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Final Fantasy Tactics part 5

Table of Contents for Part 5 9. Reaction Abilities 10. Support Abilities 11. Movement Abilities 12. Item Lists

(WHAT IS HERE: Squire Reaction Abilities-Medicines)

--------------------- 9. Reaction Abilities ---------------------

Reaction abilities are trigged by a event, be it damage or gaining HP. Here I list the reaction abilities of classes.

Squire: Counter Tackle Trigger: Physical Attack JP: 180 Grade: C You counter attack the unit using the Dash ability.

Chemist: Auto Potion Trigger: HP Damage JP: 400 Grade: B When you take damage, you use the lowest level potion you have available. If you can get rid of all your potions and hi-potions, and get a full stock of X-potions, you will have -150 damage done to almost every attack.

Knight: Weapon Guard Trigger: Weapon Attack JP: 400 Grade: B You can parry an attack with your equipped weapon.

Archer: Speed Save Trigger: HP Damage JP: 800 Grade: D When you take damage, your speed level raises by 1.

Arrow Guard Trigger: Bow/Crossbow Attack JP: 450 Grade: C You have a better chance of avoiding Bow or Crossbow attacks.

Monk: HP Restore Trigger: Critical Status JP: 500 Grade: C When you are at critical status, you gain HP.

Counter Trigger: Physical Attack JP: 300 Grade: C Stronger version of Counter Tackle.

Hamedo Trigger: Physical Attack JP: 1200 Grade: B Attack before being attacked. If successful, enemy attack is halted.

Priest: Regenerator Trigger: HP Damage JP: 400 Grade: C When you take damage, you gain the Regen status.

Wizard: Counter Magic Trigger: Magic Attack JP: 800 Grade: C Counter with the same magic attack.

Time Mage: Critical Quick Trigger: Critical Status JP: 700 Grade: C When you are at critical status, your AT is next.

MP Switch Trigger: HP Damage JP: 400 Grade: B You lose MP instead of HP.

Summoner: Trigger: Critical Status JP: 400 Grade: D When you are at critical status, you gain MP.

Thief: Caution Trigger: HP Damage JP: 200 Grade: D When you take damage, you take up a defensive position.

Gilgame Heart Trigger: HP Damage JP: 200 Grade: D You gain gil equal to the amount of damage taken.

Catch Trigger: Throw JP: 200 Grade: C You can catch thrown items on the field.

Mediator: Finger Guard Trigger: Word Skills JP: 300 Grade: D You can avoid Word skills more easily.

Oracle: Absorb Used MP Trigger: MP Effect JP: 250 Grade: C Gain MP equal to the amount used.

Geomancer: Counter Flood Trigger: Physical Attack, Geomancy JP: 300 Grade: C Counter with appropriate geomancy attack.

Lancer: Dragon Spirit Trigger: Physical Attack JP: 560 Grade: C When you take damage, you gain the re-raise status.

Samurai: Meatbone Slash Trigger: Critical Status JP: 200 Grade: C When you are at critical status, you can attack opponent to kill them immediately.

Blade Grasp Trigger: Non-Bow Physical Attack JP: 700 Grade: A Evade non-bow attacks more easily.

Ninja: Sunken State Trigger: HP damage JP: 900 Grade: C When damaged, you become invisible.

Abandon Trigger: Physical and Magic Attacks JP: 400 Grade: B Be able to evade attacks more easily.

Calculator: Distribute Trigger: HP Restore JP: 200 Grade: D Distribute any extra gained HP around allies.

Damage Spilt Trigger: HP Damage JP: 300 Grade: C Distribute damage with attacking enemy.

Dancer: A Save Trigger: HP Damage JP: 550 Grade: B Raise physical attack power when attacked.

Brave UP Trigger: Physical Attack JP: 500 Grade: B Raise Brave when attacked.

Bard: MA Save Trigger: HP Damage JP: 450 Grade: C Raise magical attack power when attacked.

Face Up Trigger: HP Damage JP: 500 Grade: C Raise Faith when attacked.

--------------------- 10. Support Abilities ---------------------

Support abilities allow characters to be able to do things that they normally couldn’t do. It could be anything from equipping a sword in a chemist class to making sure that all your hits count.

Squire: Equip Axe JP: 170 Grade: D Be able to equip an axe.

Monster Skill JP: 200 Grade: C Friendly monster gains its secret ability.

Defend JP: 50 Grade: D Take a defensive position.

Gained JP Up JP: 250 Grade: A Gain more JP then normal.

Chemist: Throw Item JP: 350 Grade: C Be able to throw items farther.

Maintenance JP: 250 Grade: B Equipped items are unbreakable.

Equip Change JP: 0 Grade: E You can re-equip in battle.

Knight: Equip Armor JP: 500 Grade: B Be able to equip heavy armor.

Equip Shield JP: 250 Grade: C Be able to equip shields.

Equip Sword JP: 400 Grade: B Be able to equip a sword.

Archer: Equip Crossbow JP: 350 Grade: D Be able to equip a crossbow.

Concentrate JP: 400 Grade: A All your attacks are unavoidable. There are a few exceptions, like when attacking an armored enemy.

Monk: Martial Arts JP: 200 Grade: C Gain the bare hand fighting strength of a monk.

Priest: Magic Defend Up JP: 400 Grade: C Lessen magic damage.

Wizard: Magic Attack Up JP: 400 Grade: B Increase magic damage.

Time Mage: Short Charge JP: 800 Grade: B Increases CT speed.

Summoner: Half of MP JP: 900 Grade: B You only need half of required MP to cast a spell.

Thief: Secret Hunt JP: 200 Grade: B When a monster is defeated by the character with Secret Hunt, the skin of the defeated monster is poached.

Mediator: Equip Gun JP: 750 Grade: B Be able to equip a gun.

Train JP: 450 Grade: C When a enemy reaches critical status, you can persuade it to become an ally.

Monster Talk JP: 100 Grade: D You can talk to monsters, even if you’re not a mediator.

Oracle: Defense Up JP: 400 Grade: B Decreases physical damage taken.

Geomancer: Attack Up JP: 400 Grade: A Increases physical damage dealt.

Lancer: Equip Spear JP: 400 Grade: C Be able to equip a spear.

Samurai: Equip Knife JP: 400 Grade: C Be able to equip a katana.

Two Hands JP: 900 Grade: B Be able to hold a weapon in two hands, increases attack power.

Ninja: Two Swords JP: 900 Grade: A Be able to attack with two weapons.

Calculator: Gained Exp Up JP: 350 Grade: B Gain more exp than normal.

---------------------- 11. Movement Abilities ----------------------

As the title says, all these abilities affect your movement. The most basic is being able move farther, the most complex is being able to fly.

Squire: Move +1 JP: 200 Grade: B Move range is increased by 1.

Chemist: Move-Find Item JP: 100 Grade: C When moving on map, you may find items in the ground.

Archer: Jump +1 JP: 200 Grade: B Jump range is increased by 1.

Monk: Move-HP Up JP: 300 Grade: B Recover HP as your move around.

Time Mage: Teleport JP: 600 Grade: B Be able to move anywhere on the map (that’s physically possible). However, the farther you try to go from your position, the higher the chance of failure.

Float JP: 540 Grade: D Be able to float over the ground.

Thief: Move +2 JP: 520 Grade: A Movement range is increased by 2.

Jump +2 JP: 480 Grade: A Jumping range is increased by 2.

Oracle: Any Weather JP: 200 Grade: C Be able to walk over any terrain, regardless of climate.

Move-MP Up JP: 350 Grade: B Gain MP as you move around.

Geomancer: Any Ground JP: 220 Grade: C Be able to walk over any terrain.

Move on Lava JP: 150 Grade: E Be able to walk on lava.

Lancer: Ignore Height JP: 700 Grade: A Jumping range is infinite.

Samurai: Walk on Water JP: 300 Grade: C Walk and stop on the surface of water.

Ninja: Move in Water JP: 420 Grade: D Move and stop in water.

Calculator: Move-Get Experience JP: 400 Grade: B Gain experience when moving.

Move-Get JP JP: 400 Grade: B Gain JP when moving.

Dancer: Jump +3 JP: 1000 Grade: A Jumping range is increased by 3.

Fly JP: 1200 Grade: B Be able to fly to anywhere (as long as move and jump range permits). This means you can escape if your surrounded.

Bard: Move +3 JP: 1000 Grade: A Movement range is increased by 3.

Fly JP: 1200 Grade: B Be able to fly to anywhere (as long as move and jump range permits). This means you can escape if your surrounded.

-------------- 12. Item Lists --------------

Final Fantasy Tactics has a multitude of weapons, items, and other things hidden in the recesses of Ivalice. If you can find them all, you can consider yourself a true master of FFT.

(Name-Name of Item Power-Damage caused when used, higher is better Physical Evade-How much percentage of evasion is added when equipped, higher is better Location-Where to find it, most are in shops Cost-Cost to buy, use half of cost to find selling price Details-Special details if any)

NOTE: AT is the AT Strength (not active time), MA is the MA Strength.

Swords Swords are the basic swords that most warrior units can use. It has no specific class like the Knight Sword or the Ninja Sword.

Name Power Physical Evade Location Cost Details Broad Sword 4 5 Shop 200 N/A Long Sword 5 10 Shop 500 N/A Iron Sword 6 5 Shop 900 N/A Mythril Sword 7 8 Shop 1600 N/A Blood Sword 8 5 Hyudra-Poach 2500 Gain HP equal to damage made Coral Sword 8 5 Shop 3300 Lightning Elemental Ancient Sword 9 5 Shop 5000 May cast Don’t Move Sleep Sword 9 5 Shop 5000 May cast Sleep Diamond Sword 10 10 Shop 8000 N/A Platinum Sword 12 10 Shop 11000 N/A Ice Brand 13 10 Shop 14000 Ice Elemental, may cast ice Rune Blade 14 15 Shop 20000 MA Strength +2 Nagra Rock 1 50 Porky-Poach 10 May cast Toad Materia Blade 10 10 Bervenia Volcano N/A N/A

Knight Sword Knight Swords are just beefed up regular swords.

Name Power Physical Evade Location Cost Details Defender 16 60 Taiju-Poach 40000 N/A Save the Queen 18 30 Battle 56 N/A Protect is casted on you. Excalibur 21 35 Battle 59 10 Haste is casted on you, absorb and strength holy attacks. Ragnarok 24 20 Battle 62 N/A Shell is casted on you. Chaos Blade 50 20 Battle 64 N/A Regen is casted on you, may cast petrify.

Bows Bows are the archer’s main weapon. Unlike crossbows, they can arc over walls or small objects to get a target hiding behind them.

Name Power Physical Evade Location Cost Details Long Bow 4 0 Shop 800 N/A Silver Bow 5 0 Shop 1500 N/A Ice Bow 5 0 Shop 2000 Ice Elemental Lightning Bow 6 0 Shop 3000 Lightning Elemental, may cast lightning. Mythril Bow 7 0 Shop 5000 N/A Windslash Bow 8 0 Shop 8000 Wind Elemental Ultimus Bow 10 0 King Behemoth-Poach 22000 N/A Yoichi Bow 12 0 Battle 57 N/A N/A Perseus Bow 16 0 Battle 62 N/A N/A

Crossbows Crossbows are the first weapon you find that you can equip on an archer. The problem with them is that can only shoot in a straight line. (Meaning you can arc over obstacles, you can still shoot diagonally.)

Name Power Physical Evade Location Cost Details Bow Gun 3 5 Shop 400 N/A Night Killer 3 5 Shop 1500 May cast Darkness Crossbow 4 5 Shop 2000 N/A Poison Bow 4 5 Shop 4000 May cast Poison Hunting Bow 6 5 Shop 8000 N/A Gastrafitis 10 5 Shop 20000 N/A

Knives Knives are the weaker version of swords, they are usually very small.

Name Power Physical Evade Location Cost Details Dagger 3 0 Shop 100 N/A Mythril Knife 4 5 Shop 500 N/A Blind Knife 4 5 Shop 800 May cast Darkness. Mage Masher 4 5 Shop 1500 May cast Silence. Platina Dagger 5 10 Shop 1800 N/A Main Gauche 6 40 Shop 3000 N/A Orichalcum 7 5 Shop 4000 N/A Assassin Dagger 7 5 Shop 5000 May cast Death Sentence. Air Knife 10 5 Shop 8000 Wind Elemental Zorlin Shape 12 10 Plague-Poach 12000 May cast Sleep.

Sticks Sticks are the oracle’s weapon of choice. If a oracle has to physically attack a unit, the two square range is very useful.

Name Power Physical Evade Location Cost Details Cypress Rod 6 20 Shop 1000 N/A Battle Bamboo 7 20 Shop 1400 N/A Musk Rod 8 20 Shop 2400 N/A Iron Fan 9 20 Shop 4000 N/A Gokuu Rod 10 20 Shop 7500 May cast Innocent. Ivory Rod 11 20 Shop 10000 N/A Octogon Rod 12 20 Shop 20000 Cancels various status anomalies. Whale Whisker 16 20 Tiamat-Poach 37000 N/A

Hammers Hammers can be really useful, or really unhelpful. The hammer’s damage is almost always different from the one shown in the before execution screen. It can be higher, or very lower.

Name Power Physical Evade Location Cost Details Hammer 9 0 Shop 1200 N/A Flame Whip 11 0 Shop 4000 Fire Elemental, may cast Fire. Morning Star 16 0 Shop 9000 N/A Scorpion Tail 23 0 Hyudra-Poach 40000 N/A

Axes An axe? I don’t think you’ll ever find one, much less buy one.

Name Power Physical Evade Location Cost Details Battle Axe 9 0 Shop 1500 N/A Giant Axe 12 0 Shop 4000 N/A Slasher 16 0 Shop 12000 May cast Slow.

Katanas Katanas are the samurai’s weapon of choice. You’ll need a good supply of these since Draw Out attacks may cause your Katana to brake.

Name Power Physical Evade Location Cost Details Asura Knife 7 15 Shop 1600 N/A Koutesu Knife 8 15 Shop 3000 N/A Bizen Boat 9 15 Shop 5000 N/A Murasame 10 15 Shop 7000 N/A Heaven’s Cloud 11 15 Shop 8000 N/A Kiyomori 12 15 Shop 10000 N/A Muramasa 14 15 Shop 15000 N/A Kikuichimoji 15 15 Shop 22000 N/A Masamune 18 15 Elmdor-Steal N/A N/A Chirijiraden 25 15 Battle 64 N/A N/A

Ninja Swords Ninja Swords are of course, swords used by ninjas. They are a lot like regular swords though.

Name Power Physical Evade Location Cost Details Hidden Knife 8 5 Shop 3000 N/A Ninja Knife 9 5 Shop 5000 N/A Short Edge 10 5 Shop 7000 N/A Ninja Edge 12 5 Shop 10000 N/A Spell Edge 13 5 Shop 16000 May cast Don’t Act. Sasuke Knife 14 15 Battle 53 N/A N/A Iga Knife 15 10 Battle 59 N/A N/A Koga Knife 15 5 Battle 61 N/A N/A

Guns Guns are very useful. They have a very long range, and if you get one of the spell guns, you will be very powerful.

Name Power Physical Evade Location Cost Details Romanda Gun 6 5 Shop 5000 N/A Mythril Gun 8 5 Shop 15000 N/A Stone Gun 16 5 Dark Behemoth-Poach 10 May cast Petrify. Blaze Gun 20 5 Battle 55 N/A Ice Elemental. Glacier Gun 21 5 Battle 55 N/A Fire Elemental. Blast Gun 22 5 Battle 60 N/A Lightning Elemental.

Spears Spears are the lancer’s weapon of choice. They are powerful, and have a two square attack range.

Name Power Physical Evade Location Cost Details Javelin 8 10 Shop 1000 N/A Spear 9 10 Shop 2000 N/A Mythril Spear 10 10 Shop 4500 N/A Partisan 11 10 Shop 7000 N/A Oberisk 12 10 Shop 10000 N/A Holy Lance 14 10 Sacred-Poach 36000 Holy Elemental, may cast Holy. Dragon Whisker 17 10 Red Dragon-Poach 44000 N/A

Staffs Staffs are the basic weapon of most magicians. Staffs have weak weapon power, since wizards are supposed to be casting spells.

Name Power Physical Evade Location Cost Details Oak Staff 3 15 Shop 120 N/A White Staff 3 15 Shop 800 Cancels Death Sentence. Healing Staff 4 15 Alma-Remove 4000 Restore HP of those hit. Wizard Staff 4 15 Shop 4000 MA +1 Rainbow Staff 5 15 Shop 2200 N/A Gold Staff 6 15 Shop 7000 N/A Mace of Zeus 6 15 Battle 57 N/A AT +2, MA +1 Sage Staff 7 15 Battle 61 10 N/A

Rods Rods are the basic weapon of most black magicians. Most of the rods are elementally based, so if hit, units may take extra damage if the spell happens when attacking. If the unit has an affinity for the elemental, however, you may help them gain life.

Name Power Physical Evade Location Cost Details Rod 3 20 Shop 200 N/A Thunder Rod 3 20 Shop 400 Lightning Elemental, strengthens Lightning, may cast Lightning. Flame Rod 3 20 Shop 400 Fire Elemental, strengthens Fire, may cast Fire. Ice Rod 3 20 Shop 400 Ice Elemental, strengthens Ice, may cast Ice. Poison Rod 3 20 Shop 500 May cast Poison. Wizard Rod 4 20 Shop 8000 MA +2 Dragon Rod 5 20 Blue Dragon-Poach 12000 N/A Faith Rod 5 20 Battle 58 1 Faith is casted on you,

may cast Faith. Dictionaries Dictionaries are the weapon of oracles and calculators. They have a good range, and the funny thing is you can break items (using Battle Skill) with words.

Name Power Physical Evade Location Cost Details Battle Dictionary 7 15 Shop 3000 N/A Monster Dictionary 8 15 Shop 6000 N/A Papyrus Plate 9 15 Shop 10000 N/A Madlemgen 11 15 Great Morbol-Poach 30000 N/A

Instruments Instruments are the weapon of bards. They have a good range and can charm (Fairy Harp) or Confuse (Ramia Harp).

Name Power Physical Evade Location Cost Details Ramia Harp 10 10 Shop 5000 May cast Confusion. Bloody Strings 13 10 Shop 10000 N/A Fairy Harp 15 10 Battle 58 N/A May cast Charm.

Cloth Cloth are the weapon of dancers. However, none of them have any special details, but have a good physical evade.

Name Power Physical Evade Location Cost Details Persia 8 50 Shop 7000 N/A Cashmere 10 50 Shop 15000 N/A Ryozan Silk 15 50 Tiamat-Poach 40000 N/A

Bags Bags are the weapon of female units. They are expensive (in the beginning), and like hammers, you can’t trust the before attack display. Some of them have good details though.

Name Power Physical Evade Location Cost Details C Bag 10 0 Shop 53000 MA +1 P Bag 12 0 Shop 52000 Regen is casted on you. H Bag 14 0 Shop 58000 Speed +1 FS Bag 20 0 Wild Boar-Poach 60000 N/A

Shields Shields can be equipped by a few classes, and they improve your evasion percentage.

Name Physical Evade Magical Evade Location Cost Details Escutcheon 10 3 Shop 400 N/A Aegis Shield 10 50 Shop 10000 MA +1 Buckler 13 3 Shop 700 N/A Bronze Shield 16 0 Shop 1200 N/A Round Shield 19 0 Shop 1600 N/A Mythril Shield 22 5 Shop 2500 N/A Gold Shield 25 0 Shop 3500 N/A Ice Shield 28 0 Shop 6000 Absorb Ice, Halves Fire, Weakness Lightning. Flame Shield 31 0 Shop 6500 Absorb Fire, Halves Ice, Weakness Water. Diamond Shield 34 15 Shop 12000 N/A Platina Shield 37 10 Shop 16000 N/A Crystal Shield 40 15 Shop 21000 N/A Genji Shield 43 0 Elmdor-Steal N/A N/A Kaiser Plate 46 20 Battle 58 N/A Strengths Fire, Ice, Lightning. Venetian Shield 50 25 Battle 63 N/A Halves Fire, Ice, Lightning.

Helmets Helmets are the headgear for most warrior classes. They provide more of an HP bonus, but lack good details and don’t add to your MP total.

Name HP Bonus MP Bonus Location Cost Details Leather Helmet 10 0 Shop 200 N/A Bronze Helmet 20 0 Shop 500 N/A Iron Helmet 30 0 Shop 1000 N/A Barbuta 40 0 Shop 1500 N/A Mythril Helmet 50 0 Shop 2100 N/A Gold Helmet 60 0 Shop 2800 N/A Cross Helmet 70 0 Shop 4000 N/A Diamond Helmet 80 0 Shop 6000 N/A Platina Helmet 90 0 Shop 8000 N/A Circlet 100 0 Shop 10000 N/A Crystal Helmet 120 0 Shop 14000 N/A Genji Helmet 130 0 Shop N/A N/A Grand Helmet 150 0 Shop 10 Cancels Darkness, Sleep.

Hats Hats are the "weaker" version of headgear. What they lack in the HP Bonus, they make up in MP Bonuses and good details.

Name HP Bonus MP Bonus Location Details Leather Hat 8 0 Shop N/A Feather Hat 16 5 Shop N/A Red Hood 24 8 Shop N/A Headgear 32 0 Shop AT +1 Triangle Hat 40 12 Shop MA +1 Green Beret 48 0 Shop Speed +1 Twist Headband 56 0 Shop AT +2 Holy Miter 64 20 Shop MA +1 Black Hood 72 0 Shop N/A Golden Hairpin 80 50 Shop Cancel Silence Flash Hat 88 15 Shop MA +1, Speed +1 Thief Hat 100 0 Shop Speed +2

Ribbons Ribbons are made to prevent status problems, and are worn only by women.

Name HP Bonus MP Bonus Location Cost Details Cachusha 20 0 Uribo-Poach 2000 Cancel Undead, Darkness Silence, Poison, Slow, Don’t Move, Don’t Act, Death Sentence, Frog. Barette 20 0 Alma-Remove 2000 Cancel Dead, Petrify, Confusion, Blood Suck, Berserk, Stop, Charm, Sleep, Invitation. Ribbon 10 0 Wild Boar-Poach 60000 Cancel Dead, Undead, Petrify, Invitation, Darkness, Confusion, Blood Suck, Berserk, Frog Poison, Slow, Stop, Charm, Sleep, Don’t Move, Don’t Act, Death Sentence

Armor Armor is the body protection for most warriors. Like helmets, they lack details and MP bonuses. You can gain up to a 200 HP bonus (Maximillian) however.

Name HP Bonus MP Bonus Location Cost Details Leather Armor 10 0 Shop 200 N/A Linen Cuirass 20 0 Shop 600 N/A Bronze Armor 30 0 Shop 800 N/A Chain Mail 40 0 Shop 1300 N/A Mythril Armor 50 0 Shop 2000 N/A Plate Mail 60 0 Shop 3000 N/A Gold Armor 70 0 Shop 3600 N/A Diamond Armor 80 0 Shop 6000 N/A Platina Armor 90 0 Shop 9000 N/A Carabini Mail 100 0 Shop 13000 N/A Crystal Mail 110 0 Shop 19000 N/A Reflect Mail 130 0 Shop 18000 Reflect is casted on you. Genji Armor 150 0 Shop 10 N/A Maximillian 200 0 Shop N/A N/A

Robes Robes are for magicians. The main point of robes are to provide MP bonuses.

Name HP Bonus MP Bonus Location Cost Details Linen Robe 10 10 Shop 1200 N/A Silk Robe 20 16 Shop 2400 N/A Wizard Robe 30 22 Shop 4000 MA +2 Chameleon Robe 40 28 Shop 5000 Cancel Dead, Absorb Holy White Robe 50 34 Shop 9000 Halves Fire, Lightning, Ice Black Robe 60 30 Shop 13000 Strengthens Fire, Lightning, Ice. Light Robe 75 50 Shop 3000 N/A Robe of Lords 100 80 Battle 62 N/A AT +2, MA +1, Protect is casted on you.

Clothes Clothes are the armor for most non-warrior classes. They provide a lower HP bonus than heavy armor, but the details are better than the armor’s.

Name HP Bonus MP Bonus Location Cost Details Clothes 5 0 Shop 150 N/A Leather Outfit 10 0 Shop 300 N/A Leather Vest 18 0 Shop 500 N/A Secret Clothes 20 0 Battle 60 N/A Invisible is casted on you, Speed +1 Chain Vest 24 0 Shop 900 N/A Mythril Vest 30 0 Shop 1500 N/A Adaman Vest 36 0 Shop 1600 N/A Wizard Outfit 42 15 Shop 1900 N/A Brigandine 50 0 Shop 2500 N/A Judo Outfit 60 0 Shop 4000 AT +1, Cancels Dead Power Sleeve 70 0 Shop 7000 AT +2 Earth Clothes 85 10 Shop 10000 Absorbs, Strengthens Earth Black Costume 100 0 Shop 12000 Cancels Stop Rubber Conscious 150 30 Hydra-Poach 48000 Cancels Lightning

Gauntlets Represented by a glove, the gauntlet accessory deals with strengthening your AT and MA.

Name HP Bonus MP Bonus Location Cost Details Power Wrist 0 0 Shop 5000 AT +1 Genji Gauntlet 0 0 Elmdor-Steal 10 AT +2, MA +2 Magic Gauntlet 0 0 Shop 20000 MA +2 Bracer 0 0 Shop 50000 AT +3

Shoes Represented by shoes, the shoes accessory deals with expanding your move and jump range. There are a few exceptions.

Name HP Bonus MP Bonus Location Cost Details Battle Shoes 0 0 Shop 1000 Move +1 Spike Shoes 0 0 Shop 1200 Jump +1 Germinas Boots 0 0 Shop 5000 Move, Jump +1 Rubber Shoes 0 0 Shop 1500 Cancels Lightning, Don’t Move. Feather Boots 0 0 Shop 2500 Float is casted on you. Sprint Shoes 0 0 Shop 7000 Speed +1 Red Shoes 0 0 Shop 1000 MA +1, Move +1

Rings Represented by rings, the ring accessory deals with a variety of things.

Name HP Bonus MP Bonus Location Cost Details Reflect Ring 0 0 Shop 10000 Reflect is casted on you Defense Ring 0 0 Shop 5000 Cancels Sleep, Death Sentence Magic Ring 0 0 Shop 10000 Cancels Silence, Berserk Cursed Ring 0 10 Battle 60 0 Cancels Invitation, AT, MA, Speed +1, Undead is casted on you. Angel Ring 0 0 Shop 20000 Cancels Darkness, Dead, Reraise is casted on you.

Armlets Represented by an arm band, the armlet accessory deals with status anomalies.

Name HP Bonus MP Bonus Location Cost Details Diamond Armlet 0 0 Shop 5000 AT, MA +1, Cancels Slow Jade Armlet 0 0 Shop 10000 Cancels Stop, Petrify 108 Gems 0 0 Shop 15000 Cancels Zombie, Blood Suck, Frog, Poison, Strengthens All Attributes N-Kai Armlet 0 0 Shop 10000 Cancels Charm, Confusion, Halves Darkness Defense Armlet 0 0 Shop 7000 Cancels Don’t Move, Don’t Act

Mantles Represented by a cape, the mantle accessory deals with evade percentages. I will list them in the future.

Name HP Bonus MP Bonus Location Cost Details Small Mantle 10 10 Shop 300 N/A Leather Mantle 15 15 Shop 800 N/A Wizard Mantle 18 18 Shop 2000 MA +1 Elf Mantle 25 25 Shop 8000 N/A Dracula Mantle 28 28 Shop 15000 N/A Vanish Mantle 35 0 Battle 40 N/A Invisible is casted on you. Feather Mantle 40 30 Shop 20000 N/A

Perfumes Represented by a bottle, the perfume accessory deals with various things. It can only be equipped by female characters. You have to steal or poach to get these items, they are rare!

Name HP Bonus MP Bonus Location Cost Details Chantage 0 0 Porky-Poach 60000 Reraise and Regen is casted on you. Cherche 0 0 King Behemoth-Poach 60000 Float and Reflect is casted on you. Setiemson 0 0 Hydra-Poach 60000 MA +1, Haste and Invisible is casted on you. Salty Rage 0 0 Red Dragon-Poach 60000 Protect and Shell is casted on you.

Shuriken The ninjas main thrown weapon, the shurikens are inexpensive.

Name Power Location Cost Shuriken 4 Shop 50 Magic Shuriken 7 Shop 300 Yagyu Darkness 10 Shop 1000

Balls The ninjas secondary thrown weapon, the balls are elementally based.

Name Power Location Cost Fire Ball 8 Shop 250 Water Ball 8 Shop 250 Lightning Ball 8 Shop 250

Medicines Used mainly by a chemist, these items cure, heal, and revive. Although not noticeable at first, the cure potions can be used to harm undead enemies.

Name Cost Location Details Potion 50 Shop Recover 30 HP. Hi-Potion 200 Shop Recover 70 HP. X-Potion 700 Shop Recover 150 HP. Ether 200 Shop Recover 20 MP. Hi-Ether 600 Shop Recover 50 MP. Elixir 10 Battle Maps Recover all MP and HP. Antidote 50 Shop Cure Poison. Eye Drop 50 Shop Cure Darkness. Echo Grass 50 Shop Cure Silence. Maiden’s Kiss 50 Shop Cure Frog. Soft 100 Shop Cure Petrify. Holy Water 2000 Shop Cure Undead. Remedy 350 Shop Cure Sleep, Confusion, Poison, Darkness, Silence, Frog, Petrify. Phoenix Down 300 Shop Cure Dead and restore a little HP.

End of Part 5. Go on to Part 6.