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Dissidia 012 equipment screen

Tifa's equipment screen from Dissidia 012 Final Fantasy.

Equipment (装備品, Soubihin?) is common to many roleplaying games; the Final Fantasy series is no different. Equipment in Final Fantasy is generally divided into three categories: Weapons, Armor, and Accessories.

Nearly every playable character in the series has a variety of equippable Weapons, which generally determine attack power, element and status effects for the Attack command and other physical abilities. In almost every Final Fantasy game, Armor can also be worn to increase a character's defense. The number of armor slots available range from a single bracelet or shield in Final Fantasy VII and Final Fantasy X, to the many equipment slots in Final Fantasy XI allowing armor to be equipped to a character's head, neck, body, legs, hands, feet, back, and waist in addition to using shields and wearing rings and earrings.

Accessories are often included to provide a number of different special effects, from preventing status ailments to changing one command ability to another to inverting the effects of recovery items. In several games, multiple accessories can be equipped at once: two accessory slots are available in Final Fantasy VI and Final Fantasy X-2, a maximum of four slots can be gained in Final Fantasy XIII and Final Fantasy XIII-2, and up to ten different accessories can be equipped simultaneously in Dissidia 012 Final Fantasy.

Most commonly, the equipment slots available allow a character to equip a weapon, an off-hand item such as a shield or second weapon, headgear, body armor, and one or more accessories.

Appearances[]

Final Fantasy[]

There are five equipment slots: Weapon, Shield, Helmet, Armor, and Gloves. In the original NES version, each character had eight slots to hold pieces of equipment in—four for weapons and four for armor. This was removed in the remakes, making all non-equipped equipment held in the inventory.

Final Fantasy II[]

Characters can equip weapons or shields in their right or left hands. Depending on their prominent hand, weapons may get a decrease in potency when equipped in the wrong hand. Armor is equipped on the head, body, or arms. In the original NES and PlayStation versions, items to be used in battle are also equipped, being able to be exclusively used by the person who equipped them.

Final Fantasy III[]

Characters can equip equipment on their right hand, left hand, head, body, and arms. Characters can dual wield weapons without any penalties or abilities.

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Final Fantasy IV[]

There are five slots available for equipment: Right Hand, Left Hand, Head, Body and Arms. Depending on the character's prominent hand, weapons and shields are equipped in different slots. Yang and Edge can equip two weapons at once.

FFTA Buster SwordThis section about equipment in Final Fantasy IV is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy IV -Interlude-[]

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Final Fantasy IV: The After Years[]

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Final Fantasy V[]

Characters can equip up to five items at once: one in each hand, one on the head, on the body and an accessory.

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Final Fantasy VI[]

Characters have a total of six equipment slots. Two slots, right and left arm, exist for weapons and/or shields, but two weapons can only be wielded if the Genji Glove is equipped. Gau and Umaro cannot equip weapons, and Umaro cannot equip anything but Relics specific to him. Two slots exist for head and body for armor and two further slots for Relics (accessories) exist, which can be equipped for various boosts and resistances. Not every character can equip every type of equipment, and some equipment pieces are character-specific.

Imp equipment is a special type of equipment only characters afflicted with the Imp status can equip.

Final Fantasy VII[]

All characters have three equipment slots available: "Weapon", which is required to be filled, "Armor", and "Accessory". Player can assign Materia to currently equipped weapons and armor. Weapons are character-specific, but armor (bar the gender-specific armor pieces), accessories, and Materia are universal. Sephiroth's equipment during "The Tragedy of Five Years Ago" can be viewed but cannot be altered.

Crisis Core -Final Fantasy VII-[]

Zack's equipment consists of accessories and materia. Materia's attributes can be improved via Materia Fusion. His weapon, meanwhile, depends on where the player is in the story, and has no stats attached. However, in Crisis Core -Final Fantasy VII- Reunion, Zack gains some new battle mechanics from equipping the Buster Sword.

Final Fantasy VII Remake[]

The equipment options are Weapon (which needs to be filled), armor, and accessory. The weapons are character-specific, but other equipment pieces are universal. The player can additionally attach materia to weapons and armor. The characters have various passive abilities active depending on which weapon they equip.

Final Fantasy VIII[]

All characters have access only to the "Weapon" slot, which is required to be filled. The junction system replaces the other defensive customizations that are typically equipment related in the series. Guest characters' weapons cannot be changed, but they participate in the junction system same as permanent party members. The junction system is accessed from the menu, and weapons are only changed in junk shops.

Final Fantasy IX[]

The weapon slot is the only equipment slot that needs to be filled at all times; the options are headgear, body and arm armor, and an add-on. Equipment cannot be changed mid-battle; it can only be changed from the main menu. The permanent party members learn abilities from equipment, but not every party member can equip every equipment piece or learn every ability. For example, only mages can equip robes, and only knight-type characters can equip heavy armor. Many add-ons are universal, however. Guest characters' equipment can be changed, but Beatrix can equip only one weapon: the one she already has equipped.

Final Fantasy X[]

All party members are required to be equipped with a weapon, while the "Armor" slot is optional to be filled. All pieces of equipment are exclusive to one party member, and typically contain one to four slots for auto-abilities. The aeons' equipment cannot be accessed, but within the game code, they are equipped with "weapon" and "armor" with passive abilities as well. Seymour is a guest character whose equipment cannot be changed. Equipment can be changed mid-battle.

Final Fantasy X-2[]

Weapons are tied to dresspheres and and each girl dons a different looking weapon to differentiate them. However, the weapons are merely cosmetic and not part of the equipment system. For the "Equip" option in the menu, each girl can change her Garment Grid, dresspheres set in the currently equipped Garment Grid, and can optionally fill two "Accessory" slots.

Final Fantasy XI[]

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Final Fantasy XII[]

Each permanent playable character has five equipment slots:

  1. Weapon
  2. Off-Hand (Shields/Ammo)
  3. Head
  4. Body
  5. Accessory

Unlike in most games in the series, the Weapon slot does not need to be filled, in which case the character fights unarmed. There is a mandatory part of the game where the player characters need to fight unarmed: during the time in Nalbina Dungeons when the party's belongings have been confiscated. Basch also fights unarmed as a guest before gaining a weapon as part of the story.

What equipment pieces can be equipped depends on what licenses the character has unlocked. In the Zodiac versions, the licenses available to unlock depend on the job system, but accessories are universal. Ranged weapons cannot be equipped without compatible ammunition. Guest characters' equipment cannot be changed, but can be viewed. There are also "ally" characters who are guests who do not appear in the menu, and so their gear cannot even be viewed. Espers' equipment cannot be viewed or changed, but in the game code, they also have equipment with properties.

The Magnetize handicap slows down characters wearing metallic gear.

Final Fantasy XIII[]

Each character starts with a "Weapon" slot which is required to be filled at all times and one "Accessory" slot which is not required to be filled. In the main story, two more "Accessory" slots are unlocked by advancing through the characters' Crystaria, and defeating the final boss allows player to acquire fourth "Accessory" slot from the final Crystarium expansion.

Final Fantasy XIII-2[]

Both Serah and Noel start with the "Weapon" slot, which is required to be filled, and four "Accessory" slots, which are optional. Additionally, they both start with fifty "Accessory Capacity" points, and can raise the number of points by advancing through the Crystarium; the number of points increases respectively by 20, 20, and 10 points for a maximum of 100 points.

Human characters available through the downloadable content as Paradigm Pack allies have set weapons and they cannot be changed. They cannot be equipped with accessories to enhance their battle performance. The only way to add 'equipment' for the allies is equipping them with an adornment which serves only as an aesthetic change and does not grant any bonuses.

Lightning Returns: Final Fantasy XIII[]

Lightning is required to be equipped with a garb, weapon, and shield. Head and arm accessories, along with decorative adornments, are optional. Guest characters cannot be equipped.

Final Fantasy XIV[]

Each character is required to be equipped with something in the main hand, which determines their class. Other pieces of armor can be equipped: the head, body, legs, and gloves are on the left side of the character, while the earrings, necklace, bracelets, and two ring slots are on the left side. Most pieces of equipment offer stat bonuses, which can be augmented by Materia to a certain extent.

There is also high-quality equipment, which gives slightly higher attack and defense bonuses and give heightened stat boosts, equal to the maximum amount of stat bonuses able to be applied to that piece using Materia.

Aetherial equipment can be found in dungeons and in addition to the regular bonuses found on that piece of equipment, also have randomized bonuses already on them. As a trade-off, however, Materia cannot be melded onto them.

Final Fantasy XV[]

Weapon equipment menu in FFXV

Gear menu.

The equipment menu is called "Gear". The player characters must be equipped with a weapon. When the player controls Noctis, he can equip four weapons (but only one is mandatory) and swap between them on-the-fly, whereas the other party members can have an optional sub-weapon. Many weapons have stat boosts or penalties, which apply when simply equipped even if Noctis is not actively using them.

Elemancy menu in FFXV

Elemancy menu.

Magic needs to be equipped to a weapon slot to be used in battle, either elemancy, which Noctis can equip to one of his four slots to use manually at the player's behest, or that the others can equip to their sub-weapon slot where the AI will use it (typically mainly in tougher battles), or the Ring of the Lucii, which is exclusive to Noctis. Noctis can equip any weapon, but the others have specific weapon types they are suited for with primary and secondary arms. When character-swapping, the player cannot use magic with the other party members no matter what they have equipped, as the entire playstyle for that character changes. For example, Prompto solely uses various firearms types and flash grenades, which he cannot use when AI-controlled and are not equipable weapons in the menu.

Besides weapons, the party can equip accessories; most are universal, but some are character-specific. The party starts with one accessory slot, but they can equip up to three accessories each if more slots are opened via the Ascension system. The party can also wear various attires that changes the character's in-game model for everything but pre-renderered cut scenes and come with various passives and stat changes as well.

The menu can be accessed at will, but weapons cannot be changed when in the middle of using them. Guest characters' equipment is locked but can be viewed.

Final Fantasy Tactics[]

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Final Fantasy Tactics Advance[]

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Final Fantasy Tactics A2: Grimoire of the Rift[]

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Vagrant Story[]

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Final Fantasy Type-0[]

Each character's equipment consists of a weapon, two accessories, two commands, and one defense command. Weapons must be equipped at all times, while the two commands can be selected from abilities or magic. If additional costumes are acquired by the player, then they can be changed here as well. Notably, the Equip menu is only accessible from the save point.

Final Fantasy Adventure[]

Sumo can equip up to one weapon or spell. Items must be equipped in order for the player to use them.

The Final Fantasy Legend[]

The player can equip weapons, armor, spells, items, and abilities under the Equip menu. The maximum of eight things can be equipped per characters.

Final Fantasy Legend II[]

The player can equip weapons, armor, spells, items, and abilities under the Equip menu. Up to eight things can be equipped per characters.

Final Fantasy Legend III[]

Up to eight pieces of equipment can be equipped on the four main characters. One slot for weapons, five slots for armor, and two slots for accessories. Temporary party members are limited in what they can equip.

Final Fantasy: The 4 Heroes of Light[]

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Final Fantasy Dimensions[]

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Dissidia Final Fantasy[]

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Dissidia 012 Final Fantasy[]

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Gallery[]

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