Dec. 27th, 2025

Here's what the Machinist can make in the forge.

Mythril weapons
Name Atk. Hit% Crit% Spec. AS Materials Cost Who?
Mythril Sword 19 15 2.5 3 SILVER×10 8000 WAR/THF/RDM/BLU/SPL
Mythril Knife 10 15 2.5 3 SILVER×8 6000 WAR/THF/RDM/BLM/DNC/TRA/BRD/ARC/RON
Mythril Axe 20 10 2 3 SILVER×10 8000 WAR/NIN/TRA
Mythril Hammer 16 10 1 3 SILVER×10 8000 WAR/NIN/WHM/MCH
Mythril Nunchucks 24 15 5 3 SILVER×10 8000 NIN/MNK
Mythril Staff 12 0 0.5 3 SILVER×5 4000 WAR/NIN/MON/WHM/GEO/EVO/GRN/TIM
Mythril Spear 25 15 3.5 3 SILVER×10 8000 LNC/RON
Mythril Whip 15 20 1 +25% CONTROL chance 3 SILVER×5 4000 TRA/EVO
Mythril Bell 15 15 0.5 3 SILVER×8 6000 GEO
Mythril Greatsword 30 -30 10 3 SILVER×13 10000 DRK
Mythril Harp 6 10 2.5 3 SILVER×5 4000 BRD
Mythril Bow 16 15 10 3 SILVER×10 8000 ARC/SAM
Kotetsu 23 15 5 3 SILVER×10, FANG×2 8000 NIN/RON
Mythril Gun 6 10 100 2-Hits 3 SILVER×10 8000 MCH


Rare weapons
Name Atk. Hit% Crit% Spec. AS Materials Cost Who?
Enhance Sword 30 35 2.5 INT+50 0 Mythril.S×1, CORE×1, WATER×25 16000 PLD/NIN/RWz/LWz/RNE
Breaker 20 25 10 Ignores defense 0 Catclaw×1, FIRE×5, BOLT×3 12000 NIN/RHT/TRO
Double Axe 32 20 3 Doubles EXP on a kill 0 Hand.A×2, WIRE×1, CHAIN×1, EARTH×1 16000 PLD/NIN/BST
Master Hammer 30 30 10 Tool effectivity up 0 Novice.H×1, ICE×1, BOLT×1, EARTH×1, FIRE×1, WATER×1, WIND×1, CHAIN×1 16000 ENG
Swordchucks 46 20 10 Recoil damage 0 Iron.N×1, Short.S×2, CHAIN×1, EARTH×1 16000 WAR/NIN/MST/DTH/RNE
8-Sided 16 160 0.5 0 Iron.S×4, Iron.H×1, FIRE×1, ICE×18, WIRE×8, CHAIN×2 16000 MST/WWz/BWz/SUM/ELM/GWz/TWz
Gungnir 40 10 6 Reduces defense 0 Platnum.L×1, CHAIN×1, FIRE×5, EARTH×2, BOLT×1, WIND×1 16000 DRG
Balrog Whip 30 30 2 +25% CONTROL chance, cast DOOM 0 Mythril W.×1, FIRE×10, BOLT×1, CORE×1 16000 BST
Tinker Bell 30 30 1 Triples EXP on a kill 0 Mythril.B×2, CHAIN×1, EARTH×1 16000 ELM
Ragnrok 30 30 30 Inflicts NE-darkness 0 Onyx.G×1, BOLT×1, WIND×1, CORE×1 16000 DTH
Battle Harp 15 35 12.5 0 Mythril.H×1, WIRE×6, FIRE×3, ICE×5 8000 TRO
Killer Bow 15 25 75 Enhanced criticals 0 Iron.B×1, WIRE×2, SPIKE×4, BOLT×15 16000 RNG
Scatter 15 20 100 Hits all 0 Musket×2, SPIKE×8, CORE×1, FIRE×1, METAL×30 16000 ENG


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Mythril armor
Name Absorb Weight Spec. AS Materials Cost Who?
Mythril(A) 18 8 3 SILVER×15 12000 WAR/NIN/RDM/BLU/LNC/TRA/DRK/SPL/RON/MCH
Mythril(B) 12 1 2 SILVER×10 8000 All
Mythril Shield 8 0 3 SILVER×10 8000 WAR/NIN/SPL/RON
Mythril Helmet 6 3 2 SILVER×5 4000 WAR/NIN/LNC/DRK/SPL/RON/MCH
Mythril Gloves 6 3 2 SILVER×5 4000 WAR/NIN/RWz/LNC/TRA/DRK/SPL/RON/MCH
Mythril Boots 2 1 2 SILVER×5 4000 All


Rare armor
Name Absorb Weight Spec. AS Materials Cost Who?
Genji(A) 34 10 HP+200, can break cap 0 Steel(A)×1, LEATHR×10, FIRE×1, EARTH×1 WIND×1, WATER×1, ICE×1, BOLT×1 16000 PLD/NIN/DRG/DTH/RNE/SAM
Genji(B) 34 1 HP+150, all damage given/taken-15% Gold(B)×1, METAL×15, FIRE×1, EARTH×1, WIND×1, WATER×1, ICE×1, BOLT×1 16000 All
Genji Shield 15 -15 HP+100, Auto-SAFETY Mythril(S)×1, WOOD×20, FIRE×1, EARTH×1, WIND×1, WATER×1, ICE×1, BOLT×1 16000 PLD/NIN/RNE/SAM
Genji Helmet 15 -15 HP+100 0 Mythril(h)×1, METAL×10, FIRE×1, EARTH×1, WIND×1, WATER×1, ICE×1, BOLT×1 16000 PLD/NIN/DRG/DTH/RNE/SAM/ENG
Genji Gloves 8 2 HP+50, all damage given/taken+15% ProRing×1, LEATHR×4, FIRE×1, EARTH×1, WIND×1, WATER×1, ICE×1, BOLT×1 16000 All
Genji Boots 4 2 RUN chance +50% 0 Mythril(b)×1, LEATHR×2, FIRE×1, EARTH×1, WIND×1, WATER×1, ICE×1, BOLT×1 16000 All


##########

My general thoughts on Mythril equipment is that it's a temporary luxury. They'll last through the midgame, if that, before better stuff comes into play. Some are just bad: like Greatsword's hit% penalty makes it unviable, or Bell won't do enough damage. You can hit 3-hits at level 9 with some jobs and three ICE augments. Armor can help a Ronin, or them if they're part of your frontline.

One noteable thing you can do with armor is protect someone from almost every vanilla element except status (there's no source of it sadly). Because Gold Bracelet and ProCape have 2 slots and Mythril Boots are universal, you can protect against seven elements between those and a ProRing. You can skip out on Time and the new elements since they're rare, or add one of them if the class can use the helmet or gauntlet. And some classes can get even more than that.

Don't sweat Kotetsu except for the achievement. It's good enough to make bringing along an Archer for FANGs worth it, but they have other options and it's not game-breaking.

And some quick thoughts I have on each of the rare pieces of equipment.

- Enhance Sword:
This weapon is statistically identical to Defense. Unless you have a class that likes the big INT boost (Red or Blue Wizard), just stick with Defense itself or an Ice Sword if you have more than one. If you do have one of those two classes though, this will do a lot for them.

- Breaker:
It's okay for a Ninja, but good for a Rhythmist. As long as they have it equipped, all of their strikes (including their other weapon) will ignore defense. It's also only two points weaker than Ancient/Catclaw with high crit chance and a bit less hit% - which can be the deciding factor in sometimes switching it off. Just keep in mind that because this requires a Catclaw, and that's a 65000G sink before you even get to the materials and buying this.

- Double Axe:
It's a small upgrade for a Beastmaster over the Frozen Axe, though weaker than Golden Axe. The double EXP component isn't really reliable unless you force it, and they can get it anyway with CONTROL. The other two classes have better weapons. Very skippable.

- Master Hammer:
Yes! It's an upgrade to the Novice Hammer in every way and the best weapon an Engineer can swing! With HAMMER PROFICENCY this thing has 45 attack: that's as much as Xcalber! Not to mention the tool bonuses. The only reason not to make this is if you're going full guns.

- Swordchucks:
The recoil hurts a lot, and though Deathknight can use it and exploit MISERY, the Ragnrok is generally better. Note that despite Warrior being able to use this (the only rare weapon that can be used by an unpromoted class) you'll still only be able to use this around the time you can promote, because it requires CHAIN from the northern towns. Also note that it's possible to have jobs that can use this but not be able to make it.

- 8-Sided:
While it looks funny on paper, it's mostly memetic. Master's fists will be better most of the time, and offensive mages won't get much of it. It can give a White or Green Mage an offensive option that isn't spellcasting items for what it's worth, but their low STR hampers the damage potential.

- Gungnir:
I'm not sure how the defense reduction effect works. The low hit% harms this weapon anyway, especially when using JUMP or SUPER JUMP.

- Balrog Whip:
Even if you don't have a Beastmaster, you can still technically make this for DOOM. It has niche uses, though not benefitting from INT can make it janky. It's the strongest whip by far, but the added effects of Stun and Control might be better, and Golden Axe is still a stronger weapon for bosses.

- Tinker Bell:
Geomancers are hardly good at beating stuff to death. Their low STR and hit% will make this weapon hard to secure kills with. Pass.

- Ragnrok:
Absolutely. You can make a solid case for this being the best Deathknight weapon. 30 power isn't as good as some of its weapons, but 30 hit% and a fair 30 crit% more than makes up for it. You might still want to keep the heavier hitters around for bosses to punch through their defenses more reliably. It requires shelling out for an Onyx Greatsword, but it's probably worth it.

- Battle Harp:
Bards are usually better off singing than attacking. It's by far their best weapon if they don't have to (Genocide achievement farming...) and you can make it before airship access on New Game+ at least.

- Killer Bow:
Haven't really tried it out, the enhanced criticals effect is opaque. It's probably worse than Yoichi with two FIRE augments anyway. As with the harp, you can make for Ranger on New Game+ before airship access.

- Scatter Gun:
Unless you're going hard into tool gameplay, yes! This weapon is fantastic and can devastate a lot of random encounters up through the late game. You can easily switch to Trigun or Hexagun later.

- Genji Armor:
The cap break won't come into play unless you stack the Genji stuff or are high level. It's honestly excessive in most cases. It's good on the lower HP classes, just note that aside from Ninja, all of them can use a 42 absorb armor. Also keep in mind the cost of Steel Armor.

- Genji Bracelet:
It's tied with Opal in terms of absorb, but keep in mind that this ALSO reduces damage dealt! It's generally best on classes that aren't dealing damage in the first place. It also doesn't affected fixed damage like DEMI.

- Genji Shield:
Auto-SAFETY only kicks in if they're above critical when hit into it. It actually adds evasion, but you need to combine it with other light pieces of equipment to get the most out of it. It's the strongest shield for a Ninja, but Flame+Ice might be preferred on them without a Ribbon.

- Genji Helmet:
If you're using this, you're not using a Ribbon (and are missing 1-2 augment slots you can use to make up for it). It does have the highest absorb of any helmet, and gives -15 evasion so it can go nicely with the Shield. Most who can are generally better off with Aegis+Dragon+Proring over the shield, though so they can at least have some resistances.

- Genji Gloves:
Again, note that this will increase the damage your character takes as well as the damage they deal. It's modest in any case: for example, 15% more of 200 only makes 230.

- Genji Boots:
If you have a Thief, you may as well ignore these. If you don't, they might come in handy. Run rates kind of suck in FF1, and this will make up for it.

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