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Equipment
Select an equipment category.





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 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).
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ShortBow
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220 GP
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Crossbow
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700 GP
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Acquire
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Bought in Mysidia.
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GreatBow
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2000 GP
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Special Ability
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15
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-10
| Strength +3.
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Archer
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3000 GP
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Special Ability
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20
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0
| Strength +5.
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ElvenBow
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Special Ability
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25
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25
| Wisdom +5. Inflicts greater damage against mages.
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Acquire
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Find in the Sylph Cave.
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Yoichi
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Special Ability
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30
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10
| Strength +10.
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Acquire
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Find in the Village of Summoned Monsters.
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Artemis
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Special Ability
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40
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20
| Strength +10, Agility +10, Vitality +10, Wisdom -10, Will -10.
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Acquire
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Dropped from Kary.
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Medusa
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Special Ability
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1
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0
| Aerial effect weapon. Inflicts greater damage against flying monsters. Randomly petrifies the target.
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Acquire
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Dropped or Stolen from Black Lizards, Medusas, and Gorgons. Dropped by Stonemen.
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Brass
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10 GP
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Special Ability
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5
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0
| Aerial effect weapon. Inflicts greater damage against flying monsters.
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Holy
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20 GP
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Special Ability
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10
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0
| Holy-elemental and Aerial effect weapon. Inflicts greater damage against undead, spirits, and flying monsters.
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Acquire
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Bought in Mysidia.
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Fire
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30 GP
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Special Ability
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15
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0
| Fire-elemental and Aerial effect weapon. Inflicts greater damage against undead, flying, and ice-based monsters.
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Acquire
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Bought in Troia. Stolen or dropped from FlameDogs, Chimeras, and Manticores.
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Ice
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30 GP
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Special Ability
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15
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0
| Ice-elemental and Aerial effect weapon. Inflicts greater damage against insects, reptiles, flying, and fire-based monsters.
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Acquire
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Bought in Troia. Stolen or dropped from Ice Lizards, and Ice Beasts.
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Bolt
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30 GP
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Special Ability
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15
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0
| Lightning-elemental and Aerial effect weapon. Inflicts greater damage against machines, flying, and water-based enemies.
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Acquire
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Bought in Troia. Stolen or dropped from Grudgers, Screamers, and Machines.
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Darkness
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40 GP
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Special Ability
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20
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0
| Aerial effect weapon. Inflicts greater damage against flying monsters. Randomly Blinds the target.
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Acquire
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Bought in the Castle of the Dwarves.
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Poison
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100 GP
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Special Ability
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30
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0
| Aerial effect weapon. Inflicts greater damage against flying monsters. Randomly poisons the target.
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Acquire
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Bought in the Cave of Eblan. Stolen or dropped from Nagas, CaveNagas, HugeNagas, Pythons, and Hydras.
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Mute
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100 GP
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Special Ability
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35
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0
| Aerial effect weapon. Inflicts greater damage against mages, and flying monsters. Randomly silences the target.
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Angel
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110 GP
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Special Ability
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40
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0
| Aerial effect weapon. Inflicts greater damage against giants and flying monsters. Randomly confuses the target.
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Acquire
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Bought in the Land of Summoned Monsters.
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Yoichi
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140 GP
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Special Ability
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50
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0
| Aerial effect weapon. Inflicts greater damage against flying monsters.
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Acquire
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Bought from Kokkol after returning from the Moon.
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Artemis
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Special Ability
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75
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0
| Aerial effect weapon. Inflicts greater damage against dragons, and flying monsters.
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Acquire
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Find in the Lunar Subterrain. Stolen or Dropped from Kary.
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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*
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Weapons*
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Armor*
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General recovery
items and offensive battle items.
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Weapons for offensive and magic attacks, such as swords, staves, rods, bows & arrows.
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Armor for enhancing defensive
and capabilities including body armor, shields, and helmets.
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Accessories*
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Rings and gauntlets that increase magic effects, attack power, or defense capabilities.
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* information fields can be
sorted in ascending or descending
order.
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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*
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Price*
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Name of the item and description of what it does.
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The amount of the item when purchased in a shop.
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* information fields can be
sorted in ascending or descending
order.
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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*
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Price*
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Atk*
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Hit%*
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Name of the weapon.
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The amount of the weapon when purchased in a shop.
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Attack power, measured in points. The greater the number, the stronger the attack inflicted upon the enemy.
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Attack accuracy of the weapon, based on percentage. This value is how effective the maximum attack power will be inflicted upon the enemy.
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Special Ability
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Equipping Character(s)
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Acquire
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Special innate effect abilities the weapon possess when equipped by the character.
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Characters which can equip the weapon.
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Location or means of acquiring the weapon other than purchasing it from a weapons shop or dealer.
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* information fields can be
sorted in ascending or descending
order.
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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*
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Price*
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Def*
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MagDef%*
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Name of the armor.
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The amount of the armor when purchased in a shop.
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Defense power, measured in points. The greater the number, the better a physical attack is reduced from the enemy.
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Magic defense power, measured in points. The greater the number, the better a magic attack is reduced from the enemy.
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Def%*
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Special Ability
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Equipping Character(s)
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Acquire
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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.
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Special innate effect abilities the armor possess when equipped by the character. Certain armor can completely nullify magic attacks.
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Characters which can equip the armor.
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Location or means of acquiring the armor other than purchasing it from a armor shop or dealer.
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* information fields can be
sorted in ascending or descending
order.
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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*
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Price*
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Atk*
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Def*
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Name of the accessory.
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The amount of the accessory when purchased in a shop.
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Attack power addition, measured in points. The greater the number, the stronger the attack inflicted upon the enemy alongside the weapon.
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Defense power, measured in points. The greater the number, the better a physical attack is reduced from the enemy.
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MDef*
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Def%*
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Special Ability
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Equipping Character(s)
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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.
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Special innate effect abilities the accessory possess when equipped by the character. Certain armor can completely nullify magic attacks.
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Characters which can equip the accessory.
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Acquire
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Location or means of acquiring the accessory other than purchasing it from a armor shop or dealer.
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* information fields can be
sorted in ascending or descending
order.
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