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Equipment
装備

“You can’t just walk outta here without buyin’ somethin’… Might be unhealthy fer ya, if ya know what I mean.” —Sector 7 Weapons Store Owner, FINAL FANTASY VII

The 500 Gil characters receive during character generation are only the tip of the iceberg; before long, they’ll have the money to set about seriously arming and armoring themselves against the dangers which await them in their travels. This chapter covers the most essential portions of an adventurer’s gear, from the humblest Longsword to the finest Genji Armor and beyond.

Equipment Basics

While the meat of Chapter 6 details the various tools of the world-saving trade, there are some fundamental considerations for both player and GM when it comes to acquiring, maintaining and using equipment. The following section serves as a primer to the most crucial of these; additional equipment issues are covered in Chapter 10.

Currency

The Gil (G) is the standard currency of the Final Fantasy universe. Barring inflation, a single gil piece is pocket change; 70 gil buys a full-fledged gourmet meal for one, 300,000 a well-appointed beachfront house. Prices do, however, fluctuate wildly from place to place in accordance to the demands of scarcity and prosperity.

Actual denominations can vary on a regional basis, but Gil are typically issued in units of 1, 5, 10, 50, 100, 500, and 1000. Countries and nations tend to mint their own individual gil currency; while these may be known by particular names within that country, at the end of the day, a gil is a gil is a gil—lightweight, easy to spend, and readily accepted the world over. The latter is due to the gil’s composition; traditionally, a gil piece is made of pure gold—indeed, the name ‘gil’ itself plays on this tradition. Changing times and growing populations may force governments to ‘water down’ the currency, however, replacing the scarcer material with more common metals such as bronze and silver. Paper bills are also increasing in popularity as an easily concealable alternative to the bulky, often inconvenient coins. Where such changes take place, they usually do so on a worldwide scale, ensuring a continued and universal acceptance for the currency.

Buying Equipment

No matter where you are in the world, specialised stores exist for nearly every form of merchandise imaginable. Even in the remotest regions, small traders and travelling merchants will be more than happy to do business with anyone able to afford their goods. However, a player cannot just walk into any given weapon store and ring up a dozen Excaliburs—Equipment Availability also factors into purchases. Simply put, certain types of equipment will be more or less readily available than others, whether due to rare materials, a particularly complex manufacturing process or simple technological limitations. For example, a plain Longsword could be purchased at any reputable weapon store, whereas the legendary Masamune would obviously be only found in the darkest and deepest dungeon of the land, no matter how much money a character would be willing to pay for it.

To represent this, every piece of equipment listed over the next few pages is denoted with an Availability Rating ranging from 1 to 100. For players, it offers an convenient way of determining comparative rarity between items; while it may be obvious that a Main Gauche Knife is harder to find than a plain Dirk, assessing its availability in comparison to a Hi-Potion or a Survival Vest is somewhat what more difficult.

For GMs, Availability Ratings are intended as a shortcut for stocking shops and merchants—Chapter 10 discusses this in more detail.

Artifacts & Legendaries

While most of a player’s early equipment will come from over-the-counter sales, the very best items take a little more effort to obtain—the kind of effort that typically involves going toe-to-toe with demon lords or traversing ancient, monster-haunted ruins. Equipment of this type is denoted through two special Availability codes*: Artifact* and Legendary. Artifacts are extremely rare items, typically crafted through long-lost techniques or fashioned by extinct races; though they cannot be readily replicated, they may have been manufactured in some numbers in the past. As a result, characters can obtain several of these, though ‘can’ does not necessarily translate to ‘will’. One step up from these are the Legendary items, truly one-of-a-kind relics that enjoy legendary—or notorious—status. As the name implies, Legendary items may never found more than once on any given world.

Equipment Tiers

In addition to an Availability Rating, each item and piece of equipment presented in this chapter also has an Equipment Tier ranging from 1 to 10. The Equipment Tier measures an item’s general rarity—the higher the Tier, the rarer the item. Artifacts are always Tier 9 items; Legendary always Tier 10. Tiers are primarily given for the GM’s benefit in order to make the players’ item and equipment rewards easier to manage—see Chapter 10 for more details.

Selling Equipment

As characters upgrade to better equipment, they may wish to sell their older gear to merchants to fund future shopping sprees. These will typically pay around 50% of the listed price for items, rounding down, though this may be adjusted for wear any number of other factors at the GM’s discretion. For example, a Rondell Dagger purchased for 3200 G would only be worth a maximum of 1600 G if sold, provided it was still in good condition at the time. Note that the average trader will not buy Artifact or Legendary items, as few will have the resources to even afford the prices such items command; as a result, characters may not attempt to sell these except under special circumstances.

Carrying Equipment

In order to simplify the process of carrying equipment, all characters have six basic Equipment ‘slots’ which can be filled by various items over the course of the game. In the FFRPG, such items are said to be equipped, and allow the character to benefit from any and all properties they offer. Which slot a piece of equipment occupies when equipped is noted with the relevant listings further on.

Carrying Alternatives

The *FFRPG*’s equipment carrying rules are designed to mimic the games, and mean that characters are able to tote around as much equipment as they need to. 99 Potions, 31 Ethers, 43 Hi-Potions and 3 Hi-Ethers may be pushing things to an extreme, but are still entirely feasible. If the GM prefers a more ‘realistic’ approach, a character’s Ammunition and Inventory Slots can be limited to store a combined total of 15 items. Once the limit has been reached, the character must drop or sell some of their equipment before they are able to take on more. A compromise between the two is to allow characters to carry a maximum of (STR × 3.3)—in other words, between 3 and 99.

Format

The equipment listings on the next few pages are arranged into comprehensive tables following a single format designed to display all relevant data about an item in an easy-to-read manner. This information is arranged as follows*: Type gives the item’s name.

Equipment Abilities

The following list describes the most common Equipment Abilities found on weapons and armor, along with their limitations. Particularly special or unique equipment properties are not listed here, but will be found in the appropriate equipment table.

Weapon Abilities

Equipment Abilities that enhance or provide additional effects for a normal Attack Action cannot be used in conjunction with an Ability unless this is explicitly allowed in the Ability’s description. This remains the case even those which take an Attack Action as a basis, as is the case with Mug. ‘Passive’ Equipment Abilities which increase Attributes or Combat Statistics still apply.

+[x] [Attribute] / [Combat Statistic]

Effect: The item increases the indicated Attribute or Combat Statistic by the given amount for as long as it remains equipped—thus, a character with STR 14 using a +2 STR weapon would have an effective STR of 16.

Limitations: No Attribute can be raised above 30 in this manner.

+[x] DS

Effect: The weapon’s basic Damage Scale is increased by the indicated amount for purposes of calculating damage.

Limitations: Only found on ammunition.

Auto-[Status]

Effect: The item adds the indicated Status Condition to the character using it at the beginning of each battle. Status Conditions added in this manner can be removed through the use of Spells or Abilities such as Dispel; but will be re-added during the next Status Phase and only fully cancelled once the battle ends—see Chapter 7 for more details.

Limitations: Auto-Reraise cancels as normal if used to resurrect the character, and will not be re-added for the remainder of that battle.

Break Damage Limit

Effect: Attacks, Spells and Abilities used by the character ignore the Damage Cap for as long as the item remains equipped.

Limitations: Gravity-type effects are not affected by Break Damage Limit.

Critical +

Effect: The Weapon’s keen edge raises the chance of Critical Hits occuring by 10. Any d% roll from 1 to 20 is considered to be Critical Hit when using this Weapon.

Limitations: This effect is not cumulative with Critical ++ or Signature Weapon. In the event of multiple modifiers, the best is used.

Critical ++

Effect: This Weapon’s deadly, razor-sharp edge raises the chance of Critical Hits occuring by 20. Any d% roll from 1 to 30 is considered to be Critical Hit when using this Weapon.

Limitations: This effect is not cumulative with Critical + or Signature Weapon; in the event of multiple modifiers, the best is used.

[Element] Eater

Effect: Wearing this piece of equipment gives the character Absorbance to the indicated Element. See Chapter 7 for more details.

Limitations: This effect is not cumulative with [Element] Proof or [Element] Ward; only the best effect applies.

Conflicting Statuses

As a result of Accessories, equipped Armor, and Spells such as Null Element, a character can acquire multiple statuses towards the same Element. In cases such as these, the best status for each Element is applied. For instance, a character with Venetian Mail (Fire Ward) and a Flame Ring (Fire Proof) equipped would count as having I: Fire; the Venetian Mail’s R: Fire is ignored in favor of the superior status.

Artifically inflicted Weaknesses—read: those inflicted by Spells and Abilities—trump all ‘natural’ statuses, but can be ‘overwritten’ by other artificially inflicted Elemental statuses. See the section on Status Conditions in Chapter 7 for more details.

[Element] Enhancer

Effect: The item is sympathetic to a particular kind of elemental energy, dramatically raising the power of all attacks associated with that element. Any Ability or Spell which deals Elemental damage belonging to the type enhanced by the item inflicts +25% damage for as long as the item remains equipped. In the case of Recovery Enhancer, Recovery effects have the number of Hit Points restored increased by +25% instead.

Limitations: Multiple [Element] Enhancers do not increase this effect.

[Element / Status] Proof

Effect: Wearing this piece of equipment confers the character Immunity to the indicated Element or Status Condition type. See Chapter 7 for more details.

Limitations: Does not stack with [Element] Eater or [Element] Ward.

[Element] Strike

Effect: The weapon has an affinity to one of the nine Combat Elements: Fire, Earth, Water, Wind, Lightning, Ice, Holy, Shadow, or Bio. As a result, a successful Attack with this weapon will inflict +50% damage if the target has a Weakness against the listed element.

Limitations: None.

[Element] Ward

Effect: Wearing this piece of equipment confers the character Resistance to the indicated Element or Status Condition type. See Chapter 7 for more details.

Limitations: Does not stack with [Element] Eater or [Element] Proof.

[Enemy Type] Killer

Effect: The Weapon is particularly suited for slaying a particular type of monster. The category of monster affected by this Weapon’s powers is self-explanatory, save for Bird Killer (Aerial), Bug Killer (Insects), Devil Killer (Fiends), Fish Killer (Aquan), Man Killer (Humans) and Stone Killer (Constructs). All successful Attacks made with this Weapon against a monster of that Category inflict +100% damage.

Limitations: None.

Follow Through

Effect: On a successful Critical Hit, the weapon may make another immediate attack action on the original target. Follow Through will not activate again if this second attack is a Critical Hit.

Limitations: None.

Headhunter

Effect: Upon defeating an opponent, a character equipped with this item earns +5% of the opponent’s normal Gil award.

Limitations: This bonus does not stack with any others. In the event that a character has multiple bonuses to their Gil acquisition rate, the highest is always used by default.

HP Drain

Effect: In addition to dealing damage, every successful Attack with this Weapon restores the wielder’s Hit Points by an amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor.

Limitations: The Status Condition Zombie reverses this ability—see Chapter 7 for more details.

MP Damage

Effect: Rather than doing normal damage, each successful Attack made with this weapon inflicts 50% damage to the target’s HP and 50% to its MP after modifying for Armor. If the target has no MP, weapons with this ability do full damage to HP instead.

Limitations: None.

MP Drain

Effect: In addition to dealing damage, every successful Attack with this Weapon restores the wielder’s Magic Points by an amount equivalent to 50% of the damage inflicted by the Attack after modifying for Armor.

Limitations: The Status Condition Zombie reverses this ability—see Chapter 7 for more details.

Piercing

Effect: This Weapon is designed to pierce defences both natural and man-made. When calculating damage inflicted by any Attack made using a Weapon with Piercing, the target’s Armor rating is halved.

Limitations: None.

Sensor

Effect: The Weapon is enchanted to display an opponent’s status to the wielder when attacking. The first time a successful Attack with a Sensor Weapon is made against a target, the player is notified of the target’s current HP—after the damage from the attack is calculated—as well as Elemental Weaknesses, Resistances, Immunities, and Absorbances. On subsequent Attacks, players should declare whether they want the information or not; if not, the attack continues as normal.

Limitations: None.

SOS-[Status]

Effect: The item adds the indicated Status Condition to the character using it if they are reduced to 25% of their maximum Hit Points during the course of a battle. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel; they will only be cancelled if the character’s current Hit Points are raised beyond 25% of their maximum value or the battle ends.

Limitations: SOS-Reraise cancels as normal if used to resurrect the character, and will not be re-added for the remainder of that battle.

[Status] Strike

Effect: The Weapon has a flat 60% CoS of adding the named Status Condition to the target with each and every successful Attack made—or, in the case of Death Strike, instantly reducing the target to 0 HP each time a successful Attack Action is made, regardless of its current HP and Armor. Status Durations are (4) for all Statuses except Poison and Stone, which are (∞).

Limitations: None.

[Status] Touch

Effect: The Weapon has a flat 30% CoS of adding the named Status Condition to the target with each and every successful Attack made—or, in the case of Death Touch, instantly reducing the target to 0 HP each time a successful Attack Action is made, regardless of the target’s current HP and Armor. Status Durations are (4) for all Statuses except Poison and Stone, which are (∞).

Limitations: None.

*Triple Critical

Effect: Due to its power, any Critical Hits caused by this Weapon inflict +200% damage, rather than the normal +100%.

Limitations: None.

Weapon Slot

Even a penniless adventurer knows better to venture out into the world without at least some sort of weapon, whether it be a well-forged Sword, stout Staff or high-powered Rifle.

Axes

Weapon Skill: Axes

Heavy, unsubtle and fearsome in the hands of a trained warrior. Axes take up both Weapon and Shield Slots.

Name Tier Cost Avail. Damage Abilities
Light Axe 1 140 93% (2 × STR) + d12
Poison Axe 1 215 91% (2 × STR) + d12 Poison Touch
Battleaxe 2 900 87% (4 × STR) + d12
Inferno Axe 2 1260 85% (4 × STR) + d12 Fire Strike
Mythril Axe 3 2050 81% (6 × STR) + 2d12
Razor Axe 3 2450 79% (6 × STR) + 2d12 +1 STR
Bone Axe 4 4000 72% (9 × STR) + 2d12
Slasher 4 4600 70% (9 × STR) + 2d12 Slow Touch
Tabar 5 6200 63% (11 × STR) + 3d12
Hydro Axe 5 6800 61% (11 × STR) + 3d12 Water Strike
Heavy Axe 6 9500 53% (13 × STR) + 3d12
Venom Axe 6 10800 51% (13 × STR) + 3d12 Poison Strike
Great Axe 7 12800 45% (15 × STR) + 4d12
Retributor 7 14200 43% (15 × STR) + 4d12 Critical +
Kheten 8 16800 34% (17 × STR) + 4d12
Arcanabane 8 18100 32% (17 × STR) + 4d12 Arcana Killer
Juggernaut 9 Artifact (19 × STR) + 5d12 +3 STR
Eisentänzer 9 Artifact (19 × STR) + 5d12 +1 STR
Auto-Agility Up
Executioner 10 Legendary (21 × STR) + 5d12 Curse Proof
Follow Through
Rampager 10 Legendary (21 × STR) + 5d12 Auto-Agility Up
Auto-Ruse

Boomerangs

Weapon Skill: Thrown Weapons

Chakrams, boomerangs and oversized shuriken all make excellent throwing weapons, with good range and a keen edge that always returns to the thrower’s hand regardless of how far they are thrown. Boomerangs are considered Ranged. If an attack action made using a Boomerang misses, the attacker may roll a second time to see if the boomerang hits the target as it returns to his hand.

Name Tier Cost Avail. Damage Abilities
Boomerang 1 90 94% (2 × STR) + d6
Flame Boomerang 1 132 92% (2 × STR) + d6 Fire Strike
Platoon Edge 2 540 88% (3 × STR) + d6
Twin Viper 2 756 86% (3 × STR) + d6 Poison Touch
Chakram 3 1200 82% (5 × STR) + 2d6
Wind Slash 3 1500 80% (5 × STR) + 2d6 Wind Strike
Full Moon 4 2400 73% (6 × STR) + 2d6
Rising Sun 4 3000 69% (6 × STR) + 2d6 Undead Killer
Pinwheel 5 3720 64% (7 × STR) + 3d6
Riot Edge 5 4560 60% (7 × STR) + 3d6 Confuse Touch
Hawkeye 6 5640 54% (9 × STR) + 3d6
Sniper 6 6480 52% (9 × STR) + 3d6 Immobilize Strike
Crescent 7 7680 46% (10 × STR) + 4d6
Wing Edge 7 9360 40% (10 × STR) + 4d6 Death Touch
Spiral Shuriken 8 10080 35% (11 × STR) + 4d6
Razor Wing 8 11280 32% (11 × STR) + 4d6 Triple Critical
Crystal Cross 9 Artifact (13 × STR) + 5d6 Death Strike
Oritsuru 9 Artifact (13 × STR) + 5d6 Critical ++
Shooting Star 10 Legendary (14 × STR) + 5d6 Disable Proof
Follow Through
Comet Tail 10 Legendary (14 × STR) + 5d6 Blind Strike
Silence Strike
Stop Strike

Bows

Weapon Skill: Bows

Short bows and longbows both require their share of strength and patience to master, but once a character has learned the ins and outs of marksmanship, their ability to deal damage from a distance can prove invaluable in many situations. Bows take up both Weapon and Shield Slots, and are considered Ranged.

Name Tier Cost Avail. Damage Abilities
Longbow 1 132 93% (2 × STR) + d10
Silver Bow 2 825 87% (4 × STR) + d10
Thorn Bow 3 1870 81% (6 × STR) + 2d10
Nail Bow 4 3630 72% (9 × STR) + 2d10
Power Bow 5 5720 62% (10 × STR) + 3d10
Fey Bow 6 8690 53% (11 × STR) + 3d10
Crescent Bow 7 11770 44% (13 × STR) + 4d10
Killer Bow 8 15400 34% (15 × STR) + 4d10
Yoichi Bow 9 Artifact (17 × STR) + 5d10 Critical ++
Artemis Bow 10 Legendary (19 × STR) + 5d10 Critical +
See notes below

Artemis Bow: The Artemis Bow may use two different types of Special Arrows simultaneously when the user makes an Attack Action.

Claws

Weapon Skill: Brawl

The logical evolution of the age-old spiked knuckle, Claws are favored by Monks and Ninja for the express purpose of close-range combat. Consisting of long reinforced blades extruding from the wielder’s knuckles, most Claws are either built into a glove or knuckle-duster designed to comfortably slip over the character’s hand. Claws are sold as pairs, and take up both Weapon and Shield Slots; if a character equipped with Claws has the Two Weapons Skill, they may make two Attack Actions with them as if they had two Weapons equipped.

Name Tier Cost Avail. Damage Abilities
Iron Claws 1 110 94% (2 × STR) + d8
Daydreamer 1 146 92% (2 × STR) + d8 Sleep Touch
Cat’s Claws 2 660 88% (3 × STR) + d8
Storm Claws 2 924 86% (3 × STR) + d8 Lightning Strike
Mythril Claws 3 1485 82% (5 × STR) + 2d8
Tongue Holder 3 1815 80% (5 × STR) + 2d8 Silence Touch
Hell Claws 4 2970 71% (6 × STR) + 2d8
Ice Claws 4 3300 69% (6 × STR) + 2d8 Ice Strike
Prism Claws 5 4620 64% (8 × STR) + 3d8
Scissor Fangs 5 5060 62% (8 × STR) + 3d8 Poison Touch
Mirage Claws 6 6930 55% (10 × STR) + 3d8
Bloody Claws 6 8470 50% (10 × STR) + 3d8 HP Drain
Tiger Fangs 7 9460 46% (11 × STR) + 4d8
Banisher 7 10450 44% (11 × STR) + 4d8 Demon Killer
Kaiser Claws 8 12320 35% (13 × STR) + 4d8
Avenger 8 14190 31% (13 × STR) + 4d8 Death Touch
Ironside 9 Artifact (14 × STR) + 5d8 Piercing
+2 STR
Colossus 9 Artifact (14 × STR) + 5d8 Stone Strike
Overload 10 Legendary (16 × STR) + 5d8 Critical ++
Triple Critical
Tempest Claws 10 Legendary (16 × STR) + 5d8 Blind Strike
Confuse Strike
Venom Strike

Crossbows

Weapon Skill: Guns
Crossbows trade the muscle power of their low-tech compatriots for mechanical force, launching a single bolt at armor-busting speed. While compact, the time-consuming reload procedure makes this a weapon best suited for experts. Crossbows are considered Ranged.

Name Tier Cost Avail. Damage Abilities
Bow Gun 1 120 93% (2 × AGI) + d8
Power Crossbow 2 720 87% (3 × AGI) + d8
Night Killer 3 1620 81% (5 × AGI) + 2d8
Hunting Bow 4 3420 72% (6 × AGI) + 2d8
Cranequin 5 5040 63% (8 × AGI) + 3d8
Gale Bow 6 7560 53% (10 × AGI) + 3d8
Zamburak 7 10320 45% (11 × AGI) + 4d8
Marduk Bow 8 13440 34% (13 × AGI) + 4d8
Arbalest 9 Artifact (14 × AGI) + 5d8 Critical ++
Gastraphetes 10 Legendary (16 × AGI) + 5d8 30 ACC
2 Agility
Critical +

Flails

Weapon Skill: Flails

Despite differences in construction, all Flails allow their wielder to attack from a comfortable distance. The most basic form of these is the whip, which can fall under one of two categories. Leather whips are constructed by wrapping thin strands of leather into a long tapering lash, whereas chain whips simply consist of interconnected iron links. Either version typically measures between 60cm and 3m, giving them a considerable reach in combat; advanced whips add weight to the end of the lash to inflict heavy bludgeoning damage. Other variations include Nunchuka, Maces and Ribbons. All Flails inflict Immobilize (2) when a Critical Hit is scored, in addition to whatever Equipment Abilities are listed below.

Name Tier Cost Avail. Damage Abilities
Leather Whip 1 120 93% (2 × STR) + d8
Scorpion Tail 1 173 91% (2 × STR) + d8 Poison Touch
Chain Whip 2 720 87% (3 × STR) + d8
Blitz Whip 2 1008 85% (3 × STR) + d8 Lightning Strike
Mythril Whip 3 1620 81% (5 × STR) + 2d8
Dancing Whip 3 1980 79% (5 × STR) + 2d8 +1 SPD
Morning Star 4 3240 72% (6 × STR) + 2d8
Flame Lash 4 3600 70% (6 × STR) + 2d8 Fire Strike
Manticore Tail 5 5040 63% (8 × STR) + 3d8
Taming Lash 5 6000 59% (8 × STR) + 3d8 Beast Killer
Slaying Tail 6 7560 53% (10 × STR) + 3d8
Lamia Tail 6 8160 52% (10 × STR) + 3d8 MP Damage
Red Scorpion 7 10320 45% (11 × STR) + 4d8
Shock Whip 7 11400 43% (11 × STR) + 4d8 Disable Touch
Crescent Wish 8 13440 34% (13 × STR) + 4d8
Mandragora 8 14520 32% (13 × STR) + 4d8 Slow Strike
Ryozan Silk 9 Artifact (14 × STR) + 5d8 Immobilize Strike
Serpent Whip 9 Artifact (14 × STR) + 5d8 1 STR
1 AGI
Lizard Killer
Strange Vision 10 Legendary (16 × STR) + 5d8 2 STR
2 AGI
See notes below
Dragon Beard 10 Legendary (16 × STR) + 5d8 Critical ++
See notes below

Strange Vision: The Strange Vision reveals information about the target equal to the Scan spell with each sucessful Attack Action. Treat this ability as Sensor for effects such as Bad Scan and Job Abilities.
Dragon Beard: The Dragon Beard inflicts Agility Break (2) and Slow (2) on a Critical Hit, in addition to the tandard Immobilize (2).

Gloves

Weapon Skill: Brawl

Another characteristic Monk weapon. Whether a simple padded glove or a variation on the time-honored brass knuckle, Gloves allow a character to put more weight into their punches whilst minimising damage to their own fists in the process. Gloves are sold as pairs, and take up both Weapon and Shield Slots; if a character equipped with Gloves has the Two Weapons Skill, they may make two Attack Actions with them as if they had two Weapons equipped.

Name Tier Cost Avail. Damage Abilities
Leather Glove 1 82 95% (2 × STR) + d6
Sonar 1 121 93% (2 × STR) + d6 Sensor
Metal Knuckle 2 495 89% (3 × STR) + d6
Dusk Knuckle 2 693 87% (3 × STR) + d6 Earth Strike
Mythril Glove 3 1100 83% (5 × STR) + 2d6
Speed Glove 3 1375 81% (5 × STR) + 2d6 +1 SPD
Motor Drive 4 2200 74% (6 × STR) + 2d6
Hot Knuckles 4 2530 72% (6 × STR) + 2d6 Fire Strike
Powersoul 5 3410 65% (7 × STR) + 3d6
Magic Glove 5 3740 63% (7 × STR) + 3d6 +1 MAG
Survivor 6 5170 55% (9 × STR) + 3d6
Lights Out 6 5940 53% (9 × STR) + 3d6 Sleep Strike
Maverick 7 7040 47% (10 × STR) + 4d6
Break Knuckle 7 8580 45% (10 × STR) + 4d6 Stone Touch
Kaiser Knuckle 8 9240 36% (11 × STR) + 4d6
Clockhand 8 10010 33% (11 × STR) + 4d6 Slow Strike
War Monger 9 Artifact (13 × STR) + 5d6 2 STR
2 AGI
Devastator 9 Artifact (13 × STR) + 5d6 Disable Strike
Godhand 10 Legendary (14 × STR) + 5d6 Critical ++
Triple Critical
Infinity 10 Legendary (14 × STR) + 5d6 +3 SPD
Auto-Haste

Greatswords

Weapon Skill: Swords

Alternatively known as Knight Swords. Larger and heavier than ordinary swords, Greatswords are inelegant but powerful weapons whose weight requires considerable effort on the wielder’s part to use with any degree of success. As the name implies, Greatswords take up both Weapon and Shield Slots.

Name Tier Cost Avail. Damage Abilities
Iron Sword 1 140 93% (2 × STR) + d12
Poison Steel 1 215 91% (2 × STR) + d12 Poison Touch
Buster Sword 2 900 87% (4 × STR) + d12
Coral Sword 2 1260 85% (4 × STR) + d12 Lightning Strike
Mythril Blade 3 2050 81% (6 × STR) + 2d12
Force Stealer 3 2450 79% (6 × STR) + 2d12 MP Damage
Hard Edge 4 4000 72% (9 × STR) + 2d12
Liquid Steel 4 4600 70% (9 × STR) + 2d12 Water Strike
Butterfly Edge 5 6200 63% (11 × STR) + 3d12
Rhomphaia 5 6800 61% (11 × STR) + 3d12 +1 STR
Ogre Nix 6 9500 53% (13 × STR) + 3d12
Punishment 6 10100 52% (13 × STR) + 3d12 Shadow Strike
Defender 7 12800 45% (15 × STR) + 4d12
Nightbringer 7 14200 43% (15 × STR) + 4d12 Blind Strike
Crystal Sword 8 16800 34% (17 × STR) + 4d12
Vendetta 8 18700 31% (17 × STR) + 4d12 Disable Strike
Save the Queen 9 Artifact (19 × STR) + 5d12 Auto-Protect
Lionheart 9 Artifact (19 × STR) + 5d12 Critical ++
Apocalypse 10 Legendary (21 × STR) + 5d12 Auto-Power Up
See notes below
Excalibur 10 Legendary (21 × STR) + 5d12 Auto-Armor Up
Auto-Mental Up
Auto-Regen

Apocalypse: The Apolcalypse ignores the target’s ARM when calculating damage.

Instruments

Weapon Skill: Instrument

Trademark weapon of the Bard. All Instruments have at least a little magic in them; most inflict damage by tuning into a certain frequency to project a powerful blast of sonic energy. The [x] in the listings should be replaced by the character’s instrument of preference—the most common types used are Lutes, Harps, Flutes, and Bells, but there are many other possibilities. For instance, a ’Lamia’s [x]’ could become a Lamia’s Harmonium or a Lamia’s Megaphone. Instruments take up both Weapon and Shield Slots, and are considered Ranged.

Name Tier Cost Avail. Damage Abilities
Old [x] 1 120 93% (2 × MAG) + d8
Golem’s [x] 1 173 91% (2 × MAG) + d8 Earth Strike
Silver [x] 2 660 88% (3 × MAG) + d8
Dream [x] 2 1008 85% (3 × MAG) + d8 Sleep Touch
Mythril [x] 3 1620 81% (5 × MAG) + 2d8
Rune [x] 3 1980 79% (5 × MAG) + 2d8 +1 MAG
Battle [x] 4 3240 72% (6 × MAG) + 2d8
Lamia’s [x] 4 3600 68% (6 × MAG) + 2d8 Confuse Touch
Fairy [x] 5 5040 63% (8 × MAG) + 3d8
Bloody [x] 5 6480 57% (8 × MAG) + 3d8 HP Drain
Diamond [x] 6 7540 53% (10 × MAG) + 3d8
Death [x] 6 9720 47% (10 × MAG) + 3d8 Death Touch
Platinum [x] 7 10320 45% (11 × MAG) + 4d8
Satyr [x] 7 12480 39% (11 × MAG) + 4d8 Charm Proof
Crystal [x] 8 13440 34% (13 × MAG) + 4d8
Glass [x] 8 14520 32% (13 × MAG) + 4d8 Silence Proof
Heal [x] 9 Artifact (14 × MAG) + 5d8 Death Proof
Dark [x] 9 Artifact (14 × MAG) + 5d8 Shadow Strike
Silence Proof
Apollo’s [x] 10 Legendary (16 × MAG) + 5d8 Holy Strike
Undead Killer
Loki’s [x] 10 Legendary (16 × MAG) + 5d8 Auto-Armor Up
+2 MAG

Katana

Weapon Skill: Swords

Katana are the mainstay of the Samurai Job. Their blades are formed by repeatedly folding a single sheet of metal, creating a lightweight yet durable weapon.

Name Tier Cost Avail. Damage Abilities
Ashura 1 132 93% (2 × STR) + d10
Oborotsuki 1 198 91% (2 × STR) + d10 Blind Touch
Kotetsu 2 825 87% (4 × STR) + d10
Moutsurugi 2 1155 85% (4 × STR) + d10 +1 MAG
Namakura 3 1870 81% (6 × STR) + 2d10
Mukademeru 3 2255 79% (6 × STR) + 2d10 Poison Touch
Kagemitsu 4 3630 72% (8 × STR) + 2d10
Raikoumaru 4 4180 70% (8 × STR) + 2d10 Lightning Strike
Bizen’s Pride 5 5720 63% (10 × STR) + 3d10
Onikiri 5 6930 59% (10 × STR) + 3d10 Devil Killer
Murasame 6 8690 53% (11 × STR) + 3d10
Ikuzatachi 6 9900 51% (11 × STR) + 3d10 +2 STR
Kiyomori 7 11770 45% (13 × STR) + 4d10
Jyurokusakura 7 14300 39% (13 × STR) + 4d10 Death Touch
Heaven’s Cloud 8 15400 34% (15 × STR) + 4d10
Kageshibari 8 16610 32% (15 × STR) + 4d10 Slow Strike
Shiranui 9 Artifact (17 × STR) + 5d10 Piercing
+2 SPD
Chaos Blade 9 Artifact (17 × STR) + 5d10 Confuse Strike
Masamune 10 Legendary (19 × STR) + 5d10 Auto-Haste
Genji Blade 10 Legendary (19 × STR) + 5d10 2 STR
2 MAG

Knives

Weapon Skill: Knives

Knives measure between 20 to 38 centimeters and can be easily secreted up a sleeve or underneath a cloak to give the wielder an unexpected edge in combat. When calculating damage for Knives, the highest of either the character’s STR or AGI will be used.

Name Tier Cost Avail. Damage Abilities
Dirk 1 90 94% (2 × *) + d6
Blind Knife 1 132 92% (2 × *) + d6 Blind Touch
Baselard 2 540 88% (3 × *) + d6
Poison Dagger 2 756 86% (3 × *) + d6 Poison Touch
Mythril Knife 3 1200 82% (5 × *) + 2d6
Mage Masher 3 1500 80% (5 × *) + 2d6 Silence Touch
Main Gauche 4 2400 73% (6 × *) + 2d6
Air Lancet 4 2760 71% (6 × *) + 2d6 Wind Strike
Rondell Dagger 5 3720 64% (7 × *) + 3d6
Man Eater 5 4560 60% (7 × *) + 3d6 Human Killer
Zorlin Shape 6 5640 54% (9 × *) + 3d6
Aspir Knife 6 6480 52% (9 × *) + 3d6 MP Drain
Platina Dagger 7 7680 46% (10 × *) + 4d6
Tonberrian 7 8520 44% (10 × *) + 4d6 +2 SPD
Cinquedea 8 10080 35% (11 × *) + 4d6
Gladius 8 10920 33% (11 × *) + 4d6 Critical +
Swordbreaker 9 Artifact (13 × *) + 5d6 Disable Strike
Assassin 9 Artifact (13 × *) + 5d6 Death Strike
Valiant Knife 10 Legendary (14 × *) + 5d6 See notes below.
Orichalcon 10 Legendary (14 × *) + 5d6 Critical ++
Sleep Strike

Valiant Knife: The Valiant Knife reacts to its wielder’s health; the closer to death they are, the more dangerous the knife becomes. The Valiant Knife gains a bonus to damage equal to (Wielder’s Max HP – Wielder’s Current HP) / 3 on all Attack Actions.

Light Swords

Weapon Skill: Swords

Slender, elegant weapons favored by the more style-conscious swordsman. Lacking the cutting edge of their larger compatriots, these blades rely on their wielder’s dexterity and accuracy to hit their mark.

Name Tier Cost Avail. Damage Abilities
Epee 1 110 94% (2 × AGI) + d8
Stinger 1 159 92% (2 × AGI) + d8 Poison Touch
Silver Rapier 2 660 88% (3 × AGI) + d8
Scarlette 2 924 86% (3 × AGI) + d8 Fire Strike
Mythril Rapier 3 1485 82% (5 × AGI) + 2d8
Djinn Flyssa 3 1815 80% (5 × AGI) + 2d8 +1 SPD
Fleuret 4 2970 71% (6 × AGI) + 2d8
Bloody Rapier 4 4180 67% (6 × AGI) + 2d8 HP Drain
Estoc 5 4620 64% (8 × AGI) + 3d8
Mailbreaker 5 5500 60% (8 × AGI) + 3d8 Piercing
Flamberge 6 6930 54% (10 × AGI) + 3d8
Colichemarde 6 7920 52% (10 × AGI) + 3d8 +2 SPD
Joyeuse 7 9460 46% (11 × AGI) + 4d8
Holy Degen 7 10450 44% (11 × AGI) + 4d8 +1 AGI
Holy Strike
Guespire 8 12320 35% (13 × AGI) + 4d8
Tyrving 8 13310 33% (13 × AGI) + 4d8 Dragon Killer
Epeprism 9 Artifact (14 × AGI) + 5d8 Auto-Reflect
Femme Fatale 9 Artifact (14 × AGI) + 5d8 Death Strike
Last Letter 10 Legendary (16 × AGI) + 5d8 2 SPD
2 AGI
Diabolique 10 Legendary (16 × AGI) + 5d8 Shadow Strike
Curse Strike
HP Drain

Ninja Blades

Weapon Skill: Knives

Longer and lighter than ordinary knives, Ninja Blades share the unusual construction of Katana and are a firm favorite with the profession they derive their name from. Forged as long as 60cm, they match favorably in combat to the average sword.

Name Tier Cost Avail. Damage Abilities
Tanto 1 100 95% (2 × STR) + d8
Yaraimeru 1 145 93% (2 × STR) + d8 Sleep Touch
Kunai 2 600 89% (3 × STR) + d8
Etenmaru 2 840 87% (3 × STR) + d8 Fire Strike
Short Edge 3 1350 83% (5 × STR) + 2d8
Basara 3 1650 81% (5 × STR) + 2d8 +1 MAG
Hibari 4 2700 74% (6 × STR) + 2d8
Reppu 4 3000 72% (6 × STR) + 2d8 Wind Strike
Kodachi 5 4200 65% (8 × STR) + 3d8
Muketsu 5 5400 59% (8 × STR) + 3d8 HP Drain
Koga Knife 6 6300 55% (10 × STR) + 3d8
Dark Edge 6 7200 53% (10 × STR) + 3d8 Blind Strike
Iga Knife 7 8600 47% (11 × STR) + 4d8
Kororito 7 9500 45% (11 × STR) + 4d8 Poison Strike
Petalchaser 8 11200 36% (13 × STR) + 4d8
Mokuto 8 12100 34% (13 × STR) + 4d8 Silence Strike
Striker 9 Artifact (14 × STR) + 5d8 Death Strike
Charfire 9 Artifact (14 × STR) + 5d8 Immobilize Strike
Sasuke 10 Legendary (16 × STR) + 5d8 20 Expertise
20 Mind
Curse Strike
Silkmoon 10 Legendary (16 × STR) + 5d8 2 SPD
20 Evasion
+20 Magic Evasion

Polearms

Weapon Skill: Polearms

Polearms are built to inflict damage at a respectable distance in melee combat. To this end, Polearms consist of a length of wood or metal 1.5 to 2m length, topped by a heavy blade. Polearms take up both Weapon and Shield Slots.

Name Tier Cost Avail. Damage Abilities
Iron Spear 1 140 93% (2 × STR) + d12
Hunter’s Spear 1 215 91% (2 × STR) + d12 Sensor
Slash Lance 2 900 87% (4 × STR) + d12
Shaman’s Lance 2 1260 85% (4 × STR) + d12 +1 MAG
Mythril Pike 3 2050 81% (6 × STR) + 2d12
Web Lance 3 2450 79% (6 × STR) + 2d12 Slow Touch
Gold Lance 4 4000 72% (9 × STR) + 2d12
Ice Lance 4 4600 70% (9 × STR) + 2d12 Ice Strike
Stout Spear 5 6200 63% (11 × STR) + 3d12
Harpoon 5 7600 61% (11 × STR) + 3d12 Piercing
Viper Halberd 6 9500 53% (13 × STR) + 3d12
Berserker 6 11500 49% (13 × STR) + 3d12 Berserk Strike
Javelin 7 12800 45% (15 × STR) + 4d12
Colossal Lance 7 14200 43% (15 × STR) + 4d12 +2 STR
Partisan 8 16800 34% (17 × STR) + 4d12
Thanatos Lance 8 18700 31% (17 × STR) + 4d12 HP Drain
Kain’s Lance 9 Artifact (19 × STR) + 5d12 Critical ++
Gungnir 9 Artifact (19 × STR) + 5d12 Death Strike
Aura Lance 10 Legendary (21 × STR) + 5d12 Auto-Aura
Highwind 10 Legendary (21 × STR) + 5d12 +2 MAG
Auto-Agility Up

Rifles

Weapon Skill: Guns

Bulky but powerful, Rifles represent the ultimate in long-range offensive capacity, able to deliver a single bullet across great distances with pinpoint accuracy via a long, rifled barrel. Rifles take up both Weapon and Shield Slots, and are considered Ranged.

Name Tier Cost Avail. Damage Abilities
Valiant 1 168 91% (2 × AGI) + d12
Silver Rifle 2 1080 85% (4 × AGI) + d12
Ulysses 3 2460 79% (6 × AGI) + 2d12
Hellfire 4 4800 70% (9 × AGI) + 2d12
Bismarck 5 7440 61% (11 × AGI) + 3d12
Coffinmaker 6 11400 51% (13 × AGI) + 3d12
Bindsnipe 7 15360 43% (15 × AGI) + 4d12
Hydra 8 20160 32% (17 × AGI) + 4d12
Exeter 9 Artifact (19 × AGI) + 5d12 Critical ++
Death Penalty 10 Legendary (21 × AGI) + 5d12 Critical +
Piercing

Rods

Weapon Skill: Cudgels

Weapon of choice for Black Mages. Rods are shorter than Staves, and can be wielded in one hand much like a cudgel or maul; the tip acts as a solid, crushing weight. Like Staves, most Rods contain innate magical properties that can be focused and unleashed by a properly trained magic user.

Name Tier Cost Avail. Damage Abilities
Cypress Rod 1 75 96% (2 × STR) + d6
Rod of Darkness 1 110 94% (2 × STR) + d6 Blind Touch
Glow Wand 2 450 90% (3 × STR) + d6
Rune Rod 2 630 88% (3 × STR) + d6 +1 MAG
Mythril Rod 3 1000 84% (5 × STR) + 2d6
Rod of Silence 3 1250 82% (5 × STR) + 2d6 Silence Touch
Strike Rod 4 2000 75% (6 × STR) + 2d6
Firewheel Rod 4 2800 69% (6 × STR) + 2d6 Fire Enhancer
Sky Rod 5 3100 66% (7 × STR) + 3d6
Entangling Rod 5 3400 64% (7 × STR) + 3d6 Immobilize Touch
Musk Rod 6 4700 56% (9 × STR) + 3d6
Frost Rod 6 5800 52% (9 × STR) + 3d6 Ice Enhancer
Aurora Rod 7 6400 48% (10 × STR) + 4d6
Death Wand 7 7800 42% (10 × STR) + 4d6 Death Touch
Power Cane 8 8400 37% (11 × STR) + 4d6
Gravity Rod 8 9100 35% (11 × STR) + 4d6 Slow Strike
Rod of Roses 9 Artifact (13 × STR) + 5d6 Disable Strike
Faith Rod 9 Artifact (13 × STR) + 5d6 See notes below
Mace of Zeus 10 Legendary (14 × STR) + 5d6 Lightning Enhancer
+3 MAG
Arc Arcana 10 Legendary (14 × STR) + 5d6 Fire Enhancer
Ice Enhancer

Faith Rod: The Faith Rod’s power lies in its ability to debilitate opponents, exposing them to the power of a particular Element. The Rod has a flat CoS of 60% of inflicting Element Weak (6) every time a successful strike is made.

To determine which Element the target is now weak towards, roll a d10 and consult the table below:

Roll Effect Roll Effect
1 Element Weak (Bio) 6 Element Weak (Lightning)
2 Element Weak (Earth) 7 Element Weak (Shadow)
3 Element Weak (Fire) 8 Element Weak (Wind)
4 Element Weak (Holy) 9 Element Weak (Water)
5 Element Weak (Ice) 10 Roll again

Should the result be a Weakness the target already possesses—either naturally or through previous application of the Faith Rod—the attack has no additional effect.

Staves

Weapon Skill: Cudgels

Made of bound wood or metal, a Staff can inflict a respectable amount of damage if wielded by a skilled user, though most contain a small quantity of magic which can be tapped on when wielded by a mage. When calculating damage for Staves, the highest of either the character’s STR or MAG will be used. Staves take up both Weapon and Shield Slots.

Name Tier Cost Avail. Damage Abilities
Oak Staff 1 120 93% (2 × *) + d8
Silence Staff 1 173 91% (2 × *) + d8 Silence Touch
Battle Staff 2 720 87% (3 × *) + d8
Mage Staff 2 1008 85% (3 × *) + d8 +1 MAG
Mythril Staff 3 1620 81% (5 × *) + 2d8
Spiritual Staff 3 2340 77% (5 × *) + 2d8 Berserk Touch
Gold Staff 4 3240 72% (6 × *) + 2d8
Wind Staff 4 4560 66% (6 × *) + 2d8 Wind Enhancer
Power Staff 5 5040 63% (8 × *) + 3d8
Calcite Staff 5 7080 55% (8 × *) + 3d8 Stone Touch
Striking Staff 6 7560 53% (10 × *) + 3d8
Impasse 6 8640 51% (10 × *) + 3d8 Disable Touch
White Staff 7 10320 45% (11 × *) + 4d8
Dream Watcher 7 11400 43% (11 × *) + 4d8 Sleep Strike
Prism Staff 8 13440 34% (13 × *) + 4d8
Judgment 8 15000 30% (13 × *) + 4d8 Holy Enhancer
Princess Guard 9 Artifact (14 × *) + 5d8 Auto-Shell
Punisher 9 Artifact (14 × *) + 5d8 Death Strike
Nirvana 10 Legendary (16 × *) + 5d8 Holy Enhancer
+3 MAG
Heavenly Axis 10 Legendary (16 × *) + 5d8 Recovery Enhancer

Swallows

Weapon Skill: Polearms

Sometimes referred to as ‘Thief Swords’, Swallows are a variation of polearm looking not unlike two swords joined at the pommel. Due to their unusual dual blades, any Attack Action made with a Swallow may roll to hit twice, applying the better result of the two. Swallows take up both Weapon and Shield Slots.

Name Tier Cost Avail. Damage Abilities
Iron Swallow 1 120 93% (2 × STR) + d8
Spider’s Kiss 1 173 91% (2 × STR) + d8 Poison Touch
Butterfly Sword 2 720 87% (3 × STR) + d8
Stillblade 2 1008 85% (3 × STR) + d8 Slow Touch
The Ogre 3 1620 81% (5 × STR) + 2d8
Duel Blade 3 2340 77% (5 × STR) + 2d8 Berserk Touch
Exploda 4 3240 72% (6 × STR) + 2d8
Thunder Blade 4 3600 70% (6 × STR) + 2d8 Lightning Strike
Rune Tooth 5 5040 63% (8 × STR) + 3d8
Soundless Scream 5 5520 61% (8 × STR) + 3d8 Silence Touch
Halcyon Blade 6 7560 53% (10 × STR) + 3d8
Hunter’s Blade 6 8640 51% (10 × STR) + 3d8 Beast Killer
Master Ogre 7 10320 45% (11 × STR) + 4d8
Sonic Blade 7 11400 43% (11 × STR) + 4d8 +2 SPD
Angel Bless 8 13440 34% (13 × STR) + 4d8
Gorgon Gaze 8 15480 30% (13 × STR) + 4d8 Stone Touch
Sartaganas 9 Artifact (14 × STR) + 5d8 Critical ++
Assassin Blade 9 Artifact (14 × STR) + 5d8 Death Strike
The Tower 10 Legendary (16 × STR) + 5d8 2 STR
2 AGI
Auto-Protect
The Nameless 10 Legendary (16 × STR) + 5d8 Critical ++
Piercing

Swords

Weapon Skill: Swords

The weapon of choice for adventurers everywhere. The keen edge and versatility of these weapons accounts for much of their popularity.

Name Tier Cost Avail. Damage Abilities
Short Sword 1 120 94% (2 × STR) + d10
Twilight Steel 1 180 92% (2 × STR) + d10 Blind Touch
Long Sword 2 750 88% (4 × STR) + d10
Flame Sabre 2 1050 86% (4 × STR) + d10 Fire Strike
Mythril Sword 3 1700 82% (6 × STR) + 2d10
Ancient Sword 3 2050 80% (6 × STR) + 2d10 Immobilize Touch
Regal Cutlass 4 3300 73% (8 × STR) + 2d10
Ice Brand 4 3800 71% (8 × STR) + 2d10 Ice Strike
Vigilante 5 5200 63% (10 × STR) + 3d10
Blood Sword 5 6300 58% (10 × STR) + 3d10 HP Drain
Falchion 6 7900 54% (11 × STR) + 3d10
Soul Sabre 6 9000 52% (11 × STR) + 3d10 MP Drain
Diamond Sword 7 10700 45% (13 × STR) + 4d10
Scimitar 7 13000 43% (13 × STR) + 4d10 Death Touch
Platinum Sword 8 14000 35% (15 × STR) + 4d10
Enhancer 8 15600 32% (15 × STR) + 4d10 +3 MAG
Ragnarok 9 Artifact (17 × STR) + 5d10 Auto-Shell
Heartbreaker 9 Artifact (17 × STR) + 5d10 Critical ++
Ultima Weapon 10 Legendary (19 × STR) + 5d10 Break Damage Limit
See notes below
Caladbolg 10 Legendary (19 × STR) + 5d10 Auto-Magic Up
Auto-Power Up

Ultima Weapon: This powerful weapon inflicts an additional (Wielder’s Current HP / 5) in damage with each successful Attack made before modifying for ARM. Abilities continue to use the weapon’s basic damage code, even if they use Attacks as a basis.

Shield Slot

Composed of reinforced wood, metal or any similarly durable substance, Shields are mostly used by the Warrior Jobs. Unlike other types of Armor, they only boost a character’s EVA and M. EVA rather than their ARM and M. ARM.

Name Tier Cost Avail. EVA MEVA Abilities
Buckler 1 80 94% 4 1
Escutcheon 2 120 92% 4 1 +1 AGI
Bronze Shield 2 500 88% 9 3
Alert Targe 3 700 86% 9 3 Sleep Proof
Heavy Shield 3 1150 82% 14 5
Opal Shield 4 1400 80% 14 5 Earth Ward
Silver Shield 4 2200 73% 19 7
Rainbow Shield 5 2800 69% 19 7 Zombie Proof
Mythril Shield 5 3500 64% 24 9
Force Shield 6 3800 62% 24 19
Gold Shield 6 5300 54% 29 11
Shell Targe 7 6000 52% 29 11 SOS-Shell
Diamond Shield 7 7100 46% 34 14
Soul Shield 8 7900 44% 34 14 Condemn Proof
Platina Shield 8 9300 35% 39 16
Kaiser Plate 9 10000 33% 39 16 +2 STR
Crystal Shield 9 Artifact 64 19
Venetian Shield 10 Artifact 44 19 Fire Ward
Ice Ward
Lightning Ward
Genji Shield 10 Legendary 69 42
Aegis Shield 10 Legendary 49 22 Seal Proof
Toxin Proof

Body Slot

Angry monsters, unscrupulous soldiers, bandits, rogues, traitors, or the occasional weekend brawl with the ultimate evil—an adventurer can find themselves in any number of scrapes, given enough time and surprisingly little effort. In the heat of battle, even the most skilled of fighters will find themselves taking the odd hit; whether or not they survive the results is entirely down to their armor…

Mail

Mail is the heaviest type of body armor available, consisting of solid, overlapping plates of metal or another equally durable material for optimal protection against physical attacks.

Name Tier Cost Avail. ARM MARM EVA MEVA Abilities
Leather Plate 1 110 93% 5 3 0 0
Fire Armor 1 165 91% 5 3 0 0 Fire Ward
Cuirass 1 225 89% 5 3 0 0 Slow Proof
Bronze Armor 2 680 87% 11 7 0 0
Bone Plate 2 950 85% 11 7 0 0 Shadow Ward
Ice Plate 2 950 85% 11 7 0 0 Ice Ward
Plate Mail 3 1500 81% 16 11 0 0
Viking Armor 3 1800 79% 16 11 0 0 SOS-Berserk
Thunder Plate 3 1800 79% 16 11 0 0 Lightning Ward
Silver Mail 4 3000 72% 21 15 0 0
Soldier’s Armor 4 3500 70% 21 15 0 0 +1 STR
Carapace Mail 4 3500 70% 21 15 0 0 Bio Ward
Mythril Armor 5 4700 63% 26 19 0 0
Force Armor 5 5200 61% 26 19 0 10
Reflect Mail 5 5700 59% 26 19 0 0 Auto-Reflect
Gold Armor 6 7100 53% 32 23 5 0
Ruby Plate 6 8100 51% 32 23 5 0 Fire Proof
Aurora Mail 6 8100 51% 32 23 5 0 Wind Proof
Diamond Armor 7 9600 45% 38 27 5 0
Shield Armor 7 10700 43% 38 27 20 0
Edincoat 7 11200 42% 38 27 5 0 Auto-Agility Up
Platina Armor 8 12600 34% 44 31 5 5
Carabini Mail 8 13600 32% 44 31 5 5 +2 SPD
Crimson Plate 8 14500 30% 44 31 5 5 Fire Eater
Crystal Armor 9 Artifact 51 35 30 5
Aegis Armor 9 Artifact 51 35 10 5 Stone Proof
Petrify Proof
Earth Proof
Maximillian 9 Artifact 51 35 10 5 2 STR
10% HP
Genji Armor 10 Legendary 58 39 30 20 +2 STR
Dragon Mail 10 Legendary 58 39 15 5 Fire Eater
Ice Eater
Lightning Eater
Peytral 10 Legendary 58 39 15 5 +2 SPD
Auto-Power Up

Robes

Robes are the mainstay of the Mage Jobs, light enough to be worn without impeding the Mage’s spellcasting ability. Robes confer superior magical resistance but offer only scant protection against physical attacks.

Name Tier Cost Avail. ARM MARM EVA MEVA Abilities
Cotton Robe 1 95 93% 3 5 0 0
Snow Robe 1 154 91% 3 5 0 0 Ice Ward
Mistle Robe 1 200 89% 3 5 0 0 Silence Proof
Leather Robe 2 600 87% 7 11 0 0
Temple Cloth 2 840 85% 7 11 0 0 Holy Ward
Thunder Robe 2 840 85% 7 11 0 0 Lightning Ward
Linen Robe 3 1400 81% 11 16 0 0
Mist Silk Robe 3 1650 79% 11 16 5 0
Red Robe 3 1650 79% 11 16 0 0 Fire Ward
Silk Robe 4 2600 72% 15 21 0 0
Magician Robe 4 3000 70% 15 21 0 0 +1 MAG
Silver Coat 4 3000 70% 15 21 0 10
Poet Robe 5 4200 63% 19 26 0 0
Karate Robe 5 4600 61% 19 26 0 0 +1 AGI
Peace Cape 5 5000 59% 19 26 0 0 Berserk Proof
Scholar Robe 6 6300 53% 23 32 0 5
Aqua Robe 6 7700 51% 23 32 0 5 Water Proof
Priest’s Robe 6 7200 49% 23 32 0 5 +30 M. ACC
Tao Robe 7 8600 45% 27 38 0 5
Chameleon Robe 7 9500 43% 27 38 15 5
Angel Robe 7 10400 43% 27 38 0 5 Auto-Reraise
Light Robe 8 11200 34% 31 44 5 5
White Robe 8 12900 30% 31 44 5 5 Holy Eater
Black Robe 8 12900 30% 31 44 5 5 Shadow Eater
Lumina Robe 9 Artifact 35 51 5 30
Farplane Robe 9 Artifact 35 51 5 10 Auto-Spirit Up
Auto-Mental Up
Glutton’s Robe 9 Artifact 35 51 5 10 Bio Eater
Toxin Proof
Robe of Lords 10 Legendary 39 58 5 15 Auto-Magic Up
+2 SPD
Element Robe 10 Legendary 39 58 5 15 Earth Proof
Fire Proof
Lightning Proof
Ice Proof
Water Proof
Wind Proof
Protect Cape 10 Legendary 39 58 5 30 Auto-Agility Up
Auto-Protect

Suits

A catchall category covering a wide and eclectic range of bodywear, Suits include ninja costumes, overalls and dresses.

Name Tier Cost Avail. ARM MARM EVA MEVA Abilities
Leather Outfit 1 100 94% 4 4 0 0
Training Suit 1 115 92% 4 4 0 0 Sleep Proof
Storm Jerkin 1 115 92% 4 4 0 0 Lightning Ward
Bronze Vest 2 640 88% 8 8 0 0
Nomad’s Tunic 2 1150 84% 8 8 0 0 Wind Ward
Red Jacket 2 1150 84% 8 8 0 0 Fire Ward
Chain Vest 3 1450 82% 13 13 0 0
Frost Outfit 3 2100 78% 13 13 0 0 Ice Ward
Survival Vest 3 2100 78% 13 13 0 0 +10 Expertise
Ringmail 4 2800 73% 18 18 0 0
Chocobo Costume 4 3300 71% 18 18 0 0 +1 MAG
Power Sash 4 3600 70% 18 18 0 0 Power Down Proof
Power Break Proof
Mythril Vest 5 4500 64% 23 23 0 0
Mirage Vest 5 4900 62% 23 23 10 0
Scorpion Harness 5 5400 60% 23 23 0 0 Bio Proof
Brigadine 6 6700 54% 28 28 0 0
Judge Coat 6 7700 52% 28 28 0 0 +2 MAG
Gaia Gear 6 7700 52% 28 28 0 0 Earth Proof
Diamond Vest 7 9000 46% 33 33 3 3
Ninja Gear 7 10100 44% 33 33 3 3 +2 SPD
Secret Clothes 7 10600 42% 33 33 3 3 SOS-Vanish
Platina Vest 8 11900 35% 38 38 5 5
Behemoth Suit 8 12900 33% 38 38 5 5 +2 STR
Rubber Costume 8 13700 31% 38 38 5 5 Lightning Eater
Adaman Vest 9 Artifact 43 43 8 8 Meltdown Proof
Earth Proof
Devil Vest 9 Artifact 43 43 8 8 Shadow Enhancer>br>Shadow Proof
Reaper Cloak 9 Artifact 43 43 8 8 Death Proof
Braver Vest 10 Legendary 48 48 10 10 2 STR
2 AGI
+2 SPD
Power Down Proof
Power Break Proof
Agility Down Proof
Agility Break proof
Snow Muffler 10 Legendary 48 48 10 10 Fire Eater
Ice Eater
Frozen Proof
Heat Proof
Wygar 10 Legendary 48 48 10 10 Fatal Proof
Weak proof

Headwear frequently supplements body armor, protecting the wearer from opportunistic blows during the course of combat.

Hats

Hats encompass a broad range of headgear typically made of non-metallic materials, usually leather and cloth. Some examples include caps, hair ribbons, berets and hoods.

Name Tier Cost Avail. ARM MARM EVA MEVA Abilities
Cap 1 80 96% 1 3 0 0
Red Hat 1 125 94% 1 3 0 0 +10 M.ACC
Straw Hat 1 175 92% 1 3 0 0 Slow Proof
Leather Hat 2 530 90% 4 6 0 0
Triangle Hat 2 740 88% 4 6 0 0 +1 MAG
Traveler’s Hat 2 950 86% 4 6 0 0 Headhunter
Plumed Hat 3 1200 84% 7 9 0 0
Magus Hat 3 1400 82% 7 9 0 5
Mantra Band 3 1400 82% 7 9 0 0 +1 SPD
Bandana 4 2300 75% 10 13 0 0
Winged Cap 4 2900 71% 10 13 0 0 Auto-Float
Twist Headband 4 2700 73% 10 13 0 0 +1 STR
Steepled Hat 5 3600 66% 13 17 0 0
Green Beret 5 4000 64% 13 17 0 0 +10% HP
Scholar Hat 5 4400 62% 13 17 0 0 Magic Down Proof
Magic Break Proof
Headgear 6 5500 56% 16 21 0 0
Thief Hat 6 6300 54% 16 21 0 0 +2 AGI
Red Hood 6 6300 54% 16 21 0 0 +10% MP
Black Hood 7 7500 48% 19 25 0 5
Headband of Zeal 7 8300 46% 19 25 0 5 SOS-Magic Up
Windshear Hat 7 8300 46% 19 25 0 5 Wind Proof
Flash Hat 8 9800 37% 22 29 0 5
Cat Hood 8 10900 34% 22 29 0 5 +30 ACC
Tiger Mask 8 10600 35% 22 29 0 5 +2 SPD
Coronet 9 Artifact 25 33 0 10 2 AGI
1 SPD
Golden Yarmulke 9 Artifact 25 33 0 10 Auto-Magic Up
Holy Mitre 9 Artifact 25 33 0 10 +3 MAG
Ritual Hat 10 Legendary 28 37 5 10 2 SPD
2 STR
+2 MAG
Regal Crown 10 Legendary 28 37 5 10 Gravity Proof
Auto-Reraise
Acacia Hat 10 Legendary 28 37 5 10 Ice Eater
+20% MP

Helmets

Helmets are heavy, sturdy metallic headgear used primarily by the Warrior Jobs.

Name Tier Cost Avail. ARM MARM EVA MEVA Abilities
Leather Helm 1 70 95% 3 1 0 0
Soldier Helmet 1 110 93% 3 1 0 0 +10 ACC
Parade Helm 1 110 93% 3 1 0 0 Immobilize Proof
Bronze Helm 2 450 89% 5 4 0 0
Onyx Helmet 2 810 87% 5 4 5 0
Spiral Helm 2 630 85% 5 4 0 0 Berserk Proof
Barbut 3 1000 83% 9 7 0 0
Viking Helm 3 1250 81% 9 7 0 0 SOS-Spirit Up
Cross Helmet 3 1250 81% 9 7 0 0 +1 STR
Silver Helmet 4 2000 74% 13 10 0 0
Mage’s Helm 4 2300 72% 13 10 0 0 +1 MAG
Rubber Helm 4 2300 72% 13 10 0 0 Lightning Ward
Mythril Helm 5 3100 65% 17 13 0 0
Paladin Helm 5 4100 63% 17 13 0 0 Curse Proof
Eternal Helm 5 3400 63% 17 13 0 10
Gold Helm 6 4800 55% 21 16 0 0
Knight Helm 6 5100 54% 21 16 0 0 +10% HP
Arai Helm 6 5400 53% 21 16 0 0 +2 SPD
Diamond Helm 7 6500 47% 25 19 5 0
Dragoon’s Helmet 7 7500 43% 25 19 5 0 +30 ACC
Sapphire Helmet 7 7200 45% 25 19 5 0 Water Proof
Platina Helmet 8 8400 36% 29 22 5 0
Dusk Mask 8 9700 32% 29 22 5 0 Earth Eater
Heal Helm 8 9700 32% 29 22 5 0 Auto-Regen
Crystal Helm 9 Artifact 33 25 30 0
Kaiser Helm 9 Artifact 33 25 10 0 2 STR
1 AGI
Hanya Helmet 9 Artifact 33 25 10 0 Weak Proof
Genji Helm 10 Legendary 37 28 25 20 +2 MAG
Grand Helm 10 Legendary 37 28 10 5 3 AGI
3 STR
Dragon Helmet 10 Legendary 37 28 10 5 Earth Eater
+10% HP

Hands Slot

Next to adequate protection for head and body, the ability to shield one’s sword-hand from harm is the often most vital for long-term survival on the battlefield.

Armwear

Armwear is a catchall term for arm guards, bracelets, bangles, and other armor that only covers part of the wearer’s hand. As a whole, Armwear protects the wearer from magical rather than physical attacks. Prices given are for one pair of Armwear.

Name Tier Cost Avail. ARM MARM EVA MEVA Abilities
Leather Wrist 1 60 95% 1 2 0 0
Serum Wrist 1 90 93% 1 2 0 0 Poison Proof
Chocobracelet 1 90 93% 1 2 5 0
Bronze Bangle 2 370 89% 3 4 0 0
Guardian Bracer 2 520 87% 3 4 0 0 +1 AGI
Rune Ring 2 520 87% 3 4 0 5
Iron Bangle 3 840 83% 5 6 0 0
Locomotion Bangle 3 1050 81% 5 6 0 0 Immobilize Proof
Echo Wrist 3 1250 79% 5 6 0 0 Silence Proof
Silver Armband 4 1700 74% 8 8 0 5
Cerulean Bangle 4 1900 72% 8 8 0 5 Water Ward
Holy Armlet 4 1900 72% 8 8 0 5 Holy Ward
Mythril Armlet 5 2600 65% 11 10 0 5
Shell Bangle 5 3200 61% 11 10 0 5 SOS-Shell
Wizard Bracelet 5 3200 61% 11 10 0 5 +20 M.ACC
Gold Armlet 6 4000 55% 13 13 0 5
Egoist’s Armlet 6 4800 51% 13 13 0 5 Confuse Proof
Thief Glove 6 4800 51% 13 13 0 5 SOS-Haste
Diamond Armband 7 5400 47% 16 16 5 5
Pearl Armband 7 6000 45% 16 16 5 5 Holy Proof
Maiden’s Wrist 7 6000 45% 16 16 5 5 Toad Proof
Platinum Bangle 8 7000 36% 19 19 5 10
Gigas Bangle 8 8100 32% 19 19 5 10 +2 STR
Serene Armlet 8 7600 34% 19 19 5 10 Charm Proof
Crystal Bangle 9 Artifact 22 22 10 30
Hot Armlet 9 Artifact 22 22 10 10 Frozen Proof
Ice Proof
Tough Ring 9 Artifact 22 22 10 10 +20% HP
Blessed Wrist 10 Legendary 25 25 10 15 Mystify Proof
Holy Eater
Flower Bracer 10 Legendary 25 25 10 15 Auto-Regen
Earth Eater
Water Eater
Minerva Bangle 10 Legendary 25 25 10 15 Transform Proof
+20% MP

Gauntlets

Gauntlets are reinforced to protect the wearer’s hands by enclosing them completely. Armor of this kind is usually made of heavy metal or leather and worn in conjunction with mail. Prices are given per one pair of Gauntlets.

Name Tier Cost Avail. ARM MARM EVA MEVA Abilities
Leather Gauntlet 1 65 96% 2 1 0 0
Bright Gauntlet 1 100 94% 2 1 0 0 Blind Proof
Glit Gloves 1 145 92% 2 1 0 0 Headhunter
Bronze Gloves 2 420 90% 5 2 0 0
Ninja Gloves 2 580 88% 5 2 0 0 +1 AGI
Savage Gauntlet 2 580 88% 5 2 0 0 +10% ACC
Iron Gauntlet 3 950 84% 8 4 0 0
Viking Gauntlet 3 1150 82% 8 4 0 0 SOS-Agility Up
Defense Gloves 3 1300 80% 8 4 0 0 Disable Proof
Silver Gauntlet 4 1800 75% 11 6 5 0
Adept’s Gauntlet 4 2100 73% 11 6 5 0 +1 SPD
Light Gauntlet 4 2100 73% 11 6 5 10
Mythril Gauntlet 5 2900 66% 14 8 5 0
Protect Gloves 5 3500 62% 14 8 5 0 SOS-Protect
Moon Gauntlet 5 3500 62% 14 8 5 0 +20 ACC
Gold Gauntlet 6 4300 56% 17 10 5 0
Carbuncle Mitts 6 5000 54% 17 10 5 0 Auto-Reflect
Melee Gloves 6 5300 52% 17 10 5 0 SOS-Power Up
Diamond Gloves 7 5900 48% 20 12 5 5
Abyss Gauntlet 7 6600 46% 20 12 5 5 Shadow Proof
Cornucopia Gloves 7 6600 46% 20 12 5 5 Mini Proof
Platinum Gauntlet 8 7800 37% 23 15 10 5
Lucid Gloves 8 8400 35% 23 15 10 20
Alert Gloves 8 8900 33% 23 15 10 5 Stop Proof
Crystal Gauntlet 9 Artifact 26 18 30 10
Cold Gloves 9 Artifact 26 18 10 10 Fire Proof
Heat Proof
Zeus Gauntlet 9 Artifact 26 18 10 10 Lightning Enhancer
Lightning Proof
Genji Gloves 10 Legendary 29 21 15 10 3 STR
3 MAG
Escort Guard 10 Legendary 29 21 15 10 Time Proof
+10% HP
Dragon Lord 10 Legendary 29 21 15 10 Auto-Shell
Bio Eater
Wind Eater

Accessory Slot

Accessories are enchanted relics and objects with a small quantity of magic, ranging from mundane and mass-produced to powerful and rare. For reference’s sake, all Accessories in the FFRPG are organised into five categories, each of which is introduced in more detail below.

Status Accessories

Status Accessories protect the character from certain types of negative Status Condition—such as Blind or Poison—and may also reduce the amount of damage inflicted by elemental attacks.

Name Tier Cost Avail. Abilities
Silver Spectacles 1 450 90% Blind Proof
Star Pendant 1 600 89% Poison Proof
Nishijin Belt 1 500 88% Sleep Proof
Jackboots 2 600 86% Immobilize Proof
Sash 2 600 86% Slow Proof
Aqua Ring 2 1250 82% Water Ward
Desert Boots 2 1000 82% Earth Ward
Fairy Ring 3 1250 81% Blind Proof
Poison Proof
Gold Choker 3 1250 81% Wind Ward
Defense Ring 3 1500 79% Condemned Proof
Sleep Proof
Echo Bangle 4 1600 79% Silence Proof
Black Belt 4 1600 79% Disable Proof
Magic Charm 4 1600 79% Curse Proof
Bowline Sash 4 2000 77% Confuse Proof
Coral Ring 4 2500 75% Lightning Proof
Water Ring 4 2500 75% Water Proof
Bead Brooch 4 3250 71% Blind Proof
Silence Proof
Gravity Ring 5 3600 68% Gravity Proof
Amulet 5 4400 65% Blind Proof
Poison Proof
Zombie Proof
Magic Ring 5 4400 64% Berserk Proof
Silence Proof
Blizzard Ring 5 4000 63% Ice Ward
Freeze Proof
Fire Ring 5 4000 63% Fire Ward
Heat Proof
Phantom Ring 5 5200 61% Weak Proof
Cerulean Ring 6 5400 59% Water Eater
Ochre Ring 6 5400 59% Lightning Eater
Ice Ring 6 8000 55% Ice Proof
Freeze Proof
Flame Ring 6 7600 54% Fire Proof
Heat Proof
Jade Armlet 6 7600 54% Petrify Proof
Slow Proof
Stone Proof
Star Armlet 7 9600 46% Slow Proof
Stop Proof
Scarab 7 9600 46% Disable Proof
Immobilize Proof
Toad Proof
Jeweled Ring 7 10000 45% Blind Proof
Petrify Proof
Stone Proof
Glass Buckle 7 12000 43% Bio Proof
Toxin Proof
Rubber Boots 7 10000 42% Lightning Proof
Stop Proof
Rosetta Ring 7 12000 39% Fire Eater
Heat Proof
Snow Ring 7 12000 39% Ice Eater
Freeze Proof
Japa Mala 8 13000 38% Toxin Proof
Toad Proof
Zombie Proof
Nu Khai Armlet 8 13000 38% Shadow Ward
Charm Proof
Confusion Proof
Poison Ring 8 13000 37% Bio Eater
Toxin Proof
Peace Ring 8 15000 35% Berserk Proof
Charm Proof
ConfuseProof
Safety Bit 8 20000 31% Death Proof
Berserker Ring 9 Artifact Fire Eater
Lightning Proof
+3 STR
Aegis Ring 9 Artifact Bio Ward
Earth Ward
Fire Ward
Holy Ward
Ice Ward
Lightning Ward
Shadow Ward
Water Ward
Wind Ward
Ribbon 9 Artifact Fatal Proof
Mystify Proof
Seal Proof
Time Proof
Toxin Proof
Transform Proof
Weak Proof
Tetra Elemental 10 Legendary Fire Proof
Earth Proof
Ice Proof
Lightning Proof

Magic Accessories

Magic Accessories bestow beneficial Status Conditions such as Shell and Reflect upon their wearer—typically either at the start of a battle or when the wearer’s health is reduced to dangerously low levels.

Name Tier Cost Avail. Abilities
Sprint Shoes 1 500 90% Auto-Accelerate
Barrier Ring 2 800 86% SOS-Shell
Guard Ring 2 800 86% SOS-Protect
Steel Gorget 3 1400 79% SOS-Power Up
Leather Gorget 3 1400 79% SOS-Magic Up
Princess Ring 3 1600 78% SOS-Protect
SOS-Shell
Star Bangle 3 1800 77% SOS-Regen
Angel Wings 3 1800 76% Auto-Float
Protect Ring 4 3250 74% Auto-Protect
Shell Ring 4 3250 74% Auto-Shell
Reflect Ring 4 3500 69% Auto-Reflect
Rebirth Ring 5 5500 57% Auto-Reraise
Ring of Renewal 6 8400 52% Auto-Regen
Guard Bracelet 7 12000 42% Auto-Protect
Auto-Shell
Angel Ring 9 Artifact Shadow Proof
Death Proof
Auto-Reraise
Hermes Sandals 9 Artifact Auto-Haste
Inivisibility Cloak 10 Legendary Auto-Vanish

Attribute Boosters

Attribute Boosters increase a character’s basic Attributes while equipped.

Name Tier Cost Avail. Abilities
Battle Boots 3 1500 80% +1 SPD
Beads 3 1500 80% +1 AGI
Tarot Card 3 1500 80% +1 MAG
Wristband 3 1500 80% +1 STR
Choco Feather 5 4800 64% +2 AGI
Magepower Glove 5 4800 64% +2 MAG
Bracer 5 4800 64% +2 STR
Red Shoes 5 4800 64% 1 MAG
1 SPD
Dash Shoes 5 4800 64% +2 SPD
Championship Belt 8 16000 33% 3 STR
10% HP
Hypno Crown 8 16000 33% 3 MAG
10% MP
Running Shoes 8 18000 32% 3 AGI
3 SPD
Royal Crown 9 Artifact +5 MAG
Fortified Chain 9 Artifact +5 AGI
Germinas Boots 9 Artifact +5 SPD
Hyper Wrist 9 Artifact +5 STR
Hero Ring 10 Legendary 5 STR
5 MAG

Statistic Boosters

Statistic Boosters provide bonuses to a character’s Combat Statistics.

Name Tier Cost Avail. EVA MEVA Abilities
Cotton Cape 1 400 92% 3 5
Shoulder Cape 1 400 92% 5 3
Elven Cloak 2 1200 84% 6 10
Leather Cloak 2 1200 84% 10 6
Black Cape 3 2400 76% 9 15
Wolf Mantle 3 2400 76% 15 9
Orrachea Armlet 4 2700 72% 0 0 +10% HP
Magic Bangle 4 2700 72% 0 0 +10% MP
Mage’s Cloak 5 3600 66% 12 20
Tiger Mantle 5 3600 66% 20 12
Featherweave Cloak 5 6000 58% 15 25
Zephyr Cloak 5 6000 58% 25 15
Prism Cape 7 9000 48% 20 30
Behemoth Mantle 7 9000 48% 30 20
Force Belt 7 10400 44% 0 0 10% HP
10% MP
White Cape 8 13500 36% 20 20 Mini Proof
Toad Proof
Power Belt 9 Artifact 0 0 +25% HP
Sorcery Bangle 9 Artifact 0 0 +25% MP
Mindu Jewel 9 Artifact 15 25 Lightning Ward
Blind Proof
Confuse Proof
Poison Proof
Silence Proof
Stone Proof
Toad Proof
Muscle Belt 10 Legendary 0 0 +50% HP
Crystal Orb 10 Legendary 0 0 +50% MP

Action Accessories

Action Accessories directly affect a character’s capabilities in combat, usually by conferring additional special abilities and attack bonuses. Accessories that add an [Element] Strike Equipment Ability override any other [Element] Strike Abilities present on that Weapon.

Name Tier Cost Avail. Abilities
Bangle 1 800 88% Adds Sensor Equipment Ability to all equipped Weapons
Dusky Gleam 2 800 82% Adds Shadow Strike Equipment Ability to all equipped Weapons
Earthy Gleam 2 800 82% Adds Earth Strike Equipment Ability to all equipped Weapons
Fiery Gleam 2 800 82% Adds Fire Strike Equipment Ability to all equipped Weapons
Holy Gleam 2 800 82% Adds Holy Strike Equipment Ability to all equipped Weapons
Icy Gleam 2 800 82% Adds Ice Strike Equipment Ability to all equipped Weapons
Lightning Gleam 2 800 82% Adds Lightning Strike Equipment Ability to all equipped Weapons
Watery Gleam 2 800 82% Adds Water Strike Equipment Ability to all equipped Weapons
Gusty Gleam 2 800 82% Adds Wind Strike Equipment Ability to all equipped Weapons
Noxious Gleam 2 800 82% Adds Bio Strike Equipment Ability to all equipped Weapons
Archer’s Ring 4 3600 73% Adds Sensor Equipment Ability to all equipped Weapons
+20 ACC
Barette 4 3000 72% Ice Enhancer
Cachusha 4 3000 72% Fire Enhancer
Extension 4 3000 72% Lightning Enhancer
Fairy Earrings 4 3000 72% Wind Enhancer
Topaz Armring 4 3000 72% Earth Enhancer
Turquoise Ring 4 3000 72% Water Enhancer
Angel Earrings 5 5000 65% Holy Enhancer
Black Earrings 5 5000 65% Shadow Enhancer
Sniper Eye 6 8800 51% Adds Sensor Equipment Ability to all equipped Weapons
Adds Critical + Equipment Ability to all equipped Weapons
Cerulean Pendant 9 Artifact Lightning Enhancer
Wind Enhancer
Chain Choker 9 Artifact Lightning Enhancer
Water Enhancer
Clear Earrings 9 Artifact Ice Enhancer
Wind Enhancer
Gold Hairpin 9 Artifact Auto-MP Quarter
Lapis Earrings 9 Artifact Fire Enhancer
Water Enhancer
Medicine Ring 9 Artifact Recovery Enhancer
Sphene Earrings 9 Artifact Earth Enhancer
Lightning Enhancer
Wing Pendant 9 Artifact Earth Enhancer
Wind Enhancer
Celestriad 10 Legendary Auto-MP Half

Gleams: The [x] Gleam Accessories add an [Element] Strike Ability to equipped Weapons. If the Weapon already has this [Element] Strike, the Gleam has no additional effect. For Weapons that have the ability to use Ammunition, Ammunition that confers Equipment Abilities will override the effects of the Gleam.

Inventory Slot

While it also stores spare equipment, the Inventory Slot is primarily used for a variety of offensive, defensive and curative materials which can give a party a considerable edge in a fight—or help salve their wounds after the last sword-blow has fallen. Unless otherwise noted, all items below are priced for one use of the item in question; once used, the item is destroyed, removing it from the Inventory Slot.

Recovery Items

From a simple medicinal potion to tail-feathers of the legendary Phoenix, Recovery Items offer a bewildering array of cure-alls for just about any ailment under the sun. Most stores sell weaker curative potions, as well as remedies for specific Status Conditions. Sensible adventurers will keep a healthy stock of both to accompany them in their travels.

Name Tier Cost Avail. Target Effect
Tonic 1 25 99% Single Restores 25 HP
Potion 1 50 94% Single Restores 50 HP
Hi-Potion 2 150 86% Single Restores 125 HP
Hyper Potion 3 300 78% Single Restores 250 HP
Mega Potion 5 500 61% Party Restores 100 HP
X-Potion 5 750 59% Single Restores 500 HP
Ultra Potion 7 800 47% Party Restores 200 HP
Tincture 1 75 93% Single Restores 15 MP
Ether 3 150 78% Single Restores 30 MP
Hi-Ether 4 325 67% Single Restores 75 MP
Hyper Ether 5 650 59% Single Restores 150 MP
X-Ether 7 1400 40% Single Restores 300 MP
Elixir 8 5000 20% Single Restores HP and MP to their maximum values
Megalixir 9 Artifact Party Restores HP and MP to their maximum values
Phoenix Down 2 500 88% Single Restores Unconscious target to 1 HP
Phoenix Pinion 7 2800 23% Single Restores Unconscious target to maximum HP
Mega Phoenix 8 3500 21% Party Restores Unconscious targets to 1 HP
Phoenix Spirit 9 Artifact Party Restores Unconscious targets to maximum HP
Antidote 1 50 93% Single Cancels Poison and Venom Status Conditions
Eye Drops 1 50 92% Single Cancels Blind Status Condition
Echo Screen 2 100 84% Single Cancels Silence Status Condition
Tranquilizer 3 150 81% Single Cancels Berserk Status Condition
Bandage 4 200 76% Single Cancels Disable and Immobilize Status Conditions
Alarm Clock 4 200 75% Single Cancels Sleep and Unaware Status Conditions
Cornucopia 4 250 75% Single Cancels Mini Status Condition
Maiden’s Kiss 4 250 75% Single Cancels Toad Status Condition
Soft 4 400 74% Single Cancels Petrify and Stone Status Conditions
Holy Water 4 500 73% Single Cancels Curse and Zombie Status Conditions
Chronos Tear 4 600 72% Single Cancels Slow, Stop, and Sap Status Conditions
Remedy 5 1500 64% Single Cancels Berserk, Blind, Confuse, Curse, Mini,
Petrify, Poison, Sap, Silence, Sleep, Slow,
Stone, Toad, Venom, and Zombie Status Conditions

Ammunition

Unlike most other armaments, the true power of Bows, Crossbows and Rifles comes as much from what is fired as the weapon itself. An experienced marksman is one who has learned the advantage of carrying a wide range of specialised ammunition into battle—Ice Arrows extinguish blazing Bombs, AP Ammo cracks tough Adamantoise shells, and Holy Bolts put a little bit of fear into that Archaeodaemon.

Characters equipped with a Weapon that supports ammunition may elect to load them with special projectiles when making an Attack Action; these must be purchased beforehand, and can be used to add additional Equipment Abilities to the weapon being used to make the Attack. All ammunition is purchased in units of ten; each Attack, successful or otherwise, will consume one unit of ammunition, removing it from the Inventory Slot. If no ammuntion is available—or the character is unwilling to expend it on an attack—the Weapon reverts to its default Equipment Abilities.

Ammo

Ammo is used by Rifles.

Name Tier Cost Avail. Abilities
Fire Ammo 1 100 88% Fire Strike
Stone Ammo 1 100 88% Earth Strike
Dark Ammo 2 150 85% Blind Touch
Pulse Ammo 4 500 78% +2 DS
Shadow Ammo 4 150 74% Shadow Strike
AP Ammo 5 500 68% Piercing
Fast Ammo 5 200 66% See notes below.
Tainted Ammo 5 400 64% Curse Touch
Spartan Ammo 5 450 63% Disable Touch
Shotgun Ammo 6 900 55% -25% Damage
Target: Group
Demolition Ammo 7 1200 44% Heat Touch
Fire Strike

Fast Ammo: If used in an Attack Action, Fast Ammo gives the firer a +5 bonus to their Initiative in the following Round. This bonus is only applied once per Round.

Arrows

Arrows are used by Bows.

Name Tier Cost Avail. Abilities
Fire Arrows 1 100 90% Fire Strike
Ice Arrows 1 100 90% Ice Strike
Lightning Arrows 1 100 90% Lightning Strike
Wind Arrows 1 100 90% Wind Strike
Water Arrows 1 100 90% Water Strike
Earth Arrows 1 100 90% Earth Strike
Holy Arrows 1 100 90% Holy Strike
Darkness Arrows 2 125 88% Blind Touch
Poison Arrows 2 200 88% Poison Touch
Sleep Arrows 3 250 82% Sleep Touch
Silver Arrows 3 400 81% Undead Killer
Artemis Arrows 4 400 77% +2 DS
Yoichi Arrows 5 500 69% Piercing
Mute Arrows 5 250 65% Silence Touch
Angel Arrows 5 600 65% Confusion Touch
Demon Arrows 5 750 58% Power Down Touch
Medusa Arrows 7 1500 47% Stone Touch
Assassin’s Arrows 7 1500 47% Death Touch

Bolts

Bolts are used by Crossbows.

Name Tier Cost Avail. Abilities
Hydro Bolts 1 100 90% Water Strike
Black Bolts 2 100 89% Blind Touch
Venom Bolts 2 200 88% Poison Touch
Lead Bolts 2 200 87% Immobilize Touch
Dogbolts 2 200 86% +1 DS
Gold Bolts 2 150 86% +10 ACC
Sleep Bolts 3 250 82% Sleep Touch
Long Bolts 4 300 77% Slow Touch
Grand Bolts 4 400 76% +2 DS
Stone Bolts 4 450 75% Disable Touch
Sapping Bolts 4 450 74% Sap Touch
Acid Bolts 5 500 66% Armor Break Touch
Blood Bolts 5 500 65% HP Drain
Critical Bolts 7 1200 45% Triple Critical

Thrown Weapons

Thrown Weapons are disposable projectiles designed to give characters an additional offensive edge in combat. An attack with a Thrown Weapon requires an Item Action, and is resolved in the same manner as a standard Attack Action would be. Regardless of whether the Attack hits or misses, the Weapon is consumed and removed from the Inventory Slot after the attack resolves. Prices given in the listings below are per one Weapon.

Bombs

Skill: Thrown Weapons

Bombs are small, compact explosives designed to be thrown and detonate on impact. Their practical range can be significantly increased by using a dedicated launcher, though most adventuring parties will simply rely on their throwing arms.

Name Tier Cost Avail. Damage Abilities
Snowmelt Bomb 1 95 90% (4 × AGI) + 2d6 Ice Strike
Tremor Bomb 2 150 85% (5 × AGI) + 2d6 Earth Strike
Poison Bomb 2 185 82% (5 × AGI) + 2d6 Poison Touch
Aero Bomb 4 200 74% (6 × AGI) + 3d6 Wind Strike
Spark Bomb 5 250 65% (8 × AGI) + 3d6 Lightning Strike
Water Bomb 6 300 56% (9 × AGI) + 4d6 Water Strike
Flameburst Bomb 7 375 47% (10 × AGI) + 4d6 Fire Strike
Super Ball 8 1000 37% (12 × AGI) + 5d6 Target: Group

Darts

Weapon Skill: Thrown Weapons

A popular choice in conjunction with contact poisons, Darts require a considerable amount of accuracy to inflict any significant damage, though their relatively light weight and cheapness does offset this drawback.

Name Tier Cost Avail. Damage Abilities
Darts 1 30 96% (2 × STR) + d6
Poison Darts 2 95 87% (4 × STR) + 2d6 Poison Touch
Dream Darts 3 150 81% (5 × STR) + 2d6 Sleep Touch
Stun Darts 4 210 70% (6 × STR) + 3d6 Stop Touch
Venom Darts 5 265 61% (8 × STR) + 3d6 Venom Touch
Doom Darts 6 315 52% (9 × STR) + 4d6 Death Touch

Scrolls

Weapon Skill: Thrown Weapons

Magic scrolls are enchanted pieces of paper scribed to trigger a magical effect upon coming into contact with an opponent. Ninja make extensive use of tools like these to confound opponents.

Name Tier Cost Avail. Damage Abilities
Fire Scroll 1 95 90% (4 × MAG) + 2d6 Fire Strike
Lightning Scroll 2 150 84% (5 × MAG) + 2d6 Lightning Strike
Water Scroll 4 200 74% (6 × MAG) + 3d6 Water Strike
Earth Scroll 5 250 66% (8 × MAG) + 3d6 Earth Strike
Ice Scroll 6 300 56% (9 × MAG) + 4d6 Ice Strike
Wind Scroll 7 375 47% (10 × MAG) + 4d6 Wind Strike
Shadow Scroll 8 475 36% (12 × MAG) + 5d6 Blind Strike
Silence Strike

Shuriken

Weapon Skill: Thrown Weapons

The shuriken is a small, sharp metal disc with multiple cutting edges that can be thrown at a target in rapid succession. While the damage inflicted is normally far from grevious, a trained hand can turn them into an accurate and deadly weapon.

Name Tier Cost Avail. Damage Abilities
Shuriken 1 50 92% (3 × STR) + d6
Juji Shuriken 2 140 85% (5 × STR) + 2d6
Manji Shuriken 4 185 75% (6 × STR) + 3d6
Fuma Shuriken 5 235 67% (8 × STR) + 3d6
Nokizaru Shuriken 6 350 52% (10 × STR) + 4d6
Koga Shuriken 7 525 46% (12 × STR) + 5d6
Yagyu Darkrood 8 700 40% (14 × STR) + 5d6 Piercing

Support Items

Characters may occasionally come across weak magical artifacts imbibed with enough power to create a particular spell effect when used. After that, they crumble to dust, removing them from the Inventory Slot. While some may be bought in stores, the most powerful only surface in the hands of monsters and treasure chests encountered during the course of an adventure. Support Items affect battles indirectly rather than directly, and are as capable of bestowing beneficial and protective magics as they are of stripping them away. Use the user’s MAG Attribute and M. ACC for the purposes of calculating the effects of the Spell mimicked by the item.

Name Tier Cost Avail. Target Abilities
Bestiary 2 75 88% Single As Scan
Warp Stone 3 250 80% Self As Teleport
Healing Spring 4 400 70% Single As Regen
Light Curtain 5 300 64% Single As Protect
Lunar Curtain 5 500 67% Single As Shell
Smoke Bomb 5 500 66% Party See notes below
Vampire Fang 5 480 66% Single As Drain
Ghost Hand 5 450 66% Single As Osmose
Speed Drink 5 500 60% Single As Haste
Light Veil 6 1200 54% Party As Protectga
Lunar Veil 6 1500 54% Party As Shellga
Purifying Salt 6 1450 50% Single As Dispel
Soul Spring 7 1860 42% Single As Syphon
Star Curtain 7 4000 40% Single As Reflect
Adamant Shard 9 Artifact Single As Wall
Hero Drink 9 Artifact Single See notes below

Smoke Bomb: The noxious smoke released by this item allows the entire party to make an instantly successful Escape Action.
Hero Drink: This potent brew adds the Status Conditions Power Up (6), Magic Up (6), Agility Up (6), and Spirit Up (6) to the target.

Battle Items

Battle Items capture offensive magics for future use, unleashing a variety of devastating and debilitating effects on an opponent. Where applicable, use the user’s MAG Attribute—and, in the case of Status Conditions, M. ACC—to calculate the effects of the Spell the Battle Item mimics.

Name Tier Cost Avail. Target Abilities
Arctic Wind 1 100 98% Single As Blizzard
Bomb Fragment 1 100 98% Single As Fire
Electro Marble 1 100 98% Single As Thunder
Bird Feather 1 100 97% Single As Aero
Fish Scale 1 260 92% Single As Water
Graviball 2 350 88% Single As Gravity
Antarctic Wind 2 300 86% Single As Blizzara
Bomb Core 2 300 86% Single As Fira
Lightning Marble 2 300 86% Single As Thundara
Shear Feather 2 300 85% Single As Aera
Fish Fin 3 540 77% Single As Watera
Zombie Powder 4 840 69% Single As Zombie
T/S Bomb 4 700 68% Single As Demi
Stardust 4 620 67% Group As Comet
Deadly Waste 5 620 66% Single As Bio
Fire Gem 5 850 65% Single As Firaga
Ice Gem 5 850 65% Single As Blizzaga
Lightning Gem 5 850 65% Single As Thundaga
Windmill 5 850 64% Single As Aeraga
Shrivel 6 1180 58% Single As Mini
Basilisk Claw 6 1350 57% Single As Stone
Water Gem 6 980 57% Single As Waterga
Candle of Life 6 1420 54% Single As Death
Shadow Gem 6 1500 51% Single As Quarter
Impaler 7 1520 49% Single As Toad
Earth Drum 7 1480 48% Group As Quake
Shining Gem 7 1320 44% Single As Flare
Dream Powder 7 1200 44% Group As Sleep
Ink 7 1200 44% Group As Blind
Mute Mask 7 1200 44% Group As Silence
Silver Hourglass 7 1200 44% Group As Slow
War Gong 7 1200 44% Group As Berserk
Loco Weed 7 1500 40% Group As Confuse
Malboro Tentacles 8 1750 38% Single As Venom
Black Stone 8 2000 35% Single As Freeze
Abaddon Stone 8 2000 35% Single As Nuke
Blessed Gem 8 2500 25% Single As Holy
Dark Matter 8 3000 25% Group As Scathe
Earth Hammer 8 3000 25% Single As Break
Cauldron 9 Artifact Group As Bad Breath
Golden Hourglass 9 Artifact Group As Stop
Meteor Stone 9 Artifact Single As Meteor
Supreme Gem 9 Artifact Single As Ultima

Miscellaneous Equipment

Beyond their immediate equipment, most characters will tote around smaller odds and ends not worth noting in detail in their Inventory Slot—lucky knotted string, a book of matches, emergency rum, a novella for the long evenings on the road, and so forth.

However, rather than keep long and exhaustive lists of every piece of lint the party carries, it is ultimately more convenient for all sides to deal with small items on a case-by-case basis. As a general rule of thumb, characters should always have access to minor items unless there are compelling plot-related reasons for them to be coming up short.

If an item needs to be introduced into a scene for roleplaying purposes, plot advancement, or establishing the conditions under which a Skill Test is made, the GM can either rule on the spot whether it is available, or have the character make a separate Task Check against the Skill Category the item is most appropriate to.

In both cases, the character’s Skills serve as a general indicator of what they would normally carry with them. It can be assumed, for instance, that a character with points in Animal Handling would have a dog biscuit or two to spare should the situation demand it. Similarly, a character with Climbing will typically have rope, pickaxe and crampons in reserve, while Engineers keep an all-purpose toolkit at hand and Survival experts always have access to at least a firebow and fishing hooks.

If the character doesn’t have a Skill appropriate to the item, it’s highly likely that they would not be carrying the corresponding item, either—defaulting on these rolls as described in Chapter 5 is not an option.

Table 6-1: Equipment Task Ratings
Condition Task Rating
Item common +40
Item uncommon +20
Item relatively rare or exotic -20
Item very rare -40

The GM, of course, remains at liberty to disallow any requests that would derail or otherwise adversely affect the current game. (“So, you’ve been carrying a replica key for your jail cell with you this whole time? How very convenient.”)

Materials

Materials are used to make things—specifically, things like swords, armor, fine clothing, furniture, or jewelry. For characters with a Craft* Skill, materials are lifeblood, as almost all Craft* projects require at least a certain amount of materials to complete. See Appendix I for full rules.

Craft Points

Though there are many different types of materials available to characters, the total amount of craftable material a character has access to is represented by an abstract measure called Craft Points (CP). What Craft Points represent depends on the kind of project being undertaken; for a character forging a sword, a Craft Point could represent a nugget of ore, while in cooking a Craft Point might stand in for a packet of flour or a fresh egg. Craft Points are small and inexpensive individually, but when combined they can create great things. A gauntlet can be made with less than a dozen Craft Points: the typical adventurer can be armed from head to toe with sixty CP. Most crafting projects consume a certain number of Craft Points, so having an steady supply of them is essential.

Material Tiers

The next few pages introduce a broad selection of materials for many different types of crafting. While each material described has its own distinct flavor, as far as the actual crafting is concerned, the only thing that actually has a bearing on the crafting process is a material’s type and Tier. For instance, the metals Pure Silver, Relic Iron, and Platina each have their own distinctive quirks; for crafting purposes, however, all three are simply treated as Tier 6 metals. This helps keep things simple for both players and the GM.

Types of Materials

Materials can be categorized in two ways: by the Skills used to work them, or by the kinds of projects they can be used in. As far as Skills are concerned, there are five kinds of materials:

All except Spoils are self-explanatory; Spoils are a catch-all category for odds and ends harvested from monsters and the like. As far as mechanical effect is concerned, all crafting material in the FFRPG is divided into three generic categories: Basic Materials, Special Materials, and Alchemical Materials.

Basic Materials

Basic Materials are used to craft no-frills items and equipment. They are generally easier to find than Special Materials, though become significantly more expensive at higher levels.

Table 6-2: Basic Material Costs
Tier Avail. Cost
1 92% 5 per CP
2 86% 30 per CP
3 80% 70 per CP
4 69% 135 per CP
5 61% 210 per CP
6 53% 325 per CP
7 45% 440 per CP
8 33% 575 per CP
9 Artifact
10 Artifact

Special Materials

Special Materials are what give weapons and armor their unique properties. Due to their unusual nature, they are naturally rarer, though Special Materials are not required for basic crafting. Special Materials tend to be Gems and Spoils.

Table 6-2: Special Material Costs
Tier Avail. Cost
1 90% 5 per CP
2 84% 30 per CP
3 77% 40 per CP
4 67% 45 per CP
5 59% 50 per CP
6 51% 55 per CP
7 41% 60 per CP
8 30% 65 per CP
9 Artifact
10 Artifact

Alchemical Materials

The Alchemy Skill requires its own range of materials. These are less expensive than Basic Materials, but harder to source, as many of the rare ingredients are Spoils harvested from hard-to-find herbs or elusive monsters.

Table 6-2: Special Material Costs
Tier Avail. Cost
1 96% 5 per CP
2 84% 15 per CP
3 79% 30 per CP
4 73% 75 per CP
5 62% 100 per CP
6 59% 130 per CP
7 30% 150 per CP
8 20% 300 per CP

Buying Materials

Buying materials is no different than buying any other item or piece of equipment, and is subject to the same restrictions. With the exception of Spoils, however, materials offered on the open market tend to come in fixed quantities rather than the exact amounts players want. The most common ‘denominations’ of materials are:

For example, rather than pay for the exact 18 CP of Tier 5 metal needed to forge a high-powered Flail, players may instead end up purchasing two Ingots of 10 CP each and keeping the remaining 2 CP in reserve for future projects. Materials acquired over the course of an adventure can also be sold like any other item.

Cloth

Cloth is used to make Gloves, Hats Robes, Suits, and sometimes Flails.

Tier 1 Materials

Grass Cloth: A primitive fabric made from long, sun-dried grass fibers.
Drab Wool: Cheap wool cloth, generally only good enough to reinforce other clothing.
Cotton: Harvested from the cotton plant, these downy fibers are a staple in every tailor’s fabric selection.

Tier 2 Materials

Wool Cloth: Cloth woven from the soft fibers of the sheep and other animals. Next to cotton, this is the tailor’s other mainstay.
Magic Cotton: Cotton grown in magic-rich areas or imbued with magic during the tailoring process. A popular choice for mage robes.
Linen: A light-colored fabric woven from the threads of the flax plant.

Tier 3 Materials

Cheviot Cloth: A woolen cloth notable for its thicker, rougher fibers. Primarily used for warm-weather clothing, particularly tweed.
Magic Linen: Magic-enriched linen cloth used in crafting magewear.
Braid Wool: This thick wool is capable of absorbing a significant amount of moisture, making it an excellent choice for working clothes and other everyday wear.

Tier 4 Materials

Silk: Fine fibers derived from the threads used to weave insect cocoons. Some cultures are also able to weave spider silk and similar secretions into fabrics of comparable quality.
Velvet: In its ‘pure’ form, velvet is a silk fabric with a notable smooth surface and plain underside. Lower quality grades combine the silk with cotton or linen, or substitute it for artificially-created fibers.
Sarcenet: A soft silk fabric typically used for lining expensive clothing.
Fine Wool: Soft, highly absorbent wool ideal for tailoring high-quality garments.

Tier 5 Materials

Taffeta: A smooth, fine silk fabric distinguished by its ‘watery’ luster. Used in ballgowns and wedding dresses.
Silver Thread: A thread used for lightweight armor, consisting of a thin silver wire wrapped in silk thread.
Blood Wool: This naturally blood-red wool is both rare and prized; clothing made from it is particularly expensive, and usually reserved for the nobility.

Tier 6 Materials

Magic Silk: Sometimes called ‘mist silk,’ this magic-enriched silk is frequently tailored into fine magewear.
Gold Thread: A thread used for lightweight armor, consisting of a thin gold wire wrapped in silk thread.

Tier 7 Materials

Rainbow Cloth: Spun from the silk of spiders mutated by exposure to magic, the shifting colors of rainbow cloth makes particularly exquisite robes and hats.
Ether Cotton: Alchemically treated cotton imbued with curative powers. Amplifies Life magic as well as the wearer’s own vitality.

Tier 8 Materials

Black Cloth: Common name for cloth imbued with multiple elemental magics. Used for high-quality Black Mage robes.
White Cloth: Common name for cloth imbued with Holy and Life magics. Used for high-quality White Mage robes.
Luminicloth: Woven from astral fabric, luminicloth’s faint glow is most visible in darkness. Its fragile nature means that it requires a skilled tailor to process.

Gems

Gems can be a decorative device on many kinds of weapons and armor.

Tier 1 Materials

Fluorite: Mineral which occurs in many different colors; some varieties are used for ornamental vessels. It symbolizes spiritual awareness, and is associated with the elements of Water and Lightning.
Magic Stone: Ordinary stones that have absorbed a minute charge of magical energy are collectively known as ‘magic stones’. Magic stones are typically named for the elemental energy inhabiting them, and can only be recognized upon closer glance—Fire Stones are unusually warm to the touch, Water Stones contain a small amount of moisture, Dark Stones cast a strange shadow, and so forth.
Zircon: A common mineral, transparent varieties of which are cut into gemstones. Colorless zircon is the most common kind found, but yellowish, brownish, and red varieties also exist. Zircon is associated with the elements of Ice and Wind.

Tier 2 Materials

Moonstone: Transparent or translucent gemstone with a pearl-like luster. Sometimes known as the ‘wishing stone’, it symbolizes calm and awareness.
Rhodonite: A pinkish-red stone shot through with black streaks. Traditionally believed to act as a calming influence and a source of balance for its wearer.
Sardonyx: A multicolored gem used primarily for facets and cameos. Its bands of black, red and white were believed to represent chastity, humility, and modesty and ancient times. Sardonyx is associated with the elements of Ice and Fire.
Sunstone: A lustrous orange-red stone traditionally linked to moonstone. Generally believed to have protective and healing influences.
Tiger Eye: These yellow- to red-brown stones have an unusually silky luster. Generally seen as an energizing stone, Tiger Eye is also worn by warriors who believe that the gem’s powers will help strengthen their bones and heal fractures.
Turquoise: One of the oldest known gems, Turquoise ranges in color from sky blue to green. A symbol of balance, it is useful to have around in times of emotional turmoil. Turquoise is associated with the elements of Fire and Water.

Tier 3 Materials

Amber: Fossilized resin ranging in color from rich yellow to deep brown. Associated with the elements of Earth and Lightning.
Amethyst: Variety of quartz ranging from deep purple to pale lilac in color, prized by royalty. Believed to bestow clear-headedness upon its wearer; generally associated with the elements of Lightning and Water.
Ametrine: Rare bicolor variety of quartz, incorporating gold citrine and purple amethyst. Associated with the elements of Lightning and Water; believed to be an aid in finding spiritual fulfillment.
Iolite: A clear gemstone whose color can fluctuate between sapphire blue and violet blue, depending on the light angle. An important harmonizing stone, iolite is believed to aid in casting out old sentiments and bonds.
Lapis Lazuli: Semiprecious stone of azure-blue coloration used for ornamental work; generally considered to represent success and divine favor In some cultures, it is also believed that wearing lapis lazuli to bed wards off ill dreams. Associated with the elements of Fire and Water; sometimes also with Shadow.
Magicite: Name for any non-crystalline stone that has absorbed a significant quantity of magic. Sometimes also known as ‘shaman stones’, most magicite is named for the elemental energy within. Magicite has a wide variety of uses; Water Magicite, for instance, is used to make water drinkable, while Earth Magicite is planted to encourage a fruitful harvest.
Peridot: Also known as olivine, peridot comes in a variety of shades of green and yellow and is prized for its supposedly rejuvenating properties. Peridot is associated with Earth and Wind, though the yellow varieties have also been linked to the element of Lightning.
Garnet: Although popularly known as a red gemstone, garnet exists in every color except blue. Its association with properties of vision and illumination makes it a popular remedy for poor eyesight; it is also incorporated into charms to protect against darkness, illusion, and misfortune. Red garnet is associated with the element of Fire.

Tier 4 Materials

Beryl: More properly known as ‘golden beryl’, this radiant yellow gem has been prized for its beauty since antiquity. Associated with the element of Earth.
Clear Stone: A collective term for gemstones drained of color through magical processes. Such translucent jewels are typically found in larger ‘pockets’ of clear, though valueless minerals; the process required to extract them is long and arduous, and accounts for much of their value.
Onyx: A black quartz sometimes displaying alternating bands of black and white, believed to be an aid in decision-making and finding one’s own destiny. Onyx is associated with the element of Shadow.
Opal: Gemstone with a wide spectrum of colors, the most precious of which incorporate many ‘flashes’ of color. It associated with the elements of Ice or Lightning, depending on its coloration. Thin sheets of opal were used in armorcrafting in the past, playing into an ancient superstition that opals could hide a wearer from sight in times of great danger.
Sphene: Ranges in color from yellow or green to black. Too brittle for use as a ring stone, Sphene is generally incorporated into pendants and brooches. Sphene is associated with the elements of Earth and Lightning.
Tourmaline: Most commonly black in color, though many other varieties exist; red and green tourmaline are valued as decorative gemstones. Associated with the elements of Wind and Earth.

Tier 5 Materials

Aquamarine: Transparent gem that ranges from sea-green to pale blue in color; traditionally seen as a symbol of youth, hope and health. Usually associated with the element of Water.
Arcana: A jewel that imprisons the soul of a living creature. Only once the stone is smashed can a creature captured thus hope to find its eternal rest.
Chrysoberyl: A rare yellow gemstone; also found in brown and green varieties. Associated with the elements of Lightning and Earth.
Goshenite: A colorless variety of beryl, the same gemstone group incorporating aquamarine and emerald. Goshenite is associated with the elements of Ice and Wind.
Leestone: An goldish-brown crystalline ore generally reserved for use in alchemical experiments. Despite its rarity, leestone’s tendency to soften over time and brittle nature makes it of little value as a crafting material unless properly treated beforehand.
Malachite: Vibrant bands of green cover the surface of this mineral. Particularly prized by healers, who believe it contains life’s essence within its core.
Pearl: While not a genuine gemstone, pearls are frequently used as a decorative material in the same manner as ‘true’ gems. Magically enhanced pearls can be used to create communication devices, typically in the form of an earring.
Spinel: A transparent gemstone with a wide variety of colors, including yellow, green, and violet. Red spinels are known as spinel-rubies, and can look almost identical to actual rubies if of sufficiently high quality. Associated with the elements of Water and Lightning; believed to enhance the bearer’s strength.

Tier 6 Materials

Feystone: Rich with natural magic, these stones are often formed by the defeat of an elemental.
Jade: Stronger than steel, jade was used by many early civilizations to produce tools and weapons. Although jade comes in many varieties, the emerald green of jadeite is by far the most popular. Jade is associated with the elements of Earth and Wind.
Painite: Believed to be among the rarest minerals, with only a handful of specimens in existence; faceted painite crystals are even rarer. Color ranges from orange-red to reddish brown.
Rainbowite: A rare seven-hued jewel whose color changes when in contact with certain types of magic. Used primarily for decorative purposes.
Topaz: Best known as a golden-brown gem, though it is also found in rich red varieties in rare cases. A variety of legends surround topaz; it has been prescribed curative properties which are said to wax and wane with the moon, but also denounced for sharpening the aggressive tendencies of its holders. Associated with the element of Fire.

Tier 7 Materials

Crystal: Crystals are formed by the natural condensation of pure elemental energy, and also called ‘wizard stones’. Crystals are categorized according to the energy that formed them, and can range in size from small fragments to natural clusters many men high. Crystals can both amplify and absorb magic, and are a vital part of the natural ebb and flow of mana in the world.
Diamond: Typically colorless gem renowned for its hardness. Noted in popular lore as an embodiment of strength and courage, large diamonds have been used in the past to craft exceptional weapons and armor. Usually associated with the element of Lightning.
Emerald: Called the ’healer’s stone’, emerald is a gemstone found in green and blue-green hues. Some bestow the stone with oracular properties; licking it, it is said, may allow a man to see into the future. Associated with the element of Wind and the force of Life.
Ruby: Rubies come in a variety of translucent red hues, and were believed to bestow health, wisdom and luck in love upon their wearers. Rubies are traditionally associated with the element of Fire.
Sapphire: A deep blue gemstone historically worn by royalty as a protection against both poison and envy. Sapphire is associated with the element of Wind.

Tier 8 Materials

Angelstone: A rare variety of opal distinguished by its striated ivory-white coloration. Associated with the Holy element.
Deathstone: A rare variety of onyx distinguished by its striated black coloration. Associated with the Shadow element.
Halcyon: A stone created upon the death of the powerful elementals known as entites. The color of a halcyon can vary greatly depending on the Element of magic that birthed it.
High Arcana: Within the depths of this luminous stone are contained the souls of a multitude of creatures, imprisoned by powerful magic. High Arcana are used in a wide variety of areas, and can make powerful curative draughts such as Megalixirs.
Ordrynite: A golden-brown mineral that shines brightly when exposed to light. Valued for its rarity as well as its unparalleled energy-generating potential; a single fragment of ordrynite can power even complex machinery such as airships for many centuries.
Sky Jewel: These translucent beads glow with divine power. Popular legend has it that these unusual gems are the bodies of the brave and virtuous, transformed upon the release of their soul to the heavens.

Metals

Metal is used in making most types of weapons as well as heavy armor and jewelry such as rings.

Tier 1 Materials

Brass: An yellowish alloy composed of two parts copper to one part zinc. Used primarily for utensils and ornaments.
Bronze: An allow of copper and tin, sometimes reinforced with trace amounts of other metals.
Copper: A highly abundant reddish-brown metal mined and smithed for many centuries; a vital component of the alloys bronze and brass.
Iron: One of the commonest metals. Color ranges from deep brown to gray, white and silver, depending on purity.
Tin: Brittle when heated, tin is generally alloyed with other metals—chiefly iron—in order to improve their ability to resist corrosion.

Tier 2 Materials

Aluminium: A soft, ductile metal with a significant resistance to corrosion.
Silver: Commonly used in decorative jewelry, ornamental weaponry and cutlery; a durable metal with a pleasant lustre. While not as sought-after as gold, it nonetheless holds a certain aesthetic value.
Steel: Iron alloy reinforced with carbon and—in rarer cases—manganese. Steel’s firm, strong nature makes it an ideal material for crafting arms and armor.

Tier 3 Materials

Gold: A soft yellow metal highly prized for generations, its sheen has taken hold on everything from crowns to columns. Universally appreciated and almost equally acceptable.
Hagane: An alloy of bronze and iron used to forge weapons like katana.
Mythril: Only found deep underground, this magic-laced silver is prized for its durability and lightness. Gravely toxic in its unrefined form, its tendency to give off poison fumes during the refinement process has spelled the end of more than one amateur mythril-smith.
Pink Silver: Minute infusions of magic give certain silver ores a soft and rosy glow.

Tier 4 Materials

Darksteel: A magically-enriched alloy hardened with the expenditure of Shadow elemental energy during the forging process. Typically used in the creation of Dark Knight equipment.
Light Steel: Purified steel carefully infused with both Light and Lightning energy during the forging process can be shaped into light steel by a skilled smith. Its properties make it a natural choice for crafting Paladin gear.
Pink Gold: Indistinguishable from ordinary gold at first glance, pink gold will give off a red glow when exposed to light over longer periods of time.
White Silver: Silver ore infused with Ice energy. This metal is cold to the touch, and turns colder the longer it is held; an incautious smith can easily suffer frostbite when working with this material.

Tier 5 Materials

Bomb Steel: Steel treated with Bomb fragments, infusing it with Fire elemental energy.
Moonsilver: A silver-white metal that seems to glow with a light of its own. Scarcity and softness means it is used primarily for crafting mementos.
Pure Silver: Silver ore turned utterly translucent by long-term exposure to magic. Because it retains the strength and malleability of traditional silver, pure silver is highly prized as a substitute for glass in large-scale construction efforts and airships.
White Gold: Rare, magically active kind of gold ore. Smaller fragments quickly lose their golden color, paling to ivory in a matter of minutes.
Wootz Steel: A hard steel alloy used in sword and katana construction, produced by mixing iron ore, charcoal and glass in a crucible. Weapons made of this alloy are renowned for their toughness and cutting power.

Tier 6 Materials

Pure Gold: Gold ore of primal purity. Legend says that the very first Gil was minted of this metal.
Platina: An alloy of mythril and platinum, typically used where platinum is in short supply. Used in both weapons and armor.
Relic Iron: Iron ore formed by melting down ancient weaponry. Typically rich with residual magic left behind by previous enchantments.

Tier 7 Materials

Cermet: An alchemical fusion of ceramic and metallic particles; both hard and extremely heat-resistant.
Materite: A crystalline metal formed by petrifying wood in places of high magical activity. Materite comes in a wide variety of colors and shades, but the most common are red, blue and green.
Platinum: Silvery-white in color, this heavy metal has an unusual resistance to corrosion. Though typically used in jewelry, some arms and armor may also be forged from platinum.

Tier 8 Materials

Adamantite: A tough, greenish-hued metal formed in decomposing Adamantoise shells. Adamantite is generally refined into adaman alloys and used for a wide range of high-quality equipment, although some unscrupulous dealers may attempt to pass it off as genuine adamant—buyer beware.
Everburn: A crystalline ore rich with Fire energy, formed in places of high magic concentrations over countless eons.
Mysidia Alloy: Magically potent alloy of adamantite and silver, typically used as a cheaper substitute for orichalcum.

Tier 9 Materials

Crusite: A luminous silver alloy formed from zodiac ore. Though less powerful than the pure ore, it is significantly more pliable.
Electrum: A whitish, naturally occurring alloy of gold and silver, sometimes also referred to as aurargentium.
Einherjarium: Metal containing veins of pure cloudstone, making it almost weightless. Used in the production of armor.
Orichalcum: Sometimes called ‘white gold’. An unusually radiant metal rich in magical power, a natural affinity that makes it ideal for staves and spell-resistant armor. In its purest form, it gives off a distinctive indigo glow.
Scarletite: A deep red crystalline metal believed to bestow divine protection. In its purest form, scarletite is completely resistant to tempering; only ores of lesser purity can be worked, and even then with great difficulty.

Tier 10 Materials

Adamant: The world’s rarest metal—and some speculate it isn’t even of this world to begin with, as the few scant seams of the electric-blue material that exist today seem to have been left by meteorites which impacted millennia ago. Even flakes of adamant mixed in with a conventional alloy can drastically improve the power and keenness of a weapon.
Mystletainn: A metal suffused with quantities of Life energy so large that the metal itself grows and moves. Only by tempering it in holy water can a smith make this intractable metal workable.
Zodiac Ore: Named for their appearance—a deep, glassy black shot through with golden specks—these clumps of magically-enriched mineral ore occasionally form in larger metal deposits. Due to the difficulty involved in refining zodiac orestones, many are simply used as lucky charms by miners. Weapons created from pure zodiac ore, however, are peerless by most reckonings.

Woods

Wood is used to make several kinds of Staves, Rods, and Shields in addition to Bows and Crossbows.

Tier 1 Materials

Arrowwood: Lumber harvested from small, slender, tough trees. As the name implies, arrowwood is generally used in making arrows, yielding too little usable material to be of much use otherwise.
Bamboo: The hollow, jointed stems of the bamboo plant can be used to construct everything from fishing poles to buildings.
Oak: A rough, hard wood widely synonymous with strength and endurance. Novice mages are usually given staves of this material to commemorate their achievements.
Rattan: A tough wood harvested from long palm-stems. Rattan is used primarily in furniture construction and wickerwork, although it can also be made into canes and fishing rods.
Wisteria: Thick, woody climbing vines. Wisteria does not yield enough wood to be useful on its own, and is usually made into small trinkets or used in conjunction with other wood types.

Tier 2 Materials

Cherry: Fine-grained wood ideal for the construction of staves.
Chestnut: A light, coarse wood used for ornamental work and furniture. Weaker wands and staves may be constructed of chestnut; it is also a popular choice for mythril weapons’ handles and grips.

Tier 3 Materials

Elm: A hard, tough wood used for implements and furniture. May also be used in the construction of katana and ninja knives.
Holly: A heavy, fine-grained white lumber with a multitude of uses, including shields, furniture and weapon handles.
Willow: A strong, lightweight wood primarily used in the construction of bows.

Tier 4 Materials

Ash: Strong, elastic wood used in furniture construction, as well as handles for a wide variety of tools and weapons. Particularly useful in the crafting of high-quality crossbow bolts.
Maple: Hard and close-grained, maple wood is used for flooring, furniture and tools. It is also a popular choice for axe-handles.
Walnut: A hard wood, dark brown in color. Used for furniture—in particular cabinets—as well as gunstocks.
Yew: A compact, fine-grained red wood chiefly used in the crafting of bows, whipstocks and scythe handles.

Tier 5 Materials

Cedar: Smooth, barkless wood.
Moonwood: A soft, silver-tinged wood. Although easily carved, its fragility means moonwood use is generally confined to decorative work.
Rosewood: Hard wood, reddish to dark in coloration. Although mainly used in cabinetwork, some varieties of instrument may be also crafted from rosewood.

Tier 6 Materials

Ebony: A tough, dark wood primarily used in the construction of high-quality staves and ornamental furniture.
Mahogany: This extremely hard wood is typically reddish-brown in color and extensively veined. Its polished sheen has made it a popular choice for decorative furniture, crossbows and guns.
Rowan: This dense wood is capable of storing magical energy in unusually large quantities. As a result, it is a preferred material for staves, wands and rods.

Tier 7 Materials

Strawood: Dark, dense wood popular with instrument-makers due to its unique acoustic qualities.
Divariwood: This wood ranges in color from white to light caramel. Combined with strawood, it creates instruments of incomparable quality.

Tier 8 Materials

Danbukwood: This dark, iron-hard wood is difficult to work, but can be used to make effective blades and armor.

Tier 9 Materials

Divine Wood: Lumber harvested from forests rich in natural Holy energies. White Mages favor divine wood for staves with curative properties.

Tier 10 Materials

Ancient Wood: Also known as eldest wood, ancient wood is petrified lumber harvested from the remains of trees whose age stretches into the centuries. Aside from its weathered toughness, ancient wood is also heavily magical in nature, reflecting the elemental energies accumulated over the tree’s lifetime.

Spoils

Spoils are the useable by-products of animals and monsters, running the gamut from bones to hides and digestive liquids. Similarly diverse are the potential applications: Malboro tentacles can be turned into whips and harnesses, slime oil is a valuable alchemical ingredient, dragon scales are useful for creating spell-resistant armor, and so forth. Almost all monsters can produce at least some kind of spoils, though these must first be extracted with the Scavenge Skill and then further processed before they can be used for crafting and refining purposes. On average, the Tier of a monster’s spoils will be equal to (Monster’s Level / 10), though the GM may raise or lower this as they see fit.

Chapter Glossary

The following list recaps some of the most important concepts introduced in this chapter for quick reference.

Accessory
Enchanted relics used to boost a character’s capabilities.
Accessory Slot
Equipment slot used to equip Accessories.
Artifact
A piece of equipment which may not be bought in stores, but can be found multiple times.
Availability Rating
A numerical representation of an item’s general rarity.
Availability Roll
A d% roll made to see whether an item is in stock. The target number is the item’s Availability Rating.
Body Slot
Equipment slot used to equip Mail, Suits and Robes.
Craft Point
Measure of raw materials. Consumed to create things.
Equipment Ability
Special properties tied to a given piece of equipment.
Equipment Tier
A number from 1 to 10, measuring an item’s general rarity.
Equipped
Term used for equipment the character wears or keeps to hand.
Hands Slot
Equipment slot used to equip Armwear and Gauntlets.
Head Slot
Equipment slot used to equip Hats and Helmets.
Inventory Slot
Equipment slot used for potions, throwing weapons, ammunition and other ‘loose’ items.
Legendary
A piece of equipment that only exists once on any given world.
Shield Slot
Equipment slot used to equip a Shield, second Weapon or two-handed Weapon.
Weapon Slot
Equipment slot used to equip a Weapon.