http://www.rpgdl.com/wiki/index.php?title=Final_Fantasy_Tactics_A2Final Fantasy Tactics A2: Grimoire Of The Rift.
Or, In Which The Main Villian Is Foiled By The Power Of Literacy.
Welcome to the FFTA2 stat topic. Well, first:
Table of Contents: use Ctrl+F anything in parenthesis to find the relevant section fast. You may need to refresh the page, topic is big enough that it loads funny. Working on a Wiki transfer.
1) Stats & Status (*STAT*)
2) Equipment options (*EQUIP*)
3) Unique PCs (*NAME*)
4) Bosses (*BOSS*)
5) Hume classes (*HUME*)
6) Viera classes (*VIERA*)
7) Bangaa classes (*BANG*)
8) Nu Mou classes (*NUMOU*)
9) Moogle classes (*MOOG*)
10) Seeq/Gria classes (*OTHER*)
Stats (*STAT*)
HP: These measure how happy you are; lose them and you are sad.
MP: Magic Points. Note: FFTA2 operates weirdly with MP. You start at 0, and gain 10 MP a turn. This has the effect of making a -lot- of skills turn 2, 3, and even 4 for use.
Speed: How much you resemble Sonic. Speed is completely linear and doubleturns/more are perfectly feasible in game.
Evasion: How much hit chances are reduced by. As a note, in-game 1% and 0% evasion are the exact same; all attacks have an innate 1% chance to miss, except for a few major exceptions. 2% and higher for evasion is a literal reduction. Very few classes in the DL can manage higher than 25% without sacrificing their weapon (and few classes want that).
Attack: Always, without exception (from what I can tell) checks Def. One point in this is ~0.75 points more damage on average.
Defense: One point of this is -0.375 damage on average.
Magic(k): Checks Res, is worth the same as Atk.
Resistance: (not to be confiused with Resilience) Worth the same as Def.
Resilience: How likely status attacks and some stat downs are to hit you. Again, quite literal. This stat is hidden in-game, but easily tested for.
Buffs/Debuffs: The game's terms for any positive status or stat up, or a negative status or stat down.
Haste: Doubles the speed stat. Lasts for three of the affected unit's turns.
Regen: Heal 1/10 mHP at the beginning of every turn. Permanent.
Spellbound: Doubles the length of certain buffs and debuffs (Haste). Permanent.
Astra: Immunes the next status that would be inflicted (does not get removed on an unsucessful try). Lasts until used.
Reraise: Immediately upon death, revive with 1/10th mHP. This prevents game overs, but removes all other status, buffs and debuffs. Lasts until used.
Cover: All effects targeting a unit target the covering unit instead. Damage dealt is calculated to the covering unit, and any buffs or debuffs either unit has applies to this. Lasts until the covering unit's next turn.
Reflect: Send some spells back at the caster. Mostly, only negative spells are affected (Haste goes through, Slow reflects). Permanent.
Charm: Unit behaves as if he is on the same team as the charmer (will not hurt self, but will aid any new "allies" and will walk around if no other target is present). Lasts until damaged or statused by another attack.
Confuse: Unit behaves randomly, choosing a random non-self target and performing a random action on the chosen target. Lasts until damaged or statused by another attack.
Berserk: Unit uses only basic physicals on any enemy within range. Damage might be boosted slightly, but I think it's negligible. Lasts until damaged or statused by another attack.
Blind: Decreases accuracy by 30%. Permanent.
Silence: Prevent spells from being used. Lasts 3 turns.
Addle: Prevent all non-basic physicals from being used. Lasts 3 turns.
Disable: Prevents any action other than walking. Lasts 3 turns.
Immobilize: Prevents use of the Move command. Lasts 3 turns.
Poison: Deal 1/10 mHP at the beginning of every turn. Permanent.
Sleep: Unit does not act or move, but turns pass (so Death Sentence counts down, etc.). Lasts three turns, or until the unit is damaged. This also negates Resilience in-game (translation: status always hits in-game, if it's not immuned). How you take this depends on you, but I interpret it as negating all status defenses short of immunity.
Slow: Halves the speed stat. Lasts for three of the affected unit's turns.
Stop: Has the effect of Slow, plus does not allow turns to pass (so Death Sentence doesn't count down, etc.). Lasts three turns. This isn't as good as it sounds, arguably - see Speed Notes later. This also negates Resilience in-game (translation: status always hits in-game, if it's not immuned). How you take this depends on you, but I interpret it as negating all status defenses short of immunity.
Doom: Unit dies at the beginning of the third turn since Doom was inflicted. Sleep lets this count down, Stop does not. Lasts until the unit is dead or healed.
Toad: Unit cannot use any abilities. Permanent. This status is considered fatal by the game.
Petrify: Unit cannot act or move. Permanent. This status is considered fatal by the game.
ID: Instant Death. All skills that inflict this check Resilience, and as such it's arguably a status here. Your mileage may vary.
Stat up/down buffs/debuffs: All stat ups or downs, unless stated otherwise by the move, boost the stat by 30 points and are permanent.
Exceptions: Evade and Resilience buffs/debuffs are 15 points. Speed debuff -halves speed-.Equip options! (*EQUIP*) As with FFT, there's a wide variety of possibly-useful stuff; most of it in this case is elemental resistance, though some status blocking and stat boosts come up as well. Speed, being a tight curve, is perhaps one of the most relevant stats to get from equips.
Elemental Resistance:
Swords: Absorb Holy (Vitanova)
Knightswords: Absorb Holy (Save the Queen) Immune Holy (Excalibur)
Shield-users: Immune Fire (Flame Shield), Ice (Ice Shield), Halve Holy (Templar and Aegis Shield), Halve Dark weak Fire (Ensanguined Shield)
Rapier-users: Immune Wind (Djinn Flyssa), Dark (Diabolique), half Dark (Epee-prisme)
Broadsword-users: Immune Lightning (Vajra),
Blade users: Absorb Fire (Venus Sword), Immune Wind (Air Blade)
Rod users: Immune Earth (Terre Rod), Ice (Chill Rod), Fire (Flame Rod), Thunder (Thor Rod), Water (Crown Scepter)
Katanas: Absorb Holy (Ama-no-murakamo), Immune Dark (Zanmato)
Staff users: Immune Water (Spring Staff)
Heavy Armor: Half Fire (Dragon Armor)
Robes: Absorb Fire (Blaze Robe), Ice (Flurry Robe), Thunder (Thunder Robe), Holy (Chameleon Robe), Dark (Reaper's Robe), half Water (Black Robe), Ice (White Robe)
Light Armor: Absorb Earth (Gaia Gear), Dark (Bone Plate).
Female-only Light Armor: Immune Dark (Minerva Bustier), Lightning (Rubber Suit)
Statusblockers:
Universal: Orb of Minwu - Blind, Silence, Immobilize, Disable, Confuse, Charm, Toad, Stone
Shield-users: Stone (Aegis Shield), Poison, Blind, Silence, Immobilize, Disable, Confuse, Charm (Templar Shield)
Hat-users: Immobilize (Thief Hat), Silence (Gold Hairpin)
Hair accessories: All (Ribbon (non-infinite)), Poison/Blind/Silence (Cachusha/Barette), Immobilize/Disable/Confuse/Charm (Barette)
Greatsword-users: Poison (Xankbras), Stone (Ancient Sword), Slow (Diamond Sword), Doom (Hardedge), Sleep (Luabreaker), Confuse (Vigilante), ID (Master Sword), Charm (Oblige)
Knife-users: Disable (Rondel), Slow (Tiptaptwo - one of a kind)
Instrument-users: Sleep (Glass Bell), Charm (Satyr Flute), Silence (Brilliant Theorbo), Doom (Heal Chime), Poison (Blueleaf Flute)
Light Armor: Doom (Jujitsu Gi), Stop (Black Garb), ID (Wygar)
Bows: Blind, Silence, Poison (Malbow)
Staves: Stone (Serpent Staff)
Rapiers: Doom (Femme Fatale), Berserk (Colichemarde)
And now, the actual -list-.
DL relevant equipment.
Knives (Thief, Juggler, Hunter, Chocobo Knight, Ranger, Dancer, Heritor)
Tonberrian (52 Attack, 10 Speed, 2 Evasion)
-- Jambiya (43 Attack, 2 Magic, 2 Evasion
-- Cinquedea (42 Attack, 5 Speed, 4 Evasion)
-- Kris (33 Attack, 5 Resist, 2 Evasion)
-- Rondel (33 Attack, 2 Evasion, Immune: Disable)
Swords (Soldier, Warrior, Dragoon, Spellblade, Chocobo Knight, Sky Pirate, Heritor)
Vitanova (44 Attack, 2 Magic, 4 Evasion, Holy-elemental, Absorb Holy)
-- Restorer (43 Attack, 5 Magic, 5 Resistance)
-- Onion Sword (42 Attack, 5 Defense, 5 Resistance, 2 Evasion)
-- Blood Sword (22 Attack, Steals HP on hit)
-- Gale Sword (35 Attack, 5 Speed, Wind-elemental)
Blades (Gladiator, Moogle Knight, Fighter, Chocobo Knight, Sky Pirate, Heritor)
Ayviur Red (64 Attack, 7 Defense, 2 Speed)
-- Materia Blade (58 Attack, 15 Magic, 10 Resistance)
-- Adamant Blade (55 Attack, 10 Defense)
-- Ebon Blade (50 Attack, 5 Defense, Dark-elemental)
-- Paraiba Blade (45 Attack, 10 Magic, 4 Evasion)
-- Icebrand/Flametongue/Air Blade (42 Attack, Ice/Fire/Wind element)
-- Venus Blade (33 Attack, 2 Speed, 2 Magic, Fire-elemental, Absorb Fire)
-- Atomos Blade (38 Attack, Lightning-elemental) - for weakness
Sabers (Blue Mage, Sky Pirate, Chocobo Knight, Heritor)
Talwar (65 Attack, 5 Defense, 10 Resistance, 2 Speed)
-- Soulsaber (62 Attack, 10 Resistance, 4 Evasion, Fire-elemental)
-- Manganese Saber (57 Attack, 10 Magic)
-- Aqua Saber (38 Attack, 5 Evade, Water-elemental)
Knightswords (Paladin, Defender, Chocobo Knight, Templar, Heritor)
The Fallen Angel (72 Attack, 3 Magick, 4 Speed, 5 Evasion)
-- Excalibur (48 Attack, 2 Magic, 1 Speed, 4 Evasion, Holy-elemental, Immune Holy)
-- Save the Queen (45 Attack, 3 Defense, 3 Resistance, 4 Evasion, Holy-elemental, Absorb Holy)
-- Apocalypse (37 Attack, Dark-elemental)
Rapiers (Fencer, Red Mage, Chocobo Knight, Elementalist)
Last Letter (66 Attack, 2 Speed, 5 Evasion)
-- Windsong Rapier (56 Attack, 10 Magic, 2 Speed, Wind-elemental)
-- Femme Fatale (54 Attack, 2 Speed, Immune Doom)
-- Diabolique (52 Attack, 5 Resist, 2 Speed, Dark-elemental, Immune Dark)
-- Epee-prisme (42 Attack, 2 Speed, Halve Dark) - If you really can't afford to have a dark-elemental weapon, but need to resist Dark...
-- Mage Masher (36 Attack, 5 Magic, 10 Resistance, 2 Speed)
-- Djinn Flyssa (34 Attack, 2 Magic, 2 Speed, 4 Evasion, Wind-elemental, Immune Wind)
-- Scarlet Rapier (28 Attack, 2 Magic, 2 Speed, Fire-elemental)
Greatswords (Soldier, Lanista, Paladin, Chocobo Knight, Ravager, Heritor) (2-Handed)
Tournesol (78 Attack)
-- Master Sword (76 Attack, immune ID)
-- Vigilante (60 Attack, Immune Confuse)
-- Luabreaker (48 Attack, Immune Sleep)
-- Hardedge (46 Attack, Immune Doom)
-- Oblige (46 Attack, Immune Charm)
-- Diamond Sword (38 Attack, Immune Slow)
-- Ancient Sword (38 Attack, Immune Stone)
-- Xankbras (37 Attack, Immune Poison)
Broadswords (Warrior, Defender, Raptor, Chocobo Knight, Heritor) (2-Handed)
Estrella (72 Attack, 5 Defense, 5 Resist)
-- Vajra (45 Attack, 5 Defense, 5 Resist, Lightning-elemental, Immune Lightning)
-- Samson Sword (34 Attack, 5 Defense, Earth-elemental)
-- Predator (34 Attack, 5 Defense, 5 Magic)
Katanas (Parivir, Ninja, Assassin, Chocobo Knight, Heritor)
Masamune (58 Attack)
-- Zanmato (52 Attack, 8 Magic, Holy-elemental, Immune: Dark)
-- Sumihomura (48 Attack, 6 Speed)
-- Rangetsu-denbu (40 Attack, 4 Speed, 5 Evasion)
-- Ama-no-murakumo (34 Attack, 5 Resist, Holy-elemental, Absorb Holy)
-- Ashura (33 Attack, Fire-elemental)
-- Murasame (31 Attack, Water-elemental)
Lances (Dragoon, Templar, Chocobo Knight)
Dragon Whisker (55 Attack, 2 Jump)
-- Trident (50 Attack, 2 Magic, 2 Jump)
-- Lava Spear/Gae Bolg/Ice Lance (35 Attack, Fire/Lightning/Ice-elemental)
Rods (Black Mage, Arcanist, Chocobo Knight, Dancer, Time Mage, Illusionist, Heritor)
Heretic Rod (42 Attack, 20 Magic, Dark-elemental)
-- Crown Scepter (35 Attack, 5 Defense, 2 Magic, 5 Resist, 5 Evasion, Immune Water)
-- Bomb Arm (42 Attack, 5 Magic, 10 Resist)
-- Lilith Rod (40 Attack, 5 Magic, 4 Speed, 2 Evade)
-- Flame/Thor/Chill Rod (27 Attack, 2 Magic, Fire/Lightning/Ice elemental, Immune Fire/Lightning/Ice)
-- Terre Rod (23 Attack, 2 Magic, Earth elemental, Immune Earth)
Staffs (White Mage, Bishop, Summoner, Chocobo Knight, Dancer, Heritor)
Staff of the Magi (40 Attack, 5 Resist)
-- Nirvana (34 Attack, 10 Resist, holy-elemental)
-- Cheer Staff (32 Attack, 5 Resist, 5 Evasion)
-- Pomegranate Staff (31 Attack, 5 Defense, 5 Resist)
-- Spring Staff (29 Attack, 5 Resist, Water-elemental, Immune Water)
-- Serpent Staff (27 Attack, 5 Resist, immune Stone)
-- Judicer's Staff (23 Attack, 3 Magic, 5 Resist, Lightning-elemental)
Poles (Chocobo Knight, Dancer, Master Monk, Heritor, Geomancer)
Eight-fluted Pole (49 Attack, 2 Defense, 2 Speed, 2 Evasion)
-- Zephyr Pole (38 Attack, 2 Defense, 2 Resistance, 2 Speed, Wind-elemental)
-- Cypress Pole (32 Attack, 2 Defense, 2 Magic, 2 Speed, Earth-elemental)
Knuckles (Tinker, White Monk, Chocobo Knight, Berserker)
Gleisburst (59 Attack, 10 Magic, 5 Evasion)
-- Magic Hands (52 Attack, 5 Magic, 5 Resist, 5 Evasion)
-- Death Claws (43 Attack, 2 Evasion, Dark-elemental)
-- Tiger Fangs (41 Attack, 4 Evasion, Lightning-elemental)
-- Godhand (39 Attack, 3 Magic, 1 Speed, 4 Evasion, Holy-elemental)
-- White Fangs (39 Attack, 2 Evasion, Ice-elemental)
-- Rising Sun (31 Attack, 2 Evasion, Fire-elemental)
Instruments (Animist, Beastmaster, Chocobo Knight, Bard)
Frigid Viol (40 Attack, 5 Defense, 5 Resist, 1 Speed, Ice-elemental)
-- Brilliant Theorbo (40 Attack, 5 Defense, 5 Magic, 1 Speed, Fire-elemental, Immune Silence) - Might be considered illegal; cannot be purchased, but a repeatable quest gives them. It's also not a big issue, Frigid Viol's better and Shining Lute is DL-illegal except for maaaaybe Hurdy (who gives you the quest and asks you to make it for him), but I'd not buy it (doesn't equip it himself).
-- Heal Chime (33 Attack, 2 Evasion, Holy-elemental, Immune Doom)
-- Blueleaf Flute (33 Attack, 2 Resist, Immune Poison)
-- Satyr Flute (32 Attack, 2 Evasion, Immune Charm)
-- Black Quena (32 Attack, 2 Resist, Dark-elemental)
-- Glass Bell (25 Attack, 1 Resist, Immune Sleep)
Hammers (Viking, Green Mage, Chocobo Knight) (2-Handed)
Mjolnir (55 Attack, 10 Magic, 15 Resist, Lightning-element)
-- Sledgehammer (52 Attack, 10 Resist)
Axes (Viking, Chocobo Knight)
------- Golden Axe (49 Attack) WORTHLESS except uh against FE spear users yesiu!
Maces (Alchemist, Sage, Green Mage, Chocobo Knight)
Zeus Mace (50 Attack, 5 Magic, 5 Resist, Holy-elemental)
-- Scorpion Tail (48 Attack, 2 Magic, 5 Resist)
-- Lotus Mace (44 Attack, 2 Magic, 5 Resist, Fire-elemental)
-- Mandragora (40 Attack, 2 Magic, 5 Resist, Earth-elemental)
Books (Seer, Chocobo Knight, Scholar)
Edaroya Scriptures (44 Attack, 10 Magic, 10 Resist, Holy-elemental)
-- Tome of Ending (42 Attack, 10 Magic, 10 Resist)
Bows (Ranger, Archer) (2-Handed)
Malbow (55 Attack, Immune Blind/Silence/Confuse)
-- Crescent Bow (45 Attack, 4 Evade)
Greatbows (Hunter, Assassin, Sniper) (2-Handed)
Seventh Heaven (55 Attack, 5 Evasion, Holy-elemental)
-- Max's Oathbow (52 Attack, 2 Magic, Dark-elemental)
-- Gastrophetes (48 Attack, 5 Defense, 10 Resist)
-- Arbalest (41 Attack, 5 Defense, 5 Resist, Earth-elemental)
-- Nike Bow (37 Attack, 2 Defense, Lightning-element)
-- Elfin Bow (33 Attack, 2 Evasion, Wind-elemental)
Guns (Fusilier, Agent)
Peacemaker (35 Attack)
Handcannons (Flintlock, Cannoneer)
Rocket Punch (55 Attack)
Cards (Trickster)
Joker (52 Attack, 5 Speed, 4 Evasion)
Heritor-legal Weapons
Knife: Tiptaptwo (55 Attack, 15 Speed, 2 Evasion, Immune Slow)
Sword: Chirijiraden (62 Attack, 7 Defense)
Blade: Ayvuir Blue (64 Attack, 10 Resist, 4 Evasion)
Knightsword: Nagrarok (68 Attack, 6 Speed, 4 Evasion)
Katana: Hyakushiki-masamune (78 Attack, 15 Magic)
Pole: Whale Whisker (58 Attack, 5 Defense, 2 Speed, 5 Evasion)
--HELMETS--
Helms (Soldier, Moogle Knight, Lanista, Warrior, Dragoon, Viking,
Paladin, Defender, Raptor, Ravager, Templar)
Genji Helm (2 Attack, 19 Defense, 9 Resist)
Hair Ornaments (Gria, Viera, Adelle, Penelo) - needs testing
Barette (2 Defense, 5 Resist, Immune several debuffs)
Cachusha (2 Defense, 5 Resist, Immune some debuffs)
Hats (Everyone EXCEPT Dragoon, Paladin, Defender, White Monk)
Golden Skullcap (8 Defense, 6 Magic, 18 Resist)
-- Thief's Cap (8 Defense, 6 Resist, 5 Evasion, Immune Immobilize)
-- Gold Hairpin (4 Defense, 2 Magic, 15 Resist, Immune Silence)
--ARMOR--
Armor (Soldier, Moogle Knight, Lanista, Warrior, Dragoon, Viking, Paladin,
Defender, Raptor, Ravager, Templar)
Genji Armor (2 Attack, 58 Defense, 12 Resist)
-- Materia Armor (50 Defense, 5 Magic, 8 Resist)
-- Dragon Mail (40 Defense, 6 Resist, Halve Fire)
-- Mirror Mail (40 Defense, 6 Resist, Always: Reflect)
Light Armor (All classes EXCEPT Dragoon, Paladin, Defender, Moogle Knight, Templar)
Ever Robe (49 Defense, 28 Resist)
-- Galmia Frock (47 Defense, 6 Attack, 16 Resist)
-- Brint Frock (47 Defense, 5 Magic, 16 Resist)
-- Bone Plate (37 Defense, 8 Resist, Dark-element, Absorb Dark)
-- Rubber Suit (36 Defense, 18 Resist, Immune Lightning, Female-only (Gria/Viera/Adelle/Penelo))
-- Mirage Vest (36 Defense, 18 Resist, Halve Holy)
-- Wygar (35 Defense, 10 Resist, Immune KO)
-- Black Garb (35 Defense, 3 Resist, 2 Speed, 2 Evasion, Immune Stop)
-- Ninja Gear (33 Defense, 6 Resist, 1 Speed, 5 Evasion)
-- Minerva Bustier (33 Defense, 14 Resist, Immune Dark, Female-only (Gria/Viera/Adelle/Penelo) - may not be needed; check bone plate)
-- Gaia Gear (34 Defense, 12 Resist, Absorb Earth)
-- Jujitsu Gi (34 Defense, 8 Resist, Immune Doom)
Robes (White Mage, Blue Mage, Bishop, Black Mage, Red Mage, Summoner, Sage,
Paladin, Defender, Green Mage, Arcanist, Seer, Templar, Time Mage, Illusionist, Heritor)
Sage's Robe (26 Defense, 62 Resist)
-- Lordly Robe (32 Defense, 48 Resist)
-- Reaper's Robe (34 Defense, 46 Resist, Element: Dark, Absorb: Dark)
-- Magick Robe (26 Defense, 6 Magic, 46 Resist)
-- Black Robe (23 Defense, 2 Magic, 46 Resist, Halve Water)
-- White Robe (23 Defense, 48 Resist, Halve Ice)
-- Chameleon/Blaze/Thunder/Flurry Robe (21 Defense, 40 Resist, Absorb Holy/Fire/Lightning/Ice)
--SHIELDS--
Shields (Soldier, Moogle Knight, Sage, Warrior, Fencer, Viking, Paladin, Defender, Raptor)
Reverie Shield (20 Evasion)
-- Ensanguined Shield (15 Evasion, Halve Dark, Weak Fire)
-- Shield of the Four (10 Resist, 12 Evasion)
-- Chocobo Shield (2 Speed, 12 Evasion)
-- Templar Shield (2 Defense, 5 Resist, 12 Evasion, Immune "multiple debuffs", Halve Holy)
-- Genji Shield (2 Attack, 5 Defense, 7 Resist, 10 Evasion)
-- Aegis Shield (2 Defense, 5 Resist, 10 Evasion, Immune Stone, Halve Holy)
-- Ice/Flame Shield (8 Resist, 10 Evasion, Absorb Ice/Fire)
--ACCESSORIES (ohgod)--
All classes can equip accessories unless noted otherwise.
Red Shoes (3 Defense, 5 Resist, 5 Evasion)
Galmia Shoes (3 Defense, 2 Speed, ignore elevation)
Ninja Tabi (3 Defense, 2 Move)
Bone Armlets (2 Attack, 5 Defense, 2 Resist, 5 Evasion)
Genji Gloves (10 Defense, 3 Magic, 5 Resist)
Fortune Ring (2 Defense, Immune Doom)
Magic Ring (5 Magic, 5 Resist, Immune Berserk)
Angel Ring (Reraise once)
Scarab Charm (2 Defense, 2 Resist, Immune Toad)
Ruby Earring (2 Magic, 2 Resist, Immune Charm)
Empyreal Armband (1 Attack, 1 Defense, 1 Magic, 1 Resist, Immune Stop)
Orb of Minwu (2 Attack, 2 Magic, Immune Blind, Silence, Immobilize, Disable, Confuse, Charm, Toad, Stone)
Golden Amulet (10 Magic, 10 Resist)