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The following is a list of the weapons in the original (pre-Zodiac) releases of Final Fantasy XII.
Most melee weapons have a chance of performing a random hit combo, while ranged weapons and measures can deal critical hits. Some weapons cannot do either. Some weapons can knockback opponents while others cannot. Some weapons have an elemental affinity, which lets the wielder deal +50% the normal damage with attacks related to the element. Certain weapons can inflict opponents with statuses on hit. Different weapon types vary in charge and action time. Characters perform a different victory pose after a boss battle depending on which weapon they finished the battle equipping.
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Unequipped
Weapon | Attack | Element | On-hit | Combo rate | Cost | License |
---|---|---|---|---|---|---|
Unarmed |
11 | None | None | 5% | — | None |
Equipped when no weapons are equipped. Improved with Brawler. |
One-handed weapons
One-handed weapons are the most plentiful kind of weapon. Having a character use a one-handed weapon allows them to equip a shield with their other hand, giving them more evasion.
Swords
Swords offer a balanced mix of speed, consistency, and power. Damage is calculated based on the character's strength, the weapon's attack, and the enemy's defense. All swords, except for the Stoneblade, add 5 to evasion. Swords can knockback enemies. Swords are among the slower weapons with 2.88s charge, and 1.2s action time.
Swords' damage calculation:
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Daggers
Daggers do not deal as much damage as swords, but they make up for it in speed. Many daggers also have useful additional effects. Damage is calculated based on the character's strength and speed, and the enemy's defense. Daggers add 5 Evasion, except the Main Gauche, which adds 34 Evasion. Daggers are the fastest weapons, with the least charge time to perform an attack. Daggers cannot knockback enemies.
Daggers' damage calculation:
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Axes and hammers
Axes and hammers offer a huge boost to attack at the expense of consistency. For example, a sword may consistently do 400 damage to an enemy, but an axe or hammer may do 800 damage to the same enemy, or it may do only 30 damage. Damage is calculated based on the character's strength and vitality, the weapon's attack, and the enemy's defense. Axes attack slightly faster than hammers: axes have 2.39s charge, whereas hammers have 2.63s. Axes and hammers can knockback enemies.
Axes and hammers' damage calculation:
Axes
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Hammers
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Maces
Damage is calculated based on the weapon's attack, the enemy's defense, and the character's magick power, as opposed to the character's strength. As such, maces are recommended for magick-geared support characters. Maces cannot knockback enemies. Maces have 2.63s charge, and 1.2s action time, making them average at attack speed.
Maces' damage calculation:
The Red Battlemage can equip maces.
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Measures
Measures have low attack ratings, but ignore defense when used, damage being calculated solely on the weapon's attack. Measures also cause beneficial status effects on hit, so they are to be used to strengthen the party without using MP and should generally be switched out for more conventional weapons after being used. Measures add 25 evasion, which, along with the ability to equip shields, makes a character equipped with a measure difficult to hit.
Measures are effective when attacking characters to remove the confuse status since measures do not deal heavy damage yet can confer beneficial statuses. Unlike other melee weapons, measures have a chance of dealing critical hits. Targets cannot parry or block measure attacks, but the wielder can still miss due to bad accuracy. Measures cannot knockback enemies. Measures have the same speed as hammers and maces at 2.63s charge, and 1.2s action time.
Measures' damage calculation:
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Two-handed weapons
Two-handed weapons do not allow the equipping of a shield, but do offer more damage than one-handed weapons, and sometimes even attack faster.
Greatswords
Greatswords are generally more difficult to come by than regular swords. They deliver consistent heavy damage and should be equipped by the player's primary damage dealers. Damage is calculated based on the character's strength, the weapon's attack, and the enemy's defense. Greatswords can knockback enemies, apart from the Sword of Kings and the Treaty-Blade. Greatswords attack faster than regular swords with 2.47s charge, and 1.2s action time.
Greatswords' damage calculation:
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Katana
Katana have lower attack than greatswords, but they make up for it with their higher chance of combo attacks. The player can take advantage of the katana's propensity for combos by equipping Genji Gloves, which increase the rate of combo attacks.
Damage is calculated based on the weapon's attack, the enemy's defense, and the character's strength and magick power. The last factor allows even a magick-geared character to become a melee damage dealer when equipped with a katana. Katana cannot knockback enemies. All katana have 2.39s charge, and 1.2s action time, making them average when it comes to attacking speed.
Katana's damage calculation:
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Ninja swords
Ninja swords have an even higher chance of combo attacks than katana, so using the same equipment strategy as with katana will yield even more combo attacks.
Ninja swords cause dark-elemental damage and are thus useless against the undead. Damage is calculated based on the character's strength and speed, the weapon's attack, and the enemy's defense. All ninja swords add 20 to evasion. Ninja swords cannot knockback enemies. Ninja swords are among the fastest weapons at 1.97s charge and 1.2s action time; only daggers are faster.
Ninja swords' damage calculation:
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Spears
The Zodiac Spear is a difficult to come by weapon which has the highest Attack in the original version. Damage is calculated based on the character's strength, the weapon's attack, and the enemy's defense. Spears add 8 to evasion. Spears can knockback enemies. Spears are among the faster weapons with 2.14s charge and 1.2s action time, second only to daggers and ninja swords.
Spears' damage calculation:
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Poles
Like katana and ninja swords, poles are prone to combo attacks. The player can equip the Genji Gloves to maximize on poles' combo attack potential.
Damage is calculated based on the character's strength, the weapon's attack, and the enemy's magick defense, making it especially devastating to un-Shelled enemies and enemies with low magick defense. Poles add 25 to evasion and can knockback enemies. Poles' attack speed is average at 2.47s charge and 1.2s action time.
Poles' damage calculation:
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Rods
Like maces, rods are well-suited to magick-geared characters since they increase the wielder's magick power and MP. A couple of rods grant beneficial status effects on hit. Rods may end up being a more efficient choice for casters later in the game as the MP bonuses they grant when multiplied by the Quickening bonuses are more substantial than the small Magick Power bonuses granted by staves.
Damage is calculated based on the character's strength, the weapon's attack, and the enemy's defense. Rods add 6 to evasion and never deal hit combos or critical hits. Rods can knockback enemies. Rods are among the slower weapons with 2.72s charge and 1.2s action time.
Rods' damage calculation:
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Staves
Staves are well-suited to magick-geared characters as some boost elemental magick spells; for example, casting Blizzaga with a Glacial Staff will cause more damage than without it.
When used for physical attacks, damage is calculated based on the character's strength and magick power, the weapon's attack, and the enemy's defense. Staves add 8 to evasion and never deal hit combos or critical hits, but can knockback enemies. Staves are among the slower weapons with 2.8s charge and 1.2s action time.
Staves' damage calculation:
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Ranged weapons
Though ranged weapons usually take longer to use and do not allow the equipping of a shield, they allow characters with lower defenses to attack from a distance. Ranged weapons enable one to physically attack a flying enemy.
A party equipped with ranged weapons tends to spread out more during battle, causing an enemy's area attacks to likely hit fewer of the player's party members. This is especially helpful if the enemy can use third-level black magick or cast spells like Disable and Stop in an area. Instead of combos, ranged weapons can deal critical hits.
Bows
Template:See Also Enemies cannot counter bow and arrow attacks, but their accuracy is adversely affected by bad weather, like rain and snowstorms.
Damage is calculated based on the character's strength and speed, the combined attack of the bow and arrow and the enemy's defense. Bows do not offer an evasion bonus. Bows cannot knockback enemies. Bows are among the slowest weapons with 2.96s charge, and 1.4s action time.
Bows' damage calculation:
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Crossbows
Template:See Also Enemies cannot parry or counter crossbow attacks, though the attacks have an increased chance of simply missing altogether.
Damage is calculated based on the character's strength, the combined attack of the crossbow and bolt, and the enemy's defense. Crossbows are the fastest ranged weapons at 2.3s charge and 1.4s action. Crossbows add 5 to evasion and their accuracy is lowered in bad weather. Crossbows cannot knockback enemies.
Crossbows' damage calculation:
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Guns
Template:See Also Guns take almost twice as long to use as other weapons, but they make up for it by having perfect accuracy. Enemies cannot parry, block, or counter gun attacks. Guns ignore an enemy's defense, meaning that damage is calculated solely by the combined attack of the gun and its bullets. Guns add 10 to evasion and can knockback enemies. Guns are the slowest weapons apart from Wyrmhero Blade, at 4.2s charge, and 1.4s action time.
Guns' damage calculation:
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Hand-bombs
Template:See Also Similar to axes and hammers, hand-bombs offer the chance of heavy damage at the expense of consistency. They may inflict heavy damage or hardly any damage at all.
Damage is calculated based on the character's strength and vitality, the combined attack of the hand-bomb and bomb, and the enemy's defense. Hand-bombs offer no evasion bonus and never deal hit combos or critical hits. Hand-bombs cannot knockback enemies. Hand-bombs have 2.8s charge and 1.4s action time, average attack speed for a ranged weapon.
Hand-bombs' damage calculation:
Weapon | Attack | Evade | Element | On-Hit | CT | Combo rate | Metal | Value Sell: Half of value | License |
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Hornito |
50 | 0 | — | — | 34 | 0 | 0 | 5,800 | Hand-bombs 1 |
Shop: Rabanastre / Nalbina Fortress / Mt Bur-Omisace Treasure: Dalmasca Westersand (Broken Sands) Drop: Emperor Aevis (1%) | |||||||||
Fumarole |
25 | 0 | Potency: Water* +50% | — | 34 | 0 | 0 | 8,500 | Hand-bombs 1 |
Shop: Phon Coast Steal: Archaeosaur (3%) Bazaar: Noisome Incendiaries | |||||||||
Tumulus |
66 | 0 | — | — | 34 | 0 | 0 | 12,000 | Hand-bombs 2 |
Shop: Archades Drop: Seeq Explorer (1%) Bazaar: Oil-Soaked Incendiaries Sidequest: Great cockatrice escape | |||||||||
Caldera |
75 | 0 | — | — | 34 | 0 | 0 | 16,000 | Hand-bombs 2 |
Shop: Balfonheim Port Drop: Cataract Aevis (1%) Bazaar: Devastating Incendiaries Sidequest: Hunt Club | |||||||||
Volcano |
85 | 0 | — | — | 34 | 0 | 0 | (0) | Hand-bombs 3 |
Hunt: Paying for the Past (Catoblepas) |
NPC weapons
NPC weapons are identical to the Zodiac releases.
Template:FFXII Template:Weapons