FF Equipment
Overview
This section contains the more common weapons and armor that is used across the world. To find Equipment with Materia Slots, check out the Materia Item section for more information.
Melee Weapons
These types of weapons are used in close combat. Some of the weapons can be thrown and used as a Ranged weapon.
Axes (One-Handed)
Item Power Lbs. Special Cost
Axes (Two-Handed)
Item Power Lbs. Special Cost
Chakrams
Item Power Lbs. Special Cost
Daggers
Item Power Lbs. Special Cost
Double-Ended
Item Power Lbs. Special Cost
Gunblade
Item Power Lbs. Special Cost
Hammers (One-Handed)
Item Power Lbs. Special Cost
Hammer 3 2 Thrown 20
Wooden Mallet 5 3 - 60
Iron Hammer 9 6 - 150
Morningstar 11 7 Ignores 2 Vitality BN 1,100
Scorpion Tail 13 7 Attacks up to 10ft away 2,800
Mythril Hammer 17 4 - 5,600
Gaia Hammer 21 6 Earth Damage equal to POT BN 9,900
Thor's Hammer 25 5 Thrown, returns after attack 14,000
Blessed Hammer 27 4 Vitality BN gains +3 20,400
Triton Hammer 29 4 Water Damage equal to POT BN 28,100
Dragon Hammer 32 5 Triple STR BN vs Dragons 32,700
Sonic Hammer 33 3 Speed +6 39,300
Mystic Hammer 36 4 10% to heal yourself, 1/2 the damage 44,000
Hammers (Two-Handed)
Item Power Lbs. Special Cost
Headdresses
Item Power Lbs. Special Cost
Katana
Item Power Lbs. Special Cost
Knuckles
Item Power Lbs. Special Cost
Maces
Item Power Lbs. Special Cost
Nunchukus
Item Power Lbs. Special Cost
Polearm
Item Power Lbs. Special Cost
Rackets
Item Power Lbs. Special Cost
Rods
Rods can be used as melee weapons, but they can also be used as Ranged Magic Weapons. Though not as strong as casting spells this gives Magic users a way of dealing damage if they do not wish to use their MP. This damage type is Non-Elemental (N/E) unless otherwise stated. The damage is equal to the M. Power listed below + Potency Bonus Number. The range is a number of feet equal to your Magic Stat.
Item Power M. Power Lbs. Special Cost
Rod 0 0 2 - 70
Flame Rod 0 0 2 +2 to Fire Spells 200
Ice Rod 0 0 2 +2 to Ice Spells 200
Thunder Rod 0 0 2 +2 to Thunder Spells 200
Mythril Rod 3 2 3 - 1100
Poison Rod 2 3 3 +3 to Poison Spell 2700
Punisher 0 4 5 Half Damage on miss 5200
Gravity Rod 5 6 2 Push/Pull on hit 10ft 7400
Holy Rod 0 10 4 Deals Holy Damage 14400
Magus Rod 6 9 5 +5 to Elemental Spells 21000
Healing Rod 10 0 4 Damage Heals Target 30000
Stardust Rod 20 20 6 Cure KO'd with Damage 60000
Shuriken (Hand)
Item Power Lbs. Special Cost
Shuriken (Heavy)
Item Power Lbs. Special Cost
Staves
Item Power Lbs. Special Cost
Sword (One-Handed)
Item Power Lbs. Special Cost
Sword (Two-Handed)
Item Power Lbs. Special Cost
Whips
Item Power Lbs. Special Cost
Ranged Weapons
These are typically used at a distance. Each of these weapons that have a Ranged Tag, has a range of five times its Power.
Arm Gun Mount
Item Power Lbs. Special Cost
Blaster Edges
Item Power Lbs. Special Cost
Blitzballs
Item Power Lbs. Special Cost
Bows
All bows are two handed weapons that require arrows to use them. There are some occasions where they do not require arrows such as bows that deal elemental damage. These produce their own arrows. Bows have an effect range of five (5) times their Power and a Maxium range of ten (ten) times their Power. When shooting beyond their effective range they get a -2 penalty to Hit for every five (5) feet beyond their effective range.
Item Power Lbs. Special Cost
Shortbow 4 3 - 60
Longbow 9 8 - 300
Silver Bow 12 9 Ignores 2 Vitality BN 2,200
Flame Bow 16 6 Deals Fire Damage 7,000
Frost Bow 16 6 Deals Ice Damage 7,000
Thunder Bow 16 6 Deals Thunder Damage 7,000
Rune Bow 19 9 Deals N/E Damage 16,000
Dark Bow 23 6 Deals Dark Damage 21,900
Killer Bow 25 8 Double STR BN 29,100
Elven Bow 28 7 No penalty at Maximum Range 32,600
Hayate Bow 31 9 Double STR BN 39,200
Aevis Killer 33 8 Triple STR BN vs Angels/Holy targets 44,800
Yoichi's Bow 36 9 Gain +10 to Hit with this bow 52,600
Artemis' Bow 38 7 Triple STR BN vs Magical Beasts 59,900
Fairy's Bow 40 6 20% chance on hit to inflict Confuse 65,000
Bows (Great)
Item Power Lbs. Special Cost
Ifrit's Bow 42 15 Deals Fire Damage 3x Fire Damage 70,000
Shiva's Bow 42 15 Deals Ice Damage 3x Fire Damage 70,000
Ramuh's Bow 42 15 Deals Thunder Damage 3x Fire Damage 70,000
Cerberus Bow 43 33 Each attack targets up to 3 targets 75,000
Star Seeker 48 15 Range only limited to Line of Sight 100,000
Guns (One-Handed)
Item Power Lbs. Special Cost
Guns (Two-Handed)
Item Power Lbs. Special Cost
Special Weapons
These weapons fall into a different category then the ones above. They tend to have special properties.
Books
Item Power Lbs. Special Cost
Dolls
Dolls are the main weapon of the Black Mage. They are sentient stuffed animals that provide the Black Mage with bonus abilities. They also have the ability to attack on their own. Using an Action, you can command the Doll to att a target a number of feet away equal to your Magic Stat. It travels across the ground, so there must be a direct path to the target to and from it or the attack will miss. You can only have 1 Doll active at a time and it takes 10 minutes to activate another Doll. If you activate a new Doll the previous one becomes inactive. This counts as a Physical Weapon Attack.
Strikes have a 80% chance to affect the target.
Touch have a 30% chance to affect the target.
Cactuar Dolls
Item Effect Power Cost
Boosting Cactuar 10 7,000
Magic Booster: Double Potency Bonus Number
Cactuar Scope 3 150
Sensor: Inflict Scan
Cactuar Spy 5 1,000
Initiative: +10 when determining Initiative Speed.
Cactuar Wizard 20 30,000
Half Cost: Spells MP Cost is Halved (round down)
Comet Cactuar 17 22,000
Triple AP: Triple your Potency Bonus Number
Lord Cactuar 40 60,000
Overdrive: Start combat with full Limit Break
Magical Cactuar 1 80,000
One MP: Spells you cast only cost 1 MP
Prism Cactuar 19 37,000
M. Counter: When hit with a single target Magic Spell, counter with a spell of your own. You must have the MP and be in range.
Raging Cactuar 28 44,000
P. Counter: When hit with a Phyisical Attack, counterattack with this weapon.
Evade & Counter: When an attack misses you, counter with this weapon.
Star Cactuar 8 1,000
Max MP +13
Swift Cactuar 11 17,400
First Strike: When combat starts, attack each enemy within range before Initiative Speed is determined.
Cait Sith Dolls
Item Effect Power Cost
Abaddon Cait Sith 20 30,000
Any three:
Darkstrike: Inflict Blind
Silencestrike: Inflict Silence
Zombiestrike: Inflict Zombie
Sleepstrike: Inflict Sleep
Poisonstrike: Inflict Poison
Stonestrike: Inflict Petrify
Slowstrike: Inflict Slow
Blinding Cait Sit 15 5,000
Darktouch: Inflict Blind
Chaotic Cait Sith 28 50,000
Any four:
Darkstrike
Silencestrike
Sleepstrike
Poisonstrike
Stonestrike
Slowstrike
Zombiestrike
Chronos Cait Sith 7 2,500
Slowstrike
Dark Cait Sith 2 500
Darkstrike
Dreamy Cait Sith 4 900
Sleepstrike
Fossil Cait Sit 6 3,500
Stonetouch
Late Cait Sith 9 4,400
Slowtouch
Mute Cait Sith 14 7,000
Silencestrike
Noxious Cait Sith 17 11,000
Poisonstrike
Quiet Cait Sith 7 2,900
Silenttouch
Sleepy Cait Sith 5 3,900
Sleeptouch
Stone Cait Sith 6 6,800
Stonestrike
Moogle Dolls
Item Effect Power Cost
Attack Mog 10 1,000
Strength +8
Buster Mog 20 10,000
Strength +15
Magical Mog 5 2,000
Potency +5
Magician Mog 7 Various
Magic +3 500
Magic +7 1,500
Magic +15 15,000
Mana Mog 15 Various
Max MP +10 1,000
Max MP +20 4,000
Max MP +50 20,000
Medical Mog 10 10,000
Healingtouch: Damage heals the target instead
Alchemy Boost: Double effectiveness of Healing Items
Moogle 2 60
Max MP +3
Power Mog 30 40,000
Hit +5
Magic +5
Strength BN +2
Potency BN +2
Rune Mog 7 1,900
Magic +4
Soul of Mog 50 100,000
Break Damage Limit: +5 Power for all allies within 60ft
Stinger Mog 22 12,700
Piercing: Ignores targets Vitality Bonus Number
Moomba Dolls
Item Effect Power Cost
Fire Moomba 4 1,200
Firestrike: Deal fire damage equal to your Potency Bonus Number
Ice Moomba 6 2,200
Icestrike: Deal ice damage equal to your Potency Bonus Number
Moomba Duo 9 6,100
Any two:
Firestrike
Thunderstrike
Waterstrike
Icestrike
Moomba Force 14 4,000
Hit +5
Magic +5
Moomba Mage 8 Various
Potency BN +1 2,700
Potency BN +2 5,000
Moomba Quartet 13 30,000
Firestrike
Thunderstrike
Waterstrike
Icestrike
Moomba Trio 9 21,000
Any three:
Firestrike
Thunderstrike
Waterstrike
Icestrike
Moomba Warrior 20 Various
Strength BN +1 9,000
Hit +10
Strength BN +2 26,000
Hit +20
Thunder Moomba 8 3,100
Thunderstrike: Deal Thunder damage equal to your Potency Bonus Number
Water Moomba 10 4,900
Waterstrike: Deal Water damage equal to your Potency Bonus Number
PuPu Dolls
Item Effect Power Cost
Space Bandit 15 31,000
Gillionaire: Double amount of Gil earned from battles
Space Energy 12 27,000
Double Overdrive: Limit Break charges twice as fast
Space Force 18 38,200
Triple Overdrive: Limit Break charges three times as fast
Space King 16 35,800
Double Up: Potency Bonus Number is doubled
Double Overdrive: Limit Break charges twice as fast
Space Mage 9 Various
Magic +6 11,000
Magic +12 23,000
Magic +16 30,700
Magic +19 39,900
Space Master 26 52,000
Overdrive → PBN: Expend Limit Break to get +10 Potency BN until end of round.
Triple Overdrive: Limit Break charges three times as fast
Space Power 13 13,300
SOS Overdrive: The first time you are KO'd in combat, activate your Limit Break before being KO'd.
Space Soul 33 76,500
Triple Up: Your Potency BN is tripled
Overdrive → PBN: Expend Limit Break to get +10 Potency BN until end of round.
Triple Overdrive: Limit Break charges three times as fast
Space Warrior 19 Various
Hit +9 19,400
Hit +15 28,600
Hit +18 37,200
Hit +21 43,800
Celestial Doll
Item Effect Power Cost
Onion Knight
Musical Instruments
Item Power Lbs. Special Cost
Star Globe
Item Power Lbs. Special Cost
Turrets
Item Power Lbs. Special Cost