Final Fantasy VI/Weapons

Weapons must be equipped in the weapon slot of the character. If the character is using a gauntlet one weapon can be used with both hands for extra damage, and if the character is using a genji glove one weapon can be placed in each hand. Using the Merit Award relic makes more weapons equippable for everyone.

In the Advance version, an extra dungeon was added with a specific weapons for each character.

Knives
Dirks in general are particular to Locke or Shadow, although some can be used by Relm/Gogo, and some can be used by anyone. Many Dirks cause various status effects, too.

Swords
Swords are particular to Terra, Locke, Edgar, and Celes, with Locke being unable to equip some swords. The most powerful weapons in the game are swords so you may choose to rely on these characters more than usual.

Spears
Lances are particular to Edgar and Mog. Combine a Lance with Dragoon Boots and Dragon Horn for some serious brutality. Equip the Imp Halberd to any character in "Imp" status for beautiful results.

All spears are compatible with Runic and Two-handed abilities.

Rods
Rods are particular to Strago, Relm, and Gogo. Many of them can cause particular spells and can also be used as an item for a spell casting.

All rods are compatible with the two-handed ability. A spellcasting rod can cast its spell in two ways: either during a normal physical attack (25%), or if used from the item menu (except for the Stardust Rod); a rod is lost after it is used from the item menu.

Maces
One mace is specific for Gogo, others can be used by four more characters.

All maces are compatible with two-handed ability.

Thief's boomerangs
Special weapons bear a "diamond" icon. Acting like boomerangs or morningstars, specials are most often used by Locke. Damage is not affected by row for these weapons, so place characters equipping them in the back row.

Ninja's knives, shurikens and scrolls
Weapons unique to Shadow. All the following daggers are compatible with Runic and Two-handed abilities.

The following weapons are consumables: every time one is used, it is used up. They can only be used by Shadow (or Gogo) through the Throw ability.

Samurai's katana
Katanas are particular to Cyan, who must use them for Swordtechs. Not sure why they're called "knives" in the SNES version, as they appear to be longer than most of the swords in the game.

Every katana is compatible with Bushido, Runic and Two-Handed abilities.

Monk's claws
Weapons unique to Sabin.

Gambler's items
These weapons are particular to Setzer. Damage is not affected by row for these weapons. Dice weapons deal damage based on the numbers achieved on a throw.

Pictomancer's brushes
Brushes are particular to Relm. As "Sketch" and "Control" are decidedly worthless, take my advice and don't bother equipping brushes. Use a Rod instead

Berserker's club
Umaro's bone club is always equipped and cannot be removed from his hands.

Feral youth's bare hands
Gau fights without using any weapon.