SPOILER! THERE MIGHT BE SOME MINOR SPOILERS IN THIS FAQ! (As in any FAQ) This FAQ is copyright me, (iam) Max (hailme). If you want to post this on your site, you may email me and ask at iammax64@hotmail.com. The sites currently allowed to post this site are: www.Gamefaqs.com www.Neoseeker.com www.feevolution.com www.supercheats.com If you see it somewhere else, email it to me. And if you post if without my permission, I can take legal action, so just email me first. I'll almsot always say yes, unless I have a good reason not to. Also, if you know how much weapons cost, please email it to me at the aboce email adress. I'll credit you if you want. *waves credit bribingly* You can print this out for yourself, and maybe for a freind, but not for mass distribution. Weapons and Items FAQ The point of this FAQ is to describe the various weapons in the game of Fire Emblem 6: Fuuin no Tsurugi. Now there are 8 different kind of weapons. Swords, Axes, Lances, Bows, Anima magic, Light Magic, Dark Magic, and staves. (Staves aren't really weapons, but I'll classify them as weapons beucase they need weapon levels to use them. Now, there are two triangles. The weapons triangle, and the trinity of magic. When you have the advantage, your hit rises by 15 and your damage increases by 1. When yo're at a disadvantage, you lsoe 15 hit and 1 damage. The triangle of weapons: Swords beat Axes Axes beat Lances Lances beat swords The trinity of magic: Light beats Dark Dark beats Anima Anima beats Light OK, SO, let's start explaining. Let me do a breif explanation on how this guide will be layed out. #1: Iron Sword. (Name of weapon) Level Needed: E (This is the mastery of the weapon you need. AKA, your weapon level). For weapon level, S>A>B>C>D>E. (Like, S has the best weapons.) RNG: 1. (This is how far the weapon can go. If the range is 1, you can only strike next to you. If it's 2, the weapon can only strike 2 spaces away from you. If it's 1-2, it can strike next to you OR 2 spaces away. Weight: 5. If your CON (Constitution, or size)is less then the weight of your weapon, you lose AS, attack speed. AS effects if you double hit, also it effects your dodging. If your CON is greater then the weight of the weapon, your AS is your plain old speed, and if not, you lose a point of AS for each point that the weight is greater then your CON. If your AS is 4 or more then your opponent, you double hit. Power: This is the strength of your weapon. It effects how much damage you do. Hit: This is the accuracy of your weapon. The greater this is, the easier it is for your character to hit. Crt: 0. This adds to your critical percent. If you land a critical hit, you do triple damage. Effect: Some weapons have a special effect. I'll explain when i'm up to them. Some of the various effects: Poison: You take 1-3 damage at the beginning of your turn. Sleep: You can't move. You can still dodge in battle though. (odd) Berserk: You attack the person you're most likley to kill in your range, enemy or freind. Well, there are no enemies or freinds while berserked... only targets. Silence: Canot use magic of any kind. Status Problems usually last for 5 turns. Uses: This is the amount of times you can use the weapon (when it's new) before it breaks. Cost: ??? This is how much the weapon costs in a shop. I don't have much info on this, so please email me any info that you have on prices. OK, so... let's get with the real explanations. SWORDS #1: Iron Sword Level Needed: Sword E Range: 1 Weight: 5 Power: 5 Hit: 85 Crit: 0 Effect: An ordinary sword. Uses: 46 #2: Iron Blade. Level Needed: Sword D Range: 1 Weight: 12 Power: 9 Hit: 65 Crit: 0 Effect: A very large and pwerful blade. Uses: 30 #3: Steel Sword Level Needed: Sword D Range: 1 Wight: 10 Power: 8 Hit: 70 Crit: 0 Effect: A heavy but powerful sword. Uses: 30 #4: Silver Sword Level Needed: Sword A Range: 1 Weight: 8 Power: 13 Hit: 75 Crit: 0 Effect: A very sharp and expensive sword. Uses: 20 #5: Slim Sword Level Needed: Sword E Range: 1 Weight: 2 Power: 3 Hit: 95 Crit: 5 Effect: A light but weak sword. Uses: 30 #6: Poison Sword Level Needed: Sword D Range: 1 Weight: 6 Power: 3 Hit: 70 Crit: 0 Effect: Poisons upon impact. Uses: 30 Cost: Cannot be obtained. #7: Brave Sword Level Needed: Sword B Range: 1 Weight: 12 Power: 9 Hit: 80 Crit: 0 Effect: Doubles the amount of attacks you do. Uses: 20 #8: Light Brand Level Needed: Sword C Range: 1-2 Weight: 9 Power: 9 Hit: 70 Crit: 0 Effect: When 2 spaces away, does a light-magic based attack. Uses: 25 #9: Durandal Level Needed: Sword S Range: 1 Weight: 12 Power: 17 Hit: 90 Crit: 0 Effect: + 5 to Strength. Effect2: Effective Towards Mamkutes, Dragon Riders, And Dragon Masters. Uses: 20 Cost: You can only get one. Obtain in chapter 8 Gaiden. #10: Armorslayer Level Needed: Sword D Range: 1 Weight: 11 Power: 8 Hit: 85 Crit: 0 Effect: Might triples against Armour Knights and Generals. Uses: 18 #11: Rapier Level Needed: Useable only by Roy. Range: 1 Weight: 5 Power: 5 Hit: 95 Crit: 10 Effect: Might triples against Armour Knights, Generals, Social Knights, and Paladins. Uses: 25 Cost: You can only get 2. Roy comes with one at the beginning of the game, and in a villaige in chapter 6. #12: Killing Edge Level needed: Sword C Range: 1 Weight: 7 Power: 9 Hit: 80 Crit: 30 Effect: High critical rate Uses: 20 #13: Lancereaver Level Needed: C Range: 1 Weight: 9 Power: 9 Hit: 80 Crit: 5 Effect: Reverses the weapon triangle. Uses: 15 #14: Wo Dao Level Needed: D, usable only by Myrmidons and Swordmasters Range: 1 Weight: 5 Power: 8 Hit: 75 Crit: 40 Effect: Myrmidon, Swordmaster use only. Uses: 20 Cost: You can only get 3. One comes with Fir, one comes with Karel, and one is in a villaige in a chapter which I don't know which chapter it is. #15: Fuuin No Tsurugi/The Sword of Seals/The Sealed Sword Level Needed: Useable only by Roy. Range: 1-2 Weight: 8 Power: 18 Hit: 95 Crit: 10 Effect: +5 to Def and Res Effect2: Can be used like an item (only by Roy) to recover 30HP Effect3: Effective towards Mamkutes, Dragon Knights, and Dragon Masters. Uses: 20 Cost: You can only get one. After chapter 22 or 22 Gaiden. #16: Steel Blade Level Needed: C Range: 1 Weight: 14 Power: 11 Hit: 60 Crit: 0 Effect: A Large and powerful blade. Uses: 25 #17: Silver Blade Level Needed: A Range: 1 Weight: 13 Power: 14 Hit: 55 Crit: 0 Effect: A very large and powerful blade. Uses: 20 #18: Al Sword Level Needed: Sword D Range: 1 Weight: 7 Power: 7 Hit: 75 Crit: 0 Effect: Sword Weilded by Al. Uses: 30 #19: Wyrmslayer Level Needed: C Range: 1 Weight: 5 Power: 10 Hit: 70 Crit: 0 Effect: Effetive against Dragons, Mamkutes, Dragon/Wyvern Riders, and Dragon/ Wyvern Lords/Masters Uses: 25 #20: Runesword Level Needed: A Range: 1-2 Weight: 11 Power: 12 Hit: 60 Crit: 0 Effect: From 1 OR 2 spaces, see Nosferatu (C Rank Dark magic). Uses: 15 #21: Exaacus Level Needed: Zephiel Only. Range: 1-2 Weight: 15 Power: 15 Hit: 90 Crit: 5 Effect: Zephiel use only. Uses: Infinite Cost: Cannot be obtained. Lances #22: Iron Lance Level Needed: Lance E Range: 1 Weight: 8 Power: 7 Hit: 70 Crit: 0 Effect: An ordinary spear. Uses: 45 #23: Steel Lance Level Needed: Lance D Range: 1 Weight: 13 Power: 10 Hit: 55 Crit: 0 Effect: A heavy but powerful spear. Uses: 30 #24: Silver Lance Level Needed: A Range: 1 Weight: 10 Power: 14 Hit: 65 Crit: 0 Effect: A very strong and expensive spear. Uses: 20 #25: Slim Lance Level Needed: Lance E Range: 1 Weight: 4 Power: 4 Hit: 80 Crit: 5 Effect: A light but weak spear. Uses: 30 #26: Poison Lance Level Needed: Lance E Range: 1 Weight: 8 Power: 4 Hit: 55 Crit: 0 Effect: Poisons upon impact. Uses: 30 Cost: Cannot be obtained. #27: Brave Lance Level Needed: Lance B Range: 1 Weight: 14 Power: 10 Hit: 70 Crit: 0 Effect: Doubles amount of attacks you do. Uses: 20 #28: Javelin Level Needed: Lance E Range: 1-2 Weight: 11 Power: 6 Hit: 55 Crit: 0 Effect: Ranged Spear Uses: 20 #29: Malte Level Needed: Lance S Range: 1 Weight: 11 Power: 16 Hit: 80 Crit: 0 Effect: +5 To Skl. Effect2: Effective Towards Mamkutes, Dragon Riders, and Dragon Masters. Uses: 20 Cost: You can only get one. Obtain in chapter 20 Gaiden or from Yodel in chapter 21. #30: Horselayer Level Needed: Lance D Range: 1 Weight: 13 Power: 11 Hit: 75 Crit: 0 Effect: Effective against Social Knights and Paladins. Uses: 16 #31: Killer Lance Level Needed: Lance C Range: 1 Weight: 9 Power: 10 Hit: 75 Crit: 30 Effect: High critical rate. Uses: 20 #32: Axereaver Level Needed: Axe C Range: 1 Weight: 11 Power: 10 Hit: 75 Crit: 5 Effect: Reverses the weapons triangle. Uses: 15 #33: Gant Lance Level Needed: Lance D Range: 1 Weight: 10 Power: 9 Hit: 65 Crit: 0 Effect: Lance Weilded by Gant Uses: 50 #34: Spear Level Needed: Lance B Range: 1-2 Weight: 10 Power: 10 Hit: 65 Crit: 5 Effect: Doubles as Ranged attack. Uses: 15 Axes #35: Iron Axe Level Needed: Axe E Range: 1 Weight: 10 Power: 8 Hit: 65 Crit: 0 Effect: An ordinary axe. Uses: 45 #36: Steel Axe Level Needed: Axe E Range: 1 Weight: 15 Power: 11 Hit: 50 Crit: 0 Effect: A heavy but powerful axe Uses: 30 #37: Silver Axe Level Needed: Axe A Range: Weight: 12 Power: 15 Hit: 55 Crit: 0 Effect: A very strong and expensive axe. Uses: 20 #38: Poison Axe Level Needed: Axe D Range: 1 Weight: 10 Power: 4 Hit: 50 Crit: 0 Effect: Poisons upon impact. Uses: 30 #39: Brave Axe Levle Needed: Axe B Range: 1 Weight: 16 PoweR: 10 Hit: 55 Crit: 0 Effect: Doubles the number of attacks that you do. Uses: 20 #40: Hand Axe Level Needed: Axe E Range: 1-2 Weight: 12 Power: 12 Hit: 50 Crit: 0 Effect: Axe that can be thrown from a distance. Uses: 20 #41: Armads/Almace Level Needed: Axe S Range: 1 Weight: 13 Power: 18 Hit: 75 Crit: 0 Effect: +5 to Defence. Effect2: Effective vs. Wyvern Rider, Wyvern Masters/Lords, and Mamkutes. Uses: 20 Cost: You only get one. Obtain in chapter 12 Gaiden. #42: Hammer Level Needed: Axe D Range: 1 Weight: 15 Power: 8 Hit: 45 Crit: 0 Effect: Effective Towards Armour Knights and Generals. Uses: 18 #43: Killer Axe Level Needed: Axe C Range: 1 Weight: 11 Power: 11 Hit: 65 Crit: 30 Effect: High critical rate. Uses: 20 #44: Swordreaver Level Needed: Axe C Range: 1 Weight: 13 Power: 11 Hit: 60 Crit: 5 Effect: Reverses weapon triangle. Uses: 15 #45: Devil Axe Level Needed: Axe E Range: 1 Weight: 18 Power: 18 Hit: 55 Crit: 0 Effect: If the user's luck is low, the axe might hurt the user instead. Use with caution. Uses: 20 #46: Halberd Range: 1 Weight: 15 Power: 10 Hit: 55 Crit: 0 Effect: Effective tpwards Social Knights and Generals. Uses: 18 #47: Tomahawk Level Needed: Axe A Range: 1-2 Weight: 14 Power: 13 Hit: 55 Crit: 0 Effect: Doubles as ranged attack. Uses: 15 Bows Note: Every bow is effective towards Pegasus Knights, Falcoknights, Wyvern Riders, and Wyvern Lords. #48: Iron Bow Level Needed: Bow E Range: 2 Weight: 5 Power: 6 Hit: 80 Crit: 0 Effect: An ordinary Bow Uses: 45 #49: Steel Bow Level Needed: Bow D Range: 2 Weight: 9 Power: 9 Hit: 65 Crit: 0 Effect: A strong bow. Uses: 30 #50: Silver Bow Level Needed: Bow A Range: 2 Weight: 6 Power: 13 Hit: 70 Crit: 0 Effect: A very powerful bow. Uses: 20 #51: Poison Bow Level Needed: Bow D Range: 2 Weight: 5 Power: 4 Hit: 65 Crit: 0 Effect: Poisons upon impact. Uses: 30 #52: Killer Bow Level Needed: C Range: 2 Weight: 7 Power: 9 Hit: 80 Crit: 30 Effect: Bow with strong critical rate. Uses: 20 #53: Brave Bow Level Needed: Bow B Range: 2 Weight: 12 Power: 10 Hit: 75 Crit: 0 Effect: Doubles the amount of attacks you do. Uses: 20 #54: Short Bow Range: 2 Weight: 3 Power: 5 Hit: 80 Crit: 10 Effeect: Bow used by nomads. (It can be used by Archers, Snipers, and Warrior too). Uses: 22 #55: Long Bow Level Needed: Bow D Range: 2-3 Weight: 10 Power: 5 Hit: 55 Crit: 0 Effect: Can attack from a large distance. Uses: 20 #56: Miugre Level Needed: Bow S Range: 2 Weight: 9 Power: 16 Hit: 80 Crit: 0 Effect: +5 to Speed. Effect2: Effective towards Wyvern Riders, Wyvern Lords/Masters, and Mamkutes. Uses: 20 Cost: You can only get one. Obtain in chapter 20 Gaiden or from Yodel in 21. Anima #57: Fire Level Needed: Anima E Range: 1-2 Weight: 1 PoweR: 5 Hit: 95 Crit: 0 Effect: Burning Flames. Uses: 30 #58: Thunder Level Needed: Anima D Range: 1-2 Weight: 2 Power: 6 Hit: 80 Crit: 5 Effect: Lightning Bolt Uses: 25 #59: Fimbulvetr Level Needed: Anima A Range: 1-2 Weight: 8 Power: 13 Hit: 80 Crit: 0 Effect: Blast of Ice. Uses: 20 #60: Elfire Level Needed: Anima C Range: 1-2 Weight: 4 Power: 8 Hit: 75 Crit: 0 Effect: Blazing Flames Uses: 20 #61: Aircalibur Level Needed: Anima B Range: 1-2 Weight: 2 PoweR: 8 Hit: 85 Crit: 0 Effect: Wind that tears through wings. Effective towards Pegasus Knights, Falcoknights, Wvern Riders, and Wyvern Lord. Uses: 20 #62: Bolting Level Needed: Anima A Range: 3-10 Weight: 10 Power: 12 Hit: 70 Crit: 0 Effect: Long range Anima Magic. Uses: 5 #63: Forblaze/Hellflame Level Needed: Anima S Range: 1-2 Weight: 6 Power: 14 Hit: 85 Crit: 5 Effect: Adds 5 To Luck. Effect2: Effective towards Wyvern Riders, Wyvern Lords/Masters, and Mamkutes. Uses: 20 Cost: You can only get one. Obtain in chapter 14 Gaiden. Light #64: Lightning Level Needed: Light E Range: 1-2 Weight: 1 Power: 5 Hit: 75 Crit: 0 Effect: Heavan's wrath. Uses: 30 #65: Divine Level Needed: Light C Range: 1-2 Weight: 3 Power: 8 Hit: 65 Crit: 0 Effect: Heaven's Judgement. Ues: 25 #66: Purge Level Needed: Light A Range: 3-10 Weight: 8 Power: 10 Hit: 70 Crit: 0 Effect: Heavanly Punishment. Long range. Uses: 5 #67: Aureola Level Needed: Light S Range: 1-2 Weight: 9 Power: 15 Hit: 90 Crit: 5 Effect: Adds +5 to RES. Effect2: Effective towards Wyvern Riders, Wyvern Lords/Masters, and Mamkutes. Uses: 20 Cost: You can only get one. Obtain in chapter 16 Gaiden. Dark #68: Fenrir Level Needed: Dark A Range: 1-2 Weight: 13 Power: 15 Hit: 65 Crit: 0 Effect: Freezing Flames. Uses: 20 #69: Flux Level Needed: Dark D Range: 1-2 Weight: Dark 5 Power: 8 Hit: 70 Crit: 0 Effect: Creeping Darkness. Uses: 30 #70: Nosferatu Level Needed: Dark C Range: 1-2 Weight: 6 Power: 10 Hit: 70 Crit: 0 Effect: The amount of damage you do is restored to your health. Uses: 20 #71: Eclipse Level Needed: Dark B Range 3-10 Weight: 9 Power: --- Hit: 10 Crit: 0 Effect: Reduces HP to 1. Uses: 5 #72: Apocalypse Level Needed: Dark S Range: 1-2 Weight: 12 Power: 18 Hit: 80 Crit: 5 Effect: +5 to MAG. Effect2: Effective towards Wyvern Riders, Wyvern Lords/Masters and Mamkutes. Uses: 20 Cost: You can only get one. Obtain in chatper 21 Gaiden. Staves #73: Heal Level Needed: Stave E Range: 1 Power: 10 Effect: HP recovery. Uses: 30 #74: Mend Level Needed: Stave D Range: 1 Power: 20 Effect: HP recovery. Uses: 20 #75: Recover Level Needed: Stave C Range: 1 Power: --- Effect: Full HP recovery. Uses: 15 #76: Physic Level Needed: Stave B Range: Caster's Magic Power: 10 Effect: Distanced HP recovery Uses: 15 Cost: 3750 Gold #77: Fortify Level Needed: Stave A Range: Caster's Magic Power: 10 Effect: Recovery to all units in range Uses: 8 #78: Warp Level Needed: Stave A Range: Unit msut be next to you Range2: Can be warped by caster's Magic. Effect: Warps a unit to another space. Uses: 5 #79: Rescue Level Needed: Stave B Range: Caster's Magic Effect: Brings another unit to your side. Uses: 3 #80: Restore Level Needed: Stave C Range: 1 Effect: Heals status. (Sleep, Poison, etc) Uses: 10 #81: Silence Level Needed: Stave B Range: Caster's Magic Effect: Silenes Enemy. Uses: 3 #82: Sleep Level Needed: Stave B Range: Caster's Magic Effect: Puts enemy to sleep. Uses: 3 #83: Torch Level Needed: Stave D Range: 1 Effect: Lights up area. Wears off one space each turn, until vision is normal. Uses 10 #84: Hammerene Level Needed: Stave C Range: 1 Effect: Repairs a weapon. Uses: 3 #85: Watch Level Needed: Stave C Range: ? Effect: Makes Closed Areas Visible Uses: ? Note: This staff glitches up your game. It is not obtainable for you, or your enemies. It's in the coding, but never used. Codebreaker number: 4F #86: Berserk Level Needed: Stave B Range: Caster's Magic Effect: Berserks an enemy. Uses: 3 #87: Unlcok Level Needed: Stave D Range: 1-2 Effect: Unlcoks a door. (Doesn't work on chests, unfortunatley). Uses: 10 #88: Barrier Level Needed: C Range: 1 Effect: Adds 7 to RES for a turn. Uses: 15 #89: Tina Staff Level Needed: Stave E Range: 1 Power: 20 Effect: HP Recovery. Uses: 30 #90: Holy Maiden Level Needed: Stave S Effect: Completley heals all HP and status of all allies on map. Uses: 3 Cost: You can only get one. Obtain from Yodel in chapter 21. Items OK, now it's time to discuss some of the various items in the game. There are Stat up items, promotion items, and other items with various effects. Stat Up Items All of these items have one use, are rare, and their effects are permanent. Angelic Robe: Increases Max HP by 7. Energy Ring: Increases STR or MAG by 2. Secret Book: Increases Skill by 2. Speedwings: Increases Speed by 2 Godess Icon: Increases Luck by 2. Dragonsheild: Increases Defense by 2. Talisman: Increases Resistance by 2. Body Ring: Increases CON by 2. Boots: Increases Movement by 2 PROMOTION ITEMS These items are used to promote classes into their promoted calsses. Guiding Ring promoted the following classes ---> the promoted class. They also gain the use of a new weapon. Promotes Shaman ---> Druid. Gains use of Staves. Promotes Mage ---> Sage. Gains use of Staves. Promotes Preist/Sister ---> Bishop. Gains use of Light Magic. Promotes Troubador ---> Valkyrie. Gains use of Anima Magic. Hero Crest Promotes Mercenary ---> Hero. Gains the use of Axes. Promotes Myrmidon --> Swordmaster. Gains a 30% critical boost. Promotes Pirate/Brigand into Berserker. Gains a 30% critical boost. Promotes Fighter ---> Warrior. Gains use of Bows. Knight's Crest Promotes Armour Knight ---> General. Gains use of Axes. Promotes Social Knight ---> Paladin. Gains use of Axes. Orion's Bolt Promotes Archer ---> Sniper. Gains great caps. Promotes Nomad ---> Nomad Trooper. Gains use of Swords. Elysian Whip Promotes Wyvern Rider --> Wyvern Master. Gains use of Swords. Promotes Pegasus Knight --> Falcoknight. Gains use of Swords. The following classes cannot be promoted: - Anything already promoted - Theif - Mamkute - Lord (is promoted automaticailly, you can't control it) - Dancer (Yes, the stripper is only a rumor... v_v) - Bard BALLISTAE Ballistae are machines that only Archers and Snipers can use. They are on a fixed square on the map, and can shoot very far. They always have a very large of fire. Also, they cannot be moved, so you can't take it with you. And oh yeah, they start with 5 Arrows. You can't rreplace them, so be careful. They still get the bonus for Arrows vs. Flyers. They're pretty big, as you can tell in their animation. But after all, it's not a bow and arrow, it's more like a rocket launcher. Cool animation too. B-) Ballista Level Needed: E, Archer and Sniper only. Range: 3-10 Weight: 20 (yeah, double attack with this) Power: 8 Hit: 70 Crit: 0 Effect: Ballista for attacking faraway enemies. Long Ballista Level Needed: E, Archer and Sniper only. Range: 3-15 Weight: 20 Power: 13 Hit: 60 Crit: 0 Effect: Has more range then a regular ballista. Killer Ballista Level Needed: E, Archer and Sniper Only. Range: 3-10 Weight: 20 Power: 12 Hit: 65 Crit: 10 Effect: Ballista wioth a high critical rate. Healing/Temporary stat up items These items... well, it explains itself. - Vulnerary Effect: Heals 10 HP. Uses: 3 Cost: 300 Gold. - Elixir Effect: Heals All HP Uses: 3 Cost: 1500 Gold - Anti-Toxin Effect: Dispels poison Uses: 3 - Pure Water Effect: Adds 7 to RES. It wears off by 1 point each turn until it's back to normal. Uses: 3 - Torch Effect: Increses vision to 7, 11 for theives. Wears off by 1 at a turn until back to normal. Money items Red Gem Effect: Sell for 3,000 Gold. Blue Gem Effect: Sell for 5,000 Gold. White Gem Effect: Sell for 10,000 Gold. Silver Card Effect: If it's in your inventory, if you go shopping, everything is half price. Member Card: Allows you to enter secret shops, as long as it's in your inventory. Stuff in there is expensive, so you should bring the silver card as well. MISC ITEMS Divine Stone Effect: Allows Fa the Mamkute to attack. Also gives a lot of stat boosts. Uses: 30 Cost: You can only get one, so use it carefully. It comes with Fa. Fire Stone: Allows Enemy Mamkutes to attack. Uses: --- Cost: You can't get one, unless you use this cheat/glitch. If one of your theives gets berserked, they can steal it. Normally they can't. Delphi Sheild: Removes the effectiveness of Aircaliber and Bows on flyers. Lockpick Effect: Opens Doors and Chests. Useable only by theives. Uses: 30 Chest Key Effect: Opens a chest Uses: 1 or 5 Door Key Effect: Opens a door Uses: 1 OK, that's it. If I missed anything, please email it to me at iammax64@hotmail.com. You might get credit if it's big, and you want it. So, thanks for reading my guide!