Equipment
Select an equipment category.


Items
Page 1 Key Items
Page 2 Key Items


Daggers & Thief Swords
Rackets
Rods
Flutes
Swords
Staves
Lances & Spears
Forks
Claws


Aloha T-Shirt - Light Robe
Glutton's Shirt - Tin Armor
Straw Hat - Coronet
Flash Hat - Grand Helmet
Armlets & Shields


Desert Boots - Fairy Earrings
Angel Earrings - Dark Matter

Equipment Effects Values
How does equipment effect the statistical characteristics of my character?

Def (Defense): Added values to the defense statistic, which defines general defenses against physical attacks.

Spirit: Added values to the spirit statistic, which defines the effectiveness of defenses based on the equipped armor.

Strength: Added values to the strength statistic, which defines the effectiveness of physical attacks based on the weapon equipped.

Eva (Evade): Added values to the evade statistic, which defines how able the character is to avoid physical attacks, resulting in a miss.

Speed: Added values to the speed statistic, which defines how quickly the character's ATB fills.

MDef (Magic Defense): Added values to the magic defense statistic, which defines general defenses against magic attacks.

MEva (Magic Evade): Added values to the magic evade statistic, which defines how able the character is to avoid magic attacks, resulting in a miss.


     Main >   Final Fantasy IX > Items > Forks




 Weapon Name

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

 Price/Sell

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

Fork
Combat fork used by the Qu Clan.

1100
550

 Abilities
 Equipping Character(s)
High Tide

 Atk

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

 ElemAtk

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

 ElemDef

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

 Add ST

Display in ascending order based on the 'Add ST' field.Display in descending order based on the 'Add ST' field.

21




 Purchase/Acquire
Initially equipped.
Bought in Lindblum (Disc 1), and Treno (Disc 2).
Find in Ipsen's Castle.
Needle Fork
Mysterious fork that causes opposite effect of 'Soft.'

3100
1650

 Abilities
 Equipping Character(s)
High Tide

 Atk
 ElemAtk
 ElemDef
 Add ST
34


Petrify - 10%

 Purchase/Acquire
Steal from Zaghnol (Festival of the Hunt).
Bought in Burmecia, Treno (Disc 2), Cleyra, and Ipsen's Castle.
Find in Cleyra's Trunk.
Mythril Fork
Fork made of mythril.

4700
2350

 Abilities
 Equipping Character(s)
High Tide

 Atk
 ElemAtk
 ElemDef
 Add ST
42




 Purchase/Acquire
Steal from Ralvurahva and Hilgigars.
Bought in Conde Petie, Black Mage Village (Discs 2&3), Lindblum Shop (Discs 3&4), and Esto Gaza (Disc 3; Before Desert Palace).
Silver Fork
Fork made of silver.

7400
3700

 Abilities
 Equipping Character(s)
High Tide

 Atk
 ElemAtk
 ElemDef
 Add ST
53


Slow - 15%

 Purchase/Acquire
Bought in Oeilvert, the Desert Palace, and Esto Gaza.
Catch 23 frogs with Quina in the Marshes.
Bistro Fork
Popular fork among gourmands.

10300
5150

 Abilities
 Equipping Character(s)
High Tide

 Atk
 ElemAtk
 ElemDef
 Add ST
68


Sleep - 20%

 Purchase/Acquire
Bought in Bran Bal, and Daguerreo (Disc 4)
Catch 33 frogs with Quina in the Marshes.
Gastro Fork
Legendary fork known for its ability to crush anything.

 
6650

 Abilities
 Equipping Character(s)
High Tide

 Atk
 ElemAtk
 ElemDef
 Add ST
77


Stop - 10%

 Purchase/Acquire
Catch 99 frogs in the Qu's Marsh, then challenge and defeat Quale.

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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 IX equipment category from the equipment selection menu for a complete and comprehensive list, including general items, weapons, armor, add-ons, and key items.

General Items*
Weapons*
Armor*
General recovery items, chocobo greens, throwing items, and key items.
Character weapons for attack in battle.
Protective armor, shields, and gear for defense, as well as add-on accessories.

* 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 key items for progressing through story elements, and throwing items which Amarant can use 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. Items listed as spoils cannot be purchased and must be obtained by defeating an enemy.

* 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
Each character has a unique set of weaponry that makes the best use of their class. Individual equipment include support and action abilities that can be kept by the character after acquring enough AP. However, if the character hasn't fully learned an ability, it will vanish when its corresponding equipment is removed. Certain weapons, such as rackets, can be shared between characters.

Weapon*
Price*
Abilities
Equipping Character(s)
Name of the weapon and its description.
The amount of the weapon when purchased (or synthed) in a shop.
Available support and action abilities the weapon possesses.
Characters that can equip the weapon.
Atk*
ElemAtk*
ElemDef*
Add ST*
Attack power of the weapon, measured in points. The closer this value is to 100, the stronger and more effective the weapon.
Innate elemental effect of the weapon. Any effect the weapon has will be inflicted upon the enemy when attacked. For example, if the weapon has a fire-elemental attack, it will attack for fire-elemental damage when physically inflicted on an enemy.
Innate elemental defense of the weapon. Any elemental defense the weapon posseses will protect the character from certain elemental attacks.
Extra status-ailment effect of the weapon when the character has the Add Status ability equipped. For example, if the weapon has a poison add ST, it will attack with poison when physically inflicted on an enemy.
Purchase/Acquire
Location, means, or Synth properties as to where the weapon can be acquired.

* 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
Characters support armor based on their class and its supported abilities. Individual equipment include support and action abilities that can be kept by the character after acquring enough AP. However, if the character hasn't fully learned an ability, it will vanish when its corresponding equipment is removed. Characters can equip headgear, chest armor, and add-ons together as a full armor set.

Armor/Add-On*
Price*
Abilities
Effect
Name of the armor or add-on and its description.
The amount of the armor or add-on when purchased (or synthed) in a shop.
Available support and action abilities the armor or add-on possesses.
Defensive properties of the armor and which statistic variables it alters or hinders when equipped.
Equipping Character(s)
Purchase/Acquire
Characters that can equip the armor or add-on.
Location, means, or Synth properties as to where the armor can be acquired.

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