Final Fantasy Tactics: The Ivalice Chronicles - Weapons
The weapon families of Final Fantasy Tactics: The Ivalice Chronicles, from common Swords and Bows to Knight Swords, Katanas, Ninja Blades, Spears, Poles, Rods, Staves, Daggers, Guns and Instruments. Each class equips only certain families, and weapon Power, hit rate and innate effects decide how a b...
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of 32 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Excalibur | Knight Sword | One of the strongest Knight Swords and a prized endgame weapon, legendary for granting its wielder innate Haste and keeping them acting faster than almost anyone on the field. | Attack Power: 21 Special: Grants the wielder innate Haste | Rare late-game treasure and high-level enemy drop |
| Save the Queen | Knight Sword | A royal Knight Sword with strong raw power and the high evasion typical of its family, second tier among the legendary blades and a reliable upgrade before the true endgame weapons appear. | Attack Power: 18 Special: High weapon evasion | Rare late-game treasure |
| Ragnarok | Knight Sword | A heavy Knight Sword that trades some defensive value for more Power, a strong general-purpose choice for any unit that can equip the family. | Attack Power: 24 | Rare late-game treasure and Deep Dungeon reward |
| Chaos Blade | Knight Sword | The most powerful Knight Sword in the game by raw Power, a weapon reserved for endgame Sword Saint, Holy Knight and Dark Knight builds and often hunted as the final upgrade for a physical specialist. | Attack Power: 50 Special: Highest attack of any Knight Sword | Deep Dungeon (Midlight's Deep) treasure |
| Masamune | Katana | A legendary katana used with the Samurai's Draw Out command, releasing a spell-like burst of damage and support when its spirit is invoked. | Special: Draw Out (Iaido) release effect | Samurai Draw Out; rare treasure |
| Kiyomori | Katana | A katana whose Draw Out casts a protective effect on the party, valued less for its raw Power than for the defensive utility it adds to a Samurai's rotation. | Special: Draw Out casts a party support effect | Samurai Draw Out; found in later chapters |
| Chirijiraden | Katana | An elite katana at the top of its family, drawing out a powerful damaging burst. | Special: High-Power Draw Out attack | Deep Dungeon and late-game rare drop |
| Sasuke's Blade | Ninja Blade | The strongest Ninja Blade, a fast weapon for dual-wielding Ninjas that combines solid Power with the family's speed, and often paired with a second blade for a double attack. | Special: Fast dual-wield weapon for Ninjas | Rare late-game treasure and high-level enemy drop |
| Yoichi Bow | Bow | A famed longbow near the top of the Bow family, giving Archers long reach and strong charged shots from safely behind the front line. | Range: Long | Rare treasure and poached high-end monster hides |
| Artemis Bow | Bow | A rare bow associated with the moon goddess, prized for a powerful charged shot and a chance of bonus effects on hit. | Range: Long | Rare treasure in the late game |
| Gastrophetes | Crossbow | A heavy crossbow nicknamed for the belly-bow siege engines of old, among the strongest of its family and a hard-hitting ranged option for Archers and Orators. | Range: Medium-Long | Rare treasure and late-game enemy drop |
| Gungnir | Spear | A legendary spear and the strongest weapon a Dragoon can carry, maximising the damage of Jump and High Jump from the air. | Special: Top-tier Dragoon Jump weapon | Rare late-game treasure |
| Holy Lance | Spear | A holy-aligned spear that pairs Dragoon jumps with elemental damage, effective against undead and enemies weak to holy attacks. | Element: Holy | Rare treasure and high-level enemy drop |
| Whale Whisker | Pole | The strongest Pole, a long two-handed weapon with very high Power and the unusual accuracy curve of its family, favoured by Mystics and Monks who take the Pole support ability. | Special: Highest Power of the Pole family | Rare late-game treasure |
| Dragon Rod | Rod | A high-tier Rod that raises the wielder's magic power, sharpening Black, Time and Mystic spells for a caster who can afford to hold ground. | Special: Boosts magic power | Rare treasure and crafted upgrades |
| Sage's Staff | Staff | The strongest Staff, boosting magic and holy output and rewarding White Mages and Summoners with stronger heals, buffs and summons. | Special: Boosts magic and holy power | Rare late-game treasure |
| Akademy Blade | Sword (Deluxe Edition bonus) | A bonus sword packed with the digital Deluxe Edition, paired with the Akademy Beret, Akademy Tunic and Ring of Aptitude. | Special: Grants a small Speed bonus | Deluxe Edition / pre-order bonus content |
| Defender | Knight Sword | The defensive Knight Sword: lower raw Power than Excalibur or Ragnarok, but a strong evasion bonus that suits a Holy Knight or Sword Saint built to hold a line. | Special: High evasion for a Knight Sword | Rare late-game treasure |
| Blood Sword | Sword | A cursed blade that drains health from whatever it hits, returning a share of the damage to its wielder. | Special: Drains HP on hit | Rare treasure and high-level enemy drop |
| Ice Brand | Sword | An elemental sword that adds ice damage to every strike, which lets a physical attacker exploit a whole class of weaknesses without spending MP. | Element: Ice Special: Ice damage on hit | Treasure in the mid-game chapters |
| Ame-no-Murakumo | Katana | A legendary katana near the top of its family, second only to the best Samurai blades. | Special: High-Power Draw Out attack | Rare late-game treasure |
| Murasame | Katana | A mid-tier katana whose Draw Out leans on a water-themed strike, giving a Samurai elemental coverage without switching weapon families. | Element: Water Special: Draw Out (Iaido) release effect | Samurai Draw Out; found from the middle chapters onward |
| Partisan | Spear | The standard mid-tier spear, a long-reach polearm for Dragoons and Lancers that trades the raw Power of the top spears for availability. | Range: Long Special: Two-tile reach | Shop stock and mid-game treasure |
| Obelisk | Spear | A high-tier spear with Power close to the legendary lances, used by Dragoons that have not yet found Gungnir. | Range: Long Special: Top-tier Dragoon Jump weapon | Rare late-game treasure |
| Ivory Pole | Pole | A high-tier Pole carried by Mystics and by Monks who take the Pole support ability. | Special: High Power for the Pole family | Rare treasure in the later chapters |
| Main Gauche | Dagger | A parrying dagger built for defence rather than damage, with evasion high enough to make a Thief or Ninja noticeably harder to hit. | Special: High weapon evasion | Shop stock and mid-game treasure |
| Orichalcum Dirk | Dagger | The top of the Dagger family, a light blade that hits far harder than its size suggests and pairs with the Thief's speed. | Special: Highest Power in the Dagger family | Rare late-game treasure and Deep Dungeon reward |
| Wizard Rod | Rod | A rod that raises magic power without the heavier investment of a Staff, which makes it the practical choice for a Black Mage or Time Mage who still wants a physical option. | Special: Boosts magic power | Magic shops and mid-game treasure |
| Healing Staff | Staff | A staff that restores health to its wielder's target on a normal strike, turning a White Mage's basic attack into a free heal. | Special: Casts a healing effect on hit | Magic shops and mid-game treasure |
| Romanda Gun | Gun | The high end of the Gun family, a firearm that hits from long range and ignores much of the evasion that protects fast enemies. | Range: Very long Special: Ranged attack that bypasses much evasion | Rare treasure and late-game shop stock |
| Fairy Harp | Instrument | A bard instrument whose Perform abilities lean on support and status effects rather than damage. | Range: Support Special: Unlocks Perform abilities | Shop stock and rare treasure |
| Aegis Shield | Shield | The best general-purpose shield in the game, with very high physical and magical evasion. | Special: High physical and magic evasion | Rare late-game treasure |
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