Equipment
Select an equipment category.

General Items
Accessories


Page 1 Shadow Swd - Mute Knf
Page 2 Whip - Masamune
Page 3 Rod - Rune Axe
Page 4 Artemis Bow - Arrows


 Body Armor
 Helmets
 Shields

Equipment Support
Which body parts of my character support which equipment?

LHand: (Left Hand) Supports either a weapon or a shield. Two handed weapons require both hands and disallow a shield.

RHand: (Right Hand) Supports either a weapon or a shield. Two handed weapons require both hands and disallow a shield.

Head: The head supports helmets (armor equipment only).

Body: The body supports all body armor, shirts, and robes (armor equipment only).

Arms: Arms support gauntlets and rings (accessory equipment only).


     Main >   Final Fantasy IV > Equipment > Weapons (Page 1)



 Weapon

Display in ascending order based on the 'Weapon' field.Display in descending order based on the 'Weapon' field.

 Price

Display in ascending order based on the 'Price' field.Display in descending order based on the 'Price' field.

Shadow
 
 Atk

Display in ascending order based on the 'Atk' field.Display in descending order based on the 'Atk' field.

 Hit%

Display in ascending order based on the 'Hit%' field.Display in descending order based on the 'Hit%' field.

 Special Ability
10
30
Darkness-elemental weapon
 Equipping Character(s)

 Acquire
Initially equipped by Cecil.
Dark
 
 Atk
 Hit%
 Special Ability
20
35
Darkness-elemental weapon
 Equipping Character(s)

 Acquire
Find in the Water Cave.
Death
 
 Atk
 Hit%
 Special Ability
30
40
Strength +5, Agility+5, Vitality +5, Wisdom +5, Will -5. Darkness-elemental weapon. Randomly causes KO to the target.
 Equipping Character(s)

 Acquire
Given to you by the King of Fabul the morning after the monster invasion.
Legend
 
 Atk
 Hit%
 Special Ability
40
50
Will +3. Holy-elemental weapon. Inflicts greater damage against undead, and spirit type enemies. Can be exchanged for the Excalibur once you obtain a supply of Adamant.
 Equipping Character(s)

 Acquire
Once Cecil becomes a Paladin, he'll automatically acquire this sword.
Light
 
 Atk
 Hit%
 Special Ability
99
50
Strength +3, Will +3. Holy-elemental weapon. Inflicts greater damage against undead, and spirit type enemies.
 Equipping Character(s)

 Acquire
Found in the Sealed Cave.
Excalibur
 
 Atk
 Hit%
 Special Ability
160
50
Strength +10. Holy-elemental weapon. Inflicts greater damage against undead, and spirit type enemies.
 Equipping Character(s)

 Acquire
Recieve this after giving Kokkol the Legend sword and Adamant.
Ragnarok
 
 Atk
 Hit%
 Special Ability
200
50
Strength +15, Vitality +15, Will +15. Holy-elemental weapon. Inflicts greater damage agaist undead, and spirit type enemies.
 Equipping Character(s)

 Acquire
Find in the Lunar Subterrain after defeating Wyvern.
Ancient
 
 Atk
 Hit%
 Special Ability
35
27
Randomly causes the Curse status to the target. Inflicts greater damage against spirit type enemies.
 Equipping Character(s)

 Acquire
Find in the Underground Waterway of Baron.
BloodSwd
 
 Atk
 Hit%
 Special Ability
45
0
Strength -5, Agility -5, Vitality -5, Wisdom -5, Will -5. Drain-effect weapon.
 Equipping Character(s)

 Acquire
Find in the Cave of Eblan.
Mythril
6000 GP
 Atk
 Hit%
 Special Ability
50
30
Inflicts greater damage against spirit type enemies.
 Equipping Character(s)

 Acquire
Bought in Mythril Village. Dropped by Ironmen.
Sleep
 
 Atk
 Hit%
 Special Ability
55
27
Randomly causes Sleep status to the target. Casts Sleep when used as an item.
 Equipping Character(s)

 Acquire
Find in the Castle of Eblan.
Flame
14000 GP
 Atk
 Hit%
 Special Ability
65
30
Fire-elemental weapon. Inflicts greater damage against undead, and ice-based enemies.
 Equipping Character(s)

 Acquire
Find in the Tower of Zot. Bought in the Castle of the Dwarves.
IceBrand
26000 GP
 Atk
 Hit%
 Special Ability
75
30
Ice-elemental weapon. Inflicts greater damage against insects, reptiles, and fire-based enemies.
 Equipping Character(s)

 Acquire
Bought in the Cave of Eblan.
Gorgon
 
 Atk
 Hit%
 Special Ability
77
17
Randomly causes Gradual Petrification.
 Equipping Character(s)

 Acquire
Dropped by BlackLizards, Medusas, and Gorgons.
Avenger
 
 Atk
 Hit%
 Special Ability
80
50
Two-handed sword. Wearer is permanently in Berserk status.
 Equipping Character(s)

 Acquire
Find in the Sylvan Cave. Dropped by Behemoths.
Defense
 
 Atk
 Hit%
 Special Ability
105
48
Vitality +15. Casts Armor when used as an item.
 Equipping Character(s)

 Acquire
Find in the Cave of Summoned Monsters.
Mythril
3000 GP
 Atk
 Hit%
 Special Ability
20
45
Inflicts greater damage against spirit type enemies.
 Equipping Character(s)

 Acquire
Bought in Mythril Village. Dropped by Ironmen
Dancing
5000 GP
 Atk
 Hit%
 Special Ability
28
44
Causes small physical damage when used as an item.
 Equipping Character(s)

 Acquire
Bought in the Village of Mist.
MageMash
 
 Atk
 Hit%
 Special Ability
35
25
Wisdom +5. Randomly causes Silence status to the target. Inflicts greater damage against mages.
 Equipping Character(s)

 Acquire
Found in the Sylvan Cave.
Knife
 
 Atk
 Hit%
 Special Ability
255
0
Can only be thrown by Edge.
 Equipping Character(s)
None
 Acquire
After hitting Yang with the Pan, take the Pan back to Yang's wife to receive this weapon. Must be done before going to the Moon for the first time.

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E Q U I P M E N T   C A T E G O R Y   P R O P E R T I E S
Select a Final Fantasy IV equipment category from the equipment selection menu for a complete and comprehensive list, including general items, weapons, armor, helmets, shields, and accessories.

General Items*
Weapons*
Armor*
General recovery items and offensive battle items.
Weapons for offensive and magic attacks, such as swords, staves, rods, bows & arrows.
Armor for enhancing defensive and capabilities including body armor, shields, and helmets.

Accessories*
Rings and gauntlets that increase magic effects, attack power, or defense capabilities.

* information fields can be sorted in ascending or descending order.




G E N E R A L   I T E M   P R O P E R T I E S
General items typically have recovery properties which either heal your character's HP/MP values, or heal status ailments such as poison. Others include offensive items which can be used to attack enemies in battle.

Item*
Price*
Name of the item and description of what it does.
The amount of the item when purchased in a shop.

* information fields can be sorted in ascending or descending order.




W E A P O N   P R O P E R T I E S
Weapons are offensive equipment, which allow characters to attack enemies in battle. Weapons consist of swords and objects which are inflicted physically upon enemies, bows and arrows for long range attacks, and magic rods and staff which enhance magic spell power.

Weapon*
Price*
Atk*
Hit%*
Name of the weapon.
The amount of the weapon when purchased in a shop.
Attack power, measured in points. The greater the number, the stronger the attack inflicted upon the enemy.
Attack accuracy of the weapon, based on percentage. This value is how effective the maximum attack power will be inflicted upon the enemy.
Special Ability
Equipping Character(s)
Acquire
Special innate effect abilities the weapon possess when equipped by the character.
Characters which can equip the weapon.
Location or means of acquiring the weapon other than purchasing it from a weapons shop or dealer.

* information fields can be sorted in ascending or descending order.




A R M O R   P R O P E R T I E S
Armor is defensive equipment, which protect characters from physical and magic attacks. Armor consists of body and head protection and shields.

Armor*
Price*
Def*
MagDef%*
Name of the armor.
The amount of the armor when purchased in a shop.
Defense power, measured in points. The greater the number, the better a physical attack is reduced from the enemy.
Magic defense power, measured in points. The greater the number, the better a magic attack is reduced from the enemy.
Def%*
Special Ability
Equipping Character(s)
Acquire
Defensive accuracy of the armor, based on percentage. This value is how effective the maximum defense power will be deflected, absorbed, or reduced by the enemy.
Special innate effect abilities the armor possess when equipped by the character. Certain armor can completely nullify magic attacks.
Characters which can equip the armor.
Location or means of acquiring the armor other than purchasing it from a armor shop or dealer.

* information fields can be sorted in ascending or descending order.




A C C E S S O R Y   P R O P E R T I E S
Accessories are equipped to characters alongside weapons and armor. They can significantly alter your characters' status. Accessories can make your character immune to certain magic attacks, add offensive or defensive capabilites, or improve general statuses.

Accessory*
Price*
Atk*
Def*
Name of the accessory.
The amount of the accessory when purchased in a shop.
Attack power addition, measured in points. The greater the number, the stronger the attack inflicted upon the enemy alongside the weapon.
Defense power, measured in points. The greater the number, the better a physical attack is reduced from the enemy.
MDef*
Def%*
Special Ability
Equipping Character(s)
Magic defense power, measured in points. The greater the number, the better a magic attack is reduced from the enemy.
Defensive accuracy of the armor, based on percentage. This value is how effective the maximum defense power will be deflected, absorbed, or reduced by the enemy.
Special innate effect abilities the accessory possess when equipped by the character. Certain armor can completely nullify magic attacks.
Characters which can equip the accessory.
Acquire
Location or means of acquiring the accessory other than purchasing it from a armor shop or dealer.

* information fields can be sorted in ascending or descending order.