Weapons & Shields – 62 shown
Rare weapons can only be found as treasure or won from monsters; unique weapons can only be found as treasure; ultimate weapons are uniquely powerful treasures
Name
The base damage dealt by the weapon; this is added to 1/4 of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense; wielding a weapon in one hand and nothing in the other increases the strength bonus from 1/4 to 1/2 of the wielder's strength score
Attack
The accuracy bonus of the weapon; this is added to the wielder's strength score to determine physical attack accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 1/16 of the target's maximum hp in addition to its normal damage on each hit, but this effect is reversed against undead; the Healing ability means that the attack value of the weapon is ignored except against undead, and the target is healed for 30–60 hit points per hit; the Ripper ability appears to add 20 damage per hit, but this damage is not actually applied and the ability has no actual effect
Effect
Weapons and shields grant a bonus to evasion equal to this value times the skill level appropriate to the item type
Evasion
When used against a monster weak against one of its elements, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against); there is no penalty for using a weapon against a monster that resists or absorbs any of its elemental properties
Elements
When used against a monster of any of the listed families, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Effective Against
Most weapons and shields incur a penalty to the accuracy of any spells cast by the wearer; multiple penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in combat, and the level it is used at; specific details on the weapon's battle effect are found on individual item pages
Spell
Some weapons may break after being used to cast spells in combat
Break
The cost to buy this weapon in a shop
Price
The amount of gil received when selling this weapon in a shop
Value
(Bow)Yoichi's Bow 90 +75% - - - - 70% Berserk 3 No - 12,500 gil
(Axe)Rune Axe 95 +60% - +1% - Spellcaster 50% Fog 6 No - 25,000 gil
(Sword)Masamune 150 +90% - +2% - - - Haste 11 No - 40,000 gil
(Polearm)Holy Lance 90 +70% - +1% - Dragon 40% Holy 8 Yes - 20,000 gil
(Staff)Wizard's Staff 64 +68% - +1% - - 5% Scourge 16 No - 5,000 gil
(Staff)Mage's Staff 40 +64% - +1% - - 5% Thunder 5 No - 2,500 gil
(Polearm)Thunder Spear 78 +67% - +1% Lightning - 40% Thunderbolt 16 No - 15,000 gil
(Shield)Aegis Shield 6 +0% - +10% Body, Death, Matter, Mind - 70% - - - 20,000 gil
(Sword)Ancient Sword 25 +10% Curse +1% - - 50% - - - 1,250 gil
(Axe)Axe 10 +55% - +1% - - 50% - - 500 gil 250 gil
(Axe)Battle Axe 15 +45% - +1% - - 50% - - 800 gil 400 gil
(Sword)Blood Sword 0 +0% Drain HP - - - 100% - - - 4,000 gil
(Bow)Bow 1 +50% - - - - 70% - - 150 gil 75 gil
(Sword)Broadsword 8 +60% - +1% - - 50% - - 400 gil 200 gil
(Shield)Bronze Shield 2 +0% - +5% - - 70% - - 200 gil 100 gil
(Shield)Buckler 1 +0% - +4% - - 70% - - 50 gil 25 gil
(Knife)Cat Claws 86 +80% - +1% - Spellcaster 5% - - - 6,000 gil
(Knife)Dagger 7 +65% - +1% - - 5% - - 400 gil 200 gil
(Bow)Dark Bow 25 +0% Darkness - - - 70% - - - 1,500 gil
(Sword)Defender 78 +64% - +8% - - 50% - - - 10,000 gil
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