Rods
April 4, 2017
15:25
Rods are a very important weapon class, but not because of their actual functionality as weapons.  Rather, rods are important because many of them carry supportive effects that can be used to great effect by spellcasters.  On top of that, Rod Breaking is an extremely powerful strategy.
Speaking of which, they're not so great for actually attacking.  They can do reasonable damage sometimes, but are highly unreliable and awkward, and between their low weapon attack and the significantly reduced multiplier, just don't hold up to other weapons.
Rods are the second most used weapon class in the game: Black Mages, Time Mages, Blue Mages, Red Mages, and Summoners can all use Rods.
The Rod damage formula is a little crazy, but it looks like this:
((0%-200% of Attack Power) - Enemy MDef) * Multiplier (Magic, Slow)
Accuracy: 80%
Double Grip?: No
Magic Sword?: No
Can Throw?: No
All rods do full damage from the back row, except the Wizard Rod
Weapon
Attack Power
Where to Find
Notes
Rod
8
Bought: Act 1, Tule, Carnak
Magic +1 while equipped
Flame Rod
16
Bought: Act 1, Karnak
Found: Act 1, Karnak (After Steamship)
Enhances the spell power of Fire elemental abilities by 50% while equipped
Deals Fire elemental damage
Equip & Use: Casts Firaga (Spell Power 185), then breaks
Ice Rod
16
Bought: Act 1, Karnak
Found: Act 1, Carwen
Enhances the spell power of Ice elemental abilities by 50% while equipped
Deals Ice elemental damage
Equip & Use: Casts Blizzaga (Spell Power 185), then breaks
Thunder Rod
16
Bought: Act 1, Karnak
Enhances the spell power of Bolt elemental abilities by 50% while equipped
Deals Bolt elemental damage
Equip & Use: Casts Thundaga (Spell Power 185), then breaks
Poison Rod
32
Bought: Act 2, Quelb
Enhances the spell power of Poison elemental abilities by 50% while equipped
Deals Poison elemental damage
Equip & Use: Casts Bio (Spell Power 105 & HP Leak), then breaks
Wonder Wand
0
Found: Act 3, Fork Tower
Magic +2 while equipped
See the Wonder Wand section because this thing's crazy
Basically casts a huge number of White and Black magic spells on swing, which can be manipulated
Equip & Use: Casts Return (does not break the rod, unlike other rods)
Magus Rod
40
Found: Act 3, Legendary Weapon
Enhances the spell power of ALL the following elements: Thunder, Earth, Fire, Ice, Poison, and Wind
Deals simultaneous Fire/Ice/Thunder damage
Does not deal full damage from the back row, unlike other rods
Lillith Rod
30
Found: Interdimensional Rift, Forest
Magic +3 while equipped
Doesn't deal damage when used to attack normally
SNES/GBA: Causes enemies to become distracted, like the Dancer's !Flirt ability (80% base success rate)
iOS: Randomly either uses !Flirt or casts Psych on the target
Doesn't work on Heavy opponents
Equip & Use: Casts Osmose (Drains some MP)