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Equipment
Select an equipment category.








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 Equipment Effects Values
How does equipment effect the statistical
characteristics of my character?
Def (Defense):
Added values to the defense statistic, which defines general defenses against physical attacks.

Spirit:
Added values to the spirit statistic, which defines the effectiveness of defenses based on the equipped armor.

Strength:
Added values to the strength statistic, which defines the effectiveness of physical attacks based on the weapon equipped.

Eva (Evade):
Added values to the evade statistic, which defines how able the character is to avoid physical attacks, resulting in a miss.

Speed:
Added values to the speed statistic, which defines how quickly the character's ATB fills.

MDef (Magic Defense):
Added values to the magic defense statistic, which defines general defenses against magic attacks.

MEva (Magic Evade):
Added values to the magic evade statistic, which defines how able the character is to avoid magic attacks, resulting in a miss.
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Potion
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| Restores 100 HP in the field and 150 HP in battle. Damages undead or zombie targets.
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50
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Hi-Potion
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| Restores 300 HP in the field and 450 HP in battle. Damages undead or zombie targets.
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200
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Ether
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| Restores 100 MP in the field and 150 MP in battle. Reduces MP on undead and zombie targets.
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500
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Elixir
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| Fully restores HP and MP. Causes HP and MP to fall to 0 on undead and zombie targets.
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Spoil
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Gysahl Greens
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| Cures Berserk status in battle. Calls chocobos in the field when standing on chocobo tracks.
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100
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Save the Queen
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| A sword only Beatrix can wield (Attack Power: 23, half damage from fire-elemental attacks.)
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50000
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Phoenix Down
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| Recovers a character from KO, recovering 1~10 HP. Instantly kills an undead target. HP drops down to 1~10 if target is a zombie. Has no effect if target is a zombie and KO.
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150
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Echo Screen
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50
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Soft
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| Cures Petrify and Gradual Petrify.
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50
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Antidote
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50
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Eye Drops
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50
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Magic Tag
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100
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Vaccine
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100
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Remedy
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| Cures Poison, Venom, Silence, Darkness, Stop, Mini, and Gradual Petrification.
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300
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Annoyntment
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150
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Tent
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| Use on a Save Point or the World map to recover the party's HP and MP by half their Max HP and MP. Use in battle to recover one target's HP and MP by half their Max HP and MP, with a 50% chance of being afflicted with Poison, Dark, and Silence simultaneously.
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800
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Dead Pepper
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| Damage a target equal to 30 times the amount you have in stock. Uncovers secret treasure if given to chocobo.
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Ore
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| Restores HP in battle equal to 4 times the amount you have in stock. It cannot be used in field.
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Spoil
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Pinweel
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| Attack Power: 25. Can only be thrown by Amarant. Inflicts wind-elemental damage.
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200
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Rising Sun
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| Attack Power: 38. Can only be thrown by Amarant. Inflicts wind-elemental damage.
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500
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Wing Edge
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| Attack Power: 64. Can only be thrown by Amarant. Inflicts wind-elemental damage.
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Spoil
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Hammer
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| Cinna's Hammer (Attack Power: 12). Use it to gain something powerful. Keep it to see something different in the ending.
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Spoil
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E Q U I P M E N T C A T E G O R Y P R O P E R T I E S
Select a Final Fantasy IX equipment
category from the equipment selection
menu for a complete and
comprehensive list, including general items, weapons, armor, add-ons, and key items.

General Items*
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Weapons*
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Armor*
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General recovery
items, chocobo greens, throwing items, and key items.
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Character weapons for attack in battle.
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Protective armor, shields, and gear for defense, as well as add-on accessories.
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* information fields can be
sorted in ascending or descending
order.
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G E N E R A L I T E M P R O P E R T I E S
General items typically have
recovery properties which
either heal your character's
HP/MP values, or heal status
ailments such as poison.
Others include key items for progressing through
story elements, and throwing items which Amarant can use
to attack enemies in battle.

Item*
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Price*
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Name of the item and description of what it does.
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The amount of the
item when purchased in a
shop. Items listed as spoils cannot be purchased and must be obtained by defeating an enemy.
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* information fields can be
sorted in ascending or descending
order.
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W E A P O N P R O P E R T I E S
Each character has a unique set of weaponry that makes the best use of their class.
Individual equipment include support and action abilities that can be kept by the character after acquring enough AP.
However, if the character hasn't fully learned an ability, it will vanish when its corresponding equipment is removed. Certain weapons,
such as rackets, can be shared between characters.

Weapon*
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Price*
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Abilities
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Equipping Character(s)
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Name of the weapon and its description.
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The amount of the weapon when purchased (or synthed) in a shop.
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Available support and action abilities the weapon possesses.
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Characters that can equip the weapon.
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Atk*
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ElemAtk*
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ElemDef*
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Add ST*
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Attack power of the weapon, measured in points. The closer this value is to 100, the stronger and more effective the weapon.
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Innate elemental effect of the weapon. Any effect the weapon has will be inflicted upon the enemy when attacked. For example, if the weapon has a fire-elemental attack, it will attack for fire-elemental damage when physically inflicted on an enemy.
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Innate elemental defense of the weapon. Any elemental defense the weapon posseses will protect the character from certain elemental attacks.
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Extra status-ailment effect of the weapon when the character has the Add Status ability equipped. For example, if the weapon has a poison add ST, it will attack with poison when physically inflicted on an enemy.
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Purchase/Acquire
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Location, means, or Synth properties as to where the weapon can be acquired.
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* information fields can be
sorted in ascending or descending
order.
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A R M O R P R O P E R T I E S
Characters support armor based on their class and its supported abilities.
Individual equipment include support and action abilities that can be kept by the character after acquring enough AP.
However, if the character hasn't fully learned an ability, it will vanish when its corresponding equipment is removed.
Characters can equip headgear, chest armor, and add-ons together as a full armor set.

Armor/Add-On*
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Price*
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Abilities
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Effect
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Name of the armor or add-on and its description.
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The amount of the armor or add-on when purchased (or synthed) in a shop.
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Available support and action abilities the armor or add-on possesses.
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Defensive properties of the armor and which statistic variables it alters or hinders when equipped.
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Equipping Character(s)
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Purchase/Acquire
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Characters that can equip the armor or add-on.
| Location, means, or Synth properties as to where the armor can be acquired.
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* information fields can be
sorted in ascending or descending
order.
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