Thematically, it'd make sense that the host for Virgo is an innocent little girl- much like it'd make sense that the host for Aries would be a hot-blooded leader.
Knives fill the role of debuffing weaponry in PW 2.0. Most Knives can inflict a debilitating debuff on an enemy at around a 20% chance. Though they're not directly powerful, the ability to damage and debuff an enemy in one fell swoop is vital in PW 2.0's status-heavy battles.
Ninja Blades act as the mobile weaponry in PW 2.0. Merely equipping a Ninja Blade grants a very valuable (and rare) boost to Move and Jump. Though Ninja Blade damage isn't high, they deal more damage than Knives. The last few Ninja Blades in the game each offer a unique boon that benefits different players depending on their builds. Want a large, but short boost of Speed? Masamune is your friend. Want a first strike? Yagyu Darkblade. Want to focus on staying alive? Orochi. Want a permanent, but small boost in Speed? Ichigeki. Want to potentially hugely cripple a foe for a short period of time? Kagenui. It all depends on how you play.
Move/Jump +1, Add: Stop
Move/Jump +1, Speed +1
Move/Jump +1, Initial: Vanish
Move/Jump +1, Drains HP
Move/Jump +1, Initial: Haste
Swords are varied and have many random effects, as befits the variety of jobs (which in turn can do a variety of things) that can use them. Swords are average and reliable, and have very little in terms of unique gimmicks- but what they do, they do well.
Ice Elemental, Cast: Confuse
Holy Elemental, Cast: Exorcise
Water Elemental, Cast: Water
PA +1, MA +1
Dark Elemental, Cast: Dark
Damages MP instead of HP
Knightswords are incredibly powerful weapons- having high WP, they can easily cleave enemies in twain. Knightswords come with an initial buff, granting the wielder some added defense... temporarily. Since they're Initial buffs, they can wear off over time and can be Dispelled, and will be removed upon dying. This means that it's important to choose between a Shield for more reliable defense, or a Knightsword for better, but more temporary defense. Further, the stronger the Knightsword, the less universally useful the buff is. Choose the Knightsword based on your situation!
Save the Queen
Much like Vanilla, Axes deal random damage... but this time around, they can proc one of Meliadoul's Crush skills, allowing them to do further damage and destroy an enemy's piece of equipment, reducing their defensive abilities. Dangerous stuff!
Cast: Icewolf Bite
Cast: Blastar Punch
Cast: Shellbust Stab
Wands are PW 2.0's answer to Vanilla Rods. Wands have 3 Range and are based on MA, making them perfect for mages to use when they run out of MP. Wands each also have the ability to cast Faith-based magic, with each Wand casting a different spell.
Cast: Mage Arrows (Deals non-elemental, non-evadeable, Faith-based, MA-based damage)
Cast: Dark II
Cast: Comet II
Staves in PW 2.0 are different from Vanilla FFT in that they deal no damage. Each Stave bestows a positive effect 100% of the time and grants the wielder immunity to Berserk, allowing them to properly use their Staves. Staves are great on Devouts to boost their defensive capabilities, or Freelancers equipped with Heavy Armor to act as battle medic buffing... things.
Immune: Berserk, Add: Regen
Immune: Berserk, Add: Protect
Immune: Berserk, Restores HP
Immune: Berserk, Add: Shell
Immune: Berserk, Cancel: Debuffs
Immune: Berserk, Add: Reflect
Immune: Berserk, Add: Haste
Immune: Berserk, Add: Reraise
Flails in PW 2.0 cannot miss, making them vital for finishing off evasive foes, such as Ninja.
Cast: Bio II
Guns in PW 2.0 have a variety of effects, ranging from emulating shotguns, to assisting the wielder in getting to an advantageous sniping position, to blowing limbs off of a foe. Since they can't miss, they're lacking in power, but different Guns can bring different strategies into play.
PW 2.0 Crossbows excel in penetrating enemy defenses in unique ways, such as dispelling buffs, breaking gear, and reducing their elemental resistances. Unlike Guns, Crossbow damage can be easily increased, at the cost of lessened Range in comparison.
Add: Poison, Blind, or Immobilize
Cast: Shield Break
Cast: Weapon Break
Longbows in PW 2.0 are far more useful than their Vanilla counterparts. Most Longbows have varied effects that allow them to cripple the enemy in a variety of ways from varying positions around the battlefield. Though lacking in power, their ability to snipe away targets is a great boon once their wielders get the high ground.
Thunder Elemental, Cast: Thunder II
Cast: !Rapid Fire (Deals damage equal to a weapon strike)
Move +1, Jump +1
PA +1, Speed +1
Tomes are designed specifically to aid the Scholar job in their duties. As such, most Tomes are beneficial to Scholars, although their benefits can be wielded by a wide array of jobs if built as such.
Boost: Wind, Weak: All Elements
Dark Elemental, Add: Curse
Spears are a destructive force in PW 2.0, and many are rare and unique. Spears boost high PA while being one-handed, allowing the user to also wield a Shield for defense. Finding Spears is a tricky process, requiring use of Treasure Hunt, but units wielding Spears are powerful and difficult to slay. Each Spear also boosts the user's Jump by 2, allowing them to emulate Dragoons of old.
Jump +2, Cast: Jump
Jump +2, Water Elemental
Jump +2, Thunder Elemental, Cast: Odin (PA-based damage with a chance to inflict Death)
Jump +2, Cast: Wyrmslayer
Jump +2, Holy Elemental, Cast: Dia II
Jump +2, Wind Elemental, Cast: Aero II
Poles are more or less magically-inclined versions of Swords, albeit with Range. Poles have high EVD and decent power, allowing mages to use them as an alternative to slinging spells. That said, many Poles have strange and random effects, which potentially have the ability to change the tide of battle.
All Elemental, Cast: Prism (Heavy MA and Faith-based damage, All Elemental)
Initial: Protect, Shell
As homage to Vanilla FFT, Bags have been kept nearly identical, albeit with new names.
Team: The Testy Mimes
X-Potion, Hi-Ether, Maiden's Kiss, Soft, Bandage, Phoenix Down
Pitfall, Water Ball, Hell Ivy, Carve Model, Local Quake, Kamaitachi, Demon Fire, Quicksand, Sand Storm, Blizzard, Gusty Wind, Lava Ball
Spin Fist, Stigma Magic, Chakra, Revive
Cure: Restores a moderate amount of HP in a small area.
Cure II: Restores a large amount of HP in a small area.
Heal: Restores a small amount of HP to all allies.
Dia: Deals unevadeable Holy damage in a small area.
Dia II: Deals a large amount of unevadeable Holy damage in a small area.
Blind: Inflicts Blind in a small area.
Silence: Inflicts Silence on a single unit.
Faith: Inflicts Faith on a single unit.
Preach: Increases a unit's Faith by 3.
Holy: Deals Holy damage to a single unit and may inflict Faith.
Fire: Deals Fire damage in a large area.
Fire II: Deals heavy Fire damage in a large area.
Confuse: Inflicts Confuse on a single unit.
Berserk: Inflicts Berserk on a single unit.
Imperil: Inflicts Imperil on a single unit.
Sleep: Inflicts Sleep on a single unit.
Float: Inflicts Float in a large area.
Gravity: Deals damage to Floating units and cancels Float.
Suggestion: Deals minor non-elemental, MA-based, Faith-ignoring damage to a single unit.
Empathy: Deals damage equal to the caster's lost HP.
Dark: Deals uncounterable and unreflectable Dark damage in a small area.
Dark II: Deals heavy uncounterable and unreflectable Dark damage in a small area.
Raise: Revives a single unit with a small amount of HP.
Reraise: Inflicts Reraise on a single ally while removing half of their HP.
Doom: Inflicts Doom on a single unit.
Zombify: Inflicts Undead on a single unit.
Turning: Inflicts Charm on a single Undead unit.
Blood Oath: Inflicts Haste, Protect, and Shell on a single Undead unit.
Putrify: Fully restores an Undead ally's HP, reduces a non-Undead ally's HP to 0.
Banish: Inflicts Petrify on a single Undead unit.
Aero: Deals Wind damage in a small area up to 6 panels away.
Aero II: Deals heavy Wind damage in a small area up to 6 panels away.
Esuna: Removes all debuffs from a single unit and restores 20% of the unit's HP if a debuff is removed.
Dispel: Removes all buffs from a single unit and damages 20% of the unit's HP if a buff is removed.
Frog: Inflicts Frog on a single unit.
Bio: Deals Dark damage equal to 10% of a single unit's HP repeatedly quickly over time with a 20% chance to inflict Poison each time.
Bio II: Deals Dark damage equal to 20% of a single unit's HP repeatedly slowly over time with a 100% chance to inflict Poison.
Wild Tornado: Deals Wind damage to all units. Will likely be removed if the skill I'm working on works properly.
Force: Deals minor, MA-based, Faith-based damage to surrounding units.
Scourge: Deals damage equal to a weapon strike with a chance to remove all buffs and debuffs from a single unit.
Blizzard: Deals Ice damage to enemies only based on the user and target's Unfaith.
Blizzard II: Deals heavy Ice damage to enemies only based on the user and target's Unfaith.
Stone: Deals heavy Earth damage based on the user and target's Unfaith.
Stone II: Deals tremendous Earth damage based on the user and target's Unfaith.
Poison: Inflicts Poison in a small area.
Poisonstrike: Deals weapon damage to a single unit with a chance to inflict Poison.
Atheist: Inflicts Atheist on a single unit.
Atheistrike: Deals weapon damage to a single unit with a chance to inflict Atheist.
Enlighten: Reduces a single unit's Faith by 3.
Shadowflare: Deals Dark damage to a single unit and may inflict Atheist.
Thunder: Deals Thunder damage in a small area with reduced casting time.
Thunder II: Deals heavy Thunder damage in a small area with reduced casting time.
Water: Deals Water damage in a small area with reduced MP cost.
Water II: Deals heavy Water damage in a small area with reduced MP cost.
Regen: Inflicts Regen in a small area.
Stun: Cancels Charging, Defending, and Performing and deals 20% Thunder damage to a single unit.
MP Gift: Sacrifices 30 MP to restore 30 MP to a single unit.
Deprotect: Cancels Protect in a small area and deals 25% damage to those units that were dispelled.
Deshell: Cancels Shell in a small area and deals 25% damage to those units that were dispelled.
Meditate: Restores a small amount of MP to the user.
Protect: Inflicts Protect in a small area.
Shell: Inflicts Shell in a small area.
Wall: Inflicts Protect and Shell on a single unit.
Reflect: Inflicts Reflect on a single unit.
Veil: Inflicts Veil on a single unit.
Steelguard: Inflicts Defending on the user and all allies within 3 tiles of the user.
Mediguard: Inflicts Defending and Regen on the user and all allies within 1 tile of the user.
Taunt: Inflicts Berserk and Immobilize on a single adjacent unit.
Transfusion: Sacrifices some HP to restore an ally's HP.
Resuscitate: Revives a unit with a small amount of HP with a low hit rate.
Comet: Deals a heavy amount of unevadeable, unreflectable damage to a single unit.
Comet II: Deals a tremendous amount of unevadeable, unreflectable damage to a single unit.
Meteor: Deals a small amount of unevadeable, unreflectable damage to all enemies.
Quick: Raises the CT of all units to 100.
Delay: Reduces the CT of all units to 0.
Erase: Cancels all buffs and debuffs from all units.
Reverse: Fully restores the HP of all units and revives dead units.
Haste: Inflicts Haste in a small area.
Slow: Inflicts Slow in a small area.
Ultima: Learn Blue Mage style from a new enemy...
Immobilize: Inflicts Immobilize in a small area.
Disable: Inflicts Disable in a small area.
Stop: Inflicts Stop on a single unit.
Break: Inflicts Petrify on a single unit.
Souleater: Deals physical damage to a unit within 2 tiles, damages the user by 50% of the damage dealt.
Dark Wave: Deals physical damage to units 2 tiles in a line in front of the user, damages the user by 50% of the damage dealt.
Dark Aura: Deals physical damage to units surrounding the user, damages the user by 50% of the damage dealt.
Execute: Instantly slays an HP Critical unit.
Curse: Inflicts Curse on a single unit.
Blindside: Deals damage equal to a weapon strike on a single unit, bypasses counters.
Armor Break: Breaks a unit's equipped body armor within weapon range.
Helmet Break: Breaks a unit's equipped headgear within weapon range.
Shield Break: Breaks a unit's equipped shield within weapon range.
Weapon Break: Breaks a unit's equipped weapon within weapon rage.
Aim: Deals damage equal to a weapon strike, can't be evaded.
Hide: Inflicts Vanish on the user.
Aim: Leg: Inflicts Immobilize within weapon range.
Aim: Arm: Inflicts Disable within weapon range.
Cover Fire: Deals random PA-based damage in a small area.
Artemis Arrow: Deals damage equal to a weapon strike on a single unit anywhere on the map- has CT and cannot follow the target.
Coin Toss: Heavily damages either the user or an adjacent unit, based on PA.
Felicity: Fully restores the HP of either the user or an adjacent unit, based on MA.
Roulette: Red: Damages up to 7 times within random panels, based on MA.
Roulette: Black: Damages up to 7 times within random panels, based on Unfaith and MA.
Gamble: Inflicts a random status on a single unit- can be either positive or negative.
Snake Eyes: Inflicts Poison or Regen on all units.
Lady Luck: Inflicts Atheist or Faith on all units.
Triple 777: Inflicts Slow or Haste on all units.
Fortuna Major: Inflicts Curse or Veil on all units.
Jackpot: Inflicts Doom or Reraise on all units.
Green Boon: Replaces Pitfall, inflicts Shell and Regen on all units at the same height as the user.
Flood: Replaces Water Ball, deals Water damage to all units.
Poison Ivy: Replaces Hell Ivy, deals PA-based Earth damage with a chance to inflict Poison in a small area.
Stoneskin: Replaces Carve Model, inflicts Protect and Regen on all units at the same height as the user.
Gaia Breach: Replaces Local Quake, deals heavy physical Earth damage to all units on the same height as the user.
Raging Storm: Replaces Kamaitachi, deals magical Thunder damage and inflicts Silence on all units within 1h of the user.
Hellfire Gate: Replaces Demon Fire, fully revives all fallen units on the same height as the user.
Forest Curse: Replaces Quicksand, inflicts Undead on all units.
Sand Tomb: Replaces Sandstorm, deals magical Earth damage and may inflict Disable on units, perseveres.
Avalanche: Replaces Blizzard, deals 20% Ice and Earth damage and may inflict Immobilize on all units.
Tailwind: Replaces Gusty Wind, inflicts Haste on all units at the same height as the user.
Eruption: Replaces Lava Ball, deals 255% Fire damage and inflicts Death on all units.
Fervor: Inflicts Berserk with perfect accuracy on the user.
Scream: Boosts PA by 1 with a heavy MP cost and CT.
Vengeance: Deals damage equal to the user's lost HP within weapon range.
Hibernate: Fully restores the user's HP and inflicts Sleep on self- fails if the user is immune to Sleep.
Hamstring: Deal weapon damage to a single unit and may inflict Immobilize.
Throw Stone: Deals random, but potentially tremendous physical damage to a single unit and may cancel Charging.
Yell: Inflicts Haste on a single unit.
Threaten: Reduces a single unit's Fury by 3.
Infuriate: Increases a single unit's Fury by 3.
Blitz: Deals physical damage to units in a large area around the user.
Suiton: Deals Water damage to a single unit based on PA and MA.
Meiton: Deals Dark damage to a single unit based on PA and MA.
Fuuton: Deals Wind damage to a single unit based on PA and MA.
Smokescreen: Inflicts Blind on surrounding units.
Addle: Inflicts Confuse on surrounding units.
Envenom: Inflicts Poison on surrounding units.
Aphony: Inflicts Silence on surrounding units.
Blackout: Inflicts Sleep on surrounding units.
Waterwalking: Inflicts Float on the user.
Unspell: Cancels buffs on surrounding units.
Recruit: Inflicts Charm on an opposite-gendered enemy.
Heartstrike: Deals increased damage based on PA and WP, but has a CT and does not follow the target.
Power Ruin: Reduces a unit's PA by 1.
Lancet: Drains HP within weapon range equal to weapon damage.
Brace: Inflicts Defending, Protect, and Regen on the user.
Dragonslayer: Inflicts Doom on a Draconic or Tiamat unit.
Revive: Revives a fallen unit with a small amount of HP with high accuracy.
Restore: Restores a moderate amount of HP to the user.
Insult: Inflicts Berserk on a single unit, ignores Faith.
Jump: Deals damage equal to a weapon strike within 3 panels of the user.
Recruit: Inflicts Charm on an opposite-gendered enemy.
Soulstrike: Deals damage to a unit's MP equal to a weapon strike.
Mind Ruin: Reduces a unit's MA by 1.
Syphon: Drains MP from a single unit.
Ward: Inflicts Defending, Shell, and Regen on the user.
Exorcise: Inflicts Death on an Undead unit.
Cleanse: Removes all debuffs from the user.
Replenish: Restores a small amount of MP to a single unit.
Distract: Cancels Charging, Defending, and Performing on a single unit.
Jump: Deals damage equal to a weapon strike within 3 panels of the user.