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    FAQ/Strategy Guide by RCarlos

    Version: 1.0 | Updated: 12/15/98 | Printable Version | Search This Guide

    Part 5 - Version 1.0
    
    Version Updates:
    Version 1.0 Dec. 15, 1998 - First online release of guide
    
    Final Fantasy Tactics 
    Strategy Guide
    By Roland Carlos
    FongSucks@hotmail.com
    
    Table of Contents for Part 5
    9. Reaction Abilities
    10. Support Abilities
    11. Movement Abilities
    12. Item Lists
    
    (WHAT IS HERE: Squire Reaction Abilities-Medicines)
    
    ---------------------
    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 couldnít 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 youíre 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 (thatís 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 Donít 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 archerís 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 oracleís 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 hammerís 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 donít think youíll 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 samuraiís weapon of choice.  Youíll 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
    Heavenís 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 Donít 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 lancerís 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 canít 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 donít 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, 
    									Donít Move, Donít 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, Donít
    									Move, Donít 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 armorís.
    
    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, Donít
    									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 Donít Move, 
    									Donít 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.
    Maidenís 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.