About: List of Vagrant Story weapons   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : dbkwik.org associated with source dataset(s)

The following is a list of weapons that appeared in Vagrant Story. Weapons are comprised of a "blade" and a "grip" that can be assembled in workshops. Only assembled weapons can be equipped for use in battle. Each weapon contains its own particular foe "Class", elemental "Affinity" and grip "Type" as well as stats on "Range" of attack, "Risk" point added with use, weapon attack "STR", magic attack "INT", and "AGI" speed attribute for chances to hit and evade attacks. Gems can also be attached to weapons to influence "Class" and "Affinity".

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  • List of Vagrant Story weapons
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  • The following is a list of weapons that appeared in Vagrant Story. Weapons are comprised of a "blade" and a "grip" that can be assembled in workshops. Only assembled weapons can be equipped for use in battle. Each weapon contains its own particular foe "Class", elemental "Affinity" and grip "Type" as well as stats on "Range" of attack, "Risk" point added with use, weapon attack "STR", magic attack "INT", and "AGI" speed attribute for chances to hit and evade attacks. Gems can also be attached to weapons to influence "Class" and "Affinity".
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dbkwik:final-fanta...iPageUsesTemplate
dbkwik:finalfantas...iPageUsesTemplate
abstract
  • The following is a list of weapons that appeared in Vagrant Story. Weapons are comprised of a "blade" and a "grip" that can be assembled in workshops. Only assembled weapons can be equipped for use in battle. Each weapon contains its own particular foe "Class", elemental "Affinity" and grip "Type" as well as stats on "Range" of attack, "Risk" point added with use, weapon attack "STR", magic attack "INT", and "AGI" speed attribute for chances to hit and evade attacks. Gems can also be attached to weapons to influence "Class" and "Affinity". A weapon's effectiveness is also influenced by two stats: * Damage Points (DP) - reflects the amount of wear on weapons, and with each use the DP drops until it reaches zero where the weapon's effectiveness is halved. * Phantom Points (PP) - reflects the Dark energies absorbed by weapons, and with each use the PP increases until it reaches max where the weapon's effectiveness is doubled. When both DP and PP is at max, weapons are at max efficiency. DPs can be restored to max using "Repair" at the workshop. Repairing DPs costs an equal amount of PP, but if an item has insufficient PP, repairing it completely restores DP but reduce PP to zero. When in Battle Mode, weapons slowly lose PP.
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