Final Fantasy Wiki
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[[File:Ffxii rods.jpg|right|thumb|250px|Scan of some rods.]]
 
[[File:Ffxii rods.jpg|right|thumb|250px|Scan of some rods.]]
 
{{For version|version=original|/Original}}
 
{{For version|version=original|/Original}}
The following is a list of the [[Weapon (equipment)|weapons]] in ''[[Final Fantasy XII]]''.
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The following is a list of the [[Weapon (equipment)|weapons]] in ''[[Final Fantasy XII|Final Fantasy XII: The Zodiac Age]]''.
   
 
Most melee weapons have a chance of performing a random [[Hit (term)#Final Fantasy XII|hit combo]], while ranged weapons and measures can deal [[Critical Hit#Final Fantasy XII|critical hits]]. Some weapons cannot do either. Some weapons can [[Knockback (term)|knockback]] opponents while others cannot. Some weapons have an [[Elemental Affinity|elemental affinity]], which lets the wielder deal +50% the normal damage with attacks related to the element. Certain weapons can [[Add Status|inflict opponents with statuses]] on hit. Different weapon types vary in [[Charge Time|charge]] and action time. Characters perform a different [[Final Fantasy XII victory poses|victory pose]] after a [[boss]] battle depending on which weapon they finished the battle equipping.
 
Most melee weapons have a chance of performing a random [[Hit (term)#Final Fantasy XII|hit combo]], while ranged weapons and measures can deal [[Critical Hit#Final Fantasy XII|critical hits]]. Some weapons cannot do either. Some weapons can [[Knockback (term)|knockback]] opponents while others cannot. Some weapons have an [[Elemental Affinity|elemental affinity]], which lets the wielder deal +50% the normal damage with attacks related to the element. Certain weapons can [[Add Status|inflict opponents with statuses]] on hit. Different weapon types vary in [[Charge Time|charge]] and action time. Characters perform a different [[Final Fantasy XII victory poses|victory pose]] after a [[boss]] battle depending on which weapon they finished the battle equipping.
   
Several new weapons appear in the ''[[Final Fantasy XII#International Zodiac Job System|International Zodiac Job System]]'' version and carried over to ''[[Final Fantasy XII#The Zodiac Age|The Zodiac Age]]''. Many are higher grade versions of previous weapons, denoted by a letter at the end of their name. They look identical to their original counterparts, but have higher attack power, and many have added effects.
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Several new weapons were added to the ''[[Final Fantasy XII#International Zodiac Job System|International Zodiac Job System]]'' version compared to the original release, and carried over to ''The Zodiac Age''. Many are higher grade versions of previous weapons, and in the Japanese version are denoted by a letter at the end of their name. They look identical to their original counterparts, but have higher attack power, and many have added effects.
   
The Shikari Nagasa and Mina were added to replace the [[#Danjuro|Danjuro]] weapon, and now have different requirements for obtaining, as well as different stats from the Danjuro. Two weapons, [[Great Trango]] and [[Seitengrat (Final Fantasy XII)|Seitengrat]], were added in as new [[Ultimate weapon (term)|ultimate weapons]], and have the highest stats. They are invisible when equipped.
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The [[Shikari Nagasa (Final Fantasy XII)|Shikari Nagasa]] and [[Mina (Final Fantasy XII)|Mina]] were added to replace the [[Danjuro (Final Fantasy XII)|Danjuro]] from the original version, and now have different requirements for obtaining, as well as different stats from the Danjuro. Two weapons, [[Great Trango]] and [[Seitengrat (Final Fantasy XII)|Seitengrat]], were added in as new [[Ultimate weapon (term)|ultimate weapons]], and have the highest stats. They are invisible when equipped.
   
 
{{See|Final Fantasy XII enemy equipment|Final Fantasy XII ammunition|Final Fantasy XII armor|Final Fantasy XII accessories}}
 
{{See|Final Fantasy XII enemy equipment|Final Fantasy XII ammunition|Final Fantasy XII armor|Final Fantasy XII accessories}}
   
 
== Damage formula ==
 
== Damage formula ==
Weapons used in the game use various calculations to determine damage. The calculation used is usually determined by the weapon category, however there are some exceptions.
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Weapons use various calculations to determine damage. The calculation used is usually determined by the weapon category, however, there are some exceptions.
   
 
;{{A|Strength formula}}
 
;{{A|Strength formula}}
Used by Swords, Greatswords, Spears, and Crossbows. Damage is reduced by target's Defense, and increased by user's Strength.
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Used by swords, greatswords, spears, and crossbows. Damage is reduced by target's Defense, and increased by user's Strength.
 
:<math>{\it DMG} = [{\it AttackPower} \times {\rm Random}(1\sim 1.125) - {\it Defense}] \times [1 + {\it Strength} \times \frac{{\it Lv}+{\it Strength}}{256}]</math>
 
:<math>{\it DMG} = [{\it AttackPower} \times {\rm Random}(1\sim 1.125) - {\it Defense}] \times [1 + {\it Strength} \times \frac{{\it Lv}+{\it Strength}}{256}]</math>
   
 
;{{A|Magick Power formula}}
 
;{{A|Magick Power formula}}
Used by Katana and Staves. Damage is reduced by target's Defense, and increased by user's Strength and Magick Power.
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Used by katana and staves. Damage is reduced by target's Defense, and increased by user's Strength and Magick Power.
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Magick Power})/256]</math>
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Magick Power})/256]</math>
   
 
;{{A|Vitality formula}}
 
;{{A|Vitality formula}}
Used by Axes, Hammers, and Hand-bombs. Damage is reduced by target's Defense, increased by user's Strength, Level, and Vitality, and varies more greatly from randomness.
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Used by axes, hammers, and hand-bombs. Damage is reduced by target's Defense, increased by user's Strength, Level, and Vitality, and varies more greatly from randomness.
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(0\sim 1.111) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Vitality})/128]</math>
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(0\sim 1.111) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Vitality})/128]</math>
   
 
;{{A|Speed formula}}
 
;{{A|Speed formula}}
Used by Daggers, Ninja Swords, and Bows. Damage is reduced by target's Defense, and increased by user's Strength and Speed.
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Used by daggers, ninja swords, and bows. Damage is reduced by target's Defense, and increased by user's Strength and Speed.
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Speed})/218]</math>
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Speed})/218]</math>
   
 
;{{A|Pierce formula}}
 
;{{A|Pierce formula}}
Used by Measures and Guns. Damage is not modified by target's Defense, and varies more greatly from randomness. Unlike other formulas this is not modified by the user's Level.
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Used by measures and guns. Damage is not modified by target's Defense, and varies more greatly from randomness. Unlike other formulas this is not modified by the user's level.
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125)]^2</math>
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125)]^2</math>
   
 
;{{A|Mace formula}}
 
;{{A|Mace formula}}
Used primarily by Maces. Damage is reduced by target's Defense, and increased by user's Magick Power.
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Used primarily by maces. Damage is reduced by target's Defense, and increased by user's Magick Power.
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [1 +{\it Magick POWER} * ({\it Lv}+{\it Magick Power})/256]</math>
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [1 +{\it Magick POWER} * ({\it Lv}+{\it Magick Power})/256]</math>
   
 
;{{A|Pole formula}}
 
;{{A|Pole formula}}
Used primarily by Poles. Damage is reduced by Magick Defense, and increased by user's Strength.
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Used primarily by poles. Damage is reduced by Magick Defense, and increased by user's Strength.
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) - {\it Magick Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Strength})/256]</math>
 
:<math>{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) - {\it Magick Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Strength})/256]</math>
   
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:<math>{\it DMG} = [{\it AttackPower} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [{\it Strength} * ({\it Lv}+{\it Strength})/256]</math>
 
:<math>{\it DMG} = [{\it AttackPower} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [{\it Strength} * ({\it Lv}+{\it Strength})/256]</math>
   
If the user has the Brawler ability (equipped through either owning the Brawler license or with the Amber Armlet), the Attack Power is instead calculated <math>({\it Lv}+{\it Strength})/2</math>.
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If the user has the Brawler augment (through either the Brawler license or with the [[Amber Armlet]]), the Attack Power is instead calculated <math>({\it Lv}+{\it Strength})/2</math>.
   
 
== Unequipped ==
 
== Unequipped ==
When unequipped, players attack with "Unarmed". Unarmed uses [[Final Fantasy XII weapons#Unarmed formula|its own formula]] similar to the [[Final Fantasy XII weapons#Strength formula|Strength formula]] but without a +1 boost. Unarmed has a smaller Attack Power than the weapons that use the Strength formula making it an undesirable choice.
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When unequipped, players attack with "Unarmed". Unarmed uses [[Final Fantasy XII weapons#Unarmed formula|its own formula]] similar to the [[Final Fantasy XII weapons#Strength formula|Strength formula]], but without a +1 boost. Unarmed has a smaller Attack Power than the weapons that use the Strength formula, making it an undesirable choice. If the player has the Brawler ability (from the Brawler license or the [[Amber Armlet]]) then instead of using the Weapon's attack stat it uses <math>({\it Lv}+{\it Strength})/2</math>.
 
However if the player has the Brawler ability (equipped by purchasing the [[License Board/Original#Brawler|Brawler]] license and/or equipping the [[Final Fantasy XII accessories#Amber Armlet|Amber Armlet]]) then instead of using the Weapon's attack stat it uses <math>({\it Lv}+{\it Strength})/2</math>.
 
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Unarmed|type expected=Unarmed|formula expected=Unarmed|combocolumn=true|typecolumn=false|formulacolumn=false|licensecolumn=false|valuecolumn=false|unsellable expected=true}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Unarmed|type expected=Unarmed|formula expected=Unarmed|combocolumn=true|typecolumn=false|formulacolumn=false|licensecolumn=false|valuecolumn=false|unsellable expected=true}}
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== One-handed weapons ==
 
== One-handed weapons ==
 
[[File:FFXII One-Handed Weapons Menu Icon.png|right]]
 
[[File:FFXII One-Handed Weapons Menu Icon.png|right]]
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.
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One-handed weapons are the most plentiful type of weapon. Using a one-handed weapon allows the wielder to equip a shield with their other hand, giving them more evasion.
   
 
=== Swords ===
 
=== Swords ===
 
[[File:FFXII Swords Icon.png|right]]
 
[[File:FFXII Swords Icon.png|right]]
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|Stoneblade]], add 5 to evasion. Swords can knockback enemies.
+
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 (Final Fantasy XII)|Stoneblade]], add 5 to evasion. Swords can knockback enemies.
   
 
Swords' damage calculation:
 
Swords' damage calculation:
 
:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Strength)/256]</math>
 
:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Strength)/256]</math>
   
The [[Knight (Final Fantasy XII)|Knight]] can equip every sword, and the [[Time Battlemage]] and [[Bushi]] jobs can equip high level swords, and the [[#Blood Sword|Blood Sword]] respectively if they invest in [[Esper (Final Fantasy XII)|Espers]] on the License Board.
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The [[Knight (Final Fantasy XII)|Knight]] can equip every sword, and the [[Time Battlemage]] and the [[Bushi]] can equip high level swords, and the [[Blood Sword (Final Fantasy XII)|Blood Sword]], respectively; if they invest in [[Esper (Final Fantasy XII)|Espers]] on the License Board.
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Sword|type expected=Sword|formula expected=Strength|range expected=1|knockback expected=10|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Sword|type expected=Sword|formula expected=Strength|range expected=1|knockback expected=10|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
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=== Daggers ===
 
=== Daggers ===
 
[[File:FFXII Dagger Icon.png|right]]
 
[[File:FFXII Dagger Icon.png|right]]
[[Dagger (weapon type)|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|Main Gauche]], which adds 34 Evasion. Daggers are the fastest weapons, with the least charge time to perform an attack. Daggers cannot knockback enemies.
+
[[Dagger (weapon type)|Daggers]] deal less damage as swords, but make up for it in speed. Many 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 (Final Fantasy XII)|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:
 
Daggers' damage calculation:
 
:<math>DMG = [[Attack Power * Random(1~1.125)]-Defense] * [1 + Strength * (Lv+Speed)/218]</math>
 
:<math>DMG = [[Attack Power * Random(1~1.125)]-Defense] * [1 + Strength * (Lv+Speed)/218]</math>
   
The [[Shikari]] can equip every dagger, and the [[White Mage (Final Fantasy XII)|White Mage]] job can equip the [[#Orichalcum Dirk|Orichalcum Dirk]] and the [[#Platinum Dagger|Platinum Dagger]] if they buy the [[Famfrit (Final Fantasy XII)|Famfrit]] license.
+
The [[Shikari]] can equip every dagger, and the [[White Mage (Final Fantasy XII)|White Mage]] job can equip the [[Orichalcum Dirk (Final Fantasy XII)|Orichalcum Dirk]] and the [[Platinum Dagger (Final Fantasy XII)|Platinum Dagger]] if they buy the [[Famfrit (Final Fantasy XII)|Famfrit]] license.
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Dagger|type expected=Dagger|formula expected=Speed|range expected=1|knockback expected=0|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Dagger|type expected=Dagger|formula expected=Speed|range expected=1|knockback expected=0|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
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=== Axes and hammers ===
 
=== 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 and both can knockback enemies.
+
Axes and hammers offer a huge boost to attack at the expense of consistency, as the damage depends on a random variable. 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 and both can knockback enemies.
   
 
Axes and hammers' damage calculation:
 
Axes and hammers' damage calculation:
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=== Maces ===
 
=== Maces ===
 
[[File:FFXII Mace Icon.png|right]]
 
[[File:FFXII Mace Icon.png|right]]
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 and are average at attack speed.
+
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. Maces are recommended for magick-geared support characters. They cannot knockback enemies and have average attack speed.
   
 
Maces' damage calculation:
 
Maces' damage calculation:
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=== Measures ===
 
=== Measures ===
 
[[File:FFXII Measure Icon.png|right]]
 
[[File:FFXII Measure Icon.png|right]]
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 35 evasion, which, along with the ability to equip shields, makes a character equipped with a measure difficult to hit.
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Measures have low attack ratings, but ignore defense, damage being calculated solely on the weapon's attack. Measures cause beneficial status effects on hit, used to strengthen the party without using MP, and need to be switched out for conventional weapons if the character is to enter melee combat. Measures add 35 evasion, which, coupled with the ability to equip a shield, makes a character difficult to hit.
   
Measures are effective when attacking characters to remove the [[Confuse (status)|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 and have the same speed as swords and hammers.
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Measures are effective when attacking party members to remove the [[Confuse (status)|confuse status]], since measures do not deal heavy damage yet can confer beneficial statuses. Unlike other melee weapons, measures can deal critical hits. Targets cannot parry or block measure attacks, but the wielder can still miss due to bad accuracy. Measures cannot knockback enemies and have the same speed as swords and hammers.
   
 
Measures' damage calculation:
 
Measures' damage calculation:
 
:<math>DMG = [Attack Power * Random(1\sim 1.125)]^2</math>
 
:<math>DMG = [Attack Power * Random(1\sim 1.125)]^2</math>
   
The [[Machinist (Final Fantasy XII)|Machinist]] can take advantage of these weapons to bestow consistent beneficial stats effects to allies without casting magick.
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The [[Machinist (Final Fantasy XII)|Machinist]] can take advantage of these weapons to bestow consistent beneficial effects to allies without casting magick.
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Measure|type expected=Measure|formula expected=Pierce|range expected=1|knockback expected=0|criticalcolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Measure|type expected=Measure|formula expected=Pierce|range expected=1|knockback expected=0|criticalcolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
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=== [[Greatsword (weapon type)|Greatswords]] ===
 
=== [[Greatsword (weapon type)|Greatswords]] ===
 
[[File:FFXII Greatsword Icon.png|right]]
 
[[File:FFXII Greatsword Icon.png|right]]
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|Sword of Kings]] and the [[#Treaty-Blade|Treaty-Blade]]. In the ''Zodiac ''version, Greatswords Charge Time is slower than regular swords and are among the slowest weapons.
+
Greatswords are more difficult to come by than regular swords but deliver consistent heavy damage and should be equipped to the player's primary damage dealers. Damage is calculated based on the wielder's strength, the weapon's attack, and the enemy's defense. Greatswords can knockback enemies, apart from the [[Sword of Kings (Final Fantasy XII)|Sword of Kings]] and the [[Treaty-Blade (Final Fantasy XII)|Treaty-Blade]]. In the ''Zodiac'' versions, greatswords' charge time is slower than regular swords' and are among the slowest weapons.
   
 
Greatswords' damage calculation:
 
Greatswords' damage calculation:
 
:<math>{\it DMG} = [{\it AttackPower} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Strength})/256]</math>
 
:<math>{\it DMG} = [{\it AttackPower} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Strength})/256]</math>
   
The Knight can equip every greatsword. The [[Red Battlemage]] can equip every greatsword besides the [[#Excalibur|Excalibur]], [[#Excalipur|Excalipur]] and the [[Tournesol]], albeit with the help of Espers unlocking the License Board. The [[White Mage (Final Fantasy XII)|White Mage]] can also unlock the first three greatswords with Esper assistance.
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The [[Knight (Final Fantasy XII)|Knight]] can equip every greatsword. The [[Red Battlemage]] can equip every greatsword besides the [[Excalibur (Final Fantasy XII)|Excalibur]], [[Excalipur (Final Fantasy XII)|Excalipur]] and the [[Tournesol (Final Fantasy XII)|Tournesol]], albeit with the help of Espers. The [[White Mage (Final Fantasy XII)|White Mage]] can also unlock the first three greatswords with Esper assistance.
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Greatsword|type expected=Greatsword|formula expected=Strength|range expected=1|knockback expected=10|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Greatsword|type expected=Greatsword|formula expected=Strength|range expected=1|knockback expected=10|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
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=== Katana ===
 
=== Katana ===
 
[[File:FFXII Katana Icon.png|right]]
 
[[File:FFXII Katana Icon.png|right]]
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 [[Final Fantasy XII accessories#Genji Gloves|Genji Gloves]], which increase the rate of combo attacks.
+
Katana have lower attack than greatswords, but make up for it with their higher chance of combo attacks. The player can take advantage of this by equipping the [[Genji Gloves (Final Fantasy XII)|Genji Gloves]], which boosts 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 are average when it comes to attacking speed. Fastest katana users are Balthier and Basch.
+
Damage is calculated based on the weapon's attack, the enemy's defense, and the wielder'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. Katana have average attacking speed and the fastest katana users are [[Balthier/Gameplay|Balthier]] and [[Basch fon Ronsenburg/Gameplay|Basch]].
   
All katanas are two-handed weapons, with the exception of the Kumbha.
+
All katanas are two-handed weapons, with the exception of the [[Kumbha]].
   
 
Katana's damage calculation:
 
Katana's damage calculation:
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{{#invoke:FFXII Data|Weapons|zodiac=true|type=Katana|type expected=Katana|formula expected=Magick Power|range expected=1|knockback expected=0|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Katana|type expected=Katana|formula expected=Magick Power|range expected=1|knockback expected=0|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{clear}}
 
   
 
=== Ninja swords ===
 
=== Ninja swords ===
 
[[File:FFXII Ninja Sword Icon.png|right]]
 
[[File:FFXII Ninja Sword Icon.png|right]]
 
Ninja swords are found as treasure or bought as [[Bazaar (Final Fantasy XII)|Bazaar]] goods. They are used by the [[Shikari]] job; their damage is calculated based on the character's strength and speed, the weapon's attack, and the enemy's defense. Ninja swords have an even higher chance of combo attacks than katana, and are the second fastest weapons after daggers. Ninja swords add 20 to evasion. They cannot knockback enemies. Because their four licenses are behind Quickenings, and characters can only have three Quickenings, the Shikari player must forgo one of the licenses.
   
 
Because ninja swords' damage takes speed into consideration, ninja sword wielders benefit greatly from the [[Germinas Boots (Final Fantasy XII)|Germinas Boots]] accessory. However, Strength is the largest factor in almost all of the [[Final Fantasy XII weapons#Damage formula|damage formulas]]. The choice of second job affects Strength and Speed much more than [[Final Fantasy XII stats#Character stat growth|characters' base stats]].
Ninja swords can only be found as loot or treasure or bought as [[Bazaar (Final Fantasy XII)|Bazaar]] goods. They are used by the [[Shikari]] job; their damage is calculated based on the character's strength and speed, the weapon's attack, and the enemy's defense. Ninja swords have an even higher chance of combo attacks than katana, and are the second fastest weapons after daggers. All ninja swords add 20 to evasion; they cannot knockback enemies. Ninja swords are stronger compared to the original release and most are non-elemental instead of Dark. Because their four licenses are found behind Quickenings, and characters can only have three Quickenings, the Shikari player must choose one of the licenses to forgo.
 
 
Because their damage takes speed into consideration, ninja sword wielders benefit greatly from the [[Germinas Boots (Final Fantasy XII)|Germinas Boots]] accessory. Using the same equipment strategy as with katana will yield even more combo attacks. The fastest ninja sword users are Balthier and Penelo.
 
 
Koga Blade is now Earth-elemental, Iga Blade is now Water, and the Yagyu Darkblade stays Dark-elemental. In the original release, Ninja swords caused dark-elemental damage and were thus useless against the common [[undead]] enemy type.
 
   
 
Ninja blades are now stronger than in the original release, and their elemental properties have been tweaked. [[Koga Blade (Final Fantasy XII)|Koga Blade]] is now Earth-elemental, [[Iga Blade (Final Fantasy XII)|Iga Blade]] is now Water-elemental, and the [[Yagyu Darkblade (Final Fantasy XII)|Yagyu Darkblade]] stays Dark-elemental. In the original release, ninja swords caused Darkness damage and were thus useless against the common [[undead]] enemy type.
   
 
Ninja swords' damage calculation:
 
Ninja swords' damage calculation:
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=== Spears ===
 
=== Spears ===
 
[[File:FFXII Spear Icon.png|right]]
 
[[File:FFXII Spear Icon.png|right]]
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 speed is average.
+
Spears' 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' speed is average.
   
 
Spears' damage calculation:
 
Spears' damage calculation:
 
:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Strength)/256]</math>
 
:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Strength)/256]</math>
   
Almost all mid to late-game spears received damage buffs compared to the original release, with the high level Gungnir, Dragon Whisker and Zodiac Spears now being able to inflict Disable as well. Spears are used by the [[Uhlan (Final Fantasy XII)|Uhlan]] job.
+
Almost all mid to late-game spears are stronger compared to the original release, with the high level [[Gungnir (Final Fantasy XII)|Gungnir]], [[Dragon Whisker (Final Fantasy XII)|Dragon Whisker]] and [[Zodiac Spear (Final Fantasy XII)|Zodiac Spears]] now being able to inflict Disable as well. Spears are used by the [[Uhlan (Final Fantasy XII)|Uhlan]] job.
   
Spears can hit flying enemies in the ''Zodiac'' versions.
+
Spears hit flying enemies in the ''Zodiac'' versions.
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Spear|type expected=Spear|formula expected=Strength|range expected=1|knockback expected=10|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Spear|type expected=Spear|formula expected=Strength|range expected=1|knockback expected=10|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
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=== Poles ===
 
=== Poles ===
 
[[File:FFXII Pole Icon.png|right]]
 
[[File:FFXII Pole Icon.png|right]]
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.
+
Like katana and ninja swords, poles are prone to combo attacks. The player can equip the [[Genji Gloves (Final Fantasy XII)|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 [[Shell (status)|un-Shelled]] enemies and enemies with low magick defense. Poles add 25 to evasion and can knockback enemies. Poles are among the fastest weapons behind daggers and ninja swords.
+
Damage is calculated based on the wielder's strength, the weapon's attack, and the enemy's magick defense, making it especially devastating to targets without the [[Shell (status)|Shelled]] buff and enemies with low magick defense. Poles add 25 to evasion and can knockback enemies. Poles are among the fastest weapons behind daggers and ninja swords.
   
 
Poles' damage calculation:
 
Poles' damage calculation:
 
:<math>DMG = [Attack Power * Random(1~1.125) - Magick Defense] * [1 + Strength * (Lv+Strength)/256]</math>
 
:<math>DMG = [Attack Power * Random(1~1.125) - Magick Defense] * [1 + Strength * (Lv+Strength)/256]</math>
   
Poles can be used by the [[Monk (Final Fantasy XII)|Monk]] job. Poles can hit flying enemies in the ''Zodiac'' versions.
+
Poles can be used by the [[Monk (Final Fantasy XII)|Monk]] job. Poles hit flying enemies in the ''Zodiac'' versions.
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Pole|type expected=Pole|formula expected=Pole|range expected=1|knockback expected=10|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Pole|type expected=Pole|formula expected=Pole|range expected=1|knockback expected=10|combocolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
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=== Rods ===
 
=== Rods ===
 
[[File:FFXII Rod Icon.png|right]]
 
[[File:FFXII Rod Icon.png|right]]
Like maces, rods are well-suited to magick-geared characters since they increase the wielder's magick power. A couple of rods grant beneficial status effects on hit. 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.
+
Like maces, rods are well-suited to magick-geared characters since they increase the wielder's magick power. A couple of rods grant beneficial status effects on hit. Damage is calculated based on the wielder'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.
   
 
Rods' damage calculation:
 
Rods' damage calculation:
 
:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Strength)/256]</math>
 
:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Strength)/256]</math>
   
Rods are used by the [[White Mage (Final Fantasy XII)|White Mage]] job. In the ''Zodiac'' versions of the game, rods hit flying enemies.
+
Rods are used by the [[White Mage (Final Fantasy XII)|White Mage]] job. In the ''Zodiac'' versions rods hit flying enemies.
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Rod|type expected=Rod|formula expected=Strength|range expected=1|knockback expected=10|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false|mpcolumn=true|magickpowercolumn=true}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Rod|type expected=Rod|formula expected=Strength|range expected=1|knockback expected=10|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false|mpcolumn=true|magickpowercolumn=true}}
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=== Staves ===
 
=== Staves ===
 
[[File:FFXII Staff Icon.png|right]]
 
[[File:FFXII Staff Icon.png|right]]
Staves are well-suited to magick-geared characters as some boost elemental magick spells; for example, casting [[Black Magicks (Final Fantasy XII)#Blizzaga|Blizzaga]] with a [[#Glacial Staff|Glacial Staff]] will cause more damage than without it.
+
Staves are well-suited to magick-geared characters as some [[Elemental Affinity|boost elemental magick spells]]; for example, casting [[Black Magicks (Final Fantasy XII)#Blizzaga|Blizzaga]] with a [[Glacial Staff (Final Fantasy XII)|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.
 
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.
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:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Magick Power)/256]</math>
 
:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Magick Power)/256]</math>
   
Staves can be used by [[Black Mage (Final Fantasy XII)|Black Mages]].
+
Staves are used by [[Black Mage (Final Fantasy XII)|Black Mages]].
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Staff|type expected=Staff|formula expected=Magick Power|range expected=1|knockback expected=10|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false|magickpowercolumn=true}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Staff|type expected=Staff|formula expected=Magick Power|range expected=1|knockback expected=10|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false|magickpowercolumn=true}}
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== Ranged weapons ==
 
== Ranged weapons ==
 
[[File:FFXII Ranged Weapon Menu Icon.png|right]]
 
[[File:FFXII Ranged Weapon Menu Icon.png|right]]
Ranged weapons require [[Final Fantasy XII ammunition|ammunition]]; the player can't even equip the weapon if they have no ammo available. Ammunition comes in infinite stocks. 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.
+
Ranged weapons require [[Final Fantasy XII ammunition|ammunition]]; the player can't even equip the weapon if they have no ammo available. Ammunition comes in infinite stocks. Though ranged weapons usually take longer to use and do not allow the equipping of a shield, they allow characters to attack from a distance, suited for those with lower defense. 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.
 
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.
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Enemies cannot counter bow and arrow attacks, but their accuracy is reduced by 20% in bad [[weather]], like heavy rain and snow- and sandstorms.<ref name="mechanics">{{Refwebsite| page url = https://gamefaqs.gamespot.com/ps2/459841-final-fantasy-xii/faqs/45900| page name = Final Fantasy XII – Game Mechanics FAQ by maltzsan| site url = https://gamefaqs.gamespot.com| site name = GameFAQs| access time = 09:34, September 24, 2019 (UTC)}}</ref>
 
Enemies cannot counter bow and arrow attacks, but their accuracy is reduced by 20% in bad [[weather]], like heavy rain and snow- and sandstorms.<ref name="mechanics">{{Refwebsite| page url = https://gamefaqs.gamespot.com/ps2/459841-final-fantasy-xii/faqs/45900| page name = Final Fantasy XII – Game Mechanics FAQ by maltzsan| site url = https://gamefaqs.gamespot.com| site name = GameFAQs| access time = 09:34, September 24, 2019 (UTC)}}</ref>
   
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 can knockback enemies. Bows are among the slowest weapons with 2.96s charge, and 1.4s action time.
+
Damage is calculated based on the wielder'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 can knockback enemies. Bows are among the slowest weapons.
   
 
Bows can be used by the [[Archer (Final Fantasy XII)|Archer]].
 
Bows can be used by the [[Archer (Final Fantasy XII)|Archer]].
Line 257: Line 251:
 
Enemies cannot parry or counter crossbow attacks, though the attacks have an increased chance of simply missing altogether.
 
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 halved in bad weather.<ref name="mechanics" /> Crossbows cannot knockback enemies.
+
Damage is calculated based on the wielder's strength, the combined attack of the crossbow and bolt, and the enemy's defense. Crossbows are the fastest ranged weapons and add 5 to evasion. Their accuracy is halved in bad weather.<ref name="mechanics" /> Crossbows cannot knockback enemies.
   
 
Crossbows' damage calculation:
 
Crossbows' damage calculation:
 
:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Strength)/256]</math>
 
:<math>DMG = [Attack Power * Random(1~1.125) -Defense] * [1 + Strength * (Lv+Strength)/256]</math>
   
Crossbows can be used by the [[Time Battlemage]] job.
+
Crossbows are used by the [[Time Battlemage]] job.
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Crossbow|type expected=Crossbow|formula expected=Strength|range expected=10|knockback expected=0|criticalcolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Crossbow|type expected=Crossbow|formula expected=Strength|range expected=10|knockback expected=0|criticalcolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
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:<math>DMG = [Attack Power * Random(1~1.125)]^2</math>
 
:<math>DMG = [Attack Power * Random(1~1.125)]^2</math>
   
Guns can be used by the Machinist. The Shikari also has access to the notably powerful late game guns, if they unlock [[Shemhazai]] on the License Board. As guns' damage is independent of both the wielder's and the enemy's stats, they are good for a low level or "[[New Game Plus#Final Fantasy XII|New Game Minus]]" playthroughs.
+
Guns can be used by the Machinist. The Shikari also has access to the late game guns if they unlock [[Shemhazai (Final Fantasy XII)|Shemhazai]] on the License Board. As guns' damage is independent of both the wielder's and the enemy's stats, they are good for a low level or "[[New Game Plus#Final Fantasy XII|New Game Minus]]" playthroughs.
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Gun|type expected=Gun|formula expected=Pierce|range expected=10|knockback expected=10|criticalcolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Gun|type expected=Gun|formula expected=Pierce|range expected=10|knockback expected=10|criticalcolumn=true|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
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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.
 
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.
+
Damage is calculated based on the wielder'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 average attack speed for a ranged weapon. Hand-bombs are unaffected by weather.
   
 
Hand-bombs' damage calculation:
 
Hand-bombs' damage calculation:
 
:<math>DMG = [Attack Power * Random(0~1.111) -Defense] * [1 + Strength * (Lv+Vitality)/128]</math>
 
:<math>DMG = [Attack Power * Random(0~1.111) -Defense] * [1 + Strength * (Lv+Vitality)/128]</math>
   
Hand-bombs can be used by the [[Foebreaker]]. The [[Black Mage (Final Fantasy XII)|Black Mage]] and the [[Machinist]] can also access mid to late-game hand-bombs by unlocking various [[Esper (Final Fantasy XII)|Espers]].
+
Hand-bombs are used by the Foebreaker. The Black Mage and the Machinist can also access mid to late-game hand-bombs by unlocking various [[Esper (Final Fantasy XII)|Espers]].
   
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Hand-bomb|type expected=Hand-bomb|formula expected=Vitality|range expected=10|knockback expected=0|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
 
{{#invoke:FFXII Data|Weapons|zodiac=true|type=Hand-bomb|type expected=Hand-bomb|formula expected=Vitality|range expected=10|knockback expected=0|typecolumn=false|formulacolumn=false|knockbackcolumn=false|rangecolumn=false}}
   
== NPC weapons ==
+
== Guest weapons ==
 
The following are weapons of the [[guest]]s.
 
The following are weapons of the [[guest]]s.
   
Line 364: Line 358:
   
 
== Dummied weapons ==
 
== Dummied weapons ==
  +
[[File:Ashe army.jpg|thumb|130px|Ashe holding the Hero's Blade.]]
 
The following weapons are [[Dummied content|dummied out]]. Two out of the three weapons are fully functional.
 
The following weapons are [[Dummied content|dummied out]]. Two out of the three weapons are fully functional.
   
Hero's Blade appears in {{foot|Ashe's promotional poster|[[File:Ashe army.jpg|250x250px]]}} as the sword she is wielding, and in the opening cutscene where King [[Raminas B'nargin Dalmasca|Raminas]] gives the sword to [[Rasler Heios Nabradia|Rasler]]. The weapon may have had some storyline significance that was cut.
+
Hero's Blade appears in Ashe's promotional poster as the sword she is wielding, and in the opening cutscene where [[Raminas B'nargin Dalmasca|King Raminas]] bequeaths the sword to [[Rasler Heios Nabradia|Prince Rasler]].
   
Flimsy Blade appears in many weapon shops within the game displayed on racks and inside glass cases, and is also looted from a corpse and wielded by [[Basch fon Ronsenburg|Basch]] when he initially joins the party as a guest during the party's escape from [[Nalbina Dungeons|Nalbina]].
+
Flimsy Blade appears in many weapon shops displayed on racks and inside glass cases, and is also looted from a corpse and wielded by [[Basch fon Ronsenburg/Gameplay|Basch]] when he initially joins the party as a guest during the party's escape from [[Nalbina Dungeons|Nalbina]].
   
 
{| class="full-width article-table FFXII" style="text-align:center"
 
{| class="full-width article-table FFXII" style="text-align:center"
Line 424: Line 419:
 
== Other appearances ==
 
== Other appearances ==
 
=== ''[[Dissidia Final Fantasy NT]]'' ===
 
=== ''[[Dissidia Final Fantasy NT]]'' ===
 
 
<gallery>
 
<gallery>
 
DFF2015 Demonsbane Vaan.png|Demonsbane.
 
DFF2015 Demonsbane Vaan.png|Demonsbane.
Line 462: Line 456:
   
 
=== ''[[Pictlogica Final Fantasy]]'' ===
 
=== ''[[Pictlogica Final Fantasy]]'' ===
 
 
<gallery>
 
<gallery>
 
PFF Altair Icon.png|Altair.
 
PFF Altair Icon.png|Altair.
Line 514: Line 507:
   
 
=== ''[[Final Fantasy Airborne Brigade]]'' ===
 
=== ''[[Final Fantasy Airborne Brigade]]'' ===
 
 
<gallery>
 
<gallery>
 
FFAB Cherry Staff R.png|Cherry Staff (R).
 
FFAB Cherry Staff R.png|Cherry Staff (R).
Line 647: Line 639:
   
 
=== ''[[Final Fantasy Record Keeper]]'' ===
 
=== ''[[Final Fantasy Record Keeper]]'' ===
 
 
;Weapons
 
;Weapons
 
<gallery>
 
<gallery>
Line 770: Line 761:
   
 
=== ''[[Final Fantasy Brave Exvius]]'' ===
 
=== ''[[Final Fantasy Brave Exvius]]'' ===
 
 
<gallery>
 
<gallery>
 
FFBE Chaos Blade.png|Chaos Blade.
 
FFBE Chaos Blade.png|Chaos Blade.
Line 781: Line 771:
   
 
=== ''[[Mobius Final Fantasy]]'' ===
 
=== ''[[Mobius Final Fantasy]]'' ===
 
 
<gallery>
 
<gallery>
 
MFF Chaos Blade.jpg|Chaos Blade.
 
MFF Chaos Blade.jpg|Chaos Blade.
Line 788: Line 777:
   
 
== Etymology ==
 
== Etymology ==
In the ''Zodiac'' versions, some of the most powerful weapons are named after the [[:http://en.wikipedia.org/wiki/Hindu calendar|Hindu calendar]], while in the Japanese version the weapon names are the same as their base weapon but ending with a latin letter. When sorted by strength, these weapons are:
+
In the ''Zodiac'' versions, some of the most powerful weapons are named after the [[wikipedia:Hindu calendar|Hindu calendar]], while in the Japanese version the weapon names are the same as their base weapon but ending with a Latin letter. When sorted by strength, these weapons are:
* [[#Vrscika|Vrscika]] (Scorpion Tail '''F''')
+
* [[Vrscika]] (Scorpion Tail '''F''')
* [[#Kumbha|Kumbha]] (Masamune '''I''')
+
* [[Kumbha]] (Masamune '''I''')
* [[#Kanya|Kanya]] (Whale Whisker '''N''')
+
* [[Kanya]] (Whale Whisker '''N''')
* [[#Dhanusha|Dhanusha]] (Sagittarius '''A''')
+
* [[Dhanusha]] (Sagittarius '''A''')
* [[#Vrsabha|Vrsabha]] (Dragon Whisker '''L''')
+
* [[Vrsabha]] (Dragon Whisker '''L''')
* [[#Mina|Mina]] (Shikari's Nagasa '''F''')
+
* [[Mina (Final Fantasy XII)|Mina]] (Shikari's Nagasa '''F''')
* [[#Simha|Simha]] (Durandal '''A''')
+
* [[Simha]] (Durandal '''A''')
* [[#Mesa|Mesa]] (Orochi '''N''')
+
* [[Mesa]] (Orochi '''N''')
* [[#Makara|Makara]] (Volcano '''T''')
+
* [[Makara (Final Fantasy XII)|Makara]] (Volcano '''T''')
* [[#Karkata|Karkata]] (Blood Sword '''A''')
+
* [[Karkata]] (Blood Sword '''A''')
* [[#Tula|Tula]] (Gastrophetes '''S''')
+
* [[Tula]] (Gastrophetes '''S''')
* [[#Mithuna|Mithuna]] (Aldebaran '''Y''')
+
* [[Mithuna]] (Aldebaran '''Y''')
 
When spelling out their letter-specific names, this reads "[[Final Fantasy (term)|FINAL FANTASY]]".
 
When spelling out their letter-specific names, this reads "[[Final Fantasy (term)|FINAL FANTASY]]".
   
 
The bomb weapons are named after geographic features associated with volcanoes, while the guns are named after stars.
 
The bomb weapons are named after geographic features associated with volcanoes, while the guns are named after stars.
   
The {{J|ぐりぐりばんばん|Guriguri Banban|fmt=r(j)}} weapon in the Japanese ''Zodiac'' versions was intended as a debugging weapon used by the developers. "Guriguri" refers to the sound effect of twirling the weapon around, and "ban" the sound it makes when it hits. When the development was finished, they decided to keep the weapon in the game.<ref name="IGN">[http://boards.ign.com/final_fantasy/b5026/190722331/p1/ English translation of Hiroyuki Ito interview from the FFXII: International Ultimania.]</ref> The weapon is called Bonebreaker in the English version of ''The Zodiac Age''.
+
The {{J|ぐりぐりばんばん|Guriguri Banban|fmt=r(j)}} weapon in the Japanese ''Zodiac'' versions was intended as a debugging weapon used by the developers. "Guriguri" refers to the sound effect of twirling the weapon around, and "ban" the sound it makes when it hits. When the development was finished, they decided to keep the weapon in the game.<ref name=interview>Hiroyuki Ito interview from the ''Final Fantasy XII International Ultimania'' ([https://web.archive.org/web/20121110025057/http://www.ign.com/boards/threads/english-translation-of-hiroyuki-ito-interview-from-the-ffxii-international-ultimania.190722331/ Translation])</ref>The weapon is called [[Bonebreaker (Final Fantasy XII)|Bonebreaker]] in the English version of ''The Zodiac Age''.
   
Seitengrat, Great Trango and the shield Gendarme are named after mountain peaks. When the team first started making the International version, the game's director [[Hiroyuki Itō]] was interested in mountains and wanted to use interesting names for the game.<ref name="IGN" />
+
[[Seitengrat (Final Fantasy XII)|Seitengrat]], [[Great Trango]] and the shield [[Gendarme (Final Fantasy XII)|Gendarme]] are named after mountain peaks. When the team first started making the International version, the game's director [[Hiroyuki Itō]] was interested in mountains and wanted to use interesting names for the game.<ref name=interview/>
   
 
== References ==
 
== References ==

Revision as of 21:04, 20 February 2020

Template:Sideicon

FFXII Weapons Menu Icon
XIIweapons1

Artwork of greatswords, ninja swords and rods.

Ffxii rods

Scan of some rods.

The following is a list of the weapons in Final Fantasy XII: The Zodiac Age.

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.

Several new weapons were added to the International Zodiac Job System version compared to the original release, and carried over to The Zodiac Age. Many are higher grade versions of previous weapons, and in the Japanese version are denoted by a letter at the end of their name. They look identical to their original counterparts, but have higher attack power, and many have added effects.

The Shikari Nagasa and Mina were added to replace the Danjuro from the original version, and now have different requirements for obtaining, as well as different stats from the Danjuro. Two weapons, Great Trango and Seitengrat, were added in as new ultimate weapons, and have the highest stats. They are invisible when equipped.

Damage formula

Weapons use various calculations to determine damage. The calculation used is usually determined by the weapon category, however, there are some exceptions.

Strength formula

Used by swords, greatswords, spears, and crossbows. Damage is reduced by target's Defense, and increased by user's Strength.

Magick Power formula

Used by katana and staves. Damage is reduced by target's Defense, and increased by user's Strength and Magick Power.

Vitality formula

Used by axes, hammers, and hand-bombs. Damage is reduced by target's Defense, increased by user's Strength, Level, and Vitality, and varies more greatly from randomness.

Speed formula

Used by daggers, ninja swords, and bows. Damage is reduced by target's Defense, and increased by user's Strength and Speed.

Pierce formula

Used by measures and guns. Damage is not modified by target's Defense, and varies more greatly from randomness. Unlike other formulas this is not modified by the user's level.

Mace formula

Used primarily by maces. Damage is reduced by target's Defense, and increased by user's Magick Power.

Pole formula

Used primarily by poles. Damage is reduced by Magick Defense, and increased by user's Strength.

Unarmed formula

Used when unarmed. This formula is the same as the regular Strength formula, however it doesn't add 1 to the Strength stat.

If the user has the Brawler augment (through either the Brawler license or with the Amber Armlet), the Attack Power is instead calculated .

Unequipped

When unequipped, players attack with "Unarmed". Unarmed uses its own formula similar to the Strength formula, but without a +1 boost. Unarmed has a smaller Attack Power than the weapons that use the Strength formula, making it an undesirable choice. If the player has the Brawler ability (from the Brawler license or the Amber Armlet) then instead of using the Weapon's attack stat it uses .

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One-handed weapons

FFXII One-Handed Weapons Menu Icon

One-handed weapons are the most plentiful type of weapon. Using a one-handed weapon allows the wielder to equip a shield with their other hand, giving them more evasion.

Swords

FFXII Swords Icon

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' damage calculation:

The Knight can equip every sword, and the Time Battlemage and the Bushi can equip high level swords, and the Blood Sword, respectively; if they invest in Espers on the License Board.

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Daggers

FFXII Dagger Icon

Daggers deal less damage as swords, but make up for it in speed. Many 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:

The Shikari can equip every dagger, and the White Mage job can equip the Orichalcum Dirk and the Platinum Dagger if they buy the Famfrit license.

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Axes and hammers

Axes and hammers offer a huge boost to attack at the expense of consistency, as the damage depends on a random variable. 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 and both can knockback enemies.

Axes and hammers' damage calculation:

Only the Foebreaker can equip them.

Axes

FFXII Axe Icon

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Hammers

FFXII Hammer Icon

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Maces

FFXII Mace Icon

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. Maces are recommended for magick-geared support characters. They cannot knockback enemies and have average attack speed.

Maces' damage calculation:

The Red Battlemage can equip maces.

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Measures

FFXII Measure Icon

Measures have low attack ratings, but ignore defense, damage being calculated solely on the weapon's attack. Measures cause beneficial status effects on hit, used to strengthen the party without using MP, and need to be switched out for conventional weapons if the character is to enter melee combat. Measures add 35 evasion, which, coupled with the ability to equip a shield, makes a character difficult to hit.

Measures are effective when attacking party members to remove the confuse status, since measures do not deal heavy damage yet can confer beneficial statuses. Unlike other melee weapons, measures can deal critical hits. Targets cannot parry or block measure attacks, but the wielder can still miss due to bad accuracy. Measures cannot knockback enemies and have the same speed as swords and hammers.

Measures' damage calculation:

The Machinist can take advantage of these weapons to bestow consistent beneficial effects to allies without casting magick.

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Two-handed weapons

FFXII Two-Handed Weapon Menu Icon

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

FFXII Greatsword Icon

Greatswords are more difficult to come by than regular swords but deliver consistent heavy damage and should be equipped to the player's primary damage dealers. Damage is calculated based on the wielder'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. In the Zodiac versions, greatswords' charge time is slower than regular swords' and are among the slowest weapons.

Greatswords' damage calculation:

The Knight can equip every greatsword. The Red Battlemage can equip every greatsword besides the Excalibur, Excalipur and the Tournesol, albeit with the help of Espers. The White Mage can also unlock the first three greatswords with Esper assistance.

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Katana

FFXII Katana Icon

Katana have lower attack than greatswords, but make up for it with their higher chance of combo attacks. The player can take advantage of this by equipping the Genji Gloves, which boosts the rate of combo attacks.

Damage is calculated based on the weapon's attack, the enemy's defense, and the wielder'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. Katana have average attacking speed and the fastest katana users are Balthier and Basch.

All katanas are two-handed weapons, with the exception of the Kumbha.

Katana's damage calculation:

Katana are equipped by the Bushi.

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Ninja swords

FFXII Ninja Sword Icon

Ninja swords are found as treasure or bought as Bazaar goods. They are used by the Shikari job; their damage is calculated based on the character's strength and speed, the weapon's attack, and the enemy's defense. Ninja swords have an even higher chance of combo attacks than katana, and are the second fastest weapons after daggers. Ninja swords add 20 to evasion. They cannot knockback enemies. Because their four licenses are behind Quickenings, and characters can only have three Quickenings, the Shikari player must forgo one of the licenses.

Because ninja swords' damage takes speed into consideration, ninja sword wielders benefit greatly from the Germinas Boots accessory. However, Strength is the largest factor in almost all of the damage formulas. The choice of second job affects Strength and Speed much more than characters' base stats.

Ninja blades are now stronger than in the original release, and their elemental properties have been tweaked. Koga Blade is now Earth-elemental, Iga Blade is now Water-elemental, and the Yagyu Darkblade stays Dark-elemental. In the original release, ninja swords caused Darkness damage and were thus useless against the common undead enemy type.

Ninja swords' damage calculation:

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Spears

FFXII Spear Icon

Spears' 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' speed is average.

Spears' damage calculation:

Almost all mid to late-game spears are stronger compared to the original release, with the high level Gungnir, Dragon Whisker and Zodiac Spears now being able to inflict Disable as well. Spears are used by the Uhlan job.

Spears hit flying enemies in the Zodiac versions.

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Poles

FFXII Pole Icon

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 wielder's strength, the weapon's attack, and the enemy's magick defense, making it especially devastating to targets without the Shelled buff and enemies with low magick defense. Poles add 25 to evasion and can knockback enemies. Poles are among the fastest weapons behind daggers and ninja swords.

Poles' damage calculation:

Poles can be used by the Monk job. Poles hit flying enemies in the Zodiac versions.

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Rods

FFXII Rod Icon

Like maces, rods are well-suited to magick-geared characters since they increase the wielder's magick power. A couple of rods grant beneficial status effects on hit. Damage is calculated based on the wielder'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.

Rods' damage calculation:

Rods are used by the White Mage job. In the Zodiac versions rods hit flying enemies.

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Staves

FFXII Staff Icon

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.

Staves' damage calculation:

Staves are used by Black Mages.

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Ranged weapons

FFXII Ranged Weapon Menu Icon

Ranged weapons require ammunition; the player can't even equip the weapon if they have no ammo available. Ammunition comes in infinite stocks. Though ranged weapons usually take longer to use and do not allow the equipping of a shield, they allow characters to attack from a distance, suited for those with lower defense. 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

FFXII Bow Icon

Enemies cannot counter bow and arrow attacks, but their accuracy is reduced by 20% in bad weather, like heavy rain and snow- and sandstorms.[1]

Damage is calculated based on the wielder'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 can knockback enemies. Bows are among the slowest weapons.

Bows can be used by the Archer.

Bows' damage calculation:

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Crossbows

FFXII Crossbow Icon

Enemies cannot parry or counter crossbow attacks, though the attacks have an increased chance of simply missing altogether.

Damage is calculated based on the wielder's strength, the combined attack of the crossbow and bolt, and the enemy's defense. Crossbows are the fastest ranged weapons and add 5 to evasion. Their accuracy is halved in bad weather.[1] Crossbows cannot knockback enemies.

Crossbows' damage calculation:

Crossbows are used by the Time Battlemage job.

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Guns

FFXII Gun Icon

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 as well as the wielder's stats, 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.

Guns' damage calculation:

Guns can be used by the Machinist. The Shikari also has access to the late game guns if they unlock Shemhazai on the License Board. As guns' damage is independent of both the wielder's and the enemy's stats, they are good for a low level or "New Game Minus" playthroughs.

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Hand-bombs

FFXII Hand Bomb Icon

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 wielder'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 average attack speed for a ranged weapon. Hand-bombs are unaffected by weather.

Hand-bombs' damage calculation:

Hand-bombs are used by the Foebreaker. The Black Mage and the Machinist can also access mid to late-game hand-bombs by unlocking various Espers.

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Guest weapons

The following are weapons of the guests.

Weapon Attack Crit (Critical) rate Element On-hit Cost License Zodiac License
Chirijiraden
Chirijiraden-ffxii
75 5% None None
Reddas's main weapon, gives 15 to Evade.
Ninja Knife
NinjaKnife-ffxii
0 0% None None
Reddas's secondary weapon, it acts like a shield and gives 25 to Evade.
Joyeuse
Joyeuse-ffxii
30 None None
Larsa's main weapon, gives 15 to Evade.
Swordbreaker
Swordbreaker-ffxii
0 0% None None
Larsa's secondary weapon, it acts like a shield and gives 20 to Evade.
Nightmare
Nightmare-ffxii-weapon
30 None None
Vossler's weapon.

Dummied weapons

Ashe army

Ashe holding the Hero's Blade.

The following weapons are dummied out. Two out of the three weapons are fully functional.

Hero's Blade appears in Ashe's promotional poster as the sword she is wielding, and in the opening cutscene where King Raminas bequeaths the sword to Prince Rasler.

Flimsy Blade appears in many weapon shops displayed on racks and inside glass cases, and is also looted from a corpse and wielded by Basch when he initially joins the party as a guest during the party's escape from Nalbina.

Weapon Attack Combo rate Element On-hit Cost License
Flimsy Blade
Broadsword-ffxii
21 None
Classified as a one-handed sword.
Hero's Blade
Hero'sBlade-ffxii
15 None
Classified as a one-handed sword, it makes a unique sound when it hits enemies and it has a menu picture.

Cudgel 100 None
Classified as a one-handed hammer. Cudgel is an incomplete weapon and doesn't have weapon model, attacking with it makes the user attack with his/her fist.

The following weapon models have no names but do appear in the game data. They were not used as weapons, but can be seen in shops and other buildings as background decoration.

Other appearances

Dissidia Final Fantasy NT

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Dissidia Final Fantasy Opera Omnia

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Pictlogica Final Fantasy

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Final Fantasy Airborne Brigade

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Final Fantasy Record Keeper

Weapons
Sprites
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Final Fantasy Brave Exvius

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Mobius Final Fantasy

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Etymology

In the Zodiac versions, some of the most powerful weapons are named after the Hindu calendar, while in the Japanese version the weapon names are the same as their base weapon but ending with a Latin letter. When sorted by strength, these weapons are:

When spelling out their letter-specific names, this reads "FINAL FANTASY".

The bomb weapons are named after geographic features associated with volcanoes, while the guns are named after stars.

The Guriguri Banban (ぐりぐりばんばん?) weapon in the Japanese Zodiac versions was intended as a debugging weapon used by the developers. "Guriguri" refers to the sound effect of twirling the weapon around, and "ban" the sound it makes when it hits. When the development was finished, they decided to keep the weapon in the game.[2]The weapon is called Bonebreaker in the English version of The Zodiac Age.

Seitengrat, Great Trango and the shield Gendarme are named after mountain peaks. When the team first started making the International version, the game's director Hiroyuki Itō was interested in mountains and wanted to use interesting names for the game.[2]

References

  1. 1.0 1.1 Final Fantasy XII – Game Mechanics FAQ by maltzsan (Accessed: September 24, 2019) at GameFAQs
  2. 2.0 2.1 Hiroyuki Ito interview from the Final Fantasy XII International Ultimania (Translation)