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The following is a list of weapons in Final Fantasy Explorers.

Swords[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Bastard Sword 43 (max 200) 70(max 120) 8 (max 40) 24 (max 110) 70 (max 120) Maximum HP +500 Rusted Iron Scrap x6
Sharp Fang x6
339 Gil
The standard-issue sword of an imperial knight. Favored for its ease of use.
Falchion 57 (max 200) 70 (max 120) 24 (max 70) 31 (max 120) 70 (max 120) Physical Evasion +5 Heavy Carapace x8
Spellcast Iron x3
Vicious Fang x3
622 Gil
A sword with a gentle curve well suited for redirecting incoming blows.
Chaosbringer 71 (max 195) 70 (max 120) 14 (max 40) 39 (max 110) 70 (max 120) Inflict Confuse +4 Hardened Bone x8
Silver Liquid x5
Earth Magethyst x2
900 Gil
A sword imbued with chaotic power that wrecks the mind and confuses the enemies.
Buster Sword 79 (max 200) 70 (max 120) 16 (max 40) 43 (max 110) 70 (max 120) Conserve AP +10 Cloudless Prism x10
Iron Ore x10
10 Gil
The giant sword of a champion from another world. Reduces AP cost.
Brotherhood 79 (max 200) 70 (max 120) 16 (max 40) 43 (max 110) 70 (max 120) Strength +5 Cloudless Prism x10
Iron Ore x10
10 Gil
The azure sword of a champion from another world. Its watery power grants untold strength.
Sword of Kings 78 (max 200) 70 (max 120) 16 (max 40) 43 (max 110) 70 (max 120) Physical Evasion +15 Cloudless Prism x10
Iron Ore x10
10 Gil
The uncanny brand of a champion from another world. Seeks not to be used, raising evasion instead.
Mythgraven Blade 79 (max 200) 70 (max 120) 16 (max 40) 43 (max 110) 70 (max 120) Spirit +15 Cloudless Prism x10
Iron Ore x10
10 Gil
The sacred sword of a champion from another world. Augments spirit to increase M-Recovery.
Revolver 80 (max 200) 70 (max 120) 16 (max 40) 44 (max 110) 70 (max 120) Critical Power +15 Cloudless Prism x10
Iron Ore x10
10 Gil
The unique sword of a champion from another world. Increases critical power.
Blazefire Saber 80 (max 200) 70 (max 120) 16 (max 40) 44 (max 110) 70 (max 120) Defense +10 Cloudless Prism x10
Iron Ore x10
10 Gil
The gunblade of a champion from another world. Grants the wielder ironclad defense.
Brave Blade 80 (max 200) 70 (max 120) 16 (max 40) 44 (max 110) 70 (max 120) Front Attack +10 Cloudless Prism x10
Iron Ore x10
10 Gil
The sword of a valiant champion from another world. Increases in power when attacking head on.
Excalipoor 86 (max 90) 100 (max 150) 17 (max 150) 48 (max 110) 70 (max 120) Accuracy +1 Hellish Bauble x1
Sacred Device x2
Blazing Magethyst x5
1391 Gil
The shining sword of legend...? Seems a little underpowered, but talk about legendary handling!
Ancient Sword 88 (max 195) 70 (max 120) 18 (max 40) 49 (max 110) 70 (max 120) Inflict Paralyze +4 Selenic Prism x1
Prism Carapace x5
Spellcast Iron x8
1894 Gil
A sword imbued by its ancient crafters with a curse that paralyzes enemies.
Blood Sword 90 (max 170) 70 (max 120) 38 (max 110) 49 (max 110) 70 (max 120) Absorb HP +6 Succulent Nectar x1
Gelid Diamond x1
Nightmare Fragment x3
1865 Gil
A demonic sword whose blade forever runs red. It grants the wielder life force taken from foes.
Sleep Sword 99 (max 195) 70 (max 120) 20 (max 40) 55 (max 110) 70 (max 120) Inflict Sleep +5 Thalassic Scale x2
Tidal Undulation x1
Deepwater Quill x7
1752 Gil
A bewitchingly-shaped sword with secret magic that puts foes to sleep.
Organyx 104 (max 210) 70 (max 120) 20 (max 40) 57 (max 110) 70 (max 120) Conserve AP -15 Bastion Stone x2
Revenant Fire x2
Howling Magethyst x5
1828 Gil
A sword that draws its strength from the wielder. Powerful, but it increases AP cost.
Thunder Blade 115 (max 200) 70 (max 120) 43 (max 80) 62 (max 110) 70 (max 120) Inflict Paralyze +2 Sword Schema x1
Crackling Vestment x2
Astral Source x6
2358 Gil
A sword whose lightning strikes are guided by a god of thunder and paralyze targets.
Flametongue 115 (max 200) 70 (max 120) 43 (max 80) 63 (max 110) 70 (max 120) Inflict Burn +2 Sword Schema x1
Hellish Bauble x2
Fire Tertial x6
2399 Gil
A blazing sword whose undying, searing flame leaves foes to burn.
Icebrand 113 (max 200) 70 (max 120) 43 (max 80) 63 (max 110) 70 (max 120) Inflict Freeze +2 Sword Schema x1
Gelid Diamond x2
Einherjar Soul x6
2359 Gil
A sword carved from ice that has never melted. Its subzero strikes freeze the enemy.
Defender 118 (max 190) 70 (max 120) 23 (max 40) 65 (max 110) 70 (max 120) Physical Parry +6 Sword Schema x1
Bastion Stone x2
Ethereal Dragonclaw x4
2403 Gil
A sword equipped with a shield for defense. Used by knights to keep their lieges safe.
Schiavona 129 (max 195) 70 (max 120) 26 (max 40) 71 (max 110) 70 (max 120) Defense +8 Sword Schema x2
Tenebrous Horn x3
Icedrake Talon x1
Howling Magethyst x1
2950 Gil
A sword with a special hilt designed to protect the wielder, making it a viable defense.
Spinning Saw 133 (max 180) 70 (max 120) 26 (max 40) 73 (max 110) 70 (max 120) Bypass Defense +30 Geotic Memory x1
Inviolable Sprocket x1
Sacred Device x10
3129 Gil
The mechanized sword favored by a line of desert kings. A rotating blade gets through the foe's defenses.
Stoneblade 144 (max 210) 60 (max 110) 28 (max 40) 79 (max 90) 60 (max 110) Inflict Stone +5 Sword Schema x2
Numinous Allergen x1
Cockatrice Talon x2
3713 Gil
A huge sword crafted using unknown teknology. Unwieldy, but devastating. Inflicts stone.
Omega Weapon 144 (max 180) 70 (max 120) 61 (max 90) 80 (max 110) 70 (max 120) AP Power Factor +10 Sword Schema x2
Omega Circuit α x1
Omega Badge x6
3906 Gil
A strange sword that responds to crystal energy. The higher your AP, the greater its power.
Arondight 147 (max 190) 70 (max 120) 49 (max 70) 81 (max 110) 70 (max 120) Inflict Ailments +15 Sword Schema x2
Atramental Crown x2
Hellish Bracer x2
3690 Gil
A holy sword that was turned demonic by a victim's dark soul. Improves ailment infliction rate.
Excalibur 152 (max 200) 70 (max 120) 29 (max 70) 101 (max 140) 70 (max 120) Spirit +12 Sword Schema x3
Conflagrant Torrent x2
Adamantite x2
3869 Gil
The shining sword of legend. Purifies undead monsters and increases powers of healing.
Ridill 157 (max 190) 70 (max 120) 31 (max 40) 86 (max 110) 70 (max 120) Mobility +10 Omnipotent Lamina x2
Crystalline Core x1
Icedrake Talon x5
4483 Gil
A sword adorned with a stunning jewel that answers the wielder's prayers to improve mobility.
Zantetsuken 161 (max 170) 70 (max 120) 32 (max 40) 89 (max 110) 70 (max 120) Inflict Death +10 Inimical Crest x3
Ireful Helmhorn x2
Inimical Greatcoat x1
4440 Gil
The sword of the eidolon Odin. It can sunder all matter and bring instant death to enemies.
Save the Queen 166 (max 195) 70 (max 120) 33 (max 60) 92 (max 110) 70 (max 120) Magic Evasion +15 Icetouched Zurediam x4
Gelid Silverband x3
Iron Giant Alloy x2
4471 Gil
A sword and magic shield in one: perfect for knights who tend to be unprepared for magic attacks.
Enhancer 171 (max 190) 70 (max 120) 121 (max 140) 94 (max 110) 70 (max 120) Magic +9 Sword Schema x4
Verdant Geocrux x1
Bewitching Infusion x2
Numinous Tincture x1
5207 Gil
A sword that courses with dense magical power. Boosts magic.
Durandal 172 (max 195) 70 (max 120) 35 (max 40) 95 (max 110) 70 (max 120) Malice Accrual +20 Sword Schema x4
Gleaming Geocrux x1
Crackling Sash x2
Inimical Greatcoat x1
5443 Gil
A radiant sword with a reputedly indestructible blade that seems to attract enemies.
Zodiark 176 (max 200) 70 (max 120) 34 (max 60) 96 (max 110) 70 (max 120) Resist Elements +10 Sword Schema x5
Umbral Geocrux x2
Sacrosanct Widget x1
Omipotent Spike x1
5514 Gil
A sword named for the mythical Keeper of Precepts. Increases all elemental resistances.
Ultima Weapon 180 (max 190) 70 (max 120) 46 (max 70) 99 (max 110) 70 (max 120) HP Power Factor +10 Sword Schema x5
Azure Geocrux x2
Omnipotent Razor x2
Omnipotent Nexus x2
5235 Gil
A strange sword that binds to the wielder's life force. The higher your HP, the greater its power.
Ragnarok 182 (max 200) 70 (max 120) 37 (max 40) 101 (max 110) 70 (max 120) Critical Rate +5 Sword Schema x6
Sunbeam Visage x3
Inimical Greatcoat x3
Lunatic Pendulum x3
5385 Gil
A sword dreaded by gods and humans alike. Boasts apocalyptic power and increases critical rate.
Onion Sword 76 70 (max 120) 15 42 70 (max 120) Last Stand +10 Light Crystal x1
Cloudless Prism x15
Mythril Ore x10
1058 Gil
The sword used by champions from another world. Reveals its true power when imperiled.
Fusion Sword 104 (max 200) 70 (max 120) 21 (max 40) 57 (max 110) 70 (max 120) Resonance Factor +10 SOLDIER's Pride x10
2072 Gil
The multi-bladed sword of a champion from another world. Power increases with Resonance.

Daggers[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Ceremonial Dagger 40 (max 190) 75 (max 120) 17 (max 80) 19 (max 90) 70 (max 120) Maximum AP +500 Rusted Iron Scrap x6
Small Feather x6
345 Gil
A dagger used in ceremonies. Practical and easy to handle.
Main Gauche 54 (max 170) 75 (max 120) 23 (max 80) 26 (max 90) 70 (max 120) Physical Parry +8 Rusted Iron Scrap x8
Spellcast Iron x3
Large Feather x3
613 Gil
A dagger with a small shield attached, making it a viable offense and defense.
Coral Dagger 68 (max 185) 75 (max 120) 29 (max 80) 26 (max 90) 70 (max 120) Mag Def +8 Carrion Ash x8
Vicious Fang x5
Fire Magethyst x2
610 Gil
A dagger made of magically tempered coral. Deals additional damage to aquians.
Thief's Knife 81 (max 190) 75 (max 120) 54 (max 110) 38 (max 90) 70 (max 120) Steal Rate +30 Selenic Prism x1
Goblin Horn x1
Rusted Iron Scrap x9
2483 Gil
A dagger that imparts skill to a thief's hand, making it easier to steal things.
Oblivion Dagger 86 (max 190) 75 (max 120) 36 (max 80) 40 (max 90) 70 (max 120) Inflict Fog +3 Argent Fabric x1
Bewitching Pollen x1
Seismic Magethyst x5
1368 Gil
A dagger engraved with runes that inflict fog on targets.
Air Edge 95 (max 185) 75 (max 120) 40 (max 80) 45 (max 90) 70 (max 120) Magic Evasion +10 Revenant Fire x2
Solar Firedust x1
Fire Tertial x7
1851 Gil
A magic dagger under the auspices of a wind god. It also aids in magic evasion.
Mage Masher 99 (max 185) 75 (max 120) 62 (max 100) 47 (max 90) 70 (max 120) Inflict Silence +5 Succulent Nectar x2
Crystalline Scale x2
Large Bone x7
1904 Gil
A special dagger designed for taking on mages and capable of inflicting silence.
Rune Steel 108 (max 185) 75 (max 120) 90 (max 130) 51 (max 90) 70 (max 120) Magic +6 Dagger Schema x1
Cracking Vestment x2
Specter Leather x3
2475 Gil
A dagger enchanted by mages. The runes on it provide a boost in magic.
Lohengrin 113 (max 180) 75 (max 120) 48 (max 80) 53 (max 90) 70 (max 120) Inflict Immobilize +6 Dagger Schema x1
Azure Geode x2
Gelid Diamond x2
2302 Gil
A dagger made of crystallized magic that can immobilize enemies where they stand.
Assassin's Dagger 122 (max 180) 75 (max 120) 51 (max 80) 58 (max 90) 70 (max 120) Inflict Death +4 Dagger Schema x2
Gelid Diamond x3
Mordrake Bone x1
5604 Gil
An enchanted dagger used by those in the business of taking lives. It can inflict instant death.
Zwill Crossblade 134 (max 190) 75 (max 120) 58 (max 80) 65 (max 90) 70 (max 120) Inflict Sleep +3 Dagger Schema x2
Omnipotent Lamina x1
Earthdrake Fang x6
3579 Gil
A mass-produced dagger rescued from the lot due to its exceptional make. Inflicts sleep.
Chicken Knife 137 (max 170) 75 (max 120) 78 (max 100) 65 (max 90) 70 (max 120) Back Attack +15 Dagger Schema x2
Achilles Heel x1
Genji Crest x6
3930 Gil
A dagger for the craven. Horribly sharp, it deals the most grievous blows from behind.
Cleaver 140 (max 225) 75 (max 120) 27 (max 40) 33 (max 50) 70 (max 120) Defense -20 Dagger Schema x2
Royal Crown x1
Karmic Lantern x5
3684 Gil
Dagger? Sort of! This kitchen utensil cuts so deep you'll start feeling bad for vegetables.
Oblige 150 (max 190) 75 (max 120) 83 (max 100) 71 (max 90) 70 (max 120) Inflict Ailments +15 Fulminant Raiment x2
Crackling Sash x1
Shattered Levin x3
4391 Gil
A dagger that secretes special toxins which increase enemies' susceptibility to status ailments.
Masquerade 153 (max 190) 75 (max 120) 65 (max 80) 73 (max 90) 70 (max 120) Malice Accrual +20 Infernal Jewel x3
Tenebrous Tailspine x2
Pelagic Driver x1
4422 Gil
A dagger dancers use in their routines to catch the eye. Causes foes to target you.
Valiant Knife 167 (max 170) 75 (max 120) 69 (max 80) 79 (max 90) 70 (max 120) HP Power Factor -15 Dagger Schema x5
Verdant Geocrux x2
Infernal Shackle x1
Numinous Alkahest x2
5461 Gil
A mysterious dagger that responds to the wielder, growing sharper when HP is low.

Knuckles[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Metal Knuckles 39 (max 195) 75 (max 120) 9 (max 40) 28 (max 130) 70 (max 120) Defense +8 Rusted Iron Scrap x6
Carrion Ash x6
329 Gil
Metal knuckles designed to safe-guard wearers from the crushing strength of their own blows.
Spiked Knuckles 51 (max 205) 75 (max 120) 21 (max 60) 37 (max 130) 70 (max 120) Defense -4 Sharp Fang x8
Spellcast Iron x3
Stinky Vine x3
609 Gil
Knuckles with sharpened spikes that deal extra damage to amorphids.
Rocket Punch 64 (max 195) 75 (max 120) 14 (max 40) 46 (max 130) 70 (max 120) Maximum HP +1200 Heavy Carapace x8
Large Bone x5
Fire Magethyst x2
949 Gil
Mechanized knuckles that deliver extra damage to mechanoids by firing rockets on impact.
Godhands 70 (max 180) 75 (max 120) 26 (max 60) 51 (max 130) 70 (max 120) HP Power Factor +25 Cloudless Prism x10
Iron Ore x10
10 Gil
The gloves of a champion from another world. The higher one's HP, the greater the damage.
Premium Heart 72 (max 180) 75 (max 120) 26 (max 60) 52 (max 130) 70 (max 120) AP Power Factor +25 Cloudless Prism x10
Iron Ore x10
10 Gil
The gloves of a champion from another world. The higher one's AP, the greater the damage.
Hellish Claws 77 (max 200) 75 (max 120) 17 (max 40) 56 (max 130) 70 (max 120) Inflict Poison +8 Tenebrous Horn x1
Lizard Leather x1
Vicious Fang x4
2450 Gil
Poison-imbued claws that deal extra damage to fiends.
Dragon Claws 81 (max 185) 75 (max 120) 17 (max 40) 59 (max 130) 70 (max 120) Resist Elements +10 Cerulean Prism x1
Firedrake Scale x2
Sharp Fang x7
Vicious Fang x5
1413 Gil
Claws that deal extra damage to dragons and bolster elemental resistance to repel their breath.
Rune Knuckles 90 (max 185) 75 (max 120) 40 (max 110) 64 (max 130) 70 (max 120) Magic +10 Selenic Prism x2
Demon Wing x4
Vicious Fang x7
1864 Gil
Knuckles engraved with runes that increase the power of your magical attacks.
Avengers 94 (max 180) 75 (max 120) 20 (max 40) 68 (max 130) 70 (max 120) HP Power Factor -25 Nightweep Bead x2
Hellish Bauble x2
Seismic Magethyst x5
1926 Gil
Knuckles that unleash great power when your HP is low.
Iron Fists 104 (max 185) 75 (max 120) 23 (max 40) 74 (max 130) 70 (max 120) Mobility +15 Knuckle Schema x1
Geotic Memory x2
Daybreak Robe x2
2488 Gil
Mechanized knuckles that shock targets and also boost mobility by supercharging one's flesh.
Dark Matter 107 (max 185) 75 (max 120) 33 (max 60) 77 (max 130) 70 (max 120) Malice Accrual -50 Knuckle Schema x1
Tenebrous Horn x2
Malboro Eyeball x1
2437 Gil
Light-consumin knuckles that cloak your presence and slow the accrual of malice.
Gravity Busters 117 (max 195) 75 (max 120) 36 (max 60) 83 (max 130) 70 (max 120) Inflict Slow +8 Nightweep Bead x2
Behemoth King Horn x1
Nightmare Figment x10
2933 Gil
Knuckles with a mechanism that slows foes down by increasing gravity's effect on them.
Kenkonken 120 (max 195) 75 (max 120) 26 (max 40) 86 (max 130) 70 (max 120) Inflict Ailments +20 Conflagrant Torrent x1
Hellish Bracer x1
Crimson Talon x10
3102 Gil
Knuckles that hamper the foes' immunity, making them more susceptible to status ailments.
Tigerfangs 129 (max 190) 75 (max 120) 28 (max 40) 93 (max 130) 70 (max 120) Critical Rate +12 Knuckle Schema x2
Lunatic Silvercryst x1
Coeurl Claw x6
3587 Gil
Lethal claws that increase critical rate and deal extra damage to bestians.
Zeniths 130 (max 195) 75 (max 120) 39 (max 80) 94 (max 130) 70 (max 120) Strength +5 Knuckle Schema x2
Verdant Geocrux x1
Omega Armor x6
3764 Gil
A legendary blacksmith's masterwork which puts other knuckles to shame.
Pilebunkers 132 (max 180) 75 (max 120) 29 (max 40) 96 (max 130) 70 (max 120) Critical Power +40 Knuckle Schema x2
Sacrosanct Network x2
Crystalline Spine x2
3803 Gil
Knuckles that drive spikes into their target on impact to increase critical power.
Kaiser Knuckles 141 (max 215) 65 (max 120) 27 (max 40) 82 (max 130) 75 (max 120) Accuracy -15 Infernal Jewel x2
Inviolable Sprocket x1
Goblin Lord's Jewel x2
3819 Gil
Knuckles created for sheer destruction. Plenty powerful, but difficult to wield.
Deus Ex Machina 145 (max 180) 75 (max 120) 46 (max 80) 105 (max 130) 70 (max 120) Resonance Factor +30 Sacrosanct Network x3
Inviolable Panel x2
Royal Crown x2
4571 Gil
Mechanized knuckles that run on crystal energy. Damage increases as Resonance rises.
Crystal Grasp 155 (max 175) 75 (max 120) 25 (max 40) 111 (max 130) 70 (max 120) Bypass Defense +20 Knuckle Schema x4
Crimson Geocrux x1
Crystalline Spine x2
Numinous Blossom x1
5403 Gil
Knuckles that use crystal energy to get past defenses and deliver the full force of your blows.
Stargleamers 158 (max 180) 75 (max 120) 48 (max 100) 115 (max 130) 70 (max 120) Exploit Weakness +18 Knuckle Schema x5
Omnipotent Razor x2
Conflagrant Pennon x1
Astral Source x50
5553 Gil
Knuckles that turn cosmic energy into almighty light. Exploiting a weakness does more damage.

Bows[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Self Bow 36 (max 190) 60 (max 120) 30 (max 140) 30 (max 140) 70 (max 120) Defense +10 Sharp Fang x6
Small Feather x6
327 Gil
A bow made for hunters, but it takes defense into consideration and is also suitable for combat.
Composite Bow 49 (max 190) 60 (max 120) 40 (max 140) 40 (max 140) 70 (max 120) Focus +15 Sturdy Vine x8
Large Feather x3
Stinky Vine x3
610 Gil
A bow strengthened with a number of materials to help improve focus.
Illusory Bow 60 (max 190) 60 (max 120) 50 (max 140) 50 (max 140) 70 (max 120) Inflict Sleep +8 Sturdy Vine x8
Large Bone x5
Fire Magethyst x2
971 Gil
A bow that blurs the line between dreams and reality to put foes to sleep.
Aeolian Bow 64 (max 185) 60 (max 120) 53 (max 140) 53 (max 140) 70 (max 120) Mobility +10 Tanned Hide x8
Large Feather x5
Wind Magethyst x2
926 Gil
A bow imbued with a powerful wind that wkes withing the holder, increasing mobility.
Dark Shadow 72 (max 190) 60 (max 120) 60 (max 140) 60 (max 140) 70 (max 120) Inflict Blind +8 Tenebrous Horn x1
Nightmare Figment x2
Howling Magethyst x5
1405 Gil
A bow that puts a dark curse on arrows before loosing. Creates a miasma that blinds foes.
Hamayumi 77 (max 190) 60 (max 120) 63 (max 140) 63 (max 140) 70 (max 120) Mag Def +10 Shattered Levin x1
Nightmare Figment x4
Diluvial Magethyst x5
1350 Gil
A bow that does extra damage to fiends by creating a field that wards off evil.
Siren Bow 85 (max 190) 60 (max 120) 70 (max 140) 70 (max 140) 70 (max 120) Inflict Silence +8 Crystalline Scale x2
Thalassic Scale x1
Medusa Galre x4
1789 Gil
A bow whose string sings with each shot, mimicking the Siren's power and silencing foes.
Faerie Bow 89 (max 190) 60 (max 120) 73 (max 140) 73 (max 140) 70 (max 120) Inflict Fog +8 Argent Fabric x2
Selenic Prism x2
Vulture Sight x5
1823 Gil
A bow made by naughty faeiries that meddles with enemies' memories to inflict fog.
Robin's Bow 98 (max 190) 60 (max 120) 80 (max 140) 80 (max 140) 70 (max 120) Accuracy +18 Bow Schema x1
Selenic Prism x2
Seismic Magethyst x5
2341 Gil
The bow used by a gifted hero. Highly precise and capable of increasing accuracy.
Shinobi Bow 100 (max 180) 60 (max 120) 83 (max 140) 83 (max 140) 70 (max 120) Malice Accrual -70 Bow Schema x1
Nightweep Bead x2
Devil Horn x1
2519 Gil
A bow designed for covert action. Extra quiet, it makes enemies less likely to target you.
Reignbough 109 (max 180) 60 (max 120) 90 (max 140) 90 (max 140) 70 (max 120) Exploit Weakness +15 Bow Schema x2
Revenant Fire x3
Pink Tail x3
Fire Tertial x12
2444 Gil
A bow bound to seven different elements. Exploiting a weakness does more damage.
Killer Bow 112 (max 190) 60 (max 120) 93 (max 140) 93 (max 140) 70 (max 120) Inflict Death +8 Atramental Crown x1
Ireful Harness x1
Howling Magethyst x10
3003 Gil
A bow that puts a curse on arrows. Improves your chance of putting foes to death.
Sagittarius 122 (max 190) 60 (max 120) 99 (max 140) 101 (max 140) 70 (max 120) Back Attack +10 Bow Schema x2
Conflagrant Torrent x1
Gleaming Geode x3
3856 Gil
A bow containing the spirit of a centaur archer. Gains power when attacking from behind.
Yoichi Bow 123 (max 190) 60 (max 120) 101 (max 140) 101 (max 140) 70 (max 120) Conserve AP +15 Bow Schema x2
Genji Crown x1
Genji Crest x6
3930 Gil
The uncanny bow used by a legendary archer. Streamlines actions to reduce AP cost.
Ame-no-Hajiyumi 125 (max 180) 60 (max 120) 103 (max 140) 103 (max 140) 70 (max 120) Bypass Defense +50 Bow Schema x2
Sunbeam Raiment x2
Bewitching Infusion x2
3750 Gil
A bow that imbues arrows with the gods' mystic power, allowing you to pierce the enemy's defenses.
Artemis Bow 129 (max 200) 60 (max 120) 106 (max 140) 106 (max 140) 70 (max 120) Maximum AP -200 Bow Schema x3
Atramental Crown x3
Gelid Silverband x2
3787 Gil
A shadowy bow under a moon goddess's auspices. Reduces AP, but grants incredible power.
Shekinah 134 (max 180) 60 (max 120) 110 (max 140) 110 (max 140) 70 (max 120) Critical Power +20 Sacrosanct Network x2
Inviolable Panel x1
Chocobo Feather x12
4490 Gil
A resplendent, angelic bow. Increases critical power.
Apollo Bow 138 (max 190) 60 (max 120) 113 (max 140) 113 (max 140) 70 (max 120) Last Stand +15 Conflagrant Torrent x3
Revenant Wing x2
Conflagrant Vane x1
4535 Gil
A bow blessed by a sun god. Grants limitless power when death is near.
Valkyrie 145 (max 185) 60 (max 120) 121 (max 140) 120 (max 140) 70 (max 120) Inflict Ailments +25 Bow Schema x4
Gleaming Geocrux x1
Crackling Sash x2
Fulminant Girdle
5636 Gil
A bow wielded by valkyries when choosing souls. Improves ailment infliction rate.
Failnaught 149 (max 180) 60 (max 120) 123 (max 140) 123 (max 140) 70 (max 120) Critical Rate +20 Bow Schema x5
Unbral Geocrux x2
Sunbeam Raiment x1
Lunatic Ironhide x2
5160 Gil
A bow true to its name that packs crystal energy into shots in order to improve your critical rate.

Axes[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Battleaxe 45 (max 220) 50 (max 120) 9 (max 40) 15 (max 70) 70 (max 120) Defense +8 Rusted Iron Scrap x6
Sharp Fang x6
334 Gil
A metal axe that was designed for combat and takes defense into consideration as well.
Halberd 60 (max 215) 50 (max 120) 11 (max 40) 20 (max 70) 70 (max 120) Accuracy +25 Hardened Bone x8
Prism Carapace x3
Prime Tanned Hide x3
599 Gil
A special axe designed to minimize weight and maximize ease of use.
Francisca 75 (max 220) 50 (max 120) 14 (max 40) 25 (max 70) 70 (max 120) Strength +5 Tanned Hide x8
Prism Carapace x5
Earth Magethyst x2
949 Gil
An empowering axe that deals extra damage to botanids.
Bardiche 79 (max 210) 50 (max 120) 14 (max 40) 27 (max 70) 70 (max 120) Back Attack +12 Heavy Carapace x8
Large Bone x7
Diluvial Magethyst x2
956 Gil
An axe with a semicircular blade that deals more damage when you attack from behind.
Blood Axe 90 (max 190) 50 (max 120) 41 (max 100) 30 (max 70) 70 (max 120) Absorb HP +8 Inviolable Circuit x1
Lone Wolf's Soul x2
Diluvial Magethyst x5
1384 Gil
A demonic axe capable of stealing HP from foes.
Greataxe 95 (max 230) 45 (max 110) 17 (max 40) 30 (max 50) 70 (max 110) Accuracy -7 Shattered Levin x1
Sacred Device x4
Seismic Magethyst x5
1350 Gil
An axe designed for destruction. This comes at the cost of extra weight and poor handling.
Ogrekiller 106 (max 220) 50 (max 120) 20 (max 40) 35 (max 70) 70 (max 120) Maximum HP +700 Hellish Bauble x2
Wolframitan Gilhorn x1
Stinky Vine x8
1839 Gil
A succinctly-named weapon that deals additional damage to demihumes.
Destroyer 109 (max 210) 50 (max 120) 20 (max 40) 35 (max 70) 70 (max 120) Inflict Ailments +15 Cerulean Prism x2
Crystalline Scale x2
Ethereal Dragonclaw x3
1863 Gil
An axe that brings ruin to both body and mind, improving ailment infliction rate.
Phantom Breaker 114 (max 215) 50 (max 120) 35 (max 60) 38 (max 70) 70 (max 120) Critical Rate +5 Warlord Plate x3
Daybreak Robe x2
Ghost Tatter x3
2470 Gil
An axe with purifying runes that raise critical rate and deal extra damage to fiends and undead.
Labrys 121 (max 215) 50 (max 120) 55 (max 80) 40 (max 90) 70 (max 120) Focus +15 Axe Schema x1
Hellish Bauble x2
Bewitching Pollen x1
Rusted Iron Scrap x21
2429 Gil
A lovely axe that is also an object of worship. Just holding it increases focus.
Bolt Axe 124 (max 215) 50 (max 120) 23 (max 40) 40 (max 70) 70 (max 120) Inflict Immobilize +7 Axe Schema x1
Crimson Geode x2
Selenic Prism x2
2449 Gil
An axe instilled with a thunder god's power. Its lightning strikes immobilize the enemy.
Black Hawk 130 (max 215) 50 (max 120) 25 (max 40) 43 (max 70) 70 (max 120) Inflict Slow +6 Axe Schema x1
Verdant Geode x2
Revenant Fire x3
2503 Gil
An axe laced with a cocktail of toxins that slow enemies down. Deals extra damage to alates.
Crescent Moon 136 (max 205) 50 (max 120) 41 (max 80) 45 (max 70) 70 (max 120) Malice Accrual -50 Axe Schema x2
Daybreak Robe x3
Cockatrice Talon x1
4558 Gil
An axe with a lovely arc that cows opponents with a dark aura, reducing the accrual of malice.
Rune Axe 139 (max 220) 50 (max 120) 112 (max 120) 46 (max 70) 70 (max 120) Magic +8 Lunatic Silvercryst x1
Selenic Fang x1
Skeleton Skull x8
4712 Gil
An axe engraved with runes that increase magic.
Gammadion 144 (max 210) 50 (max 120) 28 (max 40) 48 (max 70) 70 (max 120) Maximum AP +400 Pelagic Weave x2
Omnipotent Lamina x2
Crimson Talon x12
4633 Gil
A surprisingly wieldy axe that amplifies available crystal energy.
Warlock Axe 151 (max 220) 35 (max 100) 29 (max 40) 50 (max 60) 70 (max 100) Critical Rate +12 Axe Schema x2
Infernal Jewel x1
Death Knight Skull x6
4637 Gil
An axe crafted by warlocks. Terribly unwieldy, but it provides a huge boost to your critical rate.
Earthbreaker 151 (max 220) 50 (max 120) 29 (max 40) 51 (max 70) 70 (max 120) Mobility -10 Axe Schema x2
Numinous Allergen x1
Warrior Sigil x6
3772 Gil
An axe capable of tearing the ground asunder. Heavy and tough to use, but its power is tempting.
Hermes 154 (max 210) 50 (max 120) 28 (max 40) 50 (max 70) 70 (max 120) Mobility +15 Axe Schema x2
Lunatic Silvercryst x2
Tenebrous Wing x2
3594 Gil
An axe that uses the enchanted jewel in its blade to provide a boost in mobility.
Giant's Axe 159 (max 215) 50 (max 120) 30 (max 40) 53 (max 70) 70 (max 120) Maximum HP +1500 Axe Schema x3
Lunatic Silvercryst x2
Iron Giant Alloy x2
3687 Gil
A massive axe said to have been created by an ancient race of giants.
Kaiser Axe 166 (max 200) 50 (max 120) 31 (max 40) 55 (max 70) 70 (max 120) AP Power Factor -15 Omnipotent Lamina x2
Crystalline Blade x1
Behemoth Horn x2
4637 Gil
An axe made as a gift for emperors: beautiful, yet brutal. Gains power as AP depletes.
Warring Triad 180 (max 220) 50 (max 120) 34 (max 60) 60 (max 70) 70 (max 120) Last Stand +15 Axe Schema x4
Behemoth King Horn x3
Royal Crown x3
Gigantuar Needle x3
4743 Gil
An axe containing the power of the old gods of war. Increases your will to fight when imperiled.
Total Eclipse 184 (max 220) 50 (max 120) 34 (max 80) 62 (max 70) 70 (max 120) Conserve AP +20 Axe Schema x5
Sunbeam Mirror x2
Atramental Eclipser x1
Icetouched Fetters x2
5232 Gil
An axe of ancient craft that can only be made during a total eclipse. Reduces AP cost.

Spears[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Javelin 75 (max 210) 65 (max 120) 32 (max 110) 18 (max 50) 70 (max 120) Accuracy +5 Hardened Bone x8
Prism Carapace x5
Fire Magethyst x2
925 Gil
A metal spear that as designed for combat. Light and wieldy, it deals extra damage to alates.
Hunting Spear 79 (max 210) 65 (max 120) 36 (max 110) 18 (max 50) 70 (max 120) Inflict Sleep +3 Sharp Fang x8
Large Bone x7
Water Magethyst x4
935 Gil
A spear tipped with special sleep magic. It deals extra damage to bestians.
Twin Lance 90 (max 210) 65 (max 120) 42 (max 110) 21 (max 50) 70 (max 120) Physical Parry +4 Revenant Fire x1
Spellcast Iron x7
Rusted Iron Scrap x12
980 Gil
A spear that stops incoming blows by catching them in the blade, making it a viable defense.
Wind Spear 95 (max 210) 65 (max 120) 44 (max 110) 21 (max 50) 70 (max 120) Inflict Disable +3 Argent Fabric x1
Fire Tertial x2
Howling Magethyst x5
1414 Gil
A spear imbued with wind that can halt enemy action. Deals extra damage to alates.
Heavy Lance 99 (max 210) 65 (max 120) 47 (max 110) 24 (max 50) 70 (max 120) Maximum HP +600 Cerulean Prism x2
Golin Guard's Belt x1
Sacred Device x4
907 Gil
An unbreakable spear with a heavy tip capable of devastation.
Engetsuto 106 (max 200) 65 (max 120) 51 (max 110) 25 (max 50) 70 (max 120) Maximum AP +200 Ireful Sigil x2
Lone Wolf's Soul x5
Blazing Magethyst x5
1779 Gil
A spear tipped with a blade shaped like the moon. Its easy handling streamlines actions.
Battle Fork 109 (max 205) 65 (max 120) 53 (max 110) 25 (max 50) 70 (max 120) Inflict Blind +5 Shattered Levin x2
Tenerbous Horn x2
Prism Carapace x7
1870 Gil
A three-pronged spear that can blind foes and does additional damage to amorphids.
Mistilteinn 114 (max 200) 65 (max 120) 55 (max 120) 27 (max 50) 70 (max 120) Back Attack +10 Succulent Nectar x3
Inviolable Circuit x2
Cactuar Needle x3
1910 Gil
A spear said to be lethal to even the gods. It does more damage when you attack from behind.
Wyvern Lance 120 (max 210) 65 (max 120) 58 (max 110) 28 (max 50) 70 (max 120) Front Attack +10 Spear Schema x1
Crystalline Scale x2
Firedrake Scale x3
2385 Gil
The preferred spear of dragoons. Does the most damage head on and is harmful to dragons.
Yggdrasil 125 (max 200) 65 (max 120) 61 (max 120) 29 (max 50) 70 (max 120) Resist Elements +5 Spear Schema x1
Umbral Geode x2
Geotic Memory x2
2319 Gil
A spear made by sacred tree wood and protected by nature. Raises all elemental resistances.
Rhongomiant 129 (max 200) 65 (max 120) 64 (max 110) 31 (max 50) 70 (max 120) Conserve AP +20 Spear Schema x1
Crimson Geode x2
Behemoth King Horn x1
2354 Gil
A spear equipped with a crystal that economizes energy and reduces AP cost.
Trident 135 (max 210) 65 (max 120) 68 (max 110) 32 (max 50) 70 (max 120) Mag Def +10 Spear Schema x2
Ireful Sigil x3
Land Turtle Shell x5
Einherjar Soul x10
3160 Gil
A three-pronged spear bestowed by a sea god. Deals extra damage to aquians.
Drill 139 (max 190) 65 (max 120) 70 (max 110) 32 (max 50) 70 (max 120) Bypass Defense +30 Sacrosanct Network x1
Bewitching Infusion x1
Seismic Magethyst x10
2966 Gil
The mechanized spear favored by a line of desert kings. A rotating tip helps you bypass defense.
Radiant Lance 144 (max 200) 65 (max 120) 73 (max 110) 34 (max 50) 70 (max 120) Defense +10 Spear Schema x2
Fulminant Raiment x2
Revenant Wing x1
5447 Gil
A spear designed to function as both offense and defense.
Brionac 149 (max 210) 65 (max 120) 75 (max 110) 36 (max 50) 70 (max 120) Strength +2 Spear Schema x2
Infernal Jewel x1
Behemoth Horn x2
3858 Gil
A five-pronged spear instilled with searing power. Its name means "the impaler."
Abel's Lance 152 (max 200) 65 (max 120) 76 (max 110) 36 (max 50) 70 (max 120) Critical Power +20 Spear Schema x2
Omega Circuit Ω x1
Omega Badge x6
3873 Gil
A spear containing a localized storm. Increases critical power.
Dragoon Lance 154 (max 200) 65 (max 120) 78 (max 110) 36 (max 50) 70 (max 120) Mobility +12 Spear Schema x2
Omnipotent Lamina x2
Behemoth King Horn x2
3646 Gil
A legendary spear dragoons used to contain a dragon's soul. Just holding it increases mobility.
Tonbogiri 166 (max 205) 65 (max 120) 84 (max 110) 40 (max 50) 70 (max 120) Inflict Death +5 Inimical Crest x2
Ireful Cloak x1
Cockatrice Talon x2
4743 Gil
A spear capable of cutting through anything. Its frightening edge can cause instant death.
Gungnir 170 (max 210) 65 (max 120) 87 (max 120) 40 (max 50) 70 (max 120) Critical Rate +5 Inimical Crest x3
Ireful Harness x3
Inimical Silverhorn x1
5593 Gil
The spear of the eidolon Odin. It boasts devastating runic force and increases your critical rate.
Dragon Whisker 174 (max 215) 65 (max 120) 90 (max 110) 43 (max 50) 70 (max 120) Inflict Paralyze +4 Spear Schema x4
Crimson Geocrux x1
Thalassic Horn x3
5344 Gil
A spear made of odd materials that can purportedly part heaven from earth. Paralyzes foes.
Holy Lance 182 (max 200) 65 (max 120) 93 (max 120) 43 (max 50) 70 (max 120) Last Stand +10 Spear Schema x4
Umbral Geocrux x1
Revenant Tailfeather x2
Sacrosanct Armor x1
5343 Gil
A sacred spear anointed with the ashes of a revered figure. Instills courage in one's darkest hour.
Ame-no-Nuboko 185 (max 200) 65 (max 120) 95 (max 120) 44 (max 50) 70 (max 120) Malice Accrual -50 Spear Schema x5
Crimson Geocrux x2
Sunbeam Raiment x1
Sunbeam Visage x2
5606 Gil
A legendary spoken of in creation myths. It cows foes and stops them from targeting you.
Javelin 190 (max 220) 65 (max 120) 79 (max 100) 32 (max 50) 70 (max 120) Strength +5 Spear Schema x5
Inimical Goldbridle x2
Conflagrant Vane x2
Sacrosanct Network x2
5430 Gil
The ultimate javelin: an artisan's partisan and spear without peer. Deals extra damage to alates.
Kain's Lance 94 (max 210) 65 (max 120) 54 (max 120) 22 (max 50) 70 (max 120) Inflict Confuse +7 Dragoon Lore x10
1514 Gil
The spear used by a champion from another world. Deludes and confuses enemies.

Scythes[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Wind Slash 143 (max 230) 65 (max 120) 77 (max 120) 32 (max 50) 70 (max 120) Physical Evasion +20 Scythe Schema x2
Crackling Vestment x3
Helldiver Pinion x5
Large Feather x12
3115 Gil
A scythe that stirs up strong winds and augments the wielder's evasion.
Punisher 146 (max 225) 65 (max 120) 80 (max 120) 32 (max 50) 70 (max 120) Critical Rate +15 Sacrosanct Network x1
Selenic Tail x1
Seismic Magethyst x10
3124 Gil
A scythe used to punish sins. Increases critical rate.
Wailing Scythe 158 (max 230) 65 (max 120) 85 (max 120) 35 (max 50) 70 (max 120) Inflict Confuse +8 Scythe Schema x2
Atramental Crown x1
Alraune Root x6
3656 Gil
A massive scythe that lets out a chilling wail with each swing. Confuses foes.
Executioner 174 (max 230) 65 (max 120) 95 (max 120) 39 (max 50) 70 (max 120) Inflict Death +8 Inimical Crest x2
Daybreak Mask x1
Warlord Plate x3
4731 Gil
A headsman's massive scythe. Sharp enough to instantly put enemies to death.
Reaper's Scythe 189 (max 220) 65 (max 120) 102 (max 120) 43 (max 50) 70 (max 120) Critical Power +30 Sacrosanct Network x1
Selenic Tail x1
Seismic Magethyst x10
3124 Gil
A massive scythe used by Death himself to harvest souls. Increases critical power.
Soul Eater 194 (max 225) 65 (max 120) 104 (max 120) 43 (max 50) 70 (max 120) Absorb AP +4 Scythe Schema x5
Azure Geocrux x2
Numinous Blossom x1
Atramental Eclipser x2
5365 Gil
A big scythe with a sick appetite. Converts the damage you deal into crystal energy, restoring AP.

Ninjato[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Kunai 71 (max 185) 70 (max 120) 32 (max 90) 25 (max 70) 70 (max 120) Mobility +6 Small Feather x8
Gleaming Ash x5
Wind Magethyst x2
899 Gil
An enchanted ninjato that increases the wielder's mobility.
Kodachi 85 (max 170) 70 (max 120) 38 (max 90) 30 (max 70) 70 (max 120) Physical Parry +5 Hellish Bauble x1
Nightmare Figment x2
Blazing Magethyst x5
1395 Gil
A ninjato with proper length and excellent enough handling to double as a kind of shield.
Kagenui 104 (max 170) 70 (max 120) 47 (max 90) 37 (max 70) 70 (max 120) Inflict Stop +5 Tenebrous Horn x3
Ghost Tatter x6
Silver Liquid x6
2387 Gil
An enchanted ninjato that can stop enemies cold by cutting their shadows.
Sakurafubuki 133 (max 185) 70 (max 120) 60 (max 90) 47 (max 70) 70 (max 120) Critical Power +20 Ninjato Schema x2
Inimical Crest x1
Icetouched Zurediam x1
3880 Gil
A ninjato so sharp that even the blossoms dancing around it cut into foes. Raises critical power.
Orochi 161 (max 195) 70 (max 120) 73 (max 90) 57 (max 70) 70 (max 120) Inflict Poison +4 Pelagic Weave x3
Thalassic Horn x2
Sacrosanct Widget x1
5383 Gil
A perfectly crafted and extremely sharp ninjato that has been magically imbued with poison.
Rogetsu 175 (max 185) 70 (max 120) 79 (max 90) 62 (max 70) 70 (max 120) Physical Evasion +10 Ninjato Schema x5
Azure Geocrux x2
Lunatic Ironhide x1
Atramental Eclipser x2
5440 Gil
A ninjato as lovely as the night moon that belonged to a ninja legend. Its shadows aid evasion.

Katana[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Ashura 94 (max 220) 70 (max 120) 54 (max 120) 23 (max 50) 70 (max 120) Maximum AP +300 Shattered Levin x1
Gelid Diamond x1
Fire Tertial x2
Diluvial Magethyst x5
1391 Gil
A katana of uncompromising craft that is easy to wield and sharp as can be.
Kotetsu 105 (max 220) 70 (max 120) 59 (max 120) 25 (max 50) 70 (max 120) Maximum HP +1200 Ireful Sigil x2
Bat Wing x4
Einherjar Soul x10
1841 Gil
A katana of ideal make that no force can ever break.
Murasame 109 (max 220) 70 (max 120) 62 (max 120) 25 (max 50) 70 (max 120) Malice Accrual -50 Argent Fabric x2
Ireful Sigil x2
Gleaming Ash x7
1918 Gil
A katana made of water itself. Cleanses foes of ill intent, making them less likely to target you.
Kikuichimonji 119 (max 220) 70 (max 120) 68 (max 120) 28 (max 50) 70 (max 120) Conserve AP +15 Katana Schema x1
Daybreak Robe x2
Black Knight Plate x3
2315 Gil
A katana considered to be a famous artisan's masterwork and a work of art. Reduces AP cost.
Muramasa 129 (max 220) 70 (max 120) 74 (max 140) 31 (max 50) 70 (max 120) Inflict Ailments +20 Katana Schema x1
Azure Geode x2
Warlord Plate x3
2328 Gil
A katana known as the demon blade. It plagues the world by increasing ailment infliction rate.
Daitsuren 151 (max 205) 70 (max 120) 120 (max 160) 36 (max 50) 70 (max 120) Resonance Factor +30 Katana Schema x2
Inimical Crest x1
Lich's Skull x2
3787 Gil
A mystic katana made of an alloy that responds to crystals. Its power increases with Resonance.
Mutsunokami 152 (max 220) 70 (max 120) 86 (max 120) 36 (max 50) 70 (max 120) Last Stand +15 Katana Schema x2
Genji Crest x3
Gil Snapper Shell x5
Howling Magethyst x10
3766 Gil
A katana that once never left a hero's side. Lets you draw out latent power when imperiled.
Art of War 154 (max 210) 70 (max 120) 89 (max 120) 36 (max 50) 70 (max 120) Exploit Weakness +20 Katana Schema x2
Fulminant Raiment x2
Numinous Allergen x2
Infernal Jewel x2
3901 Gil
A katana with multiple elements that adapts to targets. Exploiting a weakness does more damage.
Masamune 166 (max 220) 70 (max 120) 95 (max 120) 39 (max 50) 70 (max 120) Critical Rate +10 Lunatic Silvercryst x2
Selenic Tail x1
Centaurion Plate x5
4677 Gil
A grand katana made by a legend long ago. It has retained its sharpness and raises your critical rate.
Heaven's Cloud 188 (max 235) 70 (max 120) 108 (max 140) 45 (max 50) 70 (max 120) Conserve AP -25 Katana Schema x5
Sunbeam Mirror x2
Thalassic Tail x1
Sunbeam Visage x2
6165 Gil
A divine katana forged in the age of myth. Increases AP cost, but boasts the ultimate sharpness.

Clubs[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Battle Mace 42 (max 200) 70 (max 120) 13 (max 60) 24 (max 110) 70 (max 120) Defense +8 Rusted Iron Scrap x6
Tanned Hide x6
329 Gil
A metal club that was designed for combat and takes defense into consideration as well.
Battlestick 56 (max 200) 70 (max 120) 17 (max 60) 31 (max 110) 70 (max 120) Physical Parry +4 Heavy Carapace x8
Spellcast Iron x3
Primed Tanned Hide x3
611 Gil
A two-ended club that opens up attack options by doubling as a kind of shield.
War Hammer 69 (max 200) 70 (max 120) 22 (max 60) 39 (max 110) 70 (max 120) Strength +3 Heavy Carapace x8
Prime Tanned Hide x5
Earth Magethyst x2
975 Gil
A club designed to smash foes. Deals additional damage to amorphids.
Ogre Mace 84 (max 200) 70 (max 120) 26 (max 60) 47 (max 110) 70 (max 120) Inflict Disable +6 Hellish Bauble x1
Sacred Device x2
Blazing Magethyst x5
1300 Gil
A brutal club covered in spikes. Disables foes and does extra damage to demihumes.
Home Run Slugger 88 (max 200) 70 (max 120) 27 (max 60) 50 (max 110) 70 (max 120) Strength +6 Solar Firedust x1
Bewitching Pollen x1
Petrified Log x25
3772 Gil
A simple club made from hand-picked materials. Never cracks...unless you count enemy skulls.
Werebuster 97 (max 195) 70 (max 120) 30 (max 60) 56 (max 110) 70 (max 120) Inflict Blind +6 Crackling Vestment x2
Succulent Nectar x1
Seismic Magethyst x5
1799 Gil
A club capable of robbing foes of their sight. Deals additional damage to bestians.
Waterfall 102 (max 200) 70 (max 120) 31 (max 60) 57 (max 110) 70 (max 120) Spirit +13 Tidal Undulation x2
Thalassic Scale x2
Toad Oil x3
3606 Gil
A club imbued with torrential forces that help wielders heal as well as harm.
Ruyi Bang 112 (max 195) 70 (max 120) 34 (max 60) 63 (max 110) 70 (max 120) Critical Rate +8 Club Schema x1
Thalassic Scale x2
Sacred Branch x12
2452 Gil
A club that grows and shrinks as if alive. Learn to command it to increase your critical rate.
Nail Bat 116 (max 185) 70 (max 120) 34 (max 60) 65 (max 110) 70 (max 120) Critical Power +25 Club Schema x1
Verdant Geode x2
Mordrake Bone x1
2287 Gil
A crude club with nails sticking out of it. It's more lethal that it looks and raises critical power.
Morning Star 125 (max 200) 70 (max 120) 39 (max 60) 71 (max 110) 70 (max 120) Maximum HP +800 Club Schema x2
Hellish Bauble x3
Centaurion Plate x5
Blazing Magethyst x10
3047 Gil
A club with a spiked ball at the end of it that proves surprisingly sturdy and wieldy.
Magic Hammer 130 (max 170) 70 (max 120) 39 (max 60) 73 (max 110) 70 (max 120) Absorb AP +4 Icetouched Zurediam x1
Crackling Prism x1
Blazing Magethyst x10
3085 Gil
An enchanted club with special engravings that help you steal AP with each smash.
Earth Hammer 139 (max 190) 70 (max 120) 43 (max 60) 79 (max 110) 70 (max 120) Inflict Immobilize +5 Club Schema x2
Numinous Allergen x1
Malboro Tentacle x6
3727 Gil
A tremor-inducing club that halts enemy movement. Deals extra damage to mechanoids.
Mjollnir 141 (max 195) 70 (max 120) 43 (max 60) 79 (max 110) 70 (max 120) Exploit Weakness +10 Club Schema x2
Fulminant Girdle x1
Omega Armor x6
3733 Gil
A club favored by a thunder god. Just holding it fills you with new powers.
Vajra 144 (max 190) 70 (max 120) 44 (max 60) 81 (max 110) 70 (max 120) Malice Accrual -60 Club Schema x2
Fulminant Raiment x2
Crackling Sash x2
3809 Gil
A club that curbs enemy aggression and makes foes less likely to target you.
Juggernaut 153 (max 210) 70 (max 120) 47 (max 60) 86 (max 110) 70 (max 120) Mobility -7 Sacrosanct Network x2
Inviolable Sprocket x1
Bastion Stone x3
4503 Gil
A club made from a huge slab of rock. Ridiculously powerful, but so heavy it slows you down.
Laevateinn 166 (max 190) 70 (max 120) 51 (max 60) 94 (max 110) 70 (max 120) Inflict Ailments +20 Club Schema x4
Umbral Geocrux x1
Hellish Horn x2
Conflagrant Pennon x1
5347 Gil
A club foretold to be the world's undoing. Improves your ailment infliction rate.
Chocobo Hammer 60 (max 200) 70 (max 120) 18 (max 60) 34 (max 110) 70 (max 120) Mobility +20 Gold Chocobo Feather x10
724 Gil
A club imbued with a chocobo's spirit that increases mobility.

Staves[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Judicer’s Staff 32 (max 140) 70 (max 120) 43 (max 190) 30 (max 140) 80 (max 120) Magic +6 Blue Liquid x6
Tanned Hide x6
340 Gil
A royal mage’s trusty staff. Just holding it increases the power of magic.
Healing Staff 43 (max 150) 70 (max 120) 57 (max 190) 40 (max 190) 80 (max 120) Spirit +12 Small Feather x8
Prime Tanned Hide x3
Silver Liquid x3
602 Gil
A staff used by curates of the Madulas Church. It gives off a soothing light.
Cheer Staff 54 (max 150) 70 (max 120) 72 (max 190) 50 (max 140) 90 (max 120) HP Power Factor +15 Sturdy Vine x8
Large Bone x5
Wind Magethyst x2
933 Gil
A unique staff that senses the wielder’s vitality and does more damage when HP is high.
Umbrella 57 (max 140) 70 (max 120) 75 (max 190) 53 (max 140) 80 (max 120) Mag Def +14 Tanned Hide x8
Large Feather x7
Water Magethyst x4
911 Gil
A staff---er, umbrella that repels magic. It was made as a gag, but turned out to be pretty useful.
Guard Stick 59 (max 150) 70 (max 120) 79 (max 195) 55 (max 140) 80 (max 120) Magic Evasion +13 Cloudless Prism x10
Iron Ore x10
10 Gil
The staff used by a champion from another world. Capable of warding off magical attacks.
Rune Staff 64 (max 145) 70 (max 120) 64 (max 190) 86 (max 140) 80 (max 120) Critical Rate +10 Revenant Fire x1
Frigid Kiss x2
Howling Magethyst x5
1324 Gil
A staff engraved with runes. Increases critical rate.
Abyssal Staff 68 (max 145) 70 (max 120) 90 (max 190) 63 (max 140) 80 (max 120) Inflict Ailments +20 Succulent Nectar x1
Revenant Fire x1
Stinky Vine x6
5457 Gil
An infernal staff that makes status ailments more likely to take hold.
Asclepius 75 (max 150) 70 (max 120) 99 (max 190) 70 (max 190) 80 (max 120) Recovery Area +10 Daybreak Robe x2
Chocobo Feather x4
Dayring Stone x4
1925 Gil
A staff used by a trailblazer in the art of healing. Increase the area of effect for recovery magic.
Anastasia 78 (max 150) 70 (max 120) 104 (max 190) 73 (max 140) 80 (max 120) Mobility +7 Cerulean Prism x2
Gelid Diamond x2
Blazing Magethyst x5
1833 Gil
A staff that alters the flow of time, increasing mobility.
Grandmage’s Staff 86 (max 135) 70 (max 120) 115 (max 190) 80 (max 140) 80 (max 120) Maximum AP +260 Staff Schema x1
Crackling Vestment x2
Magic Source x7
2307 Gil
A staff left by great mages to their pupils, who then pass it on in turn.
Silvaglyphe 89 (max 145) 70 (max 120) 118 (max 190) 83 (max 140) 90 (max 120) Focus +15 Staff Schema x1
Gleaming Geode x2
Adamantite x1
5643 Gil
A staff capped with a specially shaped crystal that maximizes the holder’s focus.
Ouroboros 96 (max 120) 70 (max 120) 128 (max 190) 91 (max 140) 80 (max 120) Absorb AP +4 Tidal Undulation x2
Thalassic Scale x3
Deepwater Quill x10
3092 Gil
A staff that symbolizes self-reflexivity. Steals AP from foes.
Sylvan Staff 99 (max 150) 70 (max 120) 133 (max 190) 93 (max 140) 80 (max 120) Conserve AP -20 Sacrosanct Network x1
Inviolable Panel x1
Seismic Magethyst x10
3178 Gil
A staff that embodies the Sacred Tree’s magic. Sacrifices stamina for power, increasing AP cost.
Caduceus 106 (max 140) 70 (max 120) 144 (max 190) 141 (max 180) 80 (max 120) Resist Elements +5 Staff Schema x2
Pelagic Weave x1
Fulminant Raiment x1
3649 Gil
A protective staff with a jewel containing vast stores of magic. Raises all elemental resistances.
Zeus Mace 108 (max 140) 70 (max 120) 170 (max 190) 101 (max 140) 80 (max 120) Exploit Weakness +10 Staff Schema x2
Omega Antenna x1
Omega Badge x6
3979 Gil
A staff containing the wisdom of the gods. Replete with magic, it shines brilliantly.
Seraph 110 (max 120) 70 (max 120) 148 (max 190) 103 (max 140) 80 (max 120) Absorb HP +6 Staff Schema x2
Conflagrant Torrent x2
Crystalline Core x2
3643 Gil
A radiant staff named for the highest order of angels. Restores HP with each strike.
Faerie Staff 118 (max 140) 70 (max 120) 157 (max 190) 110 (max 140) 80 (max 120) Maximum HP +1100 Numinous Allergen x2
IFulminant Raiment x2
Revenant Tailfeather x1
5597 Gil
A staff under the auspices of the faerie king. It courses with plentiful life energy.
Insight Staff 125 (max 135) 70 (max 120) 166 (max 190) 116 (max 140) 80 (max 120) Conserve AP +15 Staff Schema x4
Gleaming Geocrux x1
Fulminant Jadeshard x1
5351 Gil
A staff made by a legendary sage and capable of rewriting the laws of nature. Reduces AP cost.
Nirvana 132 (max 140) 70 (max 120) 176 (max 190) 123 (max 140) 80 (max 120) HP Power Factor -15 Staff Schema x5
Crimson Geocrux x2
Atramental Eclipser x1
Numinous Alkahest x2
5641 Gil
A staff that grants enlightenment to all who so much as hold it. Gains power when HP is low.
Moogle Staff 46 (max 150) 70 (max 120) 61 (max 190) 43 (max 140) 80 (max 120) Reduce Cast Time +25 Stiltzkin's Diary x10
707 Gil
A staff under moogle protection. Reduces casting time.

Rods[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Rod of Water 0 (max 0) 70 (max 120) 45 (max 190) 42 (max 180) 80 (max 120) Magic +2 Blue Liquid x6
Carrion Ash x6
338 Gil
A rod embedded with a jewel of pure, crystallized water.
Rod of Fire 0 (max 0) 70 (max 120) 60 (max 190) 57 (max 180) 80 (max 120) Magic +2 Tanned Hide x8
Gleaming Ash x3
Vicious Fang x3
576 Gil
A rod embedded with a jewel of pure, crystallized fire.
Rod of Wind 0 (max 0) 70 (max 120) 65 (max 190) 61 (max 180) 80 (max 120) Magic +2 Sturdy Vine x8
Large Feather x3
Gleaming Ash x5
583 Gil
A rod embedded with a jewel of pure, crystallized wind.
Rod of Ice 0 (max 0) 70 (max 120) 75 (max 190) 71 (max 180) 80 (max 120) Magic +2 Sturdy Vine x8
Vicious Fang x5
Water Magethyst x2
957 Gil
A rod embedded with a jewel of pure, crystallized ice.
Rod of Lightning 0 (max 0) 70 (max 120) 80 (max 190) 76 (max 180) 80 (max 120) Magic +2 Small Feather x8
Large Bone x7
Wind Magethyst x4
921 Gil
A rod embedded with a jewel of pure, crystallized thunder.
Apocalypse 59 (max 150) 70 (max 120) 79 (max 190) 55 (max 140) 80 (max 120) Conserve AP +20 Cloudless Prism x10
Iron Ore x10
10 Gil
The sword-like rod used by a champion from another world. Reduces AP cost.
Rod of Earth 0 (max 0) 70 (max 120) 90 (max 190) 86 (max 180) 80 (max 120) Magic +2 Bewitching Pollen x1
Stinky Vine x5
Seismic Magethyst x5
976 Gil
A rod embedded with a jewel of pure, crystallized earth.
Jeweled Rod 0 (max 0) 70 (max 120) 95 (max 200) 90 (max 200) 80 (max 120) Critical Rate +11 Immolated Hide x1
Crackling Vestment x1
Sacred Device x3
1401 Gil
A rod capped with bewitched jewels that increase critical rate.
Lilith Rod 0 (max 0) 70 (max 120) 105 (max 170) 99 (max 170) 80 (max 120) Absorb HP +6 Tenebrous Horn x2
Argent Fabric x1
Frigid Kiss x4
1822 Gil
A rod created by a legendary witch and capable of stealing HP.
Healing Rod 0 (max 0) 70 (max 120) 114 (max 200) 108 (max 200) 80 (max 120) Spirit +9 Solar Firedust x2
Revenant Fire x2
Diluvial Magethyst x5
1901 Gil
A rod said to bestow the vast healing powers of white magic.
Chaos Rod 0 (max 0) 70 (max 120) 121 (max 190) 114 (max 190) 80 (max 120) Magic +2 Rod Schema x1
Geotic Memory x2
Daybreak Robe x2
2473 Gil
A rod adorned with a crystal of chaotic nature that collects dark power.
Stardust Rod 0 (max 0) 70 (max 120) 125 (max 210) 119 (max 190) 80 (max 120) Magic +2 Rod Schema x1
Umbral Geode x2
Astral Source x12
2302 Gil
A rod with light-storing properties crafted from meteor shards.
Abraxas 0 (max 0) 70 (max 120) 135 (max 220) 129 (max 200) 80 (max 120) Conserve AP -20 Rod Schema x2
Azure Geode x2
Gigantuar Needle x1
2431 Gil
A rod said to house an ancient, divine spirit. Sacrifices stamina for power, increasing AP cost.
Heavensphere 0 (max 0) 70 (max 120) 139 (max 190) 133 (max 190) 80 (max 120) Maximum AP +220 Rod Schema x2
Sunbeam Raiment x1
Inviolable Panel x1
4707 Gil
A rod crafted by angels and embedded with a magical jewel. Increases maximum AP.
Prism Rod 0 (max 0) 70 (max 120) 149 (max 190) 143 (max 190) 80 (max 120) Resist Elements +5 Rod Schema x2
Sunbeam Raiment x1
Pink Tail x2
3666 Gil
An iridescent rod imbued with myriad powers. Increases all elemental resistances.
Crown Scepter 0 (max 0) 70 (max120 ) 151 (max 190) 172 (max 190) 80 (max 120) Mag Def +15 Rod Schema x2
Icetouched Zurediam x1
Warrior Sigil x6
3890 Gil
A rod carried by princesses for protection. Designed more for magical defense than offense.
Wizard's Rod 0 (max 0) 70 (max 120) 155 (max 220) 147 (max 200) 80 (max 120) Exploit Weakness +15 Rod Schema x2
Icetouched Zurediam x2
Crackling Prism x2
3756 Gil
An iridescent rod devised by eminent mages. Exploiting a weakness does more damage.
Excellion 0 (max 0) 70 (max 120) 164 (max 190) 157 (max 190) 80 (max 120) AP Power Factor -15 Icetouched Zurediam x3
Bewitching Petal x1
Specter Leather x12
4369 Gil
A rod that gathers and stores local magic in its vast reservoir. Gains power as AP depletes.
Soul of Thamasa 0 (max 0) 70 (max 120) 184 (max 195) 175 (max 195) 80 (max 120) Reduce Cast Time +25 Rod Schema x5
Azure Geocrux x2
Inimical Goldbridle x1
Lunatic Tusk x2
5383 Gil
A rod made through secret arts handed down in a frontier mage village. Reduces casting time.

Tomes[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Healing Tome 64 (max 150) 70 (max 120) 90 (max 220) 85 (max 200) 80 (max 120) Spirit +13 Inviolable Circuit x1
Prime Tanned Hide x3
Magic Source x7
1842 Gil
A tome written by a renowned white mage. Contains the greatest secrets of healing magic.
Relief Tome 67 (max 150) 70 (max 120) 94 (max 220) 90 (max 220) 80 (max 120) Focus +23 Succulent Nectar x1
Gelid Diamond x1
Diluvial Magethyst x5
1363 Gil
A tome written by a renowned time mage. Contains the greatest secrets of support magic.
Attack Tome 75 (max 150) 70 (max 120) 106 (max 220) 100 (max 100) 80 (max 120) Magic +7 Daybreak Robe x2
Nightweep Bead x1
Dayring Stone x5
1859 Gil
A tome written by a renowned black mage. Contains the greatest secrets of attack magic.
Insight Tome 78 (max 150) 70 (max 120) 110 (max 210) 104 (max 200) 80 (max 120) Conserve AP +10 Tidal Undulation x1
Immolated Hide x1
Warlord Plate x1
1865 Gil
A tome written by a legendary sage. Reduces AP cost.
Necronomicon 85 (max 150) 70 (max 120) 119 (max 220) 132 (max 200) 80 (max 120) Maximum HP +900 Tome Schema x1
Verdant Geode x1
Revenant Fire x2
2321 Gil
A tome that reveals how to bring the dead back to life. Increases the holder's maximum HP.
Encyclopaedia 121 (max 150) 70 (max 120) 136 (max 220) 129 (max 200) 80 (max 120) Physical Parry +5 Tome Schema x1
Gelid Diamond x3
Royal Crown x1
3033 Gil
A comprehensive tome complied by the empire. It's so thick it could double as a shield.
Genji Tome 100 (max 150) 70 (max 120) 140 (max 205) 133 (max 200) 80 (max 120) Maximum AP +310 Tome Schema x2
Selenic Fang x1
Diluvial Magethyst x10
2918 Gil
A tome that recounts a sordid love affair. Whoever wrote it, it's an invigorating page-turner.
Codex Gigas 108 (max 150) 70 (max 120) 150 (max 210) 143 (max 200) 90 (max 120) Inflict Ailments +20 Tome Schema x2
Sunbeam Raiment x1
Gleaming Geode x3
5596 Gil
A demonic tome in the keeping of the Madulas Church. It makes ailments more likely to take hold.
Creation Tome 118 (max 150) 70 (max 120) 166 (max 200) 158 (max 200) 80 (max 120) Resonance Factor +30 Omnipotent Lamina x2
Bewitching Bath x1
Magic Pot Shard x4
4566 Gil
An ancient tome about the origin of the world and the crystals. Power increases with Resonance.
Akashic Records 121 (max 150) 70 (max 120) 169 (max 210) 161 (max 200) 80 (max 120) Exploit Weakness +15 Pelagic Weave x3
Gelid Chain x2
Infernal Gouge x1
5590 Gil
A tome containing an ocean of knowledge. Exploiting a weakness does more damage.
Black Prophecy 128 (max 120) 70 (max 120) 181 (max 220) 171 (max 200) 80 (max 120) Last Stand +15 Tome Schema x4
Gleaming Geocrux x1
Ireful Helmhorn x2
Sacrosanct Widget x1
5271 Gil
A tome that foretells the whole of human history. Grants great power in one's darkest hour.
Gran Grimoire 132 (max 150) 70 (max 120) 185 (max 240) 175 (max 240) 80 (max 120) Conserve AP -50 Tome Schema x5
Umbral Geocrux x2
Atramental Tailspike x1
Fulminant Jakeshard x2
5500 Gil
A cryptic tome with a faded title: "F---al F--t--y." So potent that just holding it increases AP cost.

Bells[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Diamond Bell 63 (max 180) 75 (max 120) 52 (max 155) 43 (max 120) 70 (max 120) Magic +7 Small Feather x8
Spellcast Iron x5
Wind Magethyst x2
952 Gil
A bell with a pure tone that causes your magic to increase.
Morphean Bell 79 (max 185) 75 (max 120) 51 (max 160) 52 (max 120) 70 (max 120) Inflict Sleep +6 Gelid Diamond x1
Silver Liquid x2
Diluvial Magetheyst x5
1316 Gil
A bell imbued with the powers of a god of slumber. Lulls enemies to sleep.
Earth Bell 91 (max 170) 75 (max 120) 60 (max 160) 60 (max 120) 70 (max 120) Maximum AP +220 Bewitching Pollen x2
Malboro Tentacle x4
Copper Silksand x8
2410 Gil
A bell imbued with earthly power that stirs you to action.
Binding Bell 116 (max 180) 75 (max 120) 77 (max 160) 77 (max 120) 70 (max 120) Inflict Stop +4 Bell Schema x2
Thalassic Scale x3
Demon Wing x5
Silver Liquid x12
4329 Gil
A bell designed to ensnare evil beings. Its tones have the power to stop enemies cold.
Tinklebell 144 (max 175) 75 (max 120) 95 (max 155) 94 (max 120) 70 (max 120) Inflict Ailments +30 Numinous Allergen x2
Gelid Chain x1
Solar Firedust x3
Silver Liquid x12
4686 Gil
A faerie bell that can only be heard by the pure, whose faith improves ailment infliction rate.
Rainbow Bell 159 (max 170) 75 (max 120) 106 (max 160) 105 (max 120) 70 (max 120) Last Stand +10 Bell Schema x5
Verdant Geocrux x2
Icetouched Goldband x1
Pelagic Driver x2
5461 Gil
A bell with sevenfold timbres that grant great power in one's darkest hour.

Instruments[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Silver Harp 54 (max 150) 70 (max 120) 72 (max 200) 71 (max 200) 70 (max 120) Focus +15 Sturdy Vine x8
Silver Liquid x5
Water Magethyst x2
948 Gil
A pure silver instrument that wards off evil. It helps one focus and does extra damage to fiends.
Cornelia 64 (max 150) 70 (max 120) 85 (max 200) 85 (max 200) 70 (max 120) Spirit +17 Hellish Bauble x1
Lone Wolf's Soul x2
Blazing Magethyst x5
1295 Gil
An instrument with a pleasant sound that increases the potency of recovery magic.
Lamia Harp 75 (max 150) 70 (max 120) 100 (max 200) 100 (max 200) 70 (max 120) Inflict Confuse +8 Daybreak Robe x2
Lamia Oculus x4
Medusa Glare x3
2508 Gil
An instrument that sounds like a wailing lamia, confusing enemies that hear its baleful tones.
One-Winged Angel 97 (max 140) 70 (max 120) 128 (max 190) 128 (max 190) 70 (max 120) Conserve AP +30 Instrument Schema x2
Crimson Geode x2
Geotic Memory x3
5438 Gil
An instrument used to play an ode to a hero who sought to rule the world. Reduces AP cost.
Apollo's Harp 117 (max 150) 70 (max 120) 157 (max 200) 156 (max 200) 70 (max 120) Maximum AP +360 Conflagrant Torrent x2
Revenant Tailfeather x1
Centaurion Plate x5
4667 Gil
A sun god's instrument. Dulcet tones increase AP and damage to dragons and undead.
Dancing Mad 128 (max 140) 70 (max 120) 171 (max 200) 171 (max 200) 70 (max 120) Magic +13 Instrument Schema x4
Umbral Geocrux x1
Selenic Pelt x2
Lunatic Tusk x1
5246 Gil
An instrument that accompanied the shrill laughs of a mad mage. Increases magic.

Firearms[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Quicksilver 49 (max 180) 70 (max 120) 20 (max 70) 26 (max 90) 70 (max 120) Mobility +5 Sharp Fang x8
Silver Liquid x3
Gleaming Ash x3
570 Gil
A firearm that shoots mercury rounds. Magically reduced in weight, it improves mobility.
Mist Gun 60 (max 170) 70 (max 120) 51 (max 120) 32 (max 90) 70 (max 120) Malice Accrual -50 Small Feather x8
Silver Liquid x5
Water Magethyst x2
980 Gil
A firearm that syncs with local energies to hide your presence and reduce accrual of malice.
Tiny Bee 67 (max 170) 70 (max 120) 27 (max 70) 36 (max 90) 70 (max 120) Conserve AP +20 Cloudless Prism x10
Iron Ore x10
10 Gil
The type of gun used by a champion from another world. Reduces AP cost.
Ras Algethi 73 (max 175) 70 (max 120) 30 (max 70) 39 (max 90) 70 (max 120) Critical Rate +10 Hellish Bauble x1
Spellcast Iron x3
Fire Magethyst x2
967 Gil
An air pirate's firearm, designed to put a quick end to foes. Improves critical rate.
Sirius 77 (max 175) 70 (max 120) 31 (max 70) 40 (max 90) 70 (max 120) Maximum HP +800 Photic Scute x1
Helldiver Pinion x2
Fulmicite x3
3056 Gil
A firearm under the auspices of a great star. Fills the wielder with vitality.
Magicite Pistol 76 (max 175) 70 (max 120) 32 (max 120) 41 (max 90) 70 (max 120) Maximum AP +210 Shattered Levin x1
Crackling Vestment x1
Fire Tertial x4
1297 Gil
A firearm that shoots enchanted crystals which augment the wielder's energy supply.
Peacemaker 86 (max 175) 80 (max 120) 35 (max 70) 45 (max 90) 70 (max 120) Accuracy +16 Revenant Fire x2
Chocobo Feather x4
Silver Liquid x8
1763 Gil
A reliable firearm that increases accuracy, ensuring it brings the swift peace it promises.
Rune Trigger 89 (max 170) 70 (max 120) 65 (max 140) 47 (max 90) 70 (max 120) Magic +8 Moonlight Droplet x2
Selenic Prism x2
Fulmicite x3
1815 Gil
A firearm with mystic markings that raises magic and discharges runic energy in lieu of bullets.
Trigoddess 97 (max 160) 70 (max 120) 40 (max 70) 51 (max 90) 70 (max 120) Bypass Defense +20 Firearm Schema x1
Gelid Diamond x2
Tenebrous Horn x2
Daybreak Robe x2
3136 Gil
A firearm under the protection of three goddesses. Fires mystic rounds that bypass defense.
Seven Faeries 109 (max 170) 70 (max 120) 80 (max 120) 58 (max 90) 70 (max 120) Inflict Ailments +15 Firearm Schema x2
Succulent Nectar x2
Hellish Bauble x2
Thalassic Scale x2
3138 Gil
A firearm under the auspices of seven faeries and seven elements. Improves ailment infliction rate.
Marksman's Spite 112 (max 150) 80 (max 120) 47 (max 70) 60 (max 90) 70 (max 120) Inflict Death +10 Firearm Schema x2
Atramental Crown x1
Hellish Horn x1
5564 Gil
A firearm that requires a pact with fiends in order to fire its demonic bullets and inflict death.
Magicite Type-0 122 (max 170) 70 (max 120) 92 (max 120) 64 (max 90) 70 (max 120) Conserve AP +10 Firearm Schema x2
Fulminant Raiment x1
Belial Tail x6
3573 Gil
A firearm that uses crystals of condensed magical energy which require less AP to shoot.
Cerberus 123 (max 205) 70 (max 120) 51 (max 70) 65 (max 90) 70 (max 120) Conserve AP -30 Firearm Schema x2
Gleaming Geocrux x1
Omega Armor x6
3927 Gil
A high-powered firearm with three long barrels. Powerful, but quick to eat up AP as a result.
Formalhaut 125 (max 175) 70 (max 120) 50 (max 70) 66 (max 90) 70 (max 120) Critical Power +20 Firearm Schema x2
Pelagic Weave x2
Selenic Pelt x2
3830 Gil
A huge firearm that uses a special mechanism to accelerate bullets, raising critical power.
Chrono Gear 133 (max 160) 70 (max 120) 55 (max 70) 71 (max 90) 70 (max 120) Inflict Stop +5 Pelagic Weave x2
Thelassic Fin x1
Malboro Eyeball x2
4357 Gil
A firearm that alters space-time and stops foes from moving.
Zero Buster 145 (max 170) 70 (max 120) 59 (max 70) 77 (max 90) 70 (max 120) AP Power Factor +10 Firearm Schema x4
Azure Geocrux x1
Bewitching Petal x2
Omnipoetent Nexus x1
5418 Gil
A firearm that responds to crystal energy. The higher your AP, the more damage it deals.
Snow White 149 (max 170) 70 (max 120) 112 (max 120) 79 (max 90) 70 (max 120) Resonance Factor +10 Verdant Geocrux x1
Icetouched Goldband x2
Icetouched Fetters x1
Pelagic Grandtail x2
5403 Gil
A pure white firearm equipped with its own crystal. Its power increases with Resonance.

Artillery[]

Weapon P-Attack P-Accuracy M-Attack M-Recovery M-Accuracy Equipment Traits Items Required
Noiseblaster 119 (max 215) 60 (max 120) 27 (max 60) 18 (max 40) 70 (max 120) Inflict Confuse +10 Artillery Schema x1
Verdant Geode x1
Inviolable Circuit x1
2340 Gil
Artillery that bombards enemies with noise, confusing them.
Sunlight 136 (max 215) 60 (max 120) 29 (max 60) 20 (max 40) 70 (max 120) Spirit +20 Immolated Hide x2
Daybreak Robe x3
Earthdrake Fang x5
3164 Gil
Artillery charged with solar energy. Its light increases healing and increases harm to undead.
Soulpulser 149 (max 205) 60 (max 120) 32 (max 60) 23 (max 40) 70 (max 120) HP Power Factor +15 Artillery Schema x2
Infernal Jewel x1
Death Knight Skull x6
3930 Gil
Artillery that draws on vitality as its power source. The higher your HP, the more damage you do.
Railgun 154 (max 205) 60 (max 120) 32 (max 60) 23 (max 40) 70 (max 120) Mobility +20 Artillery Schema x2
Fulminant Raiment x2
Thalassic Tail x2
3588 Gil
Artillery that uses electromagnetism to accelerate shots... AND the person holding the gun.
Air Anchor 165 (max 215) 60 (max 120) 34 (max 60) 25 (max 40) 70 (max 120) Inflict Immobilize +10 Fulminant Raiment x2
Tenebrous Wing x1
Devil Horn x2
4538 Gil
Artillery that fires a blast of compressed air capable of immobilizing foes.
Planar Oscillator 173 (max 195) 60 (max 120) 35 (max 60) 26 (max 40) 70 (max 120) Bypass Defense +20 Artillery Schema x4
Umbral Geocrux x1
Bewitching Bath x3
3822 Gil
Artillery fueled by transdimensional energies that can destroy space itself. Bypasses defense.
Shiftbuster 188 (max 210) 60 (max 120) 36 (max 60) 27 (max 40) 70 (max 120) Exploit Weakness +15 Fulminant Raiment x5
Crimson Geocrux x2
Sacrosanct Widget x2
Pelagic Grandfin x2
5254 Gil
Crystal-based artillery that fires pan-elemental waves. Exploiting a weakness does more damage.
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