Final Fantasy Tactics A2

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Final Fantasy Tactics A2: Grimoire of the Rift FAQ/Walkthrough For the Nintendo DS Version 1.25 (Last Updated 7/25/2011) By Devin Morgan

This file is Copyright (c)2008-2011 Devin Morgan. All rights reserved.

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Table of Contents

1. What's New 2. Introduction 3. Controls 4. Overview 5. Walkthrough 6. Quest List 7. Side Quests 8. Clan Trials 9. Brightmoon Tor 10. Jobs 11. Monsters 12. Head Gear 13. Body Armor 14. Weapons

15. Shields 16. Accessories 17. Items 18. Loot 19. Bazaar Formulas 20. Auction House 21. Secrets/Tips and Tricks 22. Credits 23. Copyright Notice

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-=-=-=-=-=-=-=-=-=-= -= 1. What's New -= -=-=-=-=-=-=-=-=-=-=

Version 1.25 (7/25/11): Added an alternate method of defeating the Blue King of Cinquleur (Quest A5-03), thanks to Beth Gardner.

Version 1.2 (3/4/11): Made a small addition to Quest E1-04 (Bonga Bugle Mistleaf) stating that the weapon reward can vary depending on how quickly you finish the quest.

Version 1.15 (12/6/10): Updated information of several Parivir abilities, as well as the attack/defense values of the Sequencer and Peytral. Also, additional information has been added to Quest D4-07 (I've Been Had, Kupo!) regarding unlocking additional Quests.

Version 1.1 (3/19/10): Made a small correction (changing Buster Sword to Burglar Sword) in the Wyrmtamer ability listing, as well as the Magick Ballad Bard ability (learn with the Shining Lute).

Version 1.05 (1/5/09): Fixed a few errors, and added a bunch of things to the Overview section.

Version 1.0 (12/23/08): After a 3-month hiatus, I have now added information previously missing from this guide (particularly to the Brightmoon Tor area; the Final Quest description is in the Secrets section). As of now, this guide is fully complete.

Version 0.8 (9/23/08): Since the last update, the monster list (not including Brightmoon Tor enemies as of yet), and the Clan Trials sections have been completed. More to come soon.

Version 0.65 (9/8/08): All of the equipment listings are now included in this FAQ. The sections that are still left to do will be a bit longer, seeing as there is a lot of information to organize from my notes and input into this FAQ. Give it time, and the other sections will be filled in as well!

Version 0.6 (9/3/08): At this point, all of the game's Jobs have been added to this FAQ! More to come in the other sections, so stay tuned!

Version 0.5 (8/20/08): At last, this is the first FAQ to cover ALL 300 quests! Plenty of side quests have been added to the appropriate section as

well, particularly related to the Heritor job and abilities, so check it out! The Bazaar section is also complete at this point. As for the other sections, they will be added at a more frequent rate than previously, since the general walkthrough sections are pretty much done!

Version 0.4 (8/13/08): The story walkthrough is now complete! I also have a total of 285/300 quests logged in this FAQ. More Side Quests have been added, specifically ones that give you the hidden characters (those will be listed in the Secrets section). There is still more to come, so stay tuned!

Version 0.35 (8/12/08): And now, the Quest List section covers 274/300 quests! I forgot to note in the previous update, but the story walkthrough covers through the "Pirate Problems" quest.

Version 0.3 (8/11/08): Currently, there are 265/300 quests covered in this FAQ. I have also started to gradually fill in the equipment listings; nothing substantial but it's getting there.

Version 0.25 (8/8/08): There are now 243/300 regular quests completed in this guide. Of course, there are also some more Bazaar formulas, and other bits and pieces added. More to come soon!

Version 0.2 (8/7/08): As of this update, around 225/300 quests have been completed. More Bazaar entries have been added, and I have started to fill in the Shields and Items sections. I also started a Side Quests section which will detail those random encounters and events that occur on the area maps. More work will be done there and other sections in due time.

Version 0.15 (8/4/08): More quests have been added, bringing the rough amount to 190/300. More Bazaar formulas have been added as well. The story walkthrough covers through the "Seeking the Stone" quest, too.

Version 0.1 (7/31/08): The first version. It covers approximately 150/300 quests thus far, as well as a good deal of Bazaar formulas. I am very well aware that many sections of this guide are empty, but that is because I'm working on the most important parts first (the quests). More will be added in due time, please don't contact me about something that's not already here!

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-=-=-=-=-=-=-=-=-=-=-= -= 2. Introduction -= -=-=-=-=-=-=-=-=-=-=-=

At last, the Final Fantasy Tactics series makes its debut on the Nintendo DS. As a fan of the Playstation and GBA versions, I am quite pleased. It is the same turn-based strategy game that we're all used to by now in the series, with a bunch of added features and twists. There are 300 quests, which is what the game is primarily based around, consisting of battles and other events to gain experience, unlock jobs, and so on. There is a lot to be covered in this game, so if you were a fan of the previous installments, you will definitely like this one!

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-=-=-=-=-=-=-=-=-= -= 3. Controls -= -=-=-=-=-=-=-=-=-=

NOTE: The Touch Screen can be used quite extensively as well, to substitute for button pressing in many cases.

World Map/Cities ----------------

Control Pad: Move cursor (hold B to make it move fast)

A: Confirm selection

B: Cancel selection, return cursor to current position on map

X: Open Main Menu

L/R: Move cursor to next area on map

Battle Entry ------------

A: Confirm selection

B: Cancel selection, remove highlighted unit

X: Start battle

Y: Check your units before battle, check enemy units (when highlighted)

L/R: Switch between units to place in battle

Battle ------

Control Pad: Move cursor

A: Confirm selection, move cursor back to current ally unit's turn

B: Cancel selection, and view range of highlighted unit

X: Open Main Menu in battle

Y: Check the currently selected enemy unit, toggle help box (when Commands window is open)

L/R: Move cursor to different units

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-=-=-=-=-=-=-=-=-= -= 4. Overview -= -=-=-=-=-=-=-=-=-=

================= General Mechanics =================

Final Fantasy Tactics Advance (hear by known as FFT-A) is the third product of Square's engulfment of Mission. It's a Strategy RPG (known as a Simulation RPG in Japan) based on the "world" of Final Fantasy. If you have played the original Final Fantasy Tactics, or any of the Ogre Battle/Tactics Ogre series, or even Advance Wars; this game should be familiar territory. Battles are turn-based and take place on what essentially is a grid. Each time it becomes a unit's turn, they will get a chance to move and execute an action. Each unit has 8 stats which determine different attributes:

Move

- Amount of panels that unit can move each turn.

Jump

- Maximum height that unit can scale.

Evasion - The % of attacks that unit can possibly dodge. Speed

- Determines the order and frequency of AT.

Attack

- How strong that unit's physical attack will be.

Defense - How well that unit can defend a physical attack. Magick

- The strength of any magic cast by that unit.

Resistance - How well that unit can resist a magical attack.

There is no "casting" time for spells and abilities, not even for Jump (which

is highly unorthodox by Final Fantasy standards).

FFTA2 is filled with many systems; some are old, some are revised, and some are brand spanking new. Because of their complexity, I might as well go over them one at a time for you:

========== Job System ==========

FFT-A uses the Job System which was born from Final Fantasy III, built upon in Final Fantasy V, and almost perfected in Final Fantasy Tactics. It's also used in Final Fantasy X-2 under the guise of "Dress Ups". Anyway, FFTA2 uses a revised Job System, it defers from FFT's system like so:

* No more Job Points. * The inclusion of Races and the abolishment of Sexes and Zodiac signs. * The inclusion of an AP (Ability Points) system, ala Final Fantasy IX. * A whole new collection of Jobs and abilities. * New Jobs are learned by mastering abilities, not by Job Levels.

======================================= Ability System/Opportunity Turns/Scions =======================================

Ability System

--------------

The ability system is almost exactly like Final Fantasy IX's. Abilities are embedded in equipment; once you equip items (weapons, armor, etc.) on a unit you will be able to use the abilities associated with that equipment. As soon as you unequip those items, the unit will no longer be able to use those abilities. However, you can permanently learn abilities by mastering them. To "master" an ability, you must equip the item the ability is embedded in and gain enough AP (Ability Points) to learn it. Be aware that you still have to select Secondary, Reaction and Passive Abilities to use them. Movement abilities are now "status effects" found in special shoes/boots.

Opportunity Turns -----------------

During battles, you will notice that a meter will gradually fill up as your party members act. This is the Smash Gauge, which normally fills by 10% upon completion of a successful action. When it completely fills for a given character, they will have the option of performing an Opportunity ability at their next turn. This ability depends on what units are immediately next to you, and if they are enemies or allies. A list of these abilities is below:

Ability -------

Surrounded By Effects ------------- -------

Tough as Nails! 0 units Battle Shout!

1 ally

Protect + Shell on self Attack^ and Resilience^ on all

Fleet of Foot! 2 allies

Hastega on all

Shield of Steel! 3 allies

Astra to all

Second Wind! Flurry! Eye for Eye! Frenzy! Last Stand!

4 allies

1 enemy 2 enemies 3 enemies 4 enemies

Curaga to all Attack enemy twice in a row Attack all Attack all Attack all

Scions ------

In this game, summoned monsters come in the form of Scions. They are accessed by equipping specific accessories that allow for these moves to be performed. In battle, your Smash Gauge will need to be filled in order for a Scion to be summoned. Unfortunately, you cannot permanently learn a Scion's ability, so you are only able to use it if you have that accessory equipped.

===== Races =====

In this game, in addition to the different jobs, there are seven races of characters. Each race has its own set of jobs that it can become (after meeting prerequisites, of course). Five of the races are available from the start, but the other two races only become available after you complete

quests that grant you access to jobs that only those races may become. The seven races, and the jobs that each can have, are as follows:

Bangaa: Bishop, Cannoneer, Defender, Dragoon, Gladiator, Master Monk, Templar, Trickster, Warrior, White Monk

Gria: Geomancer, Hunter, Raptor, Ravager

Hume: Archer, Black Mage, Blue Mage, Fighter, Hunter, Illusionist, Ninja, Paladin, Parivir, Seer, Soldier, Thief, White Mage

Moogle: Animist, Black Mage, Chocobo Knight, Flintlock, Fusilier, Juggler, Moogle Knight, Thief, Time Mage, Tinker

Nu Mou: Alchemist, Arcanist, Beastmaster, Black Mage, Illusionist, Sage, Scholar, Time Mage, White Mage

Seeq: Berserker, Lanista, Ranger, Viking

Viera: Archer, Assassin, Elementalist, Fencer, Green Mage, Red Mage, Sniper, Spellblade, Summoner, White Mage

By looking at each race's set of possible jobs, you can get a rough idea of what type of characters you can put in your party. One thing to note is that the Gria is the only race which has an inherent ability to float, which will enable characters of that race to reach areas that may otherwise be inaccessible.

==================== Job/Race Recruitment ====================

During your travels on the area maps, you will surely come across individuals who wish to be recruited into your party. Whether or not you admit them into your clan is entirely up to you, and if you really want to build up these recruits from scratch. The locations of such recruitment opportunities, as well as exactly what you can expect to find, depends on the month and area you are in. Here is a rundown of what you should expect to find in each month:

Month ----Ashleaf

Race Location ---- --------

Jobs

----

Viera Camoa

Archer, Fencer, Green Mage, Red Mage,

White Mage Rupie Mountains

Assassin, Elementalist, Sniper,

Spellblade, Summoner

Blackfrost Hume Galleria Deep

Blue Mage, Fighter, Hunter, Paladin

Sant D'alsa Bluff Illusionist, Ninja, Parivir, Seer Targ Forest

Archer, Black Mage, Soldier, Thief,

White Mage

Bloodfire Bangaa Aisenfield

Cannoneer, Defender, Master Monk,

Templar, Trickster Baptiste Hills

Bishop, Dragoon, Gladiator, Warrior,

White Monk

Coppersun Nu-Mou Graszton Moorabella

Beastmaster, Black Mage, White Mage

Arcanist, Illusionist, Sage,

Time Mage Nazan Mines

Alchemist, Scholar

Emberleaf Gria Fluorgis Zedlei Forest

Hunter, Raptor Geomancer, Ravager

Seeq Aldanna Range Tramdine Fens

Goldsun

Berserker, Ranger Lanista, Viking

Moogle Bisga Greenlands Animist, Black Mage, Thief Goug

Fusilier, Moogle Knight, Time Mage, Tinker

Neslowe Passage

Chocobo Knight, Flintlock, Juggler

Greenfire Bangaa Aisenfield

Cannoneer, Defender, Master Monk,

Templar, Trickster Baptiste Hills

Bishop, Dragoon, Gladiator, Warrior,

White Monk

Mistleaf Viera Camoa

Archer, Fencer, Green Mage, Red Mage,

White Mage Rupie Mountains

Assassin, Elementalist, Sniper,

Spellblade, Summoner

Plumfrost Gria Fluorgis Zedlei Forest

Hunter, Raptor Geomancer, Ravager

Seeq Aldanna Range Tramdine Fens

Berserker, Ranger Lanista, Viking

Rosefire Nu-Mou Graszton Moorabella

Beastmaster, Black Mage, White Mage

Arcanist, Illusionist, Sage,

Time Mage Nazan Mines

Alchemist, Scholar

Silversun Moogle Bisga Greenlands Animist, Black Mage, Thief Goug

Fusilier, Moogle Knight, Time Mage, Tinker

Neslowe Passage

Chocobo Knight, Flintlock, Juggler

Skyfrost Hume Galleria Deep

Blue Mage, Fighter, Hunter, Paladin

Sant D'alsa Bluff Illusionist, Ninja, Parivir, Seer Targ Forest

Archer, Black Mage, Soldier, Thief,

White Mage

=========================== Clan Bonuses/New Game Bonus ===========================

Overview --------

When you start a new game, watch the introductory sequence as usual. You will reach a point where you will be asked three questions, each of which you can pick one of three answers to. These answers will determine the Clan Bonus which you start the game with (as in, you don't have to complete Clan Trials to obtain them). Clan Bonuses come into effect at the start of every battle (you pick them from a list), and remain in effect until either the end of the battle or if the current law is broken.

Clan Bonuses ------------

The list of Clan Bonuses are as follows (note that this is the list at the start of the game; by completing Clan Trials you can upgrade them):

Agility up 1 Use: Very slightly improves chance to hit and avoid being hit.

Bonus AP 1 Use: Slightly increases the ability points awarded for completing a quest.

Bonus EXP 1 Use: Slightly increases the experience points awarded for completing a

quest.

Bonus Gil 1 Use: Slightly increases the gil awarded for completing a quest.

Clan Points +1 Use: Slightly increases the clan points awarded for completing a quest.

Luck up 1 Use: Very slightly increases critical hit rate and chance of an Opportunity turn.

Power up 1 Use: Very slightly increases damage dealt and reduces damage received.

Smash Gauge 1 Use: Slightly increases the rate at which the smash gauge is filled.

Speed up 1 Use: Very slightly raises speed.

New Game Combinations ---------------------

The following is a list of the possible combinations in which you answer the three questions at the start of a new game.

Combo -----

Bonus

-----

AAA

Bonus EXP 1

AAB

Bonus Gil 1

AAC

Luck up 1

ABA

Bonus AP 1

ABB

Clan Points +1

ABC

Agility up 1

ACA

Speed up 1

ACB

Power up 1

ACC

Smash Gauge 1

BAA

Agility up 1

BAB

Luck up 1

BAC

Bonus Gil 1

BBA

Smash Gauge 1

BBB

Power up 1

BBC

Clan Points +1

BCA

Speed up 1

BCB

Bonus EXP 1

BCC

Bonus AP 1

CAA

Bonus Gil 1

CAB

Luck up 1

CAC

Power up 1

CBA

Agility up 1

CBB

Bonus EXP 1

CBC

Speed up 1

CCA

Smash Gauge 1

CCB

Clan Points +1

CCC

Bonus AP 1

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-=-=-=-=-=-=-=-=-=-=-= -= 5. Walkthrough -= -=-=-=-=-=-=-=-=-=-=-=

Introduction ------------

The game opens with a couple of lines of dialogue from the main character. You will get to name him, so keep the name as DAYAT for the purposes of this FAQ. He will talk about his journal for a while more, then you will be able to answer a few questions about summer vacation. Pick whatever you want, but be warned that your selections will determine the bonus you receive at the start of the game (the list of combinations can be found in the Overview section above). Answer the three questions, then the bell will ring, signifying the end of school. DAYAT doesn't get off so lucky, and is stuck sorting books in the library. He will find an old book, but after writing his name on one of the pages, he gets sucked into another world!

The next scene will show a battle about to take place, when DAYAT magically appears. The allies will call DAYAT over and make him join their clan in order to survive here. You will get to meet Cid at this point, who is the guest in

this battle. The White Mage and Black Mage will serve to teach you the commands in battle (assuming you never played a FFT game before). After the tutorial is over, you will have to finish the battle by defeating Klesta, the giant bird to the right.

=============================== Battle 1: Stranger in the Woods ===============================

Victory Circumstance: Defeat Klesta! Forbidden: Ranged Weapons Strategy: Two smaller enemies will wander into the area as the battle begins. Ignore them and concentrate everyone's attacks on Klesta. Use the Black Mage's magic attacks to cause more damage, and the White Mage to heal if need be. Once Klesta's HP is down to about 1/3 its total, it will run away and the battle ends.

Following the battle, DAYAT, Cid, and the others will return to town and rest up. When you are on the world map, you will be given a quick explanation on what to do. For now, head to Wood Village directly to the east. Once there, you will meet the rest of the clan inside the Pub and talk to Cid some more about DAYAT's plight. You will also get to name the clan at this point (stick with Gully). You will learn about obtaining quests in the Pub. When you go back to the world map, visit the Pub again at Wood Village and accept the "A Paw Full of Feathers" quest (it's the only one available, and it's the next story mission).

After that, you will leave, though Cid insists you should prepare for the battle first. You will be on the world map, where your destination is shown by a blue balloon. For now, go to the Shop in Wood Village. You can check out what's for sale, though I wouldn't recommend buying anything right now. As you leave, the shopkeeper will explain the concepts of loot and the Bazaar. This will come in handy, since the only way to be able to buy different items from the shop is to trade in loot at the Bazaar and create new items for sale. Use the Bazaar and some of the loot you just obtained to make a Broadsword, then buy one for DAYAT (use the Fitting room to equip your new gear automatically).

The shopkeeper will explain to you the concept of learning abilities from your equipment. If you want to buy anything for the rest of your clan, go for it, otherwise exit the shop. When you are ready to proceed, head to your destination. You will meet some chocobos which will run off when the wolves appear. The battle will then commence after Cid explains the laws and clan privileges.

================================ Battle 2: A Paw Full of Feathers ================================

Victory Circumstance: Defeat all foes! Forbidden: Fire Strategy: You will be against two Wolves and a Baknamy in this battle. Luckily your clan greatly outnumbers them, plus the enemies are

simple so this should be a quick and painless battle. Attack the Wolves one at a time, having everyone attack (one round of everyone attacking should kill a Wolf). Once they are done, go after the Baknamy, which has slightly stronger attacks and more health. If any of your units gets ganged up on, heal up with a White Mage or by using items.

Once the battle is over, you will see the chocobos return to the field. DAYAT will reveal a journal which automatically records his adventures thus far. When DAYAT and Cid leave the area, head back to Wood Village. As a side note, if you want to save your game, go to the Main Menu while on the world map and pick the System Menu option. Back in the village, you will overhear another clan talking about bandits blocking the highroad to Camoa, and decide to see if there is a quest for it.

Cid will leave your party at this point. So, head back to the Pub and accept the "The Yellow Wings" quest. There will be a couple other optional quests which you can take as well. Do another quest, change your jobs around, make/buy some new equipment, and when you are ready to proceed head to the mark on your map.

========================== Battle 3: The Yellow Wings ==========================

Victory Circumstance: Defeat all foes!

Forbidden: Ice Strategy: In this battle, you face off against the bandits known as the Yellow Wings. There are five of them: Thief, White Monk, Archer, Black Mage, and Animist. Your best bet would be to eliminate the Black Mage quickly, since he can cause the most damage to your party. The White Monk has strong attack power, so be sure to dispose of that early on as well. With Cid helping your clan here, you should be in fine shape to win this battle easily.

Once the battle ends, you will now be able to continue along the highroad to Camoa. You will be briefed about the difference between area maps and world maps, and how traveling between different areas takes a day. It explains it well enough in the game itself. In order to leave the current area, you have to move to the space where a sign with a blue arrow is located. Do so, then head to Camoa.

When you arrive in Camoa, Cid will talk to a guy named Ribs on the roof of a nearby building. He will ask you for a tomato stalk, which leads up to your next mission. Go to the Pub and check out the new quests that are available; be sure to do some to gain experience and learn new abilities (change your equipment/jobs as you master the abilities they hold). When you want to progress in the storyline, take the "You Say Tomato" quest.

======================== Battle 4: You Say Tomato ========================

Victory Circumstance: Defeat all foes! Forbidden: Lightning Strategy: When you arrive here, you will find the tomatoes, as well as an Alraune, whose drill can be sold for a nice profit. At that point, Adelle will appear and offer to help in exchange for a cut of the profits. With Cid in tow as well, you will have a total of 7 allies in this battle against four Deadly Nightshades and the Alraune. Take care of the Deadly Nightshades first as they are more plentiful and weaker, then go after the Alraune. The enemies have the ability to cast Blind and Silence on your group, so be careful!

Following the battle, Adelle will leave with the biggest prize of all. There isn't anything you can do for now, so head back to Camoa. There, Cid will give Ribs the tomato stalks he asked for, as well as find out about a special mage. You will spot Adelle wandering around, who Ribs will mention, and explain how she is going after a mark at the Pub. So, head to the Pub and check out the quest roster to find "Wanted: Ugohr". This is the next story mission, so accept it. Take some other quests if you want, equip yourself at the Shop, then when you're ready, head to Baptiste Hill for the next mission.

======================= Battle 5: Wanted: Ugohr =======================

Victory Circumstance: Defeat Ugohr!

Forbidden: Restoring MP Strategy: For this battle, your primary target is the green-shelled Ugohr in the back. Accompanying it are two Wolves and two Cockatrices, so you may as well take care of them as well. The enemies have their typical moves so it's nothing too spectacular, but the Great Tortoise Ugohr has Counter, not to mention a few different attacks which can be brutal on your clan. Hopefully you've been doing some side quests and getting better gear along the way! Either way, you should take out the intermediate enemies before going for the main target. The Cockatrices will get the next move if you critically weaken them, so try and hit them hard and fast so you don't have to worry about an unexpected strike. When you get to the Ugohr, pummel it with everything you have and you will succeed.

After the battle, Cid and DAYAT will wonder why Adelle never showed up. They leave and then she shows up, only to fall into their trap! Cid decides to leave her in the trap after taking the prize. Now that you're done here, head back to Camoa. While resting in the Pub, Adelle will appear and decides to join your clan. You can't turn her away, so you may as well take her in. A new path opens up leading to the Bisga Greenlands, so head that way and continue southward to the Graszton Highroad. Once in that area, head to the port town of Graszton.

A scene will take place here between Cid and some guy who comes out to meet him. Following this, Cid will be in bed with DAYAT at his side. Adelle will come and Cid will tell you to go to Aldanna Range and find the mage. Now that you know where to go next, head to the Pub and check out the latest quests.

Accept the "Wanted: Gilmunto" one to progress the story, then head to Aldanna Range when you're ready to continue. You will have to pass through the Galleria Deep on the way to the range.

========================== Battle 6: Wanted: Gilmunto ==========================

Victory Circumstance: Defeat Gilmunto! Forbidden: Fire Strategy: On this mountain range, you will hear about Mist for the first time and how the monsters you face here are different than ones you've seen before. You will fight two Worgens, a Yellow Jelly, a Thunder Drake, and an Asp (Gilmunto). The weakest enemies are the wolf-like Worgens, so you should concentrate on them first. The Yellow Jelly and Thunder Drake absorb Lightning attacks, so try to use ice-based magicks or other elements if you have them instead. When you get to Gilmunto, be extremely careful since it has high attack power and can target multiple people at once. When you see it's close to Gilmunto's turn, you should heal up any weaker members quickly. As soon as you defeat Gilmunto, the mission is over.

Following the battle, you will see Gilmunto on the ground in front of you. As you approach it, a mysterious man will tell you to step back as it vanishes into the Mist. You will find out this man is the old wizard Lezaford, the guy you were searching for. Lezaford will take you back to his cottage to talk

about DAYAT's journal. After you leave, head back to Graszton and visit Cid. After the scene there is done, head to the Pub and accept the next story mission called "Now That's a Fire!", then go to Zedlei Forest to start it.

============================ Battle 7: Now That's a Fire! ============================

Victory Circumstance: Defeat all foes! Forbidden: Restoring MP Strategy: Here in the Zedlei Forest, you will find three Bombs, as well as two Floating Eyes and a Red Marshmallow. These enemies are not too difficult; you'll find the Floating Eyes to be the easiest of the mix, sans their powerful Death Dive when they are in critical health. The most difficult part is dealing with the Bombs, particularly when they are low on health. If you get them to critical, they have Quicken which lets them take the next turn, and then they will Self-Destruct, causing massive damage to anyone nearby. If you have a Black Mage, make sure they are here to cast Blizzard/Blizzara on the Bombs to quickly dispatch them.

Once the battle is over, Adelle will tell you a little more about the Auction House. You then decide to go try an auction out, so head to Camoa or Graszton and pick the new option on the town menu. After you complete an auction (it doesn't matter what the results are, though ideally you would want to win), there will be a number of new quests open to your access. Go to a Pub and

accept the Pearls in the Deep quest when you're ready to proceed with the story. Don't forget to check your equipment and try out some new jobs (hopefully you've been doing some quests to unlock certain jobs). Either way, when you are ready, head to the Galleria Deep and enter the next battle.

============================ Battle 8: Pearls in the Deep ============================

Victory Circumstance: Defeat the Lord of the Flowsand! Forbidden: Actions by Nu Mou Strategy: In the Larva Den, you have to face a Yowie (the Flowsand Lord) at the bottom. There will also be Antlions and Pit Beasts wandering into the area, though you should focus on the big boss at the bottom instead, as the smaller enemies will just keep coming in. The Flowsand Lord itself is a tough foe, and its attacks are far reaching and devastating. It can even use Draw In, which pulls an ally into the pit and drains its health, healing itself in the process. The best approach I've had here is to get your entire clan to the bottom of the pit, and surround the boss, then let loose with all your melee/magick attacks. Ignore the smaller enemies and grab the treasures around the room if you desire. After the boss attacks, heal up the member(s) that were hit and continue your assault until you win.

Following the battle, DAYAT will collect the moss needed for the tonic, as

well as some pearls for Adelle. After you leave the area, head back to Graszton and check on Cid. He will mention going to the Rupie Mountains, which means your next story quest is available and located in the mountains. There are a number of new quests available as well, so go check them out at the Pub. When you are ready to proceed, take the quest "Mountain Watch" and head to the Rupie Mountains to undertake the next story mission.

======================== Battle 9: Mountain Watch ========================

Victory Circumstance: Defeat Ewen! Forbidden: Ice Strategy: When you arrive on the mountain, a Nightfall named Ewen will appear and offer you gil for your Judge. Since DAYAT obviously declines, Ewen calls the rest of his clan in (Sniper, Ninja, Assassin, and Time Mage) and you must do battle. You only have to defeat Ewen in order to complete the mission, but you can defeat the rest of the clan for added experience and loot. His clan is not so difficult, though Ewen and the Ninja have the Throw ability which can be powerful, as well as the Sniper's ability to attack from a distance. Additionally, Ewen bars the Judge from the battle, so you won't be able to revive anyone should you die, plus you won't get the law bonus at the end. Nonetheless, you should try to take out the Time Mage before he can use Haste on the rest of the enemies, then go for Ewen. Once you defeat Ewen, the battle ends.

After the battle, DAYAT will find a piece of jewelry left behind by Ewen. He will also find that the Judge is back in action, of course. Now, head back to Graszton and talk to Cid about the piece you just found. He will tell you to get it appraised, which you can do in Moorabella. So, head on over to that city when you're ready. DAYAT will find out that the jeweler needs more time to check out the item you brought, and will post a note in the Pub when it's figured out. DAYAT also wants to go on the airship, but overhears a crowd saying the Aerodrome is closed due to a prankster of some sort.

For now, head to the Pub and check out the new quests that are available. It would be worth it to do some if you haven't already been, so you can gain more levels and unlock/try out new jobs. Whenever you're ready to progress the storyline, accept the "Grounded!" quest and get going.

==================== Battle 10: Grounded! ====================

Victory Circumstance: Defeat Genius Ed! Forbidden: Harming the Weak Strategy: When you arrive aboard the airship, you will spot the perpetrator right in front of you. At that point, a sky pirate named Vaan (of FFXII fame) will appear and attempt to claim your target for himself. Nonetheless, Vaan fights as a guest ally for this battle. You are up against Genius Ed (a Sage), as well as his group (White

Mage, Time Mage, Berserker, Fusilier). If you've been doing a lot of side quests, upholding the law here may be difficult; don't worry about it if you really are overleveled like I was. Anyway, your main target is Genius Ed, since the battle ends once you defeat him. However, you should go after the White Mage first obviously, followed by the Fusilier because of the status effects he can inflict from a distance. Once Genius Ed is down, you win.

Following the battle, DAYAT and Vaan will talk before another familiar face from FFXII appears (Penelo). She will take Vaan away, who inadvertently blurts out the location of some treasure, which means you'll be heading there next. Since the prankster is captured, the airship is operational again, so you can ride to Fluorgis. Head to the Aerodrome and pay the 300 gil to take the skyferry over. Once there, visit the Pub to gain access to plenty of new quests for you to undertake. When you're ready to advance the story once more, accept the "Rumors Abound" quest and head to the Tramdine Fens as Vaan had stated previously.

======================== Battle 11: Rumors Abound ========================

Victory Circumstance: Defeat all foes! Forbidden: Copycat Strategy: In this swampy area, you will come across a group of undead enemies (Wraith, Ghost, Zombie), and a couple of live ones (Floating Eyes).

They are generally easy to defeat, though the Ghost and Wraith may want to be targeted first since they can actually summon more undead units to the battle. The Zombie can even drain some of your health to replenish its own; be careful of that. As for defeating the undead, you need to use a Phoenix Down or Raise (or a similar ability like Exorcise) to completely destroy them at 0 HP. Once you defeat all of the enemies, tombstones or completely banished, the quest will be complete.

Following the battle, DAYAT will collapse and a scene back in his real world will commence. After he comes to, Adelle will be taking care of him while Cid is resting outside. She will remind you to rest next time you visit a town, so head to Fluorgis and DAYAT will get some sleep. Watch the flashbacks that occur, then Cid will come to check on DAYAT. He will mention that a new quest is at the Pub, relating to a spirit haunting someone else's dreams.

When you have control again, head to the Pub and check out the new quests as usual, and there are plenty of them! You should always try to do some side quests along the way, since it helps to gain levels and loot, not to mention new jobs and new equipment to be bought. Nonetheless, when you are ready to proceed, accept the "Sleepless Nights" quest and head back to Nazan Mines to undertake it.

=========================== Battle 12: Sleepless Nights ===========================

Victory Circumstance: Defeat the Oversoul! Forbidden: Debuffs Strategy: In this battle, you confront the source of the bad dreams, and of course it is a ghost (Oversoul). It is accompanied by Wraiths, a Bloody Orb, and a Zombie, but you only have to take out the Oversoul. The Wraiths are most annoying with their ability to revive fallen undead enemies, as well as the ability to Blind you, so you may want to defeat them quickly. As for the Zombie and Bloody Orb, they have a drain attack which harms you and heals them, but it's nothing too crucial to be concerned over as they are weak by comparison. It would help if you have a White Mage, since healing spells cause damage to the undead creatures here. In case you haven't caught on yet, you must use Raise (or something similar) once you deplete their HP to 0 in order to completely defeat the undead. The ghosts also like to cast Dark or Darkra to damage you and heal themselves, so watch out when they run low on HP. Once you defeat the Oversoul, the battle is over.

Now that you have defeated the Oversoul, the spirit that haunted DAYAT (and others) which caused the bad dreams disappears for good. After this, there will be a number of flashbacks involving a variety of key characters in the game. Once that is done, the three of you leave and a new line in the journal appears.

Head back to town and there will be a scene in the Pub where a musician is playing. After the performance, the bard will leave after posting a bill at

the Pub. When you go back to the map, head back to the Pub and check out the new quests that have just opened up. When you are ready to continue, take the "Making Music" quest and head out to Aisenfield.

======================= Battle 13: Making Music =======================

Victory Circumstance: Defeat the Alchemist! Forbidden: Harming Females Strategy: Out here in the Aisenfield, you will find an Alchemist and his Golems. He will spot you, at which point a Raptor and Ranger will pop out and battle will commence. The Alchemist has abilities which will bolster the other enemies, and the Golems are quite powerful as physical attackers. Be careful of their Ranger, as he can set traps you can potentially fall into. Pay attention to where he sets them and stay clear of those locations. As the law states, you cannot harm females, so you need to avoid the Raptor unless you don't care about the law bonus. If any of your melee fighters has the Cross-Counter ability (it comes from the Master Monk job), it will come in handy when fighting the Golems up close, as well as taking them down quickly. As for fighting the Alchemist, you want to avoid using magick attacks since he has Absorb MP, and can use magick attacks back at you. Plus, he can control the Golems to attack you further if he so wanted to. Once you defeat the Alchemist, the battle is won.

Following the battle, DAYAT will collect the Strawood as requested. When he leaves the area, head back to Fluorgis and you will come across Hurdy, the petitioner from the quest you just completed. He will ask you to take the wood to a shop and make an instrument out of it for him, and gives you a Spiral Vine and 2500 Gil to get the job done.

So, head to a shop and use the Bazaar to make the Brilliant Theorbo for him (it's under the Hurdy's Request heading, in case this isn't obvious). Pay the 2500 Gil to buy it, then you will automatically bring it to Hurdy at the Pub. He wants to join your clan, so let him and you will have your first Bard in the clan! Be sure to equip him properly in the shop before you set out (as well as the rest of your clan; don't forget to check out other jobs if you haven't already been doing so).

Cid will come in and mention that the appraiser from Moorabella has been in contact about the ring from earlier. So, head back to Moorabella and there will be a scene at the Pub where Adelle is waiting for DAYAT to return. A strange woman with blue hair will talk to Adelle about joining her group, but of course Adelle refuses. After the woman leaves, DAYAT and Cid return with news about the magicite. It turns out it's stolen, and someone posted a quest wanting it returned. Check the Pub for the new quests that have been made available at this point. To progress the story, accept the quest "Seeking the Stone" and head to the Bisga Greenlands to enter the battle there.

============================

Battle 14: Seeking the Stone ============================

Victory Circumstance: Defeat all foes! Forbidden: Targeting All Units Strategy: When you come here, you will hand over the magicite to the petitioner, only to find out you were set up. When the enemies show up, you will have to engage them in battle. They consist of two Hunters, a Scholar, Paladin, Ranger, and Dragoon. As you would guess, the Paladin is the strongest physical attacker, so you will want to send a melee clan member to take him down. The Scholar can have some devastating abilities on you if you give him enough time, so you will want to defeat him quickly as well. The Ranger will walk around setting traps, so you may want to keep an eye on where he moves so you don't step on them! As for the rest of the opposition, they generally use simple attacks on you, so you can dispose of them at your leisure (don't take too long since their attacks do hurt). Once you bring down the enemy clan, you're done!

After the battle, DAYAT and Cid will talk about what just went down. They decide to head back to town, seeing as they can't do anything without knowing what the enemies are going to do. So, head back to town, any town will do (I went to Graszton personally). There, you will overhear a conversation in the Pub regarding the sky pirates you met earlier, as well as the Baron in Graszton. DAYAT will of course want to check it out, so head back to the Pub and check out the newly available quests. When you are ready to go on with the story, accept the quest "Wanted: Sky Pirate Vaan" and head to the Rupie

Mountains.

================================== Battle 15: Wanted: Sky Pirate Vaan ==================================

Victory Circumstance: Defeat all foes while defending the sky pirates! Forbidden: Not Moving 1 Tile Strategy: You will find Vaan and Penelo here surrounded by a group of headhunters (Bishop, Ranger, Gladiator, Berserker, Lanista). Your goal here is to protect Vaan and Penelo while defeating everyone else. There's nothing really out of the ordinary in this battle; the Ranger lays traps you should avoid, the Gladiator has strong attacks, and the Lanista can use an ability called Charge! which can break your armor. The Bishop will primarily heal the others, so you may want to get to the top and defeat or Disable him early on. The Lanista and Gladiator are the greatest threat to you, so your priority should be to kill them. Remember that Vaan and Penelo will be fighting as well, but you need to keep their health up. When you defeat the opposition, you will get to hear their side of the story and the quest will end.

Following the battle, Cid will decide to head to Graszton to investigate the situation. That is your next destination, so go there and meet Cid at the Pub. After a bit of conversation and arguing, Hurdy will alert you of a new bill posted at the Pub requesting your clan specifically. When you are ready,

accept "A Request" and get to the Ruins of Delgantua; I would recommend doing some of the new quests to build up experience first, among other things, though.

============================= Battle 16: A Request (Part 1) =============================

Victory Circumstance: Defeat Illua! Forbidden: Being Robbed Strategy: Upon your arrival, you will meet up with Illua, the blue-haired woman who met Adelle earlier. After some conversation, you will have to defeat her in battle. You are up against Illua (a Nightshade), Ewen the Nightfall, an Elementalist, Seer, Spellblade, and an Illusionist. The Spellblade has Doom Blade, which can cast Doom on its target, which is not good since Illua banishes the Judge before the battle even begins! The biggest threat by far is Illua's Dimensional Rift ability, which takes away 75% of your total HP in one shot, and it can hit a large area too. That said, you must have a White Mage handy with at least Cura or Curaga, as well as people who can use items. The Seer can cast the mid-level attack magicks, the Illusionist and Elementalist can do their usual elemental attacks from a distance, and the Nightfall has Dual Wield. You should take out the mages one at a time, making sure to cure up immediately if the Dimensional Rift is used, then you should concentrate on Illua. Once you defeat her, this battle ends,

but the quest is not over yet!

Following the first battle, Illua causes a reaction in DAYAT's journal, at which point you find out it is in fact a grimoire. Illua will try to attack, but DAYAT and company get sent off to another dimension. There, Lezaford will appear and tell you to leave since it's very dangerous. At that point, a portal will open and a giant demon hand will appear through it. Of course, you have to defeat this thing as well, so get to it!

============================= Battle 17: A Request (Part 2) =============================

Victory Circumstance: Defeat the Neukhia! Forbidden: Opportunity Commands Strategy: In this second battle, you must face a Neukhia (the demon hand), as well as two Plagues. Of course you will have to deal with the Plague's abilities which can cause Confuse status on your clan members, but the Neukhia is the much greater threat. Its abilities can hit multiple members at once, causing lots of damage and status effects (like Confuse). If you have a good melee character with Dual Wield, you will want to send them right up to the demon hand and do battle that way. A Juggler with Smile Toss to give your best attacker a much sooner second chance will come in handy as well. Don't worry so much about fighting the Plagues, as more enemies will appear if you defeat them. Once you deplete the demon hand's

health entirely, the battle will be completed and you will win.

As soon as this battle is over, the quest is finally complete. Lezaford will tell you to head east to a gate crystal in order to escape the new area. On the area map, head to the other location and you will use the gate crystal to meet up with Lezaford. He will take you back to his cottage, where he will explain where you just were (Jagd Zellea). He will also reveal that your journal is actually the Grimoire of the Rift. After a bit more explanation, DAYAT will decide to go to a Pub and check out the latest bills.

When you are on the map screen again, head to any town (I personally went to Moorabella) and visit the Pub. Hurdy will talk about a survey in the city of Goug for old machinery, and that he would like to go on that quest. DAYAT will run off to talk to Cid; head back to the Pub and the new quests will become available. There are a LOT of new quests this time, so take some time and do a bunch of them! When you are ready to continue onward, take the quest "The Dig" and head to Goug.

================== Battle 18: The Dig ==================

Victory Circumstance: Defeat all foes! Forbidden: Fire, Ice, Lightning Strategy: Down here in the mines, you will encounter the Mooglebanes, as well as a Red Chocobo and Black Chocobo. At first glance, they may

appear to be easy, but the Mooglebanes all have Illude, which can cause Charm on your clan members. If you have any accessories which makes you immune to this, by all means equip them before the battle! The chocobos have abilities which can hit you hard as well, plus they can cure and protect their own allies, which may make the battle a little longer than it should be. If your clan is protected against Charm, go after the chocobos first; otherwise, do it the other way around. Once you defeat everything here, the quest will be completed.

Upon completion of the battle, the Moogles will go back to work in the mines. The others will find something and will run off, then Adelle will decide to go back and rest. Meanwhile, Hurdy finds something and calls to DAYAT for help, so they stay behind while Adelle wanders off. You will receive the Hurdy-gurdy, which is what he found in the mines. When you get back to the map screen, head back to any town (I went to Goug, personally). You will see a scene with Adelle in her room, and more flashbacks occur. Adelle will end up leaving your clan at this point, which you find out when DAYAT, Cid, and Hurdy are at the Pub.

With Adelle gone for now, you might as well check out the new quests that are available, as always. When you are ready to proceed with the story, take the quest "Through Another's Eyes". Once you do that, you will witness a quick scene with Adelle wandering around and being confronted by the blue-haired woman from earlier in the game. Head to Kthili Sands and you will enter into the next story battle.

================================= Battle 19: Through Another's Eyes =================================

Victory Circumstance: Bring Adelle back to her senses! Forbidden: Ranged Weapons Strategy: When you get here, you will find Adelle wandering around alone. She wants DAYAT's journal/grimoire, and then a bunch of monsters will appear and you will have to enter battle. Cid says that you should try talking to Adelle, which you can do by moving next to her and choosing to talk. The monsters that accompany Adelle are Pit Beasts, Zaghnals, and a Thunder Drake. You don't have to fight them, but maybe you should en route to Adelle to make it a little safer. You also don't want to kill Adelle, though she will be trying to attack you as well. Also note that Adelle has a new and different job (Heritor), as well as different equipment and the Lennart ability which can hurt a bit if you're too close to her. It must be DAYAT who talks to her, so have him concentrate on getting to Adelle while the others hold back the monsters. Once you talk to Adelle three times, the quest will be over.

Following the battle of sorts, DAYAT and Adelle will have a chat before apparently parting ways again. Of course, Adelle realizes she may have made a mistake by leaving in the first place, so she rejoins the clan at this point. Head back to town and you will find DAYAT and Adelle in the Pub, overhearing a nearby conversation about the sky pirates Vaan and Penelo. There is a quest

available which asks you to capture them, as well as several other new quests. As usual, when you're ready to advance the story, take the quest "Pirate Problems" and head to Camoa.

========================== Battle 20: Pirate Problems ==========================

Victory Circumstance: Defeat Vaan...!? Forbidden: Harming Bangaa Strategy: When you come here, you will encounter what at first glance appears to be Vaan and Penelo. After they start talking, you figure out they are imposters, and then a battle will commence. Your objective is to defeat the supposed Vaan (Sky Pirate), but you also have to face the so-called Penelo (Dancer), as well as a Cannoneer, Sniper, Fighter, and Ravager. At any rate, as the law states, you cannot attack the Cannoneer, but he is nothing to be concerned over. The Fighter and Ravager are the strongest attackers, so you may want to eliminate them on the way to Vaan. Penelo will try to inflict status effects, and the Sniper may try to break your weapon with one of her abilities; be careful! As for the imposter, he tends to try and steal from you, so hopefully you don't lose too much from that! Once you defeat the fake Vaan, the battle will be over.

After the battle, the real Vaan and Penelo will arrive on the scene. After a short conversation, they will run off with the treasure that the fake

versions came to steal. Now that they're gone, head back to town where your clan will discuss Illua and Khamja some more. Hurdy will alert you that a new bill was posted requesting the clan's assistance, so check the Pub for new quests when you're ready. When you want to go to the next story quest, take the quest "The Ritual" and head to the Ruins of Delgantua to meet Illua.

===================== Battle 21: The Ritual =====================

Victory Circumstance: Defeat Illua! Forbidden: Harming Males Strategy: In this battle, you have to face Illua once again, but she has brought friends as well (Time Mage, Arcanist, Red Mage, Summoner). The law prevents you from attacking the males, so if you want to obey it, you need to avoid the Time Mage and Arcanist. Lucky for you, if you want to call it that, the toughest opponents here are the female characters anyway (Summoner and Red Mage), due to their ability to hit multiple clan members for lots of damage. The Arcanist has Graviga, which can cut your clan members' HP down by 50%, so you should try and avoid him unless you don't care about the law, in which case defeating him should be a priority. As for Illua (you only have to defeat her to win this battle, by the way), her powerful Dimensional Rift takes 75% of your HP, and her other abilities can Stop you and cause plenty of damage. You will want to have your very best attackers in this battle to counter Illua, as

well as someone who can heal your group as needed (a Bard will do particularly well with Soul Etude and Nameless Song). Once you beat Illua, this battle will end.

Of course, even though you defeated Illua once again, that's not the end of her. She taps into her special powers and you all warp to the Forbidden Land of Zellea from earlier in the game. You don't have to go and battle her just yet, as you are sent back to the area map. If you want to go on and fight the final battle of the game, head to the next destination on your map. If you want to revisit any other place, head to the gate crystal and you will return to Lezaford's cottage. If you want to return to Zellea, just go to the cottage and warp back.

Before you go back to fight Illua, you should make absolute sure you have your best equipment on the six clan members you will bring into the battle. You gain no AP from the final battle, so there's no use bringing gear you're only trying to level up. Some abilities that will prove quite useful are Dual Wield, Magickal Frenzy, the Bard's Song ability (particularly Nameless Song and Soul Etude), and the Ultima attacks (Ultima Masher, Ultima Charge, and so on). It may be cheap, but if you have a Ranger with Mirror Items, that will help you immensely in the battle to come. You should equip the six people with the accessories that summon Scions, most importantly the High Seraph's Plume to summon Ultima. Finally, equipping certain other accessories such as the Ninja Tabi, Orb of Minwu, Faerie Shoes, and the Fortune Ring, as well as Ribbons on female characters, will be greatly appreciated.

When you are finally ready to continue to the end of the game, head back to

Zellea and enter the final battle!

============================ Battle 22: The Two Grimoires ============================

Victory Circumstance: Defeat Illua! Forbidden: Buffs Strategy: For this battle, you will once again meet Illua, along with two Behemoths. They are fast and very strong, but they and other enemies will appear as the battle commences so you should simply ignore them and heal as needed. Illua has some very strong attacks, as do the enemies that continually appear into the area, so you seriously need someone who can heal your group on short notice. Illua is also quite a fast mover, so if you have the Ninja Tabi equipped, you can keep up with her going around this area. Send your strongest attackers after her directly, though it will help to have someone attacking from afar (like a Trickster, Cannoneer, or Fusilier) as well. Try your best to avoid the onslaught of powerful enemies that emerge and concentrate solely on Illua; gathering loot should be no reason to prolong this battle! Once you defeat Illua, she will be gone, but one last battle will commence.

======================== Battle 23: From the Rift

========================

Victory Circumstance: Defeat the Neukhia! Forbidden: Reaction Abilities Strategy: For this battle, there are three parts: the Wisp, Pod, and Core. You cannot attack the Core until you destroy the Wisp. The Wisp itself is a glowing ball which can be in one of three locations on this giant monstrosity. One of those positions is directly in front of you when you start, in the middle area. The other two positions are atop circular indentations on the left and right sides of the area. The right side is particularly difficult to get to since if you don't have Faerie Shoes, you will be walking around the entire area to get to it. Your main goal is to attack the Neukhia Wisp here. After you attack it enough, it will move to another location, where you must follow it and continue the assault. All the while, all three components will be attacking you with some strong attacks and magicks. The Neukhia Pod is slow to attack, but its Syphonja can hit very hard, so be prepared for that. The Core will also heal the Wisp as you beat down on it, too. Once you deplete the Wisp's health, you will be able to attack the Core directly. However, the Core will go on the offensive; by that, it will use a Rewind ability, which causes three groups of dark crystals to appear on its body. If you go to them, you can take the power back, thus causing the Core to lose some of its attack power. If you don't, it will unleash a very strong attack on your entire clan on its next turn! The Core itself has just over 1000 HP, so if you have your strong characters up there with Dual Wield and other powerful

abilities, you should have no trouble bringing it down quickly. When you defeat the Core, the battle will end.

Following this long and difficult battle, you will witness the final scene with DAYAT and friends in the area where the game began. Once DAYAT gets sent back to his world, you will get to watch what became of the rest of Clan Gully and the others you've met along the way. Finally, the credits will roll and the game will end. Congratulations on completing the game of Final Fantasy Tactics A2! Don't forget that you can reload your completed save file and continue playing; this is how you access certain quests you wouldn't get before this point!

*****************************************************************************

-=-=-=-=-=-=-=-=-=-= -= 6. Quest List -= -=-=-=-=-=-=-=-=-=-=

============================ A1-01: Stranger in the Woods ============================

Description: Monster in Targ Wood! We hunters of the village tried to stop 'im, to no avail. Somebody do somethin', please! You don't need to kill 'im, just drivin' 'im off will do. -Heriward, Wood Village Hunter

Quest Type: Story Battle Rank: 1 Appears: Start of game. Price: N/A Location: Targ Wood Days: N/A Ability Points: 80 Clan Rewards: 2 Clan Points Negotiation +1 Adaptability +1 Reward: 250 Gil Gikhet Lead (x2) Faren Pollen (x2)

================== A1-02: Reagent Run ==================

Description: The muskmallow, favored herb for treatment of ague, is again in season. Seeking herbalists to venture into Targ Wood and procure a supply. No previous experience required. -Jylland Apothecary's League Quest Type: Satisfy Petitioner Victory Circumstance: Collect a sample of muskmallow! Forbidden: Knockback Rank: 8

Appears: After completing Quest A1-11 (The Yellow Wings). Price: 200 Gil Location: Targ Wood Days: 20 Ability Points: 30 Clan Rewards: 16 Clan Points Aptitude +1 Reward: 1580 Gil Cactus Fruit (x3) Nepenthis Spruce (x3)

In this area, you will see several sparkling spots scattered along the ground. Those are the locations you need to get to and examine for muskmallows, as the quest requires. You will have to face a bunch of enemies though, including Wolves, Dreamhares, and a Baknamy. You don't have to fight the enemies, but you really should for the loot they drop, plus you will have that much less to worry about when moving to each location to examine. The quest is complete when you examine the location and find a muskmallow (only one of the spots will have it).

===================== A1-03: The First Step =====================

Description: -Trade Requested-

I will trade my Ocktor Tome of Medicine for your cactus fruit! We will do the deal in Targ Wood. -Mack, White Mage Quest Type: Delivery Rank: 3 Appears: After completing Quest A1-06 (A Paw Full of Feathers). Price: 100 Gil Location: Targ Wood Days: 20 Required Items: Cactus Fruit Required Talents: Negotiation = 3 Ability Points: 30 Clan Rewards: 6 Clan Points Reward: 340 Gil Cruzle Brass (x4) Crooked Fang (x2) Zinconium (x3)

==================== A1-04: The Next Step ====================

Description: I seek someone to deliver medicine to a small village in Targ Wood. I would go myself, but there are those who would steal my secrets-as one who crafts potent potables-and it is deemed dangerous for me to go out and about. Please, this one favor I

beg of you. -Mack, Salve-maker Quest Type: Delivery Victory Circumstance: Forbidden: Rank: 16 Appears: After completing Quest C3-01 (Mountain Watch) and Quest A1-03 (The First Step), and reading the Notice "Medicinal Marvel" at the Pub. Price: 300 Gil Location: Moorabella Targ Wood Days: 20 Required Talents: Negotiation = 13 Ability Points: 30 Clan Rewards: 32 Clan Points Negotiation +1 Reward: 1330 Gil Foul Liquid (x3) Divariwood (x3)

============================= A1-06: A Paw Full of Feathers =============================

Description: What's in the woods? Wolves, that's what! And my chocobos are so put out, they're molting early. Somebody, rid us of these

horrible howlers! -Chocobo Corral "Sasasha" Quest Type: Story Battle Rank: 2 Appears: After completing Quest A1-01 (Strange in the Woods). Price: 100 Gil Location: Targ Wood Days: N/A Ability Points: 80 Clan Rewards: 4 Clan Points Teamwork +1 Adaptability +1 Reward: 1050 Gil Snake Skin (x2) Tiny Mushrooms (x2) Fresh Water (x4)

======================= A1-07: The Perfect Gift =======================

Description: It's nearly my mother's birthday, and I want to give her some flowers as a gift, kupo. I need someone to gather some pretty, pink flowers for the bouquet. -Genne, Devoted Son Quest Type: Delivery

Rank: 6 Appears: After completing Quest A1-11 (The Yellow Wings) and visiting Camoa. Price: 200 Gil Location: Camoa Days: 20 Required Items: Prima Petal Required Talents: Negotiation = 1 Ability Points: 30 Clan Rewards: 12 Clan Points Reward: 1050 Gil Molting (x2) Trusty Frying Pan (x2) Water Stone (x3)

====================== A1-08: Kids These Days ======================

Description: Some of our younger clan members have been carrying on in the pub, disturbing the peace, as it were. I reckon it's best to teach them a good lesson now, and nip the problem in the bud. That's where you come in. Give 'em a good thrashing for me! -Criek, Clan Criek Leader Quest Type: Battle Victory Circumstance: Defeat all foes! Forbidden: Ice

Rank: 8 Appears: After completing Quest B2-06 (Wanted: Gilmunto), during the month of Mistleaf. Price: 200 Gil Location: Targ Wood Days: 20 Required Talents: Teamwork = 4 Adaptability = 4 Ability Points: 30 Clan Rewards: 16 Clan Points Reward: 790 Gil Waltwood (x3) Xergis Tin (x4) Gikhet Lead (x4)

You will find a group of trouble-makers in the Wood Village Pub, and it is your job to defeat them so they leave. They consist of a White Monk, Thief, Fencer, Archer, Soldier, and Warrior. There is nothing too out of the ordinary in this fight; I would recommend taking out the White Monk first as it is the most powerful enemy here. Once you defeat them all, the battle ends and you have completed the quest.

====================== A1-09: Watch Your Step ======================

Description: Oh, fie on him! I chased down a marked thief, and almost had him, too, when one of his traps tripped me up! Someone please bring him in! -Finnes, Watch Chief Quest Type: Satisfy Petitioner Victory Circumstance: Defeat all foes and destroy all traps! Forbidden: Not Moving 3 Tiles Rank: 33 Appears: After completing Quest C1-06 (Grounded!) and visiting Fluorgis. Price: 500 Gil Location: Fluorgis Days: 20 Recommended Job (Dispatch): Ranger Required Talents: Negotiation = 15 Adaptability = 15 Ability Points: 30 Clan Rewards: 66 Clan Points Teamwork +2 Reward: 4830 Gil Star Fragments (x2)

In this battle, you must face an all-Seeq clan (Berserkers, Vikings, and a Ranger). These thieves are clever, especially since they hid the stolen goods in the traps, which you must also destroy. For now, worry about killing the enemies of course. The Vikings have Thundara, which can hit you hard if you aren't expecting it, so keep your units healed up well. The Ranger is also a menace since he can go around laying even more traps! You have your work cut

out for you here; concentrate on the Vikings first since they pose the greatest threat. Once the enemies are dead, go around setting off the traps so you can finish this quest. Don't forget to collect the two treasures on the upper wall if you want them.

=============================== A1-10: The Trappings of Failure ===============================

Description: In response to monster attacks in the regions outlying the city proper, we set a number of traps to rid ourselves of the beasts once and for all. Alas, the traps had no effect. Worse still, they now pose a danger to our citizenry. Please destroy these traps before they can do any real harm. -Camoa Ministry of Wildlife Quest Type: Satisfy Petitioner Victory Circumstance: Destroy the traps! Forbidden: > 50 Damage Rank: 12 Appears: After completing Quest A1-11 (The Yellow Wings) and visiting Camoa. Price: 300 Gil Location: Targ Wood Days: 20 Recommended Job (Dispatch): Ranger Required Talents: Negotiation = 4 Adaptability = 4

Ability Points: 30 Clan Rewards: 24 Clan Points Teamwork +1 Reward: 390 Gil Prima Petal (x2) Mape Wood (x3) Sturdy Vine (x3)

In this area, you will see that five traps have been set on the ground (as shown by the blue squares). The only way to clear them is to trigger them yourself by moving onto them. Each trap will take 1/2 of your current health, so be careful! There are also four Sprites and a Banshee, all of whom have the very strong Meteorite ability. That said, you will want to concentrate on clearing the enemies before disabling the traps (it's a smart idea, plus you'll grab some extra loot in the process).

======================= A1-11: The Yellow Wings =======================

Description: Drive off those brigands, the Yellow Wings, before I lose what little business I got left! They've been squatting the highroad, demanding gil from all what pass by. If I can't use that highroad, I can't get to Camoa; and if I can't get to Camoa, I'm finished! -Kagran, Merchant

Quest Type: Story Battle Rank: 3 Appears: After completing Quest A1-06 (A Paw Full of Feathers). Price: 100 Gil Location: Targ Wood Days: N/A Ability Points: 80 Clan Rewards: 6 Clan Points Negotiation +1 Teamwork +1 Reward: 1750 Gil Lamia Scale (x2) Sanative Needle (x3) Earth Stone (x3)

============================ A1-14: A Voice from the Well ============================

Description: Every night I hear what sounds like a woman's voice calling to me from the rear garden. I've just moved residences, and don't care to move again - nor do I have the funds if I wanted to. It's rather disturbing to say the least, and I'd appreciate it if someone would look into this. -Lacado, Townsperson Quest Type: Investigation

Victory Circumstance: Defeat all foes! Forbidden: Ranged Weapons Rank: 7 Appears: After completing Quest A1-11 (The Yellow Wings) and visiting Camoa. Price: 200 Gil Location: Camoa Days: 20 Required Talents: Negotiation = 4 Aptitude = 4 Ability Points: 30 Clan Rewards: 14 Clan Points Reward: 1160 Gil Rat Tail (x2) Bat Tail (x2) Bomb Shell (x4)

Here you are faced with three Lamias and a Lilith. These enemies are infamous for their Kiss ability, which can inflict a variety of status effects on you, most notably Confuse. That said, you will want to kill them as quickly as possible to minimize the collateral damage. There are two near where you begin, so try and kill them first before heading towards the yellow Lilith. Once you kill them all, the quest is complete.

==================== A1-15: The Star Seal ====================

Description: Have you heard of the "Stone with No Name"? Those philistines at the Akademy won't hear a word of it, but I think the Stone bears a message from the distant past. According to legend, holding the Star Seal to the Stone takes one to a hidden land, protected by watchful guardians. I ask you to find the truth. -Mauri, No-name researcher Quest Type: Investigation Victory Circumstance: Examine the Stone with No Name! Defeat all foes! Forbidden: Lightning Ice Rank: 8 Appears: After completing Quest A1-11 (The Yellow Wings) and visiting Camoa. Price: 200 Gil Location: Targ Wood Days: 20 Required Talents: Negotiation = 4 Aptitude = 4 Ability Points: 30 Clan Rewards: 16 Clan Points Reward: 440 Gil Molting (x2) Large Feather Soul Ceffyl (x5)

When you arrive, Mauri will give you the Star Seal before you enter into

battle. There will be only one Baknamy to face, and it is standing next to the Stone with No Name. Move across the field and take out the enemy if you want, then move next to the stone and examine it. Upon further examination, your clan gets warped to another area with more enemies, and the battle starts anew. This time you're up against Wolves, Sprites, a Werewolf, and another Baknamy. The only really tough enemy here is the Werewolf, but it is all the way in the back, so concentrate on taking out the weaker units as you proceed.

===================== A1-16: You Say Tomato =====================

Description: You say tomato, I say kill them all! Why kill vegetables, you ask? Har! Did I mention quivering stalks, or slavering fangs? I was out for a stroll the other day and one bit clean through me britches! I doubt me or me britches are the only victims here. Help! -Gusah, Greengrocer Quest Type: Story Battle Rank: 5 Appears: After completing Quest A1-11 (The Yellow Wings) and visiting Camoa. Price: 100 Gil Location: Camoa Days: N/A

Ability Points: 80 Clan Rewards: 10 Clan Points Teamwork +2 Adaptability +2 Reward: 560 Gil Fury Fragments (x2) Silk Thread (x2) Rabbit Pelt (x2)

================ A2-01: Camoa Cup ================

Description: Clan Tourneys are Under Way! The next tourney will be the Camoa Cup. Rules are as follows: -Maximum team size: 6 -Bouts to be won: 3 -Tourney Guild - Camoa Branch Quest Type: Battle Victory Circumstance: Defeat all the foes in the entry bout! Defeat all foes in the elimination bout! Defeat all foes in the final bout! Forbidden: Using MP Using MP Using MP

Rank: 19 Appears: After completing Quest A1-11 (The Yellow Wings) and visiting Camoa, during the month of Silversun. Price: 300 Gil Location: Camoa Days: 10 Recommended Job (Dispatch): Lanista Required Talents: Teamwork = 4 Adaptability = 4 Ability Points: 30 Clan Rewards: 38 Clan Points Teamwork +1 Adaptability +1 Reward: 2400 Gil Gigas Pendant

Here, you are entered into a tournament against three rival clans. You have to fight each clan one after another, so there is no time to rest and switch members in between. Additionally, you cannot use MP, so that rules out your own mages (if you don't mind losing the benefits of having the judge there, feel free to use magick anyway). First up are the Yellow Wings, who consist of a White Monk, Black Mage, Archer, Animist, and Thief. The second clan is a group of mages (three Black, one Time, one Green). The third clan is the Camoa Braves, with two Thieves, a White Monk, Black Mage, and Warrior.

The best approach is to take out the most dangerous enemy first, which would mean the Black Mages and White Monks as they have the most powerful attacks.

Try to keep your party's health up by using Hi-Potions if you're taking the no law breaking approach. Before you kill the last enemy in each round, take a moment to heal up everyone since the next battle begins immediately after the current one ends. If you survive all three battles and come out on top, you win the tournament!

=================== A2-02: The Sun Seal ===================

Description: I begin to grasp the message within the Stone, yet only dimly... Perhaps I have erred, made some fundamental mistake in my research. I need you to try the Sun Seal to know if I am right or wrong. -Mauri, No-name researcher Quest Type: Investigation Victory Circumstance: Examine the Stone with No Name! Defeat all foes! Forbidden: Items Targeting Adjacent Units Rank: 28 Appears: After completing Quest C3-01 (Mountain Watch), Quest A2-03 (The Moon Seal), and Quest E1-02 (Bonga Bugle - Silversun). Price: 400 Gil Location: Graszton Days: 20

Required Talents: Negotiation = 13 Aptitude = 13 Ability Points: 30 Clan Rewards: 56 Clan Points Aptitude +1 Teamwork +1 Reward: 3590 Gil Dragon Bone (x2) Onion (x2)

When you arrive here, Mauri will greet you for the third time and will hand over the Sun Seal. You need to once again use it with the Stone with No Name and see what happens. Getting to the stone this time will be a bit more of a task, especially since you have to get through a Ghost, Wraith, Lilith, and Baknamy to reach it. The Lilith is probably your biggest threat here due to the possibility of receiving an adverse status effect from it. The ghost enemies will need to be completely destroyed with a Phoenix Down or something similar once you deplete their HP, too. Don't worry about these enemies, they aren't that tough; just get to the stone and examine it.

The stone will react and warp you to a new area full of even more enemies, as in the previous iterations of this quest. You are faced with Thunder Drakes, Headlesses, a Baknamy, and a Zaghnal. These creatures are quite strong with their physical attacks, so hopefully you brought some strong attackers as well at the start of the quest. The Thunder Drakes are the most dangerous to you especially since they can heal themselves and attack you with their thunder-based moves. If you have an Elementalist, it will be quite helpful to

use Fire Whip and hopefully Disable some of the toughest enemies here. Also, long-range attacks are always a plus. As always, once you defeat the supposed guardians here, the quest is over.

==================== A2-03: The Moon Seal ====================

Description: The Stone with No Name was no mere stone! What wisdom did the ancients leave for us to find? I'll need to know more in order to decipher their message to us. The legend tells of three seals. I want you to try the second, known as the Moon Seal. -Mauri, No-name researcher Quest Type: Investigation Victory Circumstance: Examine the Stone with No Name! Defeat all foes! Forbidden: Lightning Bludgeoning Weapons Rank: 18 Appears: After completing Quest B2-06 (Wanted: Gilmunto) and Quest A1-15 (The Star Seal). Price: 300 Gil Location: Camoa Days: 20 Required Talents: Negotiation = 8

Aptitude = 8 Ability Points: 30 Clan Rewards: 36 Clan Points Aptitude +1 Teamwork +1 Reward: 1160 Gil Xergis Tin (x2)

When you arrive, Mauri will give you the Moon Seal this time before you enter into battle. This first area is another ring-shaped area with the Stone with No Name at the opposite end, guarded by a Baknamy and two Floating Eyes. You don't have to fight the enemies, though you will have to en route to the stone. You may want to avoid the Floating Eyes since their Death Dive when they are at critical health is devastating. Move to a spot next to the stone and examine it to complete this part of the quest.

You know what comes next though; you warp to a new area with more enemies and a second battle commences. This time, you're up against Werewolves, a Baknamy, Liliths, and a Lamashtu. The latter two enemies are most annoying due to their Kiss ability, which can confuse your party or inflict bad status effects. It's a more even fight this time, so move forward and take them out! It is a good tactic to concentrate on one enemy at a time, so that you can quickly cut down their numbers and make it easier to move in on the rest. Once you defeat all the enemies, the quest is complete.

===========================

A2-04: Wanted: The Cyanwolf ===========================

Description: -WANTED!Wanted: The Cyanwolf, a new strain of wolf cited for 17 counts of pasture damage and 24 counts of disturbing the peace. Known to travel with a pack, though the mark may be distinguished by its unusual coloration. -Jylland Defenders of the Peace Quest Type: Headhunt Victory Circumstance: Defeat the Cyanwolf! Forbidden: Ice Rank: 3 Appears: After completing Quest A1-11 (The Yellow Wings) and visiting Camoa. Price: 100 Gil Location: Camoa Days: 20 Required Talents: Teamwork = 1 Adaptability = 1 Ability Points: 30 Clan Rewards: 6 Clan Points Reward: 2630 Gil Wolf Pelt (x3) Earth Stone (x6) Tarkov Crystal (x4)

For your first headhunting quest, you will be sent to kill the Cyanwolf. It

is accompanied by four regular Wolves, but you can tell the Cyanwolf apart due to its green color and higher level. Due to your starting position, you will have to fight through the regular Wolves to get to your main target. They are simple enough that your party can take them out with little effort. As for the Cyanwolf, once you kill off the Wolves, go all out to quickly defeat it and complete this quest.

=================== A2-05: Graszton Cup ===================

Description: Clan Tourneys are Under Way! The next tourney will be the Graszton Cup. Rules are as follows: -Maximum team size: 4 -Bouts to be won: 3 -Tourney Guild - Graszton Branch Quest Type: Battle Victory Circumstance: Defeat all foes in the entry bout! Defeat all foes in the elimination bout! Defeat all foes in the final bout! Forbidden: Opportunity Commands Opportunity Commands Opportunity Commands Rank: 29 Appears: After completing Quest B2-06 (Wanted: Gilmunto) and Quest A2-01

(Camoa Cup), during the month of Ashleaf. Price: 400 Gil Location: Graszton Days: 10 Recommended Job (Dispatch): Lanista Required Talents: Teamwork = 8 Adaptability = 8 Ability Points: 30 Clan Rewards: 58 Clan Points Teamwork +2 Adaptability +1 Reward: 4030 Gil Ice Sigil (x2) Corsage of Corruption

In the second tournament, you are again pitted against three opposing clans for a chance at victory. You must defeat the clans one after another with no breaks in between. The first clan, Humeism, consists of a Black Mage, White Mage, Soldier, and Blue Mage. The second clan, Houndforce, is comprised of two Archers and two Hunters. Finally, the third clan is the Veluga Pirates, consisting of two Vikings, a Juggler, and a Thief.

As far as handling these three battles is concerned, you would first want to eliminate the White Mage, immediately followed by the Black Mage in the first battle, for obvious reasons. In the second battle, all four of your opponents are an equal threat as they can all attack from a distance and disable your clan members. You will do best to disable them yourself, or take them out one

at a time, using magick to hit them when they are clustered together if possible. As for the final bout, the Juggler needs to be your first target as he can use Ring Toss (causes Stop) on your allies. The Vikings can use Thunder and steal, as can the Thief, but that's not as high of a priority as the Juggler.

Try to keep your allies healed up, especially towards the end of the battle, since you get no break before the start of the next fight to do that sort of thing. When you defeat all three clans, you win the tournament! It is not detailed on the quest page, but you also receive Corsage of Corruption accessory as an added reward for winning here.

============================= A2-06: The Stone With No Name =============================

Description: My teacher, Mauri discovered the message within the Stone with No Name, yet he passed away before he could see his research till the end. He once told me that the "Stone with No Name is three stones in one, the magickal instrument of antiquity that sealed off an Otherworld from our knowledge." He told me never to go near the Stone, nor pry too deep into its secrets. But...I would see his research completed. -Taura, Favored pupil Quest Type: Investigation Victory Circumstance: Examine the Stone with No Name!

Defeat the demon wall! Forbidden: Restoring HP Reaction Abilities Rank: 42 Appears: After completing Quest D4-16 (A Request) and Quest A2-02 (The Sun Seal), and visiting any town. Price: 500 Gil Location: The Ruins of Delgantua Days: 20 Required Talents: Negotiation = 39 Aptitude = 39 Ability Points: 30 Clan Rewards: 84 Clan Points Aptitude +2 Teamwork +2 Adaptability +2 Reward: 6530 Gil Mythril

When you arrive here, you have to battle through three Luchorpans en route to the stones in the back area. The enemies are slow movers and they aren't too difficult either, so you should have no trouble getting past them. You don't need to defeat them anyway, you only need to get to the stones in the back and examine all three of them. Each stone reacts to a different seal from the previous quests you did, so once you examine them all, you get warped to a new area and a new battle commences.

The second part of the quest pits you against a Demon Wall, which you must defeat before it pushes your clan off the far edge behind you. It actually moves rather slowly in my opinion, and can be defeated way before you reach that threshold. It does, however, have some dangerous moves which can cause Immobilize, Stone, and Sleep status on your clan members if you are not careful! Nonetheless, if you brought some strong characters into the quest initially, you should have absolutely no problems here. Of course, once you defeat the giant wall, the quest is finally over.

======================= A2-07: To Whom Gods Bow =======================

Description: I heard once from an Esper that there exists something greater than them-the scions. What are these scions to whom the Espers bow and make obeisance? If there is someone who knows, I would have them teach me! -Scytha, Summoner Quest Type: Investigation Rank: 15 Appears: After completing Quest D4-11 (Wanted: Sky Pirate Vaan) and Quest A2-08 (An Unfamiliar Land), and visiting Graszton. Price: 300 Gil Location: The Aldanna Range Days: 20 Required Talents: Teamwork = 33

Adaptability = 33 Ability Points: 30 Clan Rewards: 34 Clan Points Negotiation +1 Reward: 5040 Gil Lightwing Crystal (x3)

========================= A2-08: An Unfamiliar Land =========================

Description: I am an itinerant merchant, and on my travels have seen much of this world. I wandered the Empire of Rozarria for a time, and upon coming to Jylland found myself uncustomarily surprised. What are these "Judges" that affix themselves to the clans in this land? They are no doubt different from the keepers of the law that I know-yet perhaps there is some connection? -Aega, Traveling Merchant Quest Type: Investigation Rank: 15 Appears: After completing Quest C3-06 (Grounded!) and Quest B2-05 (A Simple Question), and visiting Fluorgis. Price: 300 Gil Location: The Aldanna Range Days: 20

Required Talents: Teamwork = 15 Adaptability = 15 Ability Points: 30 Clan Rewards: 30 Clan Points Negotiation +1 Reward: 1580 Gil Ice Sigil (x4)

===================== A2-09: Moorabella Cup =====================

Description: Clan Tourneys are Under Way! The next tourney will be the Moorabella Cup. Rules are as follows: -Maximum participants: 6 -Bouts to be won: 3 -Tourney Guild - Moorabella Branch Quest Type: Battle Victory Circumstance: Defeat all foes in the entry bout! Defeat all foes in the elimination bout! Defeat all foes in the final bout! Forbidden: Items Items Items Rank: 41

Appears: After completing Quest B2-16 (Pearls in the Deep), Quest A2-05 (Graszton Cup), and visiting Graszton, during the month of Mistleaf. Price: 500 Gil Location: Moorabella Days: 10 Recommended Job (Dispatch): Lanista Required Talents: Teamwork = 11 Adaptability = 11 Ability Points: 30 Clan Rewards: 82 Clan Points Teamwork +3 Adaptability +2 Reward: 7760 Gil Raging Brooch

Here, you are entered into a tournament against three rival clans. You have to fight each clan one after another, so there is no time to rest and switch members in between. Additionally, you cannot use items, which shouldn't be an issue as long as you have a White Mage or some equivalent handy to cure your group. First up is the Bangaa Brotherhood, which consists of a Defender, Cannoneer, Gladiator, Bishop, Warrior, and Templar. The second clan is called the Nu Mou Nobles (Black Mage, White Mage, Arcanist, Time Mage, Illusionist, and Alchemist). The third and final clan to face, the Arbiters of Death, are comprised of a Sniper, Illusionist, Berserker, Sage, Dragoon, and Hunter.

The best approach is to take out the most dangerous enemy first, as you would expect. In the first battle, that would be the Gladiator and Warrior, as well

as the Templar (his Break ability can turn your clan members to Stone). For the second battle with the mages, they are all a threat in their own right, but the White Mage needs to go first. From there, ganging up on each mage one at a time to defeat them will work well. You can save the Time Mage for last, as he doesn't have attack magicks like the others do. Now for the final battle, the Illusionist and Sage are the strongest attackers due to their magick, so concentrate on them first. You should attack the others with longrange attacks, as they can do the same to you.

Before you kill the last enemy in each round, take a moment to heal up everyone since the next battle begins immediately after the current one ends. If you survive all three battles and come out on top, you win the tournament!

================= A2-10: Odd Places =================

Description: There is a well about which strange rumors always spring up around this time of year. They say it glows in the depth of night, when all lies sleeping, or that monsters not usually seen in these parts appear, even that there are sometimes more wells, or fewer. Could someone please find out the truth? -Typical Camoan Housewife Quest Type: Satisfy Petitioner Victory Circumstance: Examine the wells! Forbidden: Items

Rank: 39 Appears: After completing Quest D4-06 (Seeking the Stone) and visiting any town, during the month of Silversun. Price: 500 Gil Location: Camoa Days: 20 Required Talents: Negotiation = 28 Adaptability = 28 Ability Points: 30 Clan Rewards: 78 Clan Points Aptitude +2 Adaptability +2 Reward: 9450 Gil Fire Sigil (x3)

In this quest, you are in an area where there are four distinct sections, each with its own enemies. There will be a well that you have to examine, and upon examination of the well, you will be warped to a new area and the quest will be complete. Certain wells only appear after you completed certain story quests, and you can only examine one well each time you accept this quest. I will list the requirements in order for you to access each well (you will have to repeat this quest numerous times to see them all).

Upper-left (Axebeak): Must complete Quest D4-06 (Seeking the Stone). Upper-middle (Fire Drake): Must complete Quest D4-16 (A Request). Upper-right (Bomb): Must complete Quest D4-11 (Wanted: Sky Pirate Vaan). Bottom-left (Adamantitan): Must complete Quest D4-16 (A Request).

==================== A2-11: What Was Lost ====================

Description: One of my house's products-in-development was stolen when bandits intercepted a shipment. It contained special materials, and should it be resold to another house, all the time and energy we spent creating it will have been for naught. Seeking information as to its whereabouts! -Margot, Executive Squire, House Camelot Quest Type: Investigation Rank: 9 Appears: After completing Quest A2-12 (The Way of the Meek). Price: 200 Gil Location: Targ Wood Days: 20 Required Talents: Negotiation = 8 Aptitude = 8 Ability Points: 30 Clan Rewards: 18 Clan Points Reward: 840 Gil Hedychium (x2) Storm Stone (x4)

In the Pub at Wood Village, you will meet up with Margot. He will ask if you

know where Dayvis is since apparently he's the one who stole the sword in question. Pick the second option (Galleria Deep) and you will succeed.

========================== A2-12: The Way of the Meek ==========================

Description: Someone's after me, I'm sure of it. But why? I haven't a clue. I'm so very frightened. Please, someone - protect me! If it's gil you want, I can pay! -Dayvis the Meek Quest Type: Escort Victory Circumstance: Protect Dayvis and defeat all foes! Forbidden: Items Rank: 15 Appears: After completing Quest B2-06 (Wanted: Gilmunto). Price: 300 Gil Location: The Bisga Greenlands Days: 20 Recommended Job (Dispatch): Defender Required Talents: Negotiation = 8 Teamwork = 8 Ability Points: 30 Clan Rewards: 30 Clan Points Teamwork +1 Adaptability +1

Reward: 3400 Gil Superior Silk Thread (x3) Earth Stone (x3)

Out on the cliffs, your goal is to protect Dayvis from a group of bandits looking to rob him. The enemies consist of an Archer, White Monk, Warrior, Black Mage, White Mage, and Soldier. This can be a particularly annoying battle due to the mages, and the White Monk's strong Air Render attack. You would do well to have strong attackers in this battle, especially ones that can attack from a distance (Black Mages for example). It would also serve you well to take out the White Mage as early as possible. Be careful of attacks on Dayvis though, since if he dies, you fail the mission!

=================== A2-13: Fluorgis Cup ===================

Description: Clan Tourneys are Under Way! The next tourney will be the Fluorgis Cup. Rules are as follows: -Maximum team size: 1 -Bouts to be won: 3 -Tourney Guild - Fluorgis Branch Quest Type: Battle Victory Circumstance: Defeat all foes in the entry bout! Defeat all foes in the elimination bout!

Defeat all foes in the final bout! Forbidden: Buffs Fire, Ice, Lightning Reaction Abilities Rank: 24 Appears: After completing Quest C3-06 (Grounded!), Quest A2-09 (Moorabella Cup), and visiting Graszton, during the month of Emberleaf. Price: 400 Gil Location: Fluorgis Days: 10 Recommended Job (Dispatch): Gladiator Required Talents: Teamwork = 15 Adaptability = 15 Ability Points: 30 Clan Rewards: 48 Clan Points Teamwork +2 Adaptability +1 Reward: 2730 Gil Pin of Order

In the fourth tournament cup you are participating in, you have to fight through three one-on-one battles. The first battle is against a Blue Mage, the second against a Red Mage, and the final battle against a Master Monk. Since you can only dispatch one clan member to fight all three of them, make sure it's someone who has strong attacks, a solid set of abilities, and can cure themselves if needed.

In the first battle, the Blue Mage has abilities which can inflict various status effects on you, such as Poison, Blind, and Silence, and can increase his own attack and magickal power. Heading into the second battle, the Red Mage you face will be a little more difficult, especially since she has Doublecast (cast two magick spells in the same turn) and Doubleshot (attack twice). If the person you brought into the battle can steal, you can try and take the Ribbon accessory from the Red Mage.

As for the third and final battle, the Master Monk, he has some strong abilities including Cross-counter and Withering Strike, plus all of his statistics are boosted from his Destroyer passive ability. This is the most difficult of the three battles, so keep your health up and beat down this guy to win the tournament! You will also receive the Pin of Order as an added bonus for winning.

=========================== A2-14: The Way of the Timid ===========================

Description: I've heard there are many robbers about these days, and I'd rather not travel alone. Seeking an armed escort! I've heard good things about Clan Gully - they'd really be best. If you see this posting, please come to the Galleria Deep. We will meet there! -Fayk the Somewhat Timid

Quest Type: Battle Victory Circumstance: Defeat all foes! Forbidden: Targeting Self Rank: 18 Appears: After completing Quest B2-11 (Now That's a Fire!) and Quest A2-11 (What Was Lost), and completing an auction. Price: 300 Gil Location: The Galleria Deep Days: 20 Required Talents: Teamwork = 9 Adaptability = 9 Ability Points: 30 Clan Rewards: 36 Clan Points Teamwork +1 Reward: 3330 Gil Spider Silk Cod Scale

When you arrive here, you will find Dayvis again, but this time he has tricked you into appearing so he and his clan can fight you! They consist of an Archer, Berserker, Soldier, Warrior, White Monk, and Thief. As usual, you will want to kill the White Monk first due to its Air Render and other such abilities. The Archer's Wallet Shot can be a drain on your finances as well, if you are not careful. The most elusive enemy here is the Berserker because of its evasion-boosting abilities; you can save him for last though. Once you defeat this clan, you will take back the stolen sword and the quest ends.

==================== A2-15: Pirate Attack ====================

Description: We've received word that one of our merchant ships is being pursued by pirates. They're likely after her cargo of gemstones. She's docked in Graszton Port-someone go to her aid! -Galleria Jewelers Quest Type: Satisfy Petitioner Victory Circumstance: Defeat Lord Grayrl before he boards the ship! Forbidden: Harming Humes Rank: 13 Appears: After completing Quest E1-02 (Bonga Bugle - Silversun). Price: 300 Gil Location: Graszton Days: 20 Required Talents: Negotiation = 7 Adaptability = 7 Ability Points: 30 Clan Rewards: 26 Clan Points Teamwork +1 Reward: 2450 Gil Malboro Vine (x2) Foul Liquid (x4) Sturdy Bone (x3)

Late at night in Graszton, you will find the Veluga Pirates attempting to rob the ship at port. Of course, your clan arrives to stop them from boarding the ship and stealing it all. You are up against three Vikings, a Moogle Knight, Archer, and Black Mage. The law in place prohibits you from attacking the Archer and Black Mage, which is fine; Lord Grayrl the Viking is your main target. The Vikings can hit you with Thunder magick, so be careful! Make your way up the street, blocking the enemies from getting past, taking out anyone in your way. When you get to Grayrl, defeat him quickly and the cargo is saved!

======================= A2-16: Wanted: Big Eyes =======================

Description: -WANTED!Wanted: Big Eyes, for 3 counts of the disruption of business and 25 counts of inducing shock. Big Eyes possess a single large eyeball and generally travel in packs. -Jylland Defenders of the Peace Quest Type: Headhunt Victory Circumstance: Defeat the Big Eyes! Forbidden: Knockback Rank: 17 Appears: After completing Quest B2-11 (Now That's a Fire!) and reading the Notice "The Hills are Alive" at the Pub.

Price: 300 Gil Location: The Aldanna Range Days: 20 Required Talents: Teamwork = 9 Adaptability = 9 Ability Points: 30 Clan Rewards: 34 Clan Points Teamwork +1 Adaptability +1 Reward: 2940 Gil Prime Tanned Hide Wyrm Carapace

Here, you are sent to defeat the Big Eyes, which consist of three Bloody Orbs and two Plagues. The smaller Bloody Orbs are nothing to really worry about aside from using Silence on your group; it's the Plagues that have the devastating attacks. They can Charm and Confuse your party, and even turn them into Stone, plus they can do this from a distance. You should hopefully have some Gold Needles handy in the event anyone in your party gets turned to Stone. You should really bring some magick-users to pummel them from afar, concentrating on the more dangerous Plagues first. The quest ends when you defeat them all.

=============== A3-01: Goug Cup ===============

Description: Clan Tourneys are Under Way! The next tourney will be the Goug Cup. Rules are as follows: -Maximum team size: 6 -Bouts to be won: 3 -Tourney Guild - Goug Branch Quest Type: Battle Victory Circumstance: Defeat all foes in the entry bout! Defeat all foes in the elimination bout! Defeat all foes in the final bout! Forbidden: Grouping Grouping Grouping Rank: 26 Appears: After completing Quest C3-16 (Sleepless Nights), Quest A2-13 (Fluorgis Cup), and visiting any town, during the month of Plumfrost. Price: 400 Gil Location: Goug Days: 10 Recommended Job (Dispatch): Lanista Required Talents: Teamwork = 20 Adaptability = 20 Ability Points: 30 Clan Rewards: 52 Clan Points Teamwork +3

Adaptability +1 Reward: 2630 Gil Ewer of Darkness

For this tournament, you once again have to fight three clans in a row without any breaks in between, in order to win. The first clan, Wild Kupoon, consists of six Chocobo Knights (five of whom are on different colored Chocobos, and one without a Chocobo). The second round will pit you against Violene, a clan of Viera (Fencer, White Mage, Sniper, Spellblade, Green Mage, Elementalist). The final battle in the Goug Cup is against Prima Donna (Fencer, Hunter, Spellblade, Raptor). As always, there are no breaks in between matches, so be sure to keep your clan's HP up (healing towards the end of each battle is ideal).

As for the battles themselves, you will have to take out the greatest threat early in the battle so as to make the rest of the fight easier. In the first battle against the Chocobo Knights, all of the Chocobos can cure each other, plus they each have similar attacks. The greatest threat is the Red Chocobo with its Choco Meteor attack, so you may want to take it down first. They are all weak against lightning-based attacks, so having a mage with those types of spells will put an end to this battle rather quickly.

For the second battle, you will certainly want to put down the White Mage quickly, for obvious reasons. The Elementalist has Fire Whip and the Spellblade has Confusion Blade, which can Disable and Confuse your clan members. That is not good, especially with all the strong attacks they can inflict upon you, so you need to defeat those two quickly as well. The Sniper

is another threat due to her ability to instantly kill one of your clan members.

As for the final round in this tournament, you are up against the members of Prima Donna. The Spellblade clearly needs to be defeated first, since she can inflict Immobilize and Doom status on your allies. The Raptor can also Disable her target with one of her abilities, so you need to be careful here as well. Other than that, the Prima Donna members don't really have any notable attacks, so just take them out one at a time until you defeat them and win the tournament! You will also receive the Ewer of Darkness as a bonus for completing this quest.

=============================== A3-03: Wanted: The Mirage Bunny ===============================

Description: -WANTED!Wanted: The Mirage Bunny, for 1,268 counts of footpadery and 4,232 counts of eating and running. Small in size, adorable in aspect, and quick to flee the scene of the crime. -Jylland Defenders of the Peace Quest Type: Headhunt Victory Circumstance: Defeat the Mirage Bunny! Forbidden: Instruments and Books Rank: 19

Appears: After completing Quest B2-16 (Pearls in the Deep) and reading the Notice "Wielders of the Cannon" in the Pub. Price: 300 Gil Location: The Galleria Deep Days: 20 Required Talents: Teamwork = 11 Adaptability = 11 Ability Points: 30 Clan Rewards: 38 Clan Points Aptitude +1 Teamwork +1 Adaptability +1 Reward: 5710 Gil Pagoda Wood (x5)

Here in the caverns, you will indeed find the Mirage Bunny (a Hoppy Bunny), as well as other monsters accompanying it (Red Marshmallow, Yellow Jelly, Fire Drake, Thunder Drake, Headless). The Mirage Bunny is your target, so you don't need to worry about killing the others. The mark itself has an Illude ability which can Charm your party, so be careful of that. Also, the elemental enemies (Flans and Drakes) can heal each other with their respective spells while hurting you if you're too close, so watch out! The Headless can be quite powerful attackers; try to take them out from a distance. As for your main target, use fire-based attacks to quickly bring it down. When it's at critical health, it becomes Invisible, which raises its evasion quite a bit. You will want to kill the Mirage Bunny quickly, since new enemies WILL appear in the area until you do! How's that for motivation?

=============== A3-05: Loar Cup ===============

Description: Clan Tourneys are Under Way! The next tourney will be the Loar Cup. Rules are as follows: -Maximum team size: 6 -Bouts to be won: 5 -Tourney Guild - Jylland Branch Quest Type: Battle Victory Circumstance: Defeat all foes in the entry bout! Defeat all foes in the second bout! Defeat all foes in the third bout! Defeat all foes in the elimination bout! Defeat all foes in the final bout! Forbidden: Using MP Actions by Viera Items < 50 Damage Targeting Distant Units Rank: 34 Appears: After completing Quest D4-06 (Seeking the Stone), Quest A3-01 (Goug Cup), and visiting any town, during the month of Skyfrost. You must be in Targ Wood, Camoa, Graszton, or Moorabella to accept this

quest. Price: 500 Gil Location: Moorabella Days: 10 Recommended Job (Dispatch): Lanista Required Talents: Teamwork = 28 Adaptability = 28 Ability Points: 30 Clan Rewards: 68 Clan Points Teamwork +3 Adaptability +2 Reward: 4290 Gil

For this tournament, you once again have to face several clans in succession without any breaks in between matches. The difference from previous tournaments is that there are five battles to win instead of three. The first battle is against the Camoa Braves (two Thieves, Warrior, Black Mage, White Monk). The second battle is against the Veluga Pirates (two Vikings, a Thief, and a Juggler). The third matchup is against the 100 Geniuses, consisting of a Sage, White Mage, Black Mage, and Illusionist. The Arbiters of Death (Sniper, Sage, Berserker, Hunter, Dragoon, Illusionist) will be your opponents in the fourth round. The final round puts you against House Bowen (Fighter, Assassin, Illusionist, Ravager).

In the first battle, your main target from the start should be the Black Mage given his magickal attacks, followed by the White Monk with Air Render and Earth Render. For the second round, the Juggler's Smile Toss (casts Quicken)

can be most annoying, especially since the Vikings are tough and tend to steal items and even armor from you! They also have the Thundaga magick, which can hit very hard if you aren't careful. In the third battle, you will definitely want to defeat the Sage as quickly as possible, due to the fact he has both Scate and Gigaflare, which are very powerful abilities to have. The Illusionist is the second greatest threat since his attacks can hit your entire clan.

As for the fourth round of the tournament, the Illusionist is once again the most dangerous of the group due to her abilities. The Sniper has Doubleshot, which can make her attacks hurt quite a bit as well. The rest of the enemies in this match are strong attackers, but it's nothing you haven't seen before, so there isn't anything noteworthy to add. When you have only one enemy remaining, be sure to heal up, as you will need it for the last battle.

Speaking of the last battle, you are up against House Bowen. The most dangerous of the group are the Illusionist and the Assassin, since they can both inflict Stop status on your clan members in addition to causing lots of damage. Their Assassin also tends to use Vanish a lot, which means you cannot attack until her next action makes her visible again. That said, she will probably be the last one in the group you defeat. Once you defeat House Bowen, you will claim victory of this tournament, and receive the Ring of the Wheel as an added bonus!

===================== A3-06: Wanted: Florah

=====================

Description: -WANTED!Wanted: Florah, for various injuries inflicted on loggers, and for escaping incarceration. A young girl, Florah exhibits a strange talent for controlling vegetative life. -Jylland Defenders of the Peace Quest Type: Headhunt Victory Circumstance: Defeat Florah! Forbidden: > 50 Damage Rank: 21 Appears: After completing Quest C3-01 (Mountain Watch) and visiting Moorabella. Price: 400 Gil Location: Baptiste Hill Days: 20 Required Talents: Teamwork = 13 Adaptability = 13 Ability Points: 30 Clan Rewards: 42 Clan Points Teamwork +1 Reward: 4010 Gil Rabbit Tail (x4) Screamroot

You will meet Florah out here on the hill, who insists on fighting you in

order to protect the plant enemies in the region. You are up against her (a Geomancer), Malboros, a Great Malboro, and a Deadly Nightshade. The Malboros need to go first because of their Bad Breath ability which can induce some nasty status effects on your party. Florah's Geomancer abilities can also hit you from a distance and cause some bad effects, such as Immobilize. Either way, you only need to defeat Florah in order to complete this quest. You may as well defeat the other enemies since Florah has a very high defense, and the enemies can get rather annoying with their abilities after a while.

====================== A3-08: Death March, II ======================

Description: -The Game Is On!Wanted: Participants for the greatest game in Ivalice! This time, it's the second Death March. To the victor go the spoils. -Rules of the Game*Uphold the law -Bronkrise Gamer's Guild Quest Type: Uphold the Law Victory Circumstance: Uphold the law and defeat all foes! Forbidden: Not Moving 1 Tile Rank: 28 Appears: After completing Quest C3-06 (Grounded!), Quest B3-01 (Death March), and visiting Fluorgis. Price: 400 Gil

Location: Graszton Days: 20 Recommended Job (Dispatch): Sage Scholar Required Talents: Teamwork = 15 Adaptability = 15 Ability Points: 30 Clan Rewards: 56 Clan Points Teamwork +1 Reward: 2770 Gil Lightwing Crystal

For the second round of the Death March, you once again have to uphold the law in order to gain victory. You are put against a more advanced clan this time, consisting of a Soldier, Parivir, Juggler, Fusilier, Elementalist, and Trickster. The battle is much tougher this time because you can only move one space per turn, and all the enemies can inflict status effects on you from a distance. You really need to have some good long-distance attacks ready, especially offensive and defensive magicks if you are going to stand a chance. Nonetheless, once you start picking off the enemies one at a time, it gets much easier. Try to aim for the Parivir first, as his attacks are the most devastating.

================== A3-09: Ordalia Cup ==================

Description: Clan Tourneys are Under Way! The next tourney will be the Ordalia Cup. Rules are as follows: -Maximum team size: 6 -Bouts to be won: 5 -Tourney Guild - Rozarria Branch Quest Type: Battle Victory Circumstance: Defeat all foes in the entry bout! Defeat all foes in the second bout! Defeat all foes in the third bout! Defeat all foes in the elimination bout! Defeat all foes in the final bout! Forbidden: Knockback Buffs Solitude Not Moving Restoring MP Rank: 37 Appears: After completing Quest D4-16 (A Request), Quest A3-05 (Loar Cup), and visiting any town, during the month of Bloodfire. You must be in Fluorgis or Goug to accept this quest. Price: 500 Gil Location: Fluorgis Days: 10 Recommended Job (Dispatch): Lanista Required Talents: Teamwork = 39

Adaptability = 39 Ability Points: 30 Clan Rewards: 74 Clan Points Teamwork +3 Adaptability +2 Reward: 4660 Gil

In this tournament, like the Loar Cup, you have five matches to get through in order to win. The first match puts you against the Fyrebird clan (Dragoon, Black Mage, Ninja, Fighter, Summoner, and a Chocobo Knight atop a Red Chocobo). In the second round, you fight the Bedeviled clan (Templar, Master Monk, Fighter, Berserker, Ravager, Gladiator). The third round has you fighting the Jytras Pirata (Defender, Black Mage, Sniper, Moogle Knight, White Mage, Thief). For round four, you are up against Prima Donna once again (Fencer, Raptor, Hunter, Spellblade). Finally, the last battle has you fighting the Eastwatch (three Parivirs, two Ninjas, and an Assassin). There are no breaks between matches, but I recommend healing up towards the end of each battle. Also, if you have the accessory which summons Ultima equipped, it will make all the difference if you are taking a beating in some of these matches.

For the first battle, the most dangerous opponent by far is the Chocobo Knight with the Red Chocobo. Its Choco Meteor attack can be quite devastating. The Summoner has summons which can cause damage to your entire party, as well as the Fire Whip ability which can Disable you, so you'll want to go after her early on as well. The second match is mainly physical fighting, but the Fighter has Dual Wield which makes him even more of a

threat. You will take quite a beating in this match, so hopefully you have a good person who can heal your group on board (or someone who has the accessory to summon Ultima equipped).

In the third battle, you need to defeat the Sniper right away due to their ability to cast Doom on one of your clan members instantly with the Death Sickle ability. The White and Black Mages need to go next, to prevent healing of the others and strong magick attacks from being used against you. The rest of the enemies are not too difficult once you get rid of the first three I mentioned; the Defender can take a lot of damage, so he may take the longest to beat. Moving to the fourth round, you should focus on defeating the Spellblade early on due to the status effects she can inflict (Disable, Doom, and Immobilize). The Raptor can be annoying later in the battle with her multi-target abilities, so you should go after her once the Spellblade is down.

Now, for the last battle, you are up against a lot of heavy hitters at once. Luckily for you, only one of the Ninjas has Dual Wield, but the others have abilities which can inflict a variety of bad status effects upon you (Confuse and Slow, among others). The Ninjas will be the most annoying due to their high evasion, and the fact that one of them can move a great distance due to their Ninja Tabi (which you can steal if you wanted). Defeat everyone here and you will be the champion of yet another tournament. You will also receive the Tainted Cufflink as an added bonus.

=========================

A3-10: Wanted: Tonberrion =========================

Description: -WANTED!Wanted: Tonberrion, for possession of a deadly weapon (carving knife) and rampant hatred. Must be dealt with in four rounds of battle if further losses are to be avoided. -Jylland Defenders of the Peace Quest Type: Headhunt Victory Circumstance: Defeat the tonberrions in 4 rounds! Forbidden: Copycat Rank: 23 Appears: After completing Quest C3-06 (Grounded!), reading the Notice "Our Hate" at the Pub, and visiting Fluorgis. Price: 400 Gil Location: Tramdine Fens Days: 20 Required Talents: Teamwork = 15 Adaptability = 15 Ability Points: 30 Clan Rewards: 46 Clan Points Teamwork +1 Adaptability +1 Reward: 3190 Gil Low Arcana (x5)

For this headhunt battle, your target is the group of Tonberrions (three Tonberries, and a Tonberry King) in the area. There are three of them total, and you have four rounds to kill them all. If you are familiar with these creatures from other Final Fantasy games, they are the same here. Basically, they will stalk a given target until they get close enough, at which point they will strike with such force that you will pretty much die instantly. They also have a move called Karma, which causes damage based on the amount of enemies that particular target has killed up until this point.

All of these moves are VERY dangerous, so you will be sure to keep your distance from these enemies. That said, physical attacks that can hit from afar (Aurablast especially) are quite welcome. Flintlocks tend to do a lot of damage to these enemies, plus they can attack from a distance. Tonberries take half damage to all of the elements, which is why I didn't say to use magick. Basically, if you don't let them get close enough to you, you'll be safe the entire battle. You still need to defeat them all within four rounds though.

======================= A3-11: Death March, III =======================

Description: -The Game Is On!Wanted: Participants for the greatest game in Ivalice! This time, it's the final Death March. To the victor go the spoils. -Rules of the Game-

*Uphold the law -Bronkrise Gamer's Guild Quest Type: Uphold the Law Victory Circumstance: Uphold the law and defeat all foes! Forbidden: Not Moving 3 Tiles Rank: 41 Appears: After completing Quest D4-16 (A Request), Quest A3-08 (Death March, II), and visiting any town. Price: 500 Gil Location: Graszton Days: 20 Recommended Job (Dispatch): Sage Scholar Required Talents: Teamwork = 39 Adaptability = 39 Ability Points: 30 Clan Rewards: 82 Clan Points Teamwork +2 Reward: 5030 Gil Gold Chalice

Here, you get to partake in the third and final Death March battle. Your opponents this time consist of an Assassin, Trickster, Time Mage, Ninja, Elementalist, and Green Mage. The greatest threat to your clan by far is the Assassin with her Last Breath ability (causes auto-KO). Some of the other enemies can inflict status effects; the Elementalist's Fire Whip is the one you need to be most concerned over, as it can Disable you. Your main concern

also should be that you move exactly 3 tiles per turn. Keep this in mind, since if you don't, you automatically fail the quest. Once you start picking off the mages, the battle will get much easier; defeat them all and you will be the champion here!

========================= A3-12: Wanted: Combatants =========================

Description: We have an unexpected opening in the roster of our forthcoming tourney. We do not often invite outsiders, but if the tourney is to go ahead, we must. Combatant with experience in a clan tourney preferred. -Shadow Tourney Overseer Quest Type: Satisfy Petitioner Victory Circumstance: Dispatch the right person for the job! Rank: 35 Appears: After completing Quest E5-01 (The Dig), Quest A3-11 (Death March, III), and visiting any town. Price: 500 Gil Location: Graszton Days: 20 Required Talents: Negotiation = 44 Adaptability = 44 Ability Points: 30 Clan Rewards: 70 Clan Points

Negotiation +2 Adaptability +2 Reward: 5520 Gil Blood-darkened Bone

For this quest, you are asked to dispatch one of your clan members for the upcoming tourney. Since they are looking for someone familiar with combat, you would best send a good melee fighter who doesn't rely on magick or weapons to fight, specifically a Berserker or a White Monk. After three days, the quest will be a success if you sent the correct job!

================== A3-13: Jylland Cup ==================

Description: Clan Tourneys are Under Way! The next tourney will be the Jylland Cup. Rules are as follows: -Maximum team size: 6 -Bouts to be won: 7 -Tourney Guild - Ivalice Headquarters Quest Type: Battle Victory Circumstance: Defeat all foes in the entry bout! Defeat all foes in the second bout! Defeat all foes in the third bout! Defeat all foes in the fourth bout!

Defeat all foes in the fifth bout! Defeat all foes in the elimination bout! Defeat all foes in the final bout! Forbidden: < 100 Damage Ranged Weapons HP 100 Damage Rank: 45 Appears: After completing Quest E5-01 (The Dig), Quest E4-10 (Watching the Watchers), and visiting any town. Price: 500 Gil Location: Goug Days: 20 Required Talents: Teamwork = 44 Adaptability = 44 Ability Points: 30 Clan Rewards: 90 Clan Points Teamwork +2 Reward: 6620 Gil Mysidia Alloy

In this battle, you are fighting the new Goug Watch in a training battle of sorts, but they can still be tough! You have to fight against a Tinker, Thief, Black Mage, Fusilier, Moogle Knight, and an Animist. You need to take this battle seriously like always since they aren't going to take it easy on

you even if they are just learning. You will want to take care of the Tinker on the right side quickly, since he can cause status effects on everyone in the area. The rest of these guys don't have any special abilities to be too worried about. Defeat them, and the quest for their training will be over.

==================== E4-08: Wall of Flame ====================

Description: Bombs have been streamling out of the crater on Firewyrm Mount. We're in the process of forming a brigade of mages to deal with the threat, but we need more time. Hold back the bombs for us until we've finished our preparations! -Jank, Goug Firehouse Quest Type: Satisfy Petitioner Victory Circumstance: Endure the enemy's attack for 3 rounds! Forbidden: Ice Rank: 29 Appears: After completing Quest D4-16 (A Request), Quest A2-10 (Odd Places) by examining the upper-middle well, and visiting any town. Price: 400 Gil Location: Goug Days: 20 Required Talents: Negotiation = 44 Adaptability = 44 Ability Points: 30

Clan Rewards: 58 Clan Points Aptitude +1 Teamwork +1 Adaptability +1 Reward: 4270 Gil Gold Chalice

For this quest, you will find yourself dealing with a lot of Bombs. You don't necessarily have to defeat them all, but you must survive their attacks for three whole rounds of combat. They tend to heal themselves with fire-based attacks, all while attacking you with the same abilities. Be careful if you get a Bomb to critical health, as it will self-destruct, causing lots of damage. There is basically an endless supply of Bombs, where if you defeat one, another will appear instantly. If you have someone who can cure your party, you will be in great shape here. Once the third round ends, you are free to go.

===================== E4-09: 'Cross the Sea =====================

Description: My dear friend Meena has moved 'cross the sea. I seek a courier to deliver a letter to her. -Riddim Quest Type: Delivery Rank: 25

Appears: After completing Quest D4-16 (A Request) and visiting any town. Price: 400 Gil Location: Camoa Goug Days: 20 Required Talents: Negotiation = 44 Ability Points: 30 Clan Rewards: 50 Clan Points Negotiation +1 Reward: 2660 Gil Einherjarium

============================ E4-10: Watching the Watchers ============================

Description: We hired a group of parivir to protect our precious city from outside attacks, but those very parivir have started wreaking havoc -inside- the city, kupo! We need a group of hunters to come and take care of the troublemakers. -Zupp, Goug Youth Alliance Quest Type: Battle Victory Circumstance: Defeat all foes! Forbidden: Piercing Weapons Rank: 38 Appears: After completing Quest D4-16 (A Request) and visiting any town.

Price: 500 Gil Location: Goug Days: 20 Required Talents: Teamwork = 44 Adaptability = 44 Ability Points: 30 Clan Rewards: 76 Clan Points Aptitude +2 Teamwork +2 Reward: 7000 Gil Prime Pelt (x2)

In the city limits, you have to do battle with a Parivir, as well as a Fighter, Master Monk, and a Berserker. These opponents are all strong attackers, but the Berserker has abilities which can cause various debuffs like Confuse, so you will want to go after him first. The others all have attacks that can hit multiple units from a distance, so you should be prepared for that. If you can attack from a distance as well, or with magick, it will be quite useful. There are no other notable enemy abilities to be worried about here aside from the Berserker, so defeat them and you will be done here.

===================== E4-11: Crying Eyeball =====================

Description: You're not going to believe this, but I saw tons of those eyeball monsters coming out of this old mineshaft...and they were headed for Goug! I know I say a lot of things that aren't exactly true, but this time is different! Someone hold those eyeballs off while I alert the watch! -Riger, The Boy Who Cried Eyeball Quest Type: Satisfy Petitioner Victory Circumstance: Stop the incursion and survive 3 rounds! Forbidden: HP = 20 MP Appears: After completing Quest E5-16 (The Ritual). Location: Kthili Sands Ability Points: 30 Clan Rewards: 99 Clan Points Adaptability +3 Reward: 3560 Gil Pink Tail

Here, you are up against a variety of foes, including Pit Beasts, Bombs, a

Grenade, and a Red Chocobo. The Bombs and Grenade can be annoying since they use fire-based attacks that will heal themselves and hurt you. They all have attacks that can hit multiple allies at the same time, so you will want to spread out and have someone ready to heal when necessary. Be careful when you get the Bombs/Grenade to critical health, as they may self-destruct to cause lots of damage. The Red Chocobo has Choco Meteor, which means you should disable or kill it quickly as well. Of course, once you clear all of the enemies, the battle will be over. It should also be noted that you can capture the Red Chocobo here if you brought a Chocobo Knight. It can be tricky to do so since it goes into Berserk status when you get it to critical health. That said, you need to bring a Sage with Esunaga to remove the Berserk status so you can mount it.

============== Dire Rotundity ==============

Victory Circumstance: Defeat all foes! Forbidden: Grouping Appears: After completing the game and reloading complete game save data. Location: Aisenfield Ability Points: 30 Clan Rewards: 99 Clan Points Teamwork +3 Reward: 3150 Gil Rainbow Thread

In this battle, you are up against a Fire Drake, Thunder Drake, Axebeak, two Cockatrices, and a Nagaraja. The Fire/Thunder Drakes can attack with their respective elements, but will also heal themselves with it, so you will want to be careful if you get close enough to them. The Nagaraja is physically strong, so you will want some strong attackers ready to take it out. The Cockatrices can use Wake-Up Call, which casts Quicken on other enemies, which can be annoying as well. Take down the most annoying enemies first, and save the Nagaraja for last since it has Dragonheart which can cast Reraise on itself. Once you beat everyone here, the quest will be complete.

============ Fey Mischief ============

Victory Circumstance: Defeat all foes! Forbidden: Targeting Self Appears: After completing Quest A1-11 (The Yellow Wings) and visiting Camoa. Location: Targ Wood Ability Points: 30 Clan Rewards: 99 Clan Points Teamwork +3 Reward: 5130 Gil Gimble Stalk Small Feather Soft Cotton

Over here, you have to do battle against a Banshee, two Sprites, a Dreamhare, Baknamy, and a Yellow Chocobo. The Sprites are most annoying since they can use the Meteorite ability, which can cause a lot of damage to one of your units, plus they can use White Wind to heal each other. Of course, the Chocobo can also cure the other enemies, so you will want to eliminate it quickly (or capture it if you need one and have a Chocobo Knight handy). The Dreamhare also has Illude, which can Charm your allies, so you will want to be extremely of this as well. Once you defeat everyone here, the battle ends.

=================== Formidable Strength ===================

Victory Circumstance: Defeat all foes! Forbidden: Reaction Abilities Appears: After completing Quest D4-16 (A Request) and visiting any town. Location: The Aldanna Range Ability Points: 30 Clan Rewards: 99 Clan Points Adaptability +5 Reward: 5130 Gil Star Fragments

In this battle, you face off against a couple of Headlesses, a couple of Zaghnals, a Loup-garou, and a Brown Chocobo. This is your chance to capture

the Brown Chobobo if you have a Chocobo Knight (weaken it and then mount it to capture). These monsters are very melee-based, so you need to make sure to have some strong people ready to fight back. The Brown Chocobo of course will try to cure them while attacking you as well. If you have a Sage with Aero, these monsters should be simple to beat. Just make sure you heal anyone who runs low on health, as always.

====== Gifted ======

Victory Circumstance: Defeat Lennart! Forbidden: Targeting Distant Units Appears: After completing Side Quest "The Search". Location: Zedlei Forest New Job Availability: Heritor (Adelle only) Ability Points: 30 Clan Rewards: 36 Clan Points Negotiation +1 Adaptability +1 Reward: 2050 Gil Lightwing Crystal

Over here, DAYAT and Adelle will meet up with Lennart. Adelle leaves with him to another area, where a solo battle will commence. You must defeat Lennart in battle, but luckily for you, he is at a relatively low level for this

point in the game, and is rather easy to beat. Simply go up and attack him until you win, which should take no more than a few rounds. Once you win, Lennart will instill upon Adelle the Heritor job!

================ Graszton Seaways ================

Victory Circumstance: Defeat all foes! Forbidden: Targeting Adjacent Units Appears: After participating in an auction at Graszton and becoming champ of Graszton, by going against Graszton Seaways in the auction. Location: Graszton Ability Points: 30 Clan Rewards: 58 Clan Points Negotiation +1 Teamwork +1 Reward: 3560 Gil Water Stone (x2) Remedy

Here, you have to fight the Graszton Seaways clan, consisting of a White Monk, Warrior, Thief, Berserker, Archer, and Beastmaster. You are surrounded by them, but you should send your strong attackers to face the White Monk and Warrior, while sending the rest for the other half. The White Monk, Warrior, and Berserker are the greatest threats here, so you will want to defeat them

first of course. After you defeat this group of bandits, the quest is over.

=========== House Bowen ===========

Victory Circumstance: Defeat all foes! Forbidden: Actions by Seeq Appears: After participating in an auction at Fluorgis and becoming champ of Sant D'alsa Bluff, by going against House Bowen in the auction. Location: The Neslowe Passage Ability Points: 30 Clan Rewards: 90 Clan Points Negotiation +2 Adaptability +2 Reward: 5130 Gil Fire Stone (x2) X-Potion

Over here, you have to face House Bowen in battle (Fighter, Illusionist, Assassin, Ravager). Their Assassin is the most annoying due to her ability to use Vanish and Doubleshot, so you may want to save her for last. The Illusionist has the strongest attacks that can hit you from a distance, so you will want to take him out quickly. The Ravager can fly, so that gives her the range to reach you at any location, so watch out for her attacks, too. Don't forget to open the fancy chest in the area, as it contains the rare

Ragetsu-denbu. Once you manage to defeat this clan, the battle will be over.

=================== I Got A Bad Feeling ===================

Victory Circumstance: Defeat Klesta! Forbidden: Opportunity Commands Appears: After completing Quest B2-06 (Wanted: Gilmunto) and Quest B2-03 (Throw Down), and visiting Graszton. Location: Baptiste Hill Ability Points: 30 Clan Rewards: 34 Clan Points Adaptability +1 Reward: 1470 Gil Mirror Scale (x3) Yellow Liquid (x4)

Here, you again meet up with the giant Crushatrice Klesta. Luckily, you don't have to take it alone, as House Bowen arrives to assist you. You can only bring three of your own units to battle, so bring some strong attackers and a magick user if possible. Klesta's attacks can hit multiple targets, so be careful when you move in close to attack. It's only around level 20, so you shouldn't have too much difficulty bringing this giant down. Once you deplete its HP, it will flee just like last time.

=============== I'm Back, Kupo! ===============

Appears: After completing Quest D4-06 (Seeking the Stone) and visiting any town. Location: Fluorgis

When you come to Fluorgis, you will be waiting for Hurdy to appear. As you wander the city, you will run into a rather unfriendly Bangaa who wants to fight. Just in time, a Moogle will appear and help you escape to safety. The scene will end after this incident takes place.

============= Just Desserts =============

Victory Circumstance: Defeat all foes! Forbidden: Non-elemental Effects Appears: After completing Quest D4-16 (A Request) and visiting any town. Location: The Ruins of Delgantua Ability Points: 30 Clan Rewards: 99 Clan Points Teamwork +3 Reward: 5130 Gil

Cockatrice Skin

Here, you are faced with a couple of Bloody Orbs, as well as a Yellow Jelly, Ice Flan, Red Marshmallow, and a White Pudding. The White Pudding has a Ribbon, but you cannot steal it unfortunately. It is also by far the most dangerous of the enemies here, as it can Charm you, and use Graviga to bring your HP down by 50%. The other flans can heal themselves with their respective elemental abilities, while hurting you at the same time, so be careful if you get close to them. The White Pudding is only weak against Holy and Dark elemental attacks, so if you wish to uphold the law, you need to use those to defeat it. Don't open the chest in this area, as it contains a Mimic (unless of course you want to fight it). Anyway, once you defeat the group of enemies here, the battle will be complete.

============= Jytras Pirata =============

Victory Circumstance: Defeat all foes! Forbidden: Targeting All Units Appears: After participating in an auction at Fluorgis or Goug and becoming champ of any area in Ordalia (not region master). Location: Aisenfield Nazan Mines Tramdine Fens Ability Points: 30

Clan Rewards: 68 Clan Points Negotiation +2 Teamwork +2 Reward: 3220 Gil Water Stone (x2)

In this battle, you have to face the Jytras Pirata clan. Depending on the location you face them, your opponents may be slightly different. Overall, they are not too difficult to beat, as long as you take out the strongest of the bunch early on (users of attack magick, as well as strong physical attackers, for example). When you defeat the clan in battle, the quest will be complete.

================ Kthili Surveyors ================

Victory Circumstance: Defeat all foes! Forbidden: Being Robbed Appears: After completing Quest C3-16 (Sleepless Nights) and Quest A3-15 (Something's Dropped!). Location: Kthili Sands Ability Points: 30 Clan Rewards: 60 Clan Points Negotiation +2 Adaptability +2

Reward: 2890 Gil Tomato Stalk Sweet Sap Dark Matter

In the desert here, you have to do battle with two Thieves, a Beastmaster, a Viking, and two Axebeaks. You can avoid the battle by paying the 5000 Gil they demand, but where's the fun in that? Anyway, these guys are not too difficult at all, especially since they'll primarily concentrate on trying to steal from you. Bring some strong attackers and you should be able to take down this group in short time.

============== Moogle Porters ==============

Victory Circumstance: Defeat all foes! Forbidden: Height >= 10 Appears: After participating in an auction at Goug and becoming champ of The Neslowe Passage. Location: The Neslowe Passage Ability Points: 30 Clan Rewards: 60 Clan Points Negotiation +2 Teamwork +2 Reward: 2520 Gil

Earth Stone (x2)

Here, you have to defeat the Moogle Porters clan, who are mad that you have control of the auction from winning the auction. They consist of an Animist, Flintlock, Juggler, Tinker, and two Mooglebanes. The greatest threat of all are the Mooglebanes since they can Charm you, and Haste the enemies. The Tinker's abilities can get annoying as well, especially when they work against you (causing Sleep/Blind status). The rest of the enemies here aren't particularly notable, so you should be able to defeat them with no problem.

============ Of a Feather ============

Victory Circumstance: Defeat all foes! Forbidden: Ranged Weapons Appears: After completing the game and reloading complete game save data. Location: Goug Ability Points: 30 Clan Rewards: 99 Clan Points Teamwork +3 Reward: 5130 Gil Storm Sigil

In this battle, you are up against a group of Chocobos (five Yellow, one Red). They all have the same moves, so there's nothing really unexpected here

(Yellows have Peck, Red has Meteor). The Red Chocobo's Choco Meteor is the biggest threat, so you will want to defeat it first. If you have a strong attacker with magick, you will be able to take these enemies out quickly. It gets annoying when they all cure themselves, so you will want to try and concentrate on one at a time so that there's no room for recovery to take place. Once you defeat the herd, the quest will end.

It should be noted that in this battle, you have the chance of meeting a Red Chocobo with the name Red Hawk. It will be a level 99 enemy, but the big deal is that it holds the Armlet of Whispers, which allows you to summon Shemhazai if you can steal the accessory from it! This creature may not appear in every battle, so keep trying the quest until it appears if you want this item!

========= Open Wide =========

Victory Circumstance: Defeat all foes! Forbidden: Opportunity Commands Appears: After completing Quest C3-11 (Rumors Abound). Location: Zedlei Forest Ability Points: 30 Clan Rewards: 99 Clan Points Adaptability +3 Reward: 4590 Gil Dipraeu Bronze

Rabbit Pelt Malboro Vine

In this battle, you have to face a Hoppy Bunny, Malboro, Great Malboro, and two Green Chocobos. This is the perfect opportunity to capture a Green Chocobo for the "Rancher's Request - Green" quest if you haven't done so already (make sure you bring a Chocobo Knight, then defeat all other foes and weaken the chocobo you want before mounting it). The Malboro and Great Malboro each have their devastating status effects they can inflict, plus the Hoppoy Bunny tends to Haste the other enemies. That said, you should have some good long-range attackers ready to conquer these enemies in battle. The Chocobos can cure and attack, but they aren't too much of a threat; it's the other enemies that you need to watch out for. Once you defeat them all, the battle will end.

===================== Otherworldly Visitors =====================

Victory Circumstance: Defeat all foes! Forbidden: Swimming Appears: After completing Quest D4-06 (Seeking the Stone) and Quest B4-03 (I Want to Forget), and visiting any town. Location: Tramdine Fens Ability Points: 30 Clan Rewards: 99 Clan Points

Teamwork +3 Reward: 5130 Gil Vampyr Fang

Here, you are up against a couple of Lamias, Ghosts, a Wraith, and a Deathscythe. The greatest threat is the Deathscythe with its abilities that can inflict some serious status effects on you (Stop, Disable, Immobilize, and Doom). The Lamias have the Twister ability which can take 50% of your current HP, so watch out for them as well. When dealing with the undead enemies, be sure to use a Phoenix Down or something similar after you deplete their HP; that way you can totally kill them. You should really concentrate on the Deathscythe first, followed by the two Lamias. Once you defeat all of the enemies, this battle will be completely over.

=================== Seeker of Slaughter ===================

Appears: After completing Quest A2-06 (The Stone with No Name), during the month of Plumfrost. Location: The Ruins of Delgantua

When you come to this area, you will meet someone who wants to reward you. The requirement is that you must have killed over 200 enemies. Once you have done that, come here and you will receive 5 Dark Matters and 20 Knots of Rust.

================ Spirits of Nazan ================

Victory Circumstance: Defeat all foes! Forbidden: Back Attack Appears: After completing Quest D4-06 (Seeking the Stone) and visiting any town. Location: Nazan Mines Ability Points: 30 Clan Rewards: 99 Clan Points Adaptability +3 Reward: 3150 Gil Fiend's Blood

In this area, you have to face a number of undead enemies (Zombies, a Ghost, and a Ghoul), as well as two Tonberries. The Tonberries have the ability to Stalk and cause massive damage to their targets, as well as to your other allies in general, so you want to keep your distance and kill them quickly. The undead enemies have their typical attacks, so they are not too much of a threat here. As with any undead battle, you need to completely destroy them after you get their HP down to 0, so be prepared for that unless you want them to revive and continue attacking. Once you manage to defeat everyone here, the battle will end.

================ The Camoa Braves ================

Victory Circumstance: Defeat all foes! Forbidden: Targeting Adjacent Units Appears: After participating in an auction at Camoa and becoming champ of Camoa. Location: Camoa Ability Points: 30 Clan Rewards: 38 Clan Points Negotiation +1 Teamwork +1 Reward: 2330 Gil Earth Stone (x2) Knot of Rust

Here, you have to do battle against the Camoa Braves. Initially they will ask you for 5,000 Gil, but if you tell them to beat it, they will engage you in battle. Their lineup consists of two Thieves, two White Monks, a Black Mage, and a Warrior. Since it's a crowd of physical attackers, you will want to bring some good melee attackers of your own to make quick work of them. Once they are defeated, your job here is done, and you get to keep your money!

=====================

The Luck-Stick Seller =====================

Appears: After completing Quest D4-01 (Making Music) and visiting Moorabella, during the month of Blackfrost. Location: Fluorgis

When you come to this area in the month of Blackfrost, you will meet a merchant selling Luck-Sticks. You can buy one for 1000 Gil, or not buy one. If you do, you need to return to this area during the month of Goldsun. There will be an old woman who appears in that month, and if you bring the LuckStick to her, you will be rewarded. If you don't come back during Goldsun, the stick will rot and you will need to buy a new one in Blackfrost again. The prize you receive is randomly picked from the list below (your rank is also random):

Rank Prize ---- ----A

Brilliant Theorbo

B

High Arcana

C

Grimoire Stone

D

Darklord Crystal

E

Lightwing Crystal

1

Hurdy-gurdy

2

Dark Matter

3

Elixir

4

Zodiac Ore

5

Ether

6

Zincatite

7

Low Arcana

8

Gikhet Lead

9

Remedy

10

X-Potion

11

Hi-Potion

12

Gold Needle

13

Zinconium

14

Eye Drops

15

Potion

========== The Search ==========

Appears: After completing Quest E5-06 (Through Another's Eyes) and visiting any town. Location: The Aldanna Range

For this side quest, Adelle will visit Lezaford at his cottage in pursuit of information regarding her powers. She wants to be stronger, and so Lezaford points her in the direction of a man named Lennart. That is where this side quest of sorts ends.

======================== The Strength of the Wolf ========================

Victory Circumstance: Defeat all foes! Forbidden: Back Attack Appears: After completing Quest B2-11 (Now That's a Fire!) and completing an auction. Location: The Bisga Greenlands Ability Points: 30 Clan Rewards: 99 Clan Points Teamwork +3 Reward: 5130 Gil Blood-darkened Bone Bat Tail

Here, you are up against three Werewolves, two Worgens, and a Hellhound. They are all strong physical attackers, particularly the Werewolves, so you will want to defeat them quickly so they can't do too much damage. Beware of their Screech abilities, which can Confuse your allies. Take out these enemies one at a time as you advance up the cliffs and you should be fine. Once you defeat them all, the battle will be over.

======== Wee Evil ========

Victory Circumstance: Defeat all foes! Forbidden: Actions by Moogles Appears: After completing Quest B2-01 (Wanted: Ugohr) and visiting Graszton. Location: Baptiste Hill Ability Points: 30 Clan Rewards: 99 Clan Points Teamwork +3 Reward: 5130 Gil Ahriman Wing (x3) Cursed Coin (x2) Gikhet Lead (x3)

For this battle, you are up against two Baknamys, a Luchorpan, two Hoppy Bunnies, and a Deadly Nightshade. The Hoppy Bunnies are most annoying since they can use Haste to speed up all of the enemies, which basically makes the battle take longer and for you to have less room to attack in between. The rest of the enemies are not too notable in their abilities, and once you take out the annoying Hoppy Bunnies, the rest of the battle should run quite smoothly.

================== Where Could He Be? ==================

Victory Circumstance: Protect Vaan and defeat all foes!

Forbidden: Actions by Bangaa Appears: After completing the Side Quest "An Elegant Encounter". Location: Fluorgis Ability Points: 30 Clan Rewards: 52 Clan Points Adaptability +2 Reward: 2660 Gil Firebird Crystal

Here, you will find Vaan, but he is under attack! You are up against a Wolf, Worgen, Gladiator, Beastmaster, and Berserker. In general, these enemies are no match for you, especially at a point so late in the game. The biggest threats are the Gladiator and Berserker with their strong attacking abilities, so once you take them out, you'll be in good shape. You also need to protect Vaan, so make sure you have someone who can heal him just in case he gets low on health. Once you defeat all of the enemies, Vaan will join your clan!

============ With a Smile ============

Victory Circumstance: Defeat all foes! Forbidden: Actions by Bangaa Appears: After completing Quest D4-06 (Seeking the Stone), Quest B4-06 (Caravan Cry), and reading the Notice "Clan Hunters, begin" at the

Pub. Location: Aisenfield Aldanna Range Nazan Mines The Ruins of Delgantua Ability Points: 30 Clan Rewards: 70 Clan Points Negotiation +2 Teamwork +2 Reward: 2870 Gil Tanned Beast Hide (x3)

When you arrive, you will find yourself up against a group from Duelhorn yet again (three Black Mages, a White Mage, Time Mage, and an Illusionist). Since you're dealing with mages here, and a number of them are on high ledges, having your own long-distance attackers and magick-users are a must. It may be helpful if you send one of your clan members onto the ledges that form the perimeter of the area, so you have that added support against the mages hiding up there. Defeat the White Mage first so he can't heal the others, then start picking off the mages one by one until they're all gone. I should also note that there are four possible locations that you may encounter this group on the map, but if you defeat them at one location, you won't see them again.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=

-= 8. Clan Trials -= -=-=-=-=-=-=-=-=-=-=-=

============== Adaptability I ==============

Forbidden: Fire, Ice, Lightning Rank: 10 Price: 10 Clan Points Location: Camoa Days: 20 Required Talents: Adaptability = 1

Title

Talents

-----

-------

Scouts

Clan Privilege --------------

Adaptability +4

Quest/Item Discounts

--------------------

Empowered Moogles N/A

Teamwork -3 Observers

Adaptability +7

N/A

N/A

Teamwork -4 Surveyors

Adaptability +10 Agility^ 2

N/A

Teamwork -5 Imitators

Adaptability +13 N/A

N/A

Teamwork -6 Mimics

Adaptability +14 Agility^ 3 Teamwork -7

N/A

Title

Enemies Rounds

-----

------- ------

Scouts

1

4

Observers

1

3

Surveyors

2

4

Imitators

2

3

Mimics

3

3

You will face up against Red Marshmallows in this trial. Before each turn, one of them will make a certain movement. Pay attention, since this movement will determine what you need to do to make it flee the battle. Move next to an enemy and pick the Experiment option to receive three commands. Pick the proper command for the enemy's action and it will flee. Clear the area and the trial will be won.

Command -------

Movement

--------

Stare Down Spinning Surprise

Moving back and forth

Threaten

Spinning and jumping

=============== Adaptability II ===============

Forbidden: Fire, Ice, Lightning Rank: 20 Price: 10 Clan Points Location: Moorabella Days: 20 Required Talents: Adaptability = 20

Title

Talents

-----

-------

Clan Privilege --------------

Quest/Item Discounts

--------------------

Contrivers Adaptability +19 Libra

-2%

Teamwork -8 Survivalists Adaptability +22 N/A

-4%

Teamwork -9 Trailblazers Adaptability +25 Agility^ 4

-6%

Teamwork -10 Executors

Adaptability +28 N/A

-8%

Teamwork -11 Master

Adaptability +31 Agility^ 5

Improvisers Teamwork -12

Title

Enemies Rounds

-----

------- ------

Contrivers 1

4

Survivalists 1

3

Trailblazers 2

3

Executors

2

2

-10%

Master

3

2

Improvisers

You will face up against Ice Flans, Red Marshmallows, and Yellow Jellies in this trial. Before each turn, one of them will make a certain movement. Pay attention, since this movement will determine what you need to do to make it flee the battle. Move next to an enemy and pick the Experiment option to receive three commands. Pick the proper command for the enemy's action and it will flee. Clear the area and the trial will be won.

Ice Flan

Red Marshmallow

--------

---------------

Command

Movement

Command

-------

--------

-------

Eat

Licking

Insult

Sliding to the sides

Slap

Screaming

------------

Movement

-------

--------

Pat

Jumping

Poke

--------

Stare Down Spinning

Yellow Jelly

Command

Movement

Leaning forward

Surprise Threaten

Moving back and forth Spinning and jumping

Praise

Falling into itself

======================== Adaptability-Negotiation ========================

Forbidden: Harming the Weak Rank: 15 Price: 10 Clan Points Location: Graszton Days: 20 Required Talents: Negotiation = 10 Adaptability = 10

Title

Talents

-----

-------

Followers

Clan Privilege --------------

Quest/Item Discounts

--------------------

Adaptability +7 Bonus Gil 1

-1%

Aptitude -3 Negotiation +5 Teamwork -4 Compromisers Adaptability +13 Bonus Gil 2

-2%

Aptitude -4 Negotiation +11 Teamwork -6 Outriders

Adaptability +19 Debuff Resistance 1 -3%

Aptitude -5

(up to 3 if repeated)

Negotiation +17 Teamwork -8 Catalysts

Adaptability +25 Bonus Gil 3

-4%

Aptitude -6 Negotiation +23 Teamwork -10 Master

Adaptability +31 Non-Elemental Attacks -5%

Intercessors Aptitude -7 Negotiation +29 Teamwork -12

Title

Enemies Rounds

-----

------- ------

Followers

4

2

Compromisers 6

2

Outriders

6

3

Catalysts

6

3

Master

6

3

Intercessors

Here, you will find yourself up against a bunch of Cockatrices. The catch, though, is that you cannot harm weaker units, so if you are at a higher level than the 25-40 range, you pretty much can do nothing except defend. Take note of the actual law here; you cannot directly attack the enemies, but your reaction abilities (such as Counter) CAN. If you want, you can move close to the enemy and have them attack you so your reactions can kick in, allowing

you to deal damage or even kill them without breaking the law. Bring someone who can recover the group's HP, then just continually wait and you will win this easily.

========== Aptitude I ==========

Forbidden: Attack Rank: 10 Price: 10 Clan Points Location: Targ Wood Days: 20 Required Talents: Aptitude = 1

Title

Talents

-----

-------

Grease

Clan Privilege --------------

Aptitude +4

Monkeys

Quest/Item Discounts

--------------------

Empowered Bangaa

N/A

Negotiation -3

Apprentices Aptitude +7

N/A

N/A

Negotiation -4 Machinists Aptitude +10

Power^ 2

N/A

Negotiation -5 Technicians Aptitude +13

N/A

N/A

Negotiation -6 Dab Hands

Aptitude +16

Power^ 3

N/A

Negotiation -7

Title

Barrels Rounds

-----

------- ------

Grease

4

3

Monkeys Apprentices 4

4

Machinists 6

3

Technicians 6

4

Dab Hands

2

6

For this trial, there is no battle to face. Instead, there will be a number of barrels placed around the area, and you have to examine each one to find the winning barrel within a certain number of rounds. You can only have three clan members for this challenge, so spread out and check all the barrels to quickly succeed here.

=========== Aptitude II ===========

Forbidden: Ice Rank: 20 Price: 10 Clan Points Location: Zedlei Forest

Days: 20 Required Talents: Aptitude = 20

Title

Talents

-----

-------

Craftsmen

Clan Privilege --------------

Aptitude +19

Quest/Item Discounts

--------------------

Empowered Seeq

-1%

Negotiation -8 Smiths

Aptitude +22

N/A

-2%

Negotiation -9 Wrights

Aptitude +25

Power^ 4

-3%

Negotiation -10 Artisans

Aptitude +28

N/A

-4%

Negotiation -11 Master

Aptitude +31

Power^ 5

-5%

Artificers Negotiation -12

Title

Barrels Enemies Rounds

-----

------- ------- ------

Craftsmen

4

2

3

Smiths

4

3

4

Wrights

6

4

3

Artisans

6

2

4

Master

6

2

2

Artificers

In the second Aptitude trial, you again have to find the winning barrel among

a bunch scattered throughout the area. In addition, there will be Bomb enemies wandering the area, potentially serving as nuisances. You do NOT have to defeat the Bombs here; concentrate on dispersing your four clan members to examine the barrels within the specified number of rounds. Once you find the winning barrel, you will complete this trial.

===================== Aptitude-Adaptability =====================

Forbidden: Ranged Weapons Rank: 15 Price: 10 Clan Points Location: The Galleria Deep Days: 20 Required Talents: Aptitude = 10 Adaptability = 10

Title

Talents

-----

-------

Travelers

Clan Privilege --------------

Quest/Item Discounts

--------------------

Adaptability +5 Debuff Resistance 1 N/A

Aptitude +7 Negotiation -4 Teamwork -3 Prospectors Adaptability +11 Smash Gauge Bonus 1 N/A Aptitude +13

Negotiation -6 Teamwork -4 Pioneers

Adaptability +17 Smash Gauge Bonus 2 -1%

Aptitude +19 Negotiation -8 Teamwork -5 Voyagers

Adaptability +23 Smash Gauge Bonus 3 -3%

Aptitude +25 Negotiation -10 Teamwork -6 Master

Adaptability +29 MP Channeling

-5%

Explorers Aptitude +31 Negotiation -12 Teamwork -7

Title

Lights Enemies Rounds

-----

------ ------- ------

Travelers

3

3

Prospectors 3

4 3

4

Pioneers

4

4

4

Voyagers

4

4

3

Master

5

5

3

Explorers

In this trial, there will be some lights scattered around the area, depending on the level you are attempting. There will be a similar amount of enemies

wandering the area as well. You don't have to fight the enemies; you only need to examine the shimmering lights around the area. The tricky part is that each time you examine a light, the remaining lights switch to another random position in the area. Try to branch your group out, and keep an eye on where the lights move after each one is examined, so that you can efficiently check the rest and succeed in this trial.

================== General Training I ==================

Forbidden: Missing Rank: 15 Price: 10 Clan Points Location: Baptiste Hill Days: 20 Required Talents: All = 1

Title

Talents

-----

-------

Clan Privilege --------------

Quest/Item Discounts

--------------------

Novices

All +4

Empowered Humes

Trainees

All +8

Bonus CP 1

Journeymen All +12 Professionals All +16 Veterans

All +20

Regen Bonus CP 2 Bonus CP 3

-1%

-2% -3% -4% -5%

Title

Enemies Rounds

-----

------- ------

Novices

4

N/A

Trainees

5

N/A

Journeymen 6

N/A

Professionals 6 Veterans

6

4 3

Here, you are up against a varying number of Sprites. They are simple, lowlevelled enemies to beat, so bring people with attacks that can hit a large area so you can quickly defeat them. Be careful of their Meteorite attacks, as if you are unprepared, they can cripple your party!

=================== General Training II ===================

Forbidden: > 20 Damage Rank: 25 Price: 10 Clan Points Location: Baptiste Hill Days: 20 Required Talents: All = 40

Title

Talents

Clan Privilege

Quest/Item Discounts

-----

-------

--------------

--------------------

Adepts

All +24

Move^ 1

-8%

Braves

All +28

Regenra

-10%

Heroes

All +32

Regenga

-12%

Legends

All +36

Debuff Resistance 1 -14%

(up to 5 if repeated) Master

All +40

Move^ 2

-20%

Adventurers

Title

Enemies Rounds

-----

------- ------

Adepts

2

4

Braves

3

4

Heroes

4

4

Legends

3

3

Master

4

3

Adventurers

In this trial, you start off facing only one enemy, a Zaghnal. Every round, another enemy will appear to aid in the fight, while serving as a nuisance to your effort. Each level starts off with a Zaghnal, but the higher the title you want, the tougher the reinforcements will be. Since they can be rather powerful, bring a strong party which can deliver a high amount of damage quickly. That way, you can kill the Zaghnal and win the battle before anyone else shows up. You will have to break the law in order to do this quickly, but that shouldn't be a big deal anyway.

============= Negotiation I =============

Forbidden: Targeting Distant Units Rank: 10 Price: 10 Clan Points Location: Camoa Days: 20 Required Talents: Negotiation = 1

Title

Talents

-----

-------

Hagglers

Clan Privilege --------------

Aptitude -3

Quest/Item Discounts

--------------------

Empowered Nu Mou

Negotiation +3 Intermediaries Aptitude -4

N/A

-2%

Negotiation +6 Barterers

Aptitude -5

Luck 2

-3%

Negotiation +9 Brokers

Aptitude -6

N/A

-4%

Luck 3

-5%

Negotiation +12 Orators

Aptitude -7 Negotiation +15

-1%

Title

Enemies Rounds

-----

------- ------

Hagglers

2

N/A

Intermediaries 3

N/A

Barterers

4

N/A

Brokers

5

4

Orators

6

3

For this trial, you have to do battle with a number of Dreamhares. You may be tempted to use magick to quickly dispatch these creatures, but you must uphold the law in order to win here. If you break the law (Targeting Distant Units), you automatically fail the trial. Luckily, they are all low level enemies, so you should be able to easily defeat them quickly with basic attacks. Be careful though, as they do have the Illude ability which can Charm your clan members. Once you defeat all of your opponents, the trial will be a success.

============== Negotiation II ==============

Forbidden: Grouping Rank: 20 Price: 10 Clan Points Location: Moorabella Days: 20

Required Talents: Negotiation = 20

Title

Talents

-----

-------

Mediators

Clan Privilege --------------

Aptitude -8

Quest/Item Discounts

--------------------

Safe Keeping

-6%

Negotiation +18 Counselors Aptitude -9

N/A

-7%

Negotiation +21 Conciliators Aptitude -10

Luck 4

-8%

Negotiation +24 Arbiters

Aptitude -11

N/A

-9%

Negotiation +27 Master

Aptitude -12

Luck 6

-10%

Negotiators Negotiation +30

Title

Enemies Rounds

-----

------- ------

Mediators

2

N/A

Counselors 3

N/A

Conciliators 4

N/A

Arbiters

5

4

Master

6

3

Negotiators

For this trial, you have to fight a varying amount of Deadly Nightshades. Once again, you must uphold the law, this time against Grouping (ending a

turn next to another unit). However, this means you can use long-range attacks to quickly defeat them, which will help a lot. The most annoying ability will be the enemy's Tomato Ketchup, which can Berserk your clan members and potentially ruin your chances of winning. Attacking multiple units at once will be the best approach here, in order to quickly and safely win the trial.

==================== Negotiation-Teamwork ====================

Forbidden: Using MP Rank: 15 Price: 10 Clan Points Location: The Bisga Greenlands Days: 20 Required Talents: Negotiation = 10 Teamwork = 10

Title

Talents

-----

-------

Speakers

Clan Privilege --------------

Adaptability -3 AP^ 1

Quest/Item Discounts

--------------------2%

Aptitude -4 Negotiation +7 Teamwork +5 Lectors

Adaptability -4 AP^ 2

-4%

Aptitude -6 Negotiation +13 Teamwork +11 Advocates

Adaptability -5 AP^ 3

-6%

Aptitude -8 Negotiation +19 Teamwork +17 Champions

Adaptability -6 Debuff Resistance 1 -8%

Aptitude -10

(up to 4 if repeated)

Negotiation +25 Teamwork +23 Master

Adaptability -7 Always Counter

Judicers

Aptitude -12

-10%

Negotiation +31 Teamwork +29

Title

Enemies Rounds

-----

------- ------

Speakers Lectors

2 3

Advocates

4 2

Champions Master

4

3

3 2

3 2

Judicers

Here, you have to fight a number of Tonberry enemies, in order to win the

trial. The only stipulation is that you cannot use MP, which shouldn't be an issue; it is required that you uphold this law or else you will fail automatically. The Tonberries can be quite dangerous if you get too close to them, so try and use abilities such as Aurablast to attack from a distance. Be careful when you weaken them since they will gain Quicken status to move immediately. That said, try to attack them strongly to kill instantly (DualWield attacks work well here).

========== Teamwork I ==========

Forbidden: Not Using MP Rank: 10 Price: 10 Clan Points Location: Camoa Days: 20 Required Talents: Teamwork = 1

Title

Talents

-----

-------

Clan Privilege --------------

Quest/Item Discounts

--------------------

Acquaintances Adaptability -3 Empowered Viera Teamwork +4 Associates Adaptability -4 N/A

N/A

Teamwork +7 Relations

Adaptability -5 Speed^ 2

N/A

N/A

Teamwork +10 Confidantes Adaptability -6 N/A

N/A

Teamwork +13 Old Friends Adaptability -7 Speed^ 3

N/A

Teamwork +16

Title

Enemies Rounds

-----

------- ------

Acquaintances 2

N/A

Associates 3

N/A

Relations

N/A

4

Confidantes 5

4

Old Friends 6

3

In this trial, you have to do battle against a number of Mimics. They are weak against every element, which helps a LOT since you are required to use MP on every turn in order to uphold the law. This is a requirement! So, bring clan members with abilities that use MP or magick users to quickly dispatch these simple enemies!

=========== Teamwork II ===========

Forbidden: Smash Gauge >= 60%

Rank: 20 Price: 10 Clan Points Location: Moorabella Days: 20 Required Talents: Teamwork = 20

Title

Talents

-----

-------

Comrades

Clan Privilege --------------

Quest/Item Discounts

--------------------

Adaptability -8 Empowered Gria

-2%

Teamwork +19 Cohorts

Adaptability -9 N/A

-4%

Teamwork +22 Boon

Adaptability -10 Speed^ 4

-6%

Companions Teamwork +25 Countrymen Adaptability -11 N/A

-8%

Teamwork +28 Master Allies Adaptability -12 Speed^ 5 Teamwork +31

Title

Enemies Rounds

-----

------- ------

Comrades Cohorts Boon

2 3 4

N/A N/A N/A

Companions Countrymen 5

4

-10%

Master Allies 6

3

In this trial, you are up against a varying number of Chocobos. The law you must uphold can make things tricky, since a unit's Smash Gauge fills by 10 points each time they act. As such, you need to make sure your actions hit hard to defeat the Chocobos before the gauge fills above 60%. The Chocobos can heal themselves also, so you will want to defeat them fast as well. They are weak against fire, ice, and lightning, so you will do well to bring a magick-user to quickly bring them down.

================= Teamwork-Aptitude =================

Forbidden: Ranged Weapons Rank: 15 Price: 10 Clan Points Location: The Aldanna Range Days: 20 Required Talents: Aptitude = 10 Adaptability = 10

Title

Talents

-----

-------

Hands of Steel

Clan Privilege --------------

--------------------

Adaptability -4 Bonus Exp 1 Aptitude +5

Quest/Item Discounts

N/A

Negotiation -3 Teamwork +7 Hands of Silver

Adaptability -6 Debuff Resistance 2 N/A Aptitude +11

Negotiation -4 Teamwork +13 Hands of Gold Adaptability -8 Bonus Exp 2

-1%

Aptitude +17 Negotiation -5 Teamwork +19 Hands of Divinity

Adaptability -10 Bonus Exp 3

-3%

Aptitude +23

Negotiation -6 Teamwork +25 Master Hands Adaptability -12 MP Efficiency Aptitude +29 Negotiation -7 Teamwork +31

Title

Urns Enemies Rounds

-----

---- ------- ------

Hands of

4

4

4

5

4

4

Steel Hands of Silver Hands of Gold 6

5

4

-5%

Hands of

7

5

3

Divinity Master Hands 8

5

3

For this trial, there will be a magick urn placed in the area, but it is guarded by Ahriman enemies. They can Charm your allies, as well as use Roulette to instantly KO someone, so you need to be very careful here. As for the urn, you need to examine it a certain amount of times in a certain number of rounds in order to win here. Each time you check it, the urn will relocate to another position in the area. As you move around the area, try to spread out so you can quickly reach it, no matter where it is. If you are strong enough, kill the Ahriman enemies so you have that much less to worry about as well.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-= -= 9. Brightmoon Tor -= -=-=-=-=-=-=-=-=-=-=-=-=

======== Overview ========

Brightmoon Tor is a mysterious tower that appears in certain locations during certain months. You must complete a number of quests as well in order to gain access to the first tower. There are a total of three towers, each of which

become accessible after you read the notice about it at any Pub and have completed the tower before it (after the first one of course).

=============== Required Quests ===============

The quests you need to complete prior to the notice about the first tower becoming available are:

A1-15: The Star Seal A2-02: The Sun Seal A2-03: The Moon Seal E1-02: Bonga Bugle - Silversun

=============== Tower Locations ===============

The locations of each tower are as follows (you must read the notice at any Pub and have completed the previous tower in order for them to appear, aside from the first one).

Tower 1: Melby Point (Graszton) Tower 2: Gaol's March (Aisenfield)

Tower 3: Footfalls of Despair (Zellea, the Forbidden Land)

====================== Pre-Tower Preparations ======================

You can attempt the towers at any point after you have met the initial requirements. However, it would be best to wait until your party is sufficiently leveled (at least level 50-60; higher if you are attempting the second and especially third towers), and have certain key accessories (Ribbon, Orb of Minwu, etc.). It is also quite useful to plan your party's jobs accordingly, as well as their abilities (Reaction abilities like Reflex and the various types of counterattack abilities, Passive abilities like Dual Wield and Blood Price, and the best Action abilities to complement the jobs you choose).

In each tower, your prize is only accessible if someone in your party is wearing Fairy Shoes, or is of the Gria race. This is essential to fully completing the tower, since after all the purpose is to obtain these accessories AND beat each tower's Watch.

================= Inside the Towers =================

In each tower, there will be four different floors, followed by a "Watch". On each regular floor, you will have to fight your way through a number of new enemies. Upon defeating them, a crystal will appear; check it and you will be able to advance to the next floor. Sometimes the crystal will already be there, which means you only need to get there and check it (unless of course you want to fight). The fifth and final floor is called a Watch, since it contains tougher enemies than the regular floors. Once you defeat the enemies here, you will have completed the tower you are in! At the top of the third tower, after you beat the Third Watch, you will have to beat the Final Watch immediately afterward to fully complete it.

The enemies you will face in here are nothing you've seen outside of the Brightmoon Tor. Some may be holding special accessories that will be worth stealing if you have someone with the Steal: Accessory Thief ability in your party. In each tower is a special one-of-a-kind accessory that can be accessed by checking an urn located on the third floor of each tower. To reach said urn, you may need to check certain crystals that appear or else you won't be able to reach it. Additionally, you will need a Gria (or someone with Fairy Shoes) to actually reach the urn. These accessories are:

Crimson Tear (Tower 1) Snowy Tear (Tower 2) Azure Tear (Tower 3)

If you complete all three towers, you will also receive the Moon Maiden (you can complete the third tower repeatedly to get more Moon Maidens; the Tears can be found one time only. If you somehow miss one of the Tears, you can

come back to the tower later for another attempt. When you return, get to the second floor and you will find a new crystal has appeared; take that one to reach that tower's Watch immediately. If you want to progress normally and find the Tear, ignore that new crystal.

As you progress through the tower, crystals will appear after you kill the floor's enemies. When it appears, have each member of your party check it to send them through to the next area. On the third floor of the second and third towers, there will be two crystals; one that can be reached normally, and the other only by a Gria or someone equipped with Fairy Shoes. The trick here is to send your non-Gria/Fairy Shoes party members to the normal crystal. After they go through, have your floating character check the otherwise inaccessible crystal. That way you can reach that tower's Tear!

*****************************************************************************

-=-=-=-=-=-=-=-= -= 10. Jobs -= -=-=-=-=-=-=-=-=

NOTE: Under the Type heading, A represents Action abilities, R is Reaction, and P is Passive. The ability lists are sorted by AP needed to master.

===== Agent =====

Races: Hume (Al-Cid only) Prerequisites: Complete Side Quest "A Refined Recruit"

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Escort

A - 6/1 -

-

- Receives damage for targeted female unit until next turn ------------------------------------------------------------------Impassion

A - 3/1 -

-

- Raise target's Critical Hit rate, inflict "Berserk" status ------------------------------------------------------------------Enchant

A - 1/1 150 Peacemaker

- Inflict "Charm" on enemy or raise female ally's Attack ------------------------------------------------------------------Fawn

A - 1/1 150 Outsider

- Cast "Astra" and "Regen" to targeted female unit ------------------------------------------------------------------Flourish

A - Weapon 150 Chaos Rifle

- Deal more damage if female units are in party ------------------------------------------------------------------Succor

A - Self 150 Silver Cannon

- Restore user's HP and remove some debuffs ------------------------------------------------------------------Interrogate

A - 6/1 -

-

- Reveal target's Gil/loot/items, reveal traps and invisible units ------------------------------------------------------------------Reckless Abandon A - Weapon 250 Longbarrel - Decrease target's Speed -------------------------------------------------------------------

========= Alchemist =========

Races: Nu Mou Prerequisites: Master 2 Illusionist A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Item Lore

P -

-

150 Wizard's Hat

- Recover 2x HP when using items ------------------------------------------------------------------Magick^

P -

-

150 Life Crosier

- Increase damage of magick attacks ------------------------------------------------------------------Poison

A 8 4/2 150 Druid Mace

- Inflict the target with "Poison" status

------------------------------------------------------------------Safeguard

P -

-

150 Adamant Vest

- Protect against equipment being stolen or broken ------------------------------------------------------------------Astra

A 8 4/2 200 Sage Crosier

- Give target protection against one debuff ------------------------------------------------------------------Rasp

A 8 3/2 250 Energy Mace

- Reduces target's MP ------------------------------------------------------------------Transmute

A 8 1/1 350 Zeus Mace

- Transform target with critical HP into the item they carry ------------------------------------------------------------------Flare

A 16 3/1 400 Lotus Mace

- Create a large explosion to cause large damage to target ------------------------------------------------------------------Protometeor

A 8 3/2 400 Scorpion Tail

- Hit target with a meteorite to cause strong damage ------------------------------------------------------------------Toad

A 32 3/1 450 Mandragora

- Inflict the target with "Toad" status -------------------------------------------------------------------

======= Animist =======

Races: Moogle Prerequisites: N/A

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Sheep Count

A 12 4/2 150 Hurdy-gurdy

- Put enemies to "Sleep" by making them count sheep ------------------------------------------------------------------100% Wool

A 8 Self 200 Glass Bell

- Spin a woolen insulation, causing "Protect" and "Shell" status ------------------------------------------------------------------Archer's Bane R -

-

200 Green Beret

- Dodge all arrows shot in your direction ------------------------------------------------------------------Catnip

A 8 1/1 200 War Trumpet

- Use Nepeta cataria to make the target "Berserk" ------------------------------------------------------------------Chocobo Rush A 8 Linear 250 Satyr Flute - Call a stampede of Chocobos to trample your enemies ------------------------------------------------------------------Cuisine

A 22 1/1 350 Heal Chime

- Cook up food to completely recover HP -------------------------------------------------------------------

Tail Wag

A 12 1/1 350 Frigid Viol

- "Charm" the enemy through alluring tail wagging ------------------------------------------------------------------Friend

A 4 4/2 400 Shining Lute

- Call upon a random "Scion" to aid in battle ------------------------------------------------------------------Toadsong

A 22 4/1 400 Blueleaf Flute

- Use music to inflict "Toad" status to the target -------------------------------------------------------------------

======== Arcanist ========

Races: Nu Mou Prerequisites: Complete Quest C1-12 (The Nu Mou Nobles), master 2 Time Mage A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Pierce

P -

-

200 Red Robe

- Magick spells cast are unaffected by target's Reflect status -------------------------------------------------------------------

Gravity

A 12 3/1 250 Force Rod

- Reduce target's current HP by 25% ------------------------------------------------------------------Lv. 3 Dark

A 8 All 250 Flame Rod

- Dark elemental damage to units whose level is a multiple of 3 ------------------------------------------------------------------Lv. 5 Haste

A 8 All 250 Lilith Rod

- Give "Haste" to units whose level is a multiple of 5 ------------------------------------------------------------------Lv. ? Shadowflare A 12 All 250 Bomb Arm - Dark damage to units who share first digit of user's level ------------------------------------------------------------------Drain

A 12 4/1 300 Sleet Rod

- Recover HP equal to amount of damage the target takes ------------------------------------------------------------------Syphon

A 12 4/1 300 Terre Rod

- Recover HP equal to the amount of MP taken from target ------------------------------------------------------------------Death

A 16 3/1 450 Heretic Rod

- Inflict KO status on target ------------------------------------------------------------------Graviga

A 22 3/1 450 Stardust Rod

- Reduce target's current HP by 50% ------------------------------------------------------------------MP Shield

R -

-

450 Mirage Vest

- Lose MP instead of HP when taking damage (if current MP > 0) -------------------------------------------------------------------

====== Archer ======

Races: Hume, Viera Prerequisites: Master 1 Soldier A-ability (Hume)

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Focus

A - Self 100 Longbow

- Increase amount of damage afflicted with next regular attack ------------------------------------------------------------------Archer's Bane R -

-

200 Green Beret

- Dodge all arrows shot in your direction ------------------------------------------------------------------Burial

A - Weapon 200 Silver Bow

- Totally destroys Undead targets, disallowing them to come back ------------------------------------------------------------------Take Aim

A - Weapon 200 Yoichi Bow

- Cause 50% damage to target, but with 100% accuracy ------------------------------------------------------------------Blackout

A - Weapon 250 Char Bow

- Inflict "Blind" status to target ------------------------------------------------------------------Concentration P -

-

250 Target Bow

- Raises the accuracy of all abilities by 5% ------------------------------------------------------------------Leg Shot

A - Weapon 250 Thorn Bow

- Inflict "Immobilize" status to target ------------------------------------------------------------------Lightning Strike A - Weapon 300 Perseus Bow - Causes damage to target, disregarding equipped R-Abilities ------------------------------------------------------------------Arm Shot

A - Weapon 350 Nail Bow

- Inflict "Disable" status to target ------------------------------------------------------------------Cupid

A - Weapon 450 Artemis Bow

- Inflict "Charm" status to target -------------------------------------------------------------------

======== Assassin ========

Races: Viera Prerequisites: Complete Quest C4-01 (Veis, Assassin), master 2 Elementalist A-abilities and 1 Sniper A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Return Fire

R -

-

150 Power Sash

- Catch arrows and throw them back at the attacker ------------------------------------------------------------------Aphonia

A 6 1/1 200 Murasame

- Inflict target with "Silence" status ------------------------------------------------------------------Ague

A 8 1/1 250 Huntsman's Bow

- Give target fever, causing them to be "Slow" ------------------------------------------------------------------Nightmare

A 8 1/1 300 Kiku-ichimonji

- Simultaneously curse target with "Sleep" and "Doom" status ------------------------------------------------------------------Shadowbind

A 18 1/1 350 Elfin Bow

- Stitch the shadow of the target down to "Stop" them ------------------------------------------------------------------Oblivion

A 12 1/1 400 Masamune

- Inflict "Addle" (can only use Attack) to target ------------------------------------------------------------------Last Breath

A 18 1/1 450 Adazakura

- Suffocate target to instantly KO them ------------------------------------------------------------------Rockseal

A 22 1/1 450 Kotetsu

- Seal targeted enemy in "Stone" ------------------------------------------------------------------Ultima Masher A 32 Weapon 990 Zanmato - Ultimate magick attack, does heavy damage to target -------------------------------------------------------------------

==== Bard ====

Races: Moogle (Hurdy only) Prerequisites: Complete Quest D4-01 (Making Music)

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Battle Chant A - 4/2 -

-

- Raise target's Defense ------------------------------------------------------------------Critical: Vanish R -

-

-

-

- Become invisible when made critical from an attack ------------------------------------------------------------------Hide

A - Self -

-

- Become completely invisible until your next attack action

------------------------------------------------------------------Magickal Refrain A - 4/2 -

-

- Raise target's Resistance ------------------------------------------------------------------Requiem

A - 4/2 -

-

- Deal heavy damage to undead targets only ------------------------------------------------------------------Angelsong

A - 4/2 200 Hurdy-gurdy

- Cast "Regen" on target ------------------------------------------------------------------Soul Etude

A - 4/2 250 Brilliant Theorbo

- Restore HP and remove some debuffs ------------------------------------------------------------------Magick Ballad A - 4/2 350 Shining Lute - Restore 10 MP to target ------------------------------------------------------------------Nameless Song A - 4/2 350 Frigid Viol - Give a random buff to target -------------------------------------------------------------------

=========== Beastmaster ===========

Races: Nu Mou Prerequisites: Complete Quest B3-16 (Knowing the Beast)

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Ahriman

A - 2/1 150 Brilliant Theorbo

- Control Ahriman class monsters ------------------------------------------------------------------Antlion

A - 2/1 150 Faerie Harp

- Control Tonberry class monsters ------------------------------------------------------------------Baknamy

A - 2/1 150 Demon Bell

- Control Baknamy class monsters ------------------------------------------------------------------Behemoth

A - 2/1 150 Shining Lute

- Control Behemoth class monsters ------------------------------------------------------------------Bomb

A - 2/1 150 Blueleaf Flute

- Control Bomb class monsters ------------------------------------------------------------------Cockatrice

A - 2/1 150 Heal Chime

- Control Cockatrice class monsters ------------------------------------------------------------------Deadly Nightshade A - 2/1 150 Lamia Harp - Control Deadly Nightshade class monsters -------------------------------------------------------------------

Deathscythe

A - 2/1 150 Black Quena

- Control Deathscythe class monsters ------------------------------------------------------------------Drake

A - 2/1 150 Hurdy-gurdy

- Control Drake class monsters ------------------------------------------------------------------Dreamhare

A - 2/1 150 Lamia Harp

- Control Dreamhare class monsters ------------------------------------------------------------------Flan

A - 2/1 150 Demon Bell

- Control Flan class monsters ------------------------------------------------------------------Floating Eye A - 2/1 150 Brilliant Theorbo - Control Floating Eye class monsters ------------------------------------------------------------------Ghost

A - 2/1 150 Black Quena

- Control Ghost class monsters ------------------------------------------------------------------Headless

A - 2/1 150 Satyr Flute

- Control Headless class monsters ------------------------------------------------------------------Lamia

A - 2/1 150 Glass Bell

- Control Lamia class monsters ------------------------------------------------------------------Malboro

A - 2/1 150 Blueleaf Flute

- Control Malboro class monsters -------------------------------------------------------------------

Shelling

A - 2/1 150 Conch Shell

- Control Shelling class monsters ------------------------------------------------------------------Sprite

A - 2/1 150 Faerie Harp

- Control Sprite class monsters ------------------------------------------------------------------Werewolf

A - 2/1 150 Frigid Viol

- Control Werewolf class monsters ------------------------------------------------------------------Wolf

A - 2/1 150 War Trumpet

- Control Wolf class monsters ------------------------------------------------------------------Zombie

A - 2/1 150 Black Quena

- Control Zombie class monsters ------------------------------------------------------------------Critical: Haste R -

-

250 Ninja Gear

- Enables "Haste" status when made critical from attack ------------------------------------------------------------------Immunity

P -

-

250 Survival Vest

- Renders character immune to most buffs and debuffs -------------------------------------------------------------------

========= Berserker =========

Races: Seeq Prerequisites: N/A

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Attack^

P -

-

150 Leather Knuckles

- Increase damage of physical attacks ------------------------------------------------------------------Counter

R -

-

150 Headband

- Counterattack after being attacked ------------------------------------------------------------------Critical: Berserk R -

-

150 Gauntlets

- Enables "Berserk" status when made critical from attack ------------------------------------------------------------------Death Strike P -

-

150 Bracers

- Increases chance of landing a critical hit when attacking ------------------------------------------------------------------Furore

A - 1/1 200 Kaiser Knuckles

- Deal damage and knock back target ------------------------------------------------------------------Hone Senses

A - Self 200 Survivor

- Raise the user's Critical Hit rate ------------------------------------------------------------------Inner Calm

A - Self 250 Metal Knuckles

- Raise the user's Evasion ------------------------------------------------------------------Scream

A - Prox. 300 Poison Knuckles

- Remove all buffs from nearby units ------------------------------------------------------------------Ground Shaker A - 4/2 350 Death Claws - Earth elemental damage ------------------------------------------------------------------Smite of Rage A - Weapon 350 Cat Claws - Deal damage and inflict a random debuff on target ------------------------------------------------------------------Helm Smash

A - 1/1 400 Godhand

- Does damage, may destroy target's helmet ------------------------------------------------------------------Smash

A - 1/1 400 Tiger Fangs

- Does damage, may destroy target's accessory -------------------------------------------------------------------

====== Bishop ======

Races: Bangaa Prerequisites: Master 2 White Monk A-abilities

Abilities

---------

Name

Type MP Range AP Item

------------------------------------------------------------------Pilfer

A 6 3/1 150 Cheer Staff

- Attack target and attempt to steal loot ------------------------------------------------------------------Aero

A 14 3/2 200 Judicer's Staff

- Wind elemental damage ------------------------------------------------------------------Barrier

A 8 3/1 200 Pomegranate Staff

- Give "Protect" and "Shell" status to target ------------------------------------------------------------------Cura

A 14 4/2 200 Healing Staff

- Recovers a moderate amount of HP ------------------------------------------------------------------Water

A 14 3/2 200 Spring Staff

- Water elemental damage ------------------------------------------------------------------Dispel

A 12 3/1 300 Staff of Blessings

- Remove buffs from the target ------------------------------------------------------------------Halve MP

P -

-

400 Luminous Robe

- Decreases required MP to cast magick spells by 50% ------------------------------------------------------------------Holy

A 32 3/2 400 Nirvana

- Inflict large Holy elemental damage to the target

------------------------------------------------------------------Magick Counter R -

-

400 Samite Coat

- Re-cast a spell back at an enemy when attacked by magick ------------------------------------------------------------------Break

A 24 3/1 450 Serpent Staff

- Afflicts target with "Stone" status -------------------------------------------------------------------

========== Black Mage ==========

Races: Hume, Moogle, Nu Mou Prerequisites: Master 1 White Mage A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Blizzard

A 8 4/2 100 Rod

- Inflict a small amount of Ice elemental damage ------------------------------------------------------------------Fire

A 8 4/2 100 Rod

- Inflict a small amount of Fire elemental damage -------------------------------------------------------------------

Thunder

A 8 4/2 100 Rod

- Inflict a small amount of Lightning elemental damage ------------------------------------------------------------------Blizzara

A 14 4/2 200 Sleet Rod

- Inflict a moderate amount of Ice elemental damage ------------------------------------------------------------------Fira

A 14 4/2 200 Firewheel Rod

- Inflict a moderate amount of Fire elemental damage ------------------------------------------------------------------Thundara

A 14 4/2 200 Thunder Rod

- Inflict a moderate amount of Lightning elemental damage ------------------------------------------------------------------Blizzaga

A 18 4/2 300 Chill Rod

- Inflict a large amount of Ice elemental damage ------------------------------------------------------------------Firaga

A 18 4/2 300 Flame Rod

- Inflict a large amount of Fire elemental damage ------------------------------------------------------------------Thundaga

A 18 4/2 300 Thor Rod

- Inflict a large amount of Lightning elemental damage ------------------------------------------------------------------Geomancy

P -

-

350 Sage's Robe

- Strengthens the elemental damage inflicted by magic ------------------------------------------------------------------Magick Counter R -

-

400 Samite Coat

- Re-cast a spell back at an enemy when attacked by magick -------------------------------------------------------------------

========= Blue Mage =========

Races: Hume Prerequisites: Master 1 Black Mage A-ability

Abilities ---------

Name

Type MP Range AP Item/Enemy Species

------------------------------------------------------------------Angel Whisper A 32 3/1 -

Sprite

- Recover some HP, give "Reraise" status to target ------------------------------------------------------------------Bad Breath

A 8 2/2 -

Malboro

- Inflict random debuffs on target ------------------------------------------------------------------Doom

A 8 4/1 -

Deathscythe

- Inflict "Doom" status to target ------------------------------------------------------------------Dragon Force A 8 4/1 -

Drake

- Raise target's Attack and Magick ------------------------------------------------------------------Eerie Sound Wave A 8 4/1 -

Malboro

- Remove all buffs from target ------------------------------------------------------------------Expose Weakness A 8 4/1 -

Drake

- Lower target's Defense and Resistance ------------------------------------------------------------------Limit Glove

A 4 1/1 -

Turtle

- Deal 999 damage to target if user's HP is at 1 ------------------------------------------------------------------Magick Hammer A 4 3/1 -

Baknamy

- Attack the target, taking away some of their MP ------------------------------------------------------------------Matra Magick A 22 3/1 -

Turtle

- Switch the target's HP and MP around ------------------------------------------------------------------Mighty Guard A 8 4/1 -

Drake

- Raise target's Defense and Resistance ------------------------------------------------------------------Night

A 22 All -

Lamia

- Inflict "Sleep" status on all enemies ------------------------------------------------------------------Quake

A 12 3/2 -

Headless

- Earth elemental attack ------------------------------------------------------------------Roar

A 8 All -

Werewolf

- Remove all buffs from all allies and enemies ------------------------------------------------------------------Roulette

A 12 All -

Ahriman

- Randomly KOs an ally or enemy ------------------------------------------------------------------Sandstorm

A 12 4/2 -

Antlion

- Earth elemental attack, inflict "Blind" status to target ------------------------------------------------------------------Screech

A 8 3/2 -

Wolf

- Magick attack, inflict "Confuse" status on target ------------------------------------------------------------------Self-destruct A 8 Prox. -

Bomb

- Self-destruct to damage surrounding units, KO self ------------------------------------------------------------------Unction

A 8 4/2 -

Flan

- Inflict "Oil" status to target ------------------------------------------------------------------War Dance

A 12 4/2 -

Dreamhare

- Increase target's Attack ------------------------------------------------------------------White Wind

A 20 3/2 -

Sprite

- Recover a moderate amount of HP ------------------------------------------------------------------Learn

P -

-

100 Light Saber

- Allows the learning of Blue Magick spells ------------------------------------------------------------------Immunity

P -

-

250 Survival Vest

- Renders character immune to most buffs and debuffs ------------------------------------------------------------------MP Shield

R -

-

450 Mirage Vest

- Lose MP instead of HP when taking damage (if current MP > 0) -------------------------------------------------------------------

========= Cannoneer =========

Races: Bangaa Prerequisites: Complete Quest C1-15 (The Bangaa Brotherhood), master 2 Dragoon A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Blur

R -

-

150 Fortune Ring

- Dodge all regular attacks from guns and hand cannons ------------------------------------------------------------------Buckshot

A - Self 150 Omnis Cannon

- Increases range of next attack ------------------------------------------------------------------Foresight

A - Self 150 Supernal Ray

- Allows user to attack twice in the next turn ------------------------------------------------------------------Prime

A - Self 150 Diklum

- Increase amount of damage afflicted with next regular attack ------------------------------------------------------------------Scope

A - Self 150 Ligatur

- Increases Accuracy of next attack ------------------------------------------------------------------Mortar

A - 4/1 200 Massive Bazooka

- Inflict a strong attack, but user cannot move next turn ------------------------------------------------------------------Target

A - 4/1 250 Dromaeo

- Inflict a strong attack with 100% accuracy on next turn ------------------------------------------------------------------Potion Shell A - Weapon 300 Hand Cannon - Restores 60 HP to the target ------------------------------------------------------------------Ether Shell

A - Weapon 500 Brevis

- Restores 60 MP to the target -------------------------------------------------------------------

============== Chocobo Knight ==============

Races: Moogle Prerequisites: Complete Quest C4-05 (Popocho's Chocobos), master 2 Animist A-abilities

NOTE: With this job, you don't actually learn any abilities. The abilities you have at your disposal are based on the color chocobo you are current riding.

Abilities ---------

Name

MP Range Chocobo

------------------------------------------------------------------Choco Barrier 8 2/2 All Chocobos - Cast "Protect" and "Shell" on target ------------------------------------------------------------------Choco Beak

- 1/1 All Chocobos

- Magick attack, does heavy damage to target ------------------------------------------------------------------Choco Cure

8 2/2 All Colors

- Restore a moderate amount of HP to target ------------------------------------------------------------------Choco Esuna

8 2/2 Green Chocobo

- Remove some debuffs from target ------------------------------------------------------------------Choco Flame

18 4/2 Black Chocobo

- Fire elemental attack ------------------------------------------------------------------Choco Guard

10 2/2 Brown Chocobo

- Cast "Regen" on target, raises Defense and Resistance -------------------------------------------------------------------

Choco Meteor 18 4/2 Red Chocobo - Magick attack, does heavy damage to target ------------------------------------------------------------------Choco Recharge 4 1/1 White Chocobo - Restores some MP to target -------------------------------------------------------------------

====== Dancer ======

Races: Viera (Penelo only) Prerequisites: Complete Side Quest "An Elegant Encounter"

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Blade Dance

A - 1/1 -

-

- Attack twice in the same turn ------------------------------------------------------------------Critical: Quicken A -

-

-

-

- Enables "Quicken" status when made critical from attack ------------------------------------------------------------------Mincing Minuet

A - 4/2 -

-

- Magick attack on target ------------------------------------------------------------------Slow Dance

A - 4/1 -

-

- Inflict "Slow" status on target ------------------------------------------------------------------Witch Hunt

A - 4/1 -

-

- Decrease MP of target ------------------------------------------------------------------Heathen Frolic

A - 4/2 250 Force Rod

- Decrease target's Magick ------------------------------------------------------------------Polka

A - 4/2 250 Esztam Baton

- Decrease target's Attack ------------------------------------------------------------------Jitterbug

A - 4/1 300 Staff of the Magi

- Magick attack, recover HP lost by target ------------------------------------------------------------------Forbidden Dance A - 4/1 350 Heretic Rod - Inflict random debuffs on target -------------------------------------------------------------------

======== Defender ========

Races: Bangaa

Prerequisites: Master 2 Gladiator A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Hibernate

A - Self 100 Defender

- Removes some debuffs, but causes user to Sleep ------------------------------------------------------------------Critical: Berserk R -

-

150 Gauntlets

- Enables "Berserk" status when made critical from attack ------------------------------------------------------------------Defense^

P -

-

150 Diamond Armor

- Decrease damage received from physical attacks ------------------------------------------------------------------Defend

A - Self 200 Lionheart

- Increases Defense/Resistance by 20% for subsequent attack ------------------------------------------------------------------Tank

P -

-

200 Platinum Armor

- Allows Heavy Armor to be equipped, regardless of current job ------------------------------------------------------------------Whirl Blast

A - Prox. 200 El-Cid

- Damage and knock back adjacent units ------------------------------------------------------------------Bulwark

A - Self 300 Save the Queen

- Prevent all damage for one turn

------------------------------------------------------------------Meltdown

A - Prox. 350 Vajra

- Attack which damages equal to user's current HP but KO's self ------------------------------------------------------------------Mow Down

A - Prox. 350 Stribog

- Damage adjacent units, but lowers user's Evasion ------------------------------------------------------------------Rend Weapon

A - Weapon 350 Claymore

- Does damage, may destroy target's weapon ------------------------------------------------------------------Aura

A 28 Self 400 Lohengrin

- Cast "Regen" on "Reraise" on self -------------------------------------------------------------------

======= Dragoon =======

Races: Bangaa Prerequisites: Complete Quest C3-13 (Kyrra, Dragoon), master 2 Warrior A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Jump

A - 4/1 150 Javelin

- Jump up and then impale target on the way down (requires Spear) ------------------------------------------------------------------Wyrmtamer

A - 1/1 150 Burglar Sword

- Force critical Dragons to withdraw from the battle field ------------------------------------------------------------------Wyrmkiller

A - Weapon 200 Blood Sword

- Inflict 2x damage to Dragons ------------------------------------------------------------------Fire Breath

A - Expell 300 Lava Spear

- Breathe out Fire elemental damage ------------------------------------------------------------------Ice Breath

A - Expell 300 Ice Lance

- Breathe out Ice elemental damage ------------------------------------------------------------------Lancet

A - 1/1 300 Restorer

- Absorb HP from targeted enemy ------------------------------------------------------------------Thunder Breath A - Expell 300 Gae Bolg - Breathe out Thunder elemental damage ------------------------------------------------------------------Bangaa Cry

A - Expell 400 Dragon Whisker

- Damage targeted enemies, may cause "Confuse" status ------------------------------------------------------------------Dragonheart

R -

-

500 Vitanova

- Gain "Reraise" status when attacked, only once per battle

-------------------------------------------------------------------

============ Elementalist ============

Races: Viera Prerequisites: Master 2 White Mage A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Boulder Crush A 8 4/1 200 Estoc - Inflict Earth elemental damage and "Immobilize" status on target ------------------------------------------------------------------Earth Heal

A 6 4/1 200 Fleuret

- Earth elemental HP recovery ------------------------------------------------------------------Shining Air

A 8 4/1 200 Djinn Flyssa

- Inflict Wind elemental damage and "Blind" status on target ------------------------------------------------------------------Thunderous Roar A 8 4/1 200 Mage Masher - Inflict Lightning elemental damage, "Silence" status on target -------------------------------------------------------------------

White Flame

A 12 4/2 200 Flamberge

- Fire elemental HP recovery ------------------------------------------------------------------Fire Whip

A 8 4/1 250 Scarlet Rapier

- Inflict Fire elemental damage and "Disable" status on target ------------------------------------------------------------------Sliprain

A 8 4/1 250 Silver Rapier

- Inflict Water elemental damage and "Slow" status on target ------------------------------------------------------------------Evil Gaze

A 8 4/1 300 Joyeuse

- Inflict Dark elemental damage and "Confuse" status on target -------------------------------------------------------------------

====== Fencer ======

Races: Viera Prerequisites: N/A

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Shieldbearer P -

-

150 Bronze Shield

- Equip Shields regardless of current Job ------------------------------------------------------------------Swarmstrike

A - Weapon 150 Stinger

- Summon a swarm of tiny bugs which damage and inflict "Poison" ------------------------------------------------------------------Featherblow

A - Weapon 200 Estoc

- 50% damage, but with 2x accuracy ------------------------------------------------------------------Manastrike

A - Weapon 250 Mage Masher

- Reduces target's MP ------------------------------------------------------------------Checkmate

A - Weapon 300 Gupti Aga

- Curses target with "Doom" status ------------------------------------------------------------------Nighthawk

A - 4/1 300 Joyeuse

- Produce a projectile to attack from a distance ------------------------------------------------------------------Piercing Blow A - 2/2 300 Flamberge - Attack adjacent unit and the unit behind them ------------------------------------------------------------------Reflex

R -

-

300 Ever Robe

- Completely evade all any incoming "Attack" actions ------------------------------------------------------------------Swallowtail

A - Prox. 300 Djinn Flyssa

- Twirl with rapier to cause damage to all adjacent units ------------------------------------------------------------------Shadowstick

A - Weapon 400 Silver Rapier

- Lowers target's Speed -------------------------------------------------------------------

======= Fighter =======

Races: Hume Prerequisites: Complete Quest C4-02 (To Be a Fighter), master 3 Soldier A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Rush

A - Weapon 100 Sweep Blade

- Deals damage and knocks back target ------------------------------------------------------------------Air Render

A - 3/1 250 Atomos Blade

- Attack from a distance ------------------------------------------------------------------Beat Down

A - Weapon 250 Shadow Blade

- Deal twice as much damage, but with 50% accuracy ------------------------------------------------------------------Blitz

A - Weapon 250 Sun Blade

- 50% damage, but with 2x accuracy ------------------------------------------------------------------Bonecrusher

R -

-

250 Wygar

- Counterattack after being attacked, and deal greater damage ------------------------------------------------------------------Doublehand

P -

-

250 Venus Blade

- Hold weapon with two hands to increase the damage dealt with it ------------------------------------------------------------------Wild Swing

A - Prox. 250 Ogun Blade

- Deal damage to adjacent units ------------------------------------------------------------------Air Blast

A - Expell 350 Air Blade

- Wind damage to units in front of you ------------------------------------------------------------------Aurablast

A - 4/2 350 Kwigon Blade

- Deal damage in a wide range ------------------------------------------------------------------Back Draft

A - 1/1 400 Flametongue

- Deal Fire elemental damage, causes some backfiring damage -------------------------------------------------------------------

========= Flintlock =========

Races: Moogle

Prerequisites: Complete Quest C4-06 (Of Kupos and Cannons), master 2 Fusilier A-abilities and 2 Tinker A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Prime

A - Self 100 Hand Cannon

- Allows user to use other ballistic abilities ------------------------------------------------------------------Blur

R -

-

150 Fortune Ring

- Dodge all regular attacks from guns and hand cannons ------------------------------------------------------------------Charged Attacks P -

-

150 Supernal Ray

- Inflict a stronger attack, but use 10 MP ------------------------------------------------------------------Cure Cannon

A - Weapon 250 Omnis Cannon

- Restores some HP and removes some debuffs ------------------------------------------------------------------Protect Cannon A - Weapon 250 Diklum - Cast "Protect" and "Regen" on target ------------------------------------------------------------------Shell Cannon A - Weapon 250 Ligatur - Cast "Shell" and "Regen" on target ------------------------------------------------------------------Ether Boost

A - Weapon 350 Massive Bazooka

- Inflict a magick attack on the target ------------------------------------------------------------------Blowback

A - Weapon 400 Dromaeo

- Inflict a strong magick attack but lose 20% of your own HP ------------------------------------------------------------------Teleport Cannon A - Weapon 450 Guang Cannon - Teleports the target to a random position on the battlefield ------------------------------------------------------------------Ether Cannon A - Weapon 500 Brevis - Restores 40 MP to the target -------------------------------------------------------------------

======== Fusilier ========

Races: Moogle Prerequisites: Complete Quest B4-04 (The Goug Consortium), master 1 Animist A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Boltshot

A - Weapon 150 Riot Gun

- Shoot a bullet which deals Lightning elemental damage ------------------------------------------------------------------Fireshot

A - Weapon 150 Aiot Gun

- Shoot a bullet which deals Fire elemental damage ------------------------------------------------------------------Iceshot

A - Weapon 150 Giot Gun

- Shoot a bullet which deals Ice elemental damage ------------------------------------------------------------------Blindshot

A - Weapon 200 Silver Cannon

- Shoot a bullet which inflicts "Blind" on target ------------------------------------------------------------------Silenceshot

A - Weapon 200 Lost Gun

- Shoot a bullet which inflicts "Silence" on target ------------------------------------------------------------------Concentration P -

-

250 Longbarrel

- Raises the accuracy of all abilities by 5% ------------------------------------------------------------------Charmshot

A - Weapon 400 Peacemaker

- Shoot a bullet which inflicts "Charm" on target ------------------------------------------------------------------Confushot

A - Weapon 400 Chaos Rifle

- Shoot a bullet which inflicts "Confuse" on target ------------------------------------------------------------------Stopshot

A - Weapon 450 Outsider

- Shoot a bullet which inflicts "Stop" on target -------------------------------------------------------------------

========= Geomancer =========

Races: Gria Prerequisites: Complete Quest B5-08 (Geomancer's Way - Mist), master 1 Hunter A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Nature's Embrace

A 8 6/2 -

-

- Magick attack; only use while standing on natural terrain ------------------------------------------------------------------Shining Flare

A 12 6/2 -

-

- Fire attack; only use in fair weather ------------------------------------------------------------------Avoid Traps

P -

-

150 Spiked Boots

- Traps will not activate if you step on them ------------------------------------------------------------------Resistance^

P -

-

150 Magus Robe

- Increase user's Resistance (ability to dodge magick attacks) ------------------------------------------------------------------Critical: Evasion^ R -

-

200 Cachusha

- Increases Evasion when made critical from an attack ------------------------------------------------------------------Artifice's Embrace A 8 6/2 250 Gokuu Pole - Magick attack, inflict "Slow"; only use on artificial terrain ------------------------------------------------------------------Avalanche

A 12 6/2 250 Eight-fluted Pole

- Ice attack, inflict "Sleep"; only use in snowy weather ------------------------------------------------------------------Earth's Embrace

A 8 6/2 250 Ivory Pole

- Magick attack, inflict "Disable"; only use on barren terrain ------------------------------------------------------------------Life's Embrace

A 8 6/2 250 Iron Pole

- Magick attack, inflict "Immobilize"; only use on grassy terrain ------------------------------------------------------------------Mist Storm

A 24 6/2 250 Fanatic

- Deal damage, deplete target's MP; only use in misty weather ------------------------------------------------------------------Venom Squall

A 12 6/2 250 Zephyr Pole

- Water attack, inflict "Poison"; only use in rainy weather ------------------------------------------------------------------Magick Counter

R -

-

400 Samite Coat

- Re-cast a spell back at an enemy when attacked by magick -------------------------------------------------------------------

========= Gladiator

=========

Races: Bangaa Prerequisites: Master 2 Warrior A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Rush

A - Weapon 100 Sweep Blade

- Deals damage and knocks back target ------------------------------------------------------------------Beat Down

A - Weapon 250 Shadow Blade

- Deal twice as much damage, but with 50% accuracy ------------------------------------------------------------------Blitz

A - Weapon 250 Sun Blade

- Deals 50% damage, but with 2x accuracy ------------------------------------------------------------------Doublehand

P -

-

250 Venus Blade

- Hold weapon with two hands to increase the damage dealt with it ------------------------------------------------------------------Strike Back

R -

-

250 Bone Plate

- Evade incoming "Attack" actions, and counterattack back ------------------------------------------------------------------Wild Swing

A - Prox. 250 Ogun Blade

- Deal damage to adjacent units

------------------------------------------------------------------Blizzard Tackle A 4 1/1 300 Icebrand - Cast ice on sword to inflict Ice elemental damage ------------------------------------------------------------------Fire Soul

A 4 1/1 300 Flametongue

- Cast flames on sword to inflict Fire elemental damage ------------------------------------------------------------------Thunder Assault A 4 1/1 300 Air Blade - Cast bolts on sword to inflict Thunder elemental damage ------------------------------------------------------------------Ultima Sword A 32 Weapon 990 Materia Blade - Ultimate physical attack, does heavy damage to target -------------------------------------------------------------------

========== Green Mage ==========

Races: Viera Prerequisites: Complete Quest C3-14 (Green Dominion), master 1 White Mage A-ability

Abiliites ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Blind

A 8 4/1 150 Druid Mace

- Inflict "Blind" status to target ------------------------------------------------------------------Protect

A 8 4/1 150 Iron Hammer

- Raises target's Defense ------------------------------------------------------------------Shell

A 8 4/1 150 War Hammer

- Raises target's Resistance ------------------------------------------------------------------Spellbound

P -

-

150 Tiara

- Increases the amount of time buffs last ------------------------------------------------------------------Silence

A 8 3/2 200 Energy Mace

- Inflict "Silence" status to target ------------------------------------------------------------------Sleep

A 12 4/2 200 Battle Mace

- Inflict "Sleep" status to target ------------------------------------------------------------------Tranq

A 8 4/2 200 Sage Crosier

- Raises target's Accuracy ------------------------------------------------------------------Absorb MP

R -

-

250 Lordly Robe

- Absorbs the MP used to cast the magick spell used to attack you ------------------------------------------------------------------Evade Magick R -

-

250 Magick Robe

- Dodge all magick spells that cause damage

------------------------------------------------------------------Oil

A 8 4/1 250 Sledgehammer

- Inflict "Oil" status to target ------------------------------------------------------------------Leap

A 18 4/1 400 Mandragora

- Raises target's Move and Jump -------------------------------------------------------------------

======= Heritor =======

Races: Hume (Adelle only) Prerequisites: Complete Side Quest "Gifted"

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Adelaide

A - 1/1 -

-

- Cast "Regen" to target ------------------------------------------------------------------Lennart

A - 4/2 -

-

- Deal damage to targets in range -------------------------------------------------------------------

Elpe

A - Allies 300 Hyakushiki-masamune

- Restore all allies' HP and MP, but KO self ------------------------------------------------------------------Hilo

A - 6/1 300 Chirijiraden

- Deal damage, inflict "Confuse" status to target ------------------------------------------------------------------Ljda

A - 1/1 300 Ayvuir Blue

- Inflict "Charm" status to target ------------------------------------------------------------------Nesiaam

A - Weapon 300 Nagrarok

- Deal damage, inflict "Addle" status (can Attack only) to target ------------------------------------------------------------------Viola

A - 6/2 300 Tiptaptwo

- Deal damage equivalent to amount of HP currently lost by user ------------------------------------------------------------------Wermut

A - 4/1 300 Whale Whisker

- Deal damage, inflict "Slow" status to target -------------------------------------------------------------------

====== Hunter ======

Races: Gria, Hume Prerequisites: Master 3 Archer A-abilities (Hume)

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Advice

A - 1/1 100 Twin Bow

- Raise ally's Critical Hit rate ------------------------------------------------------------------Attack^

P -

-

150 Nike Bow

- Increase damage of physical attacks ------------------------------------------------------------------Oust

A - Weapon 150 Windslash Bow

- Drive critical Monster from battle (doesn't work on last unit) ------------------------------------------------------------------Regenerate

R -

-

200 Gaia Gear

- Gain "Regen" status when attacked ------------------------------------------------------------------Sonic Boom

A - 4/2 200 Cranequin

- Deal damage in a wide range ------------------------------------------------------------------Counter Force A - Weapon 300 Master Bow - Inflicts "Addle" status (can only use Attack) to target ------------------------------------------------------------------Hunting

A - Weapon 300 Hunting Bow

- Receive loot from target if the attack kills it ------------------------------------------------------------------Sidewinder

A - Weapon 300 Hades Bow

- Inflict 2x damage to Monsters ------------------------------------------------------------------Vitals Shot

A - Weapon 300 Elfin Bow

- Afflicts target with a random debuff ------------------------------------------------------------------Ultima Shot

A 32 Weapon 990 Seventh Heaven

- Ultimate magick/physical attack, does heavy damage to target -------------------------------------------------------------------

=========== Illusionist ===========

Races: Hume, Nu Mou Prerequisites: Master 2 White Mage A-abilities and 4 Black Mage A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Absorb MP

R -

-

250 Lordly Robe

- Absorbs the MP used to cast the magick spell used to attack you ------------------------------------------------------------------Freezeblink

A 28 All 250 Sleet Rod

- Inflict Ice elemental damage to all enemies

------------------------------------------------------------------Prominence

A 28 All 250 Firewheel Rod

- Inflict Fire elemental damage to all enemies ------------------------------------------------------------------Tempest

A 28 All 250 Thunder Rod

- Inflict Lightning elemental damage to all enemies ------------------------------------------------------------------Deluge

A 28 All 300 Chill Rod

- Inflict Water elemental damage to all enemies ------------------------------------------------------------------Rockfall

A 28 All 300 Terre Rod

- Inflict Earth elemental damage to all enemies ------------------------------------------------------------------Star Cross

A 28 All 300 Crown Scepter

- Inflict Holy elemental damage to all enemies ------------------------------------------------------------------Stardust

A 28 All 300 Stardust Rod

- Cause non-elemental damage to all enemies ------------------------------------------------------------------Wild Tornado A 28 All 300 Thor Rod - Inflict Wind elemental damage to all enemies ------------------------------------------------------------------Halve MP

P -

-

400 Luminous Robe

- Decreases required MP to cast magick spells by 50% -------------------------------------------------------------------

======= Juggler =======

Races: Moogle Prerequisites: Master 2 Tinker A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Gil Toss

A - 4/1 100 Jackknife

- Throw Gil at target to cause damage equal to amount of Gil lost ------------------------------------------------------------------Weapon Toss

A - 4/1 100 Kris

- Toss a weapon from your inventory at an enemy ------------------------------------------------------------------Return Fire

R -

-

150 Power Sash

- Catch arrows and throw them back at the attacker ------------------------------------------------------------------Molotov Cocktail A - 4/1 250 Khukuri - Toss a molotov cocktail to cause damages and cause "Berserk" ------------------------------------------------------------------Sticky Fingers R -

-

250 Brigandine

- Catch items thrown and hurled at you and keep them -------------------------------------------------------------------

Ball Toss

A - 4/1 350 Scramasax

- Toss a ball at the enemy to cause "Confuse" status ------------------------------------------------------------------Dagger Toss

A - 4/1 400 Swordbreaker

- Toss a dagger at the enemy to damage and inflict "Disable" ------------------------------------------------------------------Ring Toss

A - 4/1 450 Cinquedea

- Toss a ring around the target, causing them to "Stop" ------------------------------------------------------------------Smile Toss

A - 4/1 450 Orichalcum Dirk

- Allows the target's turn to be next immediately after user -------------------------------------------------------------------

======= Lanista =======

Races: Seeq Prerequisites: Complete Quest C5-06 (A Lanista's Pride), master 1 Berserker A-ability

Abilities ---------

Name

Type MP Range AP Item

-------------------------------------------------------------------

Souleater

A - Weapon 150 Xankbras

- Dark elemental damage, but lose 10% of your own HP ------------------------------------------------------------------Tank

P -

-

200 Platinum Armor

- Allows Heavy Armor to be equipped, regardless of current job ------------------------------------------------------------------Blink Counter

R -

-

250 Bone Armlets

- Counterattack after being attacked, and knock back attacker ------------------------------------------------------------------Block!

A 8 4/2 250 Diamond Sword

- Raise target's Defense ------------------------------------------------------------------Monkey Grip

P -

-

250 Oblige

- Hold two-handed weapons in one hand (in order to equip a Shield) ------------------------------------------------------------------Strike!

A 8 4/2 250 Luabreaker

- Raise target's Critical Hit rate ------------------------------------------------------------------Haunting Vision A 8 4/2 300 Dagriohm - Deal damage and inflict target with "Blind" status ------------------------------------------------------------------Sword of Light

A 8 Weapon 300 Ogrenix

- Restore some MP by inflicting Holy elemental damage to target ------------------------------------------------------------------Charge!

A 8 1/1 350 Hardedge

- Deal damage and knock back target, may destroy target's armor -------------------------------------------------------------------

Sword of Darkness A 12 Weapon 350 Ancient Sword - Restore some HP by inflicting Dark elemental damage to target ------------------------------------------------------------------Razzle-dazzle

A 24 Prox. 450 Vigilante

- Restore target's HP ------------------------------------------------------------------Dragonheart

R -

-

500 Tournesol

- Gain "Reraise" status when attacked, only once per battle -------------------------------------------------------------------

=========== Master Monk ===========

Races: Bangaa Prerequisites: Complete Quest C4-13 (Banbanga!), master 2 Warrior and White Monk A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Unscarred

P -

-

150 Judicer's Coat

- If user's HP full, raises Attack, Defense, Magick, Resistance -------------------------------------------------------------------

Blink Counter R -

-

250 Bone Armlets

- Counterattack after being attacked, and knock back attacker ------------------------------------------------------------------Dark Fist

A -

2

300 Battle Bamboo

- Damage targets, but reduces user's HP by 25% of damage dealt ------------------------------------------------------------------Inner Focus

A - Self 300 Tonfa

- Restores HP and removes some debuffs ------------------------------------------------------------------Pummel

A - Weapon 300 Eight-fluted Pole

- Hit twice in the same attack ------------------------------------------------------------------Cross-counter A - Weapon 350 Fanatic - Attack target with regular attack plus target's counterattack ------------------------------------------------------------------Holy Strike

A - Weapon 350 Sanjiegun

- Holy elemental attack ------------------------------------------------------------------Rend Armor

A - Weapon 350 Cypress Pole

- Does damage, may destroy target's armor ------------------------------------------------------------------Lifebane

A - Weapon 400 Esztam Baton

- Attack the target, may cause "Doom" status ------------------------------------------------------------------Withering Strike A - Weapon 400 Gokuu Pole - Deal damage equivalent to amount of HP currently lost by user -------------------------------------------------------------------

============= Moogle Knight =============

Races: Moogle Prerequisites: Master 1 Animist A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Moogle Attack A - Weapon 100 Flametongue - Attack and knock back the target ------------------------------------------------------------------Shieldbearer P -

-

150 Round Shield

- Equip Shields regardless of current Job ------------------------------------------------------------------Moogle Guard A - Self 200 Kwigon Blade - Raise user's Defense and Resistance until the next turn ------------------------------------------------------------------Moogle Shield A - 4/1 200 Pearl Blade - Give target protection against one debuff ------------------------------------------------------------------Critical: Haste R -

-

250 Golden Armor

- Enables "Haste" status when made critical from attack ------------------------------------------------------------------Moogle Lance A - 3/1 250 Atomos Blade - Attack from a distance ------------------------------------------------------------------Moogle Rush

A - Weapon 250 Shadow Blade

- Deal 2x damage, but with 50% accuracy ------------------------------------------------------------------Moogle Aid

A - Self 300 Icebrand

- Recover HP and remove most debuffs ------------------------------------------------------------------Moogle Disarm A - 4/1 300 Paraiba Blade - Detect hidden equipment which target can draw form stock ------------------------------------------------------------------Ultima Charge A 32 Weapon 990 Materia Blade - Ultimate magick attack, does heavy damage to target -------------------------------------------------------------------

===== Ninja =====

Races: Hume Prerequisites: Master 4 Thief A-abilities

Abilities

---------

Name

Type MP Range AP Item

------------------------------------------------------------------Throw

A - 4/1 100 Kunai

- Throw a weapon from your stock at the targeted unit ------------------------------------------------------------------Earth Veil

A 4 4/1 200 Osafune

- Deals weak damage, and may cause "Slow" status to target ------------------------------------------------------------------Gold Veil

A 4 4/1 200 Kiku-ichimonji

- Deals weak damage, and may cause "Blind" status to target ------------------------------------------------------------------Water Veil

A 4 4/1 200 Murasame

- Deals weak damage, and may cause "Silence" status to target ------------------------------------------------------------------Critical: Haste R -

-

250 Ninja Gear

- Enables "Haste" status when made critical from attack ------------------------------------------------------------------Wood Veil

A 4 4/1 250 Kotetsu

- Deals weak damage, and may cause "Immobilize" status to target ------------------------------------------------------------------Fire Veil

A 4 4/1 250 Ashura

- Deals weak damage, and may cause "Confuse" status to target ------------------------------------------------------------------Oblivion

A 12 1/1 300 Masamune

- Inflicts "Addle" status (can only use Attack) to target

------------------------------------------------------------------Unspell

A 4 1/1 300 Ama-no-murakumo

- Dispel target's buffs ------------------------------------------------------------------Dual Wield

P -

-

990 Ragetsu-denbu

- Equip a weapon to each hand, and therefore attack twice -------------------------------------------------------------------

======= Paladin =======

Races: Hume Prerequisites: Master 3 Soldier A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Nurse

A - Prox. 100 Defender

- Recover HP and remove some debuffs to self and surrounding units ------------------------------------------------------------------Defense^

P -

-

150 Diamond Armor

- Decrease damage from physical attacks -------------------------------------------------------------------

Parley

A - 1/1 150 Barong

- Persuade critical enemy to leave battlefield (not last unit) ------------------------------------------------------------------Defend

A - Self 200 Lionheart

- Increases Defense/Resistance by 20% for subsequent attack ------------------------------------------------------------------Sanctify

A - 3/2 250 Ogrenix

- Totally destroys Undead targets, disallowing them to come back ------------------------------------------------------------------Cover

A - 4/1 300 Save the Queen

- Take damage instead of attacks directed at target for one turn ------------------------------------------------------------------War Cry

A - Prox. 300 Oblige

- Increases Resistance to self and surrounding units ------------------------------------------------------------------Reflex

R -

-

350 Genji Armor

- Completely evade all any incoming "Attack" actions ------------------------------------------------------------------Holy Blade

A 22 Weapon 400 Excalibur

- Envelopes blade in light to cause strong Holy damage ------------------------------------------------------------------Saint Cross

A 10 Prox. 400 Arch Sword

- Holy damage expelled in all four cardinal directions -------------------------------------------------------------------

=======

Parivir =======

Races: Hume Prerequisites: Complete Quest B4-08 (The Eastwatch), master 3 Soldier A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Death Strike P -

-

150 Bracers

- Increases chance of landing a critical hit when attacking ------------------------------------------------------------------Blade Bash

A - Weapon 200 Ashura

- Deals weak damage, and may cause "Immobilize" status to target ------------------------------------------------------------------Wind Slash

A - 4/1 200 Murasame

- Physical attack with Air elemental damage ------------------------------------------------------------------Strike Back

R -

-

250 Bone Plate

- Evade incoming "Attack" actions, and counterattack back ------------------------------------------------------------------Iai Blow

A - Weapon 300 Osafune

- Deals weak damage, and may cause "KO" status to target -------------------------------------------------------------------

Hoarfrost Blade A - Weapon 400 Ama-no-murakumo - Ice elemental attack, and may cause "Slow" status to target ------------------------------------------------------------------Lifethread Blade A - Weapon 400 Adazakura - Dark elemental attack, may cause "Doom" status to target ------------------------------------------------------------------Shimmering Blade A - Weapon 400 Nosada - Fire elemental attack, may cause "Confuse" status to target ------------------------------------------------------------------Skyfury Blade A - Weapon 400 Kotestsu - Lightning elemental attack, may cause "Berserk" status to target ------------------------------------------------------------------Unburden Soul A - Self 400 Sumihomura - Sacrifice self to fully recover HP/cure debuffs of all allies -------------------------------------------------------------------

====== Ranger ======

Races: Seeq Prerequisites: N/A

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Avoid Traps

P -

-

150 Spiked Boots

- Traps will not activate if you step on them ------------------------------------------------------------------Item Lore

P -

-

150 Wizard's Hat

- Recover 2x HP when using items ------------------------------------------------------------------Sten Needle

A - 2/1 150 Zwillblade

- Lay a trap which depletes 50% of the target's HP ------------------------------------------------------------------Awareness

A - All 200 Target Bow

- Reveal all hidden traps and Invisible units ------------------------------------------------------------------Silence Gas

A - 2/1 200 Kard

- Lay a trap which inflicts target with "Silence" status ------------------------------------------------------------------Leech

A - 2/1 250 Rondel

- Lay a trap which depletes 50% of the target's MP ------------------------------------------------------------------Life Bond

A - 4/1 250 Thorn Bow

- Restore target's HP by depleting user's own HP ------------------------------------------------------------------Camouflage

A - Self 300 Khukuri

- Become completely invisible until your next attack action ------------------------------------------------------------------Mirror Items A - Item 300 Nail Bow

- Reverse the effects of items when used ------------------------------------------------------------------Love Potion

A - 2/1 350 Tonberrian

- Lay a trap which inflicts target with "Charm" status ------------------------------------------------------------------Critical: Vanish R -

-

400 Jambiya

- Become invisible when made critical from an attack -------------------------------------------------------------------

====== Raptor ======

Races: Gria Prerequisites: Complete Quest C4-07 (Instrument of Inspiration), master 1 Hunter A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Counter

R -

-

150 Headband

- Counterattack after being attacked ------------------------------------------------------------------Safeguard

A -

-

150 Iron Armor

- Protect against equipment being stolen or broken ------------------------------------------------------------------Shieldbearer A -

-

150 Platinum Shield

- Equip Shields regardless of current job ------------------------------------------------------------------Mind Crush

A - Weapon 250 Falchion

- Deal damage, lower target's Resistance ------------------------------------------------------------------Monkey Grip

P -

-

250 Stribog

- Hold two-handed weapons in one hand (in order to equip a Shield) ------------------------------------------------------------------Power Crush

A - Weapon 250 Samson Sword

- Deal damage, lower target's Defense ------------------------------------------------------------------Bulwark

A - Self 300 Vajra

- Prevent all damage for one turn ------------------------------------------------------------------Cyclone

A 16 4/2 300 El-Cid

- Wind elemental damage ------------------------------------------------------------------Whirlwind

A 8 4/1 300 Claymore

- Wind elemental damage, inflict "Confuse" status to target ------------------------------------------------------------------Reflex

R -

-

350 Genji Armor

- Completely evade all any incoming "Attack" actions ------------------------------------------------------------------Soul Crush

A - Weapon 350 Rhomphaia

- Deal damage, deplete target's MP ------------------------------------------------------------------Speed Crush

A - Weapon 350 Predator

- Deal damage, lower target's Speed ------------------------------------------------------------------Shield Bash

A - 1/1 400 Beastsword

- Deal damage and knock back target, and inflict "Disable" status -------------------------------------------------------------------

======= Ravager =======

Races: Gria Prerequisites: Complete Quest C5-05 (Ravager), master 1 Hunter A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------En Garde

A - Self 100 Xankbras

- Counter attacks against adjacent units for one return ------------------------------------------------------------------Defense^

P -

-

150 Diamond Armor

- Decrease damage from physical attacks

------------------------------------------------------------------Unscarred

P -

-

150 Judicer's Coat

- If user's HP full, raises Attack, Defense, Magick, Resistance ------------------------------------------------------------------Battle Cry

A - Self 200 Ancient Sword

- Raise user's Attack, while lowering user's Defense ------------------------------------------------------------------Tank

P -

-

200 Platinum Armor

- Allows Heavy Armor to be equipped, regardless of current job ------------------------------------------------------------------Bonecrusher

R -

-

250 Dragon Mail

- Counterattack after being attacked, and deal greater damage ------------------------------------------------------------------Strike Back

R -

-

250 Bone Plate

- Evade incoming "Attack" actions, and counterattack back ------------------------------------------------------------------Sweeping Spin A - Prox. 250 Diamond Sword - Damage adjacent units ------------------------------------------------------------------Overpower

A - 1/1 300 Vigilante

- Causes damage to target, disregarding equipped R-Abilities ------------------------------------------------------------------Sneak Attack A - Weapon 300 Dagriohm - Deal damage based on direction target is facing ------------------------------------------------------------------Tenacity

A - Weapon 300 Hardedge

- Damages target equal to amount of debuffs inflicted on target

------------------------------------------------------------------Blast Wave

A - 4/2 350 Zweihander

- Attack all units directly in your path ------------------------------------------------------------------Full Assault A - Weapon 350 Ogrenix - Deal heavy damage, but causes user to "Sleep" -------------------------------------------------------------------

======== Red Mage ========

Races: Viera Prerequisites: Master 1 Fencer and 1 White Mage A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Cure

A 8 4/2 100 Fleuret

- Recovers a small amount of HP ------------------------------------------------------------------Blizzard

A 8 4/2 150 Flamberge

- Inflict a small amount of Ice elemental damage -------------------------------------------------------------------

Fire

A 8 4/2 150 Scarlet Rapier

- Inflict a small amount of Fire elemental damage ------------------------------------------------------------------Magick^

P -

-

150 Colichemarde

- Increase damage of magic attacks ------------------------------------------------------------------Protect

A 8 4/2 150 Djinn Flyssa

- Raises target's Defense ------------------------------------------------------------------Shell

A 8 4/2 150 Mage Masher

- Raises target's Resistance ------------------------------------------------------------------Thunder

A 8 4/2 150 Stinger

- Inflict a small amount of Lightning elemental damage ------------------------------------------------------------------Silence

A 8 3/2 200 Silver Rapier

- Inflict "Silence" status on target ------------------------------------------------------------------Sticky Fingers R -

-

250 Brigandine

- Catch items thrown and hurled at you and keep them ------------------------------------------------------------------Doublecast

A - Magick 990 Madu

- Use two Magick spells in the same turn -------------------------------------------------------------------

====

Sage ====

Races: Nu Mou Prerequisites: Master 1 Beastmaster and 2 White Mage A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Blind

A 8 4/1 150 Druid Mace

- Inflict "Blind" status to target ------------------------------------------------------------------Defense^

P -

-

150 Dark Garb

- Decrease damage from physical attacks ------------------------------------------------------------------Shieldbearer P -

-

150 Round Shield

- Equip Shields regardless of current job ------------------------------------------------------------------Aero

A 14 3/2 200 Energy Mace

- Wind elemental damage ------------------------------------------------------------------Bio

A 18 3/2 200 Mandragora

- Deal damage and inflict target with "Poison" status ------------------------------------------------------------------Water

A 14 3/2 200 Battle Mace

- Water elemental damage ------------------------------------------------------------------Esunaga

A 24 4/2 350 Life Crosier

- Cures most debuffs ------------------------------------------------------------------Reflex

R -

-

350 Ever Robe

- Completely evade all any incoming "Attack" actions ------------------------------------------------------------------Gigaflare

A 32 3/2 450 Lotus Mace

- Magick attack, deals heavy damage ------------------------------------------------------------------Scathe

A 32 Linear 450 Morning Star

- Magick attack, deals heavy damage ------------------------------------------------------------------Ultima Blow

A 32 Weapon 990 Zeus Mace

- Ultimate magick attack, does heavy damage to target -------------------------------------------------------------------

======= Scholar =======

Races: Nu Mou Prerequisites: Complete Quest C4-09 (Treasued Tomes), master 1 Sage and 1 Time Mage A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Spellbound

P -

-

150 Tiara

- Increases the amount of time buffs last ------------------------------------------------------------------Study

A - 4/1 150 Battle Folio

- Reveal target's loot and items ------------------------------------------------------------------Force

A 6 4/2 200 Tome of Ending

- Raises Resilience of targeted units ------------------------------------------------------------------Earth Dragon Tome A 28 All 300 Mage Manual - Earth elemental damage to all units ------------------------------------------------------------------Natural Selection A 18 Racial 300 Enavia Chronicles - Damage all units of a chosen race ------------------------------------------------------------------Rime Bolt Tome

A 28 All 300 Urutan Annals

- Ice elemental damage to all units ------------------------------------------------------------------Shadow Shade Tome A 28 All 300 Veil of Wiyu - Dark elemental damage to all units ------------------------------------------------------------------Thunder Flare Tome A 28 All 300 The Arnath Glyphs

- Lightning elemental damage to all units ------------------------------------------------------------------Mad Scientist

A 18 4/1 350 Edaroya Scriptures

- Give target a random buff -------------------------------------------------------------------

==== Seer ====

Races: Hume Prerequisites: Complete Quest C4-14 (The Cat's Meow), master 4 White Mage A-abilities.

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Cura

A 14 4/2 200 Battle Folio

- Recovers a moderate amount of HP ------------------------------------------------------------------Esuna

A 12 4/2 200 Urutan Annals

- Cures most debuffs ------------------------------------------------------------------Pierce

P -

-

200 Red Robe

- Magick spells cast are unaffected by target's Reflect status ------------------------------------------------------------------Raise

A 10 4/1 200 Veil of Wiyu

- Resurrect a fallen character + recover 10% of their HP ------------------------------------------------------------------Blizzara

A 14 4/2 250 The Arnath Glyphs

- Inflict a large amount of Ice elemental damage ------------------------------------------------------------------Fira

A 14 4/2 250 Mage Manual

- Inflict a moderate amount of Fire elemental damage ------------------------------------------------------------------Thundara

A 14 4/2 250 Enavia Chronicles

- Inflict a moderate amount of Lightning elemental damage ------------------------------------------------------------------Ribbon-bearer P -

-

300 Orb of Minwu

- Allows user to equip a Ribbon, regardless of current job ------------------------------------------------------------------Recharge

A 4 Self 350 Tome of Ending

- Restores 24 MP to the user ------------------------------------------------------------------Replenish MP R -

-

350 Black Robe

- Absorb 20% of damage received as MP ------------------------------------------------------------------Magick Frenzy A - Magick 550 Edaroya Scriptures - Combined magick attack followed by a physical attack -------------------------------------------------------------------

========== Sky Pirate ==========

Races: Hume (Vaan only) Prerequisites: Complete Side Quest "Where Could He Be?"

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Razor's Edge A - Self -

-

- Increase user's Evasion ------------------------------------------------------------------Salvage

A - 1/1 -

-

- Deactivate traps and receive loot ------------------------------------------------------------------Shadow Stalk A - Weapon -

-

- Causes damage to target, disregarding equipped R-abilities ------------------------------------------------------------------Steal

A - 1/1 -

-

- Deal damage, attempt to steal loot, Gil, and items ------------------------------------------------------------------Sticky Fingers R -

-

-

-

- Catch items thrown and hurled at you and keep them

------------------------------------------------------------------Vigilance

P -

-

-

-

- Receive same damage regardless of enemy's position ------------------------------------------------------------------Flee

A - Self 300 Adamant Blade

- Increase user's Move ------------------------------------------------------------------Life of Crime A - 1/1 300 Ebon Blade - Deal damage equivalent to number of times user used Steal ------------------------------------------------------------------Swipe

A - 1/1 300 Manganese Saber

- Deal damage, steal 2x amount of Gil normally stolen ------------------------------------------------------------------Trophy Hunt

A - Weapon 300 Harpe

- Deal damage, receive Lv. 4 loot if enemy is KO'd by attack -------------------------------------------------------------------

====== Sniper ======

Races: Viera Prerequisites: Master 2 Archer A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Death Sickle A - Weapon 200 Hades Bow - Curse target with "Doom" status ------------------------------------------------------------------Regenerate

R -

- 200 Gaia Gear

- Gain "Regen" status when attacked ------------------------------------------------------------------Beso Toxico

A - Weapon 250 Cranequin

- Deal damage and inflict "Poison" status ------------------------------------------------------------------Doubleshot

A - Weapon 300 Twin Bow

- Shoot two arrows to attack in the same turn ------------------------------------------------------------------Vanish

A - Self 300 Windslash Bow

- Become completely invisible until your next attack action ------------------------------------------------------------------Armor Shot

A - Weapon 350 Elfin Bow

- Destroys target's Armor ------------------------------------------------------------------Wallet Shot

A - Weapon 350 Hunting Bow

- Hit wallet to steal Gil from target ------------------------------------------------------------------Weapon Shot

A - Weapon 350 Master Bow

- Destroys target's Weapon -------------------------------------------------------------------

Marksman's Spite A - Weapon 400 Max's Oathbow - Inflict damage equal to unit's wounds, split between HP and MP -------------------------------------------------------------------

======= Soldier =======

Races: Hume Prerequisites: N/A

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------First Aid

A - Self 100 Broadsword

- Recover a small amount of HP ------------------------------------------------------------------Gauge

A - 4/1 150 Burglar Sword

- Reveal Lv. 1 loot and items ------------------------------------------------------------------Shieldbearer P -

-

150 Bronze Shield

- Equip Shields regardless of current job ------------------------------------------------------------------Monkey Grip

P -

-

250 Dagriohm

- Hold two-handed weapons in one hand (in order to equip a Shield) ------------------------------------------------------------------Rend Magick

A - Weapon 250 Buster Sword

- Lowers target's Magick ------------------------------------------------------------------Rend MP

A - Weapon 250 Ancient Sword

- Lowers target's MP ------------------------------------------------------------------Rend Power

A - Weapon 250 Barong

- Lowers target's Attack ------------------------------------------------------------------Provoke

A - 1/1 300 Blood Sword

- Causes target to have "Berserk" status ------------------------------------------------------------------Mug Gil

A - Weapon 350 Diamond Sword

- Deals damage and steal Gil from target ------------------------------------------------------------------Rend Speed

A - Weapon 350 Silver Sword

- Lowers target's Speed -------------------------------------------------------------------

========== Spellblade ==========

Races: Viera

Prerequisites: Complete Quest B4-12 (To Be a Spellblade), master 2 Red Mage A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Blood Price

P -

-

150 Buster Sword

- Use HP instead of MP when using magick, but at 2x normal cost ------------------------------------------------------------------Critical: Evasion^ R -

-

200 Cachusha

- Increases Evasion when made critical from an attack ------------------------------------------------------------------Poison Blade

A 8 Weapon 200 Blood Sword

- Deal damage and inflict "Poison" status ------------------------------------------------------------------Stun Blade

A 8 Weapon 200 Burglar Sword

- Deal damage and inflict "Immobilize" status ------------------------------------------------------------------Sleep Blade

A 8 Weapon 250 Gale Sword

- Deal damage and inflict "Sleep" status ------------------------------------------------------------------Confusion Blade

A 8 Weapon 300 Onion Sword

- Deal damage and inflict "Confuse" status ------------------------------------------------------------------Oil Blade

A 8 Weapon 300 Broadsword

- Deal damage and inflict "Oil" status ------------------------------------------------------------------Slow Blade

A 8 Weapon 300 Silver Sword

- Deal damage and inflict "Slow" status ------------------------------------------------------------------Maim Blade

A 8 Weapon 350 Restorer

- Deal damage and inflict "Disable" status ------------------------------------------------------------------Doom Blade

A 8 Weapon 400 Vitanova

- Deal damage and inflict "Doom" status -------------------------------------------------------------------

======== Summoner ========

Races: Viera Prerequisites: Master 2 Elementalist A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Carbuncle

A 16 4/3 250 Pomegranate Staff

- Summon ruby sprite to cast "Reflect" on multiple units

------------------------------------------------------------------Kirin

A 16 4/3 250 Healing Staff

- Summon Chinese unicorn to cast "Regen" on multiple units ------------------------------------------------------------------Unicorn

A 16 4/3 250 Cleansing Staff

- Summon holy beast to restore HP and remove debuffs ------------------------------------------------------------------Ifrit

A 16 4/3 300 Staff of Protection

- Summon fiery djinn to inflict Fire elemental damage ------------------------------------------------------------------Ramuh

A 16 4/3 300 Judicer's Staff

- Summon lightning god to inflict Lightning elemental damage ------------------------------------------------------------------Shiva

A 16 4/3 300 Serpent Staff

- Summon ice faerie to inflict Ice elemental damage ------------------------------------------------------------------Maduin

A 24 4/3 350 Cheer Staff

- Summon phantom beast to devastate with strong Holy damage ------------------------------------------------------------------Halve MP

P -

-

400 Luminous Robe

- Decreases required MP to cast magick spells by 50% ------------------------------------------------------------------Phoenix

A 24 4/3 450 Nirvana

- Summon reborn roc to revive KO'd units and restore HP -------------------------------------------------------------------

======= Templar =======

Races: Bangaa Prerequisites: Master 2 Bishop A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Attack^

P -

-

150 Trident

- Increase damage of physical attacks ------------------------------------------------------------------Discipline

A - Self 150 Partisan

- Increases Attack power ------------------------------------------------------------------Astra

A 8 4/1 200 Save the Queen

- Give target protection against one debuff ------------------------------------------------------------------Silence

A 8 3/2 200 Ragnarok

- Inflict target with "Silence" status ------------------------------------------------------------------Bonecrusher

R -

-

250 Dragon Mail

- Counterattack after being attacked, and deal greater damage -------------------------------------------------------------------

Haste

A 8 3/1 250 Lohengrin

- Give target "Haste" status ------------------------------------------------------------------Rasp

A 8 3/2 250 Apocalypse

- Reduces target's MP ------------------------------------------------------------------Soul Sphere

A - 3/2 250 Arch Sword

- Create a sphere which reduces target's MP ------------------------------------------------------------------Lifebreak

A - Weapon 400 Kain's Lance

- Damages target equal to damage sustained by casting unit ------------------------------------------------------------------Piercing Cry A - Prox. 400 Javelin - Lower the Speed of adjacent units -------------------------------------------------------------------

===== Thief =====

Races: Hume, Moogle Prerequisites: Master 1 Soldier A-ability (Hume)

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Loot Lv. 1

A - 1/1 100 Scramasax

- Attempt to steal targeted enemy's level 1 loot ------------------------------------------------------------------Counter

R -

-

150 Chainmail

- Counterattack after being attacked ------------------------------------------------------------------Safeguard

P -

-

150 Adamant Vest

- Protect against equipment being stolen or broken ------------------------------------------------------------------Loot Lv. 2

A - 1/1 200 Rondel

- Attempt to steal targeted enemy's level 2 loot ------------------------------------------------------------------Steal Gil

A - 1/1 200 Jackknife

- Steal Gil from targeted enemy ------------------------------------------------------------------Steal Items

A - 1/1 200 Kard

- Attempt to steal targeted enemy's items ------------------------------------------------------------------Loot Lv. 3

A - 1/1 300 Swordbreaker

- Attempt to steal targeted enemy's level 2 loot ------------------------------------------------------------------Loot Lv. 4

A - 1/1 400 Cinquedea

- Attempt to steal tageted enemy's level 4 loot ------------------------------------------------------------------Steal Limelight A - 1/1 400 Orichalcum Dirk

- Steal Smash Gauge from targeted enemy ------------------------------------------------------------------Steal Accessory A - 1/1 550 Jambiya - Attempt to steal targeted enemy's accesory -------------------------------------------------------------------

========= Time Mage =========

Races: Moogle, Nu Mou Prerequisites: Master 5 Black Mage A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Extend

A 8 3/2 150 Stardust Rod

- Increases the amount of time debuffs last on the target ------------------------------------------------------------------Evade Magick R -

-

250 Magick Robe

- Dodge all magick spells that cause damage ------------------------------------------------------------------Haste

A 8 3/1 250 Firewheel Rod

- Give target "Haste" status

------------------------------------------------------------------Reflect

A 8 3/1 250 Thunder Rod

- Cast a shield on target which reflects magic back at caster ------------------------------------------------------------------Slow

A 8

3/2 250 Terre Rod

- Inflict target with "Slow" status ------------------------------------------------------------------Undo

A 14 3/1 300 Crown Scepter

- Reverts target's HP and MP to same as in their previous turn ------------------------------------------------------------------Stop

A 12 3/2 350 Chill Rod

- Inflict target with "Stop" status ------------------------------------------------------------------Hastega

A 16 3/2 400 Flame Rod

- Give multiple targets "Haste" status ------------------------------------------------------------------Quicken

A 12 3/1 400 Thor Rod

- Allows the target's turn to be next immediately after user ------------------------------------------------------------------Critical: Quicken R -

-

450 Magus Robe

- Enables "Quicken" status when made critical from attack -------------------------------------------------------------------

====== Tinker ======

Races: Moogle Prerequisites: Master 2 Thief A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Regenerate

R -

-

200 Gaia Gear

- Gain "Regen" status when attacked ------------------------------------------------------------------Black Ingot

A 8 All 250 Death Claws

- Cast "Doom" on all allies or enemies ------------------------------------------------------------------Blue Screw

A 8 All 250 White Fangs

- Cast "Dispel" on all allies or enemies ------------------------------------------------------------------Chroma Gem

A 8 All 250 Dream Claws

- Cast "Sleep" on all allies or enemies ------------------------------------------------------------------Gold Battery A 8 All 250 Cat Claws - Completely restore HP of all allies or enemies ------------------------------------------------------------------Gold Moogletron A 8 All 250 Survivor - Cast "Protect" and "Shell" to all allies or enemies -------------------------------------------------------------------

Green Gear

A 8 All 250 Poison Knuckles

- Cast "Poison" on all allies or enemies ------------------------------------------------------------------Red Spring

A 8 All 250 Rising Sun

- Cast "Haste" on all allies or enemies ------------------------------------------------------------------Silver Disc

A 8 All 250 Metal Knuckles

- Cast "Blind" on all allies or enemies ------------------------------------------------------------------Ribbon-bearer P -

-

300 Orb of Minwu

- Allows user to equip a Ribbon, regardless of current job ------------------------------------------------------------------MP Shield

R -

-

450 Mirage Vest

- Lose MP instead of HP when taking damage (if current MP > 0) -------------------------------------------------------------------

========= Trickster =========

Races: Bangaa Prerequisites: Complete Quest C4-10 (Sleight of Hand), master 2 Master Monk A-abilities

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Hypochondria A 12 4/1 150 Four of Spades - Afflicts target with "Poison" status ------------------------------------------------------------------Snigger

A 8 4/1 150 Eight of Hearts

- Afflicts target with "Berserk" status ------------------------------------------------------------------Absorb Damage R -

-

250 Thief's Cap

- Recover 10% of damage sustained when attacked ------------------------------------------------------------------Mug

A - 1/1 250 Ace of Spades

- Deals damage and steals loot from target ------------------------------------------------------------------Shadow of Doubt A 12 4/1 250 Jack of Diamonds - Afflicts target with "Immobilize" status ------------------------------------------------------------------Ribbon-bearer P -

-

300 Orb of Minwu

- Allows user to equip a Ribbon, regardless of current job ------------------------------------------------------------------Traumatize

A 8 4/1 300 King of Hearts

- Damages target equal to amount of debuffs inflicted on target ------------------------------------------------------------------Agitate

A 8 4/1 400 Queen of Clubs

- Damages target equal to damage sustained by casting unit -------------------------------------------------------------------

Charisma

A 24 4/1 400 Two of Clubs

- Afflicts target with "Charm" status ------------------------------------------------------------------Suggestion

A 32 4/1 450 Six of Diamonds

- Afflicts target with "Toad" status -------------------------------------------------------------------

====== Viking ======

Races: Seeq Prerequisites: Complete Quest B4-16 (Lord Grayrl!), master 1 Ranger A-ability

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Thunder

A 8 4/2 100 Broadaxe

- Inflict a small amount of Lightning elemental damage ------------------------------------------------------------------Safeguard

P -

-

150 Iron Armor

- Protect against equipment being stolen or broken ------------------------------------------------------------------Shieldbearer P -

-

150 Platinum Shield

- Equip Shields regardless of current job ------------------------------------------------------------------Absorb Damage R -

-

250 Thief's Cap

- Recover 10% of damage sustained when attacked ------------------------------------------------------------------Doublehand

P -

-

250 Greataxe

- Hold weapon with two hands to increase the damage dealt with it ------------------------------------------------------------------Pickpocket

A - 1/1 250 Iron Hammer

- Deal damage, attempt to steal Gil from target ------------------------------------------------------------------Strong-arm

A - 1/1 250 War Hammer

- Deal damage, attempt to steal an item from target ------------------------------------------------------------------Thundara

A 14 4/2 250 Slasher

- Inflict a moderate amount of Lightning elemental damage ------------------------------------------------------------------Gil Snapper

R -

-

300 Chocobo Shield

- Steal Gil from target if attack was a critical hit ------------------------------------------------------------------War Cry

A - Prox. 300 Francisca

- Raise target's Resilience ------------------------------------------------------------------Pillage

A - 1/1 350 Sledgehammer

- Deal damage, attempt to steal target's armor ------------------------------------------------------------------Thundaga

A 18 4/2 350 Golden Axe

- Inflict a large amount of Lightning elemental damage ------------------------------------------------------------------Tsunami

A 8 6/2 350 Hammerhead

- Water elemental damage, deplete target's MP; only use in water -------------------------------------------------------------------

======= Warrior =======

Races: Bangaa Prerequisites: N/A

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------First Aid

A - Self 100 Broadsword

- Recover a small amount of HP ------------------------------------------------------------------Shieldbearer P -

-

150 Bronze Shield

- Equip Shields regardless of current job ------------------------------------------------------------------Monkey Grip

P -

-

250 Predator

- Hold two-handed weapons in one hand (in order to equip a Shield)

------------------------------------------------------------------Rend Magick

A - Weapon 250 Buster Sword

- Lowers target's Magick ------------------------------------------------------------------Rend MP

A - Weapon 250 Falchion

- Lowers target's MP ------------------------------------------------------------------Rend Power

A - Weapon 250 Samson Sword

- Lowers target's Attack ------------------------------------------------------------------Body Slam

A - Weapon 300 Stribog

- Attack target with more power, but receive recoil damage ------------------------------------------------------------------Greased Lightning A - Weapon 300 Gale Sword - Causes damage to target, disregarding equipped R-abilities ------------------------------------------------------------------Lifetap

A 16 Weapon 300 Restorer

- Deplete target's current HP by 50% ------------------------------------------------------------------Rend Speed

A - Weapon 350 Silver Sword

- Lowers target's Speed -------------------------------------------------------------------

========== White Mage ==========

Races: Hume, Nu Mou, Viera Prerequisites: N/A

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Cure

A 8 4/2 100 White Staff

- Recovers a small amount of HP. ------------------------------------------------------------------Cura

A 14 4/2 200 Healing Staff

- Recovers a moderate amount of HP. ------------------------------------------------------------------Esuna

A 12 4/2 200 Cleansing Staff

- Cures most debuffs. ------------------------------------------------------------------Raise

A 10 4/1 200 Staff of Blessings

- Resurrect a fallen character + recover 10% of their HP. ------------------------------------------------------------------Turbo MP

P -

-

250 White Robe

- Use 2x MP to cast a spell, but its effectiveness increases. ------------------------------------------------------------------Curaga

A 18 4/2 300 Spring Staff

- Recovers a large amount of HP. -------------------------------------------------------------------

Arise

A 20 4/2 400 Nirvana

- Resurrect a fallen character + fully recover their HP. ------------------------------------------------------------------Refresh

A 14 4/2 400 Staff of the Magi

- Cures most debuffs (more than Esuna). ------------------------------------------------------------------Reraise

A 28 4/2 400 Cheer Staff

- Causes "Reraise" status on target. -------------------------------------------------------------------

========== White Monk ==========

Races: Bangaa Prerequisites: N/A

Abilities ---------

Name

Type MP Range AP Item

------------------------------------------------------------------Counter

R -

-

150 Chainmail

- Counterattack after being attacked ------------------------------------------------------------------Roundhouse

A - Prox. 150 Metal Knuckles

- Damage all adjacent units ------------------------------------------------------------------Chakra

A - Self 200 Cat Claws

- Recover HP and removes some debuffs ------------------------------------------------------------------Air Render

A - 3/1 250 Kaiser Knuckles

- Attack from a distance ------------------------------------------------------------------Exorcise

A - 1/1 250 Rising Sun

- Totally destroys Undead targets, disallowing them to come back ------------------------------------------------------------------Holy Sign

A - 1/1 300 White Fangs

- Dispel buffs from target ------------------------------------------------------------------Revive

A - 1/1 300 Survivor

- Resurrect a fallen character + recover 1 HP ------------------------------------------------------------------Aurablast

A - 4/2 350 Godhand

- Deal damage in a wide range ------------------------------------------------------------------Earth Render A - Linear 350 Tiger Fangs - Earth elemental damage to everything standing in your path ------------------------------------------------------------------Reflex

R -

-

350 Ever Robe

- Completely evade all any incoming "Attack" actions -------------------------------------------------------------------

*****************************************************************************

-=-=-=-=-=-=-=-=-=-= -= 11. Monsters -= -=-=-=-=-=-=-=-=-=-=

======== Ahrimans ========

Ahriman -------

Absorb: Dark Weak: Holy

Name ----

Use ---

Bewitching Gaze A Inflict "Charm" and "Slow" status Demonic Gaze Glare

A Inflict "Stone" status

Roulette Archer's Bane Counter

A Inflict "Confuse" status

A KOs random target R Completely dodge attacks from arrows R Counter-attack when attacked

Avoid Traps

P Traps will not activate if moved onto

Defense^

P Decrease damage from physical attacks

Plague ------

Absorb: Dark Weak: Holy

Name ----

Use ---

Bewitching Gaze A Inflict "Charm" and "Slow" status Binding Circle

A Lower target's speed, inflict "Slow" status

Demonic Gaze

A Inflict "Confuse" status

Dread

A Inflict "Addle" and "Disable" status

Glare

A Inflict "Stone" status

Roulette

A KOs random target

Archer's Bane MP Shield Reflex Resistance^ Reveal

======== Antlions ========

Antlion

R Completely dodge attacks from arrows R Lose MP instead of HP when damaged (if MP > 0)

R Completely dodge all regular attacks P Increase chance of dodging magick attacks P Reveals Invisible units in battle

-------

Absorb: Earth Weak: Air

Name

Use

---Bile

--A Lowers target's Defense and Resistance

Cannibalize

A KO an ally to raise own stats

Mucus Saliva

A Damage target, may inflict "Slow" status A Damage target, may lower speed

Sandstorm

A Earth elemental damage, may cause "Blind" status

Suffocate

A Prevents target from taking their next turn

Archer's Bane Blur

R Completely dodge attacks from arrows

R Completely dodge attacks from guns and hand-cannons

Counter Regenerate Attack^

R Counter-attack when attacked R Gain "Regen" status when damaged P Increase attack power

Death Strike

P Increases chance of making a critical hit

Defense^

P Decrease damage from physical attacks

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Pit Beast ---------

Absorb: Earth

Weak: Air

Name

Use

---Bile

--A Lowers target's Defense and Resistance

Sandstorm

A Earth elemental damage, may cause "Blind" status

Subsidence

A Earth elemental damage

Suffocate Blur

A Prevents target from taking their next turn R Completely dodge attacks from guns and hand-cannons

Bonecrusher

R Counter-attack when attacked, but deal greater damage

Critical: Vanish R Become Invisible when at critical HP Geomancy

P Strengthens elemental damage

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

======== Baknamys ========

Baknamy -------

Name ----

Use ---

Items

Can use consumable items

Goblin Attack Magick Hammer

A Deal damage to target A Drain target's MP

Archer's Bane Counter

R Completely dodge attacks from arrows R Counter-attack when attacked

Critical: Berserk R Gain "Berserk" status at critical HP Avoid Traps

P Traps will not activate if moved onto

Death Strike

P Increases chance of making a critical hit

Item Lore

P Recover 2x HP when using items

Spellbound

P Increase amount of time that buffs last

Luchorpan ---------

Name

Use

----

---

Blind

A Inflict "Blind" status

Leap

A Raise target's Jump and Move

Magick Hammer Mutilate

A Drain target's MP

A Drain 50% of target's HP

Silence

A Inflict "Silence" status

Sleep

A Inflict "Sleep" status

Tranq

A Raise target's Accuracy

Absorb Damage Bonecrusher

R Regain 10% of HP lost when damaged R Counter-attack when attacked, but deal greater damage

Magick Counter

R Counter with magick if attacked with magick

Return Fire

R Catch arrows and throw them back at attacker

Avoid Traps

P Traps will not activate if moved onto

Concentration

P Raise accuracy of all abilities

Death Strike

P Increases chance of making a critical hit

Resistance^

P Increase chance of dodging magick attacks

========= Behemoths =========

Behemoth --------

Weak: Ice

Name ----

Use ---

Hell Assault

A Attack and knock back target, raise own attack power

Rend Defense Rend Shield Absorb Damage

A Deal damage, lower target's defense A Deal damage, may break target's Shield R Regain 10% of HP lost when damaged

Blink Counter

R Counter-attack and knock back attacker

Impervious

P Immunity to debuffs

Mutadragon ----------

Weak: Earth

Name ----

Use ---

Hell Assault

A Attack and knock back target, raise own attack power

Holy Strike

A Holy elemental attack

Rend Defense

A Deal damage, lower target's defense

Absorb Damage Destroyer

R Regain 10% of HP lost when damaged

P Raise Attack, Defense, Magick, Resistance

Reaver ------

Weak: Earth

Name ----

Use ---

Holy Strike Rend Armor Rend Shield Evade Magick Impervious

===== Bombs =====

A Holy elemental attack A Deal damage, may destroy target's body armor A Deal damage, may destroy target's shield R Dodge all magick spells that cause damage P Immunity to debuffs

Bomb ----

Absorb: Fire Weak: Ice

Name

Use

---Fire

--A Fire elemental magick

Flame Attack

A Fire elemental attack

Self-destruct

A KOs self to deal heavy damage to nearby units

Critical: Quicken R Gain "Quicken" status when at critical HP Pierce

P Magick is unaffected by target's "Reflect" status

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Grenade -------

Absorb: Fire Weak: Water

Name ---Fira Firaga

Use --A Moderate Fire elemental magick A Strong Fire elemental magick

Fire

A Weak Fire elemental magick

Flame Attack Spark

A Fire elemental attack A Deal damage while recovering own HP

Archer's Bane

R Completely dodge attacks from arrows

Bonecrusher

R Counter-attack when attacked, but deal greater damage

MP Shield Pierce

R Lose MP instead of HP when damaged (if MP > 0) P Magick is unaffected by target's "Reflect" status

======== Chocobos ========

Black Chocobo -------------

Weak: Holy, Lightning, Water

Name ----

Use ---

Choco Barrier

A Gain "Protect" and "Shell" status

Choco Beak

A Deal damage to target

Choco Flame

A Fire elemental attack

Blink Counter

R Counter-attack and knock back attacker

Counter

R Counter-attack when attacked

Critical: Haste R Gain "Haste" status when at critical HP Death Strike

P Increases chance of making a critical hit

Defense^

P Decrease damage from physical attacks

Immunity

P Immunity to debuffs

Spellbound

P Increase amount of time that buffs last

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Brown Chocobo -------------

Weak: Holy, Lightning, Water

Name ----

Use ---

Choco Beak

A Deal damage to target

Choco Cure

A Recover some HP

Choco Guard

A Gain "Regen" status, raise Defense and Resistance

Archer's Bane

R Completely dodge attacks from arrows

Spellbound

P Increase amount of time that buffs last

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Chocobo -------

Weak: Holy, Lightning, Water

Name

Use

----

---

Choco Barrier

A Gain "Protect" and "Shell" status

Choco Beak

A Deal damage to target

Choco Cure

A Recover some HP

Counter

R Counter-attack when attacked

Critical: Quicken R Gain "Quicken" status when at critical HP Avoid Traps

P Traps will not activate if moved onto

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Green Chocobo -------------

Weak: Holy, Lightning, Water

Name ----

Use ---

Choco Barrier

A Gain "Protect" and "Shell" status

Choco Beak

A Deal damage to target

Choco Cure

A Recover some HP

Choco Esuna

A Removes some debuffs

Counter

R Counter-attack when attacked

Critical: Quicken R Gain "Quicken" status when at critical HP Death Strike

Red Chocobo

P Increases chance of making a critical hit

-----------

Weak: Holy, Lightning, Water

Name ----

Use ---

Choco Barrier

A Gain "Protect" and "Shell" status

Choco Cure

A Recover some HP

Choco Meteor

A Deal a large amount of damage

Critical: Quicken R Gain "Quicken" status when at critical HP Death Strike

P Increases chance of making a critical hit

White Chocobo -------------

Weak: Holy, Lightning, Water

Name ----

Use ---

Choco Barrier

A Gain "Protect" and "Shell" status

Choco Cure

A Recover some HP

Choco Recharge Immunity

===========

A Recover some MP

P Immunity to debuffs

Cockatrices ===========

Axebeak -------

Weak: Water

Name

Use

----

---

Peck

A Deal damage to target

Scurry

A Gain "Haste" status

Stone Breath

A Inflict "Stone" status

Wake-Up Call

A Give "Quicken" status to target

Counter

R Counter-attack when attacked

Critical: Berserk R Gain "Berserk" status when at critical HP Attack^ Death Strike

P Increase attack power P Increases chance of making a critical hit

Cluckatrice -----------

Absorb: Air Weak: Earth

Name

Use

----

---

Wake-Up Call

A Give "Quicken" status to target

Cockatrice ----------

Weak: Water

Name

Use

----

---

Fluster

A Gain "Berserk" status

Peck

A Deal damage to target

Scatter

A Deal damage to target and surrounding units

Scurry

A Gain "Haste" status

Stone Breath

A Inflict "Stone" status

Wake-Up Call

A Give "Quicken" status to target

Archer's Bane

R Completely dodge attacks from arrows

Counter

R Counter-attack when attacked

Critical: Berserk R Gain "Berserk" status when at critical HP Critical: Quicken R Gain "Quicken" status when at critical HP Attack^

P Increase attack power

Avoid Traps

P Traps will not activate if moved onto

Defense^

P Decrease damage from physical attacks

Immunity

P Immunity to debuffs

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

============ Crushatrices ============

Crushatrice -----------

Name ---Devour

Use --A Deal damage to target

Fortify

A Increase attack power

Peck

A Deal damage to target

Piston Drop

A Deal damage to target

Territorial Marking A Deal damage to all enemies Absorb Damage Impervious

R Regain 10% of HP lost when damaged P Immunity to debuffs

Mamatrice ---------

Name ---Devour

Use --A Deal damage to target

Fortify

A Increase attack power

Peck

A Deal damage to target

Territorial Marking A Deal damage to all enemies Absorb Damage Impervious

R Regain 10% of HP lost when damaged P Immunity to debuffs

============ Deathscythes ============

Deathscythe -----------

Absorb: Dark Weak: Holy

Name

Use

----

---

Dark

A Weak Dark elemental magick

Darkga

A Strong Dark elemental magick

Darkra

A Moderate Dark elemental magick

Deep Sleep

A Inflict "Sleep" and "Stop" status

Doom

A Inflict "Doom" status

Shackle

A Inflict "Disable" and "Immobilize" status

Counter

R Counter-attack when attacked

Evade Magick MP Shield Sticky Fingers

R Dodge all magick spells that cause damage R Lose MP instead of HP when damaged (if MP > 0) R Catch items thrown at you, and keep them

Blood Price

P Use 2x HP instead of MP when using magick

Immunity

P Immunity to debuffs

Impervious

P Immunity to debuffs

Pierce

P Magick is unaffected by target's "Reflect" status

Oversoul --------

Absorb: Dark Weak: Holy

Name ----

Use ---

Darkga

A Strong Dark elemental magick

Deep Sleep

A Inflict "Sleep" and "Stop" status

Doom Invert

A Inflict "Doom" status A Switch target's HP and MP

Shackle

A Inflict "Disable" and "Immobilize" status

Steal Thoughts Counter Impervious

=========== Demon Walls ===========

A Inflict "Addle" status

R Counter-attack when attacked P Immunity to debuffs

Demon Wall ----------

Weak: Holy

Name

Use

----

---

Gravija

A Reduce target's HP to 1

Repel

A Deal damage, knock back units directly adjacent

Shining Darkness A Inflict "Immobilize", "Sleep", or "Stone" status Telega

A Inflict "Immobilize" status

Absorb Damage Impervious

R Regain 10% of HP lost when damaged P Immunity to debuffs

====== Drakes ======

Fire Drake ----------

Absorb: Fire Weak: Ice

Name

Use

----

---

Dragon Force

A Raise own Attack and Magick

Expose Weakness A Lower target's Defense and Resistance Fire Breath Fireball

A Fire elemental damage A Fire elemental damage

Mesmerize

A Lower target's speed, inflict "Charm" status

Mighty Guard Counter

A Raise target's Attack and Magick R Counter-attack when attacked

Critical: Berserk R Gain "Berserk" status when at critical HP Immunity

P Immunity to debuffs

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Ice Drake ---------

Absorb: Ice Weak: Fire

Name ---Ice Breath Ice Orb Sleet

Use --A Ice elemental damage A Ice elemental damage A Inflict "Doom" and "Sleep" status

Counter

R Counter-attack when attacked

Attack^

P Increase attack power

Charged Attacks P Use MP to inflict a stronger attack

Defense^

P Decrease damage from physical attacks

Geomancy

P Strengthens elemental damage

Mutadragon (large) ------------------

Absorb: Dark Half Damage: Fire, Ice, Lightning Weak: Holy

Name

Use

----

---

Fireball

A Fire elemental attack

Ice Orb

A Ice elemental attack

Lightning Blink Counter Destroyer

A Lightning elemental attack R Counter-attack and knock back attacker P Raise Attack, Defense, Magick, Resistance

Mutadragon (small) ------------------

Absorb: Fire Weak: Ice

Name

Use

----

---

Fire Breath

A Fire elemental attack

Ice Breath

A Ice elemental attack

Thunder Breath Bonecrusher

A Lightning elemental attack R Counter-attack when attacked, but deal greater damage

Destroyer

P Raise Attack, Defense, Magick, Resistance

Nagaraja --------

Absorb: Dark Half Damage: Fire, Ice, Lightning Weak: Holy

Name ----

Use ---

Expose Weakness A Lower target's Defense and Resistance Ice Breath

A Ice elemental attack

Ice Orb

A Ice elemental attack

Mighty Guard Sleet MP Shield

Nidhogg -------

A Raise target's Attack and Magick

A Inflict "Doom" and "Sleep" status R Lose MP instead of HP when damaged (if MP > 0)

Absorb: Dark Half Damage: Fire, Ice, Lightning Weak: Holy

Name ----

Use ---

Dragon Force

A Raise own Attack and Magick

Fire Breath

A Fire elemental attack

Fireball

A Fire elemental attack

Lightning

A Lightning elemental attack

Thunder Breath

A Lightning elemental attack

Absorb Damage Blink Counter Defense^

R Regain 10% of HP lost when damaged R Counter-attack and knock back attacker

P Decrease damage from physical attacks

Pugilist

P Raise Attack and Defense

Thunder Drake -------------

Absorb: Lightning Weak: Water

Name ----

Use ---

Expose Weakness A Lower target's Defense and Resistance

Lightning

A Lightning elemental damage

Shockbolt

A Inflict "Addle" and "Confuse" status

Thunder Breath

A Lightning elemental damage

Critical: Quicken R Gain "Quicken" status when at critical HP Geomancy

P Strengthens elemental damage

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Zahak -----

Absorb: Dark Half Damage: Fire, Ice, Lightning Weak: Holy

Name ----

Use ---

Expose Weakness A Lower target's Defense and Resistance Fireball

A Fire elemental attack

Ice Breath Ice Orb

A Ice elemental attack A Ice elemental attack

Mighty Guard Absorb Damage Geomancy

==========

A Raise target's Attack and Magick R Regain 10% of HP lost when damaged P Strengthens elemental damage

Dreamhares ==========

Dreamhare ---------

Absorb: Holy Weak: Fire

Name

Use

----

---

Blind

A Inflict "Blind" status

Hip Attack

A Deal damage to target

Illude

A Inflict "Charm" status

Sleep

A Inflict "Sleep" status

War Dance Blur

A Increase attack power R Completely dodge attacks from guns and hand-cannons

Counter

R Counter-attack when attacked

MP Shield

R Lose MP instead of HP when damaged (if MP > 0)

Resistance^

P Increase chance of dodging magick attacks

Reveal

Hoppy Bunny -----------

Absorb: Holy

P Reveals Invisible units in battle

Weak: Fire

Name

Use

----

---

Go-Go Dance Hip Attack

A Give "Haste" status to target A Deal damage to target

Illude

A Inflict "Charm" status

Sleep

A Inflict "Sleep" status

War Dance

A Increase attack power

Archer's Bane

R Completely dodge attacks from arrows

Critical: Vanish R Become Invisible when at critical HP Archmage

P Increase Magick and Resistance

Resistance^

P Increase chance of dodging magick attacks

Mooglebane ----------

Absorb: Holy Weak: Fire

Name ----

Use ---

Go-Go Dance Illude

A Give "Haste" status to target

A Inflict "Charm" status

Magick Counter MP Shield

R Counter with magick if attacked with magick

R Lose MP instead of HP when damaged (if MP > 0)

Charged Attacks P Use MP to inflict a stronger attack

===== Flans =====

Ice Flan --------

Absorb: Ice Weak: Fire

Name

Use

----

---

Acid

A Inflict various debuffs

Blizzaga

A Strong Ice elemental attack

Blizzara

A Moderate Ice elemental attack

Blizzard

A Weak Ice elemental attack

Merge

A Fully restore target's HP, but KOs self

Absorb Damage

R Regain 10% of HP lost when damaged

Absorb MP

R Regain MP used in magick attack against you

Geomancy

P Strengthens elemental damage

Red Marshmallow ---------------

Absorb: Fire Weak: Ice

Name

Use

----

---

Acid

A Inflict various debuffs

Firaga

A Strong Fire elemental attack

Fira

A Moderate Fire elemental attack

Fire

A Weak Fire elemental attack

Merge

A Fully restore target's HP, but KOs self

Unction

A Inflict "Oil" status

Absorb Damage Absorb MP

R Regain 10% of HP lost when damaged R Regain MP used in magick attack against you

Critical: Berserk R Gain "Berserk" status at HP critical Geomancy Pierce

P Strengthens elemental damage P Magick is unaffected by target's "Reflect" status

White Pudding -------------

Immune: Air, Earth, Fire, Ice, Lightning, Water Weak: Dark, Holy

Name ----

Use ---

Graviga

A Deplete 50% of target's current HP

Menace

A Inflict "Silence" and "Toad" status

Simper

A Inflict "Charm" status

Magick Counter

R Counter with magick if attacked with magick

Ribbon-bearer

P Allows user to equip Ribbon

Yellow Jelly ------------

Absorb: Lightning Weak: Water

Name

Use

----

---

Acid

A Inflict various debuffs

Thundaga

A Strong Lightning elemental attack

Thundara

A Moderate Lightning elemental attack

Thunder

A Weak Lightning elemental attack

Merge

A Fully restore target's HP, but KOs self

Absorb Damage Absorb MP Blur

R Regain 10% of HP lost when damaged R Regain MP used in magick attack against you

R Completely dodge attacks from guns and hand-cannons

Magick Counter

R Counter with magick if attacked with magick

Avoid Traps

P Traps will not activate if moved onto

Geomancy

P Strengthens elemental damage

Pierce

P Magick is unaffected by target's "Reflect" status

============= Floating Eyes =============

Bloody Orb ----------

Weak: Earth, Holy

Name ----

Use ---

Gnaw

A Deal damage, may inflict "Poison" status

Supersonic Wave A Deal damage, may inflict "Silence" status Vampire Archer's Bane Counter

A Drain target's HP to regain own HP R Completely dodge attacks from arrows R Counter-attack when attacked

Avoid Traps

P Traps will not activate if moved onto

Immunity

P Immunity to debuffs

Reveal Unscarred

Floating Eye ------------

P Reveals Invisible units in battle P Raise Attack, Defense, Magick, Resistance at full HP

Weak: Earth, Holy

Name ----

Use ---

Death Dive

A Deal damage equivalent to current HP, but KOs self

Gnaw

A Deal damage, may inflict "Poison" status

Supersonic Wave A Deal damage, may inflict "Silence" status Archer's Bane

R Completely dodge attacks from arrows

Critical: Quicken R Gain "Quicken" status when at critical HP Concentration Death Strike Reveal

P Raise accuracy of all abilities P Increases chance of making a critical hit

P Reveals Invisible units in battle

====== Ghosts ======

Ghost -----

Absorb: Dark Weak: Holy

Name

Use

----

---

Dark

A Weak Dark elemental magick

Darkra Flash

A Moderate Dark elemental magick A Inflict "Blind" status

Silence Touch

A Deal damage, may inflict "Silence" status

Sleep Touch

A Deal damage, may inflict "Sleep" status

Wake the Dead Counter

A Summon another undead creature to battle

R Counter-attack when attacked

MP Shield

R Lose MP instead of HP when damaged (if MP > 0)

Blood Price

P Use 2x HP instead of MP when using magick

Magick^

P Increase damage of magick attacks

Resistance^

P Increase chance of dodging magick attacks

Reveal

P Reveals Invisible units in battle

Wraith ------

Absorb: Dark Weak: Holy

Name

Use

----

---

Dark

A Weak Dark elemental magick

Darkga

A Strong Dark elemental magick

Darkra

A Moderate Dark elemental magick

Flash

A Inflict "Blind" status

Wake the Dead

A Summon another undead creature to battle

Critical: Vanish R Become Invisible when at critical HP

Lifespring

R Gain "Regen" status when attacked

MP Shield

R Lose MP instead of HP when damaged (if MP > 0)

Blood Price

P Use 2x HP instead of MP when using magick

Immunity

P Immunity to debuffs

Reveal

P Reveals Invisible units in battle

========== Headlesses ==========

Golem -----

Weak: Air

Name ----

Use ---

Bone Shatter

A Deal damage, delays target's next turn

Brute Strength

A Raises own Attack

Helmsplitter

A Deal damage, may destroy target's helmet

Sunder Earth

A Earth elemental attack

Absorb Damage Blink Counter Counter Death Strike Destroyer

R Regain 10% of HP lost when damaged R Counter-attack and knock back attacker

R Counter-attack when attacked P Increases chance of making a critical hit P Raise Attack, Defense, Magick, Resistance

Headless --------

Weak: Air

Name ----

Use ---

Bone Shatter

A Deal damage, delays target's next turn

Brute Strength

A Raises own Attack

Quake

A Earth elemental attack

Sunder Earth

A Earth elemental attack

Absorb Damage

R Regain 10% of HP lost when damaged

Blink Counter

R Counter-attack and knock back attacker

Bonecrusher

R Counter-attack when attacked, but deal greater damage

Counter Defense^

R Counter-attack when attacked P Decrease damage from physical attacks

Wendigo -------

Absorb: Ice Weak: Lightning

Name

Use

----

---

Bone Shatter

A Deal damage, delays target's next turn

Brute Strength

A Raises own Attack

Helmsplitter

A Deal damage, may destroy target's helmet

Quake

A Earth elemental attack

Sunder Earth

A Earth elemental attack

Bonecrusher

R Counter-attack when attacked, but deal greater damage

Counter

R Counter-attack when attacked

Strike Back

R Evade regular attacks, and counter-attack

Charged Attacks P Use MP to inflict a stronger attack

====== Lamias ======

Lamashtu --------

Absorb: Dark Half Damage, Air, Lightning

Name ----

Use ---

Eternal Oblivion A Deal damage, may inflict "Addle" status Eternal Sleep Hand Slap

A Inflict "Doom" and "Sleep" status on all units A Deal damage, delays target's next turn

Poison Frog Kiss

A Inflict "Poison" and "Toad" status A Inflict "Charm" and "Doom" status

Counter

R Counter-attack when attacked

Immunity

P Immunity to debuffs

Resistance^

P Increase chance of dodging magick attacks

Lamia -----

Half Damage: Air, Lightning

Name ----

Use ---

Hand Slap Kiss Night

A Deal damage, delays target's next turn A Inflict "Charm" and "Doom" status A Inflict "Sleep" status on all units

Poison Frog

A Inflict "Poison" and "Toad" status

Twister

A Reduce target's HP by 50%

Counter

R Counter-attack when attacked

Critical: Berserk R Gain "Berserk" status at HP critical Return Fire

R Catch arrows and throw them back at attacker

Concentration Defense^ Resistance^ Reveal

P Raise accuracy of all abilities P Decrease damage from physical attacks P Increase chance of dodging magick attacks

P Reveals Invisible units in battle

Lilith ------

Half Damage: Air, Lightning

Name ----

Use ---

Eternal Oblivion A Deal damage, may inflict "Addle" status Hand Slap Kiss Night

A Deal damage, delays target's next turn A Inflict "Charm" and "Doom" status A Inflict "Sleep" status on all units

Twister

A Reduce target's HP by 50%

Critical: Berserk R Gain "Berserk" status at HP critical MP Shield

R Lose MP instead of HP when damaged (if MP > 0)

Sticky Fingers

R Catch items thrown at you, and keep them

Immunity

P Immunity to debuffs

Reveal

=========== Magick Pots ===========

Magick Pot ----------

P Reveals Invisible units in battle

Absorb: Air, Dark, Earth, Fire, Holy, Ice, Lightning, Water

Name

Use

----

---

Pester

A Begs for an Elixir

Punish

A Deal a high amount of damage to target

Reward

A KOs self

Safeguard

P Protect against equipment being broken/stolen

======== Malboros ========

Cassie ------

Weak: Air

Name ----

Use ---

Cloying Breath

A Inflict "Sleep" and "Slow" status

Honeyed Breath Love Song

A Inflict "Charm" status

A Give "Regen" status and raise defense

Counter

R Counter-attack when attacked

Lifespring

R Gain "Regen" status when attacked

MP Shield

R Lose MP instead of HP when damaged (if MP > 0)

Great Malboro -------------

Weak: Air

Name ----

Use ---

Bad Breath

A Inflict "Blind", "Poison", "Silence" status

Eerie Sound Wave A Remove buffs from target Malboro Song

A Give "Regen" status and raise attack power

Goo

A Lower target's speed, inflict "Immobilize" status

Purify

A Removes debuffs from self

Putrid Breath

A Inflict "Confuse", "Doom", "Toad" status

Blink Counter

R Counter-attack and knock back attacker

Bonecrusher

R Counter-attack when attacked, but deal greater damage

Counter Immunity

R Counter-attack when attacked P Immunity to debuffs

Malboro -------

Weak: Air

Name

Use

----

---

Bad Breath

A Inflict "Blind", "Poison", "Silence" status

Eerie Sound Wave A Remove buffs from target Goo

A Lower target's speed, inflict "Immobilize" status

Purify

A Removes debuffs from self

Putrid Breath Counter

A Inflict "Confuse", "Doom", "Toad" status R Counter-attack when attacked

Immunity

P Immunity to debuffs

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Malboro King ------------

Weak: Air

Name ----

Use ---

Bad Breath

A Inflict "Blind", "Poison", and "Silence" status

Cloying Breath Goo

A Inflict "Sleep" and "Slow" status

A Lower target's speed, inflict "Immobilize" status

Malboro Song Purify

A Give "Regen" status and raise attack power

A Removes debuffs from self

Putrid Breath

A Inflict "Confuse", "Doom", and "Toad" status

Absorb Damage

R Regain 10% of HP lost when damaged

Counter

R Counter-attack when attacked

Lifespring

R Gain "Regen" status when attacked

Immunity

P Immunity to debuffs

====== Mimics ======

Mimic -----

Weak: Air, Dark, Earth, Fire, Holy, Ice, Lightning, Water

Name

Use

----

---

Rock

A Restores some HP

Scissors Absorb MP Counter Blood Price Pierce Turbo MP

======== Neukhias ========

A Deal damage to target R Regain MP used in magick attack against you R Counter-attack when attacked P Use 2x HP instead of MP when using magick P Magick is unaffected by target's "Reflect" status P Use 2x MP to cast magick, spell is more potent

Neukhia -------

Absorb: Dark Half Damage: Air, Earth, Fire, Ice, Lightning, Water

Name ----

Use ---

Apocalypse

A Inflict "Confuse" status

Catastrophe

A Lower target's Defense, Resistance

Consumption Syphonja

A Deal damage to target A Recover HP equivalent to MP taken from target

White Hole Absorb Damage Impervious

A Deal damage to target R Regain 10% of HP lost when damaged P Immunity to debuffs

========== Rafflesias ==========

Rafflesia ---------

Absorb: Earth, Water Weak: Fire

Name ----

Use ---

Bewildering Cloud A Inflict "Confuse" status Blinding Cloud

A Inflict "Blind" status

Nectar Volley

A Inflict "Poison" and "Silence" status

Saporific Cloud A Inflict "Sleep" status Seed Vine Lash

A Create a Malboro enemy to enter the battle A Deal damage, inflict "Slow" status, delay target's turn

Absorb Damage Impervious

R Regain 10% of HP lost when damaged P Immunity to debuffs

======= Sprites =======

Banshee -------

Absorb: Holy Weak: Dark

Name ---Lv. ? Holy Meteorite

Use --A Hit targets sharing first digit of level with user A Deal damage to target

Petrifying Rattle A Inflict "Stone" status

Critical: Berserk R Gain "Berserk" status at critical HP MP Shield Reflex

R Lose MP instead of HP when damaged (if MP > 0) R Completely dodge all regular attacks

Defense^

P Decrease damage from physical attacks

Immunity

P Immunity to debuffs

Resistance^

P Increase chance of dodging magick attacks

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Sprite ------

Absorb: Holy Weak: Dark

Name ----

Use ---

Angel Whisper Extend

A Restore HP, give "Reraise" status

A Increase time buffs/debuffs last

Meteorite

A Deal damage to target

Quicken

A Give "Quicken" status

Reflect

A Give "Reflect" status

Slow

A Inflict "Slow" status

Stop

A Inflict "Stop" status

White Wind

A Restore adjacent unit's HP while decreasing own HP

Archer's Bane

R Completely dodge attacks from arrows

Counter

R Counter-attack when attacked

Regenerate

R Gain "Regen" status when damaged

Resistance^

P Increase chance of dodging magick attacks

Spellbound

P Increase amount of time that buffs last

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

======== Tomatoes ========

Alraune -------

Weak: Air

Name

Use

----

---

Blind

A Inflict "Blind" status

Horn Blow

A Deal damage and knock back target

Horn Shot

A Deal less damage, but with an increased chance to hit

Horn Venom Silence Counter Resistance^

A Deal damage, inflict "Poison" status A Inflict "Silence" status R Counter-attack when attacks P Increase chance of dodging magick attacks

Deadly Nightshade

-----------------

Weak: Water

Name ----

Use ---

Tomato Fang

A Deal damage and knock back target

Tomato Ketchup Tomato Tackle Silence Counter

A Inflict "Berserk" status A Deal damage, lower target's speed

A Inflict "Silence" status R Counter-attack when attacks

Critical: Berserk R Gain "Berserk" status at critical HP Spellbound

P Increase amount of time that buffs last

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

========== Tonberries ==========

Tonberry --------

Half Damage: Air, Dark, Earth, Fire, Holy, Ice, Lightning, Water

Name ----

Use ---

Butcher's Knife A Reduce target's HP to 1 Karma

A Deal damage equivalent to 4x monsters killed by target

Knife

A Reduce target's HP by 90%

Stalk

A Target a unit, will not act until next to that unit

Critical: Quicken R Gain "Quicken" status when at critical HP

Tonberry King -------------

Half Damage: Air, Dark, Earth, Fire, Holy, Ice, Lightning, Water

Name ----

Use ---

Butcher's Knife A Reduce target's HP to 1 Karma

A Deal damage equivalent to 4x monsters killed by target

Knife

A Reduce target's HP by 90%

Stalk

A Target a unit, will not act until next to that unit

Voodoo

A Deal a high amount of damage to target

Absorb Damage

R Regain 10% of HP lost when damaged

Critical: Quicken R Gain "Quicken" status when at critical HP Avoid Traps

P Traps will not activate if moved onto

Immunity

P Immunity to debuffs

======= Turtles

=======

Adamantitan -----------

Absorb: Earth Weak: Air

Name ----

Use ---

Matra Magick

A Swap target's HP and MP

Munch

A Deal damage, may destroy target's equipment

Sonic Spin

A Deal damage to surrounding units

Absorb Damage Counter

R Regain 10% of HP lost when damaged

R Counter-attack when attacked

Immunity

P Immunity to debuffs

Great Tortoise --------------

Absorb: Earth Weak: Air

Name ---Headbutt

Use --A Deal damage, may cause "Immobilize" status

Limit Glove

A Deal 999 HP damage (if user's HP < 10)

Rain of Stone Sonic Spin

A Earth elemental damage to target A Deal damage to surrounding units

Absorb Damage Counter

R Regain 10% of HP lost when damaged

R Counter-attack when attacked

Critical: Quicken R Gain "Quicken" status when at critical HP Regenerate

R Gain "Regen" status when attacked

Concentration

P Raise accuracy of all abilities

Defense^

P Decrease damage from physical attacks

Rocktitan ---------

Absorb: Earth Weak: Air

Name ----

Use ---

Headbutt Rain of Stone Counter Defense^

Toughskin ---------

A Deal damage, may cause "Immobilize" status A Earth elemental damage to target R Counter-attack when attacked P Decrease damage from physical attacks

Absorb: Earth Weak: Air

Name ----

Use ---

Headbutt

A Deal damage, may cause "Immobilize" status

Munch

A Deal damage, may destroy target's equipment

Resonate

A Inflict "Disable" status on units with bladed weapons

Counter

R Counter-attack when attacked

Defense^

P Decrease damage from physical attacks

======== Upsilons ========

Upsilon -------

Immune: Air, Dark, Earth, Fire, Holy, Ice, Lightning, Water

Name ---Beguile

Use --A Inflict "Charm" and "Doom" status

Primary Weapon

A Reduce target's HP by 50%

Secondary Weapon A Deal damage to target

Absorb Damage Impervious

R Regain 10% of HP lost when damaged P Immunity to debuffs

========== Werewolves ==========

Loup-garou ----------

Weak: Air

Name ----

Use ---

Assault

A Deal damage, may inflict "Immobilize" status

En Garde

A Counter-attack next attack made on it

Howl

A Drain target's MP, may inflict "Confuse" status

Roar

A Remove buffs from all units

Slug

A Deal damage to target

Blink Counter

R Counter-attack and knock back attacker

Charged Attacks P Use MP to inflict a stronger attack

Werewolf --------

Weak: Air

Name ---Assault

Use --A Deal damage, may inflict "Immobilize" status

En Garde

A Counter-attack next attack made on it

Howl

A Drain target's MP, may inflict "Confuse" status

Roar

A Remove buffs from all units

Slug

A Deal damage to target

Counter

R Counter-attack when attacked

Critical: Berserk R Gain "Berserk" status at critical HP Avoid Traps

P Traps will not activate if moved onto

Concentration

P Raise accuracy of all abilities

Death Strike Item Lore Reveal

P Increases chance of making a critical hit P Recover 2x HP when using items P Reveals Invisible units in battle

Unscarred

P Raise Attack, Defense, Magick, Resistance at full HP

Zaghnal -------

Weak: Air

Name ---Assault

Use --A Deal damage, may inflict "Immobilize" status

Howl

A Drain target's MP, may inflict "Confuse" status

Roar

A Remove buffs from all units

Slug

A Deal damage to target

Blink Counter

R Counter-attack and knock back attacker

Counter

R Counter-attack when attacked

Avoid Traps

P Traps will not activate if moved onto

Death Strike

P Increases chance of making a critical hit

====== Wolves ======

Hellhound ---------

Absorb: Dark Half Damage: Earth Weak: Holy, Water

Name ----

Use ---

Chilling Blow Fangs

A Ice elemental attack, may inflict "Immobilize" status A Deal damage to target

Fiery Blow Screech

A Fire elemental attack, may inflict "Silence" status A Deal damage, may inflict "Confuse" status

Shadowy Blow

A Dark elemental attack, may inflict "Blind" status

Summon Pack

A Summon a Wolf to enter the battle

Blink Counter

R Counter-attack and knock back attacker

Bonecrusher

R Counter-attack when attacked, but deal greater damage

Counter

R Counter-attack when attacked

Attack^

P Increase attack power

Charged Attacks P Use MP to inflict a stronger attack Defense^

P Decrease damage from physical attacks

Reveal

P Reveal Invisible units in battle

Wolf ----

Half Damage: Earth Weak: Water

Name ----

Use ---

Chilling Blow Fangs

A Ice elemental attack, may inflict "Immobilize" status A Deal damage to target

Fiery Blow

A Fire elemental attack, may inflict "Silence" status

Screech

A Deal damage, may inflict "Confuse" status

Summon Pack Counter Reveal

A Summon a Wolf to enter the battle R Counter-attack when attacked

P Reveal Invisible units in battle

Worgen ------

Half Damage: Earth Weak: Water

Name ----

Use ---

Chilling Blow Fangs

A Ice elemental attack, may inflict "Immobilize" status A Deal damage to target

Fiery Blow

A Fire elemental attack, may inflict "Silence" status

Screech

A Deal damage, may inflict "Confuse" status

Shadowy Blow

A Dark elemental attack, may inflict "Blind" status

Summon Pack

A Summon a Wolf to enter the battle

Critical: Quicken R Gain "Quicken" status at critical HP Attack^

P Increase attack power

Reveal

P Reveal Invisible units in battle

====== Yowies ======

Yowie -----

Immune: Earth

Weak: Air

Name

Use

----

---

Draw In

A Pull target close, deal damage to restore own HP

Gravity Flux

A Deal damage to all units in battle

Stun Crush

A Deal damage, may inflict "Immobilize" status

Absorb Damage Impervious

R Regain 10% of HP lost when damaged P Immunity to debuffs

======= Zombies =======

Ghoul -----

Absorb: Dark Weak: Holy

Name

Use

----

---

Dark

A Weak Dark elemental damage

Darkga

A Strong Dark elemental damage

Darkra

A Moderate Dark elemental damage

Drain Touch

A Deal damage to restore own HP

Invert

A Switch target's HP and MP

Miasma

A Deal damage, may inflict "Poison" status

Absorb Damage

R Regain 10% of HP lost when damaged

Death Strike

P Increases chance of making a critical hit

Turbo MP

P Use 2x MP to cast magick, spell is more potent

Zombie ------

Absorb: Dark Weak: Holy

Name

Use

----

---

Dark

A Weak Dark elemental damage

Drain Touch Miasma

A Deal damage to restore own HP A Deal damage, may inflict "Poison" status

Absorb Damage

R Regain 10% of HP lost when damaged

Absorb MP

R Regain MP used in magick attack against you

Blink Counter

R Counter-attack and knock back attacker

Counter

R Counter-attack when attacked

Attack^

P Increase attack power

Charged Attacks P Use MP to inflict a stronger attack Turbo MP

P Use 2x MP to cast magick, spell is more potent

*****************************************************************************

-=-=-=-=-=-=-=-=-=-= -= 12. Head Gear -= -=-=-=-=-=-=-=-=-=-=

NOTE: Head gear with a * after its name signifies that only one is available for purchase. If you buy it, you must create another one through the Bazaar.

================ Hair Accessories ================

Barette* Effects: Defense +2, Resistance +5 Added Effects: Immune: Several debuffs Abilities: N/A Price: 12400 Gil

Cachusha* Effects: Defense +2, Resistance +5 Added Effects: Immune: Some debuffs Abilities: N/A Price: 7800 Gil

Ribbon Effects: Defense +2, Resistance +5

Added Effects: Immune: Debuffs Abilities: N/A Price: N/A (complete Quest D1-13 (Memories) with 7 logs, Quest D3-07 (Teach a Man to Run), find in treasure chests, or steal from enemies)

==== Hats ====

Black Hat* Effects: Defense +4, Magick +4, Resistance +16 Abilities: N/A Price: 4200 Gil

Circlet Effects: Defense +3, Resistance +6 Abilities: N/A Price: 240 Gil

Gold Hairpin Effects: Defense +4, Magick +2, Resistance +15 Added Effects: Immune: Silence Abilities: N/A Price: 960 Gil

Golden Skullcap* Effects: Defense +8, Magick +6, Resistance +18 Abilities: N/A Price: 5400 Gil

Green Beret Effects: Evasion +2, Defense +2, Resistance +2 Abilities: Archer's Band - 200 AP - Archer/Animist Price: 240 Gil

Headband Effects: Attack +2, Defense +8, Resistance +3 Abilities: Counter - 150 AP - Berserker/Raptor Price: 480 Gil

Plumed Hat Effects: Defense +2, Resistance +5 Abilities: N/A Price: 100 Gil

Thief's Cap Effects: Evasion +5, Defense +8, Resistance +6 Added Effects: Immune: Immobilize Abilities: Absorb Damage - 250 AP - Trickster/Viking Price: 1280 Gil

Tiara*

Effects: Defense +8, Resistance +20 Abilities: Spellbound - 150 AP - Scholar/Green Mage Price: 5400 Gil

White Hat* Effects: Defense +4, Resistance +14 Abilities: N/A Price: 4200 Gil

Wizard's Hat Effects: Defense +3, Magick +1, Resistance +12 Abilities: Item Lore - 150 AP - Alchemist/Ranger Price: 810 Gil

===== Helms =====

Barbut Effects: Defense +7, Resistance +3 Abilities: N/A Price: 450 Gil

Bronze Helm Effects: Defense +4, Resistance +2 Abilities: N/A

Price: 200 Gil

Close Helmet Effects: Defense +9, Resistance +4 Abilities: N/A Price: 800 Gil

Diamond Helm Effects: Defense +11, Resistance +4 Abilities: N/A Price: 1350 Gil

Genji Helm* Effects: Attack +2, Defense +19, Resistance +9 Abilities: N/A Price: 5400 Gil

Giant's Helmet* Effects: Defense +17, Resistance +8 Abilities: N/A Price: 4600 Gil

Hanya Mask* Effects: Defense +15, Resistance +8 Abilities: N/A Price: 4200 Gil

Iron Helm Effects: Defense +5, Resistance +3 Abilities: N/A Price: 300 Gil

Platinum Helm Effects: Defense +10, Resistance +4 Abilities: N/A Price: 1200 Gil

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-= -= 13. Body Armor -= -=-=-=-=-=-=-=-=-=-=-=

NOTE: Armor with a * after its name signifies that only one is available for purchase. If you buy it, you must create another one through the Bazaar.

=========== Heavy Armor ===========

Adamant Armor* Effects: Defense +54, Resistance +3 Abilities: N/A

Price: 12000 Gil

Bronze Armor Effects: Defense +30, Resistance +3 Abilities: N/A Price: 600 Gil

Carabineer Mail Effects: Defense +42, Resistance +8 Abilities: N/A Price: 2800 Gil

Diamond Armor Effects: Defense +40, Resistance +3 Abilities: Defense^ - 150 AP - Paladin/Defender/Ravager Price: 1850 Gil

Dragon Mail Effects: Defense +40, Resistance +6 Added Effects: Half Damage: Fire Abilities: Bonecrusher - 250 AP - Templar/Ravager Price: 3800 Gil

Genji Armor* Effects: Attack +2, Defense +58, Resistance +12 Abilities: Reflex - 350 AP - Paladin/Raptor Price: 13500 Gil

Golden Armor Effects: Defense +38, Resistance +6 Abilities: Critical: Haste - 250 AP - Moogle Knight Price: 1500 Gil

Iron Armor Effects: Defense +34, Resistance +3 Abilities: Safeguard - 150 AP - Viking/Raptor Price: 1200 Gil

Linen Cuirass Effects: Defense +28, Resistance +2 Abilities: N/A Price: 220 Gil

Materia Armor* Effects: Defense +50, Magick +5, Resistance +8 Abilities: N/A Price: 8500 Gil

Maximilian Effects: Defense +44, Resistance +10 Abilities: N/A Price: 5600 Gil

Mirror Mail

Effects: Defense +40, Resistance +6 Added Effects: Equip: Reflect Abilities: N/A Price: 2000 Gil

Peytral Effects: Jump +1, Evasion +2, Speed +2, Defense +29 (increases by 1 with each Opportunity turn used, to a maximum of Defense +128), Magick +5, Resistance +2 Abilities: N/A Price: N/A (complete Quest A4-15 (Blue King of Cinquleur) to obtain)

Platemail Effects: Defense +38, Resistance +3 Abilities: N/A Price: 1400 Gil

Platinum Armor Effects: Defense +42, Resistance +3 Abilities: Tank - 200 AP - Defender/Lanista/Ravager Price: 3200 Gil

=========== Light Armor ===========

Adamant Vest Effects: Defense +30, Resistance +3 Abilities: Safeguard - 150 AP - Thief/Alchemist Price: 600 Gil

Black Garb Effects: Evasion +2, Speed +2, Defense +35, Resistance +3 Added Effects: Immune: Stop Abilities: Defense^ - 150 AP - Sage Price: 1700 Gil

Bone Plate Effects: Defense +37, Resistance +8 Added Effects: Element: Dark Absorb: Dark Abilities: Strike Back - 250 AP - Parivir/Gladiator/Ravager Price: 2000 Gil

Brigandine Effects: Defense +33, Resistance +6 Abilities: Sticky Fingers - 250 AP - Red Mage/Juggler Price: 1300 Gil

Brint Frock* Effects: Defense +47, Magick +5, Resistance +16 Abilities: N/A Price: 10200 Gil

Chainmail Effects: Defense +28, Resistance +4 Abilities: Counter - 150 AP - Thief/White Monk Price: 220 Gil

Ever Robe* Effects: Defense +49, Resistance +28 Abilities: Reflex - 350 AP - White Monk/Sage/Fencer Price: 12800 Gil

Gaia Gear Effects: Defense +34, Resistance +12 Added Effects: Element: Earth Absorb: Earth Abilities: Regenerate - 200 AP - Hunter/Sniper/Tinker Price: 1500 Gil

Galmia Frock* Effects: Attack +5, Defense +47, Resistance +16 Abilities: N/A Price: 10200 Gil

Judicer's Coat* Effects: Defense +44, Resistance +24 Abilities: Unscarred - 150 AP - Master Monk/Ravager Price: 7000 Gil

Jujitsu Gi Effects: Defense +34, Resistance +8 Added Effects: Immune: Doom Abilities: N/A Price: 1300 Gil

Leather Clothing Effects: Defense +24, Resistance +4 Abilities: N/A Price: 190 Gil

Minerva Bustier Effects: Defense +33, Resistance +14 Added Effects: Immune: Dark Abilities: N/A Price: 1580 Gil

Mirage Vest Effects: Defense +36, Resistance +16 Added Effects: Element: Holy Abilities: MP Shield - 450 AP - Blue Mage/Arcanist/Tinker Price: 1900 Gil

Ninja Gear Effects: Evasion +5, Speed +1, Defense +33, Resistance +6 Abilities: Critical: Haste - 250 AP - Ninja/Beastmaster

Price: 1700 Gil

Power Sash Effects: Attack +4, Defense +34, Resistance +10 Abilities: Return Fire - 150 AP - Assassin/Juggler Price: 1500 Gil

Rubber Suit Effects: Defense +36, Resistance +18 Added Effects: Immune: Lightning Abilities: N/A Price: 2000 Gil

Survival Vest Effects: Defense +31, Resistance +6 Abilities: Immunity - 250 AP - Blue Mage/Beastmaster Price: 1100 Gil

Templar Cloth* Effects: Defense +46, Resistance +20 Abilities: N/A Price: 7200 Gil

Wygar Effects: Defense +35, Resistance +10 Added Effects: Immune: KO Abilities: Bonecrusher - 250 AP - Fighter

Price: 1850 Gil

===== Robes =====

Black Robe Effects: Defense +23, Magick +2, Resistance +46 Added Effects: Half Damage: Water Abilities: Replenish MP - 350 AP - Seer Price: 1800 Gil

Blaze Robe Effects: Defense +21, Resistance +40 Added Effects: Element: Fire Absorb: Fire Abilities: N/A Price: 1240 Gil

Chameleon Robe Effects: Defense +21, Resistance +40 Added Effects: Element: Holy Absorb: Holy Abilities: N/A Price: 1240 Gil

Flurry Robe Effects: Defense +21, Resistance +40 Added Effects: Element: Ice Absorb: Ice Abilities: N/A Price: 1240 Gil

Hempen Robe Effects: Defense +17, Resistance +32 Abilities: N/A Price: 150 Gil

Lordly Robe* Effects: Defense +30, Resistance +52 Abilities: Absorb MP - 250 AP - Green Mage/Illusionist Price: 14800 Gil

Luminous Robe* Effects: Defense +27, Resistance +50 Abilities: Halve MP - 400 AP - Bishop/Summoner/Illusionist Price: 11800 Gil

Magick Robe Effects: Defense +26, Magick +6, Resistance +46 Abilities: Evade Magick - 250 AP - Green Mage/Time Mage Price: 5600 Gil

Magus Robe Effects: Defense +17, Resistance +40 Abilities: Critical: Quicken - 450 AP - Time Mage Resistance^ - 150 AP - Geomancer Price: 600 Gil

Reaper's Robe Effects: Defense +34, Resistance +46 Added Effects: Element: Dark Absorb: Dark Abilities: N/A Price: 7200 Gil

Red Robe Effects: Defense +24, Resistance +46 Abilities: Pierce - 200 AP - Seer/Arcanist Price: 2400 Gil

Sage's Robe* Effects: Defense +26, Resistance +62 Abilities: Geomancy - 350 AP - Black Mage Price: 16400 Gil

Samite Coat* Effects: Defense +32, Resistance +48 Abilities: Magick Country - 400 AP - Black Mage/Bishop/Geomancer Price: 7800 Gil

Silken Robe Effects: Defense +17, Resistance +38 Abilities: N/A Price: 180 Gil

Thunder Robe Effects: Defense +21, Resistance +40 Added Effects: Element: Lightning Absorb: Lightning Abilities: N/A Price: 1240 Gil

White Robe Effects: Defense +23, Resistance +48 Added Effects: Half Damage: Ice Abilities: Turbo MP - 250 AP - White Mage Price: 1800 Gil

*****************************************************************************

-=-=-=-=-=-=-=-=-= -= 14. Weapons -= -=-=-=-=-=-=-=-=-=

NOTE: Weapons with a * after its name signifies that only one is available for purchase. If you buy it, you must create another one through the

Bazaar.

==== Axes ====

Broadaxe Effects: Attack +31 Abilities: Thunder - 100 AP - Viking Price: 420 Gil

Francisca Effects: Attack +42 Abilities: War Cry - 300 AP - Viking Price: 2400 Gil

Golden Axe Effects: Attack +49 Abilities: Thundaga - 350 AP - Viking Price: 7400 Gil

Greataxe Effects: Attack +46 Abilities: Doublehand - 250 AP - Viking Price: 4800 Gil

Hammerhead

Effects: Attack +38 Abilities: Tsunami - 350 AP - Viking Price: 1580 Gil

Slasher Effects: Attack +38 Abilities: Thundara - 250 AP - Viking Price: 1580 Gil

====== Blades ======

Adamant Blade* Effects: Attack +55, Defense +10 Abilities: Flee - 300 AP - Sky Pirate Price: 12000 Gil

Air Blade Effects: Attack +42 Added Effects: Element: Air Abilities: Air Blast - 350 AP - Fighter Thunder Assault - 300 AP - Gladiator Price: 2400 Gil

Atomos Blade

Effects: Attack +38 Added Effects: Element: Lightning Abilities: Air Render - 250 AP - Fighter Moogle Lance - 250 AP - Moogle Knight Price: 1200 Gil

Ayvuir Blue Effects: Evasion +4, Attack +64, Resistance +10 Abilities: Ljda - 300 AP - Heritor Price: N/A (complete Quest D5-16 (Woman of the Wood) to obtain)

Ayvuir Red* Effects: Speed +2, Attack +64, Defense +7 Abilities: N/A Price: 14800 Gil

Ebon Blade Effects: Attack +50, Defense +5 Added Effects: Element: Dark Abilities: Life of Crime - 300 AP - Sky Pirate Price: 7200 Gil

Flametongue Effects: Attack +42 Added Effects: Element: Fire Abilities: Back Draft - 400 AP - Fighter Fire Soul - 300 AP - Gladiator

Moogle Attack - 100 AP - Moogle Knight Price: 2400 Gil

Icebrand Effects: Attack +42 Added Effects: Element: Ice Abilities: Blizzard Tackle - 300 AP - Gladiator Moogle Aid - 300 AP - Moogle Knight Price: 2400 Gil

Iron Blade Effects: Attack +25 Abilities: N/A Price: 150 Gil

Kwigon Blade Effects: Attack +45, Defense +3, Resistance +3 Abilities: Aurablast - 350 AP - Fighter Moogle Guard - 200 AP - Moogle Knight Price: 5600 Gil

Materia Blade* Effects: Attack +58, Magick +15, Resistance +10 Abilities: Ultima Sword - 990 AP - Gladiator Ultima Charge - 990 AP - Moogle Knight Price: 12000 Gil

Ogun Blade Effects: Attack +38, Magick +2 Abilities: Wild Swing - 250 AP - Fighter/Gladiator Price: 1350 Gil

Paraiba Blade Effects: Evasion +4, Attack +45, Magick +10 Abilities: Moogle Disarm - 350 AP - Moogle Knight Price: 6400 Gil

Pearl Blade Effects: Attack +33 Abilities: Moogle Shield - 200 AP - Moogle Knight Price: 640 Gil

Shadow Blade Effects: Evasion +4, Attack +33 Abilities: Beat Down - 250 AP - Fighter/Gladiator Moogle Rush - 250 AP - Moogle Knight Price: 480 Gil

Sun Blade Effects: Speed +2, Attack +33 Abilities: Blitz - 250 AP - Fighter/Gladiator Price: 480 Gil

Sweep Blade

Effects: Attack +28 Abilities: Rush - 100 AP - Fighter/Gladiator Price: 220 Gil

Venus Blade Effects: Speed +2, Attack +33, Magick +2 Added Effects: Element: Fire Abilities: Doublehand - 250 AP - Fighter/Gladiator Price: 580 Gil

===== Books =====

Battle Folio Effects: Attack +24, Magick +5, Resistance +5 Abilities: Study - 150 AP - Scholar Cura - 200 AP - Seer Price: 180 Gil

Edaroya Scriptures* Effects: Attack +44, Magick +10, Resistance +10 Added Effects: Element: Holy Abilities: Mad Scientist - 350 AP - Scholar Magick Frenzy - 550 AP - Seer Price: 5200 Gil

Enavia Chronicles Effects: Attack +32, Magick +8, Resistance +8 Abilities: Natural Selection - 300 AP - Scholar Thundara - 250 AP - Seer Price: 680 Gil

Mage Manual Effects: Attack +28, Magick +8, Resistance +8 Abilities: Earth Dragon Tome - 300 AP - Scholar Fira - 250 AP - Seer Price: 350 Gil

The Arnath Glyphs Effects: Attack +31, Magick +8, Resistance +8 Abilities: Thunder Flare Tome - 300 AP - Scholar Blizzara - 250 AP - Seer Price: 600 Gil

Tome of Ending Effects: Attack +42, Magick +10, Resistance +10 Abilities: Force - 200 AP - Scholar Recharge - 350 AP - Seer Price: 3280 Gil

Urutan Annals Effects: Attack +29, Magick +8, Resistance +8

Abilities: Rime Bolt Tome - 300 AP - Scholar Esuna - 200 AP - Seer Price: 480 Gil

Veil of Wiyu Effects: Attack +35, Magick +10, Resistance +10 Abilities: Shadow Bolt Tome - 300 AP - Scholar Raise - 200 AP - Seer Price: 1200 Gil

==== Bows ====

Artemis Bow Effects: Attack +29 Abilities: Cupid - 450 AP - Archer Price: 3800 Gil

Char Bow Effects: Attack +21 Abilities: Blackout - 250 AP - Archer Price: 220 Gil

Crescent Bow* Effects: Evasion +4, Attack +45

Abilities: N/A Price: 16000 Gil

Longbow Effects: Attack +19 Abilities: Focus - 100 AP - Archer Price: 120 Gil

Malbow* Effects: Attack +55 Abilities: N/A Price: 22500 Gil

Nail Bow Effects: Attack +29 Abilities: Arm Shot - 350 AP - Archer Mirror Items - 300 AP - Ranger Price: 3800 Gil

Perseus Bow Effects: Evasion +5, Attack +42 Abilities: Lightning Strike - 300 AP - Archer Price: 14000 Gil

Shortbow Effects: Attack +17 Abilities: N/A

Price: 100 Gil

Silver Bow Effects: Attack +23 Abilities: Burial - 200 AP - Archer Price: 500 Gil

Target Bow* Effects: Attack +35 Abilities: Awareness - 200 AP - Ranger Concentration - 250 AP - Archer Price: 5800 Gil

Thorn Bow Effects: Attack +25 Abilities: Leg Shot - 250 AP - Archer Life Bond - 250 AP - Ranger Price: 850 Gil

Yoichi Bow Effects: Attack +33 Abilities: Take Aim - 200 AP - Archer Price: 5200 Gil

=========== Broadswords

===========

Beastsword Effects: Attack +45, Defense +5 Abilities: Shield Bash - 400 AP - Raptor Price: 3800 Gil

Claymore Effects: Evasion +2, Attack +45, Defense +5 Abilities: Rend Weapon - 350 AP - Defender Whirlwind - 300 AP - Raptor Price: 3800 Gil

El-Cid Effects: Attack +40, Defense +7 Abilities: Whirl Burst - 200 AP - Defender Cyclone - 300 AP - Raptor Price: 2400 Gil

Estrella* Effects: Attack +72, Defense +5, Resistance +5 Abilities: N/A Price: 18000 Gil

Falchion Effects: Attack +34, Defense +5 Abilities: Rend MP - 250 AP - Warrior

Mind Crush - 250 AP - Raptor Price: 1000 Gil

Predator Effects: Attack +34, Defense +5, Magick +5 Abilities: Speed Crush - 350 AP - Raptor Monkey Grip - 250 AP - Warrior Price: 1000 Gil

Rhomphaia* Effects: Attack +65, Defense +5 Abilities: Soul Crush - 350 AP - Raptor Price: 14000 Gil

Samson Sword Effects: Attack +34, Defense +5 Abilities: Rend Power - 250 AP - Warrior Power Crush - 250 AP - Raptor Price: 1000 Gil

Stribog Effects: Attack +39, Defense +5 Abilities: Body Slam - 300 AP - Warrior Mow Down - 350 AP - Defender Monkey Grip - 250 AP - Raptor Price: 1700 Gil

Vajra Effects: Attack +45, Defense +5, Resistance +5 Added Effects: Element: Lightning Immune: Lightning Abilities: Meltdown - 350 AP - Defender Bulwark - 300 AP - Raptor Price: 3800 Gil

===== Cards =====

Ace of Spades Effects: Evasion +2, Speed +2, Attack +32 Abilities: Mug - 250 AP - Trickster Price: 4800 Gil

Eight of Hearts Effects: Evasion +2, Speed +2, Attack +30 Abilities: Snigger - 150 AP - Trickster Price: 4000 Gil

Four of Spades Effects: Evasion +2, Speed +2, Attack +29 Abilities: Hypochondria - 150 AP - Trickster Price: 3800 Gil

Jack of Diamonds Effects: Evasion +2, Speed +2, Attack +31 Abilities: Shadow of Doubt - 250 AP - Trickster Price: 4400 Gil

Joker* Effects: Evasion +4, Speed +5, Attack +52 Abilities: N/A Price: 14000 Gil

King of Hearts Effects: Evasion +2, Speed +2, Attack +32 Abilities: Traumatize - 300 AP - Trickster Price: 4800 Gil

Queen of Clubs Effects: Evasion +2, Speed +2, Attack +31 Abilities: Agitate - 400 AP - Trickster Price: 4200 Gil

Six of Diamonds Effects: Evasion +2, Speed +2, Attack +33 Abilities: Suggestion - 450 AP - Trickster Price: 5200 Gil

Two of Clubs

Effects: Evasion +2, Speed +2, Attack +32 Abilities: Charisma - 400 AP - Trickster Price: 4800 Gil

========= Greatbows =========

Arbalest* Effects: Attack +41, Defense +5, Resistance +5 Added Effects: Element: Earth Abilities: N/A Price: 13500 Gil

Composite Bow Effects: Attack +21 Abilities: N/A Price: 220 Gil

Cranequin Effects: Attack +29 Abilities: Sonic Boom - 200 AP - Hunter Beso Toxico - 250 AP - Sniper Price: 3800 Gil

Elfin Bow

Effects: Evasion +2, Attack +33 Added Effects: Element: Air Abilities: Vitals Shot - 300 AP - Hunter Shadowbind - 350 AP - Assassin Armor Shot - 350 AP - Sniper Price: 5200 Gil

Gastrophetes* Effects: Attack +48, Defense +5, Resistance +10 Abilities: N/A Price: 18900 Gil

Hades Bow Effects: Attack +35 Added Effects: Element: Dark Abilities: Sidewinder - 300 AP - Hunter Death Sickle - 200 AP - Sniper Price: 5600 Gil

Hunting Bow Effects: Attack +32 Abilities: Hunting - 250 AP - Hunter Wallet Shot - 350 AP - Sniper Price: 4800 Gil

Huntsman's Bow Effects: Attack +25

Added Effects: Element: Earth Abilities: Ague - 250 AP - Assassin Price: 850 Gil

Marduk* Effects: Attack +39, Defense +5, Resistance +2 Abilities: N/A Price: 10000 Gil

Master Bow Effects: Evasion +4, Attack +39 Abilities: Counter Force - 300 AP - Hunter Weapon Shot - 350 AP - Sniper Price: 10500 Gil

Max's Oathbow* Effects: Attack +52, Magick +2 Added Effects: Element: Dark Abilities: Marksman's Spite - 400 AP - Sniper Price: 21100 Gil

Nike Bow Effects: Attack +37, Defense +2 Added Effects: Element: Lightning Abilities: Attack^ - 150 AP - Hunter Price: 7500 Gil

Seventh Heaven* Effects: Evasion +5, Attack +55 Added Effects: Element: Holy Abilities: Ultima Shot - 990 AP - Hunter Price: 22500 Gil

Twin Bow Effects: Attack +31 Abilities: Advice - 100 AP - Hunter Doubleshot - 300 AP - Sniper Price: 4400 Gil

Windslash Bow Effects: Evasion +2, Attack +23 Added Effects: Element: Air Abilities: Oust - 150 AP - Hunter Vanish - 300 AP - Sniper Price: 500 Gil

=========== Greatswords ===========

Ancient Sword Effects: Attack +38 Added Effects: Immune: Stone

Abilities: Rend MP - 250 AP - Soldier Battle Cry - 200 AP - Ravager Sword of Darkness - 350 AP - Lanista Price: 1450 Gil

Barong Effects: Attack +37 Abilities: Rend Power - 250 AP - Soldier Parley - 150 AP - Paladin Price: 1250 Gil

Dagriohm Effects: Attack +38 Abilities: Sneak Attack - 300 AP - Ravager Haunting Vision - 300 AP - Lanista Monkey Grip - 250 AP - Soldier Price: 1450 Gil

Diamond Sword Effects: Attack +38 Added Effects: Immune: Slow Abilities: Mug Gil - 350 AP - Soldier Sweeping Spin - 250 AP - Ravager Block! - 250 AP - Lanista Price: 1450 Gil

Hardedge

Effects: Attack +46 Added Effects: Immune: Doom Abilities: Tenacity - 300 AP - Ravager Charge! - 350 AP - Lanista Price: 5400 Gil

Luabreaker Effects: Attack +48 Added Effects: Immune: Sleep Abilities: Strike! - 250 AP - Lanista Price: 5800 Gil

Master Sword* Effects: Attack +76 Added Effects: Immune: KO Abilities: N/A Price: 14800 Gil

Oblige Effects: Attack +46 Added Effects: Immune: Charm Abilities: War Cry - 300 AP - Paladin Monkey Grip - 250 AP - Lanista Price: 5400 Gil

Ogrenix Effects: Attack +47

Abilities: Sanctity - 250 AP - Paladin Full Assault - 350 AP - Ravager Sword of Light - 300 AP - Lanista Price: 5600 Gil

Tournesol* Effects: Attack +78 Abilities: Dragonheart - 500 AP - Lanista Price: 18000 Gil

Vigilante* Effects: Attack +60 Added Effects: Immune: Confuse Abilities: Overpower - 300 AP - Ravager Razzle-dazzle - 450 AP - Lanista Price: 13200 Gil

Xankbras Effects: Attack +37 Added Effects: Immune: Poison Abilities: En Garde - 100 AP - Ravager Souleater - 150 AP - Lanista Price: 1250 Gil

Zweihander Effects: Attack +47 Abilities: Blast Wave - 350 AP - Ravager

Price: 5600 Gil

==== Guns ====

Aiot Gun Effects: Attack +23 Abilities: Fireshot - 150 AP - Fusilier Price: 500 Gil

Chaos Rifle Effects: Attack +29 Abilities: Confushot - 400 AP - Fusilier Flourish - 150 AP - Agent Price: 3800 Gil

Giot Gun Effects: Attack +31 Abilities: Iceshot - 150 AP - Fusilier Price: 4400 Gil

Goug Mk 29 Effects: Attack +21 Abilities: N/A Price: 220 Gil

Longbarrel Effects: Attack +33 Abilities: Reckless Abandon - 250 AP - Agent Concentration - 250 AP - Fusilier Price: 5200 Gil

Lost Gun Effects: Attack +28 Abilities: Silenceshot - 200 AP - Fusilier Price: 2400 Gil

Outsider Effects: Attack +34 Abilities: Stopshot - 450 AP - Fusilier Fawn - 150 AP - Agent Price: 5400 Gil

Peacemaker Effects: Attack +35 Abilities: Charmshot - 400 AP - Fusilier Enchant - 150 AP - Agent Price: 5600 Gil

Riot Gun Effects: Attack +26 Abilities: Boltshot - 150 AP - Fusilier

Price: 1050 Gil

Silver Cannon Effects: Attack +25 Abilities: Blindshot - 200 AP - Fusilier Succor - 150 AP - Agent Price: 850 Gil

======= Hammers =======

Iron Hammer Effects: Attack +28, Resistance +5 Abilities: Pickpocket - 250 AP - Viking Protect - 150 AP - Green Mage Price: 220 Gil

Mjolnir* Effects: Attack +55, Magick +10, Resistance +15 Added Effects: Element: Lightning Abilities: N/A Price: 12000 Gil

Sledgehammer Effects: Attack +52, Resistance +10

Abilities: Pillage - 350 AP - Viking Oil - 250 AP - Green Mage Price: 8500 Gil

War Hammer Effects: Attack +34, Resistance +5 Abilities: Strong-arm - 250 AP - Viking Shell - 150 AP - Green Mage Price: 1100 Gil

============ Hand-cannons ============

Brevis Effects: Attack +29 Abilities: Ether Shell - 500 AP - Cannoneer Ether Cannon - 500 AP - Flintlock Price: 3500 Gil

Diklum Effects: Attack +24 Abilities: Prime - 150 AP - Cannoneer Protect Cannon - 250 AP - Flintlock Price: 500 Gil

Dromaeo Effects: Attack +32 Abilities: Target - 250 AP - Cannoneer Blowback - 400 AP - Flintlock Price: 4500 Gil

Guang Cannon Effects: Attack +32 Abilities: Teleport Cannon - 450 AP - Flintlock Price: 4500 Gil

Hand Cannon Effects: Attack +22 Abilities: Potion Shell - 300 AP - Cannoneer Prime - 100 AP - Flintlock Price: 220 Gil

Ligatur Effects: Attack +25 Abilities: Scope - 150 AP - Cannoneer Shell Cannon - 250 AP - Flintlock Price: 800 Gil

Massive Bazooka Effects: Attack +29 Abilities: Mortar - 200 AP - Cannoneer Ether Boost - 350 AP - Flintlock

Price: 3500 Gil

Omnis Cannon Effects: Attack +24 Abilities: Buckshot - 150 AP - Cannoneer Cure Cannon - 250 AP - Flintlock Price: 500 Gil

Rocket Punch* Effects: Attack +55 Abilities: N/A Price: 20000 Gil

Supernal Ray Effects: Attack +25 Abilities: Foresight - 150 AP - Cannoneer Charged Attacks - 150 AP - Flintlock Price: 800 Gil

=========== Instruments ===========

Black Quena Effects: Attack +32, Resistance +2 Added Effects: Element: Dark

Abilities: Zombie - 150 AP - Beastmaster Ghost - 150 AP - Beastmaster Deathscythe - 150 AP - Beastmaster Price: 650 Gil

Blueleaf Flute Effects: Attack +33, Resistance +2 Added Effects: Immune: Poison Abilities: Malboro - 150 AP - Beastmaster Toadsong - 400 AP - Animist Bomb - 150 AP - Beastmaster Price: 780 Gil

Brilliant Theorbo* Effects: Speed +1, Attack +40, Defense +5, Magick +5 Added Effects: Element: Fire Immune: Silence Abilities: Ahriman - 150 AP - Beastmaster Floating Eye - 150 AP - Beastmaster Soul Etude - 250 AP - Bard Price: 2500 Gil

Conch Shell Effects: Attack +26, Defense +2 Abilities: Shelling - 150 AP - Beastmaster Price: 360 Gil

Demon Bell Effects: Attack +22 Abilities: Baknamy - 150 AP - Beastmaster Flan - 150 AP - Beastmaster Price: 220 Gil

Faerie Harp Effects: Attack +33, Magick +2 Abilities: Sprite - 150 AP - Beastmaster Antlion - 150 AP - Beastmaster Price: 780 Gil

Frigid Viol Effects: Speed +1, Attack +40, Defense +5, Resistance +5 Added Effects: Element: Ice Abilities: Werewolf - 150 AP - Beastmaster Tail Wag - 350 AP - Animist Nameless Song - 350 AP - Bard Price: 2500 Gil

Glass Bell Effects: Attack +25, Resistance +1 Added Effects: Immune: Sleep Abilities: Lamia - 150 AP - Beastmaster 100% Wool - 200 AP - Animist Price: 320 Gil

Heal Chime Effects: Evasion +2, Attack +33 Added Effects: Element: Holy Immune: Doom Abilities: Cockatrice - 150 AP - Beastmaster Cuisine - 350 AP - Animist Price: 780 Gil

Lamia Harp Effects: Attack +21 Abilities: Dreamhare - 150 AP - Beastmaster Deadly Nightshade - 150 AP - Beastmaster Price: 200 Gil

Satyr Flute Effects: Evasion +2, Attack +32 Added Effects: Immune: Charm Abilities: Headless - 150 AP - Beastmaster Chocobo Rush - 250 AP - Animist Price: 680 Gil

Shining Lute* Effects: Speed +1, Attack +40, Magick +5, Resistance +5 Added Effects: Element: Holy Abilities: Behemoth - 150 AP - Beastmaster Friend - 400 AP - Animist Magick Ballad - 350 AP - Bard

Price: 2500 Gil

War Trumpet Effects: Evasion +2, Attack +25 Abilities: Wolf - 150 AP - Beastmaster Catnip - 200 AP - Animist Price: 320 Gil

======= Katanas =======

Adazakura* Effects: Evasion +2, Speed +2, Attack +34 Abilities: Lifethread Blade - 400 AP - Parivir Last Breath - 450 AP - Assassin Price: 4800 Gil

Ama-no-murakumo* Effects: Attack +34, Resistance +5 Added Effects: Element: Holy Absorb: Holy Abilities: Hoarfrost Blade - 400 AP - Parivir Unspell - 300 AP - Ninja Price: 4800 Gil

Ashura Effects: Attack +33 Added Effects: Element: Fire Abilities: Blade Bash - 200 AP - Parivir Fire Veil - 250 AP - Ninja Price: 780 Gil

Hyakushiki-masamune* Effects: Attack +78, Magick +15 Abilities: Elpe - 300 AP - Heritor Price: N/A (complete Quest D5-14 (The Shrine of the Paling Gods) to obtain)

Kiku-ichimongi Effects: Attack +46, Resistance +5 Abilities: Gold Veil - 250 AP - Ninja Nightmare - 300 AP - Assassin Price: 4800 Gil

Kotetsu* Effects: Attack +34, Defense +5 Abilities: Skyfury Blade - 400 AP - Parivir Wood Veil - 250 AP - Ninja Rockseal - 450 AP - Assassin Price: 4800 Gil

Kunai

Effects: Attack +31 Abilities: Throw - 100 AP - Ninja Price: 500 Gil

Masamune* Effects: Attack +58 Abilities: Oblivion - 400 AP - Ninja/Assassin Price: 13500 Gil

Murasame Effects: Attack +31 Added Effects: Element: Water Abilities: Wind Slash - 200 AP - Parivir Water Veil - 250 AP - Ninja Aphonia - 200 AP - Assassin Price: 500 Gil

Nosada* Effects: Attack +34, Magick +5 Abilities: Shimmering Blade - 400 AP - Parivir Price: 4800 Gil

Osafune Effects: Attack +34, Defense +2 Abilities: Iai Blow - 300 AP - Parivir Earth Veil - 250 AP - Ninja Price: 880 Gil

Ragetsu-denbu* Effects: Evasion +5, Speed +4, Attack +40 Abilities: Dual Wield - 990 AP - Ninja Price: 12000 Gil

Sumihomura* Effects: Speed +6, Attack +48 Abilities: Unburden Soul - 400 AP - Parivir Price: 6200 Gil

Zanmato* Effects: Attack +52, Magick +8 Added Effects: Element: Holy Immune: Dark Abilities: Ultima Masher - 990 AP - Assassin Price: 5800 Gil

============ Knightswords ============

Apocalypse Effects: Attack +37 Added Effects: Element: Dark Abilities: Rasp - 250 AP - Templar

Price: 1150 Gil

Arch Sword Effects: Attack +47 Abilities: Saint Cross - 400 AP - Paladin Soul Sphere - 250 AP - Templar Price: 5550 Gil

Defender Effects: Attack +35 Abilities: Nurse - 100 AP - Paladin Hibernate - 100 AP - Defender Price: 1000 Gil

Excalibur Effects: Evasion +4, Speed +1, Attack +48, Magick +2 Added Effects: Element: Holy Immune: Holy Abilities: Holy Blade - 400 AP - Paladin Price: 5680 Gil

Lionheart Effects: Attack +38, Defense +2, Resistance +1 Abilities: Defend - 200 AP - Paladin/Defender Price: 1220 Gil

Lohengrin

Effects: Attack +43 Abilities: Aura - 400 AP - Defender Haste - 250 AP - Templar Price: 2400 Gil

Longsword Effects: Attack +32 Abilities: N/A Price: 380 Gil

Nagnarok Effects: Evasion +4, Speed +6, Attack +68 Abilities: Nesiaam - 300 AP - Heritor Price: N/A (complete Quest D5-15 (The Beast of Aisenfield) to obtain)

Ragnarok Effects: Attack +42, Magick +5 Abilities: Silence - 200 AP - Templar Price: 2400 Gil

Save the Queen Effects: Evasion +4, Attack +45, Defense +3, Resistance +3 Added Effects: Element: Holy Absorb: Holy Abilities: Cover - 300 AP - Paladin Bulwark - 300 AP - Defender Astra - 200 AP - Templar

Price: 5400 Gil

Sequencer Effects: Jump +1, Evasion +2, Speed +2, Attack +32 (increases by 1 with each Opportunity turn used, to a maximum of Attack +131), Defense +2, Magick +5, Resistance +2 Abilities: N/A Price: N/A (complete Quest A4-11 (Red King of Cinquleur) to obtain)

The Fallen Angel* Effects: Evasion +5, Speed +4, Attack +72, Magick +3 Abilities: N/A Price: 17800 Gil

====== Knives ======

Cinquedea Effects: Evasion +4, Speed +5, Attack +42 Abilities: Loot Lv. 4 - 400 AP - Thief Ring Toss - 450 AP - Juggler Price: 5200 Gil

Dagger Effects: Evasion +2, Attack +20

Abilities: N/A Price: 80 Gil

Jackknife Effects: Evasion +2, Attack +22 Abilities: Steal Gil - 200 AP - Thief Gil Toss - 100 AP - Juggler Price: 160 Gil

Jambiya* Effects: Evasion +2, Attack +43, Magick +2 Abilities: Steal Accessory - 550 AP - Thief Critical: Vanish - 400 AP - Ranger Price: 10800 Gil

Kard Effects: Evasion +4, Attack +27 Abilities: Steal Items - 200 AP - Thief Silence Gas - 200 AP - Ranger Price: 360 Gil

Khukuri Effects: Evasion +2, Speed +2 Attack +34 Abilities: Molotov Cocktail - 250 AP - Juggler Camouflage - 300 AP - Ranger Price: 1200 Gil

Kris Effects: Evasion +2, Attack +33, Resistance +5 Abilities: Weapon Toss - 100 AP - Juggler Price: 850 Gil

Orichalcum Dirk Effects: Evasion +2, Attack +40, Magick +2 Abilities: Steal Limelight - 400 AP - Thief Smile Toss - 450 AP - Juggler Price: 3200 Gil

Rondel Effects: Evasion +2, Attack +33 Abilities: Loot Lv. 2 - 200 AP - Thief Leech - 250 AP - Ranger Price: 600 Gil

Scramasax Effects: Evasion +2, Attack +30 Abilities: Loot Lv. 1 - 100 AP - Thief Ball Toss - 350 AP - Juggler Price: 500 Gil

Swordbreaker Effects: Evasion +4, Attack +37 Abilities: Loot Lv. 3 - 300 AP - Thief Dagger Toss - 400 AP - Juggler

Price: 1850 Gil

Tiptaptwo Effects: Evasion +2, Speed +15, Attack +55 Added Effects: Immune: Slow Abilities: Voila - 300 AP - Heritor Price: N/A (complete Quest D5-08 (A Lost Companion) to obtain)

Tonberrian* Effects: Evasion +2, Speed +10, Attack +52 Abilities: Love Potion - 350 AP - Ranger Price: 11600 Gil

Zwillblade Effects: Evasion +2, Speed +1, Attack +41 Abilities: Sten Needle - 150 AP - Ranger Price: 4200 Gil

======== Knuckles ========

Cat Claws Effects: Evasion +2, Speed +2, Attack +37 Abilities: Chakra - 200 AP - White Monk Gold Battery - 250 AP - Tinker

Smite of Rage - 350 AP - Berserker Price: 1100 Gil

Death Claws Effects: Evasion +2, Attack +43 Added Effects: Element: Dark Abilities: Black Ingot - 250 AP - Tinker Ground Shaker - 350 AP - Berserker Price: 2200 Gil

Dream Claws Effects: Evasion +2, Attack +35 Abilities: Chroma Gem - 250 AP - Tinker Price: 900 Gil

Gleisburst* Effects: Evasion +5, Attack +59, Magick +10 Abilities: N/A Price: 12000 Gil

Godhand Effects: Evasion +4, Speed +1, Attack +39, Magick +3 Added Effects: Element: Holy Abilities: Aurablast - 350 AP - White Monk Helm Smash - 400 AP - Berserker Price: 1500 Gil

Kaiser Knuckles Effects: Evasion +2, Attack +37 Abilities: Air Render - 250 AP - White Monk Furore - 200 AP - Berserker Price: 1100 Gil

Leather Knuckles Effects: Evasion +2, Attack +24 Abilities: Attack^ - 150 AP - Berserker Price: 100 Gil

Magick Hands* Effects: Evasion +5, Attack +52, Magick +5, Resistance +5 Abilities: N/A Price: 8500 Gil

Metal Knuckles Effects: Evasion +2, Attack +29 Abilities: Roundhouse - 150 AP - White Monk Silver Disc - 250 AP - Tinker Inner Calm - 250 AP - Berserker Price: 300 Gil

Poison Knuckles Effects: Evasion +2, Attack +33 Abilities: Green Gear - 250 AP - Tinker Scream - 300 AP - Berserker

Price: 600 Gil

Rising Sun Effects: Evasion +2, Attack +31 Added Effects: Element: Fire Abilities: Exorcise - 250 AP - White Monk Red Spring - 250 AP - Tinker Price: 400 Gil

Survivor Effects: Evasion +4, Attack +38, Defense +5 Abilities: Revive - 300 AP - White Monk Gold Moogletron - 250 AP - Tinker Hone Senses - 200 AP - Berserker Price: 1300 Gil

Tiger Fangs Effects: Evasion +4, Attack +41 Added Effects: Element: Lightning Abilities: Earth Render - 350 AP - White Monk Smash - 400 AP - Berserker Price: 2000 Gil

White Fangs Effects: Evasion +2, Attack +39 Added Effects: Element: Ice Abilities: Holy Sign - 300 AP - White Monk

Blue Screw - 250 AP - Tinker Price: 1500 Gil

===== Maces =====

Battle Mace Effects: Attack +24 Abilities: Water - 200 AP - Sage Sleep - 200 AP - Green Mage Price: 180 Gil

Druid Mace Effects: Attack +26, Magick +3, Resistance +5 Abilities: Poison - 150 AP - Alchemist Blind - 150 AP - Sage/Green Mage Price: 200 Gil

Energy Mace Effects: Attack +29, Magick +2, Resistance +5 Abilities: Rasp - 250 AP - Alchemist Aero - 200 AP - Sage Silence - 200 AP - Green Mage Price: 300 Gil

Life Crosier Effects: Attack +34, Magick +2, Resistance +10 Abilities: Esunaga - 350 AP - Sage Magick^ - 150 AP - Alchemist Price: 1100 Gil

Lotus Mace* Effects: Attack +44, Magick +2, Resistance +5 Added Effects: Element: Fire Abilities: Flare - 400 AP - Alchemist Gigaflare - 450 AP - Sage Price: 6800 Gil

Mandragora* Effects: Attack +40, Magick +2, Resistance +5 Added Effects: Element: Earth Abilities: Toad - 450 AP - Alchemist Bio - 200 AP - Sage Leap - 400 AP - Green Mage Price: 5800 Gil

Morning Star* Effects: Attack +38, Magick +2, Resistance +5 Abilities: Scathe - 450 AP - Sage Price: 3680 Gil

Sage Crosier

Effects: Attack +28, Magick +8, Resistance +8 Abilities: Astra - 200 AP - Alchemist Tranq - 200 AP - Green Mage Price: 260 Gil

Scorpion Tail* Effects: Attack +48, Magick +2, Resistance +5 Abilities: Protometeor - 400 AP - Alchemist Price: 7200 Gil

Zeus Mace* Effects: Attack +50, Magick +5, Resistance +5 Added Effects: Element: Holy Abilities: Transmute - 350 AP - Alchemist Ultima Blow - 990 AP - Sage Price: 10500 Gil

===== Poles =====

Battle Bamboo Effects: Speed +2, Attack +34, Defense +5 Abilities: Dark Fist - 300 AP - Master Monk Price: 1000 Gil

Cypress Pole Effects: Speed +2, Attack +32, Defense +2, Resistance +2 Added Effects: Element: Earth Abilities: Rend Armor - 350 AP - Master Monk Price: 720 Gil

Eight-fluted Pole Effects: Evasion +2, Speed +2, Attack +49, Defense +2 Abilities: Avalanche - 250 AP - Geomancer Pummel - 300 AP - Master Monk Price: 6200 Gil

Esztam Baton Effects: Evasion +2, Speed +2, Attack +42, Defense +2 Abilities: Lifebane - 400 AP - Master Monk Polka - 250 AP - Dancer Price: 2500 Gil

Fanatic Effects: Speed +2, Attack +44, Defense +2, Magick +5 Abilities: Mist Storm - 250 AP - Geomancer Cross-counter - 350 AP - Master Monk Price: 4000 Gil

Gokuu Pole Effects: Evasion +2, Speed +2, Attack +44, Defense +2 Abilities: Artifice's Embrace - 250 AP - Geomancer

Withering Strike - 400 AP - Master Monk Price: 4000 Gil

Iron Pole Effects: Speed +2, Attack +40, Defense +2 Abilities: Life's Embrace - 250 AP - Geomancer Price: 2350 Gil

Ivory Pole Effects: Speed +2, Attack +44, Defense +5 Abilities: Earth's Embrace - 250 AP - Geomancer Price: 4000 Gil

Sanjiegun Effects: Speed +2, Attack +36, Defense +2 Abilities: Holy Strike - 350 AP - Master Monk Price: 1200 Gil

Tonfa Effects: Speed +2, Attack +32, Defense +2 Abilities: Inner Focus - 300 AP - Master Monk Price: 680 Gil

Whale Whisker Effects: Evasion +5, Speed +2, Attack +58, Defense +5 Abilities: Wermut - 300 AP - Heritor Price: N/A (complete Quest D5-12 (Help!) to obtain)

Zephyr Pole Effects: Speed +2, Attack +38, Defense +2, Resistance +5 Added Effects: Element: Air Abilities: Venom Squall - 250 AP - Geomancer Price: 680 Gil

======= Rapiers =======

Battle Rapier Effects: Speed +2, Attack +20 Abilities: N/A Price: 100 Gil

Colichemarde Effects: Speed +2, Attack +38 Added Effects: Immune: Berserk Abilities: Magick^ - 150 AP - Red Mage Price: 1280 Gil

Diabolique* Effects: Speed +2, Attack +52, Resistance +5 Added Effects: Element: Dark Immune: Dark

Abilities: N/A Price: 9800 Gil

Djinn Flyssa Effects: Evasion +4, Speed +2, Attack +34, Magick +2 Added Effects: Element: Air Immune: Wind Abilities: Swallowtail - 300 AP - Fencer Shining Air - 200 AP - Elementalist Protect - 150 AP - Red Mage Price: 1060 Gil

Épée-prisme* Effects: Speed +2, Attack +42 Added Effects: Half Damage: Dark Abilities: N/A Price: 4200 Gil

Estoc Effects: Speed +2, Attack +24 Abilities: Featherblow - 200 AP - Fencer Boulder Crush - 200 AP - Elementalist Price: 280 Gil

Femme Fatale* Effects: Speed +2, Attack +54 Added Effects: Immune: Doom

Abilities: N/A Price: 12000 Gil

Flamberge Effects: Speed +2, Attack +32, Defense +5 Abilities: Piercing Blow - 300 AP - Fencer White Flame - 200 AP - Elementalist Blizzard - 150 AP - Red Mage Price: 620 Gil

Fleuret Effects: Speed +2, Attack +26 Abilities: Earth Heal - 200 AP - Elementalist Cure - 100 AP - Red Mage Price: 360 Gil

Gupti Aga Effects: Speed +2, Attack +40 Abilities: Checkmate - 300 AP - Fencer Price: 1600 Gil

Joyeuse Effects: Speed +2, Attack +35, Resistance +5 Abilities: Nighthawk - 300 AP - Fencer Evil Gaze - 300 AP - Elementalist Price: 1100 Gil

Last Letter* Effects: Evasion +5, Speed +2, Attack +66 Abilities: N/A Price: 13800 Gil

Madu* Effects: Speed +2, Attack +40 Abilities: Doublecast - 990 AP - Red Mage Price: 5400 Gil

Mage Masher Effects: Speed +2, Attack +36, Magick +5, Resistance +10 Abilities: Manastrike - 250 AP - Fencer Thunderous Roar - 200 AP - Elementalist Shell - 150 AP - Red Mage Price: 1200 Gil

Scarlet Rapier Effects: Speed +2, Attack +28, Magick +2 Added Effects: Element: Fire Abilities: Fire Whip - 250 AP - Elementalist Fire - 150 AP - Red Mage Price: 420 Gil

Silver Rapier Effects: Speed +2, Attack +34 Abilities: Shadowstick - 400 AP - Fencer

Sliprain - 250 AP - Elementalist Silence - 200 AP - Red Mage Price: 980 Gil

Stinger Effects: Speed +2, Attack +22 Abilities: Swarmstrike - 150 AP - Fencer Thunder - 150 AP - Red Mage Price: 220 Gil

Windsong Rapier* Effects: Speed +2, Attack +56, Magick +10 Added Effects: Element: Air Abilities: N/A Price: 11200 Gil

==== Rods ====

Bomb Arm* Effects: Attack +42, Magick +5, Resistance +10 Abilities: Lv. ? Shadowflare - 250 AP - Arcanist Price: 14800 Gil

Chill Rod

Effects: Attack +27, Magick +2 Added Effects: Element: Ice Immune: Ice Abilities: Blizzaga - 350 AP - Black Mage Deluge - 300 AP - Illusionist Stop - 350 AP - Time Mage Price: 1280 Gil

Crown Scepter* Effects: Evasion +5, Attack +35, Defense +5, Magick +2, Resistance +5 Added Effects: Immune: Water Abilities: Star Cross - 300 AP - Illusionist Undo - 300 AP - Time Mage Price: 5800 Gil

Firewheel Rod Effects: Attack +21, Magick +2 Added Effects: Element: Fire Abilities: Fira - 250 AP - Black Mage Prominence - 250 AP - Illusionist Haste - 250 AP - Time Mage Price: 640 Gil

Flame Rod Effects: Attack +27, Magick +2 Added Effects: Element: Fire Immune: Fire

Abilities: Firaga - 350 AP - Black Mage Hastega - 400 AP - Time Mage Lv. 3 Dark - 250 AP - Arcanist Price: 1280 Gil

Force Rod Effects: Attack +25, Magick +5 Abilities: Gravity - 250 AP - Arcanist Heathen Frolic - 250 AP - Dancer Price: 850 Gil

Heretic Rod* Effects: Attack +42, Magick +20 Added Effects: Element: Dark Abilities: Death - 450 AP - Arcanist Forbidden Dance - 350 AP - Dancer Price: 16000 Gil

Lilith Rod* Effects: Evasion +2, Speed +4, Attack +40, Magick +5 Abilities: Lv. 5 Haste - 250 AP - Arcanist Price: 12000 Gil

Rod Effects: Attack +18, Magick +2 Abilities: Fire - 100 AP - Black Mage Blizzard - 100 AP - Black Mage

Thunder - 100 AP - Black Mage Price: 60 Gil

Sleet Rod Effects: Attack +21, Magick +2 Added Effects: Element: Ice Abilities: Blizzara - 250 AP - Black Mage Freezeblink - 250 AP - Illusionist Drain - 300 AP - Arcanist Price: 640 Gil

Stardust Rod Effects: Attack +29, Magick +5 Abilities: Stardust - 300 AP - Illusionist Extend - 150 AP - Time Mage Graviga - 450 AP - Arcanist Price: 3800 Gil

Terre Rod Effects: Attack +23, Magick +2 Added Effects: Element: Earth Immune: Earth Abilities: Rockfall - 300 AP - Illusionist Slow - 250 AP - Time Mage Syphon - 300 AP - Arcanist Price: 780 Gil

Thor Rod Effects: Attack +27, Magick +2 Added Effects: Element: Lightning Immune: Lightning Abilities: Thundaga - 350 AP - Black Mage Wild Tornado - 300 AP - Illusionist Quicken - 400 AP - Time Mage Price: 1280 Gil

Thunder Rod Effects: Attack +21, Magick +2 Added Effects: Element: Lightning Abilities: Thundara - 250 AP - Black Mage Tempest - 250 AP - Illusionist Reflect - 250 AP - Time Mage Price: 640 Gil

====== Sabers ======

Aqua Saber Effects: Evasion +5, Attack +38 Added Effects: Element: Water Abilities: N/A Price: 1200 Gil

Blue Saber Effects: Speed +2, Attack +25 Abilities: N/A Price: 200 Gil

Harpe Effects: Attack +54, Magick +5 Abilities: Trophy Hunt - 300 AP - Sky Pirate Price: 3600 Gil

Light Saber Effects: Attack +22 Abilities: Learn - 100 AP - Blue Mage Price: 100 Gil

Manganese Saber Effects: Attack +57, Magick +10 Abilities: Swipe - 300 AP - Sky Pirate Price: 4800 Gil

Shamshir Effects: Evasion +4, Attack +34 Abilities: N/A Price: 520 Gil

Soulsaber*

Effects: Evasion +4, Attack +62, Resistance +10 Added Effects: Element: Fire Abilities: N/A Price: 12000 Gil

Talwar* Effects: Speed +2, Attack +65, Defense +5, Resistance +10 Abilities: N/A Price: 12000 Gil

====== Spears ======

Dragon Whisker* Effects: Jump +2, Attack +55 Abilities: Bangaa Cry - 400 AP - Dragoon Price: 6000 Gil

Gae Bolg Effects: Attack +35 Added Effects: Element: Lightning Abilities: Thunder Breath - 300 AP - Dragoon Price: 1180 Gil

Ice Lance

Effects: Attack +35 Added Effects: Element: Ice Abilities: Ice Breath - 300 AP - Dragoon Price: 1180 Gil

Javelin Effects: Jump +2, Attack +31 Abilities: Jump - 150 AP - Dragoon Piercing Cry - 400 AP - Templar Price: 500 Gil

Kain's Lance Effects: Jump +2, Attack +47 Abilities: Lifebreak - 400 AP - Templar Price: 5700 Gil

Lava Spear Effects: Attack +35 Added Effects: Element: Fire Abilities: Fire Breath - 300 AP - Dragoon Price: 1180 Gil

Partisan Effects: Jump +2, Attack +42 Abilities: Discipline - 150 AP - Templar Price: 2300 Gil

Short Spear Effects: Attack +29 Abilities: N/A Price: 300 Gil

Trident* Effects: Jump +2, Attack +50, Magick +2 Abilities: Attack^ - 150 AP - Templar Price: 7800 Gil

====== Staves ======

Cheer Staff Effects: Evasion +5, Attack +32, Resistance +5 Abilities: Reraise - 400 AP - White Mage Pilfer - 150 AP - Bishop Maduin - 350 AP - Summoner Price: 8600 Gil

Cleansing Staff Effects: Attack +25, Resistance +5 Abilities: Esuna - 200 AP - White Mage Unicorn - 250 AP - Summoner Price: 850 Gil

Healing Staff Effects: Attack +25, Resistance +5 Added Effects: On Hit: Restore HP Abilities: Cura - 200 AP - White Mage/Bishop Kirin - 250 AP - Summoner Price: 850 Gil

Judicer's Staff Effects: Attack +23, Magick +3, Resistance +5 Added Effects: Element: Lightning Abilities: Aero - 200 AP - Bishop Ramuh - 300 AP - Summoner Price: 500 Gil

Nirvana* Effects: Attack +34, Resistance +10 Added Effects: Element: Holy Abilities: Arise - 400 AP - White Mage Holy - 400 AP - Bishop Phoenix - 450 AP - Summoner Price: 8800 Gil

Pomegranate Staff Effects: Attack +31, Defense +5, Resistance +5 Abilities: Barrier - 200 AP - Bishop Carbuncle - 250 AP - Summoner

Price: 4400 Gil

Serpent Staff Effects: Attack +27, Resistance +5 Added Effects: Immune: Stone Abilities: Break - 450 AP - Bishop Shiva - 300 AP - Summoner Price: 1280 Gil

Spring Staff Effects: Attack +29, Resistance +5 Added Effects: Element: Water Immune: Water Abilities: Curaga - 300 AP - White Mage Water - 200 AP - Bishop Price: 3800 Gil

Staff of Blessings Effects: Attack +27, Resistance +5 Abilities: Raise - 200 AP - White Mage Dispel - 300 AP - Bishop Price: 1280 Gil

Staff of Protection Effects: Attack +21, Defense +5, Resistance +5 Abilities: Ifrit - 300 AP - Summoner Price: 480 Gil

Staff of the Magi* Effects: Attack +40, Resistance +5 Abilities: Refresh - 400 AP - White Mage Jitterbug - 300 AP - Dancer Price: 12000 Gil

White Staff Effects: Attack +19, Resistance +5 Added Effects: On Hit: Remove Doom Abilities: Cure - 100 AP - White Mage Price: 100 Gil

====== Swords ======

Blood Sword Effects: Attack +22 Added Effects: On Hit: Steal HP Abilities: Provoke - 300 AP - Soldier Wyrmkiller - 200 AP - Dragoon Poison Blade - 200 AP - Spellblade Price: 1850 Gil

Broadsword

Effects: Attack +25 Abilities: First Aid - 100 AP - Soldier/Warrior Oil Blade - 300 AP - Spellblade Price: 200 Gil

Burglar Sword Effects: Attack +35 Abilities: Gauge - 150 AP - Soldier Stun Blade - 200 AP - Spellblade Wyrmtamer - 150 AP - Dragoon Price: 1000 Gil

Buster Sword Effects: Attack +30, Defense +5 Abilities: Rend Magick - 250 AP - Soldier/Warrior Blood Price - 150 AP - Spellblade Price: 600 Gil

Chirijiraden Effects: Attack +62, Defense +7 Abilities: Hilo - 300 AP - Heritor Price: N/A (complete Quest D5-13 (Bringer of Doom) to obtain)

Gale Sword Effects: Speed +5, Attack +35 Added Effects: Element: Air Abilities: Greased Lightning - 300 AP - Warrior

Sleep Blade - 250 AP - Spellblade Price: 1100 Gil

Onion Sword Effects: Evasion +2, Attack +42, Defense +5, Resistance +5 Abilities: Confusion Blade - 300 AP - Spellblade Price: 3200 Gil

Restorer* Effects: Attack +43, Magick +5, Resistance +5 Abilities: Lifetap - 300 AP - Warrior Lancet - 300 AP - Dragoon Maim Blade - 350 AP - Spellblade Price: 4800 Gil

Shortsword Effects: Attack +22 Abilities: N/A Price: 100 Gil

Silver Sword Effects: Evasion +4, Speed +2, Attack +35 Abilities: Rend Speed - 350 AP - Soldier/Warrior Slow Blade - 300 AP - Spellblade Price: 400 Gil

Vitanova*

Effects: Evasion +4, Attack +44, Magick +2 Added Effects: Element: Holy Absorb: Holy Abilities: Doom Blade - 400 AP - Spellblade Dragonheart - 500 AP - Dragoon Price: 4800 Gil

*****************************************************************************

-=-=-=-=-=-=-=-=-= -= 15. Shields -= -=-=-=-=-=-=-=-=-=

NOTE: Shields with a * after its name signifies that only one is available for purchase. If you buy it, you must create another one through the Bazaar.

Aegis Shield Effects: Evasion +10, Defense +2, Resistance +5 Added Effects: Element: Holy Immune: Stone Abilities: N/A Price: 2200 Gil

Bronze Shield Effects: Evasion +5, Resistance +2 Abilities: Shieldbearer - 150 AP - Soldier/Warrior/Fencer

Price: 200 Gil

Chocobo Shield* Effects: Evasion +12, Speed +2 Abilities: Gil Snapper - 300 AP - Viking Price: 7200 Gil

Ensanguined Shield* Effects: Evasion +15 Added Effects: Element: Dark Weak: Fire Abilities: N/A Price: 18600 Gil

Flame Shield Effects: Evasion +10, Resistance +8 Added Effects: Element: Fire Absorb: Fire Abilities: N/A Price: 1400 Gil

Genji Shield* Effects: Evasion +10, Attack +2, Defense +5, Resistance +7 Abilities: N/A Price: 7200 Gil

Ice Shield

Effects: Evasion +10, Resistance +8 Added Effects: Element: Fire Absorb: Fire Abilities: N/A Price: 1400 Gil

Platinum Shield Effects: Evasion +10, Defense +1, Resistance +5 Abilities: Shieldbearer - 150 AP - Viking/Raptor Price: 1400 Gil

Reverie Shield* Effects: Evasion +20 Abilities: N/A Price: 21000 Gil

Round Shield Effects: Evasion +7, Resistance +2 Abilities: Shieldbearer - 150 AP - Sage/Moogle Knight Price: 800 Gil

Shield of the Four* Effects: Evasion +12, Resistance +10 Abilities: N/A Price: 7200 Gil

Templar Shield*

Effects: Evasion +12, Defense +2, Resistance +5 Added Effects: Element: Holy Immune: Several debuffs Abilities: N/A Price: 7200 Gil

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-= -= 16. Accessories -= -=-=-=-=-=-=-=-=-=-=-=

NOTE: For the accessories that you can actually buy in a Shop, there will only be one available for purchase. If you buy it, you must create another one through the Bazaar. This does NOT apply to accessories without prices attached to them in this section.

=========== Accessories ===========

Angel Ring Effects: N/A Added Effects: Equip: Reraise once Abilities: N/A Price: 6200 Gil

Armlet of Whispers Effects: Defense +5, Resistance +5 Added Effects: Summon Shemhazai Abilities: Soul Purge Price: N/A (complete Side Quest "Of a Feather" by stealing from Red Hawk)

Azure Tear Effects: Evasion +20, Speed +10 Abilities: N/A Price: N/A (find within the urn in Brightmoon Tor 3)

Condemner's Choker Effects: Defense +5, Resistance +5 Added Effects: Summon Zeromus Abilities: Big Bang Price: N/A (complete Quest A5-14 (The Five Kings) to obtain)

Corsage of Corruption Effects: Defense +5, Resistance +5 Added Effects: Summon Mateus Abilities: Frostwave Price: N/A (complete Quest A2-05 (Graszton Cup) to obtain)

Crimson Tear Effects: Attack +20 Abilities: N/A Price: N/A (find within the urn in Brightmoon Tor 1)

Earrings of the Dead Effects: Defense +5, Resistance +5 Added Effects: Summon Zalera Abilities: Condemnation Price: N/A (complete Quest B1-02 (The Last Step) to obtain)

Empyreal Armband Effects: Attack +1, Defense +1, Magick +1, Resistance +1 Added Effects: Immune: Stop Abilities: N/A Price: 6200 Gil

Ewer of Darkness Effects: Defense +5, Resistance +5 Added Effects: Summon Famfrit Abilities: Tsunami Price: N/A (complete Quest A3-01 (Goug Cup) to obtain)

Fortune Ring Effects: Defense +2 Added Effects: Immune: Doom Abilities: Blur - 150 AP - Cannoneer/Flintlock Price: 4800 Gil

Gift of the Judge-Sal Effects: Defense +5, Resistance +5

Added Effects: Summon Exodus Abilities: Meteor Price: N/A (complete Quest A3-13 (Jylland Cup) to obtain)

Gigas Pendant Effects: Defense +5, Resistance +5 Added Effects: Summon Belias Abilities: Hellfire Price: N/A (complete Quest A2-01 (Camoa Cup) to obtain)

Golden Amulet Effects: Magick +10, Resistance +10 Abilities: N/A Price: 8300 Gil

High Seraph's Plume Effects: Defense +5, Resistance +5 Added Effects: Summon Ultima Abilities: Ultima Price: N/A (complete Quest B5-03 (Hunted) to obtain)

Magick Ring Effects: Magick +5, Resistance +5 Added Effects: Immune: Berserk Abilities: N/A Price: 5400 Gil

Moon Maiden Effects: All Stats (except Move and Jump) +5 Abilities: N/A Price: N/A (complete Brightmoon Tor 3 to obtain)

Orb of Minwu Effects: Attack +2, Magick +2 Added Effects: Immune: Most debuffs Abilities: Ribbon-bearer - 300 AP - Seer/Trickster/Tinker Price: 7800 Gil

Pin of Order Effects: Defense +5, Resistance +5 Added Effects: Summon Hashmal Abilities: Gaia's Wrath Price: N/A (complete Quest A2-13 (Fluorgis Cup) to obtain)

Raging Brooch Effects: Defense +5, Resistance +5 Added Effects: Summon Adrammelech Abilities: Judgment Bolt Price: N/A (complete Quest A2-09 (Moorabella Cup) to obtain)

Ring of Precepts Effects: Defense +5, Resistance +5 Added Effects: Summon Zodiark Abilities: Final Eclipse

Price: N/A (complete Quest C5-13 (A Lasting Peace) to obtain)

Ring of the Wheel Effects: Defense +5, Resistance +5 Added Effects: Summon Chaos Abilities: Tornado Price: N/A (complete Quest A3-05 (Loar Cup) to obtain)

Ruby Earring Effects: Magick +2, Resistance +2 Added Effects: Immune: Charm Abilities: N/A Price: 6200 Gil

Scarab Charm Effects: Defense +2, Resistance +2 Added Effects: Immune: Toad Abilities: N/A Price: 6200 Gil

Snowy Tear Effects: Magick +20 Abilities: N/A Price: N/A (find within the urn in Brightmoon Tor 2)

Tainted Cufflink Effects: Defense +5, Resistance +5

Added Effects: Summon Cúchulainn Abilities: Blight Price: N/A (complete Quest A3-05 (Loar Cup) to obtain)

===== Boots =====

Battle Boots Effects: Defense +7 Abilities: N/A Price: 1000 Gil

Faerie Shoes Effects: Defense +3, Resistance +2 Added Effects: Equip: Move by teleportation Abilities: N/A Price: 6800 Gil

Gaius Caligae Effects: Evasion +2, Speed +1, Defense +7 Abilities: N/A Price: 6800 Gil

Galmia Shoes Effects: Speed +2, Defense +3

Added Effects: Equip: Ignore elevation Abilities: N/A Price: 5400 Gil

Germinas Boots Effects: Jump +2, Defense +3 Abilities: N/A Price: 3600 Gil

Ninja Tabi Effects: Move +2, Defense +3 Abilities: N/A Price: 9600 Gil

Red Shoes Effects: Evasion +5, Defense +3, Resistance +5 Abilities: N/A Price: 3600 Gil

Spiked Boots Effects: Jump +1, Defense +4 Abilities: Avoid Traps - 150 AP - Ranger/Geomancer Price: 1000 Gil

Sprint Shoes Effects: Move +1, Defense +2 Abilities: N/A

Price: 2000 Gil

Winged Boots Effects: Defense +3 Added Effects: Equip: Walk on water Abilities: N/A Price: 3600 Gil

====== Gloves ======

Armguards Effects: Evasion +2 Abilities: N/A Price: 1800 Gil

Bone Armlets Effects: Evasion +5, Attack +2 Defense +5, Resistance +2 Abilities: Blink Counter - 250 AP - Master Monk/Lanista Price: 12400 Gil

Bracers Effects: Defense +5, Resistance +1 Abilities: Death Strike - 150 AP - Parivir/Berserker Price: 5400 Gil

Brigand's Gloves Effects: Evasion +2, Attack +2 Added Effects: Equip: Increased steal success rate Abilities: N/A Price: 4800 Gil

Gauntlets Effects: Attack +2, Defense +5, Resistance +5 Abilities: Critical: Berserk - 150 AP - Defender/Berserker Price: 7200 Gil

Genji Gloves Effects: Defense +10, Magick +3, Resistance +5 Abilities: N/A Price: 8400 Gil

*****************************************************************************

-=-=-=-=-=-=-=-= -= 17. Items -= -=-=-=-=-=-=-=-=

Antidote Effects: Removes Poison status Price: 50 Gil

Bandage Effects: Removes Disable and Immobilize status Price: 100 Gil

Dark Matter Effects: Cause a random amount of damage to all enemies Price: N/A

Echo Herbs Effects: Removes Silence status Price: 50 Gil

Elixir Effect: Fully restores all HP and MP Price: N/A

Ether Effects: Restores 30 MP Price: N/A

Eureka Crystal Effects: Fully restores HP, raises Attack and Defense of all allies Price: N/A

Eye Drops Effects: Removes Blind status Price: 50 Gil

Gold Needle Effects: Removes Stone status Price: 100 Gil

Grimoire Stone Effects: Fully restores MP, raises Magick and Resistance of all allies Price: N/A

Handkerchief Effects: Removes Oil status Price: 100 Gil

Hi-Potion Effects: Restores 100 HP Price: 100 Gil

Holy Water Effects: Raises Resilience to debuffs Price: 80 Gil

Knot of Rust Effects: Can be thrown for a random amount of damage Price: N/A

Maiden's Kiss Effects: Removes Toad status

Price: 100 Gil

Phoenix Down Effects: Revives KO'd units Price: 200 Gil

Potion Effects: Restores 30 HP Price: 30 Gil

Remedy Effects: Removes most debuffs Price: 800 Gil

X-Potion Effects: Restores 200 HP Price: 300 Gil

*****************************************************************************

-=-=-=-=-=-=-=-= -= 18. Loot -= -=-=-=-=-=-=-=-=

===== Bones =====

Rank Name ---- ----

Sale Price ----------

-

Animal Bone

40 Gil

-

Bomb Shell

60 Gil

-

Bone Chips

20 Gil

-

Crooked Fang

40 Gil

-

Fury Fragments

65 Gil

-

Gimble Stalk

50 Gil

-

Insect Husk

50 Gil

-

Iron Carapace

-

Lamia Scale

-

Molting

-

Pointed Horn

-

Turtle Shell

-

Zingu Pearl Shell 55 Gil

1

Aged Turtle Shell 400 Gil

1

Battlewyrm Carapace 350 Gil

1

Cod Scale

1

Coral Fragments

1

Dragon Bone

1

Great Serpent's Fang 300 Gil

1

Mirror Scale

1

Skull

1

Sturdy Bone

1

Zingu Pearl

550 Gil

2

Alraune Drill

1200 Gil

60 Gil 60 Gil 30 Gil 50 Gil 60 Gil

300 Gil 350 Gil 300 Gil

300 Gil 300 Gil 250 Gil

2

Blood-darkened Bone 1000 Gil

2

Spiral Incisor

2

Star Fragments

1200 Gil

2

Vampyr Fang

1000 Gil

2

Wyrm Carapace

3

Ancient Turtle Shell 2000 Gil

3

Beastlord Horn

2500 Gil

3

Emperor Scale

2500 Gil

3

Wyvern Fang

2500 Gil

800 Gil

1000 Gil

===== Cloth =====

Rank Name ---- ----

Sale Price ----------

-

Aged Linen Thread 25 Gil

-

Ahriman Wing

-

Dirty Wool

20 Gil

-

Faerie Wing

60 Gil

-

Giant Feather

45 Gil

-

Large Feather

35 Gil

-

Silk Thread

-

Small Feather

-

Soft Cotton

-

Wool

55 Gil

40 Gil 25 Gil 40 Gil 40 Gil

1

Bat Wing

350 Gil

1

Black Thread

1

Fine Wool

1

Superior Silk Thread 450 Gil

1

Velvet

1

White Thread

2

Rainbow Thread

2

Spider Silk

2

Windslicer Pinion 1000 Gil

3

Demon Feather

3

Wyvern Wing

450 Gil 400 Gil

400 Gil 450 Gil 1000 Gil

800 Gil

2500 Gil 2500 Gil

===== Flora =====

Rank Name ---- ----

Sale Price ----------

-

Ball Moss

40 Gil

-

Cactus Fruit

50 Gil

-

Faren Pollen

20 Gil

-

Ladies' Tresses

35 Gil

-

Malboro Vine

55 Gil

-

Marriom Heather

-

Nepenthis

-

Peppergrass

35 Gil

40 Gil 30 Gil

-

Power Fruit

55 Gil

-

Prima Petal

35 Gil

-

Recall Grass

40 Gil

-

Silk Bloom

35 Gil

-

Sturdy Vine

45 Gil

-

Succulent Fruit

55 Gil

-

Telaq Flower

35 Gil

-

Tiny Mushrooms

-

Whisperweed

1

Hedychium

1

Hedychium Pollen

1

Leucojum

1

Moon Bloom

1

Onion

1

Pearl Moss

1

Tomato Stalk

200 Gil

2

Four-leaf Clover

1200 Gil

2

Goldcap

2

Kalos

2

Magick Fruit

2

Malboro Flower

2

Spiral Vine

2

Suspect Mushroom

3

Aurea Pollen

3

Flutegrass

3

Screamroot

20 Gil 40 Gil 250 Gil 200 Gil

250 Gil 300 Gil 300 Gil 250 Gil

800 Gil 800 Gil 800 Gil 1000 Gil 1000 Gil 800 Gil

2000 Gil N/A 2500 Gil

======== Magicite ========

Rank Name ---- ----

Sale Price ----------

-

Earth Stone

120 Gil

-

Soul Ceffyl

-

Water Stone

120 Gil

-

Wind Stone

120 Gil

1

Dark Stone

600 Gil

1

Fire Stone

600 Gil

1

Holy Stone

600 Gil

1

Ice Stone

1

Low Arcana

700 Gil

1

Storm Stone

600 Gil

1

Tarkov Crystal

700 Gil

2

Body Ceffyl

2

Earth Sigil

2

Fire Sigil

1500 Gil

2

Ice Sigil

1500 Gil

2

Mind Ceffyl

2

Storm Sigil

1500 Gil

2

Water Sigil

1500 Gil

3

Darklord Crystal

3

Earthwyrm Crystal 3000 Gil

150 Gil

600 Gil

1800 Gil 1500 Gil

1800 Gil

5000 Gil

3

Firebird Crystal

3000 Gil

3

High Arcana

6000 Gil

3

Lightwing Crystal 5000 Gil

3

Snowcat Crystal

3

Stormsoul Crystal 3000 Gil

3

Waterwyrd Crystal 3000 Gil

3

Windgod Crystal

3000 Gil

3000 Gil

====== Metals ======

Rank Name ---- ----

Sale Price ----------

-

Clock Gear

70 Gil

-

Cruzle Brass

80 Gil

-

Gikhet Lead

70 Gil

-

Sanative Needle

-

Trusty Frying Pan 30 Gil

-

Xergis Tin

-

Zinconium

1

Adamant Alloy

1

Cursed Coin

400 Gil

1

Damascus

500 Gil

1

Dipraeu Bronze

1

Gun Gear

60 Gil

80 Gil 80 Gil 500 Gil

400 Gil 300 Gil

1

Leestone

500 Gil

1

Platinum

500 Gil

1

Zincatite

1

Zodiac Ore

2

Adamantite

2

Crusite Alloy

1200 Gil

2

Gemsteel

1200 Gil

2

Moon Ring

1000 Gil

2

Mysidia Alloy

1200 Gil

3

Bundle of Needles 2500 Gil

3

Einherjarium

2800 Gil

3

Gold Chalice

2800 Gil

3

Mythril

3

Orichalcum

3

Scarletite

400 Gil 500 Gil 1200 Gil

2800 Gil 2800 Gil 2800 Gil

======== Philtres ========

Rank Name ---- ----

Sale Price ----------

-

Cloudy Sap

25 Gil

-

Fresh Water

10 Gil

-

Green Liquid

35 Gil

1

Bitter Sap

200 Gil

1

Foul Liquid

200 Gil

1

Healing Water

400 Gil

1

Malboro Wine

350 Gil

1

Yellow Liquid

200 Gil

2

Aqua Galac

1200 Gil

2

Clear Sap

2

Crusader Tonic

2

Silver Liquid

2

Strange Liquid

2

Sweet Sap

2

Unpurified Ether

3

Fiend's Blood

3

Hero Tonic

2800 Gil

3

Putrid Liquid

2800 Gil

1000 Gil 1200 Gil 800 Gil 800 Gil 800 Gil 1000 Gil 2500 Gil

===== Skins =====

Rank Name ---- ----

Sale Price ----------

-

Bat Tail

20 Gil

-

Chocobo Skin

-

Rabbit Pelt

-

Rat Pelt

20 Gil

-

Rat Tail

20 Gil

50 Gil 40 Gil

-

Snake Skin

20 Gil

-

Tanned Hide

-

Tiger Hide

50 Gil

-

Wolf Pelt

45 Gil

1

Coeurl Pelt

1

Giant's Tanned Hide 400 Gil

1

Quality Hide

1

Quality Pelt

350 Gil

1

Rabbit Tail

250 Gil

1

Tanned Tyrant Hide 400 Gil

1

Tyrant Hide

2

Cockatrice Skin

2

Pink Tail

2

Prime Pelt

2

Prime Tanned Hide 1200 Gil

2

Tanned Beast Hide 1200 Gil

30 Gil

400 Gil

450 Gil

400 Gil 1000 Gil

1000 Gil 1000 Gil

====== Timber ======

Rank Name ---- ----

Sale Price ----------

-

Birch

-

Cottonflue

-

Danbukwood

60 Gil 65 Gil 65 Gil

-

Mape Wood

65 Gil

-

Moonwood

65 Gil

-

Spruce

-

Waltwood

1

Agathis

1

Divariwood

1

Kempas

1

Pagoda Wood

350 Gil

1

Quality Lumber

350 Gil

1

Red Geeps

350 Gil

1

Rose Branch

350 Gil

2

Gurnat

2

Kuraisle Boxwood

2

Quince

2

Wyrmtwig

1000 Gil

3

Godwood

2800 Gil

3

Mahbeny

2500 Gil

3

Stradivari

3

Strawood

65 Gil 65 Gil 300 Gil 400 Gil 300 Gil

1200 Gil 1000 Gil

1000 Gil

2800 Gil N/A

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-= -= 19. Bazaar Formulas -= -=-=-=-=-=-=-=-=-=-=-=-=-=

The following are the formulas used to create the items available for sale in

the game's Shops. This is where all of the loot you win/steal from battles and doing quests becomes useful! When you go to the Bazaar option in a shop, you will see a list of categories with circles to the right of them. If there is a gold orb in any of the rank columns, you currently have all of the loot necessary to create something in that category. If the circle is empty, you don't yet have everything needed to make something of that rank. Once you create that item, it will be available from that point forward to buy at the shop.

Making an item in the Bazaar DOES NOT give you a freebie or anything like that. If there is a red X in any of the circles, that means you made everything you can make for that particular rank. If you made every item in a given category, it will simply disappear from the list. There are a number of items that even though you made it at the Bazaar, there will only be one available for sale at a time (all accessories, as well as certain weapons and armor). Those are designated by red boxes behind the item's icon, and also by the prompt that appears when you try to buy said item. Once you buy it, the shop becomes sold out, and in order to get another one, you must make another one by using more loot in the Bazaar.

================== Apprentice Weapons ==================

Grade Item ----- ---E

Broadsword

Formula ------Gikhet Lead + Faren Pollen

==================== Arms of the Firelord ====================

Grade Item ----- ----

Formula -------

B

Flame Shield

Fire Sigil + Cursed Coin + Great Serpent's Fang

B

Lotus Mace

Fire Sigil + Mysidia Alloy + Ancient Turtle Shell

C

Blaze Robe

Fire Stone + Zincatite + Bomb Shell

C

Flame Rod

Fire Sigil + Leestone + Wyrm Carapace

D

Firewheel Rod

Fire Stone + Zinconium + Iron Carapace

=================== Arms of the Icelord ===================

Grade Item ----- ---C

Chill Rod

D

Flurry Robe

E

Sleet Rod

Formula -------

================

Ice Sigil + Leestone + Fine Wool Ice Stone + Zincatite + Aged Linen Thread Ice Stone + Zinconium + Dirty Wool

Astrologer's Aid ================

Grade Item ----- ----

Formula -------

B

Empyreal Armband

C

Stardust Rod

Low Arcana + Zodiac Ore + Star Fragments

Tarkov Crystal + Adamantite + Star Fragments

=========== Battle Gear ===========

Grade Item ----- ----

Formula -------

D

Battle Bamboo

E

Battle Boots

Tarkov Crystal + Cursed Coin + Quality Pelt Wind Stone + Dipraeu Bronze + Rat Pelt

===================== Battle-hardened Armor =====================

Grade Item ----- ----

Formula -------

A

Templar Cloth

B

Rubber Suit

Einherjarium + Pink Tail + Aurea Pollen Mysidia Alloy + Prime Tanned Hide + Magick Fruit

C

Wygar

Orichalcum + Pink Tail + Leucojum

D

Brigandine

Gikhet Lead + Prime Tanned Hide + Moon Bloom

E

Chainmail

Clock Gear + Tanned Hide + Ladies' Tresses

====================== Battle-hardened Staves ======================

Grade Item ----- ---A

Formula -------

Cheer Staff

Four-leaf Clover + Gurnat + Hero Tonic

===================== Battle-tested Bracers =====================

Grade Item ----- ----

Formula -------

A

Bone Armlets

B

Gauntlets

C

Bracers

Gemsteel + Tanned Beast Hide + Blood-darkened Bone Platinum + Tanned Tyrant Hide + Wyrm Carapace Zincatite + Quality Hide + Dragon Bone

==================== Battle-tested Swords

====================

Grade Item

Formula

----- ----

-------

B

Arch Sword

Tarkov Crystal + Platinum + Cod Scale

C

Lohengrin

Soul Ceffyl + Platinum + Cod Scale

D

Ragnarok

Body Ceffyl + Platinum + Zingu Pearl

E

Lionheart

Tarkov Crystal + Zinconium + Dragon Bone

====== Bauble ======

Grade Item

Formula

----- ---B

-------

Scarab Charm

Tarkov Crystal + Coeurl Pelt + Blood-darkened Bone

=============== Black Vestments ===============

Grade Item ----- ---B

Black Hat

C

Black Robe

Formula ------Darklord Crystal + Prime Tanned Hide + Black Thread Mind Ceffyl + Quality Pelt + Black Thread

=================== Black-stained Armor ===================

Grade Item ----- ----

Formula -------

B

Dragon Mail

Adamantite + Silver Liquid + White Thread

C

Carabineer Mail Adamant Alloy + Malboro Wine + Superior Silk Thread

D

Platemail

Dipraeu Bronze + Green Liquid + Silk Thread

============= Blood-red Gem =============

Grade Item ----- ---C

Formula -------

Ruby Earring

Body Ceffyl + Zodiac Ore + Pink Tail

============ Bronze Armor ============

Grade Item

Formula

----- ---E

-------

Bronze Armor

Gikhet Lead + Cactus Fruit

=========== Bulky Robes ===========

Grade Item ----- ----

Formula -------

A

Lordly Robe

High Arcana + Pink Tail + Rainbow Thread

B

Luminous Robe

D

Chameleon Robe

E

Silken Robe

Storm Sigil + Prime Pelt + Rainbow Thread Earth Stone + Coeurl Pelt + Soft Cotton

Tarkov Crystal + Rabbit Pelt + Silk Thread

============== Colossal Sword ==============

Grade Item ----- ---E

Formula -------

Samson Sword

============== Cracked Staves

Cruzle Brass + Chocobo Skin + Nepenthis

==============

Grade Item ----- ----

Formula -------

A

Nirvana

Lightwing Crystal + Mahbeny + Crusader Tonic

B

Pomegranate Staff Fire Sigil + Pagoda Wood + Fiend's Blood

C

Serpent Staff

Mind Ceffyl + Divariwood + Strange Liquid

============ Crystal Gear ============

Grade Item ----- ----

Formula -------

A

Materia Blade

Mythril + Hero Tonic + Demon Feather

B

Materia Armor

Mysidia Alloy + Crusader Tonic + Windslicer Pinion

============ Cursed Armor ============

Grade Item ----- ---A

Formula -------

Ensanguined Shield Blood-darkened Bone + Fiend's Blood + Demon Feather

B

Reaper's Robe

Skull + Fiend's Blood + Demon Feather

=============== Dog-eared Cards ===============

Grade Item ----- ----

Formula -------

A

Joker

Cockatrice Skin + Aurea Pollen + Fiend's Blood

B

Six of Diamonds Tanned Beast Hide + Malboro Flower + Putrid Liquid

B

Two of Clubs

Cockatrice Skin + Screamroot + Strange Liquid

C

Ace of Spades

Pink Tail + Onion + Unpurified Ether

C

Jack of Diamonds Cockatrice Skin + Magick Fruit + Yellow Liquid

C

King of Hearts

C

Queen of Clubs

D

Eight of Hearts Giant's Tanned Hide + Onion + Silver Liquid

E

Four of Spades

Prime Tanned Hide + Malboro Flower + Clear Sap Prime Pelt + Hedychium + Silver Liquid

Rat Tail + Recall Grass + Yellow Liquid

============ Exotic Armor ============

Grade Item ----- ---A

Genji Armor

Formula ------Prime Tanned Hide + Beastlord Horn +

Kuraisle Boxwood B

Genji Shield

Tanned Beast Hide + Ancient Turtle Shell +

Wyrmtwig C

Genji Gloves

Tyrant Hide + Aged Turtle Shell + Wyrmtwig

C

Genji Helm

Tanned Beast Hide + Coral Fragments + Godwood

========== Faded Caps ==========

Grade Item ----- ----

Formula -------

B

Tiara

Storm Sigil + Quality Pelt + Rainbow Thread

C

Thief's Cap

D

Wizard's Hat

E

Circlet

Dark Stone + Tanned Tyrant Hide + Windslicer Pinion Soul Ceffyl + Tanned Hide + Velvet

Fire Stone + Rabbit Pelt + Wool

========== Faerie Set ==========

Grade Item ----- ----

Formula -------

A

Faerie Shoes

Star Fragments + Stradivari + Faerie Wing

B

Faerie Harp

Alraune Drill + Mahbeny + Faerie Wing

=============== Feathered Boots ===============

Grade Item ----- ---A

Formula -------

Galmia Shoes

Windgod Crystal + Prime Tanned Hide +

Windslicer Pinion C

Winged Boots

Windgod Crystal + Rabbit Tail + Bat Wing

============= Fencing Foils =============

Grade Item ----- ---A

Formula -------

Femme Fatale

Firebird Crystal + Bundle of Needles +

Kuraisle Boxwood B

Madu

C

Gupti Aga

D

Flamberge

E

Estoc

Snowcat Crystal + Moon Ring + Mahbeny Body Ceffyl + Einherjarium + Kempas Ice Stone + Sanative Needle + Moonwood Earth Stone + Sanative Needle + Birch

============= Flash of Dawn =============

Grade Item

Formula

----- ----

-------

D

Rising Sun

Fire Stone + Adamant Alloy + Bomb Shell

E

Sun Blade

Soul Ceffyl + Cruzle Brass + Bomb Shell

================= Flower of the Sun =================

Grade Item ----- ---A

Formula -------

Tournesol

High Arcana + Scarletite + Emperor Scale

================== Forgotten Firearms ==================

Grade Item ----- ---A

Formula -------

Rocket Punch

Bundle of Needles + Ancient Turtle Shell +

Strange Liquid

B

Dromaeo

Clock Gear + Skull + Putrid Liquid

B

Guang Cannon

C

Brevis

C

Massive Bazooka

D

Diklum

Clock Gear + Dragon Bone + Bitter Sap

D

Ligatur

Clock Gear + Battlewyrm Carapace + Yellow Liquid

D

Supernal Ray

E

Omnis Cannon

Clock Gear + Great Serpent's Fang + Fiend's Blood

Clock Gear + Aged Turtle Shell + Fiend's Blood Clock Gear + Coral Fragments + Sweet Sap

Clock Gear + Sturdy Bone + Foul Liquid Clock Gear + Iron Carapace + Cloudy Sap

================ Formidable Flora ================

Grade Item ----- ----

Formula -------

A

Mandragora

Mysidia Alloy + Screamroot + Clear Sap

C

Onion Sword

Gemsteel + Onion + Crusader Tonic

============= Gift of Stone =============

Grade Item ----- ---C

Formula -------

Diamond Armor

Dipraeu Bronze + Battlewyrm Carapace + Sweet Sap

D

Diamond Helm

Adamant Alloy + Zingu Pearl + Bitter Sap

E

Diamond Sword

Zinconium + Pointed Horn + Bitter Sap

================ Gilt Accessories ================

Grade Item ----- ----

Formula -------

B

Golden Skullcap

Mind Ceffyl + Moon Ring + Goldcap

C

Golden Amulet

Low Arcana + Crusite Alloy + Hedychium Pollen

D

Gold Hairpin

Tarkov Crystal + Crusite Alloy + Pearl Moss

========== Gilt Armor ==========

Grade Item ----- ----

Formula -------

B

Golden Axe

D

Golden Armor

======== Grab Bag

Gemsteel + Prime Tanned Hide + Goldcap Dipraeu Bronze + Tyrant Hide + Tomato Stalk

========

Grade Item

Formula

----- ----

-------

B

Perseus Bow

Gemsteel + Quince + Spider Silk

C

Fanatic

C

Satyr Flute

D

Kwigon Blade

D

Oblige

E

Conch Shell

E

Tonfa

Damascus + Wyrmtwig + Windslicer Pinion Damascus + Rose Branch + Bat Wing Platinum + Birch + Aged Linen Thread Dipraeu Bronze + Cottonflue + Superior Silk Thread Zincatite + Cottonflue + Soft Cotton Cruzle Brass + Agathis + Ahriman Wing

========= Greatbows =========

Grade Item ----- ---A

Formula -------

Seventh Heaven

Lightwing Crystal + Kuraisle Boxwood +

Windslicer Pinion C

Marduk

Wind Sigil + Pagoda Wood + Bat Wing

D

Elfin Bow

Wind Sigil + Kuraisle Boxwood + Faerie Wing

D

Hunting Bow

E

Cranequin

Water Sigil + Agathis + Silk Thread Wind Stone + Danbukwood + Ahriman Wing

=========== Greatswords ===========

Grade Item

Formula

----- ----

-------

A

Master Sword

Scarletite + Beastlord Horn + Godwood

B

Vigilante

Orichalcum + Emperor Scale + Kuraisle Boxwood

C

Ogrenix

Zodiac Ore + Zingu Pearl + Pagoda Wood

C

Zweihander

D

Ancient Sword

D

Dagriohm

E

Barong

E

Xankbras

Zodiac Ore + Skull + Quality Lumber Sanative Needle + Pointed Horn + Spruce Gikhet Lead + Iron Carapace + Mape Wood Cruzle Brass + Animal Bone + Waltwood Xergis Tin + Insect Husk + Birch

==================== Grime-stained Gloves ====================

Grade Item ----- ---A

Formula -------

Gleisburst

Waterwyrd Crystal + Gold Chalice + Bundle of Needles

B

Magick Hands

Stormsoul Crystal + Bundle of Needles +

Cockatrice Skin C

Kaiser Knuckles

Storm Stone + Adamant Alloy + Giant's Tanned Hide

D

Poison Knuckles

Dark Stone + Xergis Tin + Bat Tail

E

Metal Knuckles

Earth Stone + Zinconium + Wolf Pelt

=============== Hair Adornments ===============

Grade Item ----- ---B

Barette

C

Cachusha

Formula ------Alraune Drill + Kalos + Gurnat Coral Fragments + Four-leaf Clover + Pagoda Wood

============= Hallowed Arms =============

Grade Item ----- ----

Formula -------

A

Zeus Mace

C

Life Crosier

D

Cleansing Staff Holy Stone + Waltwood + Crusader Tonic

D

Healing Staff

==========

Lightwing Crystal + Godwood + Hero Tonic Waterwyrd Crystal + Rose Branch + Unpurified Ether

Holy Stone + Waltwood + Healing Water

Heavy Bows ==========

Grade Item ----- ----

Formula -------

A

Max's Oathbow

Mysidia Alloy + Blood-darkened Bone + Wyrmtwig

B

Gastrophetes

Zincatite + Alraune Drill + Quality Lumber

C

Master Bow

Zodiac Ore + Gimble Stalk + Kuraisle Boxwood

D

Twin Bow

Damascus + Sturdy Bone + Danbukwood

=========== Heavy Maces ===========

Grade Item ----- ----

Formula -------

A

Scorpion Tail

Wind Sigil + Crusite Alloy + Aurea Pollen

B

Morning Star

Windgod Crystal + Mysidia Alloy + Kalos

C

Druid Mace

Fire Stone + Zinconium + Whisperweed

D

Energy Mace

============ Heavy Swords ============

Dark Stone + Zinconium + Succulent Fruit

Grade Item ----- ----

Formula -------

A

Estrella

Waterwyrd Crystal + Scarletite + Prime Pelt

B

Rhomphaia

High Arcana + Adamantite + Tanned Beast Hide

C

Beastsword

Earth Sigil + Zodiac Ore + Giant's Tanned Hide

C

Claymore

D

El-Cid

D

Stribog

Wind Stone + Zodiac Ore + Tanned Hide

E

Falchion

Wind Stone + Zinconium + Rat Pelt

E

Predator

Earth Stone + Gikhet Lead + Wolf Pelt

Tarkov Crystal + Adamantite + Tanned Tyrant Hide Water Stone + Zodiac Ore + Coeurl Pelt

=============== Hurdy's Request ===============

Grade Item ----- ----

Formula -------

A

Shining Lute

Flutegrass + Strawood

B

Brilliant Theorbo Spiral Vine + Strawood

===================== Ill-tuned Instruments =====================

Grade Item

Formula

----- ----

-------

B

Frigid Viol

Einherjarium + Star Fragments + Kempas

D

Glass Bell

Cruzle Brass + Skull + Moonwood

D

War Trumpet

E

Demon Bell

Trusty Frying Pan + Aged Turtle Shell + Mape Wood Gikhet Lead + Skull + Danbukwood

========== Iron Armor ==========

Grade Item ----- ---D

Iron Armor

E

Iron Helm

Formula ------Trusty Frying Pan + Zingu Pearl Shell Trusty Frying Pan + Turtle Shell

============= Lethal Blades =============

Grade Item ----- ----

Formula -------

B

Ebon Blade

Darklord Crystal + Crusite Alloy + Vampyr Fang

C

Paraiba Blade

Storm Stone + Zodiac Ore + Lamia Scale

D

Ogun Blade

Water Stone + Xergis Tin + Gimble Stalk

D

Pearl Blade

Water Stone + Cruzle Brass + Zingu Pearl Shell

E

Sweep Blade

Wind Stone + Gikhet Lead + Animal Bone

============ Light Blades ============

Grade Item ----- ----

Formula -------

A

Tonberrian

Scarletite + Wyvern Fang + Putrid Liquid

C

Orichalcum Dirk

D

Khukuri

Damascus + Bomb Shell + Foul Liquid

E

Rondel

Xergis Tin + Insect Husk + Malboro Wine

Orichalcum + Alraune Drill + Bitter Sap

================= Maelstrom's Might =================

Grade Item ----- ----

Formula -------

C

Nike Bow

Storm Stone + Spiral Vine + Divariwood

E

Judicer's Staff

Storm Stone + Recall Grass + Waltwood

==================== Magicked Protectives

====================

Grade Item ----- ----

Formula -------

B

Magick Robe

C

Magick Ring

E

Magus Robe

Darklord Crystal + Magick Fruit + Bat Wing Mind Ceffyl + Four-leaf Clover + Small Feather Tarkov Crystal + Tiny Mushrooms + Soft Cotton

============== Malodorous Bow ==============

Grade Item ----- ---A

Formula -------

Malbow

Malboro Vine + Godwood + Malboro Wine

=================== Mark of the Goddess ===================

Grade Item ----- ----

Formula -------

B

Minerva Bustier

C

Artemis Bow

D

Save the Queen

High Arcana + Dipraeu Bronze + Spiral Vine Mind Ceffyl + Gemsteel + Moon Bloom Holy Stone + Mysidia Alloy + Pearl Moss

============= Mirrored Gear =============

Grade Item ----- ----

Formula -------

B

Mirage Vest

Mind Ceffyl + Gemsteel + Rainbow Thread

C

Mirror Mail

Storm Sigil + Platinum + Windslicer Pinion

D

Épée-prisme

Storm Sigil + Zincatite + Faerie Wing

=========== Moldy Tomes ===========

Grade Item ----- ----

Formula -------

A

Edaroya Scriptures Screamroot + Stradivari + Putrid Liquid

B

Tome of Ending

C

Enavia Chronicles Tiny Mushrooms + Kempas + Strange Liquid

C

Veil of Wiyu

D

The Arnath Glyphs Marriom Heather + Quality Lumber + Malboro Wine

D

Urutan Annals

E

Battle Folio

E

Mage Manual

Kalos + Quince + Strange Liquid

Hedychium Pollen + Kempas + Yellow Liquid

Ladies' Tresses + Quality Lumber + Foul Liquid Silk Bloom + Cottonflue + Foul Liquid Succulent Fruit + Waltwood + Foul Liquid

=========== Mystic Arms ===========

Grade Item ----- ----

Formula -------

A

Angel Ring

Lightwing Crystal + Mythril + Wyrmtwig

C

Staff of Blessings Soul Ceffyl + Platinum + Divariwood

=============== Night's Embrace ===============

Grade Item ----- ----

Formula -------

A

Heretic Rod

Darklord Crystal + Mythril + Vampyr Fang

B

Death Claws

Darklord Crystal + Adamantite + Vampyr Fang

C

Bone Plate

D

Black Quena

E

Apocalypse

================= Ornamented Blades

Dark Stone + Crusite Alloy + Blood-darkened Bone Dark Stone + Zincatite + Skull Dark Stone + Zinconium + Skull

=================

Grade Item

Formula

----- ----

-------

C

Joyeuse

Trusty Frying Pan + Zingu Pearl + Aqua Galac

C

Mage Masher

D

Fleuret

Sanative Needle + Molting + Fresh Water

E

Stinger

Sanative Needle + Lamia Scale + Fresh Water

Sanative Needle + Sturdy Bone + Aqua Galac

=============== Ornamented Bows ===============

Grade Item

Formula

----- ----

-------

A

Crescent Bow

B

Target Bow

Beastlord Horn + Aurea Pollen + Mahbeny Great Serpent's Fang + Suspect Mushroom +

Kuraisle Boxwood B

Yoichi Bow

C

Nail Bow

D

Thorn Bow

E

Char Bow

Animal Bone + Sturdy Vine + Red Geeps

E

Longbow

Molting + Sturdy Vine + Mape Wood

=================

Aged Turtle Shell + Spiral Vine + Quince Spiral Incisor + Malboro Vine + Gurnat Sturdy Bone + Spiral Vine + Kempas

Ornamented Spears =================

Grade Item ----- ----

Formula -------

A

Dragon Whisker

B

Trident

C

Kain's Lance

D

Partisan

E

Javelin

Einherjarium + Wyvern Fang + Wyvern Wing

Moon Ring + Cod Scale + Wyvern Wing Crusite Alloy + Vampyr Fang + Black Thread Dipraeu Bronze + Wyrm Carapace + Velvet Xergis Tin + Animal Bone + Wool

=================== Ounce of Prevention ===================

Grade Item ----- ---B

Formula -------

Orb of Minwu

Low Arcana + Crusader Tonic + Rainbow Thread

============ Power Within ============

Grade Item ----- ----

Formula -------

A

Judicer's Coat

C

Colichemarde

Stormsoul Crystal + Platinum + Prime Pelt Mind Ceffyl + Damascus + Tanned Tyrant Hide

==================== Pride of the Templar ====================

Grade Item ----- ----

Formula -------

A

The Fallen Angel

C

Excalibur

Lightwing Crystal + Mythril + Hero Tonic

High Arcana + Mysidia Alloy + Crusader Tonic

=============== Pugilist's Gear ===============

Grade Item ----- ---B

Tiger Fangs

C

Power Sash

D

Jujitsu Gi

E

Headband

==============

Formula ------Adamantite + Tanned Beast Hide + Kalos Mysidia Alloy + Giant's Tanned Hide + Onion Damascus + Prime Pelt + Pearl Moss Trusty Frying Pan + Rabbit Tail + Power Fruit

Rimebound Gear ==============

Grade Item

Formula

----- ----

-------

B

White Fangs

Ice Stone + Mythril + Blood-darkened Bone

C

Ice Shield

Ice Stone + Zodiac Ore + Vampyr Fang

D

Icebrand

Ice Stone + Adamant Alloy + Molting

E

Ice Lance

Ice Stone + Sanative Needle + Fury Fragments

============== Roadworn Boots ==============

Grade Item

Formula

----- ---A

-------

Gaius Caligae

Stormsoul Crystal + Tanned Beast Hide +

Demon Feather B

Germinas Boots

C

Sprint Shoes

Wind Sigil + Rabbit Tail + Superior Silk Thread

D

Spiked Boots

Fire Stone + Wolf Pelt + Fine Wool

================= Rust-stained Guns =================

Earthwyrm Crystal + Tyrant Hide + Spider Silk

Grade Item

Formula

----- ----

-------

B

Longbarrel

Fire Sigil + Moon Ring + Strange Liquid

B

Outsider

B

Peacemaker

C

Chaos Rifle

Earth Stone + Gun Gear + Silver Liquid

C

Giot Gun

Ice Sigil + Gun Gear + Foul Liquid

D

Lost Gun

Wind Stone + Gun Gear + Yellow Liquid

D

Riot Gun

Storm Stone + Clock Gear + Green Liquid

E

Aiot Gun

Wind Stone + Sanative Needle + Cloudy Sap

Ice Sigil + Moon Ring + Clear Sap Earth Sigil + Moon Ring + Silver Liquid

================== Rust-stained Helms ==================

Grade Item ----- ----

Formula -------

B

Giant's Helmet Crusite Alloy + Beastlord Horn + Foul Liquid

B

Hanya Mask

Crusite Alloy + Blood-darkened Bone + Strange Liquid

D

Close Helmet

Adamant Alloy + Bone Chips + Malboro Wine

E

Barbut

=========== Sacred Arms

Adamant Alloy + Crooked Fang + Green Liquid

===========

Grade Item ----- ----

Formula -------

A

Zanmato

Lightwing Crystal + Bundle of Needles + Aqua Galac

B

Ama-no-murakumo Lightwing Crystal + Gemsteel + Strange Liquid

B

Heal Chime

Holy Stone + Gold Chalice + Sweet Sap

C

Godhand

Holy Stone + Adamantite + Unpurified Ether

C

Vitanova

Holy Stone + Crusite Alloy + Clear Sap

============== Sage's Bequest ==============

Grade Item ----- ----

Formula -------

A

Sage's Robe

High Arcana + Gold Chalice + Stradivari

B

Staff of the Magi High Arcana + Gold Chalice + Godwood

C

Sage Crosier

Holy Stone + Leestone + Rose Branch

=================== Seal of the Templar ===================

Grade Item

Formula

----- ----

-------

B

Templar Shield

C

Maximilian

Holy Stone + Mythril + Star Fragments Low Arcana + Dipraeu Bronze + Wyrm Carapace

================== Sharp-edged Katana ==================

Grade Item ----- ----

Formula -------

A

Ragetsu-denbu

Low Arcana + Gun Gear + Screamroot

B

Adazakura

B

Sumihomura

C

Kiku-ichimonji

C

Kotetsu

Body Ceffyl + Moon Ring + Goldcap

C

Nosada

Wind Sigil + Adamantite + Spiral Vine

D

Ashura

Fire Stone + Xergis Tin + Suspect Mushroom

D

Osafune

E

Kunai

Earth Sigil + Moon Ring + Kalos Fire Sigil + Crusite Alloy + Goldcap Earth Sigil + Einherjarium + Hedychium Pollen

Water Sigil + Zincatite + Leucojum Earth Stone + Xergis Tin + Prima Petal

=============== Shattered Claws ===============

Grade Item

Formula

----- ----

-------

B

Cat Claws

Mythril + Quality Hide + Sweet Sap

D

Dream Claws

Zincatite + Giant's Tanned Hide + Cloudy Sap

==================== Sign of the Guardian ====================

Grade Item

Formula

----- ----

-------

B

Crown Scepter

C

Fortune Ring

Body Ceffyl + Damascus + Beastlord Horn Body Ceffyl + Dipraeu Bronze +

Battlewyrm Carapace D

Defender

Wind Stone + Zinconium + Fury Fragments

E

Armguards

Tarkov Crystal + Zinconium + Turtle Shell

E

Staff of Protection Water Stone + Cruzle Brass + Coral Fragments

============ Silver Death ============

Grade Item ----- ----

Formula -------

B

Samite Coat

Mind Ceffyl + Crusite Alloy + Alraune Drill

C

Silver Cannon

Dark Stone + Clock Gear + Zingu Pearl Shell

C

Silver Rapier

Holy Stone + Trusty Frying Pan + Mirror Scale

D

Silver Bow

Wind Stone + Zincatite + Wyrm Carapace

E

Silver Sword

Ice Sigil + Platinum + Insect Husk

==================== Silver-sheened Armor ====================

Grade Item ----- ----

Formula -------

B

Platinum Armor

Platinum + Hedychium + Yellow Liquid

C

Platinum Shield

Platinum + Leucojum + Silver Liquid

D

Platinum Helm

Platinum + Peppergrass + Green Liquid

=========== Smallswords ===========

Grade Item ----- ----

Formula -------

B

Jambiya

Crusite Alloy + Spiral Incisor + Four-leaf Clover

C

Cinquedea

C

Zwillblade

D

Kris

Gikhet Lead + Sturdy Bone + Tomato Stalk

E

Kard

Gikhet Lead + Animal Bone + Cactus Fruit

Damascus + Spiral Incisor + Kalos Zincatite + Blood-darkened Bone + Hedychium Pollen

E

Scramasax

Xergis Tin + Pointed Horn + Ball Moss

============= Solid Hammers =============

Grade Item ----- ----

Formula -------

B

Mjolnir

Scarletite + Quince + Unpurified Ether

C

Sledgehammer

Cursed Coin + Gurnat + Yellow Liquid

D

War Hammer

Cruzle Brass + Cottonflue + Cloudy Sap

E

Iron Hammer

Xergis Tin + Spruce + Fresh Water

==================== Soot-stained Shields ====================

Grade Item ----- ----

Formula -------

A

Reverie Shield

Scarletite + Tyrant Hide + Wyvern Fang

B

Shield of the Four Adamantite + Pink Tail + Ancient Turtle Shell

C

Chocobo Shield

D

Aegis Shield

E

Round Shield

Damascus + Chocobo Skin + Alraune Drill Gemsteel + Tanned Tyrant Hide + Spiral Incisor Cruzle Brass + Quality Pelt + Lamia Scale

=========== Stealth Set ===========

Grade Item

Formula

----- ---B

-------

Brigand's Gloves

Rabbit Tail + Battlewyrm Carapace +

Windslicer Pinion B

Ninja Tabi

Prime Tanned Hide + Wyvern Fang + Demon Feather

C

Black Garb

Quality Hide + Emperor Scale + Giant Feather

C

Ninja Gear

Rabbit Tail + Emperor Scale + Faerie Wing

E

Shadow Blade

Bat Tail + Molting + Large Feather

===================== Steel of Living Flame =====================

Grade Item ----- ----

Formula -------

A

Soulsaber

Firebird Crystal + Moon Ring + Vampyr Fang

D

Flametongue

D

Lava Spear

Fire Stone + Cruzle Brass + Animal Bone

E

Scarlet Rapier

Soul Ceffyl + Sanative Needle + Bomb Shell

E

Venus Blade

Soul Ceffyl + Xergis Tin + Bomb Shell

Fire Stone + Cruzle Brass + Zingu Pearl

====================== Storm-forged Armaments ======================

Grade Item ----- ----

Formula -------

B

Thor Rod

Storm Sigil + Leestone + Kalos

C

Thunder Robe

Storm Stone + Leestone + Silk Bloom

D

Thunder Rod

Storm Stone + Zinconium + Sturdy Vine

================= Strength of Earth =================

Grade Item ----- ----

Formula -------

B

Arbalest

C

Gaia Gear

Earth Sigil + Rose Branch + Fine Wool

D

Terre Rod

Earth Stone + Agathis + Spider Silk

E

Huntsman's Bow

============= Sundry Sabers =============

Earth Sigil + Gurnat + Wyvern Wing

Earth Stone + Spruce + Aged Linen Thread

Grade Item ----- ----

Formula -------

A

Talwar

Earth Sigil + Adamantite + Aurea Pollen

B

Manganese Saber

C

Harpe

D

Shamshir

Ice Sigil + Gemsteel + Four-leaf Clover

Water Sigil + Gemsteel + Suspect Mushroom Earth Stone + Dipraeu Bronze + Hedychium

============ Survival Set ============

Grade Item ----- ----

Formula -------

B

Survivor

Bundle of Needles + Prime Pelt + Tomato Stalk

C

Survival Vest

Gun Gear + Tiger Hide + Power Fruit

D

Green Beret

Cursed Coin + Tiger Hide + Malboro Vine

E

Jackknife

Gikhet Lead + Snake Skin + Tiny Mushrooms

===================== Swords of Destruction =====================

Grade Item ----- ----

Formula -------

C

Luabreaker

Gemsteel + Mirror Scale + Red Geeps

D

Swordbreaker

E

Hardedge

Adamant Alloy + Sturdy Bone + Moonwood Zodiac Ore + Great Serpent's Fang + Danbukwood

============= Tempting Fate =============

Grade Item ----- ----

Formula -------

A

Diabolique

Darklord Crystal + Gold Chalice + Vampyr Fang

C

Blood Sword

Dark Stone + Cursed Coin + Spiral Incisor

D

Hades Bow

Dark Stone + Clock Gear + Blood-darkened Bone

=========== The Drowned ===========

Grade Item ----- ----

Formula -------

C

Spring Staff

Water Sigil + Moon Ring + Healing Water

D

Aqua Saber

Water Stone + Dipraeu Bronze + Healing Water

E

Murasame

Water Stone + Xergis Tin + Healing Water

================== Threadbare Clothes ==================

Grade Item ----- ---A

Formula -------

Ever Robe

Lightwing Crystal + Prime Tanned Hide + Wyvern Wing

============= Thunder's Cry =============

Grade Item ----- ----

Formula -------

C

Vajra

Storm Sigil + Zodiac Ore + Hedychium

D

Gae Bolg

E

Atomos Blade

Thunder Stone + Cruzle Brass + Telaq Flower Soul Ceffyl + Gikhet Lead + Faren Pollen

================ Time-tested Rods ================

Grade Item ----- ---A

Bomb Arm

Formula ------Fire Sigil + Moon Ring + Magick Fruit

B

Lilith Rod

D

Force Rod

Mind Ceffyl + Mysidia Alloy + Magick Fruit Body Ceffyl + Leestone + Marriom Heather

============== Trendy Clothes ==============

Grade Item ----- ----

Formula -------

A

Brint Frock

Prime Tanned Hide + Emperor Scale + Putrid Liquid

A

Galmia Frock

Prime Pelt + Emperor Scale + Putrid Liquid

=================== Turquoise Trappings ===================

Grade Item ----- ----

Formula -------

B

Blueleaf Flute

E

Blue Saber

============== Uncommon Poles ==============

Water Sigil + Mysidia Alloy + Unpurified Ether Water Stone + Trusty Frying Pan + Fresh Water

Grade Item ----- ----

Formula -------

B

Eight-fluted Pole Storm Sigil + Gold Chalice + Red Geeps

B

Ivory Pole

C

Gokuu Pole

C

Esztam Baton

D

Iron Pole

D

Zephyr Pole

Wind Sigil + Zincatite + Mape Wood

E

Cypress Pole

Soul Ceffyl + Leestone + Spruce

E

Sanjiegun

Ice Sigil + Mythril + Agathis Body Ceffyl + Leestone + Quality Lumber Mind Ceffyl + Leestone + Divariwood Earth Sigil + Leestone + Waltwood

Storm Stone + Leestone + Pagoda Wood

=============== Uncommon Swords ===============

Grade Item ----- ----

Formula -------

B

Restorer

Holy Stone + Orichalcum + Wyrm Carapace

D

Burglar Sword

Earth Stone + Xergis Tin + Dragon Bone

E

Buster Sword

Earth Stone + Xergis Tin + Crooked Fang

=================== Unyielding Strength ===================

Grade Item ----- ----

Formula -------

A

Adamant Armor

Earthwyrm Crystal + Adamantite + Pink Tail

B

Adamant Blade

Body Ceffyl + Adamantite + Cockatrice Skin

D

Adamant Vest

Earth Stone + Adamant Alloy + Rat Tail

==================== Vermillion Vestments ====================

Grade Item ----- ----

Formula -------

A

Ayvuir Red

Firebird Crystal + Orichalcum + Spider Silk

B

Red Robe

Fire Stone + Einherjarium + Rainbow Thread

C

Red Shoes

Wind Sigil + Cursed Coin + Large Feather

================= Voice of the Wind =================

Grade Item ----- ----

Formula -------

A

Windsong Rapier

C

Gale Sword

Windgod Crystal + Mysidia Alloy + Wyvern Wing Wind Sigil + Damascus + Bat Wing

D

Air Blade

Wind Stone + Dipraeu Bronze + Giant Feather

D

Djinn Flyssa

E

Windslash Bow

Wind Stone + Cursed Coin + Ahriman Wing Wind Stone + Cruzle Brass + Small Feather

============ Whetted Axes ============

Grade Item ----- ----

Formula -------

B

Francisca

Leestone + Rabbit Pelt + Spiral Incisor

B

Greataxe

Gemsteel + Cockatrice Skin + Gimble Stalk

C

Hammerhead

C

Slasher

D

Broadaxe

Adamant Alloy + Coeurl Pelt + Great Serpent's Fang Adamant Alloy + Tiger Hide + Battlewyrm Carapace Gikhet Lead + Rat Pelt + Mirror Scale

=============== White Vestments ===============

Grade Item ----- ----

Formula -------

A

Last Letter

Snowcat Crystal + Wyvern Fang + Wyvern Wing

B

White Hat

Lightwing Crystal + Star Fragments + White Thread

C

White Robe

Mind Ceffyl + Zingu Pearl + White Thread

================== Work of the Master ==================

Grade Item ----- ---B

Masamune

Formula ------Moon Ring + Clear Sap + Spider Silk

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-= -= 20. Auction House -= -=-=-=-=-=-=-=-=-=-=-=-=

======== Overview ========

After completing Quest B2-11 (Now That's A Fire!), you will find out about the auctions that are carried out in most of the game's towns. Once a year, auctions are held in each of the major locales to decide who will gain control of a given region. If you want to gain control of a certain region, you need to enter the auction in the town/city within that region. If you have control of a region, it makes side quests appear more frequently, and the cost of goods in that region will be decreased by 20%.

If you take control of every area in a given region, you become the Region Champ, which permanently gives you control of that region. If you become Region Champ, you can still participate in auctions within that region, but you will win items instead of gaining control over areas. If you have control of a given area, you may receive rewards by walking around in that area, so keep your eyes open! However, if you have control over an area, you are more likely to come across a rival clan from that area who will want to battle you as retribution for beating them in the auction. You can pay them off to avoid battle, but why do that?

================ How it Plays Out ================

When you register for an auction (using CP), you will be able to pick and choose which sub-auctions you participate in (suppose you don't care for one area, you can skip it). Before any auctions begin, you will also be able to spend CP to buy "coins" (assuming you unlocked the Token Shop bonus reward, more on that below). These coins are used in the bidding process when an auction is commencing. Coins come in 1, 2, 3, and 5-coin denominations. When participating in an auction, you will be up against several other clans who will also be betting with coins.

During an actual auction, there will be a varying number of rounds during which you can place a bid. On the bottom of the screen, you will see a meter

that passes various points as the auction moves along; at each point, bids are placed, so you must select your bid amount (if any) before the meter reaches the next section. When the meter reaches its end, the clan with the most coins bet will win control of that area. If there is a tie, a winner is randomly selected (if one of the tied clans is defending their control of the region, they automatically win).

You place bids by pressing the buttons that coincide with a given coin. Don't get too crazy early on; keep an eye on what coins the other clans have left to use, and plan your own bets accordingly. There are sometimes added bonuses you can win if you are in a certain place when a round of bidding takes place; watch the meter below, as well as what your rivals have bet so far, to plan for these.

=============== Auction Records ===============

There are a number of bonus rewards that can be earned based on your performance in the auctions, and by setting records. These bonuses are as follows:

1-Coin Tokens How to Win: Bid with a 1-Coin 10 times Reward: Earn an extra 1-Coin at the start of auctions

1st How to Win: Come in first place at an auction 5 times Reward: Ability to win Region Master title

2nd How to Win: Come in second place at an auction 5 times Reward: Ether (item)

2-Coin Tokens How to Win: Bid with a 2-Coin 10 times Reward: Earn an extra 2-Coin at the start of auctions

3rd How to Win: Come in third place at an auction 5 times Reward: 10000 Gil

3-Coin Tokens How to Win: Bid with a 3-Coin 10 times Reward: Earn an extra 3-Coin at the start of auctions

5-Coin Tokens How to Win: Bid with a 5-Coin 10 times Reward: Earn an extra 5-Coin at the start of auctions

Bonuses How to Win: Receive 20 bonuses during auctions Reward: Ribbon (accessory)

Passes How to Win: Pass (do not bid) 20 times during auctions Reward: 200 CP

Played How to Win: Participate in 20 auctions Reward: Token Shop feature

======= Regions =======

Camoa -----

Areas: Baptiste Hill, Camoa, Targ Wood

Fluorgis --------

Areas: Fluorgis, Nazan Mines, Sant D'alsa Bluff, Tramdine Fens

Goug

----

Areas: Aisenfield, Goug, Kthili Sands, The Neslowe Passage

Graszton --------

Areas: Graszton, The Aldanna Range, The Bisga Greenlands, Zedlei Forest

Moorabella ----------

Areas: Moorabella, The Galleria Deep, The Ruins of Delgantua, The Rupie Mountains

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 21. Secrets/Tips and Tricks -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=========================== Accessing "The Final Quest" ===========================

After you complete all 300 quests, head to any Pub and a new notice will appear. Read it, then head to Sant D'alsa Bluff during the month of Blackfrost, and you will find it waiting for you. This final quest consists of five consecutive battles against five of the toughest groups of enemies in the game (all level 99). It is EXTREMELY difficult, so arrange your party appropriately, equip accessories/abilities that will enable Reraise/Raise (the Summoner's Phoenix is great here), and good luck!

=========================== Unlocking Secret Characters ===========================

Character --------Al-Cid

How to Unlock

------------Complete Side Quest "A Refined Recruit"

Frimelda

Complete Quest B5-07 (Memories Forged)

Montblanc

Complete Quest E5-12 (Wanted: Friends, Kupo!)

Penelo

Complete Side Quest "An Elegant Encounter"

Vaan

Complete Side Quest "Where Could He Be?"

*****************************************************************************

-=-=-=-=-=-=-=-=-= -= 22. Credits -= -=-=-=-=-=-=-=-=-=

Benjamin Brogren: For adding a small detail about the Wanted: Caretaker quest.

Jeremy Guebert: For pointing out a small inaccuracy about my strategy for the Adaptability-Negotiation Clan Trial.

Alta Kreischer: For pointing out a small error with regard to the prerequisites for Quest E2-08 (Survey No. 261).

Mathew Wilson: For a small correction regarding the Dancer job.

Matt Bradley: For providing the list of Clan Bonuses and the different combinations for answering the questions at the start of a new game.

Ralph Maurmeier: For catching an erroneous name of Quest E4-04.

Justin Lipton: For pointing out a small correction regarding how to learn the Wyrmtamer ability.

Aubrey Frio: For correcting the item used to learn the Bard's Magick Ballad ability.

James Finkle: For additional information regarding the elemental Parivir abilities, as well as an update to the Sequencer and Peytral equipment values. Also, I added a note to Quest D4-07 regarding unlocking postgame Quests.

Jimmie Heath: For pointing out the different reward you can get for completing Quest E1-04 more quickly.

Beth Gardner: For an alternate method of beating the Blue King of Cinquleur.

*****************************************************************************

-=-=-=-=-=-=-=-=-=-=-=-=-=-= -= 23. Copyright Notice -= -=-=-=-=-=-=-=-=-=-=-=-=-=-=

This file is Copyright (c)2008-2010 Devin Morgan. All rights reserved. Please view the following URL to see the list of sites that are allowed to post my work:

http://www.freewebs.com/dbmfaqs/allowlist.html

This list is comprised of sites I know and trust well. If your site is not on the aforementioned list, you are currently not allowed to post any of my files on your site. Please respect my work and do not steal it or post it without my permission. I only want my most recent work to be available and I do not feel that can be achieved if others take from me without my knowledge or permission.

If you are writing a FAQ for this game as well, and would like to use some information, credit me for what you use. Please do not rip me off, as that is blatant plagiarism and such will not be tolerated.

If you wish to contact me, do so at dbmfaqs(at)gmail(dot)com. Please only contact me if there are corrections to be made to information that's currently included. Thanks!

http://www.gamefaqs.com/features/recognition/3579.html

=- End of File -=