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If a monster attempts to attack with it with battle animations enabled, the game will freeze. It has no functionality and uses the icon for the Iron Sword weapon.Ī weapon for monster units seen in many pre-release previews and in the prototype. What appears to be an item version of the "Dance" action the Dancer unit can perform, sharing the same name and description. Has a strange red music note for an icon.Ī dance that allows allies to move again. Despite the description's claims, it cannot be used. Has a strange green music note for an icon.Ī variant of the Vulnerary item with an obscene amount of uses. It is also present in the previous game, where it could be obtained in Japan as an event distribution item, though there is no way to obtain it in any version of The Sacred Stones.Ī variant of the Vulnerary item with an obscene amount of uses. Uses the Heaven Seal icon, which remains leftover from the previous game.Ī medicinal solution used for healing minor wounds.Ī variant of the Vulnerary item that can be used an obscene amount of times. It is fully functional, promoting Eirika or Ephraim, this game's Lord characters, like it did with Eliwood, Hector, or Lyn previously. Uses the Set's Litany icon, which remains leftover from the previous game. It is fully functional it can be used by a Dancer to give a temporary +10 boost to a player unit's avoid.
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The Set's Litany ring from the previous game. Uses the Thor's Ire icon, which remains leftover from the previous game. It is fully functional it can be used by a Dancer to give a temporary +10 boost to a player unit's critical hit chance. The Thor's Ire ring from the previous game. Uses the Ninis's Grace icon, which remains leftover from the previous game. It is fully functional it can be used by a Dancer to give a temporary +10 boost to a player unit's Defense and Resistance. The Ninis's Grace ring from the previous game. Uses the Filla's Might icon, which remains leftover from the previous game. It is fully functional it can be used by a Dancer to give a temporary +10 boost to a player unit's damage output. The Filla's Might ring from the previous game. Uses the Light Rune icon, which remains leftover from the previous game. It is fully functional it can be placed on a tile on a map and will prevent that tile from being passed over for several turns. The Light Rune item from the previous game. Uses the Mine icon, which remains leftover from the previous game. It is fully functional it can be placed on a tile on a map and will explode and damage anyone to walk across it. It has no known functionality, though it can be sold. Uses the Luce icon, which remains leftover from the previous game. It does not have a proper spell animation associated with it, but otherwise seems to function normally. Uses the Forblaze icon, which remains leftover from the previous game.Īppears to have at one point been the Luce spell that appeared in the previous game. It does not have a proper spell animation associated with it, and lacks the +5 Luck stat bonus, but otherwise seems to function normally. No character in Sacred Stones has the assigned character weapon lock to wield it.Īppears to have at one point been the Forblaze spell that appeared in the two previous games. Uses the Mani Katti icon, which remains leftover from the previous game. Appears to have at one point been the Mani Katti, the personal sword of Lyn, one of the protagonists from the previous game.