i take no credit for this info-i found this list of "latent effect weapons" on killingifrit. i also have info on latent effect armor if anyone is interested.Originally Posted by ½pint
RUNE WEAPONS
Rune Weapons are gained from the *Strange Apparati* found scattered throughout Vana'diel. A colored chip of the right day (purchasable from the Moblin vendors) and an infinity core (drops from dolls in Dynmais) are traded to the machine and perhaps a Rune Weapon will pop out. Rune items are triggered by going into attack-modus and will drain 4 MP/Tick. If the player runs out of MP or has no MP at all the LE will not be triggered. The Rune Arrow will only drain 1 MP/Tick.
Every Rune Item is lv.70 except the Rune Bow (Lv.73) and may be equipped by almost every job with MP, but also by some jobs without MP.
Rune Arrow (VIT +1, Ranged Attack +10)
Rune Axe (Attack +5, Adds “Regen“ Effect)
Rune Baghnakhs (STR +7, “Counter” +1)
Rune Blade (Dmg: 43, DEX +5)
Rune Bow (Enmity -2, Ranged Accuracy +5)
Rune Chopper (Accuracy +5, Haste +9%)
Rune Halberd (DEX +6, “Double Attack” +5%)
Rune Rod (Attack +10, Healing Skill +6)
Rune Staff (INT/MND/CHR +2, “Magic Atk Bonus” up)
WEAPONS OF TRIAL
These weapons are used in the quest for the final weapon skill of every weapon type. They are special because in the quest the LE has to be *deactivated*. The LE is on when a player gets the weapon and will stay activated until the player meets certain requirements: He has to do a lot of weaponskills and gain ws-points (1 for an weaponskill or starting a Lv.1-skillchain, 2 for closing a Lv.1-skillchain or starting a Lv.2-skillchain, 3 for for closing a Lv.2-skillchain or starting a Lv.3-skillchain, 5 for closing a Lv.3-skillchain) until he has 300 pts. Then the LE will disappear (the effect itself, not the description on the weapon) and this part of the quest is finished.
The Weapons of Trial are given by the starter NPC of the weaponskill-quest and are equipable from every job which can get the weaponskill. They are Lv.71, which is the lv. where most this jobs can get their skill up to the required skill to start the quest. Each player may do every weaponskill-quest, but can only have one quest active at a time.
Axe of Trials (HP +20, vs. Earth / Water +10)
Bow of Trials (HP +20, vs. Wind / Lightning +10)
Club of Trials (HP / MP +10, vs. Earth / Water +10)
Gun of Trials (HP +20, vs. Earth / Water +10)
Knuckles of Trials (HP +20, vs. Earth / Water +10)
Kodachi of Trials (HP +20, vs. Fire / Light +10)
Pick of Trials (HP +20, vs. Wind / Lightning +10)
Pole of Trials (HP / MP +10, vs. Fire / Light +10)
Sapara of Trials (HP +20, vs. Fire / Wind +10)
Scyte of Trials (HP +20, vs. Lightning / Light +10)
Spear of Trials (HP +20, vs. Water / Dark +10)
Sword of Trials (HP +20, vs. Ice / Earth +10)
Tachi of Trials (HP +20, vs. Ice / Dark +10)
UNLOCKABLE WEAPONS
These weapons are similar to the Weapons of Trials, but they work kinda reversed. They have no LE-effect to begin with but after the player gains 500 ws-points (like with the Weapons of Trials) the LEs are unlocked and work permanent. These weapons drop from certain KSNM30-Battles and are equipable around Lv.72. The only weapons without a latent critical bonus are the ranged weapons.
Coffinmaker (Dmg: 40)
Destroyers (Dmg: +18, Critical +6%)
Dissector (Dmg: 36, Critical +6%)
Expunger ( Dmg: 39)
Gravedigger (Dmg: 87, Critical +6%)
Gondo-Shizunori (Dmg: 85, Critical +6%)
Heart Snatcher (Dmg: 24, Critical +6%)
Michishiba-no-tsuyu (Dmg: 78, Critical +6%)
Morgenstern (Dmg: 40, Critical +6%)
Rampager (Dmg: 87, Critical +6%)
Retributer (Dmg: 46, Critical +6%)
Senjuinrikio (Dmg: 38, Critical +6%)
Subduer (Dmg: 85, Critical +6%)
Thyrsusstab (Dmg: 65, Critical +6%)
WEAPONS OF WEAKNESS
edited for clarity-> When you have less than 100% TP: Damage ?? (LE), Accuracy+5, Attack+18 (HE)
The conditions above also applies to when a weapon skill is used because TP resets to 0% before calculating how latents work when you use a WS.
When you have more than 100% TP (does not apply to when you weapon skill), you only get the normal damage stated on the weapon.
These weapons drop form different ENM75 and are equipable around Lv.73.
Blau Dolch (Dmg: 28 / Hidden Effect: Attack +18, Accuracy +5)
Onimaru (Dmg: 83 / Hidden Effect: Attack +18, Accuracy +5)
Maneather (Dmg: 49 / Hidden Effect: Attack +18, Accuracy +5)
Stone-Splitter (Dmg: 71 / Hidden Effect: Attack +18, Accuracy +5)
Wagh Baghnakhs (Dmg: +18 / Hidden Effect: Attack +18, Accuracy +5)
AVATAR WEAPONS
These weapons are gained from the quest “Waking the Beast,” where the alliance has to fight the six celestial avatars Ifrit, Shiva, Garuda, Titan, Ramuh and Leviathan and the terrestrial avatar Carbuncle. The weapons of the celestial avatars can drop after the final fight and the weapon of Carbuncle is the reward for doing the quest.
The LE is triggered by a summoner in the party having the according avatar summoned. It is possible for a summoner to trigger his own weapon and it is also possible to trigger different weapons at once if more than one avatar is summoned by the party.
A note on the added elemental damage from the weapons of Shiva, Ramuh, Leviathan and Carbuncle: The elemental damage is really exceptionally high (additional dmg: 50-80) and actives much more often than the additional effect of other weapons (around 33-50% of all attacks get the effect).
Ifrit’s Bow (increases Critical Hit Rate)
Shiva’s Shotel (adds Ice Damage)
Garuda’s Sickle (Accuracy +13)
Titan’s Baselard (Dmg: 28)
Ramuh’s Mace (adds Ligthning Damage)
Leviathan’s Couse (adds Water Damage)
Carbuncle’s Pole (adds Light Damage)
ALL OTHER WEAPONS
These weapons don't belong to any of the mentioned categories and are triggered in different ways.
Enhancing Sword (Accuracy +8, Attack +16), triggered while the player is affected by an En-spell
Frenzy Fife (STR +4), triggered while the player is affected by a song-effect <-- a Frenzy Five is not really a weapon it is a flute instead. The bard may make an equip-macro like: "/equip instrument /play song-which-is-affected-by-the-instrument /wait /equip Frenzy Five" and he doesn't get the CHR-4 of the Frenzy Fife while playing the song but get's the STR-Bonus of the song-effect.
Hototogisu (Parrying Skill +5), triggered while the player is affected by a song-effect
Kinkobo, Primate Staff / +1 (Dly: 329 / 319, Accuracy +10 / +12), triggered while the player has the "Pamama"-food effect
Mistilteinn (Refresh 3 MP/Tick), triggered by having TP%, drain 3 TP%/Tick
Odorous Knive / +1 (Dmg: 24 / 26) --> trigger unknown
Orphic Egg (Attack/Accuracy/Evasion +1), triggered while the player is affected by a song-effect
Save the Queen (Accuracy +20), triggered while the player has "Cover" activated
Treat Staff (Warp), triggered by hitting an enemy while New/Full Moon
Z's Trident (Str +12), triggered by having another person in the party using X's Knife or Y's Scythe <-- I heared some different things on this weapon. Some people say, this is the only hidden effect of this item and is just triggered once, other people say it can be triggered twice if both of the other two sinhunter weapons are used in the same party. Some people state that the latent effect is not just triggered for the user of the trident, but also for the user of the other sinhunter weapons. And some people state, that all of the special effects of the three weapons ("increased critical hit damage" from the knife, "HP -5%, Acc +5" from the scythe, "STR +12") are triggered for all three sinhunter weapon-user.
TRIGGERED HIDDEN EFFECT WEAPONS
These effects are not listed in the weapons description and have to be triggered like a latent effect.
Amanojaku (increases damage), triggered by decreasing HP
Company Sword (Dmg +2), triggered for every person in your party <-- so five times +2 for a full party
Valiant Knife (Dmg +1), triggered for every full 9% missing of your HP <-- so +1 for 91% HP, +2 for 82% HP, +3 for 73% HP, etc.
PERMANENT HIDDEN EFFECT WEAPONS
These effects are not listed in the weapons description but work permanently, so they do need not to be triggered.
Bourdonasse (does blunt damage, so more effective against undead, will not work on weaponskills!)
Calamar (you can eat raw fish, while equipped with these, even if you are not a mithra)
Exocets (you can eat raw fish, while equipped with these, even if you are not a mithra)
Heavy Lance (does normal damage instead of piercing damage, so no penalty against undead)
Honebami (does blunt damage, so more effective against undead)
Narval (you can eat raw fish, while equipped with these, even if you are not a mithra)
Pagurages (you can eat raw fish, while equipped with these, even if you are not a mithra)
Vampiric Claw (does slash damage instead of blunt damage)
ELEMENTAL STAVES
Technically they are Permanent Hidden Effect Weapons but because they all work alike, I made a new category. They enhance the effects of spells, songs, skills and abilities from a certain element by +10% and decrease the effects of spells, songs, skills and abilities from the weaker element by -10%. In addition, they lower the perpetuation cost of the according avatar and spirit by 2 MP/tick, while the weaker avatar and spirit have a by 2 MP/tick increased perpetuation.
The HQ-versions have another +/- 5% effect or -/+ 1 MP/tick for summoners.
Note: Light Staff and Apollo's Staff don't see healing spells as 'light spells'. You will get the normal +10% Cure Potency, but not an additional +10%/15% efficiency of Light spells (so just Cure +10% and not Cure +20% or +25%)
Fire / Vulcan's Staff (+ 10% / 15% Fire efficiency, - 10% / 15% Ice efficiency, - 2 / 3 MP Ifrit, Fire Spirit perpetuation cost, + 2 / 3 MP Shiva, Ice Spirit perpetuation cost)
Ice / Aquilo's Staff (+ 10% / 15% Ice efficiency, - 10% / 15% Wind efficiency, - 2 / 3 MP Shiva, Ice Spirit perpetuation cost, + 2 / 3 MP Garuda, Wind Spirit perpetuation cost)
Wind / Auster's Staff (+ 10% / 15% Wind efficiency, - 10% / 15% Earth efficiency, - 2 / 3 MP Garuda, Wind Spirit perpetuation cost, + 2 / 3 MP Titan, Earth Spirit perpetuation cost)
Earth / Terra's Staff (+ 10% / 15% Earth efficiency, - 10% / 15% Thunder efficiency, - 2 / 3 MP Titan, Earth Spirit perpetuation cost, + 2 / 3 MP Ramuh, Thunder Spirit perpetuation cost)
Thunder / Jupiter's Staff (+ 10% / 15% Thunder efficiency, - 10% / 15% Water efficiency, - 2 / 3 MP Ramuh, Thunder Spirit perpetuation cost, + 2 / 3 MP Leviathan, Water Spirit perpetuation cost)
Water / Neptune's Staff (+ 10% / 15% Water efficiency, - 10% / 15% Fire efficiency, - 2 / 3 MP Leviathan, Water Spirit perpetuation cost, + 2 / 3 MP Ifrit, Fire Spirit perpetuation cost)
Light / Apollo's Staff (+ 10% / 15% Light efficiency, - 10% / 15% Dark efficiency, - 2 / 3 MP Carbuncle, Light Spirit perpetuation cost, + 2 / 3 MP Fenrir, Dark Spirit perpetuation cost)
Dark / Pluto's Staff (+ 10% / 15% Dark efficiency, - 10% / 15% Light efficiency, - 2 / 3 MP Fenrir, Dark Spirit perpetuation cost, + 2 / 3 MP Carbuncle, Light Spirit perpetuation cost)
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