---------------------------------------------
Final Fantasy Tactics FAQ 1.08 (Final)
by Angelus Phoenix
phoenixreborn98@hotmail.com
http://www.bigfoot.com/~phoenix.reborn
---------------------------------------------
Contents
There should be three different files:
Part One: Game Walkthrough
Part Two: Jobs and Abilities
Part Three: Secrets and other Info
This file contains Part Three.
---------------------------------------------
i. Revision History
1.08 -- This is the final revision of this FAQ. No more information will be added. I am
still taking e-mails, however, and you can still host it.
1.07 -- I have added plenty of stuff, including monster info in the Jobs section, and added to
the appendix in the Secrets section. I've also corrected some errors that were
around. This will probably be the last update for a while.
1.06 -- A complete item list (to the best of my knowledge) is in the Secrets section. I think
I will work on spell quotes and monster data next.
1.05 -- I am adding a lot more info to the Jobs section, and now have locations for the items
of the Deep Dungeon. I am now working on a detailed item list.
1.04 -- Added some Deep Dungeon info, changed my e-mail address, and various other minor
changes.
1.03a -- Nothing added to the actual FAQ, but I removed my ICQ# and corrected my e-mail
address and web page URL. They have been changed.
1.03 -- Added a section on the Deep Dungeon in the Secrets section.
1.02 -- Added a poaching list, edited the Cloud section.
1.01 -- Corrected a couple of typos (the jobs section is actually legible), added the "Where
to find these files" section, and the Special Thanks section.
1.00 -- First draft.
---------------------------------------------
ii. Where to find these files
I have authorized the following sites for the hosting of these files. I'm sure you can find
them useful if you like RPGs or are looking for extra assistance.
Gamefaqs:
http://www.gamefaqs.com
My page, Station Omega:
http://www.bigfoot.com/~phoenix.reborn
RPG Dreamer:
http://www.rpgdreamer.com
---------------------------------------------
iii. Introduction
Welcome. Over the past couple of years, I have gathered information about Final Fantasy
Tactics. That information, my love of the game and a bit of insanity produced what you now
see here.
A notice to players: these files contain many "spoilers" of the storyline, so be cautious.
The walkthrough section is in the order of the game, but the other sections have potential
spoilers from various portions of the game. If you have a question about a specific issue,
don't hesitate to ask me via e-mail.
If you wish to use any information contained in any of these files for a webpage, publication,
or any other form of media, you must contact me first.
---------------------------------------------
iv. Special Thanks
First, I would like to give a big "thank you" to all of my friends, who helped me immensely
with the statistics and many other things.
Thanks to Sergio Lopez, (bo20@iona.edu) for correcting some of my data in the jobs section.
Thanks to Matt Hobbs (YelseyKing@aol.com) and Kevin McCullough (Bluelion10@aol.com) for
submitting their poaching list.
And, thanks goes to Square, who has made another incredible game!
---------------------------------------------
Table of Contents
Secrets and other information of Final Fantasy Tactics
i. Revision History
ii. Where to find these files
iii. Introduction
iv. Special Thanks
1. Secret Abilities
1.1. Ultima
1.1.1. The Assassins
1.1.2. Ultima Demons
1.2. Zodiac
2. Secret Characters
2.1. Beowulf, Reis, and Worker 8
2.2. Cloud
3. The Deep Dungeon
3.1. Overview
3.2. Items
3.2.1. NOGIAS
3.2.2. TERMINATE
3.2.3. DELTA
3.2.4. VALKYRIES
3.2.5. MLAPAN
3.2.6. TIGER
3.2.7. BRIDGE
3.2.8. VOYAGE
3.2.9. HORROR
3.2.10. END
3.3. Elidibs
4. Appendix
4.1. Poaching List
4.2. Item List
4.3. Quotes
There are two abilities than you can't learn through ordinary means. One is a Guts ability
for Ramza, another is a Summon spell for any Summoner you have. To learn these, you must have
the spell cast on you, and if it is Ultima, Ramza must be in the Squire job class. If it is
Zodiac, your Summoner must be in the Summoner job class.
---------------------------------------------
1.1. Ultima
You can learn Ultima through two different types of enemies: Assassins and Ultima Demons.
Learning these spells is very difficult; you really have to force them to use it. Ramza must
be in the Squire job class, have this spell cast on him, and survive it.
---------------------------------------------
1.1.1. The Assassins
Celia and Lede, whom you fight three times, are the easiest way to learn Ultima. If you equip
your characters with Black Costumes to prevent their Shadow Stitch attack and Angel Rings to
prevent Stop Bracelet, they will more likely cast Ultima. This is probably best done on the
roof of Riovanes castle or at the gate of Limberry Castle.
---------------------------------------------
1.1.2. Ultima Demons
You fight Ultima Demons twice, once during the battle with Elmdor, and once at Murond. Ultima
Demons will very rarely cast Ultima, for they have much better spells. Typically, the Demons
won't cast Ultima until you have a character that can be taken out by it. You will also
likely have to have Ramza walk in on the effect range to learn it. Check the CT list when
you see an Ultima Demon charging a spell.
There is only one battle in which you can learn Zodiac, and that is the last battle in the
Deep Dungeon, at "End." Elidibs casts this spell, and it usually does about 800 damage, so
you need to take special steps to have your Summoner survive the casting.
An effective way of keeping your Summoner alive is to reduce his/her faith level using the
Mediator's Solution ability. I'd suggest reducing it to 30 or lower. It depends on your
levels of experience. Of course, it's a lot more difficult to raise Faith (with the
Mediator's Preach ability). You can also try using the Mind Break Battle Skill, but that may
be more difficult. Spells such as Shell and Wall can also help.
There are four "secret characters." Probably the best time to get them is near the end of
Chapter Four. I have found that the best time to get them is just before you go to Orbonne
Monastery.
---------------------------------------------
2.1. Beowulf, Reis and Worker 8
These characters are all part of one sub-quest in this game. This sub-quest starts at Goug
Machine City.
You must have Mustadio to do this. Go to Goug, and you will find that Mustadio's father has
found a metal sphere. He sees a symbol on it, and that is your cue to find another Zodiac
Stone. Now go to Goland.
Go to the bar at Goland and listen to all the rumors. Now go to Lesalia.
Here you will enter a bar and hear about a monster uprising in the mines at Goland. Ramza
overhears that Goland is recruiting people to stop this uprising. Ramza volunteers for the
job, and is approached by Beowulf. If you choose to go with him, he will join your party as
a guest. Head back to Goland.
You will now fight a string of four battles, all with enemies at or above your level.
---------------------------------------------
2.1.1. Colliery Underground: Third Floor
Here you will fight against five Chemists, who all have Mythril Guns. Try to stick close to
them so they can't snipe you to death with their guns. Also, watch out, they can use
Hi-Potions, X-Potions and Phoenix Downs, so this could turn out to be a long battle.
---------------------------------------------
2.1.2. Colliery Underground: Second Floor
The Chemist here is equipped with the aptly-named Blaze Gun, and there are two Behemoths here.
However, the two thieves should be the least of your worries. If you are at high levels, the
Behemoths will be too. At high level, they can take out a weak character in one hit, so stay
far from them. A King Behemoth is hiding behind the Thief in the front, who is close, so be
careful.
---------------------------------------------
2.1.3. Colliery Underground: First Floor
The two Chemists have the regular Mythril Guns now, so they aren't much of a threat. The
Blue Dragons are your biggest worry. Use Orlandu at long range to defeat them. The Uribo
doesn't seem to do anything at all in this battle, so ignore it until the very end, or use a
Mediator to Invite it, to breed and poach later.
---------------------------------------------
2.1.4. Underground Passage in Goland
Your objective here is to save the Holy Dragon Reis, who seems quite capable of handling
herself. With Orlandu and Ramza, you should not have any trouble with the Archaic Demon and
the Ochus. The Plagues have the ability to petrify your characters, so you may want to equip
Jade Armlets beforehand. You receive a Zodiac Stone from Beowulf and Reis after this battle,
and they will now join as members. Now go back to Goug.
---------------------------------------------
When you return, the Zodiac Stone will activate the sphere, and Worker 8 will activate. It
will join your party now. Mustadio's father will discover another machine that requires
another Zodiac Stone, so head to Zeltennia.
As in Goland, go to the bar and listen to new rumors. Nelveska Temple will appear on the map
when you leave the bar.
Here you will fight against Worker 7, a Steel Giant just like Worker 8. However, the Hyudras
and the Cocatoris make this battle rather difficult, so focus just on Worker 7. Rememeber,
since Worker 7 has Innocent on him at all times (just like Worker 8), he is not affected by
magic. After defeating Worker 7, you will receive his Zodiac Stone.
NOTE: As has been rumored, there is some incredibly good equipment on top of the pillars in
the front of the level. I have confirmed this twice. To get on top of the pillars, you must
put a monster directly adjacent to one of them. I don't know if you've noticed, but you can
walk over and jump off of monsters. Put your Steel Giant (or another monster) in your party,
park it next to the pillar, and have Rafa (with Move-Find Item equipped) get the items on top
of the pillars. There is a catch, however. The lower the Brave level of the searching
character, the more likely you are to get a good item. You will either find a normal Javelin,
or a silver Javelin, on one of the pillars, and a normal Escutcheon or a golden Escutcheon on
the other. Make sure you get the unique items before you finish the level. If you get one
of the normal items, reset the game, as you won't be able to return.
This portion of the sub-quest will now allow you to get Cloud. I believe that you can only
get him after you have gotten all the other secret characters, and after you have fought the
battle with Dycedarg at Igros. First go to Goug, then to Zarghidas Trade City.
If you haven't already, go here. A girl will approach you in the town and sell you a flower.
Buy it, then go to Goug.
The machine that was found will now activate and deposit Cloud Strife into your reality. But,
you don't have him yet, as he runs off. He went to Zarghidas, go follow him.
---------------------------------------------
2.2.1. Zarghidas Trade City
You will be attacked here, but it is not a problem at all. Beware, though, Cloud is not
equipped with a weapon. Cloud will join your party as a member after this battle, and, to get
his Materia Blade, go to Bervenia Volcano.
Equip a character with the Move-Find Item ability, and go to the top of the spire in this
level. You will find the Materia Blade there, and with this
Materia Blade, Cloud can use his Limit abilities.
---------------------------------------------
3. Deep Dungeon
---------------------------------------------
The Deep Dungeon is a set of 10 different levels that is shrouded in total darkness. To get
here, go to Warjilis Trade City (near Lionel Castle) during chapter four. You should be
immediately taken to a scene in a bar there where some thieves talk about the Deep Dungeon.
Then it will appear on the map.
Inside the Deep Dungeon is a bunch of very tough enemies. You will see monsters like Dragons
and Hyudras that you don't see in many other places: beware. However, the best part about the
Deep Dungeon is that you will find great equipment that you can't find anywhere else.
To advance deeper into the Deep Dungeon, you need to have one character find the way further.
It's on a single square in the level, and is often far (but not always) from the starting
point. Just have your characters move square by square through the level until one of them
reports that they have found it. No special abilities need to be equipped.
To make this job easier, I would suggest having a Wizard with Math Skill come with you,
and he/she should use Frog and Sleep on at least one of the enemies. Do this because if you
kill all of the enemies, you exit without advancing. Try to kill the others because Crystals
illuminate the cave, which makes it a lot easier.
One last thing: the square that the exit is on changes with new games, so don't expect to find
it in the same spot the second time through.
There are four items on each level in the Deep Dungeon. The items get better as you progress,
but there are definitely good ones on the first few levels. To get the items, you have a few
requirements.
First, you must have the Chemist ability Move-Find Item equipped on the character picking up
the items. Any character without this ability that stops on a square containing a item sets
off a trap. For each item you can find, you have a chance of finding that good item or a
Phoenix Down. Your chances of finding the good item are greater when your Brave level is
low. So, I would suggest using Rafa or another character with a low Brave level, and
lowering his/her Brave level down to 10 before they go hunting for items. Remember that if
your character's Brave level goes down below 10, that character will turn into a Chicken and
you will lose control of him/her. You'll have to wait until the character slowly gains
bravery back to look for items.
I have the locations of all the items in the Deep Dungeon in the following sections. However,
since a graphic representation is rather impossible, I am using a coordinate system to give
you the location of the units. Here is how it works:
The square from which the system starts at is called (0,0), or the origin. I will tell you
this point on the map, and by moving the cursor a certain amount of spaces along the walls,
you can locate the position of the item. The first digit of the code is along the wall
facing the backs of your characters (from their starting point). The second digit is along
the wall facing the sides of your characters. I shall demonstrate with a crude diagram
representing the items in END:
9 8 7 6 5 4 3 2 1 0
(X)- - 1 - 2 - - - - O
| - | | | 1 0: Origin (0,0)
| 3 - 4 | 2 S: General starting point for your characters (2,3)
| - | S | 3 1: Chirijiraden (7,0)
| - | | 4 2: Elixir (5,0)
| | | 5 3: Elixir (7,2)
| - | | - | | 6 4: Chaos Blade (5,2)
| - || | | 7
| || - | | 8 This is a pretty bad diagram, but basically, the ground curves
| - | | 9 in a crescent shape, and descends from the plateau where the
(Y) items are down to the starting point. So, according to this
diagram, the origin is behind and to the right of the starting
point. Also, the wall labeled "X" is the wall facing the backs
of your characters, while the wall labeled "Y" is the wall facing the sides of your
characters. Hopefully, if you can locate the origin, you'll be able to see which wall is X
and which is Y, and determine the locations of the items. All of the locations are given in
the form (X,Y), and X is always behind your characters. Make sure you are seeing the faces
of your characters before you try to determine which wall is which. Also, the walls are
based on the directions your characters are facing when they start the level. Also, keep in
mind that the origin is always in a corner.
You may have acquired a Blaze Gun before (from Balk in the Bed Desert), but not the Glacier
Gun. The Kiyomori is just an ordinary Katana that can be bought anywhere.
The Kaiser Plate is a very good shield, and the Faith Rod is a rod that gives the status
effect Faith to its wielder, and randomly adds Faith to whomever it strikes.
The Secret Clothes is a Ninja suit that provides little protection, but it makes its wearer
Invisible for a short time. The Blast Gun, the best gun, shoots Lightning elemental bullets.
The Perseus Bow is a very strong bow, the best there is. The Robe of Lords provides excellent
HP and MP bonuses, along with Protect and Shell when it is equipped. The Ragnarok casts Shell
on its user. It is also slightly stronger than the Excalibur, but not necessarily better.
The origin is behind and to the right of your characters. It is at 0 height.
Elixir (10,6)
Grand Helmet (3,5)
Maximillian (9,9)
Venetian Shield (3,4)
The armor here is the best in the game, even better than the Genji equipment. Be sure to get it
all.
---------------------------------------------
3.3.10. END
The origin is behind and to the right of your characters, at zero height. This level is shaped
in a crescent form. You start at the low end, and the items are at the high end--at the four
corners of the highest plateau.
The Chirijiraden is a very strong Katana, and the Chaos Blade is a unbelievably powerful blade.
It has an attack power of 40, casts Regen on the user, and adds Petrify (!). I would strongly
advise against trying for these items in the battle with Elidibs; you can go back after you
defeat him.
Elidibs is another Zodiac monster. He uses the Zodiac Stone Serpentarius to change into a
very powerful Summoner. He is on the top of the crescent-shaped 10th floor, END. He has a
very weak physical attack, but has the Summon spell Zodiac, which will most likely kill any of
your characters, and it has a huge effect range. Keep your characters spread out, and watch
for it. He also has a few Byblos on the steps leading to him which you must fight through.
He also has the spell Poison Frog, which affects you just like it sounds; it can be a pain,
especially when trying to get Zodiac. Another attack he has is called Midgar Swarm, which
will probably do about 300 damage to anyone in the target area.
You should probably use Orlandu to take out the Byblos. They have the same attacks that they
did in the battle at Limberry Castle, including that annoying one that turns your guys into
Frogs. They are really a pushover, though. The challenge is Elidibs himself, and getting
Zodiac. I went into a strategy for Zodiac above, in section 2.2.
A Byblos joins your party for some reason in this battle. His Difference attack will more
than likely do tremendous damage to Elidibs, so keep him around when you need to kill him.
This will be the future home of all of the details of Final Fantasy Tactics. Currently, it
contains the poaching list, item lists, and quotes.
---------------------------------------------
4.1. Poaching List
I've noticed that when trying to obtain items through poaching, it's easiest to recruit 1st
level monsters (like Dragons, Bull Demons, Hyudras), and then breed them to get higher level
monsters. It's easier this way, because if you keep one around, you can always breed more 3rd
levels, and you won't have to fight them. However, if you can get higher level monsters, it
will save you some time. To get the items, put the monsters in battle, whack them with
someone with Secret Hunt, and hope they don't counter attack.
In case you don't know, the method of getting these items is to equip a character with the
Thief support ability Secret Hunt, and kill a monster (friendly or otherwise) with a normal
attack. This means that Orlandu's sword skills will not do it. A Fur Shop (found in trade
cities) will refine an item from the monster you poached. There, you will either buy a commonly
refined item, or perhaps a rare item from that monster. Two different items can be refined
from a monster. Note that some of the rare items can't be found elsewhere.
This list was submitted via e-mail by Matt Hobbs and Kevin McCullough. They also informed me
that some of the information may not be correct, so if you see an error, e-mail me and let me
know.
Enemy Name Common Item Rare Item Commonly found
---------------------------------------------------------------------------
Chocobo Phoenix Down High Potion Everywhere, especially Mandalia Plains
Black Chocobo Eye Drop X-Potion Bariaus Hill, Bariaus Valley
Red Chocobo Remedy Barrette Finath River, Bariaus Hill
---------------------------------------------------------------------------
Goblin Potion Hi-Potion Everywhere, especially Mandalia Plains
Black Goblin Hi-Potion Antidote Everywhere, especially Sweegy Woods
Gobbledeguck Mage Masher Ancient Sword Bariaus Valley, Dolbodar Swamp
---------------------------------------------------------------------------
Red Panther Antidote Battle Boots Everywhere, especially Mandalia Plains
Cuar Soft Germinas Boots Everywhere, especially Germinas Peak
Vampire Holy Water C Bag Zirekile Falls, Germinas Peak
---------------------------------------------------------------------------
Bomb Fire Ball Flame Rod Everywhere, especially Sweegy Woods
Grenade Water Ball Flame Whip Bed Desert, Zeklaus Desert
Explosive Lightning Ball Flame Shield Bed Desert, Zeklaus Desert
---------------------------------------------------------------------------
Skeleton Holy Water Ether Araguay Woods, Zigolis Swamp
Bone Snatch Hi-Potion Partisan Araguay Woods, Zigolis Swamp
Living Bone Wizard Mantle Elf Mantle Bervenia Volcano, Zeklaus Desert
---------------------------------------------------------------------------
Ghoul Ether Ninja Knife Araguay Woods, Zigolis Swamp
Gust Hi-Potion Main Gauche Araguay Woods, Zigolis Swamp
Revnant Hi-Ether Mythril Gun Yuguo Woods
---------------------------------------------------------------------------
Floatiball Shuriken Platina Dagger Everywhere, especially Fovoham Plains
Ahriman Magic Shuriken Air Knife Bervenia Volcano, Fovoham Plains
Plague Yagyu Darkness Zorlin Shape Bervenia Volcano, Germinas Peak
---------------------------------------------------------------------------
Pisco Demon Echo Grass Hi-Potion Zirekile Falls, Fovoham Plains
Squidlarkin Small Mantle Sleep Sword Zirekile Falls, Dolbodar Swamp
Mindflare Hi-Ether Dracula Mantle Zirekile Falls, Fovoham Plains
---------------------------------------------------------------------------
Juravis Potion Rubber Shoes Zeklaus Desert, Fovoham Plains
Steel Hawk Phoenix Down Hunting Bow Zeklaus Desert, Germinas Peak
Cocatoris Soft Feather Mantle Zeklaus Desert, BRIDGE
---------------------------------------------------------------------------
Bull Demon Battle Axe Giant Axe Zeklaus Desert, Bariaus Hill
Minitaurus Coral Sword Slasher Zeklaus Desert, Bariaus Hill
Sacred Holy Lance Ivory Rod Zeklaus Desert, BRIDGE
---------------------------------------------------------------------------
Morbol Platina Dagger Ice Shield Araguay Woods
Ochu N-Kai Armlet Chameleon Robe Finath River
Great Morbol Elixir Madlemgen VOYAGE
---------------------------------------------------------------------------
Woodman Eye Drop Healing Staff Araguay Woods, MLAPAN
Trent Gold Staff Fairy Harp Araguay Woods, MLAPAN
Taiju Defense Ring Defender MLAPAN
---------------------------------------------------------------------------
Dragon Jade Armlet H Bag Bed Desert, VOYAGE, HORROR
Blue Dragon Cashmere Dragon Rod Dolbodar Swamp, HORROR
Red Dragon Salty Rage Dragon Whisker Bed Desert, VOYAGE
---------------------------------------------------------------------------
Behemoth Defense Armlet P Bag Poeskas Lake, VOYAGE
King Behemoth Ultimus Bow Cherche Poeskas Lake, VOYAGE
Dark Behemoth Wizard Rod Stone Gun VOYAGE
---------------------------------------------------------------------------
Hyudra Blood Sword Scorpion Tail VOYAGE
Hydra Setiemson Rubber Costume VOYAGE
Tiamat Ryozan Silk Whale Whisker END
---------------------------------------------------------------------------
Uribo Maiden's Kiss Cachusha END
Porky Chantage Nagrarock END
Wildbow Ribbon FS Bag (can only be bred)
---------------------------------------------------------------------------
The names in capital letters are Deep Dungeon levels. They are, in order:
Knives are short, bladed weapons. Knives may be used by: Squires, Chemists, Thieves,
Mediators, Ninja, Dancers. All Knives have the "2-swords" property (meaning you may use two
of them with the Ninja "Two Swords" ability).
Dagger 100 Gil
- For self-defense. Although blade is longer than a knife, attack power isn't very high.
- Attack power: 3
- Evade: 5%
Mythril Knife 500 Gil
- Knife made with mythril, a high-quality metal suitable for weapons and protectors. Sturdy
and easy to handle.
- Attack power: 4
- Evade: 5%
Blind Knife 800 Gil
- Knife covered with chemicals. The chemical has a blinding effect.
- Attack power: 4
- Evade: 5%
- Add: Darkness
Mage Masher 1500 Gil
- Knife used to battle sorcerors. Mutes target.
- Attack power: 4
- Evade: 5%
- Add: Silence
Platina Dagger 1800 Gil
- Knife made of mythril and platinum. Has a white, shiny blade.
- Attack power: 5
- Evade: 10%
Main Gauche 3000 Gil
- Dagger for attacking and defending. High % of evading attacks.
- Attack power: 6
- Evade: 40%
Orichalcum 4000 Gil
- Knife made with a hard, special metal. Light-weight and sharp.
- Attack power: 7
- Evade: 5%
Assassin Dagger 5000 Gil
- Dagger used to assassinate.
- Attack power: 7
- Evade: 5%
- Add: Death Sentence
Air Knife 8000 Gil
- Knife with a curvy edge. Vacuum made by shape of blade increases power.
- Attack power: 10
- Evade: 5%
- Wind elemental
Zorlin Shape 12000 Gil (Fur Shop only)
- Knife made in cutlery capital.
- Attack power: 12
- Evade: 10%
- Add: Sleep
The Ninja sword is a multi-purpose bladed weapon designed for a Ninja. They may only be used
by Ninja. All Ninja swords have the "2-swords" property, along with the "2 hands" property
(meaning you may double the damage with one Ninja sword using the Two Hands Samurai ability).
Hidden Knife 3000 Gil
- A sword for concealment. Shorter than standard sword.
- Attack power: 8
- Evade: 5%
Ninja Knife 5000 Gil
- Multi-purpose weapon for Ninja. Can be used as a Ninja sword.
- Attack power: 9
- Evade: 5%
Short Edge 7000 Gil
- Light-weight sword with short blade. Easy to carry.
- Attack power: 10
- Evade: 5%
Ninja Edge 10000 Gil
- A sword used by Ninja. Good for battles as blade's longer than regular Ninja sword.
- Attack power: 12
- Evade: 5%
The sword is the general weapon for most of the fighting job classes. They come in many
different varieties. Swords may be used by: Squire, Knight, Geomancer. All swords have the
"2 swords" and "2-hands" properties.
Nagrarock 10 Gil (Fur Shop only)
- Ebony sword from the Apocalypse.
- Attack power: 1
- Evade: 50%
- Add: Frog
Broad Sword 200 Gil
- Wide blade used for slaying. Cheap ordinary sword, low attack power.
- Attack power: 4
- Evade: 5%
Long Sword 500 Gil
- Double-edged sword, sharp and straight. Ordinary sword used for slaying and stabbing.
- Attack power: 5
- Evade: 10%
Iron Sword 900 Gil
- Iron sword. Extremely heavy but with a wide, sturdy blade.
- Attack power: 6
- Evade: 5%
Mythril Sword 1600 Gil
- Mythril sword, a special type of metal. Extremely light and shiny.
- Attack power: 7
- Evade: 8%
Blood Sword 2500 Gil (Fur Shop only)
- Sword with magenta blade. Bloody looking blade symbolizes its gruesome effects.
- Attack power: 8
- Evade: 5%
Coral Sword 3300 Gil
- Single-edged sword with coral design.
- Attack power: 8
- Evade: 5%
- Lightning elemental
Ancient Sword 5000 Gil
- Sword made by ancient methods.
- Attack power: 9
- Evade: 5%
- Add: Don't Move
Sleep Sword 5000 Gil
- Wide-bladed sword with jet black design.
- Attack power: 9
- Evade: 5%
- Add: Sleep
The Knight Sword is a larger, wider version of the regular sword. It can only be used by
Knights and certain unique job classes. All Knight swords have the "2-swords" and "2 hands"
properties.
Defender 40000 Gil (Fur Shop only)
- Wide steel Knight sword. Rounded tip on the grip has a gem inside.
- Attack power: 16
- Evade: 60%
Save the Queen 10 Gil (not for sale)
- Knight sword given as a symbol of one's loyalty.
- Attack power: 18
- Evade: 30%
- Always: Protect
Excalibur 10 Gil (not for sale)
- Legendary Knight sword. Sword of the real king.
- Attack power: 21
- Evade: 35%
- Always: Haste
- Absorb: Holy
- Strengthen: Holy
Ragnarok 10 Gil (not for sale)
- Knight sword from the Apocalypse.
- Attack power: 24
- Evade: 20%
- Always: Shell
Chaos Blade 10 Gil (not for sale)
- Holy Knight sword said to be from God.
- Attack power: 40
- Evade: 20%
- Always: Regen
- Add: Petrify
The Katana is a unique type of curved sword used by Samurai. Only Samurai and special job
classes may use the Katana. All Katanas have the "2-swords" and "2 hands" properties. Also,
all Katanas may be used with the Samurai's Draw Out ability for various effects.
Asura Knife 1600 Gil
- Bright white sword
- Attack power: 7
- Evade: 15%
Koutetsu Knife 3000 Gil
- Sword with tiger engraved on blade.
- Attack power: 8
- Evade: 15%
Bizen Boat 5000 Gil
- High quality iron sand sword. Hand-made by Osafune.
- Attack power: 9
- Evade: 15%
Murasame 7000 Gil
- A peculiar sword. Causes much blood shed in battle with its sharp edge.
- Attack power: 10
- Evade: 15%
Heaven's Cloud 8000 Gil
- Replica of sword from a dragon's tail that damaged a samurai kingdom.
- Attack power: 11
- Evade: 15%
Kiyomori 10000 Gil
- Well made, famous sword. Beautiful and cuts extremely well.
- Attack power: 12
- Evade: 15%
Muramasa 15000 Gil
- Peculiar sword that sucks large amounts of blood.
- Attack power: 14
- Evade: 15%
An axe is a large blade (sometimes double-bladed) mounted upon a stick or rod. Axes can only
be used by Squires and Geomancers. Axes may only be used with two hands, meaning that a
shield may not be equipped (this does not require the Samurai ability, however).
Battle Axe 1500 Gil
- Ornamental battle ax. Slash enemy by hurtling it with both hands.
- Attack power: 9
Giant Axe 4000 Gil
- Axe with huge head. A larger version of typical ax.
- Attack power: 12
Slasher 12000 Gil
- Axe that slows target. Destruction level's also high.
- Attack power: 16
- Add: Slow
A rod is usually a simple stick, but as they are one of the primary physical weapons of a
magic user, it can also be imbued with magical properties. Rods may only be used by Wizards,
Summoners, and Oracles. All rods have the "2-swords" and "2 hands" properties.
Rod 200 Gil
- Rod-like oak weapon.
- Attack power: 3
- Evade: 20%
Ice Rod 400 Gil
- Rod with ice-elemental.
- Attack power: 3
- Evade: 20%
- Ice elemental
- Strengthen: Ice
- Magic: Ice
Thunder Rod 400 Gil
- Rod with lightning elemental.
- Attack power: 3
- Evade: 20%
- Lightning elemental
- Strengthen: Lightning
- Magic: Bolt
Flame Rod 400 Gil
- Rod with fire elemental.
- Attack power: 3
- Evade: 20%
- Fire elemental
- Strengthen: Fire
- Magic: Fire
Poison Rod 500 Gil
- Rod with deadly poison on its tip.
- Attack power: 3
- Evade: 20%
- Add: Poison
Wizard Rod 8000 Gil
- Rod that increases magic ability of user.
- Attack power: 4
- Evade: 20%
- Magic +2
Faith Rod 10 Gil (not for sale)
- Rod that fill those who touch it with faith.
- Attack power: 5
- Evade: 20%
- Always: Faith
- Add: Faith
Dragon Rod 12000 Gil (Fur Shop only)
- Rod carried by one attended by dragons. Tip made of dragon bones.
- Attack power: 5
- Evade: 20%
A staff is a long, wooden walking stick with a curved end. Like the rod, it may also be
imbued with magic properties since it is a magic user's weapon. Staves may only be used by:
Priests, Time Magi, Summoners, Oracles. All Staves have the "2-swords" and "2 hands"
properties.
Oak Staff 120 Gil
- Oak staff.
- Attack power: 3
- Evade: 15%
White Staff 800 Gil
- Staff for one who takes holy orders. Symbolic meaning is stronger than its power in battle.
- Attack power: 3
- Evade: 15%
- Cancel: Death Sentence
Wizard Staff 4000 Gil
- Cypress staff. Increases magic attack power of user.
- Attack power: 4
- Evade: 15%
- Magic +1
Healing Staff 4000 Gil (Fur Shop only)
- Staff with power of spirit inside. Restores HP of whoever it strikes.
- Attack power: 4
- Evade: 15%
Rainbow Staff 2200 Gil
- Staff with serpent scales on tip.
- Attack power: 5
- Evade: 15%
Mace of Zeus 10 Gil (not for sale)
- Staff that strengthens the power of the user.
- Attack power: 6
- Evade: 15%
- Magic +1
- Physical attack +2
Gold Staff 7000 Gil
- Glittering golden staff.
- Attack power: 6
- Evade: 15%
Sage Staff 10 Gil (not for sale)
- Stick you find laying anywhere.
- Attack power: 7
- Evade: 15%
The Hammers in Final Fantasy Tactics are practically flails: they are a stick or rod connected
to a metallic ball by a chain. Hammers may only be used by Squires and Ninja. All Hammers
have the "2-swords" and "2 hands" properties.
Flail 1200 Gil
- Wooden stick connected to a metal one, which is the attack portion.
- Attack power: 9
Flame Whip 4000 Gil
- Weapon with an iron hammer head.
- Attack power: 11
- Fire elemental
- Magic: Fire 2
Morning Star 9000 Gil
- Medieval mace.
- Attack power: 16
Scorpion Tail 40000 Gil (Fur Shop only)
- Like the Morning Star, but with one spike larger than the others.
- Attack power: 23
A gun is a device that propels bullets at high velocity to its target using gunpowder. More
advanced guns have magic elemental bullets. Guns may only be used by Chemists and Mediators.
All guns have an effective range of 8 squares.
Romanda Gun 5000 Gil
- Gun brought from Romanda, an area in the north.
- Attack power: 6
- Evade: 5%
A crossbow is a mechanical device that propels a bolt using a trigger. It can be used with
only one hand. However, this gives it a definite range. Crossbows may only be used by
Archers, and all Crossbows have an effective range of 4 squares.
Bow Gun 400 Gil
- Crossbow you can shoot with one hand. Uses short arrows.
- Attack power: 3
- Evade: 5%
Night Killer 1500 Gil
- Crossbow that shoots special arrows causing abnormal status.
- Attack power: 3
- Evade: 5%
- Add: Darkness
Cross Bow 2000 Gil
- Crossbow with improved mechanism increasing attack power.
- Attack power: 4
- Evade: 5%
Poison Bow 4000 Gil
- Crossbow with a device that lets it use poison arrows.
- Attack power: 4
- Evade: 5%
- Add: Poison
Hunting Bow 8000 Gil
- Crossbow used to hunt monsters.
- Attack power: 6
- Evade: 5%
Gastrafitis 20000 Gil
- Most powerful cross bow. Unusually big, gives a huge reaction.
- Attack power: 10
- Evade: 5%
The traditional bow is two-handed. It uses the tension and elasticity of the bowstring and
the bow itself to propel an arrow. Bows may only be used by Archers, and all of the Bows
have a range of 5; however, this range may be extended if firing at an elevation.
Long Bow 800 Gil
- Standard bow. An extensive range, lasts a long time.
- Attack power: 4
Silver Bow 1500 Gil
- Silver bow. Reinforced with thin slats of horn and wood.
- Attack power: 5
Ice Bow 2000 Gil
- Bow that shoots ice elemental arrows.
- Attack power: 5
- Ice elemental
Lightning Bow 3000 Gil
- Bow that shoots arrows at lightning speed. Lightning elemental arrows.
- Attack power: 6
- Lightning elemental
- Magic: Bolt 2
Windslash Bow 8000 Gil
- Bow that shoots ultra-high speed arrows. Wind elemental arrows. Increases damaging power
with a vacuum created around the arrow.
- Attack power: 8
- Wind elemental
Ultimus Bow 22000 Gil (Fur Shop only)
- Bow of the hunting goddess.
- Attack power: 10
Yoichi Bow 10 Gil (not for sale)
- Bow of a famous archer. Huge bow with tremendous power.
- Attack power: 12
Perseus Bow 10 Gil (not for sale)
- Bow used by mythological hero. Made entirely out of metal, it requires great strength to
pull it.
- Attack power: 16
The musical instruments in Final Fantasy Tactics are harps, weapons of the Bards. They are
one-handed, and they all have an effective range of 3 squares. Only Bards may use the harps.
Ramia Harp 5000 Gil
- Harp produces sounds that affect the mind, causing confusion.
- Attack power: 10
- Evade: 10%
- Add: Confusion
Bloody Strings 10000 Gil
- Stringed instrument produces many sounds with a wide range.
- Attack power: 13
- Evade: 10%
Fairy Harp 30000 Gil (Fur Shop only)
- Stringed instrument entrances enemy with its pure sound.
- Attack power: 15
- Evade: 10%
- Add: Charm
Dictionaries are books containing magical words that have the potential to cause damage to
enemies within its range. The dictionary has an exact range of 3 squares from the wielder,
but all squares within that range can be affected if a square behind it is targeted. Only
Oracles and Calculators can use the dictionaries.
Battle Dict 3000 Gil
- Dictionary used in battle.
- Attack power: 7
- Evade: 15%
The spear is a long polearm with a bladed tip. The tip can be of various different fashions,
ranging from a thin blade to a thick ax or steeple shaped point. It is the weapon of choice
for the Lancer. Wielding the weapon requires only one hand, but its length allows a Lancer to
strike an enemy two squares away. Only the Lancer may use a Spear.
Javelin 1000 Gil
- Cheap, light-weight spear. Attacks areas one panel away.
- Attack power: 8
- Evade: 10%
Spear 2000 Gil
- Standard spear. Capable of long-distance attacks.
- Attack power: 9
- Evade: 10%
Mythril Spear 5500 Gil
- Spear with Mythril head.
- Attack power: 10
- Evade: 10%
Partisan 7000 Gil
- Wide, double-edged spear. Devised to cause severe damage to its enemy.
- Attack power: 11
- Evade: 10%
Dragon Whisker 44000 Gil (Fur Shop only)
- Spear made of a mysterious material neither wood nor metal. Said to be dragon whiskers.
- Attack power: 17
- Evade: 10%
The Stick is an alternative weapon used by Oracles and Calculators. It is much like a staff,
but it is more geared towards physical attack than magical properties. Its length and the
method of attack give it a range of 2, like the Spear. Only Oracles and Calculators may use
the Stick (only one hand is necessary to wield).
Cypress Rod 1000 Gil
- Cypress staff.
- Attack power: 6
- Evade: 20%
Battle Bamboo 1400 Gil
- Long, slender bamboo stick. Attacks by bending it.
- Attack power: 7
- Evade: 20%
Musk Rod 2400 Gil
- Musk tree stick. Shaped like a huge dipper.
- Attack power: 8
- Evade: 20%
Iron Fan 4000 Gil
- Gigantic metal-framed fan. Used like a stick with the fan folded.
- Attack power: 9
- Evade: 20%
Gokuu Rod 7500 Gil
- Stick that causes those it strikes to lose faith.
- Attack power: 10
- Evade: 20%
- Add: Innocent
Ivory Rod 10000 Gil (Fur Shop only)
- Special ivory stick. Frail, yellow stick is surprisingly strong.
- Attack power: 11
- Evade: 20%
Octagon Rod 20000 Gil
- Octagon-carved stick on a steel plate.
- Attack power: 12
- Evade: 20%
- Cancel: Darkness, Silence, Oil, Frog, Poison, Slow, Stop, Don't Move, Don't Act
Whale Whisker
- Ebony stick. The material, neither wood nor metal, said to be giant whale whiskers.
- Attack power: 16
- Evade: 20%
A women's bag are an alternative weapon type. While they can be surprisingly strong and have
good magical properties, they can only be equipped by women and are very expensive. A woman
in any job class can equip this one-handed weapon.
C Bag
- High quality brand name bag.
- Attack power: 10
- Magic +1
P Bag
- Simple, but fashionable bag.
- Attack power: 12
- Always: Regen
H Bag
- Limited quantity bag sold at high price.
- Attack power: 14
- Speed +1
FS Bag
- Custom-made bag for battle.
- Attack power: 20
A cloth is a roll of cloth that is used by Dancers as a weapon. They are one-handed, have
a high evade rate, have a range of 2, and can be quite strong. Only Dancers may use Cloths.
Persia
- Brightly colored textile with unique thickness, used for carpeting.
- Attack power: 8
- Evade: 50%
Cashmere
- Woolen cloth with elasticity and heat absorption. Soft, pleasant to touch.
- Attack power: 10
- Evade: 50%
The armor section covers all of the defensive equipment in Final Fantasy Tactics, including:
Shields, Helmets, Hats, Women's ribbons, Clothes, Armors, Robes. Armors (except shields) in
Final Fantasy Tactics are different as compared to many other RPGs: there is no defense
statistic. Instead, helmets and armor add to the wearer's hit point level.
Shields are wooden or metal plates held with one arm to protect the body. Only the advanced
warrior classes (Knights, Archers, Geomancers, Lancers) use shields in combat. Their
defensive value is measured with Physical defense and Magic defense in percentages. They may
also have other properties.
Escutcheon
- The cheapest shield. S-EV (the shield's evade %) is low.
- Physical 10%
- Magic 3%
Aegis Shield
- Replica of the Shield of God. Raises:
- Physical 10%
- Magic 50%
- Magic +1
Buckler
- Small shield used in white soldier battles. Evade % is low, but it's easy to handle.
- Physical 13%
- Magic 3%
Bronze Shield
- Bronze shield. Made small to evade attacks quickly.
- Physical 16%
Round Shield
- Small, sturdy shield. The surface is ornamented with complex patterns.
- Physical 19%
Mythril Shield
- Mythril shield. Lighter than it looks and easy to handle.
- Physical 22%
- Magic 5%
Gold Shield
- Gold rimmed Mythril shield. Physical attacks is higher than magic attacks.
- Physical 25%
Ice Shield
- Gem inlaid Mythril shield. The gems possess the ice elemental.
- Physical 28%
- Absorb: Ice
- Half: Fire
- Weakness: Lightning
Flame Shield
- Inlaid magenta Mythril shield. The gems possess the fire elemental.
- Physical 31%
- Absorb: Fire
- Half: Ice
- Weakness: Water
Diamond Shield
- Diamond shield. High magic due to divine protection of the gems.
- Physical 34%
- Magic 15%
Platina Shield
- Mythril/Platinum shield. Has a white luster.
- Physical 37%
- Magic 10%
Helmets are protective armor for the head. They are generally made of a heavy metal, and some
have noseguards. They are generally reserved for job classes that wear heavy armor. Only the
Knight, Lancer, and Samurai may use a Helmet.
Leather Helmet
- Rosin helmet with great elasticity.
- HP +10
Bronze Helmet
- Standard bronze helmet.
- HP +20
Iron Helmet
- Sturdy steel helmet.
- HP +30
Barbuta
- Large helmet with a T-shaped gap for the face.
- HP +40
Mythril Helmet
- Mythril helmet. Light and sturdy.
- HP +50
Gold Helmet
- Gold helmet.
- HP +60
Cross Helmet
- Helmet that covers head and neck. The face guard protects the face.
- HP +70
Hats provide protection, but not as much as the helmets do. However, they are light, so all
other job classes can use them. Some hats also provide a MP bonus, making them ideal for
magic users. Hats may be used by all job classes but the Knight, Monk, Lancer, and Samurai.
Leather Hat
- Sturdy leather hat.
- HP +8
Feather Hat
- Sturdy white feathered hat.
- HP +16
- MP +5
Red Hood
- Red cloth hood.
- HP +24
- MP +8
Headgear
- Leather head gear. Sturdy leather hat.
- HP +32
- Physical attack +1
Triangle Hat
- 3-cornered hat with magic pattern on top.
- HP +40
- MP +12
- Magic +1
Green Beret
- Beret worn by special unit.
- HP +48
- Speed +1
Twist Headband
- Twisted towel wrapped around one's head. Strengthens oneself.
- HP +56
- Physical attack +2
Holy Miter
- Nobles' hat for holy workers who conduct ceremonies.
- HP +64
- MP +20
- Magic +1
Black Hood
- Black cloth hood.
- HP +72
Golden Hairpin
- Beautiful golden hairpin.
- HP +80
- MP +50
- Cancel: Silence
Flash Hat
- Crystal hat whose spiritual power increases agility and magic attack power.
- HP +88
- MP +15
- Magic +1
- Speed +1
Thief Hat
- Hat increases agility and prevents abnormal status.
- HP +100
- Speed +2
- Cancel: Don't Move, Don't Act
Women's Ribbons are a special type of headgear. They don't provide much in the way of
defense, but they all protect the wearer from multiple status effects. Like the women's bags,
they may only be used by women.
Armor is protective gear for the body. The armor indicated here is heavy armor, which is
either hard leather or metallic. Like the helmets, they provide an HP bonus. Also like the
helmets, only Knights, Lancers, and Samurai may use Armor.
Leather Armor
- Layered leather armor.
- HP +10
Linen Cuirass
- Armor which outer shell is bronze, and inside is linen.
- HP +20
Bronze Armor
- Simple bronze armor.
- HP +30
Chain Mail
- Chainlink armor.
- HP +40
Mythril Armor
- Mythril armor. Sturdy and light.
- HP +50
Plate Mail
- Improved Mythril armor with increased capability.
- HP +60
Gold Armor
- Like Plate Mail, but reinforced with gold.
- HP +70
Diamond Armor
- Diamond armor.
- HP +80
Platina Armor
- Mythril/Platinum armor. Has a white luster.
- HP +90
Carabini Mail
- Thick Mythril armor. This can endure extreme impact.
- HP +100
Crystal Mail
- Inlaid crystal platinum armor. The crystals look like mined gems.
- HP +110
Reflect Mail
- Armor protects the wearer from magic attacks with 'Reflect.'
- HP +130
- Always: Reflect
Genji Armor
- Black foreign armor. Firmly protects the abdomen.
- HP +150
Maximillian
- High grade armor. Carefully made to boast its great strength.
- HP +200
Clothes are the alternative to heavy armor like hats are to helmets. They provide HP bonuses
and some provide status effects or bonuses. They can be used by all job classes except
Knights, Lancers, and Samurai.
Clothes
- Battle clothes. Sturdier than normal clothing.
- HP +5
Leather Clothes
- Leather battle clothes.
- HP +10
Leather Vest
- Layered leather battle clothes.
- HP +18
Secret Clothes
- Ninja uniform. Good for covert acts.
- HP +20
- Speed +2
- Always: Transparent
Chain Vest
- Chain linked shirt.
- HP +24
Mythril Vest
- Mythril vest. Small mythril plates sewed on the chest area.
- HP +30
Robes are long lengths of fabric that are designed for magic-users. They typically have magic
properties or add to the MP of the wearer. Robes may be used by Knights, Priests, Wizards,
Time Magi, Summoners, Mediators, Oracles, Geomancers, Lancers, Summoners, and Calculators.
Accessories are a few odds and ends that aren't necessarily armor or weapons. These include
those that you can equip (such as Shoes, Gauntlets, Rings, Armlets, Mantles, and Women's
Perfumes), and those that you can use as items (Throwing Items, Recovery Items)
Rings are metal bands that are often adorned with precious metals. These are worn on the
finger, so any job class may use them. They either prevent status abnormalities, or endow
some beneficial status effects upon the wielder.
Cursed Ring
- Metal ring with vengeful spirit inside.
- Physical attack +1
- Magic +1
- Speed + 1
- Always: Undead
- Cancel: Invitation
Defense Ring
- Metal ring with spiritual powers.
- Cancel: Sleep, Death Sentence
Magic Ring
- Inlaid ring with spiritual powers.
- Cancel: Silence, Berserk
Angel Ring
- Ring receives divine protection from an angel.
- Cancel: Dead, Darkness
- Always: Reraise
Reflect Ring
- Ring that reflects magic with words of the engraved contract.
- Always: Reflect
Women's perfumes are equipped only on women and provide an alluring scent. The scents have
magic properties and bestow beneficial status effects on the wearer.
Cherche
- Perfume with a refreshing scent.
- Always: Float, Reflect
Setiemson
- Perfume with an exotic scent.
- Magic +1
- Always: Haste, Transparent
Chantage
- Perfume with a peaceful scent.
- Always: Reraise, Regen
Salty Rage
- Perfume with a deep but gentle scent.
- Always: Protect, Shell
Throwing items are items that are specifically designed for the Ninja's Throw ability. They
are consumed when utilized. Any job class with the Throw ability equipped may use these
items.
Fire Ball
- Ball that causes fire damage.
- Attack power: 8
- Fire elemental
Water Ball
- A ball that causes water damage when thrown.
- Attack power: 8
- Water elemental
Recovery Items are used in conjunction with the Chemist's Item ability. You must have learned
how to use the Item in the Chemist job class to be able to use it.
Potion
- Medicine that restores HP. Causes damage if used on undead.
- HP Restore 30
Hi-Potion
- Medicine restores HP. Stronger than Potion.
- HP Restore 70
X-Potion
- Medicine resotres HP. Stronger than Hi-Potion.
- HP Restore 150
Ether
- Medicine restores MP.
- MP Restore 20
Hi-Ether
- Medicine restores MP. Stronger than Ether.
- MP Restore 50
Antidote
- Medicine neutralizes poison from enemy attacks.
- Cancel: Poison
Eyedrop
- Medicine used when one's sight is lost in magic attacks.
- Cancel: Darkness
Echo Grass
- Herb used to restore units who've lost their voices, so they can cast spells.
- Cancel: Silence
Maiden's Kiss
- Medicine used to restore units who've become frogs.
- Cancel: Frog
Soft
- Tool to cure petrified units. Needle breaks after one use.
- Cancel: Petrify
Holy Water
- Holy water that revives dead.
- Cancel: Undead, Blood Suck
Remedy
- Remedy that cures various abnormal status.
- Cancel: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep
Phoenix Down
- Mysterious feather revives dead units. Disappears after one use.
- Cancel: Dead
Elixir
- Precious medicine that completely restores HP and MP.
This section isn't really useful, it's simply a few of the quotes said by people and by
casters when casting spells. I've obtained a complete collection of the normal spells in the
game, but now I'll keep my eye out for those spells you can't readily get, such as those cast
by Zodiac Monsters.
---------------------------------------------
4.3.1. Spell and Ability Quotes
---------------------------------------------
- Draw Out
Asura Knife
"Legendary sword that kills freely! Asura!"
Koutetsu
"Evil souls of the dark, gather here...Koutetsu!"