Weapon changes (Note, Weapon Guard is innate for all, so weapon evasion was given significant weight) Only 8 of the game's story flags are used for availability: CH.1 Start, Save Elmdore, Ch. 2 Start, Meet Draclau, Ch. 3 Start, Meet Velius, Ch. 4 Start, and Bethla. Once a weapon type is available in stores it will receive at least one new weapon every flag, so there are no gaps in weapon availability once they first appear. If multiple weapons of a type have the same WP, that means they appear at the same story flag. Swords: Available Ch. 1 start, 25% WEV, 10% Crit, WPxPA. These are intended as the "Base" weapon, being bereft of special qualities but having the best combination of power, WEV, and crit for a one handed weapon. Smallword, WP 5 Arming Sword, WP 6 Tempered Sword, WP 8 Mythril Sword, WP 9 Ancient Sword, WP 11 Knight's Sword, WP 12 Paladin's Sword, WP 14 Adamantine Sword, WP 15 Knives: Available Ch. 1 Start, 5% WEV, 10% Crit, WPx(PA+SP)/2 Notably weak weapons, but they have a 100% chance of landing their status effect (Chances will be tuned down if needed) Dagger, WP3, Poison Dirk, WP 4, Blind Mage Masher, WP 4, Silence Stun Blade, WP 5, Immobilize Decelerator, WP 5, Slow Insidious Shiv, WP 6, Poison, Blind, OR Silence Slumber Knife, WP 7, Sleep Death March, WP 8, Berser, Doom, AND Haste Manaburn, WP 9, Faith OR Innocent Bodyslayer, WP 10, Undead, Stop, OR Poison Mindslayer, WP 10, Confusion, Berserk, OR Sleep Ninjato: Available Ch. 1 Start, 10% WEV, 8% Crit, WPx(PA+SP)/2 These are meant to act similar to vanilla daggers, being the speed-influenced melee weapon, but without sucking past the early game. Hidden Blade, WP 5, 25% Poison Kunai, WP 6, 25% Blind Swift Blade, WP 8, 100% cancel Haste and Regen Crippler, WP 9, 25% Immobilize Stiletto, WP 11, 100% cancel Protect, Shell, and Reflect Orochi, WP 12, 25% Undead Sheer Edge, WP 14, 25% Doom & Poison (Best respresentation of severe bleeding I have...) Yin Blade, WP 15, 25% Berserk Yang Blade, WP 15, 25% Sleep Greatswords: Available Ch. 3 Start (So the first one comes online alongside the WP 11 sword), 35% WEV, 5% Crit, WPxPA, forced 2H Replacing Knightswords, these are meant to be strong offensive and defensive weapons and all provide an initial buff in battle. May also make all Holy element. If they turn out to be undertuned I may make the buff permanent, allow the weapon to cancel the same buff it grants, and/or buff crit or WEV. Stalwart Heart, WP 14, Initial Regen Guardian's Vow, WP 16, Initial Protect Warden's Duty, WP 18, Initial Shell Tireless Spirit, WP 20, Initial Haste Katana: Available Ch. 2 Meet Draclau (So the first one comes online alongside the WP 9 sword), 20% WEV, 5% Crit, WPx(PA+MA)/2 This category is tricky because I need there to be enough katanas for Samurai skills since I haven't found a way to make Draw Out not require them unfortunately. These are intended to be the sort of "Mystic blade" weapon type. Their spell-casts will have placeholder names since I haven't quite redone skills yet. Ashura, WP 9, Fire, 25% cast Flame Koutetsu, WP 9, Earth, 25% cast Stone Kiyomori, WP 11, Ice, 25% cast Blizzard Bizen Boat, WP 11, Water, 25% cast Deluge Kikuichimonji, WP 12, Elec, 25% cast Lightning Heaven's Cloud, WP 12, Wind, 25% cast Cyclone Masamune, WP 14, Dark, 25% cast Drain Chirijiraden, WP 15, Holy, 25% cast Dia Axe: Available Ch. 2 Start (So the first one comes online alongside the WP 8 sword), 30% WEV, 10% Crit*, WPx(1/2-3/2xPA) This weapon uses Ravem's Worksheets to get a less awful but still inconsistent damage formula. I'm unsure exactly what to do with this weapon though, as I want something to emulate landing a devestating blow with a large axe. Idea included higher crit, 25% chance to double hit, and 25% chance for slow or disable. Haven't decided though, just know that one of the above effects would be added to axes probably (Though arguably the weapon formula already does this job) Treantfeller, WP 10 Battleaxe, WP 12 Titanslayer, WP 14 Waraxe, WP 16 Executioner, WP 18 Conqueror, WP 20 Rods: Available Ch. 1 Start, 15% WEV, 5% Crit, WPxMA These are meant to be a good mage weapon, no reliance on PA, with a tendency to augment your magic and a chance of landing a spell if you need to use it as an attack. Rod, WP 4, MA+1, 25% Cast Magic Missile (Weak non elemental spell I'm adding, may be unevadable) Land Rod, WP 5, Boost Fire and Earth, 25% cast Flame Sea Rod, WP 5, Boost Ice and Water, 25% cast Blizzard Sky Rod, WP 5, Boost Elec and Wind, 25% cast Lightning Spellthief's Rod, WP 6, Drain MP or 25% cast Siphon (Haven't decided, but probably the latter as WP based MP drain can only be done PA based it seems) Wizard's Rod, WP 7,+2 MA, 25% cast Magic Missile (Maybe something better) Necromancer's Rod, WP 8, Drain HP, 25% Undead Dread Rod, WP 9, Boost Dark, 25% cast Unholy Darkness Faith Rod, WP 11, Innate Faith (Maybe only Initial?) 25% inflict Faith Flare Rod, WP 12, MA +2, 25% cast Flare Staff: Available Ch. 1 Start, 15% WEV, 5% Crit, WPxMA Supportive weapons, either healing and buffing or damaging and disrupting. Staff, WP 4, Heal, 100% Regen Cleansing Staff, WP 5, Heal, remove many Debuffs Warding Staff, WP 6, Heal, 100% Regen, Protect, OR Shell Neutralizing Staff, WP 7, Remove buffs (Maybe stop spellcasting?) Cleric's Staff, WP 8, Heal, 50% Regen, Protect, Shell (Rolled separately) Purifying Staff, WP 9, Heal, remove Debuffs Disjoining Staff, WP 11, remove Buffs and disrupt casting/performing Blessed Staff, WP 12, 100% Regen, Shell, Protect, Haste, OR Reraise (Or maybe 25% cast MBarrier?) Flail: Available Ch. 2 Start, (So the first one comes online alongside the WP 8 sword) 10% WEV, 10% Crit, WPx(1/2-3/2xWP) Similar deal to axes, but these are one handed, less defensive, and most have some special effects. Flail, WP 8 Flame Whip, WP 9, Fire, 25% cast Flame Morning Star, WP 11, Elec, 25% Blind Scorpion Tail, WP 12, Ice, 25% Poison Meteor Hammer, WP 14, 25% Disable Vesper, WP 15, Holy, 25% Doom Guns: Available Ch. 2 Meet Draclau, (So the first one comes online alongside the WP 9 sword) 5% WEP, 5% Crit These were tricky because I wanted to keep the WP squared and no evasion traits and didn't want these to hit too hard. These are actually the only weapon that differs between 1 handed and 2 handed, mainly as a balance to a spike in power at one point. Also because 2 handing a pistol or 1 handing a rifle is dumb. Romandan Pistol, WP 7 Mythril Gun, WP 8 Longbarrel, WP 9 Magic Gun, WP 11, 2H, 25% cast, umm, not sure yet... If I knew how to make it cast randomly from a variety of spells I would. Engineer's Rifle, WP 12, 2H, 25% Immobilize OR Disable Crossbows: Available Ch. 1 Start, 5% WEV, 5% Crit, WPxPA These are actually the same power as Bows now, the handedness is traded for range and arc instead of range, arc, AND power. Bowgun, WP 4 Knightslayer, WP 5, 25% Blind Mageslayer, WP 6, 25% Silence Poison Bolt, WP 7, 25% Poison Achilles Shot, WP 9, 25% Immobilize Bola, WP 10, 25% Slow Kingslayer, WP 12, 25% Doom Arbalest, WP 13, higher range, 25% Sleep? (This is meant to emulate knocking someone out, but... eh. May raise crit rate or give double hit chance to emulate deadly hit instead) Bows: Available Ch. 1 Save Elmdore, (So the first one comes online alongside the WP 6 sword) 20% WEV, 5% Crit, forced 2H Where crossbows are meant to bring about status effects, the idea of poisoned or tainted weapons, I made a fair few bows with elements and magic or occasionally other traits, meant to emulate enchanted weapons instead. Longbow, WP 5 Silver Bow, WP 6 Fury Bow, WP 7, Fire and Earth, 25% cast Flame Frost Bow, WP 9, Ice and Water, 25% cast Blizzard Storm Bow, WP 10, Elec and Wind, 25% cast Lightning (Maybe Geomancy instead of spells for all these? Cupid's Bow, WP 12, 25% Charm Ultimus Bow, WP 13, higher range, um... Don't have a special effect to add here yet. Maybe 25% cast Ultima? Harps: Available Ch. 2 Meet Draclau (So the first one comes online alongside the WP 9 sword) 10% WEV, 5% Crit, WPx(MA+SP)/2, forced 2H Not too much to say about these, wanted them to land fairly strong status effects but have them be less defensive than a typical 2H weapon. I intend these to be available to more than just Bards. Definitely Mediators and maybe Sages (Calculator replacement) and Summoners. Maybe even Swashbucklers (Thief replacement) Lamia Harp, WP 11, 25% Sleep Maddening Reverb, WP 13, 25% Berserk Showstealer, WP 15, 25% Silence Infatuating Note, WP 17, 25% Charm Discordant Strings, WP 18, 25% Confusion Books: Available Ch. 3 Start (So the first one comes online alongside thw WP 11 sword) 20% WEV, 5% Crit, WPxMA, forced 2H These are meant to be sort of the Greatsword equivalent for mages. Good power, decent evasion (less than Greatsword because range), and magic procs. May also make all Dark elemental. If they're undertuned, may up WEV or make it 1H and nerf power a bit. Spellbook, WP 13, 25% Cast... Don't have anything yet. Maybe some kind of mid tier non elemental spell. Arcane Script, WP 15, 25% cast Stop Ancient Transcript, WP 17, 25% cast Death Grimoire, WP 18, 25% cast Unholy Darkness (I actually want to give these better variety, these choices feel a bit uninspired to me. I'll work on them after skills are redone.) Spears: Available Ch. 1 Save Elmdore (So the first one comes online alongside the WP 6 sword) 30% WEV, 10% Crit, WPxPA, forced 2H These are essentially 2H Swords. Higher power and WEV, better range, and no special qualities. (Note, I just realized these are undertuned compared to Greatswords, and notably so. I will work on this ASAP. Lowering Greatsword strength and/or WEV or upping Spear WEV are options, but I dont want to up WE.) Longspear, WP 8 Lance, WP 11 Glaive, WP 12 Mythril Spear, WP 14 Halberd, WP 16 Pike, WP 18 Adamant Spear, WP 20 Poles: Available Ch. 1 Save Elmdore (So the first one comes online along with the WP 6 sword) 30% WEV, 5% Crit, WPxMA, forced 2H These are meant to be a hefty mage weapon with useful disruptive qualities on most. Bo Staff, WP 7 Bamboo Staff, WP 10 Cold Iron Rod, WP 11, Dispel Buffs Mythril Staff, WP 13 Marble Rod, WP 15, 25% Petrify Gokuu Rod, WP 17, 25% Innocent Ivory Rod, WP 18, Dispel Buffs Cloths: Available Ch. 2 Meet Draclau (So the first one comes online alongside the WP 9 Sword) 50% WEV, 5% Crit, WPxSP, Forced 2H These are meant to be a very defensive and disruptive weapon over power (Has lower power than any physical melee 2H weapon, but may still be too high) Having massive WEV as well as a 50% (number subject to change) chance to cancel charging, performing, defending, and haste, the idea of entangling and disrupting. (For the record I picture these weapons wielded in a flowing dance-like style, likely with bladed hems or something, not the FFT animation of bonking, lol.) Ivalician Tapestry, WP 11 Ryozan Silk, WP 13 Ordalian Weave, WP 14 Shining Satin, WP 16 Elysian Silk, WP 17 Bags: ...Removed. I kinda think they're dumb, and I'm removing female only equipment to free slots and to let me make a mystic headgear category (robes but for head) And I'm thinking of using this weapon category to make a weapon only equippable by Orlandau and Ramza (Intended to be given to Ramza but held by Orlandau, if I can learn to edit dialogue to give it the significance I want)