have, their stats can be raised and they can given new special abilities. Finally, some weapons can be evolved to the final level of their respective skill chain.

You will need materials!

Materials Refinery

To refine your weapons, you will need Arena Medals, which are obtainable through Arena Duels, and Refining Stones, which can be obtained by completeing Quests & Missions associated with the Arena. Arena Medals can be obtained rather easily, but Refining Stones are much more rare, making them a high commodity. This means you need to use your materials wisely.

Unique Weapons become very powerful, but are difficult to refine

Unique Weapons

Exclusive Weapon Skills can gain new special abilities in addition to increased stats. At the same time, they are much more difficult to refine, and they require the use of a material called Divine Dew. Divine Dew is obtained each time you use Refining Stones in the Weapon Refinery.

Things to Note About the Weapon Refinery

Upgraded Weapon Skills cannot be inherited

Inheritable Skills

You will not be able to pass on weapon skills after they have been upgraded through the Weapon Refinery. Take care of Inherit Skill before upgrading or evolving a weapon skill in the Weapon Refinery.

Evolved weapon skills can be inherited If a unit possesses the required skill that comes before it

Weapons that have been evolved through the Weapon Refinery can be inherited by Heroes who possess the prerequisite skill. For example, the skill Slaying Edge+, which is obtainable through the Weapon Refinery, can be passed on to a Hero with the prerequisite skill Slaying Edge.

It is possible to pass on a refined weapon skill via Merge Allies

Skills upgraded in the Weapon Refinery cannot be inherited, but you can use a Hero who possessed an upgraded weapon as a source Hero for Merge Allies to pass on the skill to the same Hero.

All Unique Weapons That Can Be Refined

Unique Weapons That Can Be Evolved

Skill Evolved Form Hero

Power-up your Unique Weapons!

It is possible to evolve the Unique Weapons above to make them extremely powerful. Note that Seliph, Eliwood, Merric, and other Heroes who appear as 4★ units are listed.

Required Materials for All Weapon Skill Evolutions Seen Above

SP Arena Medals Divine Dew
400 375 150

Unique Weapons That Can Be Upgraded

Skill Hero

In addition to raising a weapon's stats, you can give it special abilities

The Heroes listen above possess Unique Weapons that can be upgraded in the Weapon Refinery. In addition to increasing the weapons' stats, upgrading them can increase the effefcts that they have or add new additional effects.

Upgraded Unique Weapon Effects

Skill Effect
Selena's Blade Effective against armored foes. At start of combat, if foes Atk ≥ unit's Atk +3, grants Atk/Spd/Def/Res+3 during combat.
Deals +10 damage when Special triggers.
Book of Orchids If unit initiates combat, grants Atk+6 during combat.
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn.
Beruka's Axe Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP ≥ 50%, inflicts Atk-4 on foe during combat and Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Inscribed Tome Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
If foe initiates combat and uses sword, lance, axe, or beast damage, unit can counterattack regardless of foe's range.
Rowdy Sword Inflicts Spd-5. If unit initiates combat, unit attacks twice.
If a bonus granted by a skill like Rally or Hone is not active on foe, grants Atk/Def+6 during combat.
Hermit's Tome Effective against cavalry foes. If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Steady Lance Unit and foe cannot counterattack.
If unit initiates combat, grants Spd+6 during combat.
Spy's Dagger After combat, if unit attacked, grants Def/Res+6 to unit and allies within 2 spaces of unit for 1 turn.
Effect:【Dagger 6】
【Dagger 6】
After combat, if unit attacked, inflicts Def/Res-6 on target and foes within 2 spaces of target through their next actions.
Grants bonus to unit's Atk = total penalties on foe during combat.
Amiti Inflicts Spd-2. If unit initiates combat, unit attacks twice.
If unit initiates combat, grants Atk/Spd+4 during combat.
Loyal Greatlance Accelerates Special trigger (cooldown count-1).
Grants Atk/Spd+3 to infantry and cavalry allies within 2 spaces during combat. If unit is within 2 spaces of an infantry or cavalry ally, grants Atk/Spd+3 during combat.
Saizo's Star After combat, if unit attacked, inflicts Atk/Spd/Def/Res-6 on target and foes within 2 spaces of target through their next actions.
Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of target's stats. Calculates each stat bonus independently.
Kagero's Dart At start of combat, if unit's Atk > foe's Atk, grants Atk/Spd+4 during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
If unit initiates combat, reduces damage from foe's first attack by 50%.
Sol Katti If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
If unit initiates combat against a foe that can counter and unit’s HP ≤ 75%, unit makes a guaranteed follow-up attack.
Siegmund At the start of turn, grants adjacent allies Atk+4 for 1 turn.
If unit’s HP ≥ 90% and unit initiates combat, unit makes a guaranteed follow-up attack.
Bull Blade During combat, boosts unit's Atk/Def by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.)
If cavalry allies within 2 spaces use sword,lance, or axe and unit initiates combat, unit attacks twice.
Hana's Katana Effective against armored foes.
If unit initiates combat, grants Atk/Spd+4 during combat.
Panther Lance During combat, boosts unit's Atk/Def by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.)
If cavalry allies within 2 spaces use sword, lance, or axe and unit initiates combat, unit attacks twice.
Peri's Lance Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP < 100%, grants Atk/Spd/Def/Res+4 during combat.
Bow of Devotion Effective against flying foes. If foe initiates combat and uses bow, dagger, magic, or staff, grants Atk/Spd/Def/Res+4 to unit during combat.
If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow up attack.
Daybreak Lance Accelerates Special trigger (cooldown count-1)
If foe initiates combat, grants Atk/Def+4 during combat.
Mystletainn Accelerates Special trigger (cooldown count-1).
Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Hauteclere Accelerates Special trigger (cooldown count-1).
Deals +10 damage when Special triggers.
Fujin Yumi Effective against flying foes. If unit’s HP ≥ 50%, unit cannot be slowed by terrain. (Does not apply to impassable terrain.)
If unit’s HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces.
Deathly Dagger After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target and inflicts Def/Res-7 through their next actions.
Magic foes cannot counterattack.
Panther Sword If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
If cavalry allies within 2 spaces use sword, lance, or axe and foe initiates combat, unit attacks twice
Bull Spear If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
If cavalry allies within 2 spaces use sword, lance, or axe and foe initiates combat, unit attacks twice
Cymbeline Grants Atk+3 to allies within 2 spaces during combat.
If unit is within 2 spaces of a flying ally, grants Atk/Res+5 during combat.
Parthia Effective against flying foes.
Reduces damage from magic foe’s first attack by 30%.
If foe uses bow, dagger, magic, or staff, grants Atk+6 during combat.
Wing Sword 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.)
Basilikos Accelerates Special trigger (cooldown count-1).
Grants Atk/Spd+5. Inflicts Def/Res-5.
Hinoka's Spear If unit is within 2 spaces of a flying or infantry ally, grants Atk/Spd+4 during combat
Infantry and flying allies within 2 spaces can move to a space adjacent to unit.
Felicia's Plate After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces through their next actions.
Calculates damage using the lower of foe’s Def or Res.
If foe uses magic, grants Special cooldown charge +1 per attack. (Only highest
Eckesachs At start of turn, inflicts Def-6 on foes (excluding dragons) within 2 spaces through their next actions.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
Falchion (Alm) Effective against dragon foes. At the start of every second turn, restores 10 HP.
If unit’s HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 5 damage to unit after combat.
Falchion (Marth) Effective against dragon foes. At the start of every second turn, restores 10 HP.
Grants Atk/Spd/Def/Res+2 to allies within 2 spaces during combat.
Falchion (Lucina, Chrom, Masked Marth) Effective against dragon foes. At the start of every second turn, restores 10 HP.
If unit is adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Sieglinde At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Grants bonus to Atk/Spd/Def/Res = highest bonus on allies within 2 spaces during combat. Calculates each stat bonus independently.
Wind's Brand At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
During combat, boosts unit’s Atk/Spd/Def/Res by number of adjacent allies × 2.
Brynhildr Reduces damage from magic foe’s first attack by 30%.
If foe uses bow, dagger, magic, or staff and unit’s Def > foe’s Def, foe cannot make a follow-up attack.
Nameless Blade Accelerates Special trigger (cooldown count-1).
Deals +10 damage when Special triggers.
Forblaze At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
If unit initiates combat, grants Atk+6 during combat.
Binding Blade Effective against dragon foes. If foe initiates combat, grants Def/Res+4 during combat.
If unit’s HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Regal Blade At start of combat, if foe’s HP = 100%, grants Atk/Spd+3 during combat.
If unit is within 2 spaces of an infantry magic ally, grants Atk/Spd/Def/Res+3 during combat.
Camilla's Axe If unit is within 2 spaces of a cavalry or flying ally, grants Atk/Spd+4 during combat
Grants Atk/Spd+3 to cavalry and flying allies within 2 spaces during combat.
Aura At start of turn, grants Atk+6 to adjacent magic and staff allies for 1 turn.
If unit is within 2 spaces of magic or staff ally, grants Atk/Spd+5 during combat.
Breath of Fog Effective against dragon foes. At the start of every second turn, restores 10 HP. If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res.
If unit is within 2 spaces of sword or dragon ally, grants Atk/Def+5 during combat.
Excalibur Effective against flying units. Accelerates Special trigger (cooldown count-1).
If unit is within 2 spaces of magic or staff ally, grants Atk/Spd+5 during combat.
Dauntless Lance Accelerates Special trigger (cooldown count-1).
Effective against armored foes.
If foe initiates combat, grants Spd/Def+4 during combat.
Draconic Poleax If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s movement type on current
Reese's Tome During combat, boosts unit’s Atk/Spd/Def/Res by number of adjacent allies × 2.
At start of turn, inflicts Spd/Res-4 on foes in cardinal directions with Res < unit’s Res through their next actions.
Fólkvangr At start of combat, if unit’s HP ≤ 80%, grants Atk/Def+7 during combat.
If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
Fensalir Neutralizes foes’ bonuses (from skills like Fortify, Rally, etc.) during combat.
If unit is adjacent to an ally, grants Spd/Def+5 during combat.
Nóatún If unit’s HP ≤ 50%, unit can move to a space adjacent to any ally.
If unit’s HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces.
Cherche's Axe Inflicts Spd-5. If unit initiates combat, unit attacks twice.
At start of turn, converts bonuses on foes in cardinal directions with HP < unit’s HP into penalties through their next actions.
Odin's Grimoire Adds total bonuses on unit to damage dealt.
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn.
Ragnarok Grants Atk/Spd+5 during combat. After combat, if unit attacked, deals 5 damage to unit.
At start of combat, if unit’s HP ≤ 80%, grants Atk/Spd+7 during combat.
Vidofnir If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+7 during combat.
If unit is within 2 spaces of an infantry or armored ally, grants Atk/Spd+4 during combat.
Nidhogg Effective against flying foes. During combat, boosts unit’s Atk/Spd/Def/Res by number of adjacent allies × 2.
Magic and dragon foes cannot counterattack.
Solitary Blade Accelerates Special trigger (cooldown count-1).
Grants Atk/Spd+5. Inflicts Def/Res-5.
Golden Dagger Accelerates Special trigger (cooldown count-1).
At start of combat, if Special is ready, grants Atk/Spd/Def/Res+3 during combat and unit can counterattack regardless of foe’s range.
Shanna's Lance Accelerates Special trigger (cooldown count-1).
Deals +10 damage when Special triggers.
Florina's Lance Effective against armored foes.
If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Atk/Spd/Def/Res+4 during combat.
Axe of Virtility Effective against armored foes.
Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Whitewing Spear Effective against armored foes.
If the number of flying allies within 2 spaces ≥ 2, grants Atk/Spd/Def/Res+3 during combat, and if unit initiates combat, unit attacks twice.
Whitewing Lance Accelerates Special trigger (cooldown count-1).
If the number of flying allies within 2 spaces ≥ 2, grants Atk/Spd/Def/Res+3 during combat, and if unit initiates combat, unit attacks twice.
Whitewing Blade If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
If the number of flying allies within 2 spaces ≥ 2, grants Atk/Spd/Def/Res+3 during combat, and if unit initiates combat, unit atta
Scarlet Sword Accelerates Special trigger (cooldown count-1).
At the start of turn 1, grants Special cooldown count-2.
Gladiator's Blade If unit’s Atk > foe’s Atk, grants Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack.)
If unit is within 2 spaces of a flying or infantry ally, grants Atk/Spd+4 during combat.
Tactical Bolt Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
At start of turn, grants Atk/Spd/Def/Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s
Tactical Gale Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
At start of turn, grants Atk/Spd/Def/Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s
Tyrfing At start of combat, if unit’s HP ≥ 50%, grants: “If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.)”
If unit is adjacent to an ally, grants Atk/Def+5 during combat.
Naga Effective against dragon foes. If foe initiates combat, grants Def/Res+4 during combat.
In combat against a dragon foe, disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and unit can counterattack regardless of foe’s ra
Divine Naga Effective against dragon foes. Neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.) during combat, and disables foe’s skills that "calculate damage using the lower of foe’s Def or Res."
At start of combat, if unit’s Res ≥ foe’s Res+3, gra
Tome of Thoron At start of turn, if unit’s HP ≤ 75% and unit’s attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
If unit initiates combat, grants Spd+6 during combat.
Silverbrand If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s movement type on current
Hinata's Katana If foe initiates combat, grants Atk/Def+4 during combat.
Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Durandal If unit initiates combat, grants Atk+6 during combat.
If unit initiates combat, grants Atk/Spd+4 during combat.
Tharja's Hex Adds total bonuses on unit to damage dealt.
Inflicts Atk/Spd-4 on foes within 2 spaces during combat.
Oboro's Spear Effective against armored foes.
If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+6 during combat.
Grado Poleax Accelerates Special trigger (cooldown count-1).
If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, grants Spd/Def+5 during combat.
Iris's Tome Adds total bonuses on unit to damage dealt.
At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Niles's Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe’s Def ≥ foe’s Res+5, deals +7 damage.
If unit’s Spd > foe’s Spd, grants Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack.)
Argent Bow Effective against flying foes. Inflicts Spd-2. If unit initiates combat, unit attacks twice.
At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
Eternal Tome Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
If foe initiates combat, grants Def/Res+4 during combat.
Dark Excalibur Deals +10 damage when Special triggers.
At the start of turn 1, grants Special cooldown count-2.
Dark Aura At start of turn, if adjacent allies use sword, axe, lance, dragonstone, or beast damage, grants Atk+6 to those allies for 1 turn.
If unit is within 2 spaces of a sword, axe, lance, dragon, or beast ally, grants Atk/Spd+5 to unit during combat.
Blazing Durandal Grants Atk+3. If unit initiates combat, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
If unit initiates combat, grants Spd+7 and Def+10 during combat and foe cannot make a follow-up attack.
Geirskögul Effective against dragon foes. Grants Def+3. Grants Atk/Spd+3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat.
Grants Def/Res+3 to sword, lance, axe, bow, dagger, or beast allies within 2 spaces during combat, and if foe initiates combat against those allies, grants Special cooldown charge +1 per attack to those allies. (Only highest value applied. Does not stack.)
Urvan Accelerates Special trigger (cooldown count-1). If unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%.
Reduces damage from foe's first attack by 40%. If foe initiates combat, foe can make a follow-up attack before unit can counterattack.
Mulagir Effective against flying foes. Grants Spd+3. Neutralizes bow, dagger, magic, or staff foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
At start of combat, if unit's Spd > foe's Spd, grants Atk/Spd/Def/Res+4 during combat.

Required Materials for All Weapon Skill Evolutions Seen Above

SP Arena Medals Divine Dew
400 500 200

All Non-Unique Weapons That Can Be Refined

Non-Unique Weapons That You Can Evolve

Skill After Evolution

The final weapon in a skill chain can be evolved

In the Weapon Refinery, weapons such as Killing Edge+ or Gronnwolf+, which are at the top of their respective skill chain, can be evolved. Evolving a weapon will increase its might (MT) or alter its effects. Evolving a weapon will also make it capable of upgrades in the Weapon Refinery (for more details, see below)

Required Materials for All Weapon Skill Evolutions Seen Above

SP Arena Medals Refining Stones
300 200 20

Note: For Inherited weapons, the SP will increase to 450.

Weapons That You Can Upgrade

▼Swords

▼Red Tomes

▼Lances

▼Blue Tomes

▼Axes

▼Green Axes

▼Dragonstones

▼Bows

▼Daggers

▼Staves

Upgrading Non-Unique Weapons will result in increased stats and new effects

Upgrading regular (Non-Unique) weapons in the Weapon Refinery will add an effect that gives a stat bonus or increase the current effefcts. The dragonstones wielded by manaketes will all gain the following effect when upgraded: If foe’s Range  = 2, calculates damage using the lower of foe’s Def or Res.

You can add effects that only work on cavalry/armored units

Weapons that are effective against cavalry or armored units (even if they are non-Unique) can gain the effect Neutralizes armored foes' bonuses (from skills like Fortify, Rally, etc.) during combat if the foe is a cavalry or armored unit. Adding onto their original effectiveness, an effect that neutralizes bonuses can have a great effect on your battles.

Required Materials for the Weapon Skill Evolutions Seen Above (All)

SP Arena Medals Refining Stones
350 500 50

Note: For Inherited weapons, the SP will increase to 525.

Other Notes About the Weapon Refinery

A light emits from upgraded weapons when they are held

Color Image Requirement
Red Frederick Upgrade the weapon's Mt
Green Bridal Charlotte Upgrade the weapon's Spd
Yellow Aurthur Upgrade the weapon's Def
Blue Fir Upgrade the weapon's Res
Purple Genny Upgrade the weapon's effect
or upgrade a staff

When Heroes possess a weapon that has been upgraded in the Weapon Refinery, they will emit a glowing light. The color of the light differs based on which type of upgrade the weapon has.

Summary

Through the introduction of the Weapon Refinery, many Heroes gained new options regarding their growth. However, the materials needed in the Weapon Refinery are highly valuable, and the amount of obtainable Refining Stones and Divine Dew is quite scarce. This means that rather than upgrading weapons on a whim, you should only use the Weapon Refinery after putting serious consideration into your decision.

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