Paradox/Weapons

There are a large amount of weapons in Paradox. They can be found in the game world, received as rewards, bought or traded for or created through Synthesis.

Dagger
Damage for daggers is affected by attack and agility, averaging the two, using the formula (att+agi)/2

Note: NPC description of other weapons state daggers use attack and dexterity instead. Needs testing.

Sword
Damage for swords is purely affected by Att.

Knight Sword
Can only be wielded by certain intermediate and advanced classes, eg. Swordmaster.

Great Sword
High Attack and Crit, Lowered hit rate and agility penalties. Uses regular sword skills.

Rapier
Damage for Rapiers is affected by attack and agility, averaging the two, using the formula (att+agi)/2

Spear
Spears use Attack and Agility for damage, in game explanation does not state it uses the average of the two.

Heavy Spear
Requires a more advanced spear wielding job, eg. dragon knight.

Ninja Sword
Damage is determined by Attack and Dexterity, averaging them, in other words (Dex+Att)/2.

The in-game description states that they're for dual-wielding ninjas.

Fist
Fists use the average of attack and agility for damage.

Fang
Damage is determined purely by Attack, with high crit and hit rates. Only beasts can use fangs.

Axe
Axes use attack for damage, and have higher than average damage and crit rates. However they suffer low accuracy and agility penalties.

Club
Described in game as in between an axe and a sword, balancing accuracy and damage, having more crit than average, but less than an axe, as well as lesser speed penalties.

Scythe
Damage is determined purely using Attack. Has less attack than an equivalent sword, but also increases magic.

Staff
Staves' in-game description states that their main purpose is to raise a caster's willpower. Deal very low damages based on willpower. May have additional effect, such as an elemental boost or an on-hit effect.

Best on Healers/White magic users.

Rod
The rod's in game description states that their main purpose is to raise a caster's Magic and uses Magic for damage.

Many rods offer 50% boosts to one or more elements. Can have an additional on-hit effect.

Best on Offensive mages.

Bow
Damage for bows is determined by dexterity and attack, averaging the two, in other words (Dex+att)/2.

High hit rate.

Whip
Hitting all enemies at once, damage is based on Dexterity and Attack, averaging them, in other words (Dex+Att)/2.

Good for plant monsters who learn several unique whip skills.

Harp
Deals sonic damage instead of physical.

Relies on Dexterity for damage. Enhances Song-type skills.

Boomerang
Hitting all enemies at once, damage is based on Dexterity and Attack, averaging them, in other words (Dex+Att)/2.

According to in game description, slimes learn several unique boomerang skills.

Flail
HIts all enemies, and has high attack. Purely uses Attack for damage. low hit rate, and lowers speed.

Needs a job more advanced than warrior.

According to ingame description, Lamias learn several very powerful unique flail skills.

Fan
Fans use an average of Attack, dexterity and agility for damage, in other words (att+dex+agi)/3.

They also improve dance-type skills.

Kitchen Knife
Damage depends on Attack and Dexterity.

Enhances cooking-type skills.

Abacus
Abacuses are primarily used to lower the gold cost of merchant skills. Damage depends entirely on Attack.

Scalpel
Damage is determined using the average of attack and dexterity, in other words (att+dex)/2.

Enhances medicine-type skills(not healing spells, skills from the nurse job tree).

Card
Damage is determined by the average of Att and Dex.

Powers up Oracle skills. fortune teller and gamblers also use oracle skills.

Plate
Damage is determined by attack and dexterity.

Enhances Service-type skills(maid job branch)

Grimoire
Increases attack for physical mages.

Enhances Grimoire skills(scholar job branch)

Gun
Does high damage using dexterity alone.

Sex Toy
Deals pleasure damage, damage relies on Dexterity alone.

Powers up some sex skills.