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Ivalice: Equipment

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Every class gets a certain amount of starting gil:

Noble: 3d4x400

Scout, Scoundrel, Soldier: 3d4x250

Mage: 3d4x100


All equipment has its gil cost listed in parenthesis next to it.


Contents

Armor

Light Armor

All light armor provides a +4 bonus to reflex defense. Most also provide a bonus to fortitude defense as well, depending on the material. Some provide special abilities as well. Unless otherwise specified, all light armor has a Max Dex Bonus of +4 and an Armor Check Penalty of -5.

  • Leather (200): +2 Fort, +5 Max Dex
  • Chain (350): +3 Fort
  • Brigandine (500): +4 Fort, +3 Max Dex
  • Judo Uniform (1000): +3 Fort, +2 Unarmed damage
  • Gaia Gear (1000): +2 Fort, Null (earth)
  • Ninja Gear (1500): +3 Fort, +2 Stealth, +6 Max Dex
  • Power Sleeve (2000): +3 Fort, +2 Str
  • Rubber Suit (2000): +3 Fort, Null (lightning)
  • Adaman Vest (3000): +6 Fort

Heavy Armor

All heavy armor provides a +8 bonus to reflex defense. Depending on the material, some may provide special abilities. Unless otherwise specified, all heavy armor has a Max Dex Bonus of +2 and an Armor Check Penalty of -10, as well as a speed reduction. Characters wearing most heavy armors have their speed reduced to 4 squares (3 squares if small), and can only run at 3x their speed, instead of 4x.

  • Bronze Plate (400): +1 Max Dex
  • Steel Plate (550): No special properties
  • Mythril Plate (700): +3 Max Dex
  • Crystal Plate (2000): Constant Shell
  • Diamond Plate (3000): Constant Protect
  • Demon Mail (3500): +2 Melee damage
  • Bone Mail (3500): Absorb (Dark), Weak (Holy)
  • Mirror Mail (4000): Constant Reflect
  • Adamantine Plate (6000): Grants DR 5

Mystic Armor

All mystic armor provides a +4 bonus to reflex defense. Most also provide a bonus to will defense as well, depending on the material. Some provide special abilities as well. Unless otherwise noted, all mystic armor has a Max Dex Bonus of +4 and an Armor Check Penalty of -5.

  • Silk Robe (300): +2 Will, +5 Dex
  • Wizard Robe (450): +3 Will
  • Enchanter Robe (600): +4 Will
  • White Robe (1500): +3 Will, cure heals +1 damage per die, Half (Holy)
  • Blaze Robe (2000): +3 Will, fire deals +1 damage per die, Half (fire)
  • Thunder Robe (2000): +3 Will, thunder deals +1 damage per die, Half (lightning)
  • Flurry Robe (2000): +3 Will, blizzard deals +1 damage per die, Half (ice)
  • Black Robe (2000): +3 Will, spells ignore 5 points of DR
  • Sage Robe (2500): +3 Will, spells pierce reflect
  • Lordly Robe (3000): +5 Will, reduce target's resistance to all energy by one level


Shields

There are two basic kinds of shields, light and heavy. A character with light and heavy armor proficiency is considered proficient with their respective shields. Light shields provide a +1 shield bonus to reflex defense; heavy shields provide +2. Some shields also have special properties.

  • Wooden (100/150): Hardness 5, Hp 7/15
  • Steel (200/300): Hardness 10, Hp 10/20
  • Mythril (500/750): Hardness 15, Hp 15/30;
  • Ice Shield (1000/1500): Hardness 15, Hp 15/30; Aborb (ice), Half (fire), Weak (lightning)
  • Fire Shield (1000/1500): Hardness 15, Hp 15/30; Absorb (fire), Half (ice), Weak (water)
  • Sacred Shield (2000/3000): Hardness 15, Hp 15/30; immune to arcane magic
  • Aegis Shield (2000/3000): Hardness 15, Hp 15/30; immune to time magic

Weapons

Simple Weapons

  • Knife (50): 2d4; counts as both a simple weapon and a light blade, may be thrown
  • Staff (65): 1d6/1d6; double weapon
  • Mace (50): 1d8
  • Thrown Rock (free): 1d4; may be thrown, obviously


Light Blades

  • Knife (50): 2d4; counts as both a simple weapon and a light blade, may be thrown
  • Sword (150): 2d6
  • Axe (150): 1d12


Heavy Blades

  • Greatsword (300): 3d6; 2-handed
  • Greataxe (300): 2d10; 2-handed
  • Knightsword (500): 2d8; requires Exotic Weapon Proficiency to unlock magic powers


Polearms

  • Spear (500): 2d8; reach 2


Bows

  • Crossbow (200): 1d10; may be wielded 1-handed with a �5 penalty, simple weapon range
  • Bow (200): 2d6; simple weapon range


Guns

  • Pistol (700): 2d6; ignores DR, pistol range
  • Rifle (1000): 2d8; 2-handed, ignore DR, rifle range


NOTE: There are no prices listed for ammo. No one in Final Fantasy ever seems to worry about ammunition or reloading. If you want to include ammo, 20 arrows are 25 gil, while 20 bullets are 100 gil.


Exotic Weapons

  • Katana (1000): 2d6; 2-handed, Spellpower talents also boost katana damage
  • Knightsword (can't be bought): 2d8; may be wielded non-magically with Heavy Blade Proficiency. Knightswords can�t usually be bought, as most of them are unique weapons passed down through generations. The basic sword can be bought for 500 gil, and below are a few example swords.
    • Apocalypse: +5 bonus to cast arcane spells
    • Excalibur: Ignores damage reduction
    • Lionheart: Wielder is immune to fear effects
    • Ragnarok: -1 condition on a hit
    • Save the Queen: DR 5
  • Ninja Sword (750): 2d4; grants the wielder 1 level of Multiattack Proficiency
 (As the Elite Trooper Talent)
  • Pole (1000): 1d6/1d6; double weapon, attacks are made against will defense instead of ref defense

Special Item Properties

Weapon Properties

These may be applied to any weapon, granting extra abilities, but increasing the cost.

  • Ancient (+500): Halve move speed on a hit that exceeds the target�s damage threshold
  • Blood (+1000): Heals wielder for half the damage dealt
  • Flaming (+200): Deals fire damage
  • Freezing (+200): Deals ice damage
  • Tempest (+200): Deals lightning damage
  • Gale (+200): Deals wind damage
  • Aqua (+200): Deals water damage
  • Holy (+200): Deals holy damage
  • Dark (+200): Deals dark damage
  • Stone (+200): Deals earth damage
  • Mage Masher (+500): Silences target on critical hit for 2d4 rounds
  • Venomous (+500): Poisons target on critical hit. Roll 1d20+10 vs. the target's fort defense every round until it misses. Deals 2d6 poison damage each time it hits.
  • Crippling (+1000): Moves the target an additional -1 condition whenever the damage exceeds the target's threshold.

Armor Properties

Some armor (as well as some monsters) are resistant to a specific type of energy. There are 8 types of energy: fire, ice, lightning, wind, water, earth, holy, and dark.

There are five stages of resistance. They are, from most powerful to least: Absorb -> Immune -> Half -> Normal -> Weak

  • Absorb: Energy of this type heals the creature instead of damaging it.
  • Null: Damage from this energy type is reduced to 0.
  • Half: Divide damage from this energy type by 2 (round down).
  • Normal: Self-explanatory
  • Weak: Multiply damage of this type by 1.5

Restorative Items

These items are used in conjunction with the Treat Injury skill to heal damage, treat status conditions, and restore magic spells. Each takes a full-round action to use. With either the Chemist or Medic feats, this is reduced to a standard action. If the character has both feats, these items can be used as a swift action. Each item has a Treat Injury DC associated with it as well. There is no penalty for a character using an item on himself, but some status conditions obviously would prevent him from making the check.

  • Potion (100): DC 15. Heals a number of hit points equal to the target's level, +1 for every point over the DC on the roll.
  • Hi-Potion (200): DC 15. Heals a number of hit points equal to 2x the target's level, +2 for every point over the DC on the roll.
  • X-Potion (500): DC 15. Heals a number of hit points equal to 5x the target's level, +5 for every point over the DC on the roll.
  • Phoenix Down (300): DC 25. Revives a character who has been dead no more than 3 rounds. This heals a number of hit points equal to the target's level and restores him to consciousness.
  • Antidote (50): DC 15. Removes poison from the target's system and removes any persistent conditions from poison.
  • Echo Grass (50): DC 15. Removes silence effects from the target.
  • Eye Drop (50): DC 15. Removes temporary blindness from the target, as well as any persistent conditions from the blindness. This cannot heal characters that were born blind.
  • Soft (50): DC 15. Restores a character that has been turned to stone to life in exactly the same condition they were in when they were petrified.
  • Remedy (300): DC 20. Removes all persistent conditions from the target and restores them to the top of the condition track.
  • Ether (100): DC 20. Restores one expended spell to the target's spell suite.
  • Hi-Ether (500): DC 20. Restores all spells to the target's spell suite.
  • Elixer (1000): DC 25. Restores the target to full hp as well as restoring all the spells in their suite.

Ivalice

Finalfantasysaga

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This page was last modified on 2 August 2009, at 22:45.
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