Writeup 1.2
Writeup 1.2
- This is officially the patch of the Moogle. Moogles received big buffs across the
board: better stats, buffed abilities, and access to more and better passive and
reaction abilities. Of particular note are buffs to the Juggler, Moogle Knight, and
Fusilier. In addition, the Moogle inherent bonuses were changed to be less bad.
They now get bonuses to evasion, resilience, and speed, and a penalty to their jump
and defense instead of attack and HP.
- The Scholar received a complete reworking, and the White Mage, Arcanist, and
Fencer received some sizeable improvements as well.
- The base stats and stat growths of all jobs and monsters have been completely
recalculated from scratch. Special thanks to ScarletMagi for her help with the math
and balancing on this. How this shakes out is that a lot of the weaker and slower
jobs got stronger, as did most monsters, whereas a few of the high-end jobs and
monsters that are both fast and deal a lot of damage got a touch weaker. Raptors
and Lanistas are also now more focused on their role as tanks and less on their
role as physical bruisers. Due to the stat changes I recommend starting with a new
file for this patch, but the game shouldn't bug out or crash if you really want to
just keep playing your old save file.
- Abilities were moved between weapons to smooth out when you have access to which
skills, and some abilities were given AP cost adjustments. In addition, passive and
reaction abilities were moved around substantially. Passives are available to more
jobs and they're available on much earlier gear, so you won't have units walking
around with empty slots for the first third of the game. Some very powerful
abilities like Geomancy have become rarer and more exclusive, while other key
abilities like Dual Wield and Halve MP are now available to more units. The basic
stat boosting passives like Attack UP and Magick UP have been made much more
numerous and accessible, being spread mostly across the intermediate jobs and put
on more common gear. And a couple of passives (Immunity and Maintenance) were
removed entirely.
- The order abilities are displayed in skillsets was reorganized to make it easier
to find the ability you're looking for quickly.
- Reduced the difficulty of late-game story missions and made serious nerfs to the
difficulty of Lord Grayrl, The Cat's Meow, The Eastwatch, Lanista's Pride, Ravager,
and Banbangaa! This should make it possible to do them earlier and unlock the
advanced classes more easily. They're still challenging fights, I just toned down
the absolute insanity like Magick Frenzy Dual Wield Ninjas and max evasion Monks
with Bishop spells and Halve MP. I also made smaller difficulty adjustments to
many, many other fights. I'm still in the process of doing more fight editing, but
it's taking a really long time and I didn't want to hold the next update hostage
for eighteen months while I dig through all of them.
KNOWN BUGS:
- Random encounters with the Bangaa Brotherhood are locked to levels in the 30s
instead of scaling to the player.
- Two of Vaan's abilities, Crime Spree and Jackpot, do not function.
- Steal Life and Feeding Frenzy do not show HP gained by the user (visual bug only;
HP is still restored.)
- Forbidden Lore does not show MP gained by the user (visual bug only; MP is still
restored.)
- Vicious Clash does not show damage taken by the user (visual bug only; HP is
still depleted.)
- Swarmstrike sometimes does not display damage numbers for all of its hits (visual
bug only; damage is still done.)
WHITE MAGE:
White Mages were really suffering with the global increase to the MP cost of
healing abilities. I buffed the output of their Cure spells to put them more in
line with their higher MP costs, but that was insufficient. So I decided to swap
out Arise, which is a very powerful spell for a base skillset, for Benediction.
This new spell has very long range and no MP cost, giving White Mages something
proactive and useful to do while they're charging up for their spell turns. (I
*may* have stolen this basic idea from ScarletMagi's Final Fantasy Tic-Tacs mod
>.>) Turbo MP felt like a bad fit for them since their MP costs are already really
high, so I replaced it with Regenerate as a nod to the original FFT.
+ Benediction: MP Cost 0; Range 7; adds Regen and buffs Resilience of one ally,
increasing their resistance to negative status conditions.
+ Cure, Cura, Curaga: Base healing increased by ~50%.
BLACK MAGE:
Geomancy was too powerful an ability to have on a base job. I made it appropriately
more exclusive; now Humes and Moogles can't learn it at all, and it's restricted to
late-game Nu Mou and Gria.
THIEF:
I'm honestly not sure why Waylay didn't already deal the same damage as Strongarm.
Now you won't have to deal less damage when you're farming gil. I also gave Thieves
Gil Snapper, mostly for flavor. I really wish I could make it trigger on any damage
and not just critical hits. Safeguard has been removed from the game entirely since
the gear stealing and destroying abilities have been removed from almost all
enemies, making it too niche.
+ Waylay: Base damaged buffed by ~50% (Now deals the same damage as Strongarm)
ARCHER:
Concentration has been bumped from the basic ranged jobs to the more advanced
ranged jobs.
Like several other healing abilities, Bright Halo got a bit overnerfed by last
patch's global healing MP cost increase, so it's getting a buff to its throughput.
Reflex got moved to Ninjas for flavor reasons.
FIGHTER:
BLUE MAGE:
Immunity, like Safeguard, has been removed from the pool of passives. I'm a little
on the fence with this one. It'd be really easy to put back in, so let me know if
you miss it.
HUNTER:
Vital Shot was a mediocre dice roll of an ability that I never really found myself
using, so I figured I'd give Hunters a new ability in its place. Seal Evil is a
more powerful anti-undead tool than Silver Arrow, and is, of course, a reference to
Mustadio's similar ability from FFT.
+ Seal Evil: Petrifies undead enemies (checks evasion instead of resilience) and
cleanses undead graves.
ILLUSIONIST:
NINJA:
Reflex feels like it fits better on the more fragile and agile Ninjas than on
Paladins.
SEER:
Reflex has been moved to Master Monks and White Monks were given Regenerate
instead. I was unhappy with how Chakra was working out, so I threw in the towel and
changed it back into a healing and status dispelling option; it also got a higher
MP cost but greater potency, to match the other healing abilities.
+- Chakra: MP Cost 12 > MP Cost 16; Base Healing buffed by ~100%; no longer
restores MP; now cleanses all debuffs.
DEFENDER:
Vicious Clash was one of several abilities that was reworked from an earlier
ability with a high AP cost, and then never got its AP cost adjusted, so I bumped
it down quite a bit. It doesn't destroy gear anymore, so it doesn't need to take
forever to learn. Absorb Damage also felt much more useful on Defender than on
Trickster, so I moved it here and put it on earlier gear.
BISHOP:
GLADIATOR:
MASTER MONK:
Unscarred has been moved to Dragoon. It doesn't fit Master Monks very well since
they like to mix it up in melee and have a pretty potent self-damaging attack.
Charged Attacks is a passive that I've spread around quite a bit because I find it
to be an interesting alternate build option.
TRICKSTER:
Tricksters got quite a few new reaction abilities, including the extremely powerful
Replenish MP which helps defray their relatively high MP costs. It's especially
relevant for them since they can use Rapiers now and the range of Cards got cut
pretty substantially compared to the base game, so they're more likely to be in
harm's way. It's also nice to put on Bishops and Templars.
o No longer learns Absorb Damage.
o Now learns Critical: Haste, Gil Snapper, and Replenish MP.
DRAGOON:
Dragoons get Unscarred instead of Master Monks because I feel like it plays nicer
with their Jump ability. Lancet felt really clunky with an MP cost - you were
barely getting any MP back with it until the extreme late game. After some testing
I realized that it doesn't need one. You have to be in melee with someone to
recharge with it, so it's not exactly breaking Bishops wide open or anything.
TEMPLAR:
I wanted to lean more heavily into Templar's identity as an anti-mage job, so Evade
Magick seemed like a natural fit for them. Final Judgment [Soul Sphere] now deals
Holy elemental damage as well. I also fixed two bug where it was dealing physical
damage and couldn't be targeted if the caster was in the AOE.
+ Final Judgment [Soul Sphere]: Now deals Holy damage; now deals magic damage
instead of physical; fixed a targeting bug.
CANNONEER:
Cannoneer now gives Bangaa access to Concentration, which is nice for Tricksters
and Bishops.
BEASTMASTER:
Beastmasters now have a pretty nice pool of passives and reactions which are
available on very early gear, which should help with the way Nu Mou often had empty
passive and reaction slots until way too late in the game. It also makes the early
Beastmaster dip to unlock Sage feel less onerous, because you'll be picking up some
useful stuff along the way.
ALCHEMIST:
SAGE:
Blind and Rasp felt out of place on the Sage's move set, so I replaced them with
different spells. Final Judgment is a big upgrade to Rasp in terms of MP damaging
spells, and fits with the Sage's theme of high cost wide AOE spells. This also
gives them access to a big Holy elemental attack, which rounds out their damage
options. Arise is now exclusive to Sages, no longer being learned by White Mages.
It's an extremely potent ability, so it felt right to restrict it to a more
advanced job. Healing Light [Esunaga] has been greatly improved, now being a smart-
targeting healing spell and anti-undead tool in addition to cleansing status.
TIME MAGE:
I just shuffled around the Time Mage's passives a bit, moving Evade Magick to jobs
that were a little more flavorful. Pierce seemed more fitting for them.
ARCANIST:
The Arcanist's level-based spells were unique and it pained me to simplify them,
but this is for the best. Arcanists have a couple of reliable darkness-based
attacks now, which gives them a stronger offensive focus and a niche as Moogle
wreckers. They also gained a strong but short-ranged AOE haste ability. Syphon got
some substantial buffs because it's more situational than I initially realized -
you need to have an enemy with a big stockpile of MP for it to do anything too
crazy. They also get access to Turbo MP now, which felt more fitting for them than
for White Mages. This also restricts the ability to Nu Mou.
+- Lv. 3 Dark: Now called Dark; base damage nerfed by ~66%; Target All > AOE 1,
Range 4; Targets Level Divisible by 3 > Targets Anybody
+- Lv. 5 Haste: Now called Umbral Wings; Target All > Target Self + Adjacent;
Targets Level Divisible by 5 > Targets Anybody
+- Lv. ? Shadowflare: Now called Shadowflare; MP Cost 18 > MP Cost 26; base damage
buffed by ~66%; Target All > Single Target, Range 4; Targets Level Divisible by ? >
Targets Anybody
+ Syphon: MP Cost 12 > MP Cost 0; Drains 25% of damage dealt > Drains 100% of
damage dealt
SCHOLAR:
The Scholar got completely reworked, Tinker-style. Ever since I removed the
elemental absorption from the majority of gear way back in the first version of
this patch they were just trash Illusionists with a few gimmick spells. Now they're
a proper endgame job. Their elemental spells no longer target all allies and
enemies; instead they are now summon-sized spells that do better than smart
targeting. Not only do they not damage allies, but they apply mass buffs. Mad
Scientist got a boost to its AOE and also grants random debuffs to enemies in the
area; although note that it checks enemy resilience for these effects. Throw any of
these into a huge melee and watch the fireworks. Study has been reworked into a
free debuff that makes enemies more vulnerable to spells of all kinds, which gives
you something constructive to do when you're not using MP. Forcefield [Force] got
its MP cost reduced so that you can use it on your first turn and still have 16 MP
for your big spells on the next turn. And Natural Selection was replaced with
Forbidden Lore, which gives Nu Mou access to a reliable way to recharge MP (albeit
with some drawback.) To top it all off, they get access to the insanely strong
Geomancy passive, which they learned by studying Geomancers. I initially wanted to
restrict the ability only to Gria, but ultimately decided that it makes a nice
endgame capstone for Nu Mou as well. They're your big magic guns, after all.
+ Forbidden Lore: Drains 25% of the user's max HP in order to gain MP equal to 25%
of the damage dealt.
+ Force: Now called Forcefield; MP Cost 6 > MP Cost 4.
+ Study: No longer reveals loot and items; now debuffs Resistance and Resilience
with perfect accuracy.
+- Earth Dragon Tome: Now called Earth Dragon Scales; MP Cost 28 > MP Cost 16;
Targets All > AOE 2, Range 4; damages enemies and buffs allies' Resistance in area.
+- Rime Bolt Tome: Now called Glacial Wall; MP Cost 28 > MP Cost 16; Targets All >
AOE 2, Range 4; damages enemies and buffs allies' Defense in area.
+- Thunder Flare Tome: Now called Cacophonous Storm; MP Cost 28 > MP Cost 16;
Targets All > AOE 2, Range 4; damages enemies and buffs allies' Attack in area.
+- Umbral Ghost Tome [Shadow Shade Tome]: Now called Whisper From Beyond; MP Cost
28 > MP Cost 16; Targets All > AOE 2, Range 4; damages enemies and buffs allies'
Magick in area.
+ Mad Scientist: AOE 1 > AOE 2; now grants random buffs to allies and random
debuffs to enemies in area.
FENCER:
The Fencer has been slowly drifting toward more of a magic knight job than a
mundane fighter, and I've decided to just embrace it. They focus on wind and dark
damage now, and have slightly stronger abilities with MP costs. Swallowtail in
particular got a substantial buff, being closer in power to the Paladin's Storm of
Vengeance [Saint's Cross] than the White Monk's Roundhouse or Fighter/Gladiator's
Cleave [Wild Swing]. Manastrike can now be used in conjunction with dark absorption
to restore MP. The only thing to get an undiluted nerf was Checkmate because, uh,
did you know that Doom is actually a really good status effect? Imagine my
surprise.
GREEN MAGE:
The Green Mage loses Absorb MP mostly because I needed something to give to
Elementalists, who had no passives or reactions at all.
RED MAGE:
Magick Counter is a much better reaction ability than Sticky Fingers, and makes a
ton more sense for this job.
ELEMENTALIST:
The Elementalist was one of the few jobs in the game with no passive or reaction
abilities of any kind, so I spread things out a little bit to give them a new toy
to play with. I also buffed Earthsalve and Whiteblaze's output, since they were
falling off really hard in the midgame.
SUMMONER:
SNIPER:
Sniper had two abilities that got reworked from gear rending abilities, and as such
had really high AP costs for no good reason. Fixed now. They also get
Concentration, since it got moved up onto advanced ranged jobs from intermediate
ones. Death Strike felt like a natural fit for them as well, and is pretty good
with Doubleshot.
I wanted to give the Spellblade some options for a build that doesn't rely on Blood
Price, and Doublehand pairs with their stat spread pretty nicely to make them
strong physical attackers. Of course, they have an even better option in that
regard now, because...
ASSASSIN:
Turns out Viera can actually learn Dual Wield (giving it to anybody else besides
them and Humes will crash the game.) How could I not? Enjoy! Critical: Vanish is
also pretty great for the fragile Assassins, ambush predators that they are.
ANIMIST:
Animists are the most defensive of the basic Moogle jobs, building into Moogle
Knights, so they get a suite of reaction abilities that should help them in that
niche. They get Regenerate right from the start of the game, which should help with
how fragile early Moogles can be. Evade Magick and MP Shield are learned later, but
combined with the Moogle Knight's new acquisitions should give you a wealth of
options for Moogle builds.
MOOGLE KNIGHT:
I needed to increase Moogle damage, and buffing Moogle Knights was a no-brainer.
The damage on their main attacks was kinda pathetic. Combined with their stat
boosts they hit much more solidly now. They also get somewhat early access to
Absorb Damage, which can help them tank more effectively. And I couldn't resist
giving them Dragonheart - it just feels right for them. I also reworked Unstoppable
[Moogle Aid] a little bit, making it a stronger tanking tool at the expense of its
status healing potential. This way it's not just an exact copy of Chakra. It also
got another, more referential rename.
JUGGLER:
I was really unhappy with where Jugglers were at. They're one of my favorite jobs
and for some reason I can't fathom I nerfed the absolute bejeezus out of them. Time
for a correction. Dagger Toss and especially Molotov Cocktail got their raw damage
output drastically increased. Ring Toss and Ball Toss got unique updates; if they
connect they now have a chance to critically hit and apply an extra status effect.
I did drop Ring Toss's base effect from stop to immobilize, however, both because a
free stop spell was pretty overpowered and there really isn't anywhere further to
go from stop anyway. Having both Gil Toss and Juggle [Weapon Toss] was redundant,
because they're both ways to turn your spare endgame gil into damage. I kept the
more interesting of the two and replaced Gil Toss with the Trickster's Traumatize,
which Jugglers can capitalize on beautifully now that they can inflict multiple
status effects at once. And Smile Toss is now a free haste spell that has a chance
to critically hit and quicken the target. This allows it to be stronger without the
guaranteed infinite loops of the old version. (NB: Allies with higher resilience
will have a lower chance of getting quickened, so keep that in mind.)
FUSILIER:
As part of the general effort to increase Moogle damage output, Fusiliers got some
buffs. Fireshot, Boltshot, and Iceshot can now be used in two concurrent turns
after a charge turn, which helps round-over-round damage output a lot. Stopshot and
Charmshot now deal the same damage as the other status shots, so you're penalized
less for fishing for your big status effects.
TINKER:
Tinkers now get acess to both Absorb MP and Halve MP, neither of which Moogles
previously had access to. This should really help your Animists, Black Mages,
Tinkers, and Fusiliers in the late game.
FLINTLOCK:
Protect Cannon and Shell Cannon didn't feel like they were worth the Prime turn, so
I replaced them with Barrier Cannon and Haste Cannon. Barrier Cannon is still a
little meh, but you might have some use for it time to time. Haste Cannon is quite
a bit more useful. Teleport Cannon is now perfectly reliable, given that it is both
niche and fun to use. I swapped the damage numbers on Ether Boost and Blowback, but
gave Blowback recoil based on its damage dealt instead of the user's HP, which
should make it a little more dangerous to use all the time.
BERSERKER:
Vicious Blow, like the Hunter's Vital Shot, just wasn't all that fun or interesting
to use. I replaced it with Savage Beating, a low-accuracy spike damage attacking
move in the vein of Beatdown or Sneak Attack. Ground Shaker, Thump, and Thrash
[Furore] were doing utterly obscene damage. Berserkers have really good attacking
stats as it is, and they didn't need a free Earth Render on top of it. This nerf
should bring them more in line with other fighting classes. They still hit plenty
hard, they just won't be reliably threatening to one-shot squishy units for free
any more.
+ Savage Beating: Weapon attack; Half Accuracy; Double Damage; has a chance to
inflict Immobilize on hit
- Ground Shaker: Base damage nerfed by ~33%
- Thump: Base damage nerfed by ~33%
- Thrash [Furore]: Base damage nerfed by ~33%
+ Thump: AP cost reduced
RANGER:
Ranger traps are fun and interesting, so why not make them easier to use? (Okay, to
be honest this is just another thing I'm swiping from Triangle Strategy.)
+ Sten Needle, Silence Gas, Mana Leech, Love Potion: Range 2 > Range 3
VIKING:
Vikings now get Absorb MP and Halve MP so they can keep up with your other casters
better in the late game. Tsunami also became more generally useful at the cost of
some of its flavor.
LANISTA:
Absorb Damage was moved from Vikings to Lanistas because it feels more on theme for
them.
RAPTOR:
Raptors traded in Counter for Blink Counter, since they have a knockback theme now.
They also get Absorb Damage instead of Reflex because they're supposed to be
lacking in the evasion department. Tank also swapped from Ravagers to Raptors,
since Ravagers can no longer equip heavy armor. Raptors are now solidly the
defensive job, while Ravagers focus on offense.
RAVAGER:
Ravagers lost Strikeback for the same reason Raptors lost Reflex. Critical: Berserk
is pretty bad and I don't expect you'll ever actually use it, but for pure flavor
reasons I felt like it fit.
GEOMANCER:
Geomancers now have nearly exclusive access to Geomancy, with Scholars being the
only other job to get it. Not only does this make a ton of obvious sense, but it's
way less broken for them than it is for, say, Paravirs. This will give those
finnicky geomancy spells enough punch to be well worth the hassle of using them.
SKY PIRATE:
A couple of Sky Pirate abilities are still broken and I have absolutely no idea
what I did. I'm sorry. At least know that when I get these abilities working again
they'll have somewhat more generous effects.
BARD:
Hurdy now gets fighter movement instead of caster movement, since Bard is a hybrid
job. I also cut the cost of Nameless Song in half, and fixed a big that was causing
Hide to not work.
SHELLING:
When I took most of the gear rending abilities out of the game I missed one.
Shellings will no longer spike your blood pressure at random points.
- Munch: No longer destroys gear; now deals damage and debuffs Defense.
Mid to late game weapons with no or few abilities got substantial boosts to their
stats to make them less disappointing to obtain, and to make late game gearing more
fun and intersting. In addition, knightswords and books got some small buffs to
differentiate them from each other better. The White Hat, White Robe, and a couple
of other high end robes got some buffs as well. Resistance gear in general got
better, since it's a less appealing stat than the others.
KNIVES:
* Swordbreaker - +20 Atk, +5 Spd, +5 Eva > +25 Atk, +5 Spd, +5 Def, +5 Eva
* Orichalcum Dirk - +18 Atk, +5 Spd, +10 Mag > +28 Atk, +5 Spd, +10 Mag
* Cinquedea - +18 Atk, +5 Spd, +5 Def, +5 Res > +23 Atk, +5 Spd, +10 Def, +10 Res
* Jambiya - +18 Atk, +10 Spd, +5 Eva > +28 Atk, +10 Spd, +5 Eva
* Tiptaptwo - +23 Atk, +5 Spd, +10 Eva > +33 Atk, +10 Spd, +10 Eva
* Tonberrion - +38 Atk, +5 Spd > +48 Atk, +5 Spd
SWORDS:
* Silver Sword - +26 Atk, +2 Def, +2 Mag > +26 Atk, +2 Def, +5 Mag
* Gale Sword - +26 Atk, +2 Def, +2 Spd > +31 Atk, +2 Def, +5 Spd
* Onion Sword - +26 Atk, +7 Def > +31 Atk, +12 Def
* Restorer - +31 Atk, +2 Def, +5 Mag > +36 Atk, +2 Def, +10 Mag
* Vitanova - +36 Atk, +2 Def > +41 Atk, +7 Def, +5 Res
* Chirijiraden - +41 Atk, +2 Def, +5 Eva > +51 Atk, +7 Def, +5 Eva
BLADES:
* Flametongue - +40 Atk, +2 Mag, Element: Fire > +45 Atk, +5 Mag, Element: Fire
* Air Blade - +40 Atk, +2 Spd, Element: Wind > +45 Atk, +5 Spd, Element: Wind
* Ice Brand - +40 Atk, +2 Def, Element: Ice > +45 Atk, +5 Def, Element: Ice
* Kwigon Blade - +40 Atk, +2 Res, Element: Holy > +45 Atk, +5 Res, Element: Holy
* Paraiba Blade - +45 Atk > +50 Atk, Element: Earth
* Ebon Blade - +40 Atk, +2 Eva, Element: Dark > +45 Atk, +5 Eva, Element: Dark
* Adamant Blade - +35 Atk, +5 Def > +45 Atk, +10 Def
* Materia Blade - +35 Atk, +5 Mag > +45 Atk, +10 Mag
* Ayvuir Red - +55 Atk > +65 Atk
* Ayvuir Blue - +35 Atk, +5 Def, +5 Res, +10 Eva > +35 Atk, +10 Def, +10 Res, +10
Eva
SABERS:
* Harpe - +24 Atk, +5 Spd, +5 Eva > +34 Atk, +5 Spd, +5 Eva
* Manganese Saber - +24 Atk, +10 Mag > +34 Atk, +10 Mag
* Talwar - +34 Atk, +10 Spd > +44 Atk, +15 Spd
* Soulsaber - +29 Atk, +20 Mag > +44 Atk, +20 Mag
KNIGHTSWORDS:
* Defender - +24 Atk, +5 Def, Immune: Disable > +24 Atk, +7 Def, Immune: Disable
* Apocalypse - +24 Atk, +5 Def, Element: Dark, Resist: Dark > +24 Atk, +5 Def, +2
Eva, Element: Dark, Resist: Dark
* Lionheart - +24 Atk, +5 Def, Immune: Confuse > +26 Atk, +5 Def, Immune: Confuse
* Ragnarok - +24 Atk, +5 Def, Immune: Silence > +24 Atk, +5 Def, +2 Mag, Immune:
Silence
* Lohengrin - +24 Atk, +5 Def, Immune: Stop > +24 Atk, +5 Def, +2 Spd, Immune: Stop
* Save the Queen - +24 Atk, +10 Def, Element: Holy, Resist: Holy > +29 Atk, +10
Def, Element: Holy, Resist: Holy
* Arch Sword - +24 Atk, +5 Def, Immune: Stone > +29 Atk, +5 Def, +5 Mag, Immune:
Stone
* Excalibur - +29 Atk, +5 Def, Element: Holy, Absorb: Holy > +39 Atk, +5 Def,
Element: Holy, Absorb: Holy
* Nagrarok - +24 Atk, +5 Def, +2 Spd, Immune: Immobilize > +34 Atk, +5 Def, +5 Spd,
Immune: Immobilize
* The Fallen Angel - +29 Atk, +10 Def, +10 Res, Immune: Charm > +44 Atk, +10 Def,
+10 Res, Immune: Charm
RAPIERS:
* Djinn Flyssa - +24 Atk, +5 Eva, +5 Spd, Element: Wind > +29 Atk, +10 Eva, +5 Spd,
Element: Wind
* Mage Masher - +24 Atk, +5 Eva, +5 Res > +29 Atk, +5 Eva, +15 Res
* Colichemarde - +34 Atk, +5 Eva > +44 Atk, +5 Eva
* Gupti Aga - +24 Atk, +10 Eva, +5 Def > +34 Atk, +10 Eva, +5 Def
* Madu - +26 Atk, +7 Eva, +2 Mag, +2 Def, +2 Res > +29 Atk, +5 Eva, +5 Mag, +5 Def,
+5 Res, +5 Spd
* Epee-prisme - +24 Atk, +5 Eva, +10 Mag > +29 Atk, +5 Eva, +15 Mag
* Diabolique - +29 Atk, +5 Eva, +5 Mag, Element: Dark, Absorb: Dark > +34 Atk, +10
Eva, +10 Mag, Element: Dark, Absorb: Dark
* Femme Fatale - +34 Atk, +10 Eva > +49 Atk, +10 Eva
* Windsong Rapier - +24 Atk, +5 Eva, +10 Spd, Element: Wind > +29 Atk, +5 Eva, +15
Spd, Element: Wind
* Last Letter - +44 Atk, +5 Eva > +44 Atk, +10 Eva, +10 Spd
GREATSWORDS:
* Oblige - +43 Atk, Immune: Charm > +46 Atk, Immune: Charm
* Hardedge - +41 Atk, +5 Def > +46 Atk, +10 Def
* Ogrenix - +46 Atk, Element: Holy > +56 Atk, +5 Res, Element: Holy
* Zweihander - +51 Atk > +61 Atk
* Luabreaker - +41 Atk, +5 Res > +51 Atk, +10 Res
* Master Sword - +46 Atk, +1 Move > +51 Atk, +1 Move
* Vigilante - +41 Atk, +2 Spd > +51 Atk, +5 Spd
* Tournesol - +61 Atk > +71 Atk
BROADSWORDS:
* El-Cid - +36 Atk, +5 Def, +2 Mag > +41 Atk, +5 Def, +5 Mag
* Beastsword - +36 Atk, +5 Def, +5 Eva > +46 Atk, +5 Def, +5 Eva
* Claymore - +41 Atk, +5 Def > +56 Atk, +5 Def
* Vajra - +36 Atk, +5 Def, Element: Lightning, Immune: Lightning > +46 Atk, +5 Def,
+5 Spd, Element: Lightning, Immune: Lightning
* Rhomphaia - +36 Atk, +10 Def > +51 Atk, +15 Def
* Estrella - +46 Atk, +5 Def, +5 Res, +5 Mag > +61 Atk, +5 Def, +5 Res, +5 Eva
KATANAS:
* Nosada - +31 Atk, +2 Spd, +5 Def > +36 Atk, +2 Spd, +5 Def
* Adazakura - +31 Atk, +2 Spd, +5 Eva > +36 Atk, +2 Spd, +5 Eva
* Zanmato - +46 Atk, +2 Spd > +51 Atk, +2 Spd
* Masamune - +31 Atk, +2 Spd, +5 Mag > +46 Atk, +2 Spd, +5 Mag
* Sumihomura - +31 Atk, +2 Spd, +10 Res, Element: Holy, Absorb: Holy > +36 Atk, +2
Spd, +10 Res, Element: Holy, Absorb: Holy
* Ragetsu-Denbu - +31 Atk, +7 Spd > +31 Atk, +12 Spd
* Hyakushiki-Masamune - +36 Atk, +2 Spd, +10 Mag > +51 Atk, +2 Spd, +10 Mag
SPEARS:
AXES:
WANDS:
* Force Wand - +16 Atk, +1 Range > +16 Atk, +10 Mag, +5 Eva, +1 Range
* Flame Wand - +11 Atk, +10 Mag, Element: Fire > +16 Atk, +15 Mag, Element: Fire
* Thor Wand - +6 Atk, +10 Mag, +5 Spd, Element: Lightning > +6 Atk, +15 Mag, +10
Spd, Element: Lightning
* Chill Wand - +6 Atk, +10 Mag, +5 Def, Element: Ice > +6 Atk, +15 Mag, +10 Def,
Element: Ice
* Stardust Wand - +6 Atk, +15 Mag > +6 Atk, +15 Mag, +15 Res
* Lilith Wand - +16 Atk, +5 Mag, +1 Range > +26 Atk, +10 Mag, +1 Range
* Bomb Arm - +26 Atk, Element: Fire > +41 Atk, Element: Fire
* Heretic Wand - +6 Atk, +15 Mag, +5 Eva, Element: Dark > +6 Atk, +15 Mag, +10 Eva,
Element: Dark
* Crown Scepter - +6 Atk, +20 Mag, +2 Range > +16 Atk, +20 Mag, +2 Range
STAVES:
* Pomegranate Staff - +12 Atk, +10 Eva, +5 Mag, +5 Res, Resist: Fire > +12 Atk, +10
Eva, +10 Mag, +10 Res, Resist: Fire
* Cheer Staff - +12 Atk, +20 Eva > +27 Atk, +20 Eva
* Nirvana - +12 Atk, +15 Eva, +10 Mag, +10 Res, Element: Holy > +22 Atk, +15 Eva,
+10 Mag, +20 Res, Element: Holy
POLES:
* Zephyr Pole - +24 Atk, +2 Spd, Element: Wind > +29 Atk, +5 Spd, Element: Wind
* Iron Pole - +24 Atk, +5 Def > +29 Atk, +5 Def
* Esztam Baton - +24 Atk, +5 Mag > +29 Atk, +5 Mag
* Gokuu Pole - +26 Atk, +1 Range > +36 Atk, +1 Range
* Fanatic - +29 Atk > +44 Atk
* Ivory Pole - +24 Atk, +5 Res, Element: Earth > +29 Atk, +10 Def, Element: Earth
* Eight-Fluted Pole - +34 Atk > +34 Atk, Immune: Disable
* Whale Whisker - +39 Atk, +10 Res, Element: Water > +49 Atk, +10 Res, Element:
Water
KNUCKLES:
* White Fangs - +24 Atk, +7 Def, +2 Res, Element: Ice > +34 Atk, +12 Def, +2 Res,
Element: Ice
* Godhand - +34 Atk, +2 Def, +2 Res, Element: Holy > +34 Atk, +2 Def, +12 Res,
Element: Holy
* Tiger Fangs - +29 Atk, +2 Def, +2 Res, +5 Spd, Element: Lightning > Tiger Fangs -
+34 Atk, +2 Def, +2 Res, +10 Spd, Element: Lightning
* Death Claws - +34 Atk, +2 Def, +2 Res, Element: Dark > +34 Atk, +2 Def, +2 Res,
+10 Eva, Element: Dark
* Magick Hands - +24 Atk, +2 Def, +2 Res, +10 Mag > +24 Atk, +2 Def, +7 Res, +15
Mag
* Gleisburst - +34 Atk, +7 Def, +7 Res, +5 Eva > +44 Atk, +12 Def, +12 Res, +5 Eva
INSTRUMENTS:
* Hurdy-gurdy - +18 Atk, +12 Mag, +12 Spd, Immune: Silence, Element: Lightning >
+28 Atk, +12 Mag, +12 Spd, Immune: Silence, Element: Lightning
* Frigid Viol - +18 Atk, +12 Mag, +12 Def, Immune: Silence, Element: Ice > +28 Atk,
+12 Mag, +12 Def, Immune: Silence, Element: Ice
* Shining Lute - +18 Atk, +12 Mag, +12 Res, Immune: Silence, Element: Holy > +28
Atk, +12 Mag, +12 Res, Immune: Silence, Element: Holy
* Brilliant Theorbo - +30 Atk, +12 Mag, Immune: Silence, Element: Fire > +40 Atk,
+12 Mag, Immune: Silence, Element: Fire
HAMMERS:
MACES:
* Life Crosier - +20 Atk, +7 Def > +20 Atk, +12 Def, +5 Mag
* Morning Star - +25 Atk, +2 Def > +40 Atk, +2 Def
* Mandragora - +20 Atk, +12 Def, Element: Earth > +25 Atk, +12 Def, +10 Res,
Element: Earth
* Lotus Mace - +20 Atk, +2 Def, +10 Mag, Element: Fire > +30 Atk, +2 Def, +10 Mag,
Element: Fire
* Scorpion Tail - +30 Atk, +2 Def, Immune: Poison > +35 Atk, +2 Def, +5 Eva Immune:
Poison
* Zeus Mace - +25 Atk, +2 Def, +15 Mag, Element: Lightning, Resist: Lightning > +45
Atk, +2 Def, +15 Mag, Element: Lightning, Resist: Lightning
BOOKS:
* Battle Folio - +30 Atk, +5 Mag, Element: Water > +35 Atk, +10 Mag, Element: Water
* Mage Manual - +30 Atk, +5 Mag, Element: Fire > +32 Atk, +5 Mag, Element: Fire
* Urutan Annals - +30 Atk, +5 Mag, Element: Wind > +35 Atk, +5 Mag, +5 Spd,
Element: Wind
* The Arnath Glyphs - +30 Atk, +5 Mag, Element: Ice > +30 Atk, +5 Mag, +2 Def,
Element: Ice
* Enavia Chronicles - +30 Atk, +5 Mag, Element: Lightning > +30 Atk, +5 Mag, +2
Spd, Element: Lightning
* Veil of Wiyu - +30 Atk, +5 Mag, Element: Dark > +40 Atk, +5 Mag, +5 Eva, Element:
Dark
* Tome of Ending - +30 Atk, +5 Mag, Element: Earth > +35 Atk, +5 Mag, +5 Def,
Element: Earth
* Edaroya Scriptures - +45 Atk, +10 Mag, Element: Holy > +50 Atk, +10 Mag, +5 Res,
Element: Holy
BOWS:
* Thorn Bow - +20 Atk, -1 Range, Element: Earth > +20 Atk, -1 Range, +2 Def,
Element: Earth
* Nail Bow - +20 Atk, -1 Range, Element: Dark > +23 Atk, -1 Range, Element: Dark
* Artemis Bow - +20 Atk, +2 Res, Element: Holy > +28 Atk, +10 Res, Element: Holy
* Yoichi Bow - +23 Atk > +28 Atk, +5 Spd
* Target Bow - +18 Atk, +1 Range > +23 Atk, +1 Range, +5 Eva
* Perseus Bow - +20 Atk, +2 Def, Element: Wind > +35 Atk, +5 Def, +5 Res, Element:
Wind
* Crescent Bow - +28 Atk > +33 Atk, +1 Range, +5 Spd
* Malbow - +38 Atk, -1 Range, Immune: Some Debuffs > +43 Atk, -1 Range, Immune:
Some Debuffs
GREATBOWS:
GUNS:
* Lost Gun - +18 Atk, +2 Res, Resist: Holy > +23 Atk, +5 Res, Resist: Holy
* Giot Gun - +18 Atk, +2 Def, Resist: Ice > +23 Atk, +5 Def, Resist: Ice
* Longbarrel - +18 Atk, +2 Range, Resist: Wind > +23 Atk, +2 Range, Resist: Wind
* Outsider - +33 Atk, -1 Range > +43 Atk, -1 Range
* Peacemaker - +28 Atk, +10 Spd > +33 Atk, +10 Spd
CANNONS:
* Supernal Ray - +38 Atk, Element: Lightning > +36 Atk, +2 Spd, Element: Lightning
* Brevis - +38 Atk, +2 Eva > +36 Atk, +5 Eva
* Massive Bazooka - +46 Atk, -1 Range > +51 Atk, -1 Range
* Guang Cannon - +36 Atk, +1 Range > +41 Atk, +5 Mag
* Dromaeo - +41 Atk, +5 Res, Element: Fire > +46 Atk, +1 Range, Element: Fire
* Rocket Punch - +56 Atk, -1 Range > +61 Atk, -1 Range
CARDS:
* Queen of Clubs - +28 Atk, +2 Spd, +2 Eva > +38 Atk, +2 Spd, +2 Eva
* Jack of Diamonds - +18 Atk, +7 Spd, +7 Eva > +18 Atk, +12 Spd, +12 Eva
* King of Hearts - +18 Atk, +2 Spd, +2 Eva, +5 Def, +5 Res > +18 Atk, +2 Spd, +2
Eva, +10 Def, +10 Res
* Ace of Spades - +18 Atk, +2 Spd, +2 Eva, +2 Range > +28 Atk, +2 Spd, +2 Eva, +2
Range
* Joker - +23 Atk, +4 Spd, +4 Eva, +2 Def, +2 Res, +1 Range > +28 Atk, +7 Spd, +7
Eva, +5 Def, +5 Res, +1 Range
HATS:
White Hat - +2 Def, +10 Res > +2 Def, +30 Res
ROBES:
White Robe - +10 Def, +34 Res, Resist: Holy > +10 Def, +44 Res, Resist: Holy
Luminous Robe - +17 Def, +32 Res > +17 Def, +42 Res
Sage's Robe - +12 Def, +48 Res > +12 Def, +58 Res