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, such as Thieves.


 * Attack Formula: (Attack + Dexterity) * 1.2
 * Unique Properties: Dagger skills deal +100% (+300% with normal attack) damage to foes afflicted with Blind, Sleep, Paralysis or Shock.

Sword
Boasts reliably high damage, but is equippable only by Warrior-type jobs.


 * Attack Formula: Attack * 2
 * Unique Properties: Sword skills have a 25% chance of going into Defend state for that turn.

Knight Sword
Can only be wielded by intermediate and advanced Warrior-type jobs, such as a Swordmaster.


 * Attack Formula: Attack * 2
 * Unique Properties: Sword skills have a 15% chance of parrying and countering physical attacks for that turn.

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


 * Attack Formula: Attack * 2.5
 * 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
Damage for Rapiers is affected by attack and agility, averaging the two, using the formula (att+agi)/2.


 * Attack Formula: (Attack + Agility) * 1.2
 * Unique Properties: Rapier skills deal +100% (+300% with normal attack) damage to foes afflicted with Burn.

Magic Sword
Part 2 addition: Using Sword skills causes you to enter physical mode, increasing attack and defense, while using Black Magic causes you to enter magical mode, increasing magic and willpower.


 * Attack Formula: (Attack + Magic) * 1.2
 * 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
Spears use Attack and Agility for damage, in game explanation does not state it uses the average of the two.


 * Attack Formula: (Attack + Agility) * 1.2
 * Unique Properties: Spear skills have a 50% chance to inflict Agility Down.

Heavy Spear
Requires a more advanced spear wielding job, eg. Dragon Knight.


 * Attack Formula: (Attack + Agility) * 1.2
 * 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
Damage is determined by the average of your Attack and Dexterity.


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

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.

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

Best on Offensive mages.

Part 2 addition: 20% chance of boosting magic at the start of each turn.

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

High hit rate.

Part 2 addition: Deal +300% damage to stat-weakened enemies.

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.

Part 2 addition: Whips skills have a 25% chance of Binding, and a 50% of lowering attack, of enemies.

Harp
Deals sonic damage instead of physical.

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

Part 2 addition: Confused or seduced enemies receive +300% damage from Singing and Ocean 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.

Part 2 addition: +50% evasion and +30% magic evasion when using Throwing 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.

Part 2 addition: Flail skills deal +300% damage to stunned enemies.

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.

Part 2 addition: +15% critical hit rate, Fan skills deal +300% damage on tranced, seduced, or incontinent enemies.

Kitchen Knife
Damage depends on Attack and Dexterity.

Enhances cooking-type skills.

Part 2 addition: 25% chance to not use ingredients when using Cooking 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).

Part 2 addition: Increases duration and effectiveness of Medicine skills for the wearer by 5 rounds, Medicine skills deal +300% damage to poisoned or zombified enemies.

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

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

Part 2 addition: +20% critical hit rate, 25% chance to get two actions in one turn.

Plate
Damage is determined by attack and dexterity.

Enhances Service-type skills (maid job branch).

Part 2 addition: Increases duration of maid transformations (Battle, Magic, etc) by 5 rounds. Maid skills inflict +300% damage on tranced or incontinent enemies.

Grimoire
Increases attack for physical mages.

Enhances Grimoire skills (scholar job branch).

Part 2 addition: 66% reduced SP cost on Magic Science skills. 20% chance of no page/item consumption when using Grimoire and Alchemy skills.

Gun
Does high damage using dexterity alone.

Part 2 addition: Gun skills inflict +300% damage to stat-boosted enemies.

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

Powers up some sex skills.

Part 2 addition: Sexcraft skills inflict +300% damage on horny enemies.

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.