Final Fantasy Tactics – FAQ/Strategy Guide
PlayStation
FAQ/Strategy Guide Part 5/6 by RCarlos
Version: 1.0 | Updated: 12/15/98
Part 5 - Version 1.0
Version Updates:
Version 1.0 Dec. 15, 1998 - First online release of guide
Final Fantasy Tactics
Strategy Guide
By Roland Carlos
FongSucks@hotmail.com
Table of Contents for Part 5
9. Reaction Abilities
10. Support Abilities
11. Movement Abilities
12. Item Lists
(WHAT IS HERE: Squire Reaction Abilities-Medicines)
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9. Reaction Abilities
---------------------
Reaction abilities are trigged by a event, be it damage or gaining HP.
Here I list the reaction abilities of classes.
Squire:
Counter Tackle
Trigger: Physical Attack
JP: 180
Grade: C
You counter attack the unit using the Dash ability.
Chemist:
Auto Potion
Trigger: HP Damage
JP: 400
Grade: B
When you take damage, you use the lowest level potion you have available.
If you can get rid of all your potions and hi-potions, and get a full stock
of X-potions, you will have -150 damage done to almost every attack.
Knight:
Weapon Guard
Trigger: Weapon Attack
JP: 400
Grade: B
You can parry an attack with your equipped weapon.
Archer:
Speed Save
Trigger: HP Damage
JP: 800
Grade: D
When you take damage, your speed level raises by 1.
Arrow Guard
Trigger: Bow/Crossbow Attack
JP: 450
Grade: C
You have a better chance of avoiding Bow or Crossbow attacks.
Monk:
HP Restore
Trigger: Critical Status
JP: 500
Grade: C
When you are at critical status, you gain HP.
Counter
Trigger: Physical Attack
JP: 300
Grade: C
Stronger version of Counter Tackle.
Hamedo
Trigger: Physical Attack
JP: 1200
Grade: B
Attack before being attacked. If successful, enemy attack is halted.
Priest:
Regenerator
Trigger: HP Damage
JP: 400
Grade: C
When you take damage, you gain the Regen status.
Wizard:
Counter Magic
Trigger: Magic Attack
JP: 800
Grade: C
Counter with the same magic attack.
Time Mage:
Critical Quick
Trigger: Critical Status
JP: 700
Grade: C
When you are at critical status, your AT is next.
MP Switch
Trigger: HP Damage
JP: 400
Grade: B
You lose MP instead of HP.
Summoner:
Trigger: Critical Status
JP: 400
Grade: D
When you are at critical status, you gain MP.
Thief:
Caution
Trigger: HP Damage
JP: 200
Grade: D
When you take damage, you take up a defensive position.
Gilgame Heart
Trigger: HP Damage
JP: 200
Grade: D
You gain gil equal to the amount of damage taken.
Catch
Trigger: Throw
JP: 200
Grade: C
You can catch thrown items on the field.
Mediator:
Finger Guard
Trigger: Word Skills
JP: 300
Grade: D
You can avoid Word skills more easily.
Oracle:
Absorb Used MP
Trigger: MP Effect
JP: 250
Grade: C
Gain MP equal to the amount used.
Geomancer:
Counter Flood
Trigger: Physical Attack, Geomancy
JP: 300
Grade: C
Counter with appropriate geomancy attack.
Lancer:
Dragon Spirit
Trigger: Physical Attack
JP: 560
Grade: C
When you take damage, you gain the re-raise status.
Samurai:
Meatbone Slash
Trigger: Critical Status
JP: 200
Grade: C
When you are at critical status, you can attack opponent to kill them
immediately.
Blade Grasp
Trigger: Non-Bow Physical Attack
JP: 700
Grade: A
Evade non-bow attacks more easily.
Ninja:
Sunken State
Trigger: HP damage
JP: 900
Grade: C
When damaged, you become invisible.
Abandon
Trigger: Physical and Magic Attacks
JP: 400
Grade: B
Be able to evade attacks more easily.
Calculator:
Distribute
Trigger: HP Restore
JP: 200
Grade: D
Distribute any extra gained HP around allies.
Damage Spilt
Trigger: HP Damage
JP: 300
Grade: C
Distribute damage with attacking enemy.
Dancer:
A Save
Trigger: HP Damage
JP: 550
Grade: B
Raise physical attack power when attacked.
Brave UP
Trigger: Physical Attack
JP: 500
Grade: B
Raise Brave when attacked.
Bard:
MA Save
Trigger: HP Damage
JP: 450
Grade: C
Raise magical attack power when attacked.
Face Up
Trigger: HP Damage
JP: 500
Grade: C
Raise Faith when attacked.
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10. Support Abilities
---------------------
Support abilities allow characters to be able to do things that they
normally couldn’t do. It could be anything from equipping a sword in a
chemist class to making sure that all your hits count.
Squire:
Equip Axe
JP: 170
Grade: D
Be able to equip an axe.
Monster Skill
JP: 200
Grade: C
Friendly monster gains its secret ability.
Defend
JP: 50
Grade: D
Take a defensive position.
Gained JP Up
JP: 250
Grade: A
Gain more JP then normal.
Chemist:
Throw Item
JP: 350
Grade: C
Be able to throw items farther.
Maintenance
JP: 250
Grade: B
Equipped items are unbreakable.
Equip Change
JP: 0
Grade: E
You can re-equip in battle.
Knight:
Equip Armor
JP: 500
Grade: B
Be able to equip heavy armor.
Equip Shield
JP: 250
Grade: C
Be able to equip shields.
Equip Sword
JP: 400
Grade: B
Be able to equip a sword.
Archer:
Equip Crossbow
JP: 350
Grade: D
Be able to equip a crossbow.
Concentrate
JP: 400
Grade: A
All your attacks are unavoidable. There are a few exceptions, like when
attacking an armored enemy.
Monk:
Martial Arts
JP: 200
Grade: C
Gain the bare hand fighting strength of a monk.
Priest:
Magic Defend Up
JP: 400
Grade: C
Lessen magic damage.
Wizard:
Magic Attack Up
JP: 400
Grade: B
Increase magic damage.
Time Mage:
Short Charge
JP: 800
Grade: B
Increases CT speed.
Summoner:
Half of MP
JP: 900
Grade: B
You only need half of required MP to cast a spell.
Thief:
Secret Hunt
JP: 200
Grade: B
When a monster is defeated by the character with Secret Hunt, the skin of
the defeated monster is poached.
Mediator:
Equip Gun
JP: 750
Grade: B
Be able to equip a gun.
Train
JP: 450
Grade: C
When a enemy reaches critical status, you can persuade it to become an ally.
Monster Talk
JP: 100
Grade: D
You can talk to monsters, even if you’re not a mediator.
Oracle:
Defense Up
JP: 400
Grade: B
Decreases physical damage taken.
Geomancer:
Attack Up
JP: 400
Grade: A
Increases physical damage dealt.
Lancer:
Equip Spear
JP: 400
Grade: C
Be able to equip a spear.
Samurai:
Equip Knife
JP: 400
Grade: C
Be able to equip a katana.
Two Hands
JP: 900
Grade: B
Be able to hold a weapon in two hands, increases attack power.
Ninja:
Two Swords
JP: 900
Grade: A
Be able to attack with two weapons.
Calculator:
Gained Exp Up
JP: 350
Grade: B
Gain more exp than normal.
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11. Movement Abilities
----------------------
As the title says, all these abilities affect your movement. The most basic
is being able move farther, the most complex is being able to fly.
Squire:
Move +1
JP: 200
Grade: B
Move range is increased by 1.
Chemist:
Move-Find Item
JP: 100
Grade: C
When moving on map, you may find items in the ground.
Archer:
Jump +1
JP: 200
Grade: B
Jump range is increased by 1.
Monk:
Move-HP Up
JP: 300
Grade: B
Recover HP as your move around.
Time Mage:
Teleport
JP: 600
Grade: B
Be able to move anywhere on the map (that’s physically possible). However,
the farther you try to go from your position, the higher the chance of
failure.
Float
JP: 540
Grade: D
Be able to float over the ground.
Thief:
Move +2
JP: 520
Grade: A
Movement range is increased by 2.
Jump +2
JP: 480
Grade: A
Jumping range is increased by 2.
Oracle:
Any Weather
JP: 200
Grade: C
Be able to walk over any terrain, regardless of climate.
Move-MP Up
JP: 350
Grade: B
Gain MP as you move around.
Geomancer:
Any Ground
JP: 220
Grade: C
Be able to walk over any terrain.
Move on Lava
JP: 150
Grade: E
Be able to walk on lava.
Lancer:
Ignore Height
JP: 700
Grade: A
Jumping range is infinite.
Samurai:
Walk on Water
JP: 300
Grade: C
Walk and stop on the surface of water.
Ninja:
Move in Water
JP: 420
Grade: D
Move and stop in water.
Calculator:
Move-Get Experience
JP: 400
Grade: B
Gain experience when moving.
Move-Get JP
JP: 400
Grade: B
Gain JP when moving.
Dancer:
Jump +3
JP: 1000
Grade: A
Jumping range is increased by 3.
Fly
JP: 1200
Grade: B
Be able to fly to anywhere (as long as move and jump range permits). This
means you can escape if your surrounded.
Bard:
Move +3
JP: 1000
Grade: A
Movement range is increased by 3.
Fly
JP: 1200
Grade: B
Be able to fly to anywhere (as long as move and jump range permits). This
means you can escape if your surrounded.
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12. Item Lists
--------------
Final Fantasy Tactics has a multitude of weapons, items, and other things
hidden in the recesses of Ivalice. If you can find them all, you can
consider yourself a true master of FFT.
(Name-Name of Item
Power-Damage caused when used, higher is better
Physical Evade-How much percentage of evasion is added when equipped, higher
is better
Location-Where to find it, most are in shops
Cost-Cost to buy, use half of cost to find selling price
Details-Special details if any)
NOTE: AT is the AT Strength (not active time), MA is the MA Strength.
Swords
Swords are the basic swords that most warrior units can use. It has no
specific class like the Knight Sword or the Ninja Sword.
Name Power Physical Evade Location Cost Details
Broad Sword 4 5 Shop 200 N/A
Long Sword 5 10 Shop 500 N/A
Iron Sword 6 5 Shop 900 N/A
Mythril Sword 7 8 Shop 1600 N/A
Blood Sword 8 5 Hyudra-Poach 2500 Gain HP equal to damage made
Coral Sword 8 5 Shop 3300 Lightning Elemental
Ancient Sword 9 5 Shop 5000 May cast Don’t Move
Sleep Sword 9 5 Shop 5000 May cast Sleep
Diamond Sword 10 10 Shop 8000 N/A
Platinum Sword 12 10 Shop 11000 N/A
Ice Brand 13 10 Shop 14000 Ice Elemental, may cast ice
Rune Blade 14 15 Shop 20000 MA Strength +2
Nagra Rock 1 50 Porky-Poach 10 May cast Toad
Materia Blade 10 10 Bervenia Volcano N/A N/A
Knight Sword
Knight Swords are just beefed up regular swords.
Name Power Physical Evade Location Cost Details
Defender 16 60 Taiju-Poach 40000 N/A
Save the Queen 18 30 Battle 56 N/A Protect is casted on you.
Excalibur 21 35 Battle 59 10 Haste is casted on you, absorb
and strength holy attacks.
Ragnarok 24 20 Battle 62 N/A Shell is casted on you.
Chaos Blade 50 20 Battle 64 N/A Regen is casted on you,
may cast petrify.
Bows
Bows are the archer’s main weapon. Unlike crossbows, they can arc over
walls or small objects to get a target hiding behind them.
Name Power Physical Evade Location Cost Details
Long Bow 4 0 Shop 800 N/A
Silver Bow 5 0 Shop 1500 N/A
Ice Bow 5 0 Shop 2000 Ice Elemental
Lightning Bow 6 0 Shop 3000 Lightning Elemental,
may cast lightning.
Mythril Bow 7 0 Shop 5000 N/A
Windslash Bow 8 0 Shop 8000 Wind Elemental
Ultimus Bow 10 0 King Behemoth-Poach 22000 N/A
Yoichi Bow 12 0 Battle 57 N/A N/A
Perseus Bow 16 0 Battle 62 N/A N/A
Crossbows
Crossbows are the first weapon you find that you can equip on an archer.
The problem with them is that can only shoot in a straight line. (Meaning
you can arc over obstacles, you can still shoot diagonally.)
Name Power Physical Evade Location Cost Details
Bow Gun 3 5 Shop 400 N/A
Night Killer 3 5 Shop 1500 May cast Darkness
Crossbow 4 5 Shop 2000 N/A
Poison Bow 4 5 Shop 4000 May cast Poison
Hunting Bow 6 5 Shop 8000 N/A
Gastrafitis 10 5 Shop 20000 N/A
Knives
Knives are the weaker version of swords, they are usually very small.
Name Power Physical Evade Location Cost Details
Dagger 3 0 Shop 100 N/A
Mythril Knife 4 5 Shop 500 N/A
Blind Knife 4 5 Shop 800 May cast Darkness.
Mage Masher 4 5 Shop 1500 May cast Silence.
Platina Dagger 5 10 Shop 1800 N/A
Main Gauche 6 40 Shop 3000 N/A
Orichalcum 7 5 Shop 4000 N/A
Assassin Dagger 7 5 Shop 5000 May cast Death Sentence.
Air Knife 10 5 Shop 8000 Wind Elemental
Zorlin Shape 12 10 Plague-Poach 12000 May cast Sleep.
Sticks
Sticks are the oracle’s weapon of choice. If a oracle has to physically
attack a unit, the two square range is very useful.
Name Power Physical Evade Location Cost Details
Cypress Rod 6 20 Shop 1000 N/A
Battle Bamboo 7 20 Shop 1400 N/A
Musk Rod 8 20 Shop 2400 N/A
Iron Fan 9 20 Shop 4000 N/A
Gokuu Rod 10 20 Shop 7500 May cast
Innocent.
Ivory Rod 11 20 Shop 10000 N/A
Octogon Rod 12 20 Shop 20000 Cancels various status anomalies.
Whale Whisker 16 20 Tiamat-Poach 37000 N/A
Hammers
Hammers can be really useful, or really unhelpful. The hammer’s damage is
almost always different from the one shown in the before execution screen.
It can be higher, or very lower.
Name Power Physical Evade Location Cost Details
Hammer 9 0 Shop 1200 N/A
Flame Whip 11 0 Shop 4000 Fire Elemental, may cast Fire.
Morning Star 16 0 Shop 9000 N/A
Scorpion Tail 23 0 Hyudra-Poach 40000 N/A
Axes
An axe? I don’t think you’ll ever find one, much less buy one.
Name Power Physical Evade Location Cost Details
Battle Axe 9 0 Shop 1500 N/A
Giant Axe 12 0 Shop 4000 N/A
Slasher 16 0 Shop 12000 May cast Slow.
Katanas
Katanas are the samurai’s weapon of choice. You’ll need a good supply of
these since Draw Out attacks may cause your Katana to brake.
Name Power Physical Evade Location Cost Details
Asura Knife 7 15 Shop 1600 N/A
Koutesu Knife 8 15 Shop 3000 N/A
Bizen Boat 9 15 Shop 5000 N/A
Murasame 10 15 Shop 7000 N/A
Heaven’s Cloud 11 15 Shop 8000 N/A
Kiyomori 12 15 Shop 10000 N/A
Muramasa 14 15 Shop 15000 N/A
Kikuichimoji 15 15 Shop 22000 N/A
Masamune 18 15 Elmdor-Steal N/A N/A
Chirijiraden 25 15 Battle 64 N/A N/A
Ninja Swords
Ninja Swords are of course, swords used by ninjas. They are a lot like
regular swords though.
Name Power Physical Evade Location Cost Details
Hidden Knife 8 5 Shop 3000 N/A
Ninja Knife 9 5 Shop 5000 N/A
Short Edge 10 5 Shop 7000 N/A
Ninja Edge 12 5 Shop 10000 N/A
Spell Edge 13 5 Shop 16000 May cast Don’t Act.
Sasuke Knife 14 15 Battle 53 N/A N/A
Iga Knife 15 10 Battle 59 N/A N/A
Koga Knife 15 5 Battle 61 N/A N/A
Guns
Guns are very useful. They have a very long range, and if you get one of
the spell guns, you will be very powerful.
Name Power Physical Evade Location Cost Details
Romanda Gun 6 5 Shop 5000 N/A
Mythril Gun 8 5 Shop 15000 N/A
Stone Gun 16 5 Dark Behemoth-Poach 10 May cast Petrify.
Blaze Gun 20 5 Battle 55 N/A Ice Elemental.
Glacier Gun 21 5 Battle 55 N/A Fire Elemental.
Blast Gun 22 5 Battle 60 N/A Lightning Elemental.
Spears
Spears are the lancer’s weapon of choice. They are powerful, and have a two
square attack range.
Name Power Physical Evade Location Cost Details
Javelin 8 10 Shop 1000 N/A
Spear 9 10 Shop 2000 N/A
Mythril Spear 10 10 Shop 4500 N/A
Partisan 11 10 Shop 7000 N/A
Oberisk 12 10 Shop 10000 N/A
Holy Lance 14 10 Sacred-Poach 36000 Holy Elemental,
may cast Holy.
Dragon Whisker 17 10 Red Dragon-Poach 44000 N/A
Staffs
Staffs are the basic weapon of most magicians. Staffs have weak weapon
power, since wizards are supposed to be casting spells.
Name Power Physical Evade Location Cost Details
Oak Staff 3 15 Shop 120 N/A
White Staff 3 15 Shop 800 Cancels Death Sentence.
Healing Staff 4 15 Alma-Remove 4000 Restore HP of those hit.
Wizard Staff 4 15 Shop 4000 MA +1
Rainbow Staff 5 15 Shop 2200 N/A
Gold Staff 6 15 Shop 7000 N/A
Mace of Zeus 6 15 Battle 57 N/A AT +2, MA +1
Sage Staff 7 15 Battle 61 10 N/A
Rods
Rods are the basic weapon of most black magicians. Most of the rods are
elementally based, so if hit, units may take extra damage if the spell
happens when attacking. If the unit has an affinity for the elemental,
however, you may help them gain life.
Name Power Physical Evade Location Cost Details
Rod 3 20 Shop 200 N/A
Thunder Rod 3 20 Shop 400 Lightning Elemental,
strengthens Lightning,
may cast Lightning.
Flame Rod 3 20 Shop 400 Fire Elemental,
strengthens Fire,
may cast Fire.
Ice Rod 3 20 Shop 400 Ice Elemental,
strengthens Ice,
may cast Ice.
Poison Rod 3 20 Shop 500 May cast Poison.
Wizard Rod 4 20 Shop 8000 MA +2
Dragon Rod 5 20 Blue Dragon-Poach 12000 N/A
Faith Rod 5 20 Battle 58 1 Faith is casted on you,
may cast Faith.
Dictionaries
Dictionaries are the weapon of oracles and calculators. They have a good
range, and the funny thing is you can break items (using Battle Skill)
with words.
Name Power Physical Evade Location Cost Details
Battle Dictionary 7 15 Shop 3000 N/A
Monster Dictionary 8 15 Shop 6000 N/A
Papyrus Plate 9 15 Shop 10000 N/A
Madlemgen 11 15 Great Morbol-Poach 30000 N/A
Instruments
Instruments are the weapon of bards. They have a good range and can charm
(Fairy Harp) or Confuse (Ramia Harp).
Name Power Physical Evade Location Cost Details
Ramia Harp 10 10 Shop 5000 May cast Confusion.
Bloody Strings 13 10 Shop 10000 N/A
Fairy Harp 15 10 Battle 58 N/A May cast Charm.
Cloth
Cloth are the weapon of dancers. However, none of them have any special
details, but have a good physical evade.
Name Power Physical Evade Location Cost Details
Persia 8 50 Shop 7000 N/A
Cashmere 10 50 Shop 15000 N/A
Ryozan Silk 15 50 Tiamat-Poach 40000 N/A
Bags
Bags are the weapon of female units. They are expensive (in the beginning),
and like hammers, you can’t trust the before attack display. Some of them
have good details though.
Name Power Physical Evade Location Cost Details
C Bag 10 0 Shop 53000 MA +1
P Bag 12 0 Shop 52000 Regen is casted on you.
H Bag 14 0 Shop 58000 Speed +1
FS Bag 20 0 Wild Boar-Poach 60000 N/A
Shields
Shields can be equipped by a few classes, and they improve your evasion
percentage.
Name Physical Evade Magical Evade Location Cost Details
Escutcheon 10 3 Shop 400 N/A
Aegis Shield 10 50 Shop 10000 MA +1
Buckler 13 3 Shop 700 N/A
Bronze Shield 16 0 Shop 1200 N/A
Round Shield 19 0 Shop 1600 N/A
Mythril Shield 22 5 Shop 2500 N/A
Gold Shield 25 0 Shop 3500 N/A
Ice Shield 28 0 Shop 6000 Absorb Ice,
Halves Fire,
Weakness Lightning.
Flame Shield 31 0 Shop 6500 Absorb Fire,
Halves Ice,
Weakness Water.
Diamond Shield 34 15 Shop 12000 N/A
Platina Shield 37 10 Shop 16000 N/A
Crystal Shield 40 15 Shop 21000 N/A
Genji Shield 43 0 Elmdor-Steal N/A N/A
Kaiser Plate 46 20 Battle 58 N/A Strengths Fire,
Ice, Lightning.
Venetian Shield 50 25 Battle 63 N/A Halves Fire, Ice,
Lightning.
Helmets
Helmets are the headgear for most warrior classes. They provide more of an
HP bonus, but lack good details and don’t add to your MP total.
Name HP Bonus MP Bonus Location Cost Details
Leather Helmet 10 0 Shop 200 N/A
Bronze Helmet 20 0 Shop 500 N/A
Iron Helmet 30 0 Shop 1000 N/A
Barbuta 40 0 Shop 1500 N/A
Mythril Helmet 50 0 Shop 2100 N/A
Gold Helmet 60 0 Shop 2800 N/A
Cross Helmet 70 0 Shop 4000 N/A
Diamond Helmet 80 0 Shop 6000 N/A
Platina Helmet 90 0 Shop 8000 N/A
Circlet 100 0 Shop 10000 N/A
Crystal Helmet 120 0 Shop 14000 N/A
Genji Helmet 130 0 Shop N/A N/A
Grand Helmet 150 0 Shop 10 Cancels
Darkness, Sleep.
Hats
Hats are the "weaker" version of headgear. What they lack in the HP Bonus,
they make up in MP Bonuses and good details.
Name HP Bonus MP Bonus Location Details
Leather Hat 8 0 Shop N/A
Feather Hat 16 5 Shop N/A
Red Hood 24 8 Shop N/A
Headgear 32 0 Shop AT +1
Triangle Hat 40 12 Shop MA +1
Green Beret 48 0 Shop Speed +1
Twist Headband 56 0 Shop AT +2
Holy Miter 64 20 Shop MA +1
Black Hood 72 0 Shop N/A
Golden Hairpin 80 50 Shop Cancel Silence
Flash Hat 88 15 Shop MA +1, Speed +1
Thief Hat 100 0 Shop Speed +2
Ribbons
Ribbons are made to prevent status problems, and are worn only by women.
Name HP Bonus MP Bonus Location Cost Details
Cachusha 20 0 Uribo-Poach 2000 Cancel Undead, Darkness
Silence, Poison, Slow,
Don’t Move, Don’t Act,
Death Sentence, Frog.
Barette 20 0 Alma-Remove 2000 Cancel Dead, Petrify,
Confusion, Blood Suck,
Berserk, Stop, Charm,
Sleep, Invitation.
Ribbon 10 0 Wild Boar-Poach 60000 Cancel Dead, Undead,
Petrify, Invitation,
Darkness, Confusion,
Blood Suck, Berserk, Frog
Poison, Slow, Stop,
Charm, Sleep, Don’t
Move, Don’t Act, Death
Sentence
Armor
Armor is the body protection for most warriors. Like helmets, they lack
details and MP bonuses. You can gain up to a 200 HP bonus (Maximillian)
however.
Name HP Bonus MP Bonus Location Cost Details
Leather Armor 10 0 Shop 200 N/A
Linen Cuirass 20 0 Shop 600 N/A
Bronze Armor 30 0 Shop 800 N/A
Chain Mail 40 0 Shop 1300 N/A
Mythril Armor 50 0 Shop 2000 N/A
Plate Mail 60 0 Shop 3000 N/A
Gold Armor 70 0 Shop 3600 N/A
Diamond Armor 80 0 Shop 6000 N/A
Platina Armor 90 0 Shop 9000 N/A
Carabini Mail 100 0 Shop 13000 N/A
Crystal Mail 110 0 Shop 19000 N/A
Reflect Mail 130 0 Shop 18000 Reflect is
casted on you.
Genji Armor 150 0 Shop 10 N/A
Maximillian 200 0 Shop N/A N/A
Robes
Robes are for magicians. The main point of robes are to provide MP bonuses.
Name HP Bonus MP Bonus Location Cost Details
Linen Robe 10 10 Shop 1200 N/A
Silk Robe 20 16 Shop 2400 N/A
Wizard Robe 30 22 Shop 4000 MA +2
Chameleon Robe 40 28 Shop 5000 Cancel Dead, Absorb Holy
White Robe 50 34 Shop 9000 Halves Fire, Lightning,
Ice
Black Robe 60 30 Shop 13000 Strengthens Fire,
Lightning, Ice.
Light Robe 75 50 Shop 3000 N/A
Robe of Lords 100 80 Battle 62 N/A AT +2, MA +1, Protect is
casted on you.
Clothes
Clothes are the armor for most non-warrior classes. They provide a lower HP
bonus than heavy armor, but the details are better than the armor’s.
Name HP Bonus MP Bonus Location Cost Details
Clothes 5 0 Shop 150 N/A
Leather Outfit 10 0 Shop 300 N/A
Leather Vest 18 0 Shop 500 N/A
Secret Clothes 20 0 Battle 60 N/A Invisible is casted
on you, Speed +1
Chain Vest 24 0 Shop 900 N/A
Mythril Vest 30 0 Shop 1500 N/A
Adaman Vest 36 0 Shop 1600 N/A
Wizard Outfit 42 15 Shop 1900 N/A
Brigandine 50 0 Shop 2500 N/A
Judo Outfit 60 0 Shop 4000 AT +1, Cancels
Dead
Power Sleeve 70 0 Shop 7000 AT +2
Earth Clothes 85 10 Shop 10000 Absorbs,
Strengthens
Earth
Black Costume 100 0 Shop 12000 Cancels Stop
Rubber Conscious 150 30 Hydra-Poach 48000 Cancels Lightning
Gauntlets
Represented by a glove, the gauntlet accessory deals with strengthening your
AT and MA.
Name HP Bonus MP Bonus Location Cost Details
Power Wrist 0 0 Shop 5000 AT +1
Genji Gauntlet 0 0 Elmdor-Steal 10 AT +2, MA +2
Magic Gauntlet 0 0 Shop 20000 MA +2
Bracer 0 0 Shop 50000 AT +3
Shoes
Represented by shoes, the shoes accessory deals with expanding your move and
jump range. There are a few exceptions.
Name HP Bonus MP Bonus Location Cost Details
Battle Shoes 0 0 Shop 1000 Move +1
Spike Shoes 0 0 Shop 1200 Jump +1
Germinas Boots 0 0 Shop 5000 Move, Jump +1
Rubber Shoes 0 0 Shop 1500 Cancels Lightning, Don’t
Move.
Feather Boots 0 0 Shop 2500 Float is casted on you.
Sprint Shoes 0 0 Shop 7000 Speed +1
Red Shoes 0 0 Shop 1000 MA +1, Move +1
Rings
Represented by rings, the ring accessory deals with a variety of things.
Name HP Bonus MP Bonus Location Cost Details
Reflect Ring 0 0 Shop 10000 Reflect is casted on you
Defense Ring 0 0 Shop 5000 Cancels Sleep, Death
Sentence
Magic Ring 0 0 Shop 10000 Cancels Silence, Berserk
Cursed Ring 0 10 Battle 60 0 Cancels Invitation, AT,
MA, Speed +1, Undead is
casted on you.
Angel Ring 0 0 Shop 20000 Cancels Darkness, Dead,
Reraise is casted on you.
Armlets
Represented by an arm band, the armlet accessory deals with status anomalies.
Name HP Bonus MP Bonus Location Cost Details
Diamond Armlet 0 0 Shop 5000 AT, MA +1, Cancels
Slow
Jade Armlet 0 0 Shop 10000 Cancels Stop, Petrify
108 Gems 0 0 Shop 15000 Cancels Zombie, Blood
Suck, Frog, Poison,
Strengthens All
Attributes
N-Kai Armlet 0 0 Shop 10000 Cancels Charm,
Confusion, Halves
Darkness
Defense Armlet 0 0 Shop 7000 Cancels Don’t Move,
Don’t Act
Mantles
Represented by a cape, the mantle accessory deals with evade percentages. I
will list them in the future.
Name HP Bonus MP Bonus Location Cost Details
Small Mantle 10 10 Shop 300 N/A
Leather Mantle 15 15 Shop 800 N/A
Wizard Mantle 18 18 Shop 2000 MA +1
Elf Mantle 25 25 Shop 8000 N/A
Dracula Mantle 28 28 Shop 15000 N/A
Vanish Mantle 35 0 Battle 40 N/A Invisible is casted on you.
Feather Mantle 40 30 Shop 20000 N/A
Perfumes
Represented by a bottle, the perfume accessory deals with various things.
It can only be equipped by female characters. You have to steal or poach
to get these items, they are rare!
Name HP Bonus MP Bonus Location Cost Details
Chantage 0 0 Porky-Poach 60000 Reraise and
Regen is casted
on you.
Cherche 0 0 King Behemoth-Poach 60000 Float and Reflect
is casted on you.
Setiemson 0 0 Hydra-Poach 60000 MA +1, Haste
and Invisible is
casted on you.
Salty Rage 0 0 Red Dragon-Poach 60000 Protect and Shell
is casted on you.
Shuriken
The ninjas main thrown weapon, the shurikens are inexpensive.
Name Power Location Cost
Shuriken 4 Shop 50
Magic Shuriken 7 Shop 300
Yagyu Darkness 10 Shop 1000
Balls
The ninjas secondary thrown weapon, the balls are elementally based.
Name Power Location Cost
Fire Ball 8 Shop 250
Water Ball 8 Shop 250
Lightning Ball 8 Shop 250
Medicines
Used mainly by a chemist, these items cure, heal, and revive. Although not
noticeable at first, the cure potions can be used to harm undead enemies.
Name Cost Location Details
Potion 50 Shop Recover 30 HP.
Hi-Potion 200 Shop Recover 70 HP.
X-Potion 700 Shop Recover 150 HP.
Ether 200 Shop Recover 20 MP.
Hi-Ether 600 Shop Recover 50 MP.
Elixir 10 Battle Maps Recover all MP and HP.
Antidote 50 Shop Cure Poison.
Eye Drop 50 Shop Cure Darkness.
Echo Grass 50 Shop Cure Silence.
Maiden’s Kiss 50 Shop Cure Frog.
Soft 100 Shop Cure Petrify.
Holy Water 2000 Shop Cure Undead.
Remedy 350 Shop Cure Sleep, Confusion, Poison, Darkness, Silence, Frog,
Petrify.
Phoenix Down 300 Shop Cure Dead and restore a little HP.
End of Part 5.
Go on to Part 6.
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