Someone requested a guide to items, so here it is! All items can be tooltipped, and will list procs, elements, status immunities, and other effects. Here is where everything not immediately apparent from tooltips is listed. Note that some formulas have been changed from vanilla. Base classes of Agrias and Ramza can equip all items.
WEAPONS:
Dagger: Formula = PA*WP. Weak WP, but commonly comes with procs or additional effects. Range 1, equippable by everyone. 2 swords compatible (except Butterknife).
Ninja Blade: Formula = PA*WP. Deals MP Damage. Range 1, equippable by Thief and Ninja. 2 Swords and 2 hands compatible.
Sword: Formula = PA*WP. Average WP, commonly comes with procs or additional effects. Range 1, equippable by Knight and Geomancer. 2 Swords and 2 Hands compatible.
Knight Sword: Formula = PA*WP. High WP, comes with additional effects. Range 1, equippable by Knight. 2 Hands compatible. Chaos Blade is forced 2 hands.
Katana: Formula = PA*WP. High WP, no additional effects. Range 1, equippable by Ninja and Samurai. 2 Hands compatible, all except Masamune and Chirijiraden are 2 Swords compatible.
Axe: Formula = WP * Random (PA/2 .. 3PA/2). High WP, often comes with procs/additional effects. Range 1, Equippable by Geomancer. 2 Hands compatible/Forced 2 hands.
Rod: Formula = (PA+MA)/2 * WP. Low WP, comes with procs and mage friendly effects. Range 1, Equippable by Wizard, Summoner, Oracle. 2 Swords and 2 Hands compatible.
Staff: Formula = MA*WP. Low WP, comes with procs and mage friendly effects. Range 1, equippable by Priest, Time Mage, Summoner, Oracle. 2 Swords and 2 Hands compatible.
Whip: Formula = WP * Random (PA/2 .. 3PA/2). Mid-low WP, comes with procs. Range 1, equippable by Thief and Ninja. 2 Swords and 2 Hands compatible.
Gun: Formula = WP^2. Mid-low WP, rare ones come with procs. Range 8, equippable by Mediator and Chemist.
Crossbow: Formula = WP^2. Mid-low WP, rare ones come with procs. Range 5, equippable by Archer and Dragoon.
Bow: Formula = PA*WP. Mid WP, comes with procs. Range 5 (Additional range for higher height difference), equippable by Archer. 2 Hands compatible, Forced 2 hands.
Harp: Formula = (PA+MA)/2 * WP. Mid WP, comes with procs. Range 3, equippable by Bard and Dancer.
Book: Formula = (PA+MA)/2 * WP. High WP, Heals HP. Range 3, equippable by Mediator and Oracle.
Spear: Formula = PA*WP. Mid WP. Range 2, equippable by Dragoon. 2 Hands compatible.
Pole: Formula = MA*WP. High WP. Range 2, equippable by Oracle. 2 Hands compatible.
Bag: Formula = WP * Random (PA/2 .. 3PA/2). Low WP, comes with additional effects. Range 1, equippable by everyone.
Carpet: Formula = (PA+MA)/2 * WP. Mid WP. Range 2, equippable by Dancer and Bard.
Throwables: Formula = Speed * WP, range = move. Use with Throw command.
ARMOR/SHIELD:
Shield: Adds evade. Equippable by Knight, Archer, Geomancer, Dragoon, Blue Mage.
Helmet: Adds lots of HP. Equippable by Knight, Dragoon, Samurai.
Hat: Adds HP/MP/PA/MA, occasional status immunity or other effect. Equippable by Chemist, Archer, Monk, Priest, Wizard, Time Mage, Summoner, Thief, Mediator, Oracle, Geomancer, Ninja, Bard, Dancer.
Hairpiece: Adds tiny HP/MP bonus, lots of status immunities. Equippable by everyone.
Armor: Adds lots of HP. Equippable by Knight, Dragoon, Samurai.
Clothing: Adds HP/MP/PA/MA, occasional status immunity or other effect. Equippable by Chemist, Archer, Monk, Priest, Wizard, Time Mage, Summoner, Thief, Mediator, Oracle, Geomancer, Ninja, Bard, Dancer.
Robe: Adds HP/MP/PA/MA, occasional status immunity or other effect. Adds more MP/MA than HP/PA. Equippable by Knight, Priest, Wizard, Time Mage, Summoner, Mediator, Oracle, Geomancer, Dragoon, Samurai, Blue Mage.
Accessory: Adds effect as indicated in tooltips. Equippable by everyone.
CONSUMABLE:
Use with Item command. Effect as indicated in Tooltips.
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Item improvement: I'd like to rework items to further reduce redundancy/make them more interesting, but not sure what is needed in this department. Any ideas?
Items!
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#2
01 December 2015 - 11:42 AM
I'm not sure how this would sound to you, but it's just a quick thought I had.
Maybe replacing certain items that are not used as frequently (eye drops, antidotes, etc.) to offensive items, reminiscent of the Alchemist class in Ragnarok Online. (With names like 'Acid Bomb', 'Tear Gas' and the like.)
The items I'm thinking about would work in an area of effect similar to Geomancy, with relatively limited vertical, and non-dependent on the terrain and MA, like Geomancy. Instead, they could have a more physical approach, and as such, evadable, with the chance of inflicting a certain status effect (and since they would probably only be a few items, there would be limited status effects to them.)
I'm also thinking that, it would be most effective with either a unit with Throw Item or a Chemist, making its use something to consider above other options or not.
Maybe replacing certain items that are not used as frequently (eye drops, antidotes, etc.) to offensive items, reminiscent of the Alchemist class in Ragnarok Online. (With names like 'Acid Bomb', 'Tear Gas' and the like.)
The items I'm thinking about would work in an area of effect similar to Geomancy, with relatively limited vertical, and non-dependent on the terrain and MA, like Geomancy. Instead, they could have a more physical approach, and as such, evadable, with the chance of inflicting a certain status effect (and since they would probably only be a few items, there would be limited status effects to them.)
I'm also thinking that, it would be most effective with either a unit with Throw Item or a Chemist, making its use something to consider above other options or not.
#3
01 December 2015 - 03:04 PM
Pretty sure that consumable items could only inflict/heal status at 100%, or heal hp/mp on a single target. I was considering uprooting some of the more useless items (eye drops, antidotes, etc.) for effects such as cancel: innocent and dispel (would be ridiculously useful in quite a few ch 4 battles). Not 100% if that would be broken though, since Throw Item is already one of the best support skillsets.
I was also referring to equippable items such as the bags, armors, clothes, etc. I'm aware that many are redundant and/or outclassed, but not sure what people would want in place of these (outside of stupid/troll suggestions I've received like vanilla Chantage's effect).
I was also referring to equippable items such as the bags, armors, clothes, etc. I'm aware that many are redundant and/or outclassed, but not sure what people would want in place of these (outside of stupid/troll suggestions I've received like vanilla Chantage's effect).
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