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The Monk (also called Black Belt) is a physical attacker available at the beginning at the game. Eventually, the class can be upgraded to Master. Monks can equip nunchaku, making it one of the few times Monks use weapons besides claws and knuckles. Final Fantasy III Edit. Knuckles don't always lower a Monk's Attack, and even when they do they aren't always weaker. Barehanded and weapons use different equations, so factors other than Attack apply. Probably the reason why the Mythril Sword made your Warrior's attack go down is because unarmed is technically two weapons, and when you dual wield Attack is the sum of. Nov 13, 2015 the power fist and death claw gauntlets are faster and do more damage than even a super sledge fully modded. Unarmed is really good, all you gotta do is kill swan, which i did at level 5 on survival by kiting him around a statue so he couldn't hit me. Even modded brass knuckles aren't bad. No, cestus and other fist weapons do not use a monks unarmed damage. Because one of the dev's at paizo was a moron when it came to monk. The closest thing for what you want is a brawler and their ability close weapon mastery. You basically replace the base damage for the cestus with your base unarmed damage (as if you were four levels lower). (Ex: Iron Knuckles are required to craft Steel Knuckles, which are required for Orcish Knuckles.) - Unarmed attacks now use the same sneak attack modifier as One-handed attacks (and can benefit from the Backstab perk). Khajit Claws and Fists of Steel bonuses are greatly reduced to allow other races and styles to be competent at unarmed combat. I am starting with monk and asked a friend what weapon I should use. He told me that my priority should be on knuckles and fist weapons. I started out that way but daggers seem to be much better because of their attack speed. Is it because knuckles work better with a shield or am I missing something? Why prioritise knuckles?

Obviously someone with razor sharp claws is going to have an upper hand at unarmed combat so why would you take that upper hand away? A claw that can rip off your face WILL do more damage then a fist, period. It doesn't mean the first can't do serious damage, but the claw should flat out do more damage anyway. It's not like it's a big bonus anyway.

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This weapon was designed specifically to work WITH monks. Ensuring that whatever their level their fists always do an extra +1, and also giving the potential of having their unarmed strikes become boosted by magical dusters and getting up to a potential +4, as well as other magical effects. —The preceding unsigned comment was added by ChldOfTheNxtGen (talk • contribs) 04:02, 5 May 2015 (MDT). Please sign your posts.

But it means that quite quickly there's no point in a monk using any weapon other than knuckledusters. A 5th level monk can attack with a nunchaku or kama for 1d6 damage, or a knuckleduster for 1d6+1 damage. It's nearly as good as a magic weapon. Marasmusine (talk) 05:11, 5 May 2015 (MDT)
As long as the monk does 1d4 unarmed damage, this is on par with most of the monk weapons. Once the monk gets 1d6 unarmed damage, it's on par with using a quarterstaff with two hands. After that, it becomes strictly superior to all other mundane options. —Proton[talk] 08:01, 5 May 2015 (MDT)
Also, the increased damage is dependent on the idea that an unarmed strike is always a punch. A monk especially is likely to use all manner of body parts to attack with, depending on the situation, and this is reflected in their increased damage. To limit them to a punch would be crippling, as far as I'm concerned. —Proton[talk] 10:37, 5 May 2015 (MDT)
You know guys I assume everything I do that isn't corrected is loved and celebrated until I'm told otherwise :P ChldOfTheNxtGen (talk) 11:09, 5 May 2015 (MDT)

Are you guys effing CRAZY?! DELETION?! That is an OUTRAGIOUS over reaction! Knuckle dusters are a classic, legitimate weapon, and deserve to have a 5e incarnation! Revision for balance may be necessary, but outright deletion? That's insane! We have other tags which can be used! First off, a character's 'attacks' in 5e essentially equate to a weapon list. There is no mechanism behind weapons being 'equipped' or 'unequipped' and no consideration for penalties of drawing or switching weapons. When you attack, you state what weapon you use. If a character chose to kick someone instead of punch them, even with knuckle dusters at the ready, they would do normal unarmed attack damage, because they aren't attacking with the knuckle duster weapon, they're attacking with the unarmed attack weapon! This weapon doesn't restrict them in any way that any other weapon wouldn't. Second, dang straight it'd kick ass for a monk. The mechanics are actually quite realistic and make sense. Is it the best monk weapon on the list? HAIL NO. Handaxes still kick its arse because they allow the monk to deal ranged slashing monk damage. The knuckleduster cannot cut, nor can it really be thrown effectively, though in raw damage it would still reign supreme in melee. Don't delete this page. In fact, I wouldn't even change it. Kydo (talk) 12:23, 5 May 2015 (MDT)

I feel that Kydo's enthusiasm maybe under playing the need to keep this page open and simply edit it. ChldOfTheNxtGen (talk) 12:28, 5 May 2015 (MDT)
I just don't understand why someone would choose to destroy a good idea, rather than revise it to make it work. Absolutely bizarre. Everyone punches harder with brass knuckles- that's why they exist. Kydo (talk) 12:31, 5 May 2015 (MDT)
'Everyone punches harder with brass knuckles- that's why they exist' EXACTLY! ChldOfTheNxtGen (talk) 12:33, 5 May 2015 (MDT)
Maybe, as an alternative effect, we could introduce a saving throw on successful hits and add a possibility of 'Stunning' or 'KOing' the target. ChldOfTheNxtGen (talk) 12:49, 5 May 2015 (MDT)
I disagree. That really only makes sense if you only ever punch someone in the head, assuming the target even has a head to hit. It really is not a game-breaking weapon. It's 1 damage. At the higher levels where a monk's unarmed attack deals higher die sizes, that 1 extra damage doesn't matter, even when you absolutely max out your attack count- (And I think the highest possible by vanilla rules is 6? (Fighter 20 with 4 extra attacks, action surge for +1 to that, and a bonus attack if he's two weapon fighting) and you can't even do that with a monk anyways.) the monsters have so much higher HP it's not relevant compared to the damage dealt by the dice alone, let alone the multiplied proficiency bonus damage. It may shave off a round at most. If the party's life or the stability of the campaign hinges on a single round, the DM is doing something wrong, either intentionally trying to kill the PCs or building a terribly unbalanced campaign. Not only that, but you are required you be literally adjacent to the enemy in order to attack them- a bad idea with many enemies, and is entirely noneffective on some enemies. Any decent DM can easily bypass use of it where it would be problematic to the game if they really dislike the weapon so much- and if they do, why'd they even include it at all?! I would NEVER allow use of many weapons on this wiki, but I don't think they should be deleted! Kydo (talk) 13:03, 5 May 2015 (MDT)
Oh, and on the note to people who complain that it somehow restricts monks by giving them options that are superior to anything other than punches: THE WHOLE MONKS WEAPON LIST DOES THAT. There is NO reason to use unarmed attacks until they can do d8 damage, and even then your weapons deal that much anyways. The only reason to use real unarmed are the few powers which force the use of or depend upon them. AND EVEN THEN I'D RATHER USE A WEAPON LIKE THE HANDAXE, BECAUSE IT'S MORE EFFECTIVE! The simple presence of the handaxe on the monks weapon list renders the vast majority of the list irrelevant. Adding items which can compete with it for 'best weapon on the list' is a good thing, especially considering it gives reason to switch between weapons depending on circumstances. It genuinely adds more depth to the game. Kydo (talk) 13:45, 5 May 2015 (MDT)
Brass Knuckle (5e Equipment) already exists. Marasmusine wanted to merge them. He decided that page was more balanced than this one. Chill the fuck out. 13:41, 5 May 2015 (MDT)
And I disagree with him vehemently. Go look at the talk page there, I did comment. A recurring pattern, to my dismay, I really like the guy. Kydo (talk) 13:45, 5 May 2015 (MDT)
Also, that was intended to be a new stream, but really, the whole comment nesting thing is just a technical courtesy, it isn't really necessary at all, and if someone doesn't want to do it, I stopped going through a page and rearranging everything to make it look like a forum. If people can understand the conversation, that should be enough. Going through and rearranging stuff other people said just seems rude and OCD to me. Kydo (talk) 13:55, 5 May 2015 (MDT)

Kydo, 'There is no mechanism behind weapons being 'equipped' or 'unequipped' and no consideration for penalties of drawing or switching weapons.' - I've corrected you once before on this, see PHB p. 190. You can interact with one object for free during your move or action, and a specific example of this is drawing or sheathing a weapon. You have to use your action to draw/sheathe another weapon.

I fail to see the relevance. That section describes mild non-mechanical aesthetic flourishes. It's admittance for fluff with a boundary to give DMs justification to control it if they have to. It could be used to stop someone from some unusual activities, but if taken as a strict mechanical rule, it essentially means you can't make a second weapon attack in the first round of combat, you'd have to wait till the second round to draw the second weapon. (Unless you walk around with your weapons drawn, at the ready, all the time- and really, who the hell goes into enough detail to mention such a thing one way or the other?) An attack is not an object interaction. Object interactions are described on page 185, and attacks on pages 192-196. Kydo (talk) 02:08, 6 May 2015 (MDT)
There is a feat that specifically deals with drawing or stowing two weapons instead of one. Marasmusine (talk) 04:57, 11 June 2015 (MDT)
Again with feats? They're in the optional chapter. They aren't part of the core game. Nothing should be designed with the assumption that an optional or variant rule is being used. --Kydo (talk) 12:20, 11 June 2015 (MDT)

I feel you overreacted to my placing a deletion proposal: it's a deletion proposal, not an edict. I did not see the need for two pages describing the same weapon, when the current format is to present variants on the same page. I also think my objection of brass knuckles mysteriously dealing more damage than other monk weapons at mid-level is valid. How much dmg does tracer's ultimate do. Marasmusine (talk) 01:12, 6 May 2015 (MDT)

I agree. I overreacted and I'm sorry for that. I also agree there is no need for two separate pages- it took me most of a day to figure out what caused this, but I'd already ranted by then. I was initially under the impresion you'd just randomly decided the whole idea was a waste of time. However, I maintain that this is, both mechanically and conceptually, the more appealing incarnation. The other page is just a clone of the club. As for why it deals more damage than other monk weapons? My answer is that the original monk weapons list and the mechanics related to it are contrived, poorly developed, and simply stupid in many regards. Like I said, handaxes invalidate the whole list. Anything that makes it better in any way is a good thing. It already doesn't make any sense, so we might as well make it more interesting and fun! Kydo (talk) 02:08, 6 May 2015 (MDT)
I think the monk mechanics are quite elegant, so the only compromise I can suggest is adding 'Variant: This weapon deals unarmed damage + 1' to whichever weapon pages you think qualify. Marasmusine (talk) 02:59, 6 May 2015 (MDT)
Are you kidding? Not even a new edition could save monks from being a mess! It's like a D&D tradition now! But this is hardly the place for thst discussion. Still though, I've said my piece, do as you wish, no page is really more deserving than the other. I would point out that 'knuckleduster' is more aesthetically vague, and so has more creative opportunity and potential. Kydo (talk) 06:23, 6 May 2015 (MDT)

Are there any further opinions on this? It is still a very cheap item that rather renders other monk weapons pointless. Marasmusine (talk) 04:56, 11 June 2015 (MDT)

Except that I still think you are wrong. Fact of the matter is, knuckle weapons like this are a cheap, easily concealable, and highly effective weapon, requiring little to no training or experience to use effectively in real life. Where I live, weapons like this are completely illegal for those reasons. They can turn a punch that would normally break your jaw into a punch that tears your cheek off. The game version of this weapon is nowhere near as dangerous as the real thing, but it can be in the right hands. It isn't game breaking, though it is surprisingly more effective than many other options. I think it does what it's supposed to, and I think it does it in a mechanically valuable way. It does not invalidate the monk weapons list; it is a melee weapon only. Other weapons on the list allow you to deliver your monk damage die in different modes, while this only adds 1 damage to the most dangerous way of attacking an opponent. The handaxe is still superior for sheer versatility, and most of the monk weapons still deal more damage until the monk reaches level 5. Also, it only deals unarmed damage+1, it still counts as a weapon attack, not an unarmed strike. As a result, ki powers which specifically use unarmed strikes, such as Flurry of Blows, disallow the character from using this weapon for those attacks.. Which is kinda' weird, but balancing. --Kydo (talk) 12:20, 11 June 2015 (MDT)
I just can't fathom why a monk with brass knuckles deals 1 more damage than a monk with a shortsword. Butterfly knives, ninjato and so on are tropes of martial artist fiction, in the D&D world I guess they would abandon them for a bit of metal wrapped round their hand.
I can't fathom why they wrote a rule that makes them deal equal damage, unarmed or armed. If anything, the martial arts die should have been some sort of generalized monk weapon bonus, so that monk weapons were still more effective, but brought unarmed attacks up to par with the normal use of a weapon by anyone else. Also, the errata removing unarmed strikes from the weapons list makes the mechanical stuff in the monk class read more clumsily. ..But that's the way they did it. Mechanically, this weapon makes more sense than the very rules it was based on. That's probably why I like it so much. --Kydo (talk) 12:28, 12 June 2015 (MDT)
Does anyone have an objection to the merger proposal with Brass Knuckle (5e Equipment)? I would simply add the '+1 to unarmed damage' as a variant rule. Marasmusine (talk) 12:48, 11 June 2015 (MDT)
Retrieved from ''
Appearances: FF1, FF3, FF4, FF5, FF6, FF7, FF8, FF9, FF11, FF12RW, FFT, FFTA, FFTA2
Aliases: Black Belt, Master, Kareteka, White Monk

Monks are known for their weaponless approach to fighting, relying on the way of the fist (later, it switches to claws). What they lack in strength, the make up for in HP and endurance. Their costumes often indicate some sort of Far East training, and their ability to equip armor or weapons is lacking or even non-existent. They also come with the Counter ability, which causes the user to reflexively attack after being physically attacked.

Similar Job Classes:

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In trained hands, bows are lethal weapons that can bring down a foe from afar. A large part of the versatility of the bow comes from the arrows used in battle. Item Quality Selection edit edit source Poitain Bow Poitain Bow: A composite bow of rare quality: Type Weapon Bonus Cripple. Conan Exiles Wiki is a Fandom Gaming Community. Conan Exiles General Discussions Topic Details. Kongkim Apr 22, 2018 @ 12:24am. This with the npc's nerfed and my damage turned up on single player and still takes me half of stack of arrows just to do little to no damage at level 30. Still makes little to no difference, bows are broken as far as the damage they make. Bows do no dmg conan free. R/ConanExiles: A subreddit dedicated to the discussion of Conan Exiles, the open-world survival game set in the Conan the Barbarian universe! With razer arrows and an ancient bow I hit them for 270 damage. Testing it out on mobs i was 1 shotting striped hyenas, your numbers seem a little low? Bows do not suck in this game. I use it all the time. The range for player used bows sucks and the arc is absurd. The NPC bows however are increadible. Their range looks to be about 500 meters and have a very minor arc.

NAME: Black Belt (NA) / Monk (JP)
OVERVIEW: Evolves into Master. The Black Belt has greater strength with no weapons. It can actully get weaker by equipping some armor or weapons.
WEAPONS: Masamune, Iron Staff, Power Staff, Wooden Staff, Iron Nunchuk, Wooden Nunchuk
ATTRIBUTES: High HP, high defense, low magic

NAME: Master (NA) / Super Monk (JP)
OVERVIEW: Evolved from Black Belt. The Master can actully get weaker by equipping some armor or weapons.
WEAPONS: Masamune, Iron Staff, Power Staff, Iron Nunchuk, Wooden Nunchuk
ATTRIBUTES: High HP, low magic

OVERVIEW: Fights with an axe, but resembles a Black Belt. Weapons and armor stated is initial equipment.

NAME: Josef
OVERVIEW: Does not resemble Black Belt but fights unarmed.
WEAPONS: Unarmed

NAME: Monk
OVERVIEW: Evolves into Karateka and equips Nunchucks.
WEAPONS: Bare Hands, Nunchuck, Tonfa Nunchuck, 3-Part Nunchuck
  • Fight - Attack with equipped weapon
  • Defend - Increase defense for one turn
  • Run - Run away from battle
  • Item - Use an item from inventory
  • ATTRIBUTES: High HP, high strength, low magic, low magic defense

    NAME: Karateka (FF3) / Black Belt (FF3DS)
    OVERVIEW: Evolved from Monk and equips Claws.
    WEAPONS: Bare Hands, Kaiser Claw, Cat Claw, Dragon Claw, Elven Claw, HellClaw
  • Fight - Attack with equipped weapon
  • BuildUp - Increase attack power but reduce defense to zero for one turn
  • Run - Run away from battle
  • Item - Use an item from inventory
  • ATTRIBUTES: High strength, high agility, high HP, low magic, low magic defense

    NAME: Yang Fang Leiden
    OVERVIEW: He is called a Monk in JP and a Karateka in NA.
    WEAPONS: Uses claws best
  • Power/BuildUp - Delay attack for 2x damage
  • Kick - Jump kick all enemies for low damage
  • Bear/Endure - Increase defense
  • ATTRIBUTES: High strength, high HP, low speed, low magic


    NAME: Monk
    OVERVIEW: The Kaiser Knuckles accessory increases the power of Brawl and Kick. They cannot equip weapons.
    WEAPONS: None
  • !Kick - Damage all enemies, more damage at high levels (default, cannot be earned as selectable ability)
  • !Focus - Delay attack one turn for an attack that has twice damage
  • Barehanded - Do same amount of damage barehanded as a Monk
  • !Chakra - Restore HP, remove Poison and Dark status
  • Counter - Counter with physical attack when attacked
  • HP+10% - Increase max HP by 10%
  • HP+20% - Increase max HP by 20%
  • HP+30% - Increase max HP by 30%
  • ATTRIBUTES: High strength, high HP, low magic

    NAME: Sabin
    OVERVIEW: The Blitz chosen is based on combinations of controller buttons, like Zell and Auron.
    WEAPONS: Claws
  • Pummel - Moderate physical damage to one random enemy regardless of enemy defense
  • Aura Bolt - Holy-elemental blast to one random enemy
  • Suplex - Lift enemy into air and send crashing down for high damage
  • Fire Dance - Uses spirit to engulf all enemies in fire damage
  • Mantra - Lifts status ailments and heals all characters except self (amount of healing is equal to current HP divided among allies)
  • Air Blade - Lift enemy into air for wind damage to all enemies
  • Spiraler - Sacrifice self to restore HP and cure status ailments
  • Bum Rush - Attack single enemy for massive damage regardless of enemy defense
  • ATTRIBUTES: High attack power, high speed, high defense

    NAME: Tifa Lockheart
    OVERVIEW: Tifa's limit is based on learning different fighting techniques. They are selected through a slot system whether they are performed.
    WEAPONS: Gloves
    LIMITS: Beat Rush, Somersault, Waterkick, Meteodrive, Dolphin Blow, Meteor Strike, Final Heaven
    ATTRIBUTES: Average stats all-around

    NAME: Zell Dincht
    OVERVIEW: Zell's limit break is based on controller button combinations, similar to Sabin and Auron.
    WEAPONS: Gloves
    Duel: Punch Rush, Booya, Heel Drop, Mach Kick, Dolphin Blow, Meteor Strike, Burning Rave, Meteor Barret, Different Beat, My Final Heaven
    ATTRIBUTES: Low magic power, low magic defense

    NAME: Amarant Coral
    OVERVIEW: Amarant can 'Throw' which is also a Ninja ability. He can also use 'Spare Change' which is a Samurai ability.
    WEAPONS: Claws
  • Throw - Throw an item from the inventory
  • Chakra - Ally recovers 20% of HP and MP
  • Spare Change - Throw gil at enemy to cause damage
  • No Mercy - Attack for massive damage
  • Aura - Cast Regen and Auto-Life on an ally
  • Curse - Make enemy weak against elemental attacks
  • Revive - Revive KO'd party member
  • Countdown - Cast Death Sentence on enemy
  • Demi Shock - Cast gravity spell
  • Elan - Use Flair magic, but target all of a party instead of a single target
  • SUPPORT ABILITIES (character specific): Power Up, Power Throw
    ATTRIBUTES: High speed, high strength, low magic power

    NAME: Monk
    OVERVIEW: The Monk fights fast and furious and relies on a variety of abilities.
    WEAPONS: Uses bare hands or claws best
  • Hundred Fists - Speed up attacks
  • Boost - Enhance next attack
  • Dodge - Enhance evasion
  • Focus - Enhance accuracy
  • Chakra - Cure status effects and restore a small amount of HP
  • Chi Blast - Chi projectile attack
  • Counterstance - Increases chance to counter, but lowers defense
  • SUPPORT ABILITIES: Martial Arts, Subtle Blow, Counter, Max HP Boost, Kick Attacks
    ATTRIBUTES: High speed, high HP, high attack power

    NAME: Monk / Champion
    OVERVIEW: Only enemy bangaa can be monks.
  • Roundhouse (Deal damage to surrounding enemies)
  • Chakra (Restore HP and status)
  • Focus (Gather power for next attack)
  • Far Fist (Deal ranged damage)
  • Flurry (Attack three times)

  • FF: Tactics
    NAME: Monk
    OVERVIEW: Only females can equip a Ribbon. Otherwise Monks cannot equip weapons, armor, or headgear. They can attack from near or far and have a variety of abilities.
    WEAPONS: None
    Martial Arts/Punch Art (PSX):
  • Cyclone/Spin Fist (PSX) - Attacks with spinning fist
  • Pummel/Repeating Fist (PSX) - Punch repeatedly
  • Aurablast/Wave Fist (PSX) - Attack from afar
  • Shockwave/Earth Slash (PSX) - Unleash energy in a line, splitting the earth
  • Doom Fist/Secret Fist (PSX) - Causes death gradually
  • Purification/Stigma Magic (PSX)- Recover from abnormal status
  • Chakra - Restore HP and MP
  • Revive - Restore a fallen ally to life
    Reaction Abilities: Critical:Recover HP/HP Restore (PSX) - restore HP when terminal; Counter - attack after being attacked; First Strike/Hamedo (PSX)- attack before being attacked
    Support Abilities: Brawler/Martial Arts (PSX) - Gain fighting strength of a Monk
    Move Abilities: Lifefont/Move-HP Up (PSX) - Recover HP while moving
  • ATTRIBUTES: High evasion, high HP, high attack power

    FF: Tactics Advance
    NAME: White Monk
    OVERVIEW: A Bangaa only class, they combine White Magic with long range attacks.
    WEAPONS: Knuckles/Claws
    Monk Tech:
  • Whirlwind - Damage adjacent units
  • Air Render - Long range attack
  • Earth Render - Multiple hit attack
  • Far Fist - Long range area attack
  • Chakra - Heal HP
  • Revive - Revive target
  • Exorcise - Destroy zombies
  • Holy Sign - Neutralize status ailments
    Reaction Abilities: Reflex (avoid regular attacks), Counter (counterattack after hit)
    Support Abilities: None
    Combo: Monk Combo
  • ATTRIBUTES: High evasion, low MP

    FF: Tactics A2
    NAME: White Monk
    OVERVIEW: Identical to the FFTA White Monk.
    WEAPONS: Claws
  • Roundhouse - Damage adjacent units
  • Air Render - Long range attack
  • Earth Render - Multiple hit attack
  • Aurablast - Long range area attack
  • Chakra - Heal HP
  • Revive - Revive target
  • Exorcise - Destroy zombies
  • Holy Sign - Neutralize status ailments
    Reaction Abilities: Reflex (avoid regular attacks), Counter (counterattack after hit)
    Support Abilities: None
  • Traits of Monk in Other Games

    Does Monk Do More Dmg With Knuckles Or Unarmed Ff3 Skin

    FF6: Gau fights bare-handed.
    FF6: The Black Belt accessory equips the wearer with the Counter ability.
    FF8: The GF Carbuncle teaches the Counter ability.
    FF8: The 'Monk's Code' item teaches GF's the 'Counter' ability.
    FF9: One of the supported abilities is Counter.
    FF10: Some weapons include a Counter ability.
    FF10: In the storyline, Auron is a monk, although he shares few other characteristics besides high HP. His Overdrive is also based on controller button combinations like Zell and Sabin.
    FFX-2: The Berserker includes Counter abilities
    Does monk do more dmg with knuckles or unarmed ff3 build

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    Does Monk Do More Dmg With Knuckles Or Unarmed Ff3 Pc

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