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 40 -15 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/RNK
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/DTK/RNK
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 DTK
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


######################

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/DTK/RNK/SAM
Genji(B) 34 1 HP+150, all damage given/taken-15% 0 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 0 Mythril(S)×1, WOOD×20, FIRE×1, EARTH×1, WIND×1, WATER×1, ICE×1, BOLT×1 16000 PLD/NIN/RNK/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/DTK/RNK/SAM/ENG
Genji Gloves 8 2 HP+50, all damage given/taken+15% 0 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 isn't much better than the Silver version (adding only one augment slot), 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 the Machinist itself 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 not good enough that you'll miss it. 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. To give an idea, it will boost Red's INT clear over the Black Mage's even with the worst possible gains, and that's simply nuts. It also works on Ninja THROW items, but those are niche.

- 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 this requires a Catclaw, so 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 memetic in practice. 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:
The defense reduction effect is very minor. Most enemies will often just die or be so low the effect won't matter. It takes many hits of this weapon to appreciably reduce the defense of things you'd want to, and you're better off jumping on those - at least it still takes effect after a jump. This weapon also only has 10 hit%, which is not great especially with the penalties incurred with jump commands.

- Balrog Whip:
Even if you don't have a Beastmaster, you can still 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:
While how exactly enhanced criticals work is opaque, it's monstrous in practice. It will outdamage Yoichi with two FIRE augments most of the time. As with the harp, you can make it for a 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 (before factoring in augments).

- 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. I'd say it's generally more trouble than it's worth because of it.

- 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.

Index
Weapons
Name Material Amount Special
[Swd]Rapier METAL 1
[Knf]Small METAL 1
[Hmr]Iron METAL 1
[Spr]Iron METAL 1
[Grs]Iron METAL 1
[Kta]Gale METAL 1 Wind
[Swd]Short METAL 2
[Knf]Large METAL 2
[Axe]Hand METAL 2
[Nch]Iron METAL 2
[Stf]Iron METAL 2
[Kta]Scimtar METAL 2
[Gun]Pistol METAL 2
[Swd]Tremor METAL 3 Earth
[Knf]Ancient METAL 3 Mecha
[Grs]Bastard METAL 3
[Swd]Sabre METAL 4
[Swd]Falchon METAL 4
[Swd]Acid METAL 4 Poison
[Swd]Flame METAL 4 Fire
[Swd]Tidal METAL 4 Water
[Knf]Gladius METAL 4
[Knf]Icepick METAL 4 Ice
[Spr]Arcane METAL 4 Mbeast
[Grs]Steel METAL 4
[Bow]Iron METAL 4
[Kta]Falcata METAL 4
[Gun]Musket METAL 4
[Swd]Rune METAL 5 Caster
[Swd]Ice METAL 5 Ice
[Swd]Beast METAL 5 Beast
[Swd]Bolt METAL 5 Ltning
[Knf]Magemsh METAL 5 Caster
[Knf]Assassn METAL 5
[Spr]Trident METAL 5
[Spr]Holy METAL 5 Holy
[Spr]Tempest METAL 5 Wind
[Swd]Vorpal METAL 6
[Swd]Defense METAL 6 RUSE
[Axe]Lava METAL 6 Fire
[Axe]Light METAL 6 Undead+HRM2
[Axe]Frozen METAL 6 Ice
[Spr]Steel METAL 6
[Grs]Crimson METAL 6
[Kta]Scarlet METAL 6
[Swd]Dragon METAL 8 Dragon
[Swd]Coral METAL 8 Aqua
[Swd]Giant METAL 8 Giant
[Grs]Coral METAL 8 Aqua
[Swd]Bane METAL 10 BANE
[Swd]Sun METAL 10 Undead
[Axe]Great METAL 10
[Spr]Platnum METAL 10
[Grs]Cobalt METAL 10
[Gun]Trigun METAL 10
[Swd]Long METAL 12
[Axe]Golden METAL 15
[Hmr]Thor METAL 15 LIT2
[Grs]Onyx METAL 15
[Grs]Buster METAL 15
[Knf]Catclaw METAL 16
[Gun]Hexagun METAL 20
[Hmr]Platnum METAL 30
[Kta]Katana METAL 30
[Knf]Silver SILVER 4
[Stf]Mythril SILVER 5
[Whp]Mythril SILVER 5
[Hrp]Mythril SILVER 5
[Bow]Silver SILVER 5
[Swd]Were SILVER 6 Wbeast
[Swd]Silver SILVER 8
[Knf]Mythril SILVER 8
[Axe]Silver SILVER 8
[Spr]Silver SILVER 8
[Bel]Mythril SILVER 8
[Swd]Mythril SILVER 10
[Axe]Mythril SILVER 10
[Hmr]Silver SILVER 10
[Hmr]Mythril SILVER 10
[Nch]Mythril SILVER 10
[Spr]Mythril SILVER 10
[Grs]Silver SILVER 10
[Bow]Mythril SILVER 10
[Kta]Kotetsu SILVER 10
[Gun]Mythril SILVER 10
[Grs]Mythril SILVER 13
[Whp]Whip LEATHR 5
[Whp]Stun LEATHR 8
[Whp]Control LEATHR 8
[Stf]Wooden WOOD 1
[Hrp]Walnut WOOD 1
[Bow]Short WOOD 1
[Kta]Wooden WOOD 1
[Nch]Wooden WOOD 2
[Hrp]Birch WOOD 2
[Bow]Long WOOD 3
[Stf]Power WOOD 4
[Bow]Elven WOOD 4
[Hrp]Ash WOOD 5 Undead
[Hrp]Rune WOOD 5 Caster
[Hrp]Oak WOOD 6
[Stf]Heal WOOD 10 HEAL
[Stf]Mage WOOD 10 FIR2
[Stf]Wizard WOOD 10 CONF
[Bow]Rose WOOD 10
[Hrp]Cherry WOOD 12
[Bel]Thunder BOLT 6
[Bel]Earth EARTH 6
[Bel]Flame FIRE 6
[Bel]Ice ICE 6
[Bel]Water WATER 6
[Bel]Wind WIND 6


#####

Armor
Name Material Amount Special
[Bdy]Chain METAL 1
[Bdy]Copper METAL 2
[Shd]Iron METAL 2
[Arm]Copper METAL 2
[Arm]Earth METAL 2 Earth
[Arm]Fire METAL 2 Fire
[Arm]Ice METAL 2 Ice
[Arm]Water METAL 2 Water
[Arm]Wind METAL 2 Wind
[Hed]Iron METAL 4
[Arm]Iron METAL 4
[Shd]Flame METAL 6 Ice
[Shd]Ice METAL 6 Fire
[Hed]Heal METAL 6 HEAL
[Arm]ProRing METAL 6 Death
[Bdy]Iron METAL 8
[Shd]Opal METAL 8 Bolt
[Hed]Opal METAL 8
[Hed]Wyrm METAL 8
[Arm]Zeus METAL 8 LIT2
[Arm]Power METAL 8 SABR
[Arm]Wyrm METAL 8
[Bdy]Bone METAL 10
[Bdy]Flame METAL 10 Ice
[Bdy]Ice METAL 10 Fire
[Shd]Aegis METAL 10 Poison+Stone
[Arm]Opal METAL 10
[Bdy]Scale METAL 15
[Bdy]Opal(A) METAL 15 Bolt
[Bdy]Dragon METAL 15 Fire+Ice+Bolt
[Bdy]Gold METAL 16
[Bdy]Steel METAL 20
[Bdy]Opal(B) METAL 20
[Shd]Silver SILVER 4
[Hed]Mythril SILVER 5
[Arm]Mythril SILVER 5
[Leg]Mythril SILVER 5
[Bdy]Silver(B) SILVER 6
[Hed]Silver SILVER 6
[Arm]Silver SILVER 6
[Bdy]Silver(A) SILVER 7
[Bdy]Mythril(B) SILVER 10
[Shd]Mythril SILVER 10
[Bdy]Mythril(A) SILVER 15
[Bdy]Cloth CLOTH 1
[Bdy]White CLOTH 1 Fire+Death+INV2
[Bdy]Black CLOTH 1 Ice+Time+ICE2
[Bdy]Red CLOTH 1 Bolt+Poison+SLO2
[Shd]Linen CLOTH 1
[Hed]Cap CLOTH 1
[Shd]Wool CLOTH 2
[Shd]Satin CLOTH 4
[Shd]Silk CLOTH 10
[Shd]ProCape CLOTH 20
[Shd]Buckler LEAHTR 5
[Arm]Gloves LEATHR 2
[Bdy]Wooden WOOD 1
[Shd]Wooden WOOD 1
[Hed]Wooden WOOD 1
[Bdy]Genji(A) Can’t x
[Bdy]Genji(B) Can’t x
[Bdy]Diamond Can’t x
[Shd]Genji Can’t x
[Shd]Lunar Can’t x
[Hed]Ribbon Can’t x
[Hed]Med Can’t x
[Hed]Vigil Can’t x
[Hed]Slime Can’t x
[Hed]Spirit Can’t x
[Hed]Genji Can’t x
[Arm]Thief Can’t x
[Arm]Genji Can’t x
[Leg]Leaping Can’t x
[Leg]Genji Can’t x


Back | Index
This is a guide to the Machinist's materials as well as their deconstruct ability. Most items in the game will break down into special material. This is modeled after my weapons/armor list and is contained here for the sake of compressing it. For a list based on the materials, go here. In addition, a list of enemies that drop specific ore is listed below.

Some materials are bought in item shops.

- WIRE: 5G
- BOLT: 15G
- LENS: 25G
- CELL: 35G
- TUBE: 50G
- SPIKE: 75G
- CHAIN: 300G
- CORE: 1000G

So what about the others? Particularly: where to get the best deals on deconstruction? Well, as I stated in my job thoughts, buying from Onrac is always going to be more expensive (100G for 1 for everything but Silver). They are generally the best option for bulk just due to convenience except for SILVER. For the rest:

CLOTH
- Cheapest: Cloth at 5G/1 in Coneria will always be available.
- Best bulk: Wool Scarf is 200G/2, but if it's not available, just go with Cloth. Everything else is bad.

WOOD:
- Cheapest: Tough one. Wooden Staff at 5G/1 in Coneria or Wooden Nunchuck for 10G/2 are the best value. Wooden Shield is 15G/1 at Pravoka is right behind. You might have lesser options in Coneria depending on your jobs. Worst case: Wooden Armor in Coneria at 50G/1.
- Best bulk: Long Bow in Pravoka and Oak Harp in Crescent Lake are the only reasonable options besides Wooden Nunchuck.

METAL:
- Cheapest: Small Knife at 5G/1 in Coneria. If unavailable, Iron Hammer at 10G/1 always will be.
- Best bulk: Iron Armor is 800G/8 and will always be available.

LEATHR:
- Cheapest: Gloves at 60G/2 in Pravoka.
- Best bulk: The only other things that deconstruct into leather are whips and Buckler, which are too expensive to consider.

SILVER:
- Cheapest: Silver Knife at 800G/4 in Crescent Lake is ideal. Otherwise, Silver Hammer is 2500G/10.
- Best bulk: The above is still half as cheap as buying them from Onrac..

#####

Swords
Name Material Amount Other
Rapier METAL 1
Sabre METAL 4
Short METAL 2
Falchon METAL 4
Tremor METAL 3 Earth
Were SILVER 6 WBeast
Rune METAL 5 Caster
Dragon METAL 8 Dragon
Coral METAL 8 Aqua
Mythril SILVER 10
Long METAL 12
Acid METAL 4 Poison
Giant METAL 8 Giant
Bane METAL 10 BANE
Silver SILVER 8
Vorpal METAL 6
Flame METAL 4 Fire
Ice METAL 5 Ice
Beast METAL 5 Beast
Defense METAL 6 RUSE
Enhance Can’t
Tidal METAL 4 Water
Sun METAL 10 Undead
Bolt METAL 5 Ltning
Xcalber Can’t
Glass Can’t


Knives
Name Material Amount Special
Small METAL 1
Large METAL 2
Silver SILVER 4
Mythril SILVER 8
Magemsh METAL 5 Caster
Gladius METAL 4
Assassn METAL 5
Icepick METAL 4 Ice
Breaker Can’t
Ancient METAL 3 Mecha
Catclaw METAL 16


Axes
Name Material Amount Special
Hand METAL 2
Mythril SILVER 10
Great METAL 10
Silver SILVER 8
Lava METAL 6 Fire
Light METAL 6 Undead+HRM2
Frozen METAL 6 Ice
Golden METAL 15
Double Can’t


Hammers
Name Material Amount Special
Iron METAL 1
Silver SILVER 10
Novice Can’t
Mythril SILVER 10
Thor METAL 15 LIT2
Platnum METAL 30
Master Can’t
Golden METAL 15
Double Can’t


Nunchucks
Name Material Amount Special
Wooden WOOD 2
Iron METAL 2
Mythril SILVER 10
Sword Can’t


Staves
Name Material Amount Special
Wooden WOOD 1
Heal WOOD 10 HEAL
Power WOOD 4
Mage WOOD 10 FIR2
Mythril SILVER 5
Iron METAL 2
Wizard WOOD 10 CONF
8-Sided Can’t


Spears
Name Material Amount Special
Iron METAL 1
Trident METAL 5
Steel METAL 6
Silver SILVER 8
Mythril SILVER 10
Arcane METAL 4 MBeast
Platnum METAL 10
Holy METAL 5 Holy
Tempest METAL 5 Wind
Gungnir Can’t


Whips
Name Material Amount Special
Whip LEATHR 5
Mythril SILVER 5
Stun LEATHR 8
Control LEATHR 8
Balrog Can’t


Bells
Name Material Amount Special
Mythril SILVER 8
Earth EARTH 6
Flame FIRE 6
Ice ICE 6
Water WATER 6
Wind WIND 6
Thunder BOLT 6
Blessed Can’t
Tinker Can’t


Greatswords
Name Material Amount Special
Iron METAL 1
Bastard METAL 3
Steel METAL 4
Crimson METAL 6
Mythril SILVER 13
Chaos Can’t
Ragnrok Can’t
Silver SILVER 10
Cobalt METAL 10
Coral METAL 8 Aqua
Onyx METAL 15
Buster METAL 15


Harps
Name Material Amount Special
Walnut WOOD 1
Birch WOOD 2
Ash WOOD 5 Undead
Gilbart Can’t
Rune WOOD 5 Caster
Mythril SILVER 5
Oak WOOD 6
Crystal Can’t
Dream Can’t
Auto Can’t
Cherry WOOD 12
Battle Can’t


Bows
Name Material Amount Special
Short WOOD 1
Long WOOD 3
Elven WOOD 4
Silver SILVER 5
Killer Can’t
Mythril SILVER 10
Iron METAL 4
Yoichi Can’t
Rose WOOD 10


Katanas
Name Material Amount Special
Gale METAL 1 Wind
Scimtar METAL 2
Wooden WOOD 1
Kotetsu SILVER 10
Falcata METAL 4
Scarlet METAL 6
Katana METAL 30
Masmune Can’t


Guns
Name Material Amount Special
Pistol METAL 2
Mythril SILVER 10
Musket METAL 4
Trigun METAL 10
Hexagun METAL 20
Scatter Can’t


#####

Armor
Name Material Amount Special
Cloth CLOTH 1
Wooden WOOD 1
Copper METAL 2
Mythril(B) SILVER 10
Chain METAL 1
Silver(B) SILVER 6
Silver(A) SILVER 7
Mythril(A) SILVER 15
Bone METAL 10
Iron METAL 8
Gold METAL 16
White CLOTH 1 Fire+Death+INV2
Black CLOTH 1 Ice+Time+ICE2
Red CLOTH 1 Ltning+Poison+SLO2
Scale METAL 15
Steel METAL 20
Flame METAL 10 Ice
Ice METAL 10 Fire
Genji(A) Can’t
Opal(B) METAL 20
Genji(B) Can’t
Opal(A) METAL 15 Ltning
Dragon METAL 15 Fire+Ice+Ltning
Diamond Can’t


Shields
Name Material Amount Special
Linen CLOTH 1
Wool CLOTH 2
Satin CLOTH 4
Silk CLOTH 10
Wooden WOOD 1
Buckler LEAHTR 5
Iron METAL 2
Silver SILVER 4
Mythril SILVER 10
ProCape CLOTH 20
Flame METAL 6 Ice
Ice METAL 6 Fire
Genji Can’t
Lunar Can’t
Opal METAL 8 Ltning
Aegis METAL 10 Poison+Stone


Headwear
Name Material Amount Special
Ribbon Can’t
Cap CLOTH 1
Med Can’t
Vigil Can’t
Slime Can’t
Spirit Can’t
Wooden WOOD 1
Iron METAL 4
Silver SILVER 6
Mythril SILVER 5
Heal METAL 6 HEAL
Opal METAL 8
Wyrm METAL 8
Genji Can’t


Armwear
Name Material Amount Special
Gloves LEATHR 2
Copper METAL 2
Thief Can’t
Earth METAL 2 Earth
Fire METAL 2 Fire
Ice METAL 2 Ice
Water METAL 2 Water
Wind METAL 2 Wind
Iron METAL 4
Silver SILVER 6
Mythril SILVER 5
Zeus METAL 8 LIT2
Power METAL 8 SABR
Opal METAL 10
Genji Can’t
ProRing METAL 6 Death
Wyrm METAL 8


Legwear
Name Material Amount Special
Leaping Can’t
Mythril SILVER 5
Genji Can’t


##########

Offensive ore
FIRE ICE BOLT
AGAMA 0-1 Frost D 0-2 Blue D 0-2
CEREBUS 0-1 FrGATOR 0-1 JELLY 0-1
FIRE 1-2 FrGIANT 0-2 MUCK 0-1
GARGOYLE 0-1 FrWOLF 0-1 OIL 0-1
R.GIANT 0-2 IMAGE 0-1 OOZE 0-1
R.GOYLE 0-1 GHOST 0-1 SCUM 0-1
R.HYDRA 0-1 IMAGE 0-1 SLIME 0-1
Red D 0-2 PHANTOM 1 RAMUH 3-6
IFRIT 3-6 SHADOW 0-1 TIAMAT 2
KARY 4 WRAITH 0-1
PHOENIX 6-9 LICH 2
SHIVA 3-6


Defensive ore
EARTH WATER WIND
BONE 0-1 BigEYE 0-2 AIR 1
EARTH 1-2 R.SAHAG 0-1 COCTRICE 0-1
GEIST 0-1 SAHAG 0-1 OddEYE 0-2
GHOUL 0-1 WATER 1 PERILISK 0-1
MUDGOL 2-4 WIZARD 0-1 WYRM 0-2
MUMMY 0-1 WzSAHAG 0-1 WYVERN 0-2
R.BONE 0-1 KRAKEN 4 FAIRY 1-2
ROCKGOL 2-4 LEVIATHAN 3-6 TIAMAT 2
SPECTER 0-1
VAMPIRE 0-1
WzMUMMY 0-1
WzVAMP 0-1
ZOMBIE 0-1
ZombieD 0-2
ZomBULL 0-2
GOLEM 3-6
LICH 2
TITAN 3-6


Index
This is a quick and dirty guide to FFR job sidequests and abilities.

Warrior/Paladin
Sidequest: Forge the Xcalber in the Dwarf Cave using the ADAMANT from F2 of the Floating Castle, then take it to the fountain in Lefein to trade it for the Lunar Shield.

Before promotion
Skill WARCRY Priority. Boosts all allies' attack by 50% for the next two rounds.
World SHOUT Makes the NPC in front of the Warrior move.
After promotion
Magic White Can buy and use certain White magic spells from stores.
Skill COVER Priority. Takes all physical damage for the selected ally for 3 rounds.
Limit INVINCIBLE Priority. Nullifies all physical damage the user takes for the next 2 rounds.


Thief/Ninja
Sidequest: None formal.

Before promotion
Skill MUG Performs a physical attack at 80% power that cannot critical. Steals 50-100% of the target's gold yield
World SEARCH Detects and picks up hidden items in the vicinity.
Trait FAST WALK Increases movement speed when the displayed character.
After promotion
Magic Black Buy certain L1-L4 Black spells in shops.
Skill THROW Used to throw various elemental scrolls at all enemies
Trait SNEAK ATTACK Prevents ambushes and increases preemptives when the displayed character.
Limit SMOKE BOMB Priority. Escape from any battle (even unrunnable ones) and prevent encounters for a set number of steps after.


Monk/Master
Sidequest: Go to Castle Ordeals after promotion and do a battle where only Masters can participate to unlock the CHANNELING trait.

Before promotion
Skill BOOST Raises unit's chi to their current maximum.
Skill COMBO Expend 1 chi to attack enemies with one more hit than normal. If an enemy is killed by a hit, additional roll over to the next enemy.
Skill CHAKRA Expend 2 chi to heal the party and cure poison. Healing is split across living members and is based on the user's max HP and VIT.
Trait PUGILIST When unarmed
Trait CENTERING Flavor skill.
After promotion
Skill CHI BLAST Expends all chi to deal damage to all enemies, proportional to chi and VIT
Trait IMPROVED CENTERING Replaces CENTERING. Character starts with 1 chi point every battle.
Trait COUNTER When physically attacked
Trait CHANNELING Unlockable. Restores 1 chi point after killing an enemy with a FIGHT attack.
Limit FOCUS STRIKE Unit performs a physical attack where all hits are critical.


Red Mage/Red Wizard
Sidequest: Learn L8 spells by pressing the confirm button when facing the back of the magic shops in Lefein.

Before promotion
MAGIC Red Buy and use certain white and black spells in shops.
Trait SABOTEUR Status spells used by the character gain +80 accuracy.
Trait MAGUS ADEPT Flavor skill.
After promotion
Skill CONVERT Swaps the charges between any two levels of magic with spells.
Trait MAGUS MASTERY Replaces ADEPT. Flavor skill.
Limit REFRESH Restores another character's limit.


White Mage/White Wizard
Sidequest: Examine the destroyed clinic on the east side of Melmond for the REVIVALIST trait.

Before promotion
Magic White Buy and use certain white magic spells.
Skill PRAY Heals 1-5% of all allies' max HP. The max range increases by 5% for each cast, to a max of 30%.
Trait CLERIC Increases accuracy on healing spells and increases their floor by 50%.
Trait DIVINE ADEPT Flavor skill.
After promotion
Skill RERAISE Places a buff on an ally that will revive them with 20% of their max HP the next time they take lethal damage.
Trait REVIVALIST Unlockable. LIFE and LIF2 will work in battle.
Trait DIVINE MASTERY Replaces ADEPT. Flavor skill.
Limit BENEDICTION Fully heals all allies and removes "common" status ailments.


Black Mage/Black Wizard
Sidequest: Talk to Matoya after promotion for the PRIMING trait.

Before promotion
Magic Black Buy and use certain black magic spells.
Skill BLUFF Doubles all allies' INT for one turn.
Trait SORCERER Increases the accuracy of all damaging spells.
Trait ARCANE ADEPT Flavor skill.
After promotion
Skill ELEMENTAL SEAL The next spell cast will ignore resistances and deal max damage. Does not work with itemcasts.
Trait ARCANE MASTERY Replaces ADEPT. Flavor skill.
Limit MANAFONT Unit will not consume or need spell charges for 3 rounds.


Blue Mage/Blue Wizard
Sidequest: None formal besides learning all spells.

Before promotion
Magic Blue Can use any blue magic spell known.
Skill SKILL LURE Priority. All single-target enemy skills will target this character. Also, increases the odds of an enemy using a skill.
Trait AZURE LORE Unit can learn blue magic if hit by an enemy skill. Spawns NPCs who will offer to fight monsters who use skills.
After promotion
Skill CONVERGENCE Tiredness. Character casts a multitarget blue spell as single target, doubling its power.
Limit AZURE AFFINITY Increases accuracy on the next blue spell cast. The next enemy skill that targets the user will have a 100% chance of being learned.


Dancer/Rhythmist
Sidequest: Talk to dancers in towns to learn dances. A list is in my skills guide.
Sidequest: Talk to Arylon after learning all dances for the DETERMINATION trait.

Before promotion
Magic Dance Can use any dance learned, expending bravery in the process.
Trait DANCE Unit can learn dances by talking to NPC dancers in towns.
Trait BRAVERY BOOST Hitting an enemy increases bravery, which ties into the success rate of dances. -50% if inflicted by darkness.
After promotion
Skill FLURRY Performs a physical with less power but more hit%.
Trait DUAL-WIELD Unit can equip two weapons. The second in menu order adds half its power/hit% and its full crit% to their stats.
Trait DETERMINATION Unlockable. Unit gains 25% bravery if a dance fails.
Limit DUENDE Unit can use any dance, and will not lose bravery for 3 rounds.


Geomancer/Elementalist
Sidequest: Give all six elemental bells to the man in the southwest of Pravoka for the Blessed Bell. A list is in my equipment guide.

Before promotion
Magic Geomancy Can use one of a select four spells from the current terrain.
Skill TERRAIN Casts a random spell from the current terrain, with a chance for one of two "rare" ones. May restore spell charges.
Trait GEOMANCY Flavor skill.
Trait LIGHT STEP Ignores the effects of damage tiles while the displayed character.
After promotion
Skill RESERVES Can use one of a select four spells from the SAMPLEd terrain. Cannot use in the same terrain.
World SAMPLE Empowers RESERVES with spells from the current terrain.
LIMIT GEOSTORM Deals heavy omnielemental damage to all enemies, ignoring resistances.


Lancer/Dragoon
Sidequest: Talk to the dragon in Onrac then kill 100 enemies with JUMP or SUPER JUMP for the Leaping Boots

Before promotion
Skill JUMP Fatigue. Leave combat for one round and come down with an attack with 32 less hit% where all hits are critical.
After promotion
Skill SUPER-JUMP Double fatigue. Leave combat for one round and come down with an attack on all enemies with half hit% where all hits are critical.
Trait DRAGON KILLER Unit's attacks are always considered to be effective against dragons.
Limit FLY HIGH Priority. Executes a SUPER-JUMP. Removes fatigue and prevents it for 3 rounds.


Trainer/Beastmaster
Sidequest: Talk to the man in the southeast of Gaia, catch a T REX, and return to him to unlock pet food. T REX is in the northeast portion of the map. Just soft reset with them as the visible character until it shows.

Before promotion
Skill CONTROL Attempts to control a monster for two rounds, the unit will use their turn to direct them. Bonus EXP equal to the amount they pay out is granted after battle.
Trait AXE PROFICIENCY Axes gain a +10 hit% bonus
Trait LURE When the displayed characters, there is a 50% chance of skipping over an encounter slot that is not a slot 7 or 8.
After promotion
Skill CAPTURE Attempts to capture a monster using the same mechanics as CONTROL.
Skill CALL BEAST If there is room on the field, summons a CAPTUREd monster. It then works on the same mechanics as CONTROL.
Limit FAMILIAR The next CONTROL attempt has a 100% chance of success.


Evoker/Summoner
Sidequest: Besides the summons (a list is in my magic guide), BAHAMUT's Astral Plane can be entered by talking to him after promotion and beating all four fiends.

Before promotion
Magic Summon Can use any summon spell known.
Trait EVOCATION Flavor skill.
Trait ASTRAL HARMONICS Unit can locate and enter portals to the astral plane when the displayed character.
After promotion
Skill CALL Tiredness. Unit casts a random summon skill they know. Charging turns still apply.
Limit ASTRAL FLOW Priority. Unit casts the last summon spell used, without a charging turn if it has one.


Time Mage/Time Wizard
Sidequest: Use TELE anywhere in Castle Ordeals to unlock the SET TELEPOINT world ability.

Before promotion
Magic Black Buy and use certain black magic spells.
Skill EGRESS Resets the current battle, and rerolls formation along with preemptive/ambush.
Trait RESIST TIME Unit resists the time-element along with the effects of slow, sleep, and paralysis.
Trait TEMPUS ADEPT Flavor skill.
After promotion
Skill DOUBLECAST Tiredness. Target ally's magic will execute twice for a single spell charge. Does not work on pseudospells in the magic menu like songs and dances.
Trait TEMPUS MASTERY Replaces ADEPT. Flavor skill.
Limit COMPRESS TIME Priority. Only the unit can act for the next 3 rounds.


Green Mage/Green Wizard
Sidequest: Talk to Sarda after promotion to unlock the WARDING CIRCLE world ability.

Before promotion
Magic White Buy and use certain white magic spells.
Skill EXUVIATION Removes status or elemental resistance buffs from an ally and deals non-elemental damage to all enemies proportional to the amount removed.
Trait RESIST POISON Unit resists the poison-elemental and is immune to the poison status.
Trait DRUID ADEPT Unit's buff spells are given priority.
Trait DRUIDIC BOUNDARY Unit's buff spells have a 50% chance of restoring 1-5% of a target's max HP.
After promotion
Skill BENEFACTION Restores health based on damage recorded by ACCRETION, split amongst living allies.
Trait RESIST STONE Unit resists the stone-elemental and is immune to the petrify status.
Trait DRUID MASTERY Replaces ADEPT. Unit's buff spells are given priority.
Trait ACCRETION Records damage taken up to the user's max HP.
Limit BARRIER Grants immunity to most negative status ailments to all allies.


Bard/Troubadour
Sidequest: Unlock songs by talking to various NPCs. A list is in my skills guide
Sidequest: Talk to Sara and the Elf Prince after promotion, and they'll respectively give the Auto Harp and Dream Harp.

Before promotion
Magic Songs Can use any song learned.
Skill HIDE Removes unit from combat and restores 1 spell charge. All songs are sustained. Removed if all other allies are dead.
Trait BARDSONG L1 Unit can learn songs by talking to NPCs.
Trait HARPIST Flavor skill.
Trait RESIST SILENCE Unit is immune to the silence status.
Trait SPOONINESS Flavor skill.
After promotion
Trait BARDSONG L2 Replaces L1. Unit now has 2 spell charges.
Trait ENCORE HIDE will restore 2 spell charges.
Limit VIRTUOSO Plays any song (regardless of spell charges). Allows songs to be maintained with any action and stacked by the same character.


Dark Knight/Deathknight
Sidequest: Use CONSUME BAT. HP bats: ToF. STR bats: Earth B3/B5. AGI bats: Earth B4. INT bats: Marsh B3. VIT bats: Earth B2, Waterfall. LUCK bats: Marsh B1/B2, Northwest Castle.
Sidequest: Talk to the man in Onrac's graveyard after promotion, then have the Deathknight take 1000 damage in one battle without dying for the MISERY trait.

Before promotion
Magic Black Buy and use certain black magic spells.
Skill BLOOD WEAPON Unit will drain HP equal to half the damage inflicted for the next 2 rounds. Unit needs a weapon equipped. Ineffective against undead/mech.
Trait SHADOW ADEPT Flavor skill.
Trait RESIST BLIND Unit is immune to the blind status.
Trait SHADOWBLADE Unit gains 32 hit% against targets inflicted with blind.
After promotion
Skill SOULEATER Fatigue. Deals non-elemental damage and attempts to inflict blind on all enemies. Heals undead, but can still blind them. Unit loses 20% of their max HP.
World CONSUME BAT When the visible character, unit may eat any bat NPC, gaining stats in the process.
Trait SHADOW MASTERY Replaces ADEPT. Flavor skill.
Trait MISERY Unlockable. Unit's attack increases as their HP decreases.
Limit DREADSPIKES Enemies that physically attack this unit will be damaged and the user healed for the roughly the same amount. Wears off after 50% of the user's max HP has been drained in this way.


Spellblade/Rune Knight
Sidequest: Talk to the wandering swordsman for special swords. These are: Pravoka, Marsh Cave B2 north, Titan's Tunnel, Ordeals F2 treasure room, Mirage Tower F1 (with two additional spots in Gurgu B4 and Ice Cave B2 that just go towards an achievement). After getting Xcalber, meet him on the bridge north of Coneria to fight him to unlock the BLITZ skill.

Before promotion
Magic White Buy and use special white magic spells.
Skill IMPART Grants the effects of the BLADECRAFT trait to all allies for 1 round.
Trait MYSTIC ADEPT Flavor skill.
Trait BLADECRAFT Unit gains a 50% bonus to damage when using a weapon with elemental properties. Bonus increases to 100% if striking an elemental or racial weakness.
After promotion
Skill RUNIC Priority. Unit negates any white, black, or blue spell cast. as long as they have less than 3 charges. Enemy skills and summons are not affected. They can expend charges to alter their FIGHT/MAGIC commands to target all.
Skill BLITZ Unlockable. Tiredness. Unit executes any spell followed by a FIGHT attack.
Trait MYSTIC MASTERY Replaces ADEPT. Unit can learn tier 2 magic spells in combat.
Limit INFUSE User immediately gains 3 RUNIC charges.


Archer/Ranger
Sidequest: Use SCAVENGE on the peninsula east of Gaia for the Yoichi Bow.

Before promotion
Magic Magic Arrows Craft special arrows in the MAGIC section of the pause menu and use them in battle.
Skill AIM Requires a bow. Increases the damage of the unit's next FIGHT by 120%. Can be stacked up to 3 times.
Trait HUNTER Gives special materials when the unit kills an enemy with a FIGHT.
Trait ARROWCRAFT Flavor skill.
Trait BOW PROFIENCY Gives a bonus to bow attacks based on their hit%.
Trait DETECT TRAPS Highlights spiked tiles (fixed encounters) in dungeons when the displayed character and prevents ambushes from them.
After promotion
Skill HUNTER'S MARK Priority. The next phyiscal attack on the targetted enemy will guarantee all hits are critical.
World SCAVENGE Will do nothing, trigger an encounter, or give materials from monsters in the area. If used after stepping on a spiked tile, guarantees materials the first time.
Limit RAPID-FIRE Requires a bow. Deals 4 attacks to random targets at maximum power, ignoring defense and evasion.


Ronin/Samurai
Sidequest: Unlock various skills by using PAY TRIBUTE at red flowerbeds. They're in: northeast of the Temple of Fiends, southeast of Marsh Cave B2 south, behind the Titan in his tunnel, the north end of the hall of giants in Earth Cave B1, in the northwest of Gurgu B3, and the small transition room before the holes in the Ice Cave.
Sidequest: After promotion, pay a variable amount of gold at the blue flowerbed in the northern part of the Waterfall to fight YOJIMBO. Defeat him to unlock the YAEGASUMI limit.

Before promotion
Magic Weapon Skills Spend accumulated TP to use skills on weapons in inventory.
Skill RE-EQUIP Allows unit to change weapons in combat.
Skill MEDITATE Unlockable. Gives 25TP. Doubles TP gains and doubles bow damage for the next 2 rounds.
Skill SEKKANOKI Unlockable. Reduces TP cost of the next weapon skill used by 100.
Skill THIRD EYE Unlockable. Priority. Evades the next physical attack directed at the user. Fatigue is inflicted after this triggers.
World PAY TRIBUTE When the visible character, unit may trigger enemy Ronin encounters at flowerbeds.
Trait BUJUTSU ADEPT Flavor skill.
Trait RETAIN TP Unlockable. Unit will not have TP zeroed after using RE-EQUIP.
Trait DOUBLEHAND Unlockable. When a katana is equipped with no shield, their power increases by 50%.
Trait ZANSHIN Unlockable. If a FIGHT attack misses for any reason, immediately executes another FIGHT.
After promotion
Trait BUJUTSU MASTERY Replaces ADEPT. Flavor skill.
Limit MEIKYO SHISUI Reduces TP cost of all skills in the next skillchain to 100.
Limit YAEGASUMI Unlockable. Priority. Evades all special skills (anything not a FIGHT or basic magic) and grants the user 100TP for each.


Machinist/Engineer
Sidequest: Talk to robot NPCs in the Waterfall, Mirage F1-F3, and Floating Castle for the DRINK command in MAGITEK, FIRE/ICE/BOLT BEAM, and HEAL FORCE respectively.
Sidequest: Defeat a WarMECH on F5 of the Floating Castle to unlock the WarMECH tool.

Before promotion
Magic Magic tools Craft special tools in the MAGIC section of the pause menu and use them in battle.
World DECONSTRUCT Grants access to a special menu where equipment can be broken down into components.
Trait TINKERER Flavor skill.
Trait SALVAGER Special ore may be found after combat with certain enemies.
Trait FRIEND OF THE FORGE When the visible character, can interact with the anvil in the Dwarf Cave to create special equipment.
Trait HAMMER PROFICENCY Hammers gain a 50% bonus to their damage rating.
After promotion
World REDESIGN A new section is added to the special menu where tools can be modified into one of four variations.
Limit MAGITEK Removes all status and enters a special armor with level×20 HP. User can use special commands, but cannot be healed normally or benefit from positive status while inside.


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