Final Fantasy Extreme - Final Fantasy 12 XII - Weapons

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Page 1 One-Handed Weapons
Page 2 Two-Handed Blades
Page 3 Long Weapons
Page 4 Ranged Weapons
 

Swords

Swords are perhaps the most basic one-handed weapon, offering a solid mix of speed, consistency, and power. Your character's strength, the sword's attack rating, and the enemy's defense affect a sword's damage potential. All swords except for the Stoneblade add 5 to evasion

Name
LP
Att.
Add. Eff.
Cost
Location
Mythril Sword
5
+13
Vaan's starting weapon
Mythril Blade
5
+22
Basch's starting weapon
Broadsword
15
+15
400
Rabanastre, Giza Plains, Bhujerba
Longsword
15
+19
700
Barheim Passage, Bhujerba, Nalbina, Rabanastre
Iron Sword
25
+24
1200
Rabanastre, Bhujerba, Nalbina
Zwill Blade
25
+29
1700
Bhujerba, Rabanastre
Ancient Sword
25
+35
Petrify
2400
Rabanastre
Lohengrin
40
+47
4500
Jahara, Mt. Bur-Omisace, Rabanastre
Flametongue
40
+53
Fire Element
5200
Jahara, Mt. Bur-Omisace, Nalbina, Rabanastre
Demonsbane
40
+59
6000
Rabanastre, Mt. Bur-Omisace, Nalbina, Treasure in the Tomb of Raithwall
Icebrand
40
+65
Ice Element
5200
Rabanastre, Nalbina, Mosphoran Highwaste; hunt reward (Rank III, For Whom the Wyrm Tolls)
Platinum Sword
40
+70
9000
Phon Coast, Archades
Blood Sword
30
+41
Sap
5000
Rabanastre
Bastard Sword
50
+75
11000
Archades
Diamond Sword
50
+80
12500
Ballonheim
Runeblade
60
+85
14500
Ballonheim
Deathbringer
60
+90
KO
16000
Ballonheim
Stoneblade
80
+95
17800
Sell Taurus Gem x3, Orichalcum x2, Chimera Head x2 to Bazaar; treasure in the Great Crystal upper level
Durandal
80
+99
21600
Sell Life wick x3, Emperor Scale x2, Leshach Halcyon x1 to Bazaar

 

 

Daggers

Dagger's gain speed over swords at the expense of the attack power. Several daggers also have useful additional effects. A dagger's damage is determined by your character's strength and speed compared against the enemy's defense.

Name
LP
Att.
Eva.
Add. Eff.
Cost
Location
Dagger
15
+5
+5
200
Rabanastre, Giza Plains, Bhujerba
Mage Masher
15
+19
+5
Silence
700
Rabanastre, Bhujerba, Nalbina
Assassin's Dagger
20
+25
+5
KO
1400
Rabanastre, Bhujerba
Chopper
20
+31
+5
Sap
2200
Rabanastre
Main Gauche
30
+38
+34
3500
Rabanastre, Jahara
Gladus
30
+45
+5
Wind Element
4800
Jahara, Mt. Bur-Omisace, Rabanastre
Avenger
35
+52
+5
Berserk
6000
Rabanastre, Mt. Bur-Omisace, Nalbina
Orichalcum Dirk
35
+59
+5
Slow
8500
Phon Coast
Platinum Dagger
40
+66
+5
Immobilize
11500
Archades
Zwill Crossblade
40
+73
+5
Wind Element
15000
Balfonheim
Danjuro
10
+88
+5
Drops, from rare monster 65, Larva Eater

 

 

Axes & Hammers

The axe and hammer class offers huge attack power with a twist: the damage variance is far less consistent than compared to other weapons. Although a sword may consistently strike a foe for 400-500 HP, an axe or hammer may strike that same for for 800 HP, or 30 HP. For this class of weapons, the weapon damage is determined by the following: your character's strength and vitality, the weapon's attack rating, and the enemy's defense. All axes add 6 to Evasion, while all hammers add 2 to Evasion. Axes also attack slightly faster than hammers.

Name
LP
Att.
Eva.
Add. Eff.
Cost
Location
Handaxe
15
+47
+6
2200
Rabanastre
Iron Hammer
15
+53
+2
3300
Rabanastre
Broadaxe
20
+59
+6
4200
Jahara, Rabanastre
War Hammer
20
+65
+2
5200
Mt. Bur-Omisace, Jahara, Nalbina, Rabanastre
Slasher
25
+71
+6
6000
Rabanastre, Mt. Bur-Omisace, Nalbina
Sledgehammer
25
+77
+2
Disable
7500
Mosphoran Highwaste, Phon Coast
Hammerhead
30
+83
+6
9500
Phon Coast, Archades
Francisca
30
+89
+6
11500
Archades
Morning Star
35
+95
+2
13500
Balfonheim
Greataxe
35
+101
+6
15500
Balfonheim
Golden Axe
40
+110
+6
16200
Dalmasca Estersand, Bazaar goods
Scorphion Tail
70
+119
+2
60000
Sell Charged Gizzard x3, Wyrm Bone x3, Scorpio Gem x3 to Bazaar

 

 

Maces

The damage a mace inflicts is based on the weapon's attack power, the magick power of the user, and the enemy's defense. That said, a support character geared entirely for magick power rather than strnegth or other stats will make good use of a mace. The ability to use a shield also enhances the survivability of those characters. All maces add 4 to Evasion.

Name
LP
Att.
Add. Eff.
Cost
Location
Mace
20
+24
1800
Rabanastre
Bronze Mace
20
+30
3000
Rabanastre
Bhuj
20
+36
4100
Jahara, Mt. Bur-Omisace, Rabanastre
Miter
20
+42
Water Element
5000
Mt. Bur-Omisace, Nalbina, Rabanastre
Thorned Mace
25
+48
Poison
6500
Mosphoran Highwaste, Phon Coast
Choas Mace
25
+54
Confuse
8800
Archades
Mood Mace
25
+60
Doom
11800
Balfonheim
Zeus Mace
25
+66
Hunt reward (Rank VII, the Child Snatcher); treasure in the Pharos
Grand Mace
50
+72
Hunt reward (Rank VII, Who's the Strongest?)

 

 

Measures

These peculiar weapons function much like guns in that damage is calculated based solely on the weapon's attack power, completely ignoring the target's defense. They differ greatly, however, in that the target is often inflicted with beneficial status effects like Protect and Shell. As the attack rating for measures is general low, they tund to function as a buffering tool. You can target your own party members with low-damage hits that serve to strengthen your party without the use of MP. All measures add 25 to Evasion while still allowing the use of a shield, making those who use measures hard targets indeed. Measures are more useful for those characters who are only used as support and unlikely to ever actually engage the enemy. If MP management is a concern, use measures to buff your party, and then swap them out for more conventional weaponry.

Name
LP
Att.
Add. Eff.
Cost
Location
Gilt Measure
15
+5
Protect
4000
Jahara, Mt. Bur-Omisace, Rabanastre
Arc Scale
15
+10
Shell
5500
Mt. Bur-Omisace, Nalbina, Rabanastre
Multiscale
25
+15
Bravery
8000
Mosphoran Highwaste, Phon Coast
Cross Scale
25
+20
Vanish
11000
Archades
Caliper
50
+26
Haste
14000
Balfonheim
Euclid's Sextant
50
+35
Bubble
Hunt reward (Rank VI, A Wild Stench)

 

 

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