As of v0.81, weapon randomization is a selectable setting. Weapon randomization takes the interesting properties of weapons in FFV and creates a system of randomizing the weapons in such a way that adheres to both the general power structure of the original game's weapons, but drastically changes up the opportunities and potential for weapons to be much more of a forefront in fighting strategy, past weapon strength.
Almost every weapon in the game is first replaced with a generic 'base' of that weapon, and the weapon preserves its power. For example, a Knife is a main weapon type, so something like the Dagger or the Kunai is stripped of any properties besides being a Knife, but retains its power.
Then, one of the following modifications occurs:
Ability | An ability is granted on that weapon instead of attacking |
Spell | A spell is granted with the weapon upon attacking or using as an item, depending on the weapon type |
Killer | A weapon will do additional damage on contact upon attacking for an enemy type |
Elemental | A weapon grants “elemental power” boost for all elements |
Because the original weapons are “replaced” with the new weapons, the new weapons will follow all reward tiering and pricing of the original. For example, the Ragnarok is a high tier weapon with a large price value. Whatever weapon the Ragnarok turned into, say a Meteo Sword, will be used for a basis of the tier and price of the new weapon, but an adjustment is later made according to the weapon randomization chart.
Weapon power is static per randomized weapon. Each type of weapon (Knife, Sword, Whip) has some varying qualities that are consistent, and each weapon type has a bonus attack.
As part of this randomization system, each weapon type was given qualities that differentiate it. More is explained in the below sections:
Weapon Type | Modifications |
---|---|
Knife, Sword, Knightsword, Axe, Katana | Spell chance upon action/attacking |
Harp | Spell instead of action/attacking |
Flail | Enemy skill chance upon action/attacking |
Spear, Whip, Bow | Killer weapons |
Bell | Ability use upon action/attacking |
Staff | White Magic only spell upon acting, infinite use in battle |
Rod | Black Magic only spell upon acting, breakable in battle |
All weapon types | Elemental |
Each weapon type can have 1 elemental weapon appear. An elemental weapon yields the same elemental bonus that the base game's Rune Bell does, which is a boost to the following elements:
Element |
---|
Fire |
Cold |
Wind |
Lightning |
Poison |
Earth |
Holy |
When an ability is granted to a Bell weapon, that weapon loses the ability to perform a normal attack action, and instead performs the ability action instead. As a salient example, the Dancing Dagger does this in the base game - the action is Dance instead of a normal attack. Abilities are purely randomly chosen, regardless of tiering.
The following abilities are valid for this modification:
When a spell is granted to a weapon, that weapon will gain a chance of using the associated spell when attacking. Rods and Staves are special cases. Spells are chosen with a system that adheres to reward tiering (when selected as a setting), meaning more powerful spells will appear on higher tier items. Spell modifications are the most common type of weapon modification.
The following magic types are valid for these weapons:
These weapons will not break upon attacking, and cannot be used as items from the menu in battle. All support spells (all White magic spells besides Holy, support Time Magic) and the L2/L3/L4/L5 Blue Magic* have a 100% chance of triggering after attacking. All other spells have a 33% chance of triggering after attacking. Actions that take place after attacking are single target only.
* L2/L3/L4/L5 Blue Magic are still subject to level checks, but they will always land if the level check passes
Harps are the same as above, but have a 100% success rate on all spell usage, and no physical attack occurs when attacking. For example, the Mighty Guard Harp, upon attacking, will cast single target Mighty Guard 100% of the time, without performing a physical attack.
Flails are the same as above, with a flat 33% chance for all weapons of casting special Enemy Magic only. These are special abilities only seen on enemies. Some of the higher tiers abilities are very powerful, granting access to Zombie status effects.
Rods can be granted Black magic & Holy only. Rods work similarly to vanilla FFV - rods can be broken (used from the item menu on the weapon slot) in battle for 100% success of casting, with multi-target options when available for the spell. Equipping a rod and attacking grants the same 33% system above (for attack spells).
Rods can be granted White magic (less Holy) only. Staves are usable from the item menu on the weapon slot in battle, and will not break upon being used. Equipping a staff and attacking grants the same 100% system above (for support spells).
When a killer designation is granted to a weapon (Spear, Bow, Whip), that weapon scores additional damage indefinitely on matching enemy types. The types are:
Name | Enemy Type |
---|---|
Zomb | Undead |
Toad | ArchaeToad |
Beast | Beast/Creature |
Avis | Aerial/Avis |
Drgn | Dragon |
Heavy | Heavy (bosses, strong enemies) |
Desrt | Desert |
Human | Human |
Omni | All of the above |