Paradox/Weapons

There are many different types of weapons in Paradox, each with their own unique properties.

They can be found in the game world, received as rewards, bought, traded for or created through Synthesis. Using the appropriate weapon in battle can give you the edge needed to overcome powerful foes as you progress through your journey.

Dagger
A small bladed weapon that is favored by jobs that rely on both attack and dexterity.


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Inherent Effects: Increases evasion (≥ +15%) and critical rate (≥ +5%).
 * Unique Properties: Dagger skills deal +100% (+300% with normal attack) damage to foes afflicted with Blind, Sleep, Paralysis or Shock.

Sword
A long blade that boasts reliable damage, but is equippable only by Warrior-type jobs.


 * Attack Formula: Attack * 2
 * Inherent Effects: None.
 * Unique Properties: Sword skills have a 25% chance of entering Defend state for that turn.

Knight Sword
Powerful swords that can only be wielded by intermediate and advanced Warrior-type jobs.


 * Attack Formula: Attack * 2
 * Inherent Effects: Increases critical rate (≥ +5%).
 * Unique Properties: Sword skills have a 15% chance of parrying and countering physical attacks for that turn.

Great Sword
An enormous and devastating sword that is very powerful, but difficult to use properly.


 * Attack Formula: Attack * 2.5
 * Inherent Effects: Increases critical rate (≥ +15%), but lowers hit rate (-5%) and agility (≥ -11).
 * Unique Properties: Sword skills have a 50% chance to inflict Defense Down, and deal +100% (+300% with normal attack) damage to foes afflicted with Defense Down or All Stats Down.

Rapier
A slender and sharp two-edged blade specialized for thrusting attacks in quick succession.


 * Attack Formula: (Attack + Agility) * 1.2
 * Inherent Effects: Increases critical rate (≥ +5%) and doubles SP recovery rate.
 * Unique Properties: Rapier skills deal +100% (+300% with normal attack) damage to foes afflicted with Burn.

Magic Sword
A mythical blade that imbues great magical and physical powers upon its wielder.


 * Attack Formula: (Attack + Magic) * 1.2
 * Inherent Effects: None.
 * Unique Properties: Sword and Rapier skills increase Attack and Defense by 33% for 3 turns. White Magic, Black Magic, Time Magic and Summoning skills increase Magic and Willpower by 33% for 3 turns.

Spear
A pole weapon with a sharp head, fitted for quick and powerful attacks.


 * Attack Formula: (Attack + Agility) * 1.2
 * Inherent Effects: None.
 * Unique Properties: Spear skills have a 50% chance to inflict Agility Down.

Heavy Spear
A more powerful and intricate type of polearm, equippable only by seasoned spear-wielders.


 * Attack Formula: (Attack + Agility) * 1.2
 * Inherent Effects: Increases critical rate (≥ +5%).
 * Unique Properties: Spear skills deal +100% (+300% with normal attack) damage to foes afflicted with Slow, Stop, Agility Down, All Stats Down or Greater Agility Down.

Katana
A curved, single-edged blade capable of cutting through the toughest of armor.


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Inherent Effects: Increases critical rate (≥ +15%) and critical damage (+50%).
 * Unique Properties: None.

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


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Unique Properties: Ninjutsu skills grant +50% Evasion and +30% Magic Evasion for that turn.

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


 * Attack Formula: (Attack + Agility) * 1.2
 * Unique Properties: Increases critical damage by 50%.

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


 * Attack Formula: Attack * 2
 * Unique Properties: Beast skills have a 50% chance to inflict Agility Down.

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


 * Attack Formula: Attack * 2
 * Unique Properties: Axe skills have a 50% chance to inflict Defense Down, and deal +100% (+300% with normal attack) damage to foes afflicted with Defense Down or All Stats Down.

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.


 * Attack Formula: Attack * 2
 * Unique Properties: Club skills have a 50% chance to inflict Defense Down, and deal +100% (+300% with normal attack) damage to foes afflicted with Freeze.

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


 * Attack Formula: Attack * 2
 * Unique Properties: Scythe skills have a 50% chance to inflict Willpower Down and Magic Down, and deal +100% (+300% with normal attack) damage to foes afflicted with Silence, Confusion or Sleep.

Part 2 addition: Scythe skills have a 50% chance of lowering enemy magic and/or willpower. Silenced, confused, or sleeping enemies receive +300% damage from Scythe skills.

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.


 * Attack Formula: (Attack * 3 + Magic) / 2 * 1.2
 * Unique Properties: Has a 20% chance of using [Prayer] at the end of each turn, healing all allies.

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


 * Attack Formula: (Attack * 3 + Magic) / 2 * 1.2
 * Unique Properties: Has a 20% chance of using [Magic Charge] at the start of each turn, increasing Magic and Willpower.

Bow
Damage for bows is determined by dexterity and attack, averaging the two.


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Unique Properties: Increases hit rate by 50%. Bow skills deal +100% (+300% with normal attack) damage to foes afflicted with Defense Down, Willpower Down, Attack Down, Magic Down, Dexterity Down, Agility Down or All Stats Down.

Whip
Hitting all enemies at once, damage is based on Dexterity and Attack, averaging them.


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Unique Properties: Normal attack hits all foes. Whip skills have a 25% chance to inflict Bind, and a 50% chance to inflict Attack Down.

Harp
Deals sonic damage instead of physical.


 * Attack Formula: Dexterity * 2
 * Unique Properties: Singing and Ocean skills deal +100% (+300% with normal attack) damage to foes afflicted with Confusion or Seduction.

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


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Unique Properties: Normal attack hits all foes. Throwing skills grant +50% Evasion and +30% Magic Evasion for that turn.

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


 * Attack Formula: Attack * 2
 * Unique Properties: Normal attack hits all foes. Flail skills deal +100% (+300% with normal attack) damage to foes afflicted with Stun.

Fan
Fans use an average of dex and agi.


 * Attack Formula: (Dexterity + Agility) * 1.2
 * Unique Properties: Fan skills deal +100% (+300% with normal attack) damage to foes afflicted with Trance, Seduction or Incontinence.

Kitchen Knife
Damage depends on Attack and Dexterity.


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Unique Properties: Cooking skills have a 25% chance of not consuming the necessary ingredients.

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


 * Attack Formula: Attack * 2
 * Unique Properties: Mercantile skills consume 20% less gold to use.

Scalpel
Damage is determined using the average of attack and dexterity.


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Unique Properties: Medicine skills have their beneficial effects extended by 5 turns, and deal +100% (+300% with normal attack) damage to foes afflicted with Poison or Zombie.

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


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Unique Properties: Has a 25% chance of granting a second action every turn.

Plate
Damage is determined by attack and dexterity.


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Unique Properties: Extends the duration of Battle, Magical and Perfect Maid transformations by 5 turns. Service skills deal +100% (+300% with normal attack) damage to foes afflicted with Trance or Incontinence.

Grimoire
Increases attack for physical mages.


 * Attack Formula: Attack * 2
 * Unique Properties: Magic Science skills cost 66% SP to use. Alchemy and Grimoire skills have a 20% chance of not consuming the necessary catalysts.

Gun
Does high damage using dexterity alone.


 * Attack Formula: Dexterity * 2
 * Unique Properties: Increases hit rate by 50%. Gun skills deal +100% (+300% with normal attack) damage to foes afflicted with Defense Up, Willpower Up, Attack Up, Magic Up, Dexterity Up, Agility Up or All Stats Up.

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


 * Attack Formula: Dexterity * 2
 * Unique Properties: Attacks deal Pleasure damage. Sexcraft skills deal +100% (+300% with normal attack) damage to foes afflicted with Horny.

Collab Character Specific Weapons
Those weapons are acquired during the Collab Scenario, and can only be equipped to one or two characters at most. They're either found in the Château des Romances during chapter 12 for the characters recruited by then, or are naturally equipped for the antagonists recruited in the post-collab save for a very few exceptions.

They are integrated into their own list in game at the end, and are not with the other to avoid fruitless comparisons. They all cost 0G.

Other copies can be acquired with an insane luck in the Labyrinth of Chaos. They can also be transformed into their legendary versions there.