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The following is a list of bludgeoning weapons in Final Fantasy Tactics A2: Grimoire of the Rift. Instruments and books fall under the scholarly weapons subcategory.

Rods

Rods are one-handed weapons that can be equipped by Black Mages, Time Mages, Arcanists, Illusionists, and Chocobo Knights. Penelo and Adelle can also equip rods in their special jobs, Dancer and Heritor, respectively.

Rod Bazaar Category Atk Def Mag Rst. Eva Spd Skill (Job, AP)
Rod

FFTA Rod

18 0 2 0 0 0 Fire (Black Mage, 100)
Blizzard (Black Mage, 100)
Thunder (Black Mage, 100)
This short staff is the perfect focus for a mage's magickal energies.
Firewheel Rod

FFTA Firewheel Rod

Arms of the Firelord D 21 0 2 0 0 0 Fira (Black Mage, 250)
Prominence (Illusionist, 250)
Haste (Time Mage, 250)
Element: Fire
A troupe of mummers once used these rods to surround an invading army with wheels of deadly flame.
Thunder Rod

FFTA Thunder Rod

Storm-forged Armaments D 21 0 2 0 0 0 Thundara (Black Mage, 250)
Tempest (Illusionist, 250)
Reflect (Time Mage, 250)
Element: Lightning
Insulating resin from a certain gum tree coats the grip of this rod, that the thunder and lightning it summons may not destroy the summoner.
Sleet Rod

FFTA Sleet Rod

Arms of the Icelord E 21 0 2 0 0 0 Blizzara (Black Mage, 250)
Freezeblink (Illusionist, 250)
Drain (Arcanist, 300)
Element: Ice
Some seek shelter from the storm, others call the storm to them and revel in its icy chaos.
Terre Rod

FFTA Terre Rod

Strength of Earth D 23 0 2 0 0 0 Rockfall (Illusionist, 300)
Slow (Time Mage, 250)
Syphon (Arcanist, 300)
Immune: Earth
Element: Earth
A bone from an earthwyrm graces the handle of this rod.
Force Rod

FFTA Force Rod

Time-tested Rods D 25 0 5 0 0 0 Gravity (Arcanist, 250)
Heathen Frolic (Dancer, 250)
Sometimes the right rod is all it takes to awaken the potential within.
Flame Rod

FFTA Flame Rod

Arms of the Firelord C 27 0 2 0 0 0 Firaga (Black Mage, 350)
Hastega (Time Mage, 400)
Lv. 3 Dark (Arcanist, 250)
Immune: Fire
Element: Fire
The techniques used to carve this rod into a likeness of crystallized flame have long since been lost.
Thor Rod

FFTA Thor Rod

Storm-forged Armaments B 27 0 2 0 0 0 Thundaga (Black Mage, 350)
Wild Tornado (Illusionist, 300)
Quicken (Time Mage, 400)
Immune: Lightning
Element: Lightning
Lightning made still, made to server the wielder of this rod.
Chill Rod

FFTA Chill Rod

Arms of the Icelord C 27 0 2 0 0 0 Blizzaga (Black Mage, 350)
Deluge (Illusionist, 300)
Stop (Time Mage, 350)
Immune: Ice
Element: Ice
A fine coating of snow crystals covers the surface of this delicate rod.
Stardust Rod

FFTA Stardust Rod

Astrologer's Aid C 29 0 5 0 0 0 Stardust (Illusionist, 300)
Extend (Time Mage, 150)
Graviga (Arcanist, 450)
Signs of the zodiac adorn this rod.
Lilith Rod

FFTA2 Lilith Rod

Time-tested Rods B 40 0 5 0 2 4 Lv. 5 Haste (Arcanist, 250)
A rod fashioned from the tail of the lamia Lilith.
Bomb Arm

FFTA2 Bomb Arm

Time-tested Rods A 42 0 5 10 0 0 Lv. ? Shadowflare (Arcanist, 250)
The perfect gift for the bomb fanatic in your family: a rod that looks like a bomb arm!
Heretic Rod

FFTA Heretic Rod

Night's Embrace A 42 0 20 0 0 0 Death (Arcanist, 450)
Forbidden Dance (Dancer, 350)
Element: Dark
Inverted runes cover this fell-looking rod, bestowing it with terrible power.
Crown Scepter

FFTA Princess Rod

Sign of the Guardian B 35 5 2 5 5 0 Star Cross (Illusionist, 300)
Undo (Time Mage, 300)
Immune: Water
A rod wielded by the female honor guards of a queen.

Staves

Staves are one-handed weapons that can be equipped by White Mages, Summoners, Bishops, and Chocobo Knights. Penelo and Adelle can also equip staves in their special jobs, Dancer and Heritor, respectively.

Staff Bazaar Category Atk Def Mag Rst. Eva Spd Skill (Job, AP)
White Staff

FFTA - White Staff

19 0 0 5 0 0 Cure (White Mage, 100)
On Hit: Remove Doom
This pure ivory staff was blessed by a white mage of the highest rank.
Staff of Protection

FFTA2 Protect Staff

Sign of the Guardian E 21 5 0 5 0 0 Ifrit (Summoner, 300)
A band of temple guardians once wielded these in lieu of shields and armor - and thus was the first order of monks founded.
Judicer's Staff

FFTA Judge Staff

Maelstrom's Might E 23 0 3 5 0 0 Aero (Bishop, 200)
Ramuh (Summoner, 300)
Element: Lightning
The gigas Ramuh himself infused this staff with a bolt of lightning.
Healing Staff

FFTA Cure Staff

Hallowed Arms D 25 0 0 5 0 0 Cura (White Mage and Bishop, 200)
Kirin (Summoner, 250)
On Hit: Restore HP
Some staves are made for harming, others for mending those who have come to harm.
Cleansing Staff

FFTA Pure Staff

Hallowed Arms D 25 0 0 5 0 0 Esuna (White Mage, 200)
Unicorn (Summoner, 250)
This staff acts as a conductor, drawing the impurities of the body into itself, never to escape.
Staff of Blessings

FFTA Bless Staff

Mystic Arms C 27 0 0 5 0 0 Raise (White Mage, 200)
Dispel (Bishop, 300)
Lift this staff high, knowing that you call a benediction down not only upon yourself, but upon all those whom you hold most dear.
Serpent Staff

FFTA Snake Staff

Cracked Staves C 27 0 0 5 0 0 Break (Bishop, 450)
Shiva (Summoner, 300)
Immune: Stone
Marvel at the serpent, how swiftly it glides out of harm's way.
Spring Staff

FFTA Spring Staff

The Drowned C 29 0 0 5 0 0 Curaga (White Mage, 300)
Water (Bishop, 200)
Immune: Water
Element: Water
The engravings upon the staff form a map leading to a faerie wellspring of unmatched clarity.
Pomegranate Staff

FFTA Garnet Staff

Cracked Staves B 31 5 0 5 0 0 Barrier (Bishop, 200)
Carbuncle (Summoner, 250)
The garnet that tops this staff is infused with great power.
Cheer Staff

FFTA Cheer Staff

Battle-hardened Staves A 32 0 0 5 0 0 Reraise (White Mage, 400)
Pilfer (Bishop, 150)
Maduin (Summoner, 350)
This staff is garishly colored like a child's toy. Using it you feel strangely... happy.
Staff of the Magi

FFTA2 Staff of the Magi

Sage's Bequest B 40 0 0 5 0 0 Refresh (White Mage, 400)
Jitterbug (Dancer, 300)
A staff found in an ancient castle, long hidden from the world. It is said the soul of a great sage resides within.
Nirvana

FFTA Nirvana Staff

Cracked Staves A 34 0 0 10 0 0 Arise (White Mage, 400)
Holy (Bishop, 400)
Phoenix (Summoner, 450)
Element: Holy
Cast aside the doubt in your mind, pick up this staff, and watch the light of clarity shine down upon your path.

Poles

Poles are one-handed weapons that can be equipped by Master Monks, Geomancers, and Chocobo Knights. Penelo and Adelle can also equip poles in their special jobs, Dancer and Heritor, respectively. Poles cannot be dual-wielded.

Pole Bazaar Category Atk Def Mag Rst. Eva Spd Skill (Job, AP)
Tonfa

FFTA2 Tonfa

Grab Bag E 32 2 0 0 0 2 Inner Focus (Master Monk, 300)
Close-range combatants have used these single-pronged wooden sticks for centuries.
Cypress Pole

FFTA2 Cypress Pole

Uncommon Poles E 32 2 0 2 0 2 Rend Armor (Master Monk, 350)
Element: Earth
A light staff hewn from the pliable wood of the marshes.
Battle Bamboo

FFTA2 Battle Bamboo

Battle Gear D 34 5 0 0 0 2 Dark Fist (Master Monk, 300)
Small blades protrude from either end of this deceptively simple weapon.
Sanjiegun

FFTA2 Sanjiegun

Uncommon Poles E 36 2 0 0 0 2 Holy Strike (Master Monk, 350)
This pole is divided into three sections, one for holding, the other two for striking.
Zephyr Pole

FFTA2 Zephyr Pole

Uncommon Poles D 38 2 0 5 0 2 Venom Squall (Geomancer, 250)
Element: Wind
"We peered into the storm of sand and there the raiders stood, whirling their staves, voices raised in a ululating war cry." - The Traveler's Tale
Iron Pole

FFTA2 Iron Pole

Uncommon Poles D 40 2 0 0 0 2 Life's Embrace (Geomancer, 250)
It is rare to find something so handsomely crafted so efficacious at crushing in skulls.
Esztam Baton

FFTA2 Ezstam Baton

Uncommon Poles C 42 2 0 0 2 2 Lifebane (Master Monk, 400)
Polka (Dancer, 250)
The children learned the steps of the dance, colorful batons raised above their heads. Never did they suspect they trained for war.
Gokuu Pole

FFTA2 Gokuu Pole

Uncommon Poles C 44 2 0 0 2 2 Artifice's Embrace (Geomancer, 250)
Withering Strike (Master Monk, 400)
A great monk once blessed this pole with powerful charms for destroying evil.
Fanatic

FFTA2 Fanatic

Grab Bag C 44 2 5 0 0 2 Mist Storm (Geomancer, 250)
Cross-counter (Master Monk, 350)
Merely gazing at the lustrous deep red of this pole, and you have taken the first step towards madness.
Ivory Pole

FFTA2 Ivory Pole

Uncommon Poles B 44 5 0 0 0 2 Earth's Embrace (Geomancer, 250)
To wield this finely carven tusk is to wield the fury of its former owner.
Eight-Fluted Pole

FFTA2 Eight-Fluted Pole

Uncommon Poles B 49 2 0 0 2 2 Avalanche (Geomancer, 250)
Pummel (Master Monk, 300)
Being hit by the bladed end of this pole is only slightly more painful than being hit by the rest.
Whale Whisker

FFTA2 Whale Whisker

— (Heritor Quest) 58 5 0 0 5 2 Wermut (Heritor, 300)
Made of a strange substance, neither wood nor metal, this pole possesses a lifelike suppleness.

Knuckles

Knuckles are one-handed weapons that can be equipped by White Monks, Tinkers, Berserkers, and Chocobo Knights.

Knuckles cannot be equipped when the doublehand passive ability is set.

Knuckles Bazaar Category Atk Def Mag Rst. Eva Spd Skill (Job, AP)
Leather Knuckles

FFTA2 Leather Knuckles

24 0 0 0 2 0 Attack↑ (Berserker, 150)
Properly braided, even the supplest of materials can be made deadly.
Metal Knuckles

FFTA Hard Knuckles

Grime-stained Gloves E 29 0 0 0 2 0 Roundhouse (White Monk, 150)
Silver Disc (Tinker, 250)
Inner Calm (Berserker, 250)
Taking brawls to the next level, one fist at a time.
Rising Sun

FFTARisingSun

Flash of Dawn D 31 0 0 0 2 0 Exorcise (White Monk, 250)
Red Spring (Tinker, 250)
Element: Fire
Say good morning to your enemy's face with these flaming knuckles. The fires of the sun in your hand.
Poison Knuckles

FFTA Sick Knuckles

Grime-stained Gloves D 33 0 0 0 2 0 Green Gear (Tinker, 250)
Scream (Berserker, 300)
For those whom nature has not blessed with venom, there are these. Small thorns deliver the goods.
Dream Claws

FFTA Dream Claws

Shattered Claws D 35 0 0 0 2 0 Chroma Gem (Tinker, 250)
A sweet lullaby delivered with the force of a battering ram.
Kaiser Knuckles

FFTA - Kaiser Claw

Grime-stained Gloves C 37 0 0 0 2 0 Air Render (White Monk, 250)
Furore (Berserker, 200
One the right hand, these battle knuckles are capable of dealing as much damage as a sword or spear.
Cat Claws

FFTA Cat Claws

Shattered Claws B 37 0 0 0 2 2 Chakra (White Monk, 200)
Gold Battery (Tinker, 250)
Smite of Rage (Berserker, 350)
These knuckles sport short, but sharp, claws.
Survivor

FFTA Survivor

Survival Set B 38 5 0 0 4 0 Revive (White Monk, 300)
Gold Moogletron (Tinker, 250)
Hone Senses (Berserker, 200)
Light, sturdy knuckles made for maximum impact.
White Fangs

FFTA White Fangs

Rimebound Gear B 39 0 0 0 2 0 Holy Sign (White Monk, 300)
Blue Screw (Tinker, 250)
Element: Ice
"The fangs are for luck,' the old smith said. One man scoffed and lost nine good teeth. None saw cause to argue after that." - The Traveler's Tale.
Godhand

FFTA Godhand

Sacred Arms C 39 0 3 0 4 1 Aurablast (White Monk, 350)
Helm Smash (Berserker, 400)
Element: Holy
To brawl is human, to crush your foes to a pulp: divine.
Tiger Fangs

FFTA Tiger Fangs

Pugilist's Gear B 41 0 0 0 4 0 Earth Render (White Monk, 350)
Smash (Berserker, 400)
Element: Lightning
Nothing says, "carnivore" like a pair of these bestial knuckles.
Death Claws

FFTA Death Claws

Night's Embrace B 43 0 0 0 2 0 Black Ingot (Tinker, 250)
Ground Shaker (Berserker, 350)
Element: Dark
"So effective they were at spilling blood, it was three years before I realized those cruel-looking claws were actually painted red." - The Study of Arms
Magick Hands

FFTA Magic Hands

Grime-stained Gloves B 52 0 5 5 5 0
These knuckles are phenomenally light. So much so that one might forget one was wearing them.
Gleisburst

FFTA Greaseburst

Grime-stained Gloves A 59 0 10 0 5 0
Knuckles so powerful, even a glancing blow is enough to kill.

Instruments

Instruments are one-handed weapons that can be equipped by Animists, Beastmasters, and Chocobo Knights. Hurdy can also equip instruments in his special job, Bard.

Instrument Bazaar Category Atk Def Mag Rst. Eva Spd Skill (Job, AP)
Lamia Harp

FFTA2 Lamia Harp

21 0 0 0 0 0 Dreamhare (Beastmaster, 150)
Deadly Nightshade (Beastmaster, 150)
A standing harp. The song of its strings resembles that of the lamia.
Demon Bell

FFTA Demon Bell

Ill-tuned Instruments E 22 0 0 0 0 0 Baknamy (Beastmaster, 150)
Flan (Beastmaster, 150)
A little red bell rung by travelers to ward of demons during the night.
Glass Bell

FFTA Glass Bell

Ill-tuned Instruments D 25 0 0 1 0 0 Lamia (Beastmaster, 150)
100% Wool (Animist, 200)
Immune: Sleep
The crystalline harmonies of this glass bell are truly worth the hearing.
War Trumpet

FFTA War Trumpet

Ill-tuned Instruments D 25 0 0 0 2 0 Wolf (Beastmaster, 150)
Catnip (Animist, 200)
A trumpet to be sounded on the march to battle.
Conch Shell

FFTA Conch Shell

Grab Bag E 26 2 0 0 0 0 Shelling (Beastmaster, 150)
It is said these coiled, hollow shells were once used by mermen to call attacks on galleons strayed too far from the bustle of the shipping lanes.
Hurdy-gurdy

FFTA Dark Fiddle

— (Complete "The Dig") 45 3 3 3 0 0 Drake (Beastmaster, 150)
Sheep Count (Animist, 150)
Angelsong (Bard, 200)
Spin the crank and an elaborate system of tubes, whistles, and chimes makes music out of machinery.
Black Quena

FFTA Black Quena

Night's Embrace D 32 0 0 2 0 0 Zombie (Beastmaster, 150)
Ghost (Beastmaster, 150)
Deathscythe (Beastmaster, 150)
Element: Dark
A black flute, played to send the souls of the departed on to the next world.
Satyr Flute

FFTA Satyr Flute

Grab Bag C 32 0 0 0 2 0 Headless (Beastmaster, 150)
Chocobo Rush (Animist, 250)
Immune: Charm
This flute is shaped like the horn of those lovers of good music and fine wine, the beast-men satyrs.
Faerie Harp

FFTA Fairy Harp

Faerie Set B 33 0 2 0 0 0 Sprite (Beastmaster, 150)
Antlion (Beastmaster, 150)
The faeries play these harps of cedarwood and silver string as they flit through the forests.
Blueleaf Flute

FFTA Aona Flute

Turquoise Trappings B 33 0 0 2 0 0 Malboro (Beastmaster, 150)
Toadsong (Animist, 400)
Bomb (Beastmaster, 150)
Immune: Poison
Many noble lips have played this storied flute.
Heal Chime

FFTA Heal Chime

Sacred Arms B 33 0 0 0 2 0 Cockatrice (Beastmaster, 150)
Cuisine (Animist, 350)
Immune: Doom
Element: Holy
When the reverberations of the final clear note have faded, your heart will know peace.
Frigid Viol

FFTA2 Frigid Viol

Ill-tuned Instruments B 40 5 0 5 0 1 Werewolf (Beastmaster, 150)
Tail Wag (Animist, 350)
Nameless Song (Bard, 350)
Element: Ice
Though it can be played in the dingiest of taverns, the crisp chords of this instrument sound as though they echo in a cathedral of ice.
Shining Lute

FFTA2 Shining Lute

Hurdy's Request A* 40 0 5 5 0 1 Behemoth (Beastmaster, 150)
Friend (Animist, 400)
Magick Ballad (Bard, 350)
Element: Holy
A lute made to accompany songs of devotion.
Brilliant Theorbo

FFTA2 Brilliant Theorbo

Hurdy's Request B** 40 5 5 0 0 1 Ahriman (Beastmaster, 150)
Floating Eye (Beastmaster, 150)
Soul Etude (Bard, 250)
Immune: Silence
Element: Fire
The rich bass notes of this instrument give any room in which it is played a warm, homey feel.

*The Shining Lute is also obtained from the mission "The Rivalry of the Rupies".
**The Brilliant Theorbo can also be obtained from the mission "Bonga Bugle - Mistleaf" if it is completed after three turns but before four turns, and is a rare prize obtained from the luck stick trader.

Hammers

Hammers are two-handed weapons that can be equipped by Vikings, Green Mages, and Chocobo Knights.

Hammer Bazaar Category Atk Def Mag Rst. Skill (Job, AP)
Iron Hammer

FFTA2 Iron Hammer

Solid Hammers E 28 0 0 5 Pickpocket (Viking, 250)
Protect (Green Mage, 150)
"When the call to war came, it was the common smiths who first raised their weapons in answer." - The Study of Arms
War Hammer

FFTA2 War Hammer

Solid Hammers D 34 0 0 5 Strong-arm (Viking, 250)
Shell (Green Mage, 150)
It takes a muscle-bound warrior to wield this heavy hammer, and a swift one to avoid it.
Sledgehammer

FFTA2 Sledgehammer

Solid Hammers C 52 0 0 10 Pillage (Viking, 350)
Oil (Green Mage, 250)
Hammers such as this one are used in the quarries to sunder large chunks of rock. Imagine what it can do on the battlefield.
Mjolnir

FFTA2 Mjolnir

Solid Hammers B 55 0 10 15
Element: Lightning
Dark faeries trapped a raging storm within this hammer as they forged it.

Maces

Maces are one-handed weapons that can be equipped by Alchemists, Sages, Green Mages, and Chocobo Knights.

Mace Bazaar Category Atk Def Mag Rst. Skill (Job, AP)
Battle Mace

FFTA Battle Mace

24 0 0 0 Water (Sage, 200)
Sleep (Green Mage, 200)
A blunt weapon, but no less effective than a sword in the right hands.
Energy Mace

FFTA - Energy Mace

Heavy Maces D 29 0 2 5 Rasp (Alchemist, 250)
Aero (Sage, 200)
Silence (Green Mage, 200)
Traces of magnetic material in the alloy of this mace guide it toward the invisible energies emitted by all living things.
Druid Mace

FFTA Druid Mace

Heavy Maces C 26 0 3 5 Poison (Alchemist, 150)
Blind (Sage, 150)
Blind (Green Mage, 150)
A mace wielded by those who serve a higher power.
Sage Crosier

FFTA Sage Crosier

Sage's Bequest C 28 0 8 8 Astra (Alchemist, 200)
Tranq (Green Mage, 200)
This mace is more than a weapon; it is the symbol of one who possesses both knowledge and skill.
Life Crosier

FFTA Life Crosier

Hallowed Arms C 34 0 2 10 Esunaga (Sage, 350)
Magick↑ (Alchemist, 150)
A mace with the power to give life, and to take it away.
Morning Star

FFTA Morning Star

Heavy Maces B 38 0 2 5 Scathe (Sage, 450)
The design of these thorned battle maces was inspired by the common thistle.
Mandragora

FFTA Mandragora

Formidable Flora A 40 0 2 5 Toad (Alchemist, 450)
Bio (Sage, 200)
Leap (Green Mage, 400)
Element: Earth
A mace fashioned from the poisonous root of the mandragora.
Lotus Mace

FFTA Lotus Mace

Arms of the Firelord B 44 0 2 5 Flare (Alchemist, 400)
Gigaflare (Sage, 450)
Element: Fire
The gigas Ifrit wrought this mace of living flame.
Scorpion Tail

FFTA Scorpion Tail

Heavy Maces A 48 0 2 5 Protometeor (Alchemist, 400)
"Why do men craft such intricate yet ultimately flawed weapons, when nature has already supplied us with the perfect design?" - The Study of Arms
Zeus Mace

FFTA Zeus Mace

Hallowed Arms A 50 0 5 5 Transmute (Alchemist, 350)
Ultima Blow (Sage, 990)
Element: Holy
A holy mace for the smiting of evil. It is said to have appeared in a ray of heavenly light, and served the pure of heart ever since.

Books

Books are one-handed weapons that can be equipped by Seers, Scholars, and Chocobo Knights. Books cannot be dual-wielded.

Books Bazaar Category Atk Def Mag Rst. Skill (Job, AP)
Battle Folio

FFTA2 Battle Folio

Moldy Tomes E 24 0 5 5 Study (Scholar, 150)
Cura (Seer, 200)
One could learn all there is to know of the techniques of war by reading this weighty tome.
Mage Manual

FFTA2 Mage Manual

Moldy Tomes E 28 0 8 8 Earth Dragon Tome (Scholar, 300)
Fira (Seer, 250)
No mage's training is complete without the knowledge contained in this tome.
Urutan Annals

FFTA2 Urutan Annals

Moldy Tomes D 29 0 8 8 Rime Bolt Tome (Scholar, 300)
Esuna (Seer, 200)
The compiled chronicles of the reign of a once-mighty king.
The Arnath Glyphs

FFTA2 The Arnath Glyphs

Moldy Tomes D 31 0 8 8 Thunder Flare Tome (Scholar, 300)
Blizzara (Seer, 250)
This book carries the word of the holy god Arnath.
Enavia Chronicles

FFTA2 Enavia Chronicles

Moldy Tomes C 32 0 8 8 Natural Selection (Scholar, 300)
Thundara (Seer, 250)
A record of Kuth Castle in the land of Enavia.
Veil of Wiyu

FFTA2 Veil of Wiyu

Moldy Tomes C 35 0 10 10 Shadow Shade Tome (Scholar, 300)
Raise (Seer, 200)
A book detailing the life and affairs of a notorious woman.
Tome of Ending

FFTA2 Tome of Ending

Moldy Tomes B 42 0 10 10 Force (Scholar, 200)
Recharge (Seer, 350)
This forbidden book is said to tell of the great ending of worlds.
Edaroya Scriptures

FFTA2 Edaroya Scriptures

Moldy Tomes A 44 0 10 10 Mad Scientist (Scholar, 350)
Magick Frenzy (Seer, 550)
Element: Holy
This book of scripture was written many thousands of years ago. There are thought to be none alive now who can decipher its ancient letters.
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