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Weapons found in Vagrant Story fall into one of seven categories. The categories each have a section here, in alphabetical order. The individual weapons within that category are arranged by Attack (STR), from weakest to strongest.

Weapons are made up of a haft or hilt called a Grip, and a heavy and/or sharp and/or pointed damaging structure, the Blade. Below are separate sections for Blades and Grips.

Note that Footman's Mace is properly listed as both a Mace and a Great Mace; there are two types with the same name.

Weapons have a variable number of grades, or Tiers, the number depending on the Design. They ascend in their degree of attack strength. There is no equivalent of an early Material type that is better at magic, but instead a weapon design, the mage Staff. Mage Staves have some interesting Break Arts, including the ability to reduce RISK.

Weapons have every advantage over armor in raising Affinities and Classes other than two. The most significant one is that Weapons require one less category to be raised, with a constant Class specification rather than a raisable value. Armor can be raised with Sit and Get Hit; but to replace this, there are Dummies. The other is Area of Effect damage spells, which can raise armor Affinities.

There is a way to raise weapons that is sort of similar to this, but in many ways different (including being very time-consuming): Break Arts.

The Affinity of weapons can be raised quite handily by Enchantments like Luft Fusion. There is no need to wait for the enchantment to wear off.

This can be additionally finessed by casting elemental armor Enchantments on an enemy, which should instantly make them a temporary source of that elemental type. If it does not, then an enchantment is not sufficient (it adds roughly 60 of that element), so pick another enemy.


Blades Edit

BonusesEdit

Strength and Risk bonuses, and Agility deficits, vary between different Tiers of the same Blades. These bonuses vary a little between Blade types. Range varies quite a bit between blade types, and to a much lesser extent, between different Tiers.

EXCEPT FOR STAVES, Blades never add Intelligence to weapons, nor do they subtract it - Intelligence is always 0.

Staves are different: they can add up to 30 to Intelligence, which is comparable to the Strength bonuses added by other Blades.


Damage Points and Phantom Points Edit

See Damage Points and Phantom Points

Damage Points (DP) represent wear and tear on weapons; the less they have, the less damage they do. Phantom Points (PP), conversely, represent a life energy absorbed by the weapon; the more kills they get, the more damage they do. Like Class and Affinity of the weapon and Accessories, both DP and PP are divided by four hundred and then multiplied by the weapon's Strength. This value is then compared with the opponent's Defense in Damage calculation.

Choosing Repair in the Menu in a Workshop restores Damage Points to their maximum, and reduces Phantom Points by a value relative to how many Damage Points were restored.

Bigger slower weapons have more DP and PP. The DP and PP of crafted weapons is always an average of the two blades. This could be a consideration when choosing how to craft weapons, especially when making or using the blades of smaller ones such as Daggers.


Axe Edit

See Axe and Axe and Mace

One handed weapon, usable with Shield; as with Mace and Sword, good defense for negligible loss of attack power

Weapon Type RISK STR AGI Range
Hand Axe Edged 1 6 -1 3
Battle Axe Edged 1 8 -1 3
Francisca Edged 1 10 -2 3
Tabarzin Edged 1 13 -2 3
Chamkaq Edged 1 16 -3 3
Tabar Edged 2 19 -3 3
Bullova Edged 2 22 -4 3
Crescent Edged 2 25 -4 3


Crossbow Edit

See Crossbow

Long-range, fast-firing weapon with very high RISK

Weapon Type RISK STR AGI Range
Gastraph Bow Piercing 2 9 -2 9
Light Crossbow Piercing 2 11 -1 9
Target Bow Blunt 2 13 -3 9
Windlass Piercing 3 15 -3 10
Cranequin Blunt 3 17 -3 10
Lug Crossbow Piercing 3 19 -4 10
Siege Bow Blunt 4 21 -4 11
Arbalest Piercing 4 23 -5 12


Dagger Edit

See Dagger

Lowest attack radius. Like Axe, Mace and Sword, can be used with Shields for good defense. Contrary to what one might expect, its maximum damage is slightly higher than any of those, with the exception of the extremely rare Rhomphaia sword.


Weapon Type RISK STR AGI Range
Battle Knife Edged 1 4 0 1
Scramasax Piercing 1 6 0 1
Dirk Edged 1 8 0 1
Throwing Knife Piercing 1 10 0 1
Kudi Edged 1 12 0 1
Cinquedea Piercing 1 14 -1 1
Kris Piercing 1 16 -1 1
Hatchet Edged 1 18 -1 1
Khukuri Edged 1 20 -1 1
Baselard Edged 1 22 -1 1
Stiletto Edged 2 24 -1 1
Jamadhar Piercing 2 26 -1 1


Great Axe Edit

See Great Axe

Tied with Great Sword for highest maximum listed damage

Weapon Type RISK STR AGI Range
Guisarme Edged 1 11 -2 4
Large Crescent Edged 1 16 -3 4
Sabre Halberd Edged 2 20 -3 4
Balbriggan Edged 2 25 -4 4
Double Blade Edged 3 31 -4 4
Halberd Edged 3 35 -5 4


Great Sword Edit

See Great Sword
Weapon Type RISK STR AGI Range
Broad Sword Edged 1 10 -2 4
Norse Sword Edged 1 12 -2 4
Katana Edged 1 16 -3 4
Executioner Edged 1 19 -3 4
Claymore Edged 2 22 -4 4
Schiavona Edged 2 25 -4 4
Bastard Sword Edged 2 27 -4 4
Nodachi Edged 3 31 -5 4
Rune Blade Edged 3 33 -5 5
Holy Win Edged 2 35 -6 6


Heavy Mace Edit

See Heavy Mace
Weapon Type RISK STR AGI Range
Langdebeve Blunt 1 10 -2 4
Sabre Mace Blunt 1 14 -3 4
Footman's Mace Blunt 2 19 -3 4
Gloomwing Blunt 2 23 -4 4
Mjolnir Blunt 2 27 -4 4
Griever Blunt 3 32 -5 4
Destroyer Blunt 3 36 -5 4
Hand of Light Blunt 1 30 -7 7


Mace Edit

See Mace and Axe and Mace
Weapon Type RISK STR AGI Range
Goblin Club Blunt 1 6 -1 3
Spiked Club Blunt 1 8 -1 3
Ball Mace Blunt 1 10 -2 3
Footman's Mace Blunt 1 13 -2 3
Morning Star Blunt 1 16 -3 3
War Hammer Blunt 2 19 -3 3
Bec de Corbin Blunt 2 22 -4 3
War Maul Blunt 2 25 -4 3

Polearm Edit

See Polearm
Weapon Type RISK STR AGI Range
Spear Piercing 1 8 -2 5
Glaive Edged 1 10 -2 5
Scorpion Blunt 1 12 -2 5
Corcesca Piercing 1 14 -3 6
Trident Piercing 2 17 -3 6
Awl Pike Piercing 2 19 -3 6
Boar Spear Piercing 2 21 -4 5
Fauchard Piercing 2 22 -4 5
Voulge Edged 3 26 -4 5
Pole Axe Blunt 3 28 -5 6
Bardysh Edged 3 30 -5 6
Brandestoc Piercing 3 33 -5 6


Staff Edit

See Staff
Weapon Type RISK STR INT AGI Range
Wizard Staff Blunt 1 1 5 -1 2
Clergy Rod Blunt 1 2 10 -1 2
Summoner Baton Blunt 1 3 16 -2 2
Shamanic Staff Blunt 1 4 20 -2 3
Bishop's Crosier Blunt 1 5 25 -3 3
Sage Cane Blunt 1 6 30 -3 3


Sword Edit

See Sword
Weapon Type RISK STR AGI Range
Spatha Edged 1 5 -1 3
Scimitar Edged 1 7 -1 3
Rapier Piercing 1 8 -1 3
Short Sword Edged 1 11 -2 3
Firangi Edged 1 13 -2 3
Shamshir Edged 1 15 -2 3
Falchion Edged 2 17 -3 3
Shotel Edged 2 19 -3 3
Kora Edged 2 21 -3 3
Khopesh Edged 2 23 -4 3
Wakizashi Edged 2 25 -4 3
Rhomphaia Edged 3 27 -5 5

Links Edit

Finding Weapons & Armor (Vagrant Story) - geocities cached page

See Also Edit

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