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List of Weapons from SaGa 2

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Revision as of 22:01, January 3, 2020 by gkWolf Kanno (talk) (Added more tables)
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SaGa 2 expands the the types of weapon from SaGa 1 and gives them a few new functions with the new Robot class. Weapons are separated into six categories of Strength, Agility, Magic, Tomes, Fixed, and Martial Arts. Humans, Espers and Robots are the only classes that can use weapons.

While most weapons base their damage on a single stat or algorithm, hit% is determined by the characters agility stat. This means that most attacks, will always factor in agility and whatever stat the weapon needs when calculating whether the attack succeeded and how well. So players should likely focus on Agility based weapons early to raise this stat. There are some weapons that 100% accuracy regardless of stats though, but many tend to have other factors to contend with like elemental damage or scarcity.

Note: The following page only covers the original Game Boy title, the DS remake greatly expands the amount of weapons available to the player and changes certain algorithms. These will likely be added to this page at a later time.

List of Weapons

Strength

Strength based weapons do damage based on an the users Strength stat and then calculated against the enemies defense. Some weapons have elemental properties which will increase their damage against certain enemies. These weapons also have a small chance of instantly killing an enemy with a weakness to it. Humans and Espers have a higher chance to gain points towards their strength stat by using these types of weapons more often in battle. Robots usually gain HP and a boost to strength based on which weapons are given to them. Names in parenthesis are the western names.

Name Uses Damage Price Robot HP Robot Stat Special Location
Battle Hammer (Hammer) 50x Strength x 6 50g +9 HP +2 Strength
Jitte (Sypha) 50x Strength x 6 11,000 +63 HP +14 Strength 100% Block, doubles as shield. Guardian's Base
Long Sword 50x Strength x 7 400g +18HP +4 Strength
Whip 50x Strength x 7 400g +18 HP +4 Agility Will sometimes stun opponents. Raises Agility instead of Strength, despite using Strength for damage.
Battle Axe (Axe) 50x Strength x 8 1400g +27 HP +6 Strength
Seiryu Tou (Battle Sword) 50x Strength x 9 3200g +36 HP +8 Strength
Abacus of Evil (Abacus) 30x Strength x 10 None +9 HP None
Katana 50x Strength x 10 6800g +45 HP +10 Strength
Grudge Sword (Revenge Sword) 40x Damage x 2 None +45 HP +10 Strength Counter weapon, character must take physical damage, they will counter that damage x 2. Treasure in Cave of Light
Mythril Sword (Gold Sword) 50x Strength x 11 11,000g +63 HP +12 Strength
Flame Sword 40x Strength x 12 17,000g +81 HP +14 Strength Deals additional damage to enemies weak to fire.
Icebrand (Ice Sword) 40x Strength x 12 17,000g +81 HP +14 Strength Deals additional damage to enemies weak to ice
Thunder Axe 40x Strength x 12 17,000g +81 HP +14 Strength Deals additional damage to enemies weak to thunder
Coral Sword 40x Strength x 13 26,000g +99 HP +22 Strength Deals additional damage to insect and arachnid enemies.
Ogre Killer (Ogre Axe) 40x Strength x 13 26,000 +99 HP +22 Strength Deals additional damage to Goblin and Fairy enemies
Muramasa (Muramas) 40x Strength x 15 None +99 HP +22 Strength Deals additional damage to humanoid enemies.
Dragon Sword 40x Strength x 14 36,000 +117 HP +18 Strength Deals additional damage to dragon and reptile enemies.
Rune Axe 40x Strength x 12 None +45 HP None Reflects single target spells when equipped.
Defender (Defense Sword) 40x Strength x 14 None +117 HP +26 Defense Acts as a shield with 100% Block. Has a chance to raise Defense stat for Humans and Espers.
Sun Blade (Sun Sword) 40x Strength x 15 None +144 HP +32 Strength Deals additional damage to Undead, Skeletons, and Spirits.
Gungnir Spear 30x (Strength - 70) x15 + 1050 None +144 HP
32 Strength
100% Hit rate. Hits Groups. Treated as Range attack.
Excalibur (Xcalibur) Infinite (Strength - 70) x15 + 1050 None +144 HP
32 Strength
100% Hit Rate. Hits Groups. Unlimited uses. Treasure in Beyond
Glass Sword 1x 1000 Damage None +144 HP
32 Strength
100%Accuracy. Ignores all Defense. Always deals 1000 damage. One use. Treasure in Nasty Dungeon
Seven Branched Sword (Seven Sword) 7x Strength x 15 None +144

HP

None Can potentially hit an opponent up to seven times with one use. Number of hits is determined by users Agility stat. Treasure in Beyond

Agility

Agility based weapons do damage based on the characters agility stat. They will still calculate against the enemies defenses like regular weapon. Humans and Espers have an increased likelihood of getting a boost to their agility stat by using these types of weapons in battle. Robots will get a small HP boost as well as points in their agility stat by equipping these weapons. 

Name Uses Damage Price Robot HP Robot Stat Special Location
Rapier 50x Agility x 7 400g +18 HP +4 Agility
Saber 50x Agility x 9 3200g +36 HP +8 Agility
Lightsaber (Lazer Sword) 50x Agility x 11 11,000g +63 HP +14 Agility
Cat Claw 50x Agility x 13 26,000g +99 HP +22 Agility

 

Magic

Magic based weapons do damage based on the users mana/magic stat. Damage is calculated against the monsters defense like a normal weapon. Humans and Espers will gain boosts to Magic stat when using these weapons. Robots gain HP for equipping these weapons, but will not gain any points towards their magic stat. Some magic weapons have special effects like the Healing Wand that only restores health, or the Wizard Wand which has a chance to inflict instant death.

Name Uses Damage Price Robot HP Robot Stat Special Location
Psycho Dagger (PsiKnife) 50x Magic x 8 1400 +27 HP None
Psycho Sword (PsiSword) 50x Magic x 12 17,000 +81 HP None
Psycho Gun (PsiGun) 30x Magic x 12 None +144 HP None Hits Groups Treasure in Nasty Dungeon
Blood Sword (Vampic Sword) 30x Magic x6 None +9 HP None Treasure in Nasty Dungeon
Healing Staff (Heal Staff) 15x (Casters Magic + Targets Magic) x4 15,000 +81 HP None Heals Party
Sorcery Staff (Mage Staff) 15x Magic x4 15,000 +81 HP None Same as Flame Spell, Targets all enemies.
Wizard Staff 10x None None +117 HP None Instant Death. Targets Groups. Fails against undead classes or enemies with immunity

Books

These are magic books that allow Humans and Espers to cast spells. They do damage based on the magic Stat and damage is calculated against and enemies magic and elemental defense. Since humans now have a magic stat that can be raised, they can now use these items effectively in battle unlike their SaGa 1 counterparts. Using Tomes raises the possibility of a Human and Esper getting points towards their magic stats. Robots can equip tomes for HP gains but will not raise their magic stat.

Name Uses Damage Price Robot HP Robot Stat Special Location
Cure Book 30x None 6800g +45 HP None Heals on e Target
Prayer Book 30x Magic x13 6800g +45 HP None Only works on Undead classes.
Fire Book 30x Magic x10 6800g +45 HP None Targets Groups, can be boosted with Magi
Blizzard Book (Ice Book) 30x Magic x10 6800g +45 HP None Targets Groups, can be boosted with Magi
Thunder Book 30x Magic x10 6800g +45 HP None Targets Groups, can be boosted with Magi
Clouder Book (Fog Book) 30x Magic x10 6800g +45 HP None Targets Groups, can be boosted with Magi
Sleepel Book (Sleep Book) 30x None 6800g +45 HP None Targets Groups
Break Book (Stone Book) 15x None 11,000g +63 HP None Targets Groups
Death Book 15x None 17,000g +81 HP None Targets Groups
Flare Book 10x Magic x13 50,000g +144 HP None Targets All

Martial Arts

Martial Arts utilize a very different algorithm compared to standard weapons. Instead of doing damage based on the characters stats, they do increasing damage the lower amount of uses they have left. So a character with 90x uses of Punch will deal weaker damage compared to one using the same attack with 10x uses left. This makes them very powerful, but also time consuming to use since most of them have significantly higher numbers of uses than standard weapons. Though they don't use any stats to determine damage, they will raise a characters agility. Robots gain HP and Agility points for having these equipped. They are also bugged due to their strange damage algorithm. Equipping a robot with a MA ability that is down to single digit uses will skyrocket their agility stat.

Fixed

These are weapons that deal a fixed amount of damage and don;t use any stats to determine damage. To offset this, many of these weapons come with other bonuses such as incredibly high attack power, the ability to ignore defense, or the ability to hit groups or all enemies on the field. Some of these weapons will raise either Strength, Agility, or none at all. Robots can gain some good stat boosts to their HP and Agility with these weapons. In fact, robots benefit the most from using these weapons since many of the more powerful ones have low uses or are rare.

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