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Weapon Randomization

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.

How it works

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:

Stat boostA weapon is given additional stats (Strength, Vitality, Speed, Magic Power)
Elemental boostA weapon grants “elemental power” boost for the corresponding element
AbilityAn ability is granted on that weapon instead of attacking
SpellA spell is granted with the weapon upon attacking or using as an item, depending on the weapon type
KillerA weapon will do critical damage on contact upon attacking for an enemy type

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 the same tier and price as the Ragnarok.

Modification Types

Stat boost

When a stat boost is granted to a weapon, first the magnitude of the stat boost is chosen from +1, +2, +3 or +5. Then, the type of stat boost is chosen among the four stats (Strength, Vitality, Speed, Magic Power). Based on these two factors, a name is chosen from the following convention:

NameStats
StrongStrength
AgileSpeed
TankVitality
WitchMagicPower
SwiftStrength, Speed
ToughStrength, Vitality
RawStrength, MagicPower
FleetSpeed, Vitality
SkillSpeed, MagicPower
HeartVitality, MagicPower
VigorStrength, Speed, Vitality
AdeptStrength, Speed, MagicPower
FierceStrength, Vitality, MagicPower
SorcerSpeed, Vitality, MagicPower
OmniStrength, Speed, Vitality, MagicPower

Elemental boost

When an elemental boost is granted to a weapon, the weapon yields the corresponding elemental boost in power to all actions of the same type. For example, in the base game, the Air Blade weapon grants Wind elemental boost, thereby increasing damage from spells like Aero and Syldra. The naming convention is as follows:

ElementName
FireHeat
IceCold
WindAerial
LightningZap
PoisonVenom
EarthTerra
HolySacred

Ability

When an ability is granted to a 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, and are the least common type of weapon modification.

The following abilities are valid for this modification:

  • Guard, Kick, BuildUp, Mantra, Escape, Steal, Capture, Jump, DrgnSwd, Smoke, Image, GilToss, Slash, Animals, X-Fight, Conjure, Terrain, Analyze, Dance, Flirt, Tame

Spell

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.

For all non Rod/Staff weapons

The following magic types are valid for these weapons:

  • White, Black, Time, Blue

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) 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.

For Rods

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).

For Staves

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).

Killer

When a killer designation is granted to a weapon, that weapon scores additional damage indefinitely on matching enemy types. The types are:

NameEnemy Type
ZombUndead
ToadArchaeToad
BeastBeast/Creature
AvisAerial/Avis
DrgnDragon
HeavyHeavy (bosses, strong enemies)
DesrtDesert
HumanHuman

Additional details

  • The distribution of weapons by weapon types is preserved from the base game. In other words, the number of unique swords in the base game matches the number of unique swords after applying randomization. This is both a design choice and a technical limitation, where each weapon has a specific animation associated with it (in a way that is more complex than changing an index or a byte).
  • The Brave Blade, Chicken Knife, and Excailbur are removed from this weapon randomization process due to their highly unique qualities (hardcoded in the base game with their IDs), and are therefore not available in the game with weapon randomization applied.
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