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Shining Force II — Every Weapon

What each one really does, and the best pick for every class

The short version

The status screen shows one number for a weapon, its attack. The ROM stores more: a range, up to three equip effects, a spell it can cast, and flags for cursed and breakable. Every class also carries three settings the game never shows, for critical hits, double attacks and counters, and a handful of weapons move them.

Read together, the tables say things the game does not. The Critical Sword and the Rune Axe make a Baron, a Red Baron or a Ninja hit weaker criticals. The Gisarme kills outright one hit in four, with no resistance roll. The Ninja Katana has a bug that wipes out its owner's counterattacks. Cursed weapons lose a quarter of your turns, and once that is counted none of them beats the best clean weapon of its family. The Nazca Cannon is good, and not as good as its reputation.

All 85 weapons and the nine rings are listed below with everything the ROM knows about them, followed by a ranking for each promoted class.

The three settings nobody shows you

Each class definition in the ROM, five bytes at $1EE890, ends with a byte the disassembly calls prowess. Its low four bits pick a critical-hit setting, the next two a double-attack chance, the top two a counter chance. Double and counter are simple: four steps, 1/32, 1/16, 1/8 and 1/4.

ClassCriticalDouble attackCounter
Ninja150% at 1/81/161/8
Red Baron150% at 1/81/321/8
Baron150% at 1/81/321/16
Hero125% at 1/161/161/8
Thief125% at 1/161/161/32
Master Monk, Wolf Baron125% at 1/161/321/8
the other 14 promoted classes125% at 1/161/321/16
the other 11 unpromoted classes125% at 1/161/321/32

The critical setting is where it gets strange. There are eight settings, and instead of running from weak to strong they alternate: the strong critical (+50% damage) and the weak one (+25%) take turns as the odds improve.

Eight boxes for critical settings 0 to 7: 150% at 1/32, 125% at 1/32, 150% at 1/16, 125% at 1/16, 150% at 1/8, 125% at 1/8, 150% at 1/4, 125% at 1/4. An arrow from setting 3 to 4 is marked as an improvement, an arrow from 4 to 5 as a loss.
The table behind it is at $ACCA: eight pairs of bytes, a chance and a damage shift. An item with "critical +1" adds one to the setting and nothing else.

Twenty-nine classes sit on setting 3, a weak critical one time in sixteen. For them a +1 weapon is a real upgrade: setting 4 is a strong critical one time in eight, worth about 4.6% more damage on average. The Baron, the Red Baron and the Ninja are already on setting 4. For them +1 lands on setting 5: the same one in eight, but the weak critical. About 3% less damage, from a weapon whose name promises the opposite.

Four weapons carry that +1: the Critical Sword, the Rune Axe, the Robin Arrow and the Nazca Cannon. Two of them can be held by the classes they hurt. The community disassembly treats the ordering as a slip by the developers and offers a build option that sorts the table. On a cartridge it is simply how the game works.

How a hit is resolved

The attack routine at $ABBE and its neighbours run in a fixed order, and the order explains most of what follows.

Because the archer bonus is applied before the critical, the two multiply: a Sniper's strong critical on a Wyvern is the base damage times 1.25 times 1.5.

Weapons with something extra

The Gisarme

Its equip effect sets the critical to setting 6, a strong critical one time in four. Then the critical routine checks, by item number, whether the attacker holds a Gisarme, and if so replaces the critical with the cut-off: the target dies. The only test is whether the target is immune to Desoul. There is no resistance roll, so an enemy with "major" resistance to status spells dies as easily as a Gizmo. Of the 103 enemy types in the ROM, 23 are immune: the undead, the chess pieces, golems, and nearly every boss. On those the Gisarme is still a +42 sword with the best critical in the game.

The Ninja Katana, and its bug

"Double attack +1" takes the Ninja from 1/16 to 1/8. The routine that writes the new value back is meant to keep the other two settings and replace only the double-attack bits. It keeps the critical bits and nothing else, so the counter setting is zeroed: while he holds the Ninja Katana, a Ninja counters one time in 32 where he should counter one time in 8. The extra double attacks are worth more than the lost counters, so it is still the second-best weapon he can hold. It is the only item in the game with this effect, so nobody else is affected.

The Counter Sword

"Counter +1" works as written. On a Hero or a Red Baron, who start at 1/8, it gives 1/4, the highest counter rate an ally can have. On a Baron or a Bird Battler it gives 1/8.

Staves and a ring that pay every turn

The Holy Staff, the Mystery Staff and the Life Ring have an equip effect that the effect table maps to an empty routine. Their real behaviour is written into the end-of-turn code, again by item number: the Holy Staff restores 3 HP to its holder each turn, the Mystery Staff 2 MP, the Life Ring 5 HP.

Weapons that cast

Twenty weapons and five rings cast a spell from the Use command, for no MP. Two rules apply. You can only use a weapon your class could equip, so a Valkyrie in a Wizard's bag does nothing. And you do not have to equip it, so a Paladin can fight with the Mist Javelin and cast Attack from a Valkyrie he is only carrying. Every casting weapon is breakable: each use has one chance in four of cracking it, a cracked item is destroyed by its next use, and the repair man will fix a cracked one for a fee.

Two weapons for nobody

The Iron Ball (+44, cursed, Blaze 3) and the Taros Sword (+32, reach of two, Bolt 2) are dropped by Cameela and Taros. Their class list is empty. Since Use is limited to classes that can equip, nobody can cast from them either. They sell for a good price.

Cursed weapons, with the sums done

Seven weapons and two rings are cursed, and one of the seven is the Iron Ball that nobody can hold. They have the highest attack in their families, and five of them take something on top: five points of defence, ten of agility or two of movement. What the curse itself does is in two places in the code.

A quarter of all turns gone means a cursed weapon delivers three quarters of what its attack suggests. Take the Gladiator. With B as his attack without a weapon minus the target's defence, the Evil Axe averages (B+50) × 0.76 and the Rune Axe (B+42) × 1.06. The Evil Axe is behind at every value of B. Against the plain Great Axe from the shop it is ahead only while B is under 38. The same holds in every family: the Evil Knuckles lose to the Giant Knuckles, the Evil Shot to the Grand Cannon, the Evil Lance to the Mist Javelin, the Dark Sword to anything mithril. And the recoil and the stat penalties are not even in those numbers.

The cursed rings are a different case. The Black Ring and the Evil Ring add +10 and +15 attack to classes that do not attack, and what you want from them is the free Blaze 2 and Bolt 2. Carry them, and do not wear them.

The best weapon for each class

The tables below rank weapons by average damage per attack:

average = (B + weapon ATT) × (1 + critical chance × critical bonus) × (1 + double chance) × 0.75 if cursed

B is the character's attack without a weapon minus the target's defence. Late in the game a fighter's B against ordinary enemies is around 30, and 60 is a strong character on a soft target. Dodge and land effect are left out because they are the same for every weapon, and so is the second hit's chance of finding the target already dead. Counters, range, free spells and stat bonuses are not in the number. The notes cover them. Unpromoted classes are not ranked, because before promotion the shop weapons differ in attack and nothing else.

Hero

Bowie has a sword nobody else can hold, and it is the right answer: the Force Sword is +46 with no strings attached. The Levanter is four points behind and casts Blaze 3 for free, with a one in four chance of cracking each time. The Counter Sword takes his counter rate from 1/8 to 1/4, which the table below does not price in. The Critical Sword passes the Battle Sword once B goes over 33 and never gets near the top three.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Force Sword+46125% at 1/161/161/882.0114.4
2Levanter+42125% at 1/161/161/877.7110.1
3Counter Sword+39125% at 1/161/161/474.5106.8
4Battle Sword+35125% at 1/161/161/870.1102.5
5Critical Sword+32150% at 1/81/161/870.0103.9
6Dark Sword cursed+50125% at 1/161/161/864.789.0

Paladin and Pegasus Knight

The Mist Javelin is the highest attack in the family, reaches two squares, and has no drawback. The Holy Lance gives up three points for +5 DEF and a small free heal. The Halberd casts Bolt 1. The Valkyrie is the weakest of the four mithril lances, but it casts Attack on an ally up to three squares away, and you do not have to equip it to use it: carry one in the bag. The Evil Lance loses a quarter of your turns and two squares of movement on a class whose whole point is movement.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Mist Javelin+42125% at 1/161/321/1675.4106.8
2Holy Lance+39125% at 1/161/321/1672.3103.7
3Halberd+37125% at 1/161/321/1670.2101.6
4Valkyrie+33125% at 1/161/321/1666.097.4
5Chrome Lance+31125% at 1/161/321/1663.995.3
6Evil Lance cursed+48125% at 1/161/321/1661.384.8

Gladiator

The one class where the answer is unambiguous. The Rune Axe has the highest attack of any axe that is not cursed, and its +1 moves the Gladiator from 125% at 1/16 to 150% at 1/8. The Ground Axe is three points behind and adds a square of movement, which on a class that moves five matters more than it sounds.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Rune Axe+42150% at 1/81/321/1678.9111.8
2Ground Axe+39125% at 1/161/321/1672.3103.7
3Atlas Axe+35125% at 1/161/321/1668.199.5
4Heat Axe+32125% at 1/161/321/1664.996.4
5Evil Axe cursed+50125% at 1/161/321/1662.886.4
6Great Axe+28125% at 1/161/321/1660.792.2

Baron

Here the Rune Axe backfires. A Baron already crits at 150% one time in eight, and the +1 turns that into 125% one time in eight. Its three extra points of attack keep it a hair ahead of the Ground Axe while B is under 60 and behind it above that, and the Ground Axe also gives +1 MOV, so the Ground Axe wins. A Baron can hold swords as well: the Counter Sword has the same +39 and doubles the counter rate to 1/8.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Rune Axe+42125% at 1/81/321/1676.6108.5
2Ground Axe+39150% at 1/81/321/1675.6108.5
3Counter Sword+39150% at 1/81/321/875.6108.5
4Atlas Axe+35150% at 1/81/321/1671.2104.1
5Battle Sword+35150% at 1/81/321/1671.2104.1
6Heat Axe+32150% at 1/81/321/1667.9100.8

Red Baron

Lemon joins with the Dark Sword equipped, which means he joins cursed. Take it off. His class counters at 1/8 where a Baron counters at 1/16, and the Counter Sword makes that 1/4, the highest counter rate any ally can reach. Everything said about the Baron and the Rune Axe applies to him too.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Rune Axe+42125% at 1/81/321/876.6108.5
2Ground Axe+39150% at 1/81/321/875.6108.5
3Counter Sword+39150% at 1/81/321/475.6108.5
4Atlas Axe+35150% at 1/81/321/871.2104.1
5Battle Sword+35150% at 1/81/321/871.2104.1
6Heat Axe+32150% at 1/81/321/867.9100.8

Ninja

The Gisarme sets the critical rate to one in four, and with this one weapon a critical is not extra damage: the target is cut down on the spot unless it is immune to Desoul. There is no resistance roll. The Ninja Katana doubles the double-attack rate to 1/8 and works on bosses, but it silently resets the Ninja's counter from 1/8 to 1/32 (the bug described above). The Critical Sword is the worst thing you can hand Slade: it weakens his criticals.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Gisarme+42150% at 1/41/161/886.1121.9
2Ninja Katana+39150% at 1/81/81/3282.5118.3
3Katana+34150% at 1/81/161/872.2106.1
4Critical Sword+32125% at 1/81/161/867.9100.8
5Dark Sword cursed+50150% at 1/81/161/867.793.1
6Great Sword+29150% at 1/81/161/866.6100.5

Bird Battler

Birdmen share the sword list minus the Hero's exclusives. The Counter Sword is the top non-cursed attack and takes the counter rate to 1/8. The Critical Sword passes the Battle Sword once B goes over 33.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Counter Sword+39125% at 1/161/321/872.3103.7
2Battle Sword+35125% at 1/161/321/1668.199.5
3Critical Sword+32150% at 1/81/321/1667.9100.8
4Dark Sword cursed+50125% at 1/161/321/1662.886.4
5Great Sword+29125% at 1/161/321/1661.893.2
6Buster Sword+26125% at 1/161/321/1658.790.1

Master Monk

Attack is all that matters here, and the Giant Knuckles have the most of it outside the cursed pair. The Evil Knuckles show +63 on the status screen and deliver less than the Iron Knuckles from the shop once the lost turns are counted. A Master Monk also has a one in sixteen chance of the spinning special attack, which the code treats as a forced critical. That is included in the numbers.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Giant Knuckles+55125% at 1/161/321/890.3122.2
2Misty Knuckles+48125% at 1/161/321/882.9114.7
3Iron Knuckles+43125% at 1/161/321/877.6109.4
4Evil Knuckles cursed+63125% at 1/161/321/874.198.0
5Brass Knuckles+39125% at 1/161/321/873.3105.2
6Power Glove+33125% at 1/161/321/866.998.8

Sniper, Brass Gunner, Bow Knight

The Grand Cannon leads at any attack value you will see in the game. The Nazca Cannon, found in a chest on the Nazca Ship, is the interesting one: ten points under the Grand Cannon but with +1 critical. It passes the Buster Shot once B goes over 54 and the Hyper Cannon over 119. To pass the Grand Cannon it would need B=184, which no character reaches. All three gunner classes add 25% against anything that flies or hovers, and that bonus multiplies with the critical.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Grand Cannon+43125% at 1/161/321/1676.5107.9
2Hyper Cannon+40125% at 1/161/321/1673.3104.7
3Buster Shot+37125% at 1/161/321/1670.2101.6
4Nazca Cannon+33150% at 1/81/321/1669.0101.9
5Evil Shot cursed+51125% at 1/161/321/1663.687.2
6Great Shot+29125% at 1/161/321/1661.893.2

Wizard and Sorcerer

A mage's weapon attack is close to irrelevant, so ignore the damage columns and look at the extras. The Mystery Staff gives back 2 MP every turn, which over a long battle is several extra casts. The Freeze Staff casts Freeze 3 for nothing, with the usual one in four chance of cracking. Until the mithril ones turn up, the Guardian Staff from the shop is +5 DEF for 2,380 gold. The Demon Rod takes ten points of agility and a quarter of your turns.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Mystery Staff+39125% at 1/161/321/1672.3103.7
2Freeze Staff+37125% at 1/161/321/1670.2101.6
3Supply Staff+32125% at 1/161/321/1664.996.4
4Demon Rod cursed+50125% at 1/161/321/1662.886.4
5Great Rod+28125% at 1/161/321/1660.792.2
6Mage Staff+27125% at 1/161/321/1659.791.1

Vicar

Same logic as the mages. The Mystery Staff is the best staff for a healer who casts every turn. The Holy Staff restores 3 HP a turn to its holder and the Goddess Staff casts Aura 2 for free. The Wish Staff, dropped by Cameela, casts Attack.

#WeaponATTCriticalDoubleCounterAvg. damage, B=30Avg. damage, B=60
1Mystery Staff+39125% at 1/161/321/1672.3103.7
2Goddess Staff+31125% at 1/161/321/1663.995.3
3Demon Rod cursed+50125% at 1/161/321/1662.886.4
4Holy Staff+29125% at 1/161/321/1661.893.2
5Great Rod+28125% at 1/161/321/1660.792.2
6Wish Staff+26125% at 1/161/321/1658.790.1

All weapons and rings

Everything below is read from the item definitions at $16EA6, sixteen bytes each. "Where" lists the first shop that stocks the item, chests and hidden spots, enemy drops, the ally who joins with it, and whether the dwarven smith can forge it. The icons are the game's own, 16 by 24 pixels, read from $1D8004. How the smith picks is in The Mithril RNG.

SDMN swordsman · KNTE knight · WARR warrior · MAGE mage · PRST priest · ACHR archer · BDMN birdman · RNGR ranger · THIF thief · HERO hero · PLDN paladin · PGNT pegasus knight · GLDT gladiator · BRN baron · RDBN red baron · WIZ wizard · SORC sorcerer · VICR vicar · MMNK master monk · SNIP sniper · BRGN brass gunner · BWNT bow knight · BDBT bird battler · NINJ ninja

Swords

WeaponATTRangePriceExtraFlagsClassesWhere
Wooden Sword+3160SDMN BDMN HERO BRN BDBT NINJ RDBNwith Bowie
Short Sword+51140SDMN BDMN HERO BRN BDBT NINJ RDBNshops from Granseal
Middle Sword+81340SDMN BDMN HERO BRN BDBT NINJ RDBNshops from New Granseal / with Luke
Long Sword+121620SDMN BDMN HERO BRN BDBT NINJ RDBNshops from Polca
Steel Sword+1611,120SDMN BDMN HERO BRN BDBT NINJ RDBNshop in Hassan / chest, East Shrine
Achilles Sword+1911,350only weapon that hurts TarosSDMN HEROchest, Achilles Shrine
Broad Sword+2211,600HERO BRN BDBT NINJ RDBNshops from Hassan (later stock) / drop, Devil's Tail
Buster Sword+2612,600HERO BRN BDBT NINJ RDBNshops from New Granseal (later stock)
Great Sword+2915,100HERO BRN BDBT NINJ RDBNshops from Pacalon / with Skreech
Critical Sword+3217,200critical +1HERO BRN BDBT NINJ RDBNchest, Mitula Shrine / mithril
Battle Sword+3519,200HERO BRN BDBT RDBNdrop, Prism Flowers / mithril
Counter Sword+39113,000counter +1HERO BRN BDBT RDBNdrop, Odd Eye / mithril
Levanter+42114,000use: Blaze 3breakableHEROmithril
Force Sword+46110,000cannot be soldHEROForce Sword Shrine, Devil's Head
Dark Sword+50117,000DEF −5, use: Desoul 1cursed, breakableHERO BRN BDBT NINJ RDBNwith Lemon

Katanas

WeaponATTRangePriceExtraFlagsClassesWhere
Katana+3419,600NINJmithril
Ninja Katana+39111,500double attack +1NINJmithril
Gisarme+42115,000critical set to 150% at 1/4, critical becomes instant killNINJmithril

Knives

WeaponATTRangePriceExtraFlagsClassesWhere
Short Knife+5170THIFshops from Granseal / with Slade
Dagger+81320THIFshops from Ribble
Knife+121500THIFshops from Bedoe
Thieve's Dagger+171940AGI +5THIFshop in Hassan

Axes

WeaponATTRangePriceExtraFlagsClassesWhere
Short Axe+51120WARR GLDT BRN RDBNshops from Granseal / with Jaha
Hand Axe+91340WARR GLDT BRN RDBNshops from New Granseal
Middle Axe+131610WARR GLDT BRN RDBNshops from Bedoe
Power Axe+1711,100WARR GLDT BRN RDBNshop in Hassan / with Randolf
Battle Axe+2111,370WARR GLDT BRN RDBNshop in Hassan (later stock)
Large Axe+2512,250GLDT BRN RDBNshops from New Granseal (later stock)
Great Axe+2814,600GLDT BRN RDBNshops from Tristan / with Gyan
Heat Axe+3217,200use: Blaze 2breakableGLDT BRN RDBNdrop, road to Roft / mithril
Atlas Axe+3519,600use: Blaze 3breakableGLDT BRN RDBNmithril
Ground Axe+39110,000MOV +1GLDT BRN RDBNmithril
Rune Axe+42110,000critical +1, use: Detox 2breakableGLDT BRN RDBNmithril
Evil Axe+50115,000DEF −5cursedGLDT BRN RDBNchest, Force Sword Shrine

Lances and spears

WeaponATTRangePriceExtraFlagsClassesWhere
Wooden Stick+3170KNTE PLDN PGNTwith Chester
Short Spear+61–2120KNTE PLDN PGNTshops from Granseal
Bronze Lance+91260KNTE PLDN PGNTshops from Galam
Spear+121–2460KNTE PLDN PGNTshops from New Granseal
Steel Lance+161810KNTE PLDN PGNTshops from Bedoe / with Eric / with Rick
Power Spear+201–21,270KNTE PLDN PGNTshop in Hassan (later stock)
Heavy Lance+2311,600PLDN PGNTshops from New Granseal (later stock)
Javelin+261–23,400PLDN PGNTshops from Ketto / with Higins
Chrome Lance+3116,900PLDN PGNTshops from Tristan / with Jaro
Valkyrie+331–27,700use: Attack 1breakablePLDN PGNTchest, Prism Flowers battlefield / mithril
Halberd+3717,300use: Bolt 1breakablePLDN PGNTmithril
Holy Lance+3919,300DEF +5, use: Heal (item) 1breakablePLDN PGNTmithril
Mist Javelin+421–29,900PLDN PGNTmithril
Evil Lance+48111,000MOV −2cursedPLDN PGNThidden, Devil's Head

Arrows and shells

WeaponATTRangePriceExtraFlagsClassesWhere
Wooden Arrow+72250ACHR RNGR SNIP BRGN BWNTshops from Ribble / with May
Iron Arrow+122600ACHR RNGR SNIP BRGN BWNTshops from Bedoe
Steel Arrow+1721,270ACHR RNGR SNIP BRGN BWNTshop in Hassan / with Elric / with Janet
Robin Arrow+212–31,480critical +1SNIP BRGN BWNTshops from Hassan (later stock)
Assault Shell+252–32,500SNIP BRGN BWNTshops from New Granseal (later stock) / with Rohde
Great Shot+292–35,000SNIP BRGN BWNTshops from Pacalon
Nazca Cannon+332–33,000critical +1SNIP BRGN BWNTchest, Nazca Ship
Buster Shot+372–36,800SNIP BRGN BWNTdrop, Geshp / mithril
Hyper Cannon+402–38,700SNIP BRGN BWNTmithril
Grand Cannon+432–39,800use: Dispel 1breakableSNIP BRGN BWNTmithril
Evil Shot+512–313,000DEF −5cursedSNIP BRGN BWNThidden, Galam Castle

Rods and staves

WeaponATTRangePriceExtraFlagsClassesWhere
Wooden Rod+3160MAGE PRST WIZ SORC VICRshops from Granseal / with Kazin / with Sarah
Short Rod+51130MAGE PRST WIZ SORC VICRshops from Galam / drop, Galam Castle
Bronze Rod+81360MAGE PRST WIZ SORC VICRshops from Polca
Iron Rod+121560MAGE PRST WIZ SORC VICRshop in Hassan
Power Stick+1511,050MAGE PRST WIZ SORC VICRshop in Hassan / drop, southeast desert / with Karna / with Tyrin
Flail+1911,490WIZ SORC VICRshops from Hassan (later stock)
Guardian Staff+2212,380DEF +5WIZ SORC VICRshops from New Granseal (later stock)
Indra Staff+2513,200use: Magic Drain 1breakableWIZ SORC VICRshops from Ketto / with Frayja / with Taya
Wish Staff+2616,100use: Attack 1breakableVICRdrop, Cameela
Mage Staff+2716,300use: Blaze 2breakableWIZ SORCdrop, inside Moun / with Chaz
Great Rod+2817,900WIZ SORC VICRmithril
Holy Staff+2919,000+3 HP every turnVICRdrop, outside the Ancient Tower / mithril
Goddess Staff+3119,700use: Aura 2breakableVICRmithril
Supply Staff+3218,500use: Magic Drain 1breakableWIZ SORCmithril
Freeze Staff+3719,500use: Freeze 3breakableWIZ SORCmithril
Mystery Staff+39110,000+2 MP every turnWIZ SORC VICRmithril
Demon Rod+50112,500AGI −10, use: Magic Drain 1cursed, breakableWIZ SORC VICRhidden, Dwarven Village

Knuckles

WeaponATTRangePriceExtraFlagsClassesWhere
Leather Glove+2611,300MMNKshops from Hassan (later stock)
Power Glove+3311,800MMNKshops from New Granseal (later stock)
Brass Knuckles+3912,900MMNKshops from Tristan / with Sheela
Iron Knuckles+4314,800MMNKshops from Moun
Misty Knuckles+4815,500use: Magic Drain 1breakableMMNKmithril
Giant Knuckles+5517,500use: Muddle 1breakableMMNKmithril
Evil Knuckles+6319,500cursedMMNKchest, Yeel

Weapons nobody can equip

WeaponATTRangePriceExtraFlagsClassesWhere
Taros Sword+321–210,000use: Bolt 2breakablenobodydrop, Taros
Iron Ball+4413,800use: Blaze 3cursed, breakablenobodydrop, Cameela

Rings

WeaponATTRangePriceExtraFlagsClassesWhere
Protect Ring3,000DEF +5, use: Boost 1breakableeveryonedrop, Devil's Tail
Quick Ring3,000AGI +5breakableeveryonehidden, Bedoe
Running Ring3,000MOV +2everyonehidden, Creed's Mansion
White Ring5,000DEF +10, use: Aura 2breakableHERO VICRchest, Dwarven Village
Life Ring5,000+5 HP every turnHERO PLDN PGNT GLDT BRN WIZ SORC VICR MMNK SNIP BRGN BDBT WFBR BWNT PHNX NINJ MNST RBT GLM RDBNchest, Elven Village battlefield
Power Ring+53,000use: Attack 1breakableeveryonedrop, road east of Ribble
Black Ring+105,000use: Blaze 2cursed, breakableWIZ SORCdrop, outside Ketto
Evil Ring+155,000use: Bolt 2cursed, breakableWIZ SORC VICRdrop, road to the Ancient Shrine

Method

The item, class and enemy tables were parsed straight from the US ROM; the routines were read in the ShiningForceCentral disassembly, which assembles back to the retail image. The ones quoted are the damage calculation at $ABBE, the critical routine at $AC4E with its table at $ACCA, double and counter at $B00E, the equip effects around $8B22, item breakage at $BBE6 and the end-of-turn effects in the battle loop. Where the disassembly offers "standard build" fixes, this page describes the unpatched game.

The full table, with the class settings, is in sf2-weapons.json.