Ranging from leather boots to rusty medallions and magical clockwork timepieces, accessories are trinkets and knickknacks that grant their wearer additional bonuses. Although generally pricey and rare, these items are invaluable to adventurers who wish to face off against the best the world has to offer.
Accessory Information
Tier |
Cost |
Properties |
1 |
250 |
1 |
2 |
600 |
1 |
3 |
2,000 |
1 |
4 |
7,500 |
1 |
5 |
25,000 |
1 |
6 |
80,000 |
1 |
7 |
250,000 |
1 |
8 |
N/A |
2 and Indestructible. |
Tier 1 Accessory Properties
- Auto-[Status] [Weapon, Armor, Shield, Relic, Accessory]: The item adds a single negative status effect to a character in a manner that cannot be removed through the use of Spells or Abilities such as Dispel. Negative status effect equipment has an upside; it allows the item to have two additional properties.
- Barding [Armor, Shield, Relic, Accessory]: This equipment is meant to help companions of the character. While equipped, any Animal Companions, tamed Monsters, Individual Espers, or Mounts used by the character gain bonus ARM and M.ARM equal to a Shield’s ARM bonus from the same tier.
- [Element]-Ward [Armor, Shield, Relic, Accessory]: This equipment provides resistance to either the Fire, Water, Ice, Lightning, Earth, or Wind element. This ability can be added multiple times, with a different elemental resistance each time.
- Fragile [Weapon, Armor, Shield, Relic, Accessory]: Whenever the wearer of Fragile equipment deals a critical hit or is dealt critical damage, suffers falling damage or is reduced to zero hit points, the Fragile equipment is instantly destroyed. However, there is an upside to this; any equipment with the Fragile property gains two additional properties, and is treated as being one Tier higher than it really is for the purpose of adding properties. Fragile cannot be combined with the Indestructible property. Successful Synthesis checks may repair the destroyed equipment.
- Limited [Relic, Accessory]: The item only works in specific situations, such as when deep underground or when the user is at full MP. When creating this item it either gains two additional equipment properties OR the item may have one additional equipment property and treat the equipment as if it was one Tier higher than it really is. Limited accessories can only be created with GM approval.
- [Maneuver] Proof [Weapon, Armor, Shield, Relic, Accessory]: This equipment grants a character immunity to a specific maneuver.
- Pugilist [Weapon, Accessory]: A character who has access to the Pugilist equipment property is skilled at fighting unarmed, equally adept into wading into a fight barehanded as a warrior armed to the teeth. Instead of unarmed attacks dealing (PWR x 1) + 2d6 points of damage, they are calculated as (PWR x Current Level’s Weapon Tier) + 2d6 instead. If both their hands are empty they may make two attacks per round as well. And finally, the user may choose to deal (PWR x Current Level’s Weapon Tier) + 2d6 points of damage when using an Improbable weapon if the size and lethality of the weapon would otherwise cause it to be calculated as less than that.
- Special Ability [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The weapon possesses a unique talent outside of those described here. It may allow a character to use a Job Ability they would not normally have access to, enhance a current one, or be something altogether new. As a Special Ability could be almost anything, it is highly recommended that GMs use cautious judgment when allowing characters to purchase and describe gear with this weapon property. For example, Josh wants his character to have an arm-mounted pulse cannon, complete with a computer targeting system. After some discussion, Josh and their GM settle on the ‘Lock-On’ feature; After a foe is struck in combat by a ranged attack by Josh’s pulse cannon, the character receives a +2 temporary modifier to their ACC against that target until they miss. Special Abilities that replicate job abilities are generally at least Tier 4.
- [Status] Resistant [Armor, Shield, Relic, Accessory]: While this item is worn it grants a +4 bonus to opposed rolls made to avoid a specific status effect. This property can be added multiple times, with a different status healed each time.
- Storage [Relic, Accessory]: While this item is worn a character can have 5 additional types of consumable items in their inventory (a character normally can hold up to 10 types of unique consumables at any given time). This property can be added multiple times.
- Unified [Weapon, Armor, Shield, Relic, Accessory]: The weapon or armor is a part of you, and it is nearly impossible to separate you from such ‘equipment’ without extraordinary means. This generally manifests as biomechanical appendages or prosthetics, such as a massive steam-powered arm or a gun replacing a hand. In more rare circumstances, this might be a powerful singing voice used as a weapon, a tattoo that infuses the character’s arms with strength, or a jewel embedded into a hero’s forehead. A Unified equipment cannot be separated from the user whether through spells, limit breaks, or Disarm attempts, though they can still be Broken (even if this manifests as a physical injury such as a damaged windpipe). Unified weapons can be automatically repaired at the start of every chapter (or, at the GM’s discretion, after several in-game days have passed) with a need for a skill check or gil investiture. The downside is that Unified equipment rarely uses any of the usual Synthesis skills to create.
- Volatile Element [Weapon, Armor, Shield, Relic, Accessory]: A volatile piece of equipment has random effects whenever a choice is to be made. At the start of each combat with a volatile equipment, roll a d6. All other properties that this equipment has that are based on a single element are now a different element based on the die roll- 1 for fire, 2 for ice, 3 for lightning, 4 for earth, 5 for water, and 6 for wind. Volatile properties are free properties- they do not count towards the normal property amount for a piece of equipment when chosen.
Tier 2 Accessory Properties
- Accurate [Weapon, Armor, Relic, Accessory, Consumable]: Equipping or consuming this item grants a +1 bonus to the wielder’s ACC score.
- Attribute Bonus [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The item increases the indicated Attribute by +2 as long as it remains equipped - thus, a character with PWR 14 using a +2 PWR weapon would have an effective PWR of 16. This ability can be added multiple times and ‘stacks’ from multiple pieces of equipment. On a consumable this lasts until the end of combat.
- Avoidant [Armor, Shield, Relic, Accessory, Consumable]: Equipping or consuming this item grants a +1 bonus to the wielder’s AVD score.
- [Element]-Strike [Weapon, Relic, Accessory, Consumable]: Equipping or consuming this item makes all physical attacks deal damage as a particular element. The element is determined at the time of creation and can either be Earth, Fire, Lightning, Ice, Wind, or Water. Characters with access to multiple different Elemental Strikes – from job abilities, for example – choose one of the elements whenever they make an attack roll.
- Glowing [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The item sheds a constant dim light which can be increased with a command, illuminating even the darkest of locations. Glowing equipment negates penalties caused by Difficult Terrain relating to darkness. If a consumable is used, this lasts until the end of the chapter.
- Inspirational [Weapon, Armor, Shield, Relic, Accessory]: The equipment can inspire others to greatness on the character’s behalf. When the character deals damage they may choose to do half damage instead. If they do so a single ally of their choice gains a +2 bonus to ACC and AVD until the end of the round.
- [Monster] Eater [Weapon, Armor, Shield, Relic, Accessory]: Whenever a character equipping a weapon with this ability slays a monster of the appropriate type, the wielder gains back an amount of HP and MP equal to the amount of damage done in the same round. This ability can be added multiple times, with a different Monster Eater each time.
- MP Damage [Weapon, Relic, Accessory]: Rather than doing normal damage, each successful Attack made inflicts 50% damage to the target's HP and 50% to its MP. If the target does not have an MP score, then this weapon property is ignored and all combat damage is dealt to HP, as normal.
- Sentient [Weapon, Armor, Shield, Relic, Accessory]: The weapon or piece of equipment has a mind of its own, capable of forming – and often, voicing! – its own opinions. While a loudmouthed spear with a heavy accent and a hatred for stealthy approaches might not always be the most beloved traveling companion, having an extra set of eyes (or whatever!) is always beneficial. Whenever the character fails an Alertness skill check, they may re-roll the check with a total bonus equal to the tier of the Sentient equipment.
- Shielding [Accessory]: This equipment provides bonus ARM or M.ARM equal to the amount provided by a Shield or Relic of the same tier.
- Skill Bonus [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The item provides a +2 to rolls for any single skill, such as a short metal blade designed to cut purse strings and garments granting a +2 to Thievery checks. As a consumable, the bonus granted is doubled for a single use of that skill. Thisroperty cannot be used to improve a character’s Synthesis skill check, but the effects do stack.
- SOS-[Status] [Weapon, Armor, Shield, Relic, Accessory]: The item adds the indicated Status Condition to the character using it if they are reduced to 25% of their maximum Hit Points during the course of a battle. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel; they will only be canceled if the character's current Hit Points are raised beyond 25% of their maximum value or the battle ends. The exception to this is SOS-Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for the remainder of that battle. This property can be added multiple times, with a different SOS-Status each time.
- Specialized [Weapon, Armor, Shield, Relic, Accessory]: The character using this equipment gains a +2 bonus to opposed rolls when using one specific maneuver.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Novice level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
- [Status] Inflict [Weapon, Armor, Shield, Relic, Accessory, Consumable]: On a successful attack, the character may choose to deal no damage and make an opposed Force or Finesse check. If they win, the status condition is applied to the target for the standard four rounds. If this property is part of a consumable that is ingested it automatically succeeds on targets susceptible to it without a required roll. The options for the status effect are Berserk, Blind, Confuse, Curse, Poison, Sleep, Stop, or Zombie. This property can be added multiple times, with a different status each time.
- [Status] Proof [Armor, Shield, Relic, Accessory, Consumable]: Wearing this piece of equipment confers the character Immunity to the indicated status effect. The options for the status effect are Berserk, Blind, Confuse, Transform, Poison, Curse, Sleep, Stop, or Zombie. This property can be added multiple times, with a different status immunity each time.
- Volatile Status [Weapon, Armor, Shield, Relic, Accessory]: A volatile piece of equipment has random effects whenever a choice is to be made. At the start of each combat with a volatile equipment, roll a d6. All other properties that this equipment has that are based on a single status are now a different element based on the die roll. If the status is positive then a 1 is regen, 2 is shell, 3 is protect, 4 is auto-life, 5 is reflect, and 6 is haste. If the status is negative then a 1 is poison, a 2 is blind, a 3 is seal, a 4 is berserk, a 5 is confuse, and a 6 is slow. Volatile properties are free properties- they do not count towards the normal property amount for a piece of equipment when chosen.
Tier 3 Accessory Properties
- Alchemist [Weapon, Relic, Accessory]: A character who possesses this property uses healing items with more potency, treating that item’s HP or MP Restore property as though it was 2 tiers higher. For example, an item that normally restores 25% health restores 50% instead, an item that restores 50% MP now grants 75% instead, and so on.
- [Element] Enhancer [Weapon, Relic, Accessory, Consumable]: Any attack, Job Ability or Spell that deals elemental damage belonging to the type enhanced by the item inflicts an additional one step of damage. This cannot enhance the Holy or Shadow element.
- Indestructible [Weapon, Armor, Shield, Relic, Accessory]: Equipment with this ability cannot be destroyed with normal means. No forge can reshape them, no spell or attack can break them. In some rare cases, such items CAN be destroyed, but the means to do so are usually campaign-based. Indestructible cannot be combined with the Fragile property and all Tier 8 Equipment automatically gains this property as a bonus property.
- [Monster] Killer [Weapon, Relic, Accessory]: All damage done to creatures of the appropriate type is increased to 200%, whether magical or physical in nature. This property can be added multiple times, listing a different type of monster each time.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Intermediate level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
Tier 4 Accessory Properties
- Ability Refresh [Weapon, Relic, Accessory]: This equipment is made with a specific ability in mind that can normally only be activated once per combat. Once per chapter this piece of equipment may be used to refresh that ability, allowing a second use of it in combat as an Instant action.
- Destructive [Weapon, Shield, Accessory]: While equipped the character has a +4 bonus to destroy objects using Force checks.
- [Element]-Proof [Armor, Shield, Relic, Accessory]: This equipment provides immunity to either the Fire, Water, Ice, Lightning, Earth, or Wind element. This ability can be added multiple times, with a different elemental resistance each time.
- [Element]-Ward [Armor, Shield, Relic, Accessory]: This equipment provides resistance to either the Shadow or Holy element. This ability can be added multiple times, with a different elemental immunity each time.
- Resistant [Armor, Shield, Relic, Accessory]: While this item is worn it grants a +2 bonus to opposed rolls made to avoid all negative status effects.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Expert level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
- [Status] Proof [Armor, Shield, Relic, Accessory, Consumable]: Wearing this piece of equipment confers the character Immunity to the indicated Status Condition type. The options for the status effect are Petrify, Seal, Slow, Charm, Virus, Power Break, Speed Break, Magic Break, or Armor Break. This property can be added multiple times, with a different status immunity each time.
- Stoic [Armor, Shield, Relic, Accessory]: Whenever an opponent spends one or more points of Destiny during combat, the wearer of Stoic equipment recovers 25% of their total maximum HP and MP.
- Volatile Element [Weapon, Armor, Shield, Relic, Accessory]: A volatile piece of equipment has random effects whenever a choice is to be made. At the start of each combat with a volatile equipment, roll a d6. All other properties that this equipment has that are based on a single element are now a different element based on the die roll- 1 or 2 for non-elemental, 3 or 4 for holy, and 5 or 6 for shadow. Volatile properties are free properties- they do not count towards the normal property amount for a piece of equipment when chosen.
Tier 5 Accessory Properties
- Accurate [Weapon, Armor, Accessory, Relic, Consumable]: Equipping or consuming this item doubles the base ACC score of the character, as found in their current job’s description.
- Avoidant [Armor, Shield, Relic, Accessory, Consumable]: Equipping or consuming this item doubles the base AVD score of the character, as found in their current job’s description.
- [Element] Enhancer [Weapon, Relic, Accessory, Consumable]: Any attack, Job Ability or Spell that deals elemental damage belonging to the type enhanced by the item inflicts an additional one step of damage. For the Holy element this also applies to recovery spells, increasing their healing by one step.
- [Element] Field [Weapon, Armor, Shield, Relic, Accessory, Consumable]: As a consumable, using this item instantly creates the appropriate Elemental Terrain type, chosen when the item is created or purchased: Fire, Ice, Wind, Water, Earth, or Lightning. The effects of this terrain last until the end of combat, and while the Elemental Field lasts, all spells and attacks of the same elemental type deal an additional two steps of damage. If this is an equipment instead, the character receives the effects of the Elemental Spikes spell for the chosen elemental type, and whenever the character scores a critical hit with a weapon with this property or suffers a critical hit with this armor, shield, or accessory, it manifests its elemental field. Relics are special, they can choose to either manifest the field when scoring a critical hit or receiving a critical hit, chosen at the time of the item’s creation.
- [Element]-Strike [Weapon, Relic, Accessory, Consumable]: Equipping or consuming this item makes all physical attacks deal damage as a particular element. The element is determined at the time of creation and can either be Holy or Shadow. Characters with access to multiple different Elemental Strikes – from job abilities, for example – choose one of the elements whenever they make an attack roll.
- HP Drain [Weapon, Relic, Accessory]: Whenever the wielder of this equipment damages a creature they regain HP equal to their Force times the item tier of this equipment. This property may be stacked.
- Infectious [Weapon, Armor, Shield, Relic, Accessory]: While this item is worn it grants a +2 bonus to opposed rolls made to inflict negative status effects.
- [Monster] Slayer [Weapon, Armor, Shield, Relic, Accessory]: Monster Slayer causes all attacks made by the character to deal 200% damage to creatures of that species. Furthermore, any adversary of the listed type who attempts to strike the character must succeed at an opposed Finesse check; if the attacker succeeds, they may continue with their turn normally. If the character with the [Monster] Slayer equipment succeeds, their foe is inflicted with the negative status effect Fear until the start of their next turn.
- MP Refresh [Weapon, Relic, Accessory]: Whenever the wielder of this equipment damages a creature they regain MP equal to their Force times the item tier of this equipment. This property may be stacked.
- Sentient [Weapon, Armor, Shield, Relic, Accessory]: The weapon or piece of equipment has a mind of its own, capable of forming – and often, voicing! – its own opinions. While a loudmouthed spear with a heavy accent and a hatred for stealthy approaches might not always be the most beloved traveling companion, having an extra set of eyes (or whatever!) is always beneficial. Whenever the character fails an Alertness, Lore, or Language skill check, they may re-roll the check with a total bonus equal to the tier of the Sentient equipment. In addition, if the equipment is a weapon, that weapon can continue to attack even when its wielder is afflicted with the negative status effects Fear or Stun, or unconscious. They cannot move from the hand of their user, however.
- [Status] Inflict [Weapon, Armor, Shield, Relic, Accessory, Consumable]: On a successful attack, the character may choose to deal no damage and make an opposed Force or Finesse check. If they win, the status condition is applied to the target for the standard four rounds. If this property is part of a consumable that is ingested it automatically succeeds on targets susceptible to it without a required roll. The options for the status effect are Seal, Slow, Charm, Virus, Power Break, Speed Break, Magic Break, or Armor Break. This property can be added multiple times, with a different status each time.
- Triple Critical [Weapon, Relic, Accessory]: Any critical hits caused by your weapon inflict 300% physical damage, rather than the normal 200%.
Tier 6 Accessory Properties
- Auto-[Status] [Weapon, Armor, Shield, Relic, Accessory]: The item adds a single positive status effect to a character in a manner that cannot be removed through the use of Spells or Abilities such as Dispel. The exception to this is Auto-Life, which cancels as normal if used to resurrect the character and will not be re-added for the remainder of a battle. This ability can be added multiple times, with a different Auto-Status each time.
- Channeled [Weapon, Relic, Accessory]: All weapon attacks made by the character are considered magical, reduced by M.ARM instead of ARM.
- [Element]-Proof [Armor, Shield, Relic, Accessory]: This equipment provides immunity to either the Shadow or Holy element. This ability can be added multiple times, with a different elemental immunity each time.
- Resistant [Armor, Shield, Relic, Accessory]: While this item is worn it grants a +4 bonus to opposed rolls made to avoid all negative status effects.
- [Status] Proof [Armor, Shield, Relic, Accessory, Consumable]: Wearing this piece of equipment confers the character Immunity to the indicated Status Condition type. The options for the status effect are Fear, Stun, or Unconsciousness. Immunity to unconsciousness in this way only works on spells, attacks, or abilities that cause instant death, not for unconsciousness caused by being reduced to 0 HP. This property can be added multiple times, with a different status immunity each time.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Superior level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
- Therapeutic [Weapon, Relic, Accessory]: Whenever the wielder of this equipment damages a creature, whichever PC has the lowest current HP regains HP equal to the equipment wielder’s Finesse times the item tier of this equipment. This property may be stacked.
Tier 7 Accessory Properties
- [Element] Field [Weapon, Armor, Shield, Relic, Accessory, Consumable]: As a consumable, using this item instantly creates the appropriate Elemental Terrain type, chosen when the item is created or purchased: Shadow or Holy. The effects of this terrain last until the end of combat, and while the Elemental Field lasts, all spells and attacks of the same elemental type deal an additional two steps of damage. If this is an equipment instead, the character receives the effects of the Elemental Spikes spell for the chosen elemental type, and whenever the character scores a critical hit with a weapon with this property or suffers a critical hit with this armor, shield, or accessory, it manifests its elemental field. Relics are special, they can choose to either manifest the field when scoring a critical hit or receiving a critical hit, chosen at the time of the item’s creation.
- Infectious [Weapon, Armor, Shield, Relic, Accessory]: While this item is worn it grants a +4 bonus to opposed rolls made to inflict negative status effects.
- Lucky [Weapon, Armor, Relic, Accessory, Consumable]: A Lucky character has an improved chance to strike his enemies’ weak points, and the character’s critical hit rate is increased by 1. They generally roll critical hits on results of 11-12.
- Overdrive [Weapon, Armor, Shield, Relic, Accessory]: When using equipment with the Overdrive property the character needs 1 fewer condition to use Limit Breaks.
- Precision [Weapon, Relic, Accessory, Consumable]: The item is both supernaturally accurate and also grants its wielder a sixth sense when it comes to avoiding attacks. The wielder of such a weapon receives a bonus to ACC equal to half their Force score and a bonus to their AVD equal to half their Finesse score.
- Skill Bonus [Weapon, Armor, Shield, Relic, Accessory, Consumable]: The item provides a +5 to rolls for any single skill. As a consumable, the bonus granted is doubled for a single use of that skill. This property cannot be used to improve a character’s Synthesis skill check, but the effects do stack.
- Specialized [Weapon, Armor, Shield, Relic, Accessory]: The character using this equipment gains a +5 bonus to opposed rolls when using one specific maneuver.
- Stoic [Armor, Shield, Relic, Accessory]: Whenever an opponent spends one or more points of Destiny during combat, the wearer of Stoic equipment recovers 50% of their total maximum HP and MP.
Tier 8 Accessory Properties
- Ability Refresh [Weapon, Relic, Accessory]: This equipment is made with a specific ability in mind that can normally only be activated once per chapter. Once per chapter this piece of equipment may be used to refresh that ability as an Instant action, allowing a second use of it in the current chapter.
- Break Damage Limit [Weapon, Accessory, Relic]: This ability allows the user of such equipment to do more than 999 damage in a single round, whether the damage is magical or physical (or both!) in nature. Tier 8 Weapons always gain this property as a bonus property.
- [Element] Absorb [Armor, Shield, Relic, Accessory]: This equipment provides absorption to any single element that is not Non-Elemental. This ability can be added multiple times, with a different elemental absorption each time.
- [Element] Field [Weapon, Armor, Shield, Relic, Accessory]: The character receives the effects of the Elemental Spikes spell of a single chosen elemental type. Whenever they choose to do so, they can create an Elemental Field of that same type as an instant action. This field lasts until the end of combat.
- Impervious [Armor, Shield, Relic, Accessory, Consumable]: Wearing this equipment grants the wearer the Impervious monster ability, generally reserved for bosses and their ilk. Impervious renders the wearer immune to all negative status effects other than Fear and Unconsciousness.
- Spellburst [Weapon, Relic, Accessory, Consumable]: Upon a critical hit, a weapon with the Spellburst will cast a specific magical spell. The wielder may also choose to cast the spell directly from the item for no MP as a Standard Action, with a 50% chance to break the item (100% if the item is a Consumable). The spell to cast can be any Ancient level White or Black magic spell. If an Indestructible item would be destroyed by forcefully using Spellburst, it does not break - however, the Spellburst property is forever removed.
- [Status] Inflict [Weapon, Armor, Shield, Relic, Accessory, Consumable]: On a successful attack, the character may choose to deal no damage and make an opposed Force or Finesse check. If they win, the status condition is applied to the target for the standard four rounds. If this property is part of a consumable that is ingested it automatically succeeds on targets susceptible to it without a required roll. The options for the status effect are Petrify, Stun, Fear, or Death. This property can be added multiple times, with either the same or a different status each time.