Final Fantasy
Final Fantasy II (Famicom)
Final Fantasy (NES)
Final Fantasy (PlayStation)
Final Fantasy III (Famicom)
Final Fantasy IV (PlayStation)
Final Fantasy VI (SNES)
Final Fantasy VII
Final Fantasy VIII
Final Fantasy XIII
Final Fantasy XIII-2
Final Fantasy All The Bravest
Theatrhythm Final Fantasy
Ultima
Ultima (Apple II)
Ultima I: The First Age of Darkness (PC)
Ultima II: Revenge of the Enchantress
Ultima III: Exodus
Dragon Quest
Dragon Warrior (NES)
More Guides
Chrono Trigger
Golvellius
Mass Effect 2
Castlevania: Symphony of the Night
Other
Mission Statement
Choose Translations
Compare Cards
Leave Feedback
Site Settings
Walkthrough
Items
Items
Weapons & Shields
Armor
Key Items
Battle
Monsters
Random Encounters
Set Encounters
Monster Families
Elements
Status Ailments
Characters
Characters
Spells
Abilities
World
Areas
Maps
Treasure
Shops
Keywords
Gamer Corner Guides
Log In
or
Create an Account
Mysidia Armor
Map
Mysidia
Ice Shield
5,000 G
Knight's Armor
5,000 G
Thief's Gloves
1,000 G
Giant's Gloves
2,000 G
Compare Mysidia Armor to other Shops
Weapons & Shields: Sold in
Mysidia Armor
– 1 shown
Rare weapons
can only be found as treasure or won from monsters;
unique weapons
can only be found as treasure;
ultimate weapons
are uniquely powerful treasures
Name
The base damage dealt by the weapon; this is added to 1/4 of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense; wielding a weapon in one hand and nothing in the other increases the strength bonus from 1/4 to 1/2 of the wielder's strength score
Attack
The accuracy bonus of the weapon; this is added to the wielder's strength score to determine physical attack accuracy
Accuracy
Some weapons have a chance to inflict a status ailment with each hit; a weapon with the Drain HP ability drains 1/16 of the target's maximum hp in addition to its normal damage on each hit, but this effect is reversed against undead; the Healing ability means that the attack value of the weapon is ignored except against undead, and the target is healed for 30–60 hit points per hit; the Ripper ability appears to add 20 damage per hit, but this damage is not actually applied and the ability has no actual effect
Effect
Weapons and shields grant a bonus to evasion equal to this value times the skill level appropriate to the item type
Evasion
When used against a monster weak against one of its elements, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using a weapon against a monster of a family it is especially effective against); there is no penalty for using a weapon against a monster that resists or absorbs any of its elemental properties; shields instead grant resistance to the listed elements
Elements
When used against a monster of any of the listed families, the weapon gets a +20 bonus to attack (this does not stack with the bonus for using an elemental weapon against a monster that is weak against that element)
Effective Against
Most weapons and shields incur a penalty to the accuracy of any spells cast by the wearer; multiple penalties are cumulative
Mag. Pen.
The spell cast when this weapon is used in combat, and the level it is used at; specific details on the weapon's battle effect are found on individual item pages
Spell
Some weapons may break after being used to cast spells in combat
Break
The cost to buy this weapon in a shop
Price
The amount of gil received when selling this weapon in a shop
Value
(Shield)
Ice Shield
4
+0%
-
+7%
Fire
-
70%
-
-
5,000 gil
2,500 gil
Armor: Sold in
Mysidia Armor
– 3 shown
Rare armors
can only be found as treasure or won from monsters;
unique armors
can only be found as treasure;
ultimate armors
are uniquely powerful treasures
Name
The slot where this armor is equipped
Type
Each physical hit you take will have its damage reduced by this amount; the defense value of multiple pieces of armor is cumulative
Defense
Most types of armor incur a penalty to the wearer's evasion rate based on how heavy the armor is; multiple penalties are cumulative
Evade
Some armor grants a bonus to the wearer's magic defense rate; multiple bonuses are cumulative
Mag. Def.
Any elemental resistances this armor provides; resistance to an element causes the wearer to fully resist all spells or abilities of that element, and further reducing damage by half
Resistance
Some armor grants a bonus to a single statistic; multiple bonuses to the same statistic are not cumulative, though bonuses to different statistics are
Bonus
Most types of armor incur a penalty to the accuracy of any spells cast by the wearer based on how heavy the armor is; multiple penalties are cumulative
Mag. Pen.
The cost to buy this armor in a shop
Price
The amount of gil received when selling this armor in a shop
Value
Knight's Armor
Body
22
−26%
+5%
-
-
44%
5,000 gil
2,500 gil
Thief's Gloves
Arms
15
−3%
+5%
-
Agility +10
40%
1,000 gil
500 gil
Giant's Gloves
Arms
15
−17%
+5%
-
Strength +10
60%
2,000 gil
1,000 gil
Tropical Island B5 Variety
Mysidia Spells A
Related
Mysidia Armor
Map
Mysidia