“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.
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.
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.
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.
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.
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.
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.
- Weapon Slot: The character’s left or right hand, depending on preference. Can be used to hold one ranged or melee weapon.
- Shield Slot: The character’s ‘off’ hand, used by melee-oriented professions to hold one shield. In the case of two-handed weapons, this slot will be taken up by the weapon in question instead; characters with the Two Weapons Skill can also equip a second weapon in this slot.
- Body Slot: The bulk of the character’s body; used to equip one piece of Mail, Suit or Robe.
- Head Slot: Worn headgear. Used to equip one Hat or Helmet.
- Hands Slot: Hands and wrists; used to equip one piece of Armwear or one pair of Gauntlets.
- Accessory Slot: A catchall category for the enchanted rings, pendants, boots and other items that fall under the Accessory category. A character can equip up to one Accessory in the Accessory Slot.
- Inventory Slot: All other items which a character may have in stock in his or her pockets, bags and backpack, inclusive of spare armor and weapons currently not equipped. The Inventory Slot technically has an unlimited capacity, acting something like a pocket dimension from which things can be retrieved at any given time, even in the midst of a raging battle.
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.
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.
- Tier gives the item’s Equipment Tier.
- Cost indicates the item’s cost in Gil (G).
- Availability gives the item’s Availability Rating.
- Damage gives a weapon’s Damage Code, to be used in calculating damage inflicted by attacks. See Chapter 7 for more details.
- ARM measures the number of points this particular piece of armor contributes to the character’s overall Armor rating.
- M. ARM measures the number of points this particular piece of armor contributes to the character’s overall Magic Armor rating.
- EVA measures the number of points this particular piece of armor contributes to the character’s Evasion rating, if applicable.
- M. EVA measures the number this particular piece of armor contributes to the character’s Magic Evasion rating, if applicable.
- Equipment Abilities are special properties unique to given pieces of equipment. Not every item may have them, but those that do offer their user a significant additional edge above and beyond the more obvious benefits of the item. Specific Equipment Abilities for weapons are described in more detail below.
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.
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.
Effect: The weapon’s basic Damage Scale is increased by the indicated amount for purposes of calculating damage.
Limitations: Only found on ammunition.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 (∞).
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 (∞).
Effect: Due to its power, any Critical Hits caused by this Weapon inflict +200% damage, rather than the normal +100%.
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.
Weapon Skill: Axes
Heavy, unsubtle and fearsome in the hands of a trained warrior. Axes take up both Weapon and Shield Slots.
|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
|Executioner||10||—||Legendary||(21 × STR) + 5d12||Curse Proof
|Rampager||10||—||Legendary||(21 × STR) + 5d12||Auto-Agility Up
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.
|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
|Comet Tail||10||—||Legendary||(14 × STR) + 5d6||Blind Strike
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.
|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.
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.
|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
|Colossus||9||—||Artifact||(14 × STR) + 5d8||Stone Strike|
|Overload||10||—||Legendary||(16 × STR) + 5d8||Critical ++
|Tempest Claws||10||—||Legendary||(16 × STR) + 5d8||Blind Strike
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.
|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||2 Agility
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.
|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 AGI
|Strange Vision||10||—||Legendary||(16 × STR) + 5d8||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).
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.
|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 AGI|
|Devastator||9||—||Artifact||(13 × STR) + 5d6||Disable Strike|
|Godhand||10||—||Legendary||(14 × STR) + 5d6||Critical ++
|Infinity||10||—||Legendary||(14 × STR) + 5d6||+3 SPD
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.
|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
Apocalypse: The Apolcalypse ignores the target’s ARM when calculating damage.
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.
|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
|Apollo’s [x]||10||—||Legendary||(16 × MAG) + 5d8||Holy Strike
|Loki’s [x]||10||—||Legendary||(16 × MAG) + 5d8||Auto-Armor Up
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.
|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
|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 MAG|
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.
|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 ++
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.
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.
|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
|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 AGI|
|Diabolique||10||—||Legendary||(16 × AGI) + 5d8||Shadow Strike
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.
|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 Mind
|Silkmoon||10||—||Legendary||(16 × STR) + 5d8||20 Evasion
+20 Magic Evasion
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.
|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
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.
|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 +
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.
|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
|Arc Arcana||10||—||Legendary||(14 × STR) + 5d6||Fire 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:
|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.
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.
|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
|Heavenly Axis||10||—||Legendary||(16 × *) + 5d8||Recovery Enhancer|
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.
|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 AGI
|The Nameless||10||—||Legendary||(16 × STR) + 5d8||Critical ++
Weapon Skill: Swords
The weapon of choice for adventurers everywhere. The keen edge and versatility of these weapons accounts for much of their popularity.
|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
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.
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.
|Alert Targe||3||700||86%||9||3||Sleep Proof|
|Opal Shield||4||1400||80%||14||5||Earth Ward|
|Rainbow Shield||5||2800||69%||19||7||Zombie Proof|
|Soul Shield||8||7900||44%||34||14||Condemn Proof|
|Kaiser Plate||9||10000||33%||39||16||+2 STR|
|Venetian Shield||10||—||Artifact||44||19||Fire Ward
|Aegis Shield||10||—||Legendary||49||22||Seal Proof
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 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.
|Fire Armor||1||165||91%||5||3||0||0||Fire Ward|
|Bone Plate||2||950||85%||11||7||0||0||Shadow Ward|
|Ice Plate||2||950||85%||11||7||0||0||Ice Ward|
|Thunder Plate||3||1800||79%||16||11||0||0||Lightning Ward|
|Soldier’s Armor||4||3500||70%||21||15||0||0||+1 STR|
|Carapace Mail||4||3500||70%||21||15||0||0||Bio Ward|
|Ruby Plate||6||8100||51%||32||23||5||0||Fire Proof|
|Aurora Mail||6||8100||51%||32||23||5||0||Wind Proof|
|Carabini Mail||8||13600||32%||44||31||5||5||+2 SPD|
|Crimson Plate||8||14500||30%||44||31||5||5||Fire Eater|
|Aegis Armor||9||—||Artifact||51||35||10||5||Stone Proof
|Genji Armor||10||—||Legendary||58||39||30||20||+2 STR|
|Dragon Mail||10||—||Legendary||58||39||15||5||Fire Eater
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.
|Snow Robe||1||154||91%||3||5||0||0||Ice Ward|
|Mistle Robe||1||200||89%||3||5||0||0||Silence Proof|
|Temple Cloth||2||840||85%||7||11||0||0||Holy Ward|
|Thunder Robe||2||840||85%||7||11||0||0||Lightning Ward|
|Mist Silk Robe||3||1650||79%||11||16||5||0||—|
|Red Robe||3||1650||79%||11||16||0||0||Fire Ward|
|Magician Robe||4||3000||70%||15||21||0||0||+1 MAG|
|Karate Robe||5||4600||61%||19||26||0||0||+1 AGI|
|Peace Cape||5||5000||59%||19||26||0||0||Berserk Proof|
|Aqua Robe||6||7700||51%||23||32||0||5||Water Proof|
|Priest’s Robe||6||7200||49%||23||32||0||5||+30 M. ACC|
|White Robe||8||12900||30%||31||44||5||5||Holy Eater|
|Black Robe||8||12900||30%||31||44||5||5||Shadow Eater|
|Farplane Robe||9||—||Artifact||35||51||5||10||Auto-Spirit Up
|Glutton’s Robe||9||—||Artifact||35||51||5||10||Bio Eater
|Robe of Lords||10||—||Legendary||39||58||5||15||Auto-Magic Up
|Element Robe||10||—||Legendary||39||58||5||15||Earth Proof
|Protect Cape||10||—||Legendary||39||58||5||30||Auto-Agility Up
A catchall category covering a wide and eclectic range of bodywear, Suits include ninja costumes, overalls and dresses.
|Training Suit||1||115||92%||4||4||0||0||Sleep Proof|
|Storm Jerkin||1||115||92%||4||4||0||0||Lightning Ward|
|Nomad’s Tunic||2||1150||84%||8||8||0||0||Wind Ward|
|Red Jacket||2||1150||84%||8||8||0||0||Fire Ward|
|Frost Outfit||3||2100||78%||13||13||0||0||Ice Ward|
|Survival Vest||3||2100||78%||13||13||0||0||+10 Expertise|
|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
|Scorpion Harness||5||5400||60%||23||23||0||0||Bio Proof|
|Judge Coat||6||7700||52%||28||28||0||0||+2 MAG|
|Gaia Gear||6||7700||52%||28||28||0||0||Earth Proof|
|Ninja Gear||7||10100||44%||33||33||3||3||+2 SPD|
|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
|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 AGI
Power Down Proof
Power Break Proof
Agility Down Proof
Agility Break proof
|Snow Muffler||10||—||Legendary||48||48||10||10||Fire Eater
Headwear frequently supplements body armor, protecting the wearer from opportunistic blows during the course of combat.
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.
|Red Hat||1||125||94%||1||3||0||0||+10 M.ACC|
|Straw Hat||1||175||92%||1||3||0||0||Slow Proof|
|Triangle Hat||2||740||88%||4||6||0||0||+1 MAG|
|Mantra Band||3||1400||82%||7||9||0||0||+1 SPD|
|Twist Headband||4||2700||73%||10||13||0||0||+1 STR|
|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
|Thief Hat||6||6300||54%||16||21||0||0||+2 AGI|
|Red Hood||6||6300||54%||16||21||0||0||+10% MP|
|Headband of Zeal||7||8300||46%||19||25||0||5||SOS-Magic Up|
|Windshear Hat||7||8300||46%||19||25||0||5||Wind Proof|
|Cat Hood||8||10900||34%||22||29||0||5||+30 ACC|
|Tiger Mask||8||10600||35%||22||29||0||5||+2 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 STR
|Regal Crown||10||—||Legendary||28||37||5||10||Gravity Proof
|Acacia Hat||10||—||Legendary||28||37||5||10||Ice Eater
Helmets are heavy, sturdy metallic headgear used primarily by the Warrior Jobs.
|Soldier Helmet||1||110||93%||3||1||0||0||+10 ACC|
|Parade Helm||1||110||93%||3||1||0||0||Immobilize Proof|
|Spiral Helm||2||630||85%||5||4||0||0||Berserk Proof|
|Viking Helm||3||1250||81%||9||7||0||0||SOS-Spirit Up|
|Cross Helmet||3||1250||81%||9||7||0||0||+1 STR|
|Mage’s Helm||4||2300||72%||13||10||0||0||+1 MAG|
|Rubber Helm||4||2300||72%||13||10||0||0||Lightning Ward|
|Paladin Helm||5||4100||63%||17||13||0||0||Curse Proof|
|Knight Helm||6||5100||54%||21||16||0||0||+10% HP|
|Arai Helm||6||5400||53%||21||16||0||0||+2 SPD|
|Dragoon’s Helmet||7||7500||43%||25||19||5||0||+30 ACC|
|Sapphire Helmet||7||7200||45%||25||19||5||0||Water Proof|
|Dusk Mask||8||9700||32%||29||22||5||0||Earth Eater|
|Kaiser Helm||9||—||Artifact||33||25||10||0||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 STR|
|Dragon Helmet||10||—||Legendary||37||28||10||5||Earth Eater
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 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.
|Serum Wrist||1||90||93%||1||2||0||0||Poison Proof|
|Guardian Bracer||2||520||87%||3||4||0||0||+1 AGI|
|Locomotion Bangle||3||1050||81%||5||6||0||0||Immobilize Proof|
|Echo Wrist||3||1250||79%||5||6||0||0||Silence Proof|
|Cerulean Bangle||4||1900||72%||8||8||0||5||Water Ward|
|Holy Armlet||4||1900||72%||8||8||0||5||Holy Ward|
|Wizard Bracelet||5||3200||61%||11||10||0||5||+20 M.ACC|
|Egoist’s Armlet||6||4800||51%||13||13||0||5||Confuse Proof|
|Pearl Armband||7||6000||45%||16||16||5||5||Holy Proof|
|Maiden’s Wrist||7||6000||45%||16||16||5||5||Toad Proof|
|Gigas Bangle||8||8100||32%||19||19||5||10||+2 STR|
|Serene Armlet||8||7600||34%||19||19||5||10||Charm Proof|
|Hot Armlet||9||—||Artifact||22||22||10||10||Frozen Proof
|Tough Ring||9||—||Artifact||22||22||10||10||+20% HP|
|Blessed Wrist||10||—||Legendary||25||25||10||15||Mystify Proof
|Minerva Bangle||10||—||Legendary||25||25||10||15||Transform Proof
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.
|Bright Gauntlet||1||100||94%||2||1||0||0||Blind Proof|
|Ninja Gloves||2||580||88%||5||2||0||0||+1 AGI|
|Savage Gauntlet||2||580||88%||5||2||0||0||+10% ACC|
|Viking Gauntlet||3||1150||82%||8||4||0||0||SOS-Agility Up|
|Defense Gloves||3||1300||80%||8||4||0||0||Disable Proof|
|Adept’s Gauntlet||4||2100||73%||11||6||5||0||+1 SPD|
|Moon Gauntlet||5||3500||62%||14||8||5||0||+20 ACC|
|Melee Gloves||6||5300||52%||17||10||5||0||SOS-Power Up|
|Abyss Gauntlet||7||6600||46%||20||12||5||5||Shadow Proof|
|Cornucopia Gloves||7||6600||46%||20||12||5||5||Mini Proof|
|Alert Gloves||8||8900||33%||23||15||10||5||Stop Proof|
|Cold Gloves||9||—||Artifact||26||18||10||10||Fire Proof
|Zeus Gauntlet||9||—||Artifact||26||18||10||10||Lightning Enhancer
|Genji Gloves||10||—||Legendary||29||21||15||10||3 MAG|
|Escort Guard||10||—||Legendary||29||21||15||10||Time Proof
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 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.
|Silver Spectacles||1||450||90%||Blind Proof|
|Star Pendant||1||600||89%||Poison Proof|
|Nishijin Belt||1||500||88%||Sleep Proof|
|Aqua Ring||2||1250||82%||Water Ward|
|Desert Boots||2||1000||82%||Earth Ward|
|Fairy Ring||3||1250||81%||Blind Proof
|Gold Choker||3||1250||81%||Wind Ward|
|Defense Ring||3||1500||79%||Condemned 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
|Gravity Ring||5||3600||68%||Gravity Proof|
|Magic Ring||5||4400||64%||Berserk Proof
|Blizzard Ring||5||4000||63%||Ice Ward
|Fire Ring||5||4000||63%||Fire Ward
|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
|Flame Ring||6||7600||54%||Fire Proof
|Jade Armlet||6||7600||54%||Petrify Proof
|Star Armlet||7||9600||46%||Slow Proof
|Jeweled Ring||7||10000||45%||Blind Proof
|Glass Buckle||7||12000||43%||Bio Proof
|Rubber Boots||7||10000||42%||Lightning Proof
|Rosetta Ring||7||12000||39%||Fire Eater
|Snow Ring||7||12000||39%||Ice Eater
|Japa Mala||8||13000||38%||Toxin Proof
|Nu Khai Armlet||8||13000||38%||Shadow Ward
|Poison Ring||8||13000||37%||Bio Eater
|Peace Ring||8||15000||35%||Berserk Proof
|Safety Bit||8||20000||31%||Death Proof|
|Berserker Ring||9||—||Artifact||Fire Eater
|Aegis Ring||9||—||Artifact||Bio Ward
|Tetra Elemental||10||—||Legendary||Fire Proof
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.
|Steel Gorget||3||1400||79%||SOS-Power Up|
|Leather Gorget||3||1400||79%||SOS-Magic Up|
|Ring of Renewal||6||8400||52%||Auto-Regen|
|Angel Ring||9||—||Artifact||Shadow Proof
Attribute Boosters increase a character’s basic Attributes while equipped.
|Battle Boots||3||1500||80%||+1 SPD|
|Tarot Card||3||1500||80%||+1 MAG|
|Choco Feather||5||4800||64%||+2 AGI|
|Magepower Glove||5||4800||64%||+2 MAG|
|Red Shoes||5||4800||64%||1 SPD|
|Dash Shoes||5||4800||64%||+2 SPD|
|Championship Belt||8||16000||33%||10% HP|
|Hypno Crown||8||16000||33%||10% MP|
|Running Shoes||8||18000||32%||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 MAG|
Statistic Boosters provide bonuses to a character’s Combat Statistics.
|Orrachea Armlet||4||2700||72%||0||0||+10% HP|
|Magic Bangle||4||2700||72%||0||0||+10% MP|
|Force Belt||7||10400||44%||0||0||10% MP|
|White Cape||8||13500||36%||20||20||Mini 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
|Muscle Belt||10||—||Legendary||0||0||+50% HP|
|Crystal Orb||10||—||Legendary||0||0||+50% MP|
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.
|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
|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
|Chain Choker||9||—||Artifact||Lightning Enhancer
|Clear Earrings||9||—||Artifact||Ice Enhancer
|Gold Hairpin||9||—||Artifact||Auto-MP Quarter|
|Lapis Earrings||9||—||Artifact||Fire Enhancer
|Medicine Ring||9||—||Artifact||Recovery Enhancer|
|Sphene Earrings||9||—||Artifact||Earth Enhancer
|Wing Pendant||9||—||Artifact||Earth Enhancer
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.
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.
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.
|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
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 is used by Rifles.
|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|
|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
|Demolition Ammo||7||1200||44%||Heat Touch
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 are used by Bows.
|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|
|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 are used by Crossbows.
|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|
|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 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.
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.
|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|
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.
|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|
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.
|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
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.
|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|
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.
|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 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.
|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|
|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|
|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|
|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|
|Earth Drum||7||1480||48%||Group||As Quake|
|Shining Gem||7||1320||44%||Single||As Flare|
|Dream Powder||7||1200||44%||Group||As Sleep|
|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|
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|
|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 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.
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.
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:
- Metal: Armorsmithing, Tinkering, Weaponsmithing
- Wood: Armorsmithing, Carpentry, Weaponsmithing
- Cloth: Tailoring
- Gems: Armorsmithing, Tinkering, Weaponsmithing
- Spoils: Alchemy, Armorsmithing, Carpentry, Tailoring, Tinkering, Weaponsmithing
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 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|
|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|
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|
|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|
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|
|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 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:
- Metal: Nugget (2 CP), Ore (5 CP), Ingot (10 CP)
- Wood: Chips (2 CP), Stick (5 CP), Log (10 CP)
- Cloth: Square (2 CP), Length (5 CP), Roll (10 CP)
- Gems: Fragment (1 CP), Crystal (2 CP), Cluster (5 CP)
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 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 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.
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.
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 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.
The following list recaps some of the most important concepts introduced in this chapter for quick reference.
- Enchanted relics used to boost a character’s capabilities.
- Accessory Slot
- Equipment slot used to equip Accessories.
- 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.
- 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.
- 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.