Weapons

Overview

In FFZ, like in most FF games, your choice of weapon is mostly a choice about aesthetics. How do you want your character to look when fighting monsters and destroying villains? Do you envision them with a classic sword, or maybe a spear? Or something elaborate like a fishing pole, a boomerang, or a strumming harp? How might your archetype play into it? Are you a big, strong character who might use an axe or a hammer, or are you an archer, or maybe you throw your weapon, or perhaps you're a mage and your weapon is more useful for its magical properties than for beating things up?

Regardless, attacking with a weapon in FFZ works pretty much the same way for everyone: You roll your Weapon Power, and factor in your weapon's attack type, and this is the damage you do. If you aren't wielding a weapon, you gain no special attack type, and simply deal Weapon Power damage.

Your job gives you a weapon to use, but all this does is define the qualities of your weapon, as follows:

Weapon Bonus Attack Type Effect
Axe Weapon Melee Two-Handed Attack You deal $\times 2$ damage.
Blade Weapon Melee Dual Attack Roll $+1$ dice of damage.
Bow Weapon Ranged Agile Attack Add your Agility to the damage.
Dagger Weapon Melee Evasive Attack You gain $+50\%$ Evasion
Fist Weapon Melee Vital Attack Add your Vitality to the damage.
Gun Weapon Ranged Accurate Attack The attack ignores defenses.
Instrument Spell Ranged Spiritual Attack Add your Spirit to the damage.
Katana Weapon Melee Two-Handed Attack The attack ignores defenses.
Rod Spell Intelligent Attack Add your Intelligence to your Spell damage.
Spear Weapon Melee Reach Attack The attack ignores Distance.
Staves Spell Melee Spiritual Attack Add your Spirit to the damage.
Swords Weapon Melee Strong Attack Add your Strength to the damage.

Melee and Ranged

Melee attacks work like described above. Ranged attacks have a special trade-off feature: you gain Distance until the end of your next turn when you use a ranged attack. Distance is a trait that affects melee attacks: they deal $1/2$ damage to you, and you deal $1/2$ damage with them. Ranged attacks aren't affected, so your attacks deal full damage (as do ranged attacks against you). You can keep Distance by continuing to use Ranged attacks. Remember that Distance is not a defense, it's a trait.

Weapon Grades

Like most pieces of equipment, weapons have a grade rank, typically from D to A, with Starting equipment and Special equipment also included. The bonus is applied either to your Weapon Power or your Spell Power, as defined by your weapon.

Grade Power Bonus
Starting +1
D +2
C +3
B +4
A +5
Special +5

Ammunition

FFZ does not generally worry about ammunition. Like keeping a sword sharp or oiling your armor or nursing your wounds, it is something that is assumed to happen in between your adventures. However, different or special ammunition can be found or purchased, that might do things like alter your Ranged attack to have an additional property for one attack. These are in the GM's hands, however. As a player, you do not need to worry about specifying how many arrows you have left.


Weapon Categories

Axes

Axes in FFZ are used by the terribly destructive Berserker, and by the powerful, heavy Breaker.

Basic Axes

Grade Weapon Bonus
Starting Battle Axe +2 Weapon Power
A hacking weapon made for combat.
D Greataxe +3 Weapon Power
A large, two-handed axe.
C War Hammer +4 Weapon Power
A massive hammer.
B Slasher +5 Weapon Power
A fast-striking axe.
A Francisca +6 Weapon Power
A heavy, double-headed axe.
Special Giant's Axe +7 Weapon Power
A massive axe wielded by true gigases.

Special Axes

Grade Weapon Bonus Ability Ability Description
D Poison Axe +2 Weapon Power Poison Crit Inflicts Poison on a crit.
An axe that is known for felling giants.
C Viking Axe +3 Weapon Power +2 Stamina Stamina bonus
An axe of a well-protected warrior.
B Ogrenix +4 Weapon Power Gigas Slayer The damage you deal against Gigases is doubled.
An axe that is known for felling giants.
A Scythe +5 Weapon Power Death Crit Inflicts Death on a crit.
A weapon for grim reapers.
Special Mjollnir +5 Weapon Power Lightning Strike Deals lightning damage.
A weapon thrown by the god of thunder.

Bows

Bows include arrows. In FFZ, you don't need to track ammunition. Only the Hunter makes use of bows.

Basic Bows

Grade Weapon Bonus
Starting Shortbow +2 Weapon Power
A small bow designed for beginners.
D Longbow +3 Weapon Power
A tall bow designed for long-range attacks.
C Greatbow +4 Weapon Power
A massive bow frequently used from horseback.
B Crossbow +4 Weapon Power
A mechanical bow of immense power.
A Perseus Bow +6 Weapon Power
A bow used to slay ancient monsters
Special Sagittarius +7 Weapon Power
A bow that shoots the stars

Special Bows

Grade Weapon Bonus Ability Ability Description
D Dark Bow +2 Weapon Power Umbra Crit When you crit, the target gains Umbra.
A bow sacred to the goddess of the hunt.
C Elfin Bow +3 Weapon Power +2 Spell Power Bonus to Spell Power.
A bow used by forest spirits.
B Yoichi Bow +4 Weapon Power Accuracy 15 Grants you Accuracy 15.
A bow of miraculous accuracy.
A Artemis Bow +5 Weapon Power Beast Slayer The damage you deal against Beasts is doubled.
A bow sacred to the goddess of the hunt.
Special Killer Bow +6 Weapon Power Death Crit Inflicts Death on a crit.
A bow used by snipers, to kill from a distance.

Daggers

Dancers employ these light blades as part of their bladed war dances. Thieves stab folks in the back and cut purses with their light weapons.

Basic Daggers

Grade Weapon Bonus
Starting Knife +2 Weapon Power
Someone's kitchen knife. It hasn't been sharpened in a while…
D Kunai +3 Weapon Power
A knife that is easily thrown.
C Kodachi +4 Weapon Power
A short, sharp sword.
B Gladius +5 Weapon Power
A shot sword of ancient design.
A Orichalcum +6 Weapon Power
A knife forged of a synthesis of silver and gold
Special Sword Breaker +7 Weapon Power
A dagger that shatters blades brought against it.

Special Daggers

Grade Weapon Bonus Ability Ability Description
D Thief's Knife +2 Weapon Power Steal Crit Uses the Thief ability Steal Gil on a crit.
A small knife that makes it easy to cut purses.
C Air Knife +3 Weapon Power Windstrike The damage this weapon deals is considered Wind damage.
A knife that opens wounds with bladed wind.
C Mage Masher +3 Weapon Power Seal Crit On a crit, inflicts Seal.
A curved blade that seals magickal energies.
B Dancing Dagger +4 Weapon Power Can't Stop Dancing! When you attack, roll 1d20. On a roll of less than 10, deal damage normally. On a roll of 10 or better, roll 1d4 and use the following Dancer abilities, for free: 1 = Mincing Minuet, 2 = Tempting Tango, 3 = Slow Dance, 4 = Polka Polka.
A knife that opens wounds with bladed wind.
B Main Gauche +4 Weapon Power Evade 10 Grants you Evade 10.
A parrying dagger.
B Man Eater +5 Spell Power Human Slayer The damage you deal against Humanoids is doubled.
The harp of a god of music.
A Assassin's Dagger +5 Weapon Power Death Crit On a crit, inflicts Death.
A blade used by shadowy murderers.
A Chicken Knife +7 Weapon Power Coward's Reward When you kill at least one monster in a battle that you eventually win, the Chicken Knife's Weapon Power bonus disappears, until you escape from battle. After that escape, its full Weapon Power bonus is restored.
A handy weapon for when those prone to cowardice are forced to stay and fight.
A Sword Breaker +5 Weapon Power Evade 15 Grants you Evade 15.
A dagger that shatters blades brought against it.
Special Kagenui +6 Weapon Power Stop Crit On a crit, inflicts Stop.
A short sword that prevents prey from escaping.
Special Zwill Crossblade +6 Weapon Power Wind Strike Deals wind damage.
A dagger with two blades that cross over each other.

Fists

Fists are special weapons that can be equipped by Monks. Monks normally don't need to equip weapons, gaining mileage out of their unarmed attacks. Special unarmed attacks are considered "Fist Weapons."

Unarmed Attacks

Grade Level Bonus
Starting Level 1 +2 Weapon Power
D Level 2 +3 Weapon Power
C Level 4 +4 Weapon Power
B Level 7 +5 Weapon Power
A Level 10 +6 Weapon Power
Special Elite +7 Weapon Power

Special Fists

Grade Weapon Bonus Ability Ability Description
D Metal Knucle +2 Weapon Power Accuracy 5 Grants you an Accuracy of 5.
A simple pair of brass knuckles
D Poison Claw +2 Weapon Power Poison Crit Inflicts Poison on a crit.
A set of claws dripping with venom.
C Cat Claws +3 Weapon Power Accuracy 10 Grants you an Accuracy of 10.
Claws that adorn the fingers.
C Tiger Fangs +3 Weapon Power +15 HP HP bonus.
Long claws for fierce predators.
B Kaiser Knuckles +4 Weapon Power Accuracy 15 Grants you an Accuracy of 15.
A curved claw embodying eternal, furious vengeance.
A Avenger +5 Weapon Power Auto-Berserk Grants you Berserk status at all times.
A curved claw embodying eternal, furious vengeance.
Special Godhand +6 Weapon Power Holy Strike Deals holy damage.
A hand that reaches to the soul of those it touches.

Guns

Alchemists and Gunners use these technological weapons to drive home their damage.

Basic Guns

Grade Weapon Bonus
Starting Revolver +2 Weapon Power
A beginner's gun with a spinning barrel.
D Peacemaker +3 Weapon Power
A gun used to silence rowdy dissidents.
C Hexagun +4 Weapon Power
A gun for gamblers and pirates.
B Missing Score +5 Weapon Power
A gun that gains power with its user.
A Aldebaran +6 Weapon Power
Gun used to protect seven sisters.
Special Fomalhaut +7 Weapon Power
The most powerful firearm the world has seen.

Special Guns

Grade Weapon Bonus Ability Ability Description
D Blaze Edge +2 Weapon Power Lightning Strike Deals lightning damage.
A weapon only a special soldier can wield.
C Hyperion +3 Weapon Power Retaliate You can use the Monk power, Retaliate.
A gun that leaves a deep scar.
B Cerberus +4 Weapon Power Auto-Berserk You gain the Berserk status.
A triple-barreled gun wielded by a monster
A Death Penalty +5 Weapon Power Death Crit Inflicts Death on a crit.
A gun representing courage in the face of grief.
Special Lionheart +6 Weapon Power Accuracy 25 You gain Accuracy 25.
A gun representing courage in the face of grief.

Instruments

All instruments are ranged weapons. Only the Bard can harness combat power from instruments.

Basic Instruments

Grade Weapon Bonus
Starting Yellow Megaphone +2 Spell Power
Lets your voice be heard far and wide.
D Glass Bell +3 Spell Power
A bell made of fragile glass.
C Fairy Harp +4 Spell Power
A small harp played by fey creatures.
B Satyr Flute +5 Spell Power
A flute for revelry, made of ram's horns.
A Fell Castanets +6 Spell Power
Weapons for diabolical percussionists
Special Loki's Lute +7 Spell Power
A lute said to herald the end of the world.

Special Instruments

Grade Weapon Bonus Ability Ability Description
D Dream Harp +2 Spell Power Sleep Crit On a crit, the target gains Sleep.
The harp of a god of music.
C Lamia Harp +3 Spell Power Confuse Crit On a crit, the target gains Confuse.
A harp that plays the sounds of the alluring Lamia.
B Bloodstring Harp +4 Spell Power Drain You deal half damage, but the damage is considered HP Drain.
The harp of a god of music.
A Apollo Harp +5 Spell Power Dragon Slayer The damage you deal against Dragons is doubled.
The harp of a god of music.
Special Dancing Mad +6 Spell Power Confuse Crit Inflicts Confuse on a crit.
A flue played by a clown who pretended to be god.

Katana

The Samurai and the Ninja employ katana in their attacks.

Basic Katana

Grade Weapon Bonus
Starting Osafune +2 Weapon Power
A simple katana.
D Kotetsu +3 Weapon Power
A keen warrior's blade.
C Kiku-Ichimonji +4 Weapon Power
A blade made by one of the famous thirteen swordsmiths.
B Chirijiraden +5 Weapon Power
A delicate blade of precious metals and nacre.
A Mutsonokami +6 Weapon Power
A katana wielded by a legendary warrior.
Special Masamune +7 Weapon Power
A katana made by a legendary swordsmith.

Special Katana

Grade Weapon Bonus Ability Ability Description
D Ashura +2 Weapon Power Shadow Strike Deals Shadow damage.
A dark sword employed by ninja
C Sasuke's Blade +3 Weapon Power Evade 10 You gain 10 Evade.
A sword for a ninja who is rarely touched by steel
B Murasame +4 Weapon Power Water Strike Deals water damage.
A katana that drips the cold water used to forge it.
A Ama-no-murakumo +5 Weapon Power Holy Strike Deals holy damage.
A katana sacred to the gods.
A Muramasa +5 Weapon Power Auto-Berserk Puts wielder in Berserk status.
A katana forged by a bloodthirsty swordsmith.
Special Zanmato +6 Weapon Power Death Crit Inflicts Death on a crit.
A katana made to cut down a horse and rider in one blow.

Rods

Rods enhance magic power, and are mostly for spellcasters. The Wizard and Astrologer make use of the rods.

Basic Rods

Grade Weapon Bonus
Starting Fairy Wand +2 Spell Power
A wand made of twigs.
D Serpent Rod +3 Spell Power
A rod shaped to look like a snake.
C Wizard Rod +4 Spell Power
A rod tipped with a crystal ball.
B Rod of Faith +5 Spell Power
A rod wielded by religious authority fitures.
A Princess Rod +6 Weapon Power
A mace with a crown design on top
Special Crown Sceptre +7 Spell Power
A rod wielded by worldwide emperors

Special Rods

Grade Weapon Bonus Ability Ability Description
D Wonder Wand +2 Spell Power Stun Crit On a crit, your target loses their next turn.
A wand that can shock and awe those who are touched by it
C Punisher +3 Spell Power Retaliate You gain the Monk ability, Retaliate
A rod used to bludgeon lawbreakers
B Asura's Rod +4 Spell Power Holy Strike The damage from this weapon is considered Holy-elemental
A rod with a sacred angel inside.
B Sage's Wand +4 Spell Power Elemental Seal Spells you cast consider their target's resistance to the spell's element as one lower than normal (so eater becomes null, null becomes ward, ward becomes normal, and normal becomes vulnerable).
A wand held by the most powerful mages.
A Lilith Rod +5 Spell Power Osmosis When attacking, you deal half damage, and the damage is considered MP Drain.
A scepter of a great priest.
A Scorpion Tail +5 Spell Power Poison Crit Inflicts Poison on a crit.
A rod with a sacred angel inside.
Special Holy Rod +6 Spell Power Holy Casts the Devout spell Holy on a crit.
A scepter of a great priest.
Special Stardust Rod +6 Spell Power Holy Casts the Astrologer spell Meteor on a crit.
A rod that calls down the heavens.
Special Mace of Zeus +6 Spell Power Lightning Strike Deals Lightning damage.
A staff wielded one-handed by the god of storms.

Spears

Only Dragoons use spears. It is their iconic weapon.

Basic Spears

Grade Weapon Bonus
Starting Heavy Lance +2 Weapon Power
A weighted spear.
D Partisan +3 Weapon Power
A long spear with three prongs.
C Halberd +4 Weapon Power
A spear with a blade at the end.
B Obelisk +5 Weapon Power
A spear with a heavy spike of metal tipping it.
A Gae Bolg +6 Weapon Power
A crooked spear wielded by a hero.
Special Longinus +7 Weapon Power
A spear that pierced the side of a god.

Special Spears

Grade Weapon Bonus Ability Ability Description
D Javelin +2 Weapon Power Long Range This weapon is considered a Ranged Weapon.
A throwing spear.
D Wind Spear +2 Weapon Power Wind Strike Deals Wind damage
A spear used to hunt birds.
C Trident +3 Weapon Power Water Strike Deals Water damage
A spear used to hunt fish.
B Twin Lance +4 Weapon Power Double Hit Attacks twice, each attack dealing half damage.
A cutting spear with a blade on each end.
A Dragon Whisker +5 Weapon Power Dragon Slayer The damage you deal against Dragons is doubled.
The tough spines from a dragon's mouth.
A Holy Spear +5 Weapon Power Holy Strike Deals Holy damage.
A spear used by warring angels.
Special Abel's Lance +6 Weapon Power Torando Crit Casts Tornado on a crit
The soul of a murdered brother rests within.
Special Kain's Lance +6 Weapon Power Confuse Crit Inflicts Confuse on a crit
A spear once used to murder a brother.

Staves

Staves are a weapon for mages. The Devout, Mystic and Druid make use of staves.

Basic Staves

Grade Weapon Bonus
Starting Oak Staff +2 Spell Power
A staff of sturdy wood.
D Judgment Staff +3 Spell Power
A staff of judges and public officials.
C Eight-Fluted Pole +4 Spell Power
A staff with an octagon shape.
B Staff of the Magi +5 Spell Power
Staff wielded by ancient sages.
A Laevateinn +6 Spell Power
A staff that threatens the underpinnings of the universe.
Special Nirvana +7 Spell Power
A staff that sends the dead to their rest.

Special Staves

Grade Weapon Bonus Ability Ability Description
D Flail +2 Spell Power Long Range This staff is considered a Ranged weapon
Two short staves joined with a chain.
D Power Staff +2 Spell Power +1 Weapon Power Bonus to Weapon Power
A staff used by martial artists to train.
C Healing Staff +3 Spell Power Healing Strike Instead of dealing damage, the target is healed for Spell Power HP.
A staff for healers and doctors.
C Morning Star +3 Spell Power Long Range This staff is considered a Ranged weapon
A long staff with a spiked metal ball on a chain at the end.
C White Staff +3 Spell Power Turbo Spell When you use a spell, the MP cost is doubled, and the SPELL POWER roll is also doubled.
If the spell requires a d20 roll, add 5 to the roll.
A staff of pale white wood.
B Gokku Pole +3 Spell Power Willpower Attack A target of this weapon uses Willpower instead of Stamina for to negate the weapon's damage.
A flexible pole built of sturdy wood.
B Priest's Staff +4 Spell Power Divine Seal Your healing spells have their SPELL POWER rolls increased by 50%.
A staff held by the most powerful healers.
A Staff of Light +5 Spell Power Holy Strike Deals Holy damage.
A staff of exorcists and saints.
A Sage's Staff +5 Spell Power Raise The user can cast the Devout spell Raise.
A staff that raises the dead.
Special Whale Whisker +6 Spell Power Water Strike Deals Water damage.
A staff made from the body of a leviathan

Swords

Swords are used by the most jobs in the game. Paladins emply a sword in one hand and a shield in the other, defending and smiting. Soldiers use swords since they are commonly available, and easily trained with. Dark Knights use swords to channel their life-force through. Fencers use them as they dart back and forth. Freelancers use them as a vessel for magic.

Basic Swords

Grade Weapon Bonus
Starting Longsword +2 Weapon Power
A basic steel blade.
D Broadsword +3 Weapon Power
A wide-bladed sword.
C Falchion +4 Weapon Power
A great curved sword.
B Bastard Sword +5 Weapon Power
A massive sword that can easily be used two-handed.
A Claymore +6 Weapon Power
An immense sword.
Special Durendal +7 Weapon Power
A weapon capable of splitting boulders in half with a single strike.

Special Swords

Grade Weapon Bonus Ability Ability Description
D Royal Sword +3 Weapon Power +2 Luck +2 bonus to Luck
A sword of influential royals.
D Scimitar +3 Weapon Power +10 MP +10 bonus to MP.
A sword wielded by magic knights.
C Ancient Sword +3 Weapon Power Immobilize Crit On a crit, inflicts Immobilize
A rusty, pitted blade that freezes enemies in their tracks.
C Coral Sword +3 Weapon Power Fish Killer The damage you deal against Aquatic enemies is doubled.
A sword made for fighting sea monsters.
C Sleep Sword +3 Weapon Power Sleep Crit On a crit, inflicts Sleep
A blade shaped like a crescent moon.
C Sun Blade +3 Weapon Power Corpse Slayer Deals double damage to Undead enemies.
A blade sacred to the sun deities, who banish Undead.
B Blood Sword +4 Weapon Power Drainstrike When attacking, you deal half damage, and the damage is considered HP Drain.
A weapon that heals you as you attack.
B Defender +4 Weapon Power Evade 10 Grants you Evade 10.
A sword that protects its wielder with fierce parrying.
B Enhancer +4 Weapon Power +3 Spell Power Bonus to Spell Power.
A mage's sword for enhancing spellcasting.
B Hardedge +4 Weapon Power Doom Proof You are immune to the Doom ailment.
A blade of unusual toughness that doesn't let its wielder quit.
A Apocalypse +5 Weapon Power Mageknight When attacking, it consumes 7 mp to add an additional +5 Weapon Power to damage.
A sword geared for tremendous damage, though it is draining to use.
A Brave Blade +7 Weapon Power Courageous Reward When you escape from battle, the Brave Blade's Weapon Power bonus disappears until you kill at least one monster in a battle that you eventually win. After that battle, its full Weapon Power bonus is restored.
A mighty weapon that punishes the cowardly.
A Deathbringer +5 Weapon Power Death Crit On a crit, inflicts Death.
An unholy weapon of death.
A Lightbringer +5 Weapon Power Holy Crit Uses the Devout spell Holy on a crit.
The sacred sword of kings and knights.
Special Excalibur +6 Weapon Power Holy Strike Deals Holy damage.
The sacred sword of kings and knights.
Special Materia Blade +6 Weapon Power Ultima Charge You can use the Ultima Charge Limit Break.
A sword forged of life-force.
Special Save The Queen +6 Weapon Power Cover You can use the Paladin ability, Cover.
A sword for defending the royalty
Special Stoneblade +6 Weapon Power Petrify Crit On a crit, inflicts Petrify.
A blade doused in medusa's blood.
Special Ultima Weapon +8 Weapon Power High Health If your HP drops below full, the Ultima Weapon looses its Weapon Power bonus. If your HP is restored to full, its Weapon Power bonus returns.
A glowing blue blade of pure life-force.

Unorthodox Weapons

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