Final Fantasy XII Reference
Shops and Availability
Shop stock changes with story progress. It is not enough to know that an item is sold in Rabanastre or Balfonheim Port; the current stock phase matters too.
Original-Game Stock Phases
| Phase | Shop stock improves… |
|---|---|
| 1 | Initially |
| 2 | After obtaining the Key ItemOpens the hidden route through the Royal Palace Cellars. |
| 3 | After escaping from Barheim Passage |
| 4 | After escaping Ba’Gamnan’s Field MechanicA floor hazard revealed by Libra and crossed safely while Float is active. |
| 5 | After escaping from the Dreadnought Leviathan |
| 6 | After defeating EsperThe first story Esper, acquired in the Tomb of Raithwall after a level 20 battle; use Water, avoid Fire, cure Oil before Firaja, and assign the Esper to one character on the shared License Board. |
| 7 | After obtaining the Key Item / AccessoryRoute Key Item that can be equipped for +20 Magick Resist but reduces the wearer’s MP to 0. |
| 8 | After reaching Eruyt Village |
| 9 | After obtaining Key ItemAllows the party to pass the sealed barriers in Golmore Jungle. |
| 10 | After speaking to Gran Kiltias Anastasis |
| 11 | After defeating Judge Bergan |
| 12 | After completing Draklor Laboratory |
| 13 | Before obtaining the Key ItemLate-route Key Item used to operate Great Crystal gates and unlocks the final major shop phase. |
| 14 | After obtaining the Key ItemLate-route Key Item used to operate Great Crystal gates and unlocks the final major shop phase. |
| 15 | After completing the Pharos at Ridorana |
These phases apply across a network of shops rather than one universal inventory. Rabanastre, Nalbina Town, Bhujerba, the Sandseas, Jahara, Eruyt Village, Mt Bur-Omisace, Phon Coast, Archades, Balfonheim Port, the Necrohol of Nabudis, and traveling merchants each carry different subsets.
How to Use These Shop Checkpoints
The checkpoints emphasize purchases that solve an immediate problem:
- a new healing or revival option;
- a status White Magick8 MP. Restores a small amount of HP to one ally and damages an undead target. needed by the next area;
- a weapon or ammunition type that solves a target problem;
- armor or an accessory that materially changes the next boss;
- a Magick, Technick, or Battle SystemThe condition a Gambit checks before attempting its paired action; unavailable actions are skipped. with a clear job;
- a temporary or one-time stock window.
Do not buy every visible upgrade. Check the License first, compare the item with what the party already owns, and leave enough gil for recovery items and Monographs.
Post-Barheim Rabanastre and Bhujerba
This is the first broad stock upgrade after escaping Barheim. Buy for the next problem, not to empty every shop.
| Stop | Useful now | Why |
|---|---|---|
| Nalbina Town | ItemRestores 100 HP before Potion Lore and item-effect bonuses., ItemRevives one KO’d ally with 20% maximum HP before Phoenix Lore and item-effect bonuses., ItemRemoves Stone or Petrify from one target., status cures, and any missing Battle SystemThe condition a Gambit checks before attempting its paired action; unavailable actions are skipped. | It is the first seller after Barheim and the best place to stabilize inventory before returning to Rabanastre. Check the Shop SystemSelling Loot increments hidden ingredient counters and unlocks packages; buying a package resets every ingredient counter it used. before buying ordinary equipment. |
| Rabanastre Technicks | Charge | It can restore MP when successful, but failure reduces the user’s remaining MP to 0. Put it below critical healing actions in a Battle SystemAn ordered target-and-action rule; the first usable line with a valid target takes priority.. |
| Rabanastre Magicks | Immobilize, Disable, Shell, Dark | Shell reduces Magick damage and improves resistance to status effects. Immobilize and Disable are valuable when a target is not immune; Dark supplies early area damage. |
| Rabanastre armor | Heavy Armor7 Magick Resist and +3 Strength, requires Heavy Armor 2, and costs 1,000 gil after Barheim., Heavy Armor9 Defense, +3 Strength, and +3 Speed, requires Heavy Armor 2, and costs 1,000 gil after Barheim., ShieldAn early shield available as a rare Zombie drop in Barheim; equip it only with a one-handed weapon after learning the matching Shields License. | Heavy Armor7 Magick Resist and +3 Strength, requires Heavy Armor 2, and costs 1,000 gil after Barheim. and Heavy Armor9 Defense, +3 Strength, and +3 Speed, requires Heavy Armor 2, and costs 1,000 gil after Barheim. add Strength. Compare their defense with current equipment before buying licenses solely for them. |
| Rabanastre weapons | Weapon: Spear30 Attack and 8 Evade, requires Spears 1, and costs 1,400 gil; it is sold after Barheim and also comes from the 1,980-gil Light Spear Bazaar package., Weapon: Dagger25 Attack and 5 Evade, requires Daggers 2, and has a 5% chance to inflict KO; it costs 1,400 gil after Barheim., Weapon: Gun10 Attack and 10 Evade, requires Guns 1, and costs 1,400 gil; guns ignore Defense and require equipped shot ammunition. | Weapon: Spear30 Attack and 8 Evade, requires Spears 1, and costs 1,400 gil; it is sold after Barheim and also comes from the 1,980-gil Light Spear Bazaar package. is the largest simple Attack upgrade listed here. Weapon: Dagger25 Attack and 5 Evade, requires Daggers 2, and has a 5% chance to inflict KO; it costs 1,400 gil after Barheim. can inflict KO, while Weapon: Gun10 Attack and 10 Evade, requires Guns 1, and costs 1,400 gil; guns ignore Defense and require equipped shot ammunition. ignores the target’s Defense as a gun but uses ammunition and does not scale normally with Strength. |
| Bhujerba | Current armor, weapons, Technicks, and both maps | Buy the Skycity and Lhusu Mines maps from the Cartographers’ Guild representative outside the armor shop. Prioritize survival and a weapon upgrade for the Lhusu Mines rather than replacing every slot. |
The MonographEnables additional Loot drops from mollusks, amorphs, and undead. is a stronger long-term purchase than a marginal equipment upgrade if you can spare 20,000 gil. It adds special drops from mollusks, amorphs, and undead, including the EnemyAn undead enemy weak to Holy and able to absorb Dark; in Lhusu Mines, chain it with Skull Defenders for Bone Fragments and a rare Iron Helm. family you will soon Battle SystemDefeating consecutive enemies of the same family improves their normal drops; a different family, town, or touched Save Crystal breaks it. in the Lhusu Mines.
After Ba’Gamnan’s Trap
Bhujerba’s shops enter the next stock phase as soon as the party escapes the first Lhusu Mines visit. Sell the mine haul before committing the party to the next story step.
| Stop | Useful now | Why |
|---|---|---|
| Item shop | ItemRemoves Stone or Petrify from one target., ItemRemoves Sleep from one target., ItemRemoves Oil from one target., ItemRestores 100 HP before Potion Lore and item-effect bonuses., and ItemRestores 400 HP before Potion Lore and item-effect bonuses. | Restock after the pursuit and carry cures for Status EffectA countdown that becomes Stone when it expires; Stona or Gold Needle removes it first., Sleep, and Oil before the next dungeon. |
| Magicks | White Magick12 MP. Removes Stone or Petrify from one ally., Water, Break, Reflect | White Magick12 MP. Removes Stone or Petrify from one ally. replaces repeated ItemRemoves Stone or Petrify from one target. use, Water exploits Ba’Gamnan’s group’s weakness on a replay or later encounter, and Reflect and Break add situational defensive control. |
| Armor | Light Armor10 Defense, adds 50 maximum HP and 1 Strength, and requires Light Armor 3 for 20 LP. It becomes available in Bhujerba after Ba’Gamnan’s trap. or the best affordable defense upgrade | Nidhogg and Rocktoise both hit physically. Compare defense and maximum HP rather than replacing armor solely because it is new. |
| Technicks | TechnickConsumes 20% maximum HP to make a ground-based physical attack at 1.4 times normal power. and TechnickDeals area damage based on the user’s level and the ones digit of the game clock’s minutes. if wanted | Neither is required for the current hunts. Buy only if the License and intended use justify the gil. |
Keep enough gil for recovery items and Monographs. The EnemyAn undead enemy weak to Holy and able to absorb Dark; in Lhusu Mines, chain it with Skull Defenders for Bone Fragments and a rare Iron Helm. Battle SystemDefeating consecutive enemies of the same family improves their normal drops; a different family, town, or touched Save Crystal breaks it. can make every new row look affordable, but a small stat increase is usually less valuable than completing a Monograph purchase.
After Escaping from the Dreadnought Leviathan
The fifth stock phase begins after the Leviathan escape. The party can shop in Bhujerba immediately or spend two ItemConsumed to travel between activated Gate Crystals. on a Rabanastre round trip, but the route returns to Rabanastre soon.
| Stop | Useful now | Why |
|---|---|---|
| Magicks | Raise, White Magick32 MP. Restores HP to all allies in range and damages undead targets., Warp, Time Magick12 MP. Attempts to inflict Sap on one target., Sleep, Oil, Berserk | Raise and White Magick32 MP. Restores HP to all allies in range and damages undead targets. are the practical priorities. The status Magicks broaden control options, while Warp is for ordinary encounters rather than bosses. |
| Technicks | Traveler, TechnickDeals doubling fixed area damage on successive hits, but a miss resets the shared party counter to 1. | Both are optional. Traveler scales with steps since the last use, while TechnickDeals doubling fixed area damage on successive hits, but a miss resets the shared party counter to 1. grows through consecutive successes and resets when it misses. |
| Armor | Shield14 Evade and requires Shields 2 for 20 LP. It works only with a one-handed weapon, is the rare Steal from Ba’Gamnan, and becomes buyable after escaping the Dreadnought Leviathan. and affordable defense upgrades | Shield14 Evade and requires Shields 2 for 20 LP. It works only with a one-handed weapon, is the rare Steal from Ba’Gamnan, and becomes buyable after escaping the Dreadnought Leviathan. provides 14 Evade with a one-handed weapon. Compare total Defense, HP, and required Licenses before replacing every slot. |
| Items | ItemRestores 400 HP before Potion Lore and item-effect bonuses. and routine status cures | Migelo’s Sundries now sells ItemRestores 400 HP before Potion Lore and item-effect bonuses.. Restock without spending the gil reserved for Raise, White Magick32 MP. Restores HP to all allies in range and damages undead targets., or a meaningful equipment upgrade. |
If the party is already stable, save the ItemConsumed to travel between activated Gate Crystals. and continue from Bhujerba. The broader Rabanastre circuit will be convenient after the Sandseas and Tomb of Raithwall.
Sandsea Merchants and the Tomb Approach
Dyce provides two useful checkpoints without requiring a return trip:
| Stop | Useful now | Why |
|---|---|---|
| Yensa Border Tunnel | Missing Magicks, status cures, ammunition, and affordable defense upgrades | This is the last convenient shop before crossing Nam-Yensa. Keep ranged weapons or Magick ready for Flying enemies and do not spend the recovery-item reserve on marginal upgrades. |
| After defeating Garuda | New weapons, armor, and Magicks | Compare the party’s weakest equipment slots before entering the Tomb of Raithwall. If you plan to hunt Wyvern Lord now, make sure at least one dependable ranged attacker is equipped first. |
Bazaar GoodSell Green Liquid ×3, Water Stone ×4, Yensa Scale ×1 to unlock Vega and Aqua Shot for 2,980 gil. Buying it resets the counters for every listed ingredient. can provide Weapon: GunA gun that can rarely drop from Axebeaks and is also sold through the Rain of Tears Bazaar package; pair it with the shot whose element or status best fits the target. and Water-elemental Ammunition: ShotWater-elemental gun ammunition available only through the Rain of Tears Bazaar package; pair it with Vega or a stronger gun against Water-vulnerable targets. during the crossing. Bazaar GoodSell Bent Staff ×3 to unlock Blazer Gloves for 4,500 gil. Buying it resets the counters for every listed ingredient. provides AccessoryRaises normal attack damage by 20% while the wearer is at full HP., which raises normal attack damage while the wearer remains at full HP. Check the Sandseas Bazaar checkpoint before buying a shop item that duplicates one of those packages.
After Belias and the Dawn Shard
Rabanastre’s stock improves again after obtaining the Key Item / AccessoryRoute Key Item that can be equipped for +20 Magick Resist but reduces the wearer’s MP to 0.. Shop for the rainy Giza route and the next story leg rather than replacing every equipped item.
| Stop | Useful now | Why |
|---|---|---|
| Magicks | Regen, White Magick24 MP. Removes many common negative statuses from one ally, but not every condition., Confuse, Gravity | Regen is the practical healing priority, and White Magick24 MP. Removes many common negative statuses from one ally, but not every condition. consolidates several status cures. Confuse and Gravity are situational rather than mandatory. |
| Technicks | TechnickRepeatedly reduces one target’s Magick Resist; all enemies are susceptible., TechnickAdds a random elemental weakness to one target unless it has the Safety augment. | TechnickRepeatedly reduces one target’s Magick Resist; all enemies are susceptible. lowers one target’s Magick Resist and supports a caster-heavy party. TechnickAdds a random elemental weakness to one target unless it has the Safety augment. creates a random elemental weakness but costs much more. Traveler and TechnickDeals doubling fixed area damage on successive hits, but a miss resets the shared party counter to 1. remain optional catch-up purchases from the prior stock phase. |
| Weapons | Weapon: Gun18 Attack and requires Guns 2. Guns ignore Defense and require equipped shot; compare it with Vega before spending gil because ammunition can matter more than the small Attack increase., Weapon: Bow45 Attack and requires Bows 3. It needs equipped arrows and can hit Flying enemies; compare it with a Killer Bow or an early Loxley Bow before buying., or the best affordable upgrade for the party’s weakest attacker | Weapon: Gun18 Attack and requires Guns 2. Guns ignore Defense and require equipped shot; compare it with Vega before spending gil because ammunition can matter more than the small Attack increase. is an 18-Attack gun and Weapon: Bow45 Attack and requires Bows 3. It needs equipped arrows and can hit Flying enemies; compare it with a Killer Bow or an early Loxley Bow before buying. is a 45-Attack bow. Compare them with Weapon: GunA gun that can rarely drop from Axebeaks and is also sold through the Rain of Tears Bazaar package; pair it with the shot whose element or status best fits the target., Weapon: Bow33 Attack, requires Bows 2, and must be paired with arrows. A Transitway 1 treasure can provide it six Attack earlier than the Aevis Killer., Weapon: Bow51 Attack, requires Bows 3, and costs 5,200 gil later; the Vaan Juan matchmaker errand awards it much earlier, but it still needs arrows and its License., and Shop SystemSelling Loot increments hidden ingredient counters and unlocks packages; buying a package resets every ingredient counter it used. options before buying. |
| Armor | Heavy Armor20 Defense and +4 Strength, and requires Heavy Armor 4. It is sold after obtaining the Dawn Shard and can also be a rare Aerieel drop., Heavy Armor15 Magick Resist and +3 Strength, and requires Heavy Armor 4. Buy it only if the defenses and Strength improve the intended wearer enough to justify the License and gil., ShieldA 16-Evasion shield available as the rarest normal Skull Warrior drop; it requires Shields 3 and a compatible one-handed weapon. | Golden heavy armor adds Strength as well as defense. ShieldA 16-Evasion shield available as the rarest normal Skull Warrior drop; it requires Shields 3 and a compatible one-handed weapon. requires a one-handed weapon, so it is not an upgrade for every build. |
| Items | ItemRemoves Confuse from one target., ItemRemoves Oil from one target., ItemRevives one KO’d ally with 20% maximum HP before Phoenix Lore and item-effect bonuses., and healing items | Rainy Giza and the optional northern detour add status and survival pressure. Restock before spending the reserve on marginal equipment. |
| Mosphoran Highwaste | AccessoryDoubles LP earned by the wearer. One Tattered Garment unlocks the Gilt Phylactery Bazaar package containing a Golden Amulet for 3,150 gil. after completing July’s Nalbina errand | AccessoryDoubles LP earned by the wearer. One Tattered Garment unlocks the Gilt Phylactery Bazaar package containing a Golden Amulet for 3,150 gil. doubles Battle SystemLP earned from defeated enemies is spent on Licenses, and permanent party members also earn it while in reserve. earned by its wearer, including when that character is not in the active battle party. The route is dangerous, so buy the accessory and turn back if necessary. |
New Battle SystemThe condition a Gambit checks before attempting its paired action; unavailable actions are skipped. also become available. Buy only targets that support an actual rule, especially HP and status recovery conditions; a full collection can wait.
Check the Rabanastre Return Bazaar checkpoint before buying equipment that duplicates an optional package.
Jahara: Garif Trader
The Garif Trader is the first convenient seller after crossing Ozmone Plain. Sell the route’s ordinary Loot for gil, check the Ozmone Plain Bazaar checkpoint, and buy for party roles rather than replacing every slot.
| Priority | Useful now | Why |
|---|---|---|
| Elemental staves | Weapon: Staff33 Attack, +4 Magick, and requires Staves 2; it boosts Fire damage by 50% and is a rare Dustia drop., Weapon: StaffA rare Pineapple drop in Ogir-Yensa; it boosts Lightning damage, making it more useful to a caster than its Attack alone suggests., Weapon: StaffA staff that can drop very rarely from Baritine Crocs in Paramina Rift. It boosts Ice damage, making it most useful to a caster who has the matching License. | Each boosts its matching element. Buy one for a caster who actively uses that element; the bonus matters more than filling all three inventory slots. |
| Ranged coverage | Weapon: CrossbowA crossbow given after the Great-chief audience in Jahara; equip bolts and learn the matching Crossbow License before using it., Weapon: Gun18 Attack and requires Guns 2. Guns ignore Defense and require equipped shot; compare it with Vega before spending gil because ammunition can matter more than the small Attack increase., Weapon: Bow45 Attack and requires Bows 3. It needs equipped arrows and can hit Flying enemies; compare it with a Killer Bow or an early Loxley Bow before buying. | Jahara gives one Weapon: CrossbowA crossbow given after the Great-chief audience in Jahara; equip bolts and learn the matching Crossbow License before using it. with Ammunition: BoltBasic crossbow ammunition given with the Bowgun in Jahara; both the weapon and bolts must be equipped. after the Great-chief audience. Compare that free setup with any gun or bow purchase before spending gil. |
| One-handed options | Weapon: DaggerA dagger with unusually high Evasion for a one-handed weapon; Lesser Chimera can be poached for one in the Tomb of Raithwall., Weapon: RodA very rare Viper drop and later Jahara purchase; compare its shop cost and matching License before attempting a low-probability farm., Weapon: Dagger45 Attack, requires Daggers 3, and deals Wind-elemental damage; it is a rare Steal from Lindbur Wolf. | Weapon: DaggerA dagger with unusually high Evasion for a one-handed weapon; Lesser Chimera can be poached for one in the Tomb of Raithwall. favors evasion with a shield, Weapon: RodA very rare Viper drop and later Jahara purchase; compare its shop cost and matching License before attempting a low-probability farm. suits a wielder built around Magick, and Weapon: Dagger45 Attack, requires Daggers 3, and deals Wind-elemental damage; it is a rare Steal from Lindbur Wolf. deals Wind damage. Choose the role first. |
| Physical upgrades | Partisan, Battle Bamboo, Weapon: Katana50 Attack and requires Katana 1; it is a very rare Werewolf drop that can be farmed early but is never required., Weapon: Axe / HammerA one-handed axe that can appear as the rarest normal Tallow drop on the hidden Demon Wall route; compare its variable damage and License with the party’s current weapons., Weapon: SpearA rare Fideliant drop in Dalmasca Westersand; it is a major early spear upgrade, but the wielder still needs the matching Spear License., Weapon: KatanaA rare Urutan Exile drop after a very long Urutan-Yensa chain; it is a katana, so confirm the matching License before undertaking the farm. | Compare Attack, weapon behavior, and the learned License. A weapon no one can equip is not an upgrade. |
| Armor | Heavy Armor15 Magick Resist and +3 Strength, and requires Heavy Armor 4. Buy it only if the defenses and Strength improve the intended wearer enough to justify the License and gil., Heavy Armor20 Defense and +4 Strength, and requires Heavy Armor 4. It is sold after obtaining the Dawn Shard and can also be a rare Aerieel drop., ShieldA 16-Evasion shield available as the rarest normal Skull Warrior drop; it requires Shields 3 and a compatible one-handed weapon., plus the best affordable weak-slot upgrade | Bazaar GoodSell Dark Magicite ×3, Iron Carapace ×3, Tanned Hide ×2 to unlock Golden Helm and Golden Armor and Golden Shield for 6,780 gil. Buying it resets the counters for every listed ingredient. can provide the full set through the Shop SystemSelling Loot increments hidden ingredient counters and unlocks packages; buying a package resets every ingredient counter it used.. Check that package before buying duplicates from normal stock. |
| Technicks | TechnickSpends gil to deal area damage based on the active party’s remaining HP, capped at 9,999 per use., Charm, TechnickRepeatedly reduces one target’s Magick Resist; all enemies are susceptible., TechnickAdds a random elemental weakness to one target unless it has the Safety augment. | TechnickRepeatedly reduces one target’s Magick Resist; all enemies are susceptible. remains the practical caster support choice. TechnickSpends gil to deal area damage based on the active party’s remaining HP, capped at 9,999 per use. spends gil for damage, Charm is situational control, and TechnickAdds a random elemental weakness to one target unless it has the Safety augment. creates a random elemental weakness. |
Keep enough gil for Magicks, recovery items, and any matching Licenses. The complete stock list is less useful than checking whether one purchase solves a current weakness.
Eruyt Village: Tetran
Tetran stands near the village entrance. This is the last convenient shopping check before Henne Mines, so solve immediate survival problems instead of buying the whole catalog.
| Priority | Useful now | Why |
|---|---|---|
| Healing and recovery | White Magick28 MP. Restores a large amount of HP to one ally and damages an undead target., White Magick24 MP. Removes many common negative statuses from one ally, but not every condition. | White Magick28 MP. Restores a large amount of HP to one ally and damages an undead target. is the major healing upgrade. White Magick24 MP. Removes many common negative statuses from one ally, but not every condition. consolidates several status cures and becomes increasingly useful in Henne Mines. |
| Position and control | Float, Decoy | Float avoids floor Field MechanicA floor hazard revealed by Libra and crossed safely while Float is active. and Earth damage while active. Decoy can draw attacks to a protected defender, but it is optional if the party is not built around that role. |
| Sustained roles | Regen, Drain | Regen supports long routes; Drain gives a caster damage and healing in one action. Buy only if the matching role will use them. |
| Disable protection | AccessoryMakes the wearer immune to Disable. | Henne’s next boss can use Disablega. One AccessoryMakes the wearer immune to Disable. on a healer or item user can prevent a complete recovery shutdown. |
| Other status coverage | Sash, AccessoryMakes the wearer immune to Blind., AccessoryMakes the wearer immune to Immobilize. | These cover Slow, Blind, and Immobilize. Match the accessory to a known threat rather than replacing a generally useful AccessoryDoubles LP earned by the wearer. One Tattered Garment unlocks the Gilt Phylactery Bazaar package containing a Golden Amulet for 3,150 gil. everywhere. |
| Items | ItemRemoves Stone or Petrify from one target., ItemRemoves Sleep from one target., ItemRemoves Oil from one target., ItemRevives one KO’d ally with 20% maximum HP before Phoenix Lore and item-effect bonuses. | EnemyA hostile Golmore Jungle enemy that can inflict Stone, Silence, or Sleep; carry status recovery and collect Coeurl Pelts without assuming other jungle enemies preserve its Chain. and the mine route can create status and revival pressure. Refill the items your Gambits actually use. |
Check the Golmore Jungle Bazaar checkpoint before buying Flametongue or spending the gil reserved for White Magick28 MP. Restores a large amount of HP to one ally and damages an undead target..
Eruyt Village: Tetran After Lente’s Tear
Tetran’s Magick and accessory stock expands after Tiamat. A 30,000-gil target covers six Golden Amulets only if the party already owns one, so buy the permanent upgrades before optional spell experiments.
| Priority | New stock | Cost | Why |
|---|---|---|---|
| Battle SystemLP earned from defeated enemies is spent on Licenses, and permanent party members also earn it while in reserve. for all six characters | AccessoryDoubles LP earned by the wearer. One Tattered Garment unlocks the Gilt Phylactery Bazaar package containing a Golden Amulet for 3,150 gil. | 4,500 each | The wearer earns double Battle SystemLP earned from defeated enemies is spent on Licenses, and permanent party members also earn it while in reserve. even outside the active battle party. Count the Amulets already owned and buy only enough to reach six. |
| Second-tier elemental Magicks | Black Magick18 MP. Deals Fire-elemental damage to all targets in range., Black Magick18 MP. Deals Lightning-elemental damage to all targets in range., Black Magick18 MP. Deals Ice-elemental damage to all targets in range. | 3,000 each | These are the immediate group-damage upgrades. Buying all three costs 9,000 gil. |
| Speed | Haste | 3,400 | Haste shortens action charge time. It is the most broadly useful new Time Magick. |
| Situational status Magicks | Green Magick26 MP. Attempts to inflict Poison on all targets in range., Countdown | 4,100 / 3,100 | Buy these after the elemental trio and Haste unless a specific strategy needs them. |
If gil is tight, equip existing Golden Amulets first and buy Haste plus the elemental Magick that solves the next known problem. The remaining stock can wait until another shop checkpoint.
Mt Bur-Omisace: Traveling Merchant
The traveling merchant in Sand-strewn Pass is the first convenient checkpoint after Paramina Rift. His initial stock is available before the Hall of Light audience; normal shop stock enters its next global phase after speaking to Gran Kiltias Anastasis.
| Priority | Useful now | Why |
|---|---|---|
| Immediate control | Stop, Haste | Stop can remove an ordinary enemy from the fight when it lands. Haste is still the broad party-speed upgrade if Tetran’s copy was skipped. |
| Healing | White Magick28 MP. Restores a large amount of HP to one ally and damages an undead target., Regen, White Magick24 MP. Removes many common negative statuses from one ally, but not every condition. | White Magick28 MP. Restores a large amount of HP to one ally and damages an undead target. handles the next dungeon’s damage, Regen supports long routes, and White Magick24 MP. Removes many common negative statuses from one ally, but not every condition. consolidates status recovery. |
| Other Time Magick | Gravity, Float, Decoy, Countdown | Float avoids Field MechanicA floor hazard revealed by Libra and crossed safely while Float is active. and Earth damage, Decoy supports a protected tank, and Gravity and Countdown are situational. Buy them for a plan, not merely because they are new. |
| Elemental Magick | Black Magick18 MP. Deals Fire-elemental damage to all targets in range., Black Magick18 MP. Deals Lightning-elemental damage to all targets in range., Black Magick18 MP. Deals Ice-elemental damage to all targets in range. | Fill any gap left after Eruyt Village. The next boss setup makes equipment choice more important than buying duplicate coverage. |
| Non-metal defense | Brigandine, Light ArmorLight body armor that can be stolen rarely from Skull Knights in Paramina Rift; compare its Defense, HP benefit, and License with current gear before farming it., Mystic ArmorMystic body armor that can drop rarely from Stilshrine undead; compare its Magick Resist and matching License with the intended caster’s current gear., Light ArmorMystic headgear available as a very rare Hellhound drop; compare its License and Magick Resist before replacing current gear, and do not farm the overleveled enemy on the first visit., Light ArmorLight head armor that can be stolen rarely from Slaven Warders in Paramina Rift; compare its Defense, HP benefit, and License with the intended wearer’s current gear., Mystic ArmorMystic Armor headgear available as Barmuu’s rare Steal; compare its Magick Resist and License with the intended caster’s current equipment. | The coming Vinuskar fight punishes metal equipment. Make sure every active character has a usable non-metal combination before leaving. |
| Defensive options | Shield16 Evade, halves Ice damage, and requires Shields 3. Redmaws in Henne Mines can drop it very rarely, and it works only with a one-handed weapon., ShieldA 16-Evasion shield available as the rarest normal Skull Warrior drop; it requires Shields 3 and a compatible one-handed weapon., Heavy ArmorHeavy body armor that can be stolen rarely from Imdugud; it keeps the wearer under Protect, making the Steal much more valuable than a routine defense increase. | Shield16 Evade, halves Ice damage, and requires Shields 3. Redmaws in Henne Mines can drop it very rarely, and it works only with a one-handed weapon. halves Ice damage. ShieldA 16-Evasion shield available as the rarest normal Skull Warrior drop; it requires Shields 3 and a compatible one-handed weapon. provides evasion, while Heavy ArmorHeavy body armor that can be stolen rarely from Imdugud; it keeps the wearer under Protect, making the Steal much more valuable than a routine defense increase. keeps Protect active but is metal and should not be the Vinuskar answer. |
| Accessories | AccessoryMakes the wearer immune to Disable., AccessoryDoubles LP earned by the wearer. One Tattered Garment unlocks the Gilt Phylactery Bazaar package containing a Golden Amulet for 3,150 gil., AccessoryImproves Steal success and allows multiple items from one target: common 80%, uncommon 30%, and rare 6%., AccessoryMakes the wearer immune to Sleep., AccessoryMakes the wearer immune to Oil. | Keep a AccessoryMakes the wearer immune to Disable. for Disable, Golden Amulets for Battle SystemLP earned from defeated enemies is spent on Licenses, and permanent party members also earn it while in reserve. growth, and AccessoryImproves Steal success and allows multiple items from one target: common 80%, uncommon 30%, and rare 6%. for deliberate Steal attempts. Buy status immunity only for a known threat. |
| Weapons | One meaningful upgrade for the party’s weakest role | Compare Attack, element, ammunition, weapon behavior, and License before buying. The merchant’s list is broad enough to make replacing every weapon wasteful. |
Restock ItemRemoves Oil from one target. after Elder Wyrm and keep enough gil for Magicks, recovery items, and Licenses. The merchant begins selling ItemCures common negative statuses; Remedy Lore 1, 2, and 3 add progressively harder conditions including Stop, Disease, and Doom. only after Judge Bergan, so do not plan around an item that is not in the initial Mt Bur stock.
After Judge Bergan: Rabanastre and Mt Bur-Omisace
The post-Bergan stock phase is broad enough that replacing everything can burn the money needed for hunts and sidequests. Buy for an immediate job:
| Priority | Useful now | Why |
|---|---|---|
| Status setup | ItemCures common negative statuses; Remedy Lore 1, 2, and 3 add progressively harder conditions including Stop, Disease, and Doom., AccessoryReverses restorative item effects, allowing Remedies and recovery items to inflict statuses or damage. | Mt Bur-Omisace begins selling ItemCures common negative statuses; Remedy Lore 1, 2, and 3 add progressively harder conditions including Stop, Disease, and Doom.. With AccessoryReverses restorative item effects, allowing Remedies and recovery items to inflict statuses or damage., a ItemCures common negative statuses; Remedy Lore 1, 2, and 3 add progressively harder conditions including Stop, Disease, and Doom. becomes a powerful way to apply several statuses to vulnerable hunts and Optional BossAn optional Salikawood boss guarding the route toward the Necrohol; control the Bomb reinforcements, interrupt its recovery when possible, and retreat if this early detour overwhelms the party.. |
| Remove buffs | Dispel | Atomos, Mind Flayer, Carrot, and several later bosses begin with or restore beneficial statuses. Dispel is the practical first Magick purchase. |
| Optional offense | Bio, Death | Bio supplies non-elemental Magick damage and Status EffectDrains 1 HP every 0.1 second and is not offset by Regen.; Death is an ordinary-enemy shortcut when it lands. Neither replaces healing or Dispel. |
| Visibility | Vanish, Arcane Magick60 MP. Makes all allies in range harder for sight-based enemies to detect. | These support specific route and targeting tricks. Buy them when you intend to use the effect rather than as mandatory story purchases. |
| Water immunity | Viking Coat | Viking Coat makes the wearer immune to Water. Three copies can trivialize selected Water-heavy encounters, but the expense is optional. |
| General equipment | One upgrade for the weakest role | Compare License, element, Defense, and current equipment before buying. Several new pieces also appear as rare enemy results or Shop SystemSelling Loot increments hidden ingredient counters and unlocks packages; buying a package resets every ingredient counter it used. packages. |
Rabanastre carries the same useful stock and more, so shop there if the party is already making the hunt and sidequest circuit. The Mt Bur merchants remain the convenient choice when you want to continue north without another round trip.
Phon Coast: Hunters’ Camp
The Hunters’ Camp merchant is the last full shopping checkpoint before crossing Tchita Uplands and entering Sochen Cave Palace. Solve a current problem and keep a reserve for Old Archades instead of replacing every slot.
| Priority | Useful now | Why |
|---|---|---|
| Status EffectLowers maximum HP along with damage, preventing ordinary healing from restoring the lost maximum until cured. recovery | Cleanse | Cleanse removes Status EffectLowers maximum HP along with damage, preventing ordinary healing from restoring the lost maximum until cured., which ordinary White Magick24 MP. Removes many common negative statuses from one ally, but not every condition. cannot White Magick8 MP. Restores a small amount of HP to one ally and damages an undead target.. This is the practical first Magick purchase. |
| Group damage | Arcane Magick20 MP. Deals moderate Dark-elemental damage to all targets in range. | Arcane Magick20 MP. Deals moderate Dark-elemental damage to all targets in range. deals Dark damage to targets in an area. Buy it for a caster who will use it, not merely to fill the list. |
| Advanced defense | Reverse | Reverse swaps damage and healing while it lasts. It can rescue a deliberate setup but is too risky for an unattended general-purpose rule. |
| Steal farming | AccessoryImproves Steal success and allows multiple items from one target: common 80%, uncommon 30%, and rare 6%. | Replace a missing pair before trying for Embroidered Tippets from Tchita EnemyAn Ice-weak Tchita Uplands enemy whose Blaster can inflict dangerous status effects; its rare Steal is an EXP-doubling Embroidered Tippet.. One pair on the active thief is enough. |
| Situational leveling | Firefly | Firefly prevents EXP gain for its wearer. It is useful only when controlling levels or routing a challenge run. |
| One-handed defense | Weapon: MeasureA one-handed measure with a 50% chance to grant Bravery to the ally it strikes in the original game. It deals little damage, so use it as a support tool rather than a normal weapon. | Weapon: MeasureA one-handed measure with a 50% chance to grant Bravery to the ally it strikes in the original game. It deals little damage, so use it as a support tool rather than a normal weapon. works only with a compatible one-handed weapon and its License. Compare the whole setup before spending 8,000 gil. |
| Recovery supply | ItemCures common negative statuses; Remedy Lore 1, 2, and 3 add progressively harder conditions including Stop, Disease, and Doom., status cures, ItemRevives one KO’d ally with 20% maximum HP before Phoenix Lore and item-effect bonuses., and healing items | Tchita’s EnemyAn Ice-weak Tchita Uplands enemy whose Blaster can inflict dangerous status effects; its rare Steal is an EXP-doubling Embroidered Tippet., EnemyA Wind-weak Golmore Jungle enemy; its Malboro Vines unlock Burning Blade and Smelling Salts, &c., so collect four before buying either package., and mixed enemy groups can create status and revival pressure. Restock the items the party actually uses. |
| Map | Phon Coast map from the Cartographers’ Guild Moogle | The 1,800-gil map makes the long coastal crossing and the exact forbidden treasure area easier to identify. |
The merchant’s complete stock is broader than this list. A weapon or armor purchase is worthwhile when it fixes the party’s weakest role and the matching License is already learned; replacing every equipped item is not.
Old Archades: Stranded Merchant
The Stranded Merchant is the first seller after Sochen Cave Palace. The accessory stock is the useful part of this checkpoint; the ordinary recovery items are mainly a chance to replace what the cave consumed.
| Item | Price | Actionable use |
|---|---|---|
| AccessoryLets the wearer cross traps without triggering them. | 1,000 | Makes the wearer immune to Field MechanicA floor hazard revealed by Libra and crossed safely while Float is active.. One pair is enough for a leader who is exploring unmapped or trap-heavy ground. |
| AccessoryMakes the wearer immune to Petrify. | 1,200 | Blocks Status EffectA countdown that becomes Stone when it expires; Stona or Gold Needle removes it first.. Buy one only if the party lacks another dependable answer to Status EffectA countdown that becomes Stone when it expires; Stona or Gold Needle removes it first.. |
| AccessoryMakes the wearer immune to Confuse. | 1,000 | Blocks Confuse. Keep at least one for a healer or item user who must recover the rest of the party. |
| AccessoryKeeps the wearer under Float. | 500 | Keeps the wearer under Float. This avoids Field MechanicA floor hazard revealed by Libra and crossed safely while Float is active. and Earth damage while equipped, but it occupies the accessory slot. |
| AccessoryDoubles the effect of Potions, Ethers, and Soleil, Rime, and Lightning Fangs. | 4,000 | Doubles restorative-item effects. One supports a dedicated item healer; three let the whole active party use the effect without swapping. |
| AccessoryDoubles EXP earned by the wearer. | 5,000 | Doubles EXP earned by the wearer. Buy only the copies still needed after the optional Tchita EnemyAn Ice-weak Tchita Uplands enemy whose Blaster can inflict dangerous status effects; its rare Steal is an EXP-doubling Embroidered Tippet. Steals. |
Three Pheasant Netsukes cost 12,000 gil. That is powerful but optional: one on the character with the item-recovery Gambits captures most of the practical benefit while preserving gil for Archades equipment and Magicks.
Treat each checkpoint as a priority list rather than the merchant’s complete inventory. Buy what solves the next route or Boss Fight Prep problem, then keep enough gil for recovery items and later stock phases.
Imperial City of Archades
Archades is the final full shopping checkpoint before the one-way Draklor Laboratory route. Buy the decisions that matter now and keep enough gil for Jules’s 2,500-gil fee.
| Priority | Useful now | Cost | Why |
|---|---|---|---|
| Wind damage | Black Magick28 MP. Deals heavy Wind-elemental damage to all targets in range. | 6,800 | Deals heavy Wind damage in an area and is the broadest new offensive Magick. |
| Group status support | Time Magick24 MP. Reflects most Magicks cast on all allies in range., Green Magick22 MP. Attempts to inflict Silence on all targets in range., Green Magick20 MP. Attempts to inflict Blind on all targets in range., Arcane Magick36 MP. Attempts to remove one half of every target’s maximum HP in an area. | 6,800 each | These are group versions of specialized effects. Buy all four for collection coverage, or prioritize only the ones the party will actually cast. |
| Strong item healing | ItemRestores 1,600 HP before Potion Lore and item-effect bonuses. | 630 | Restores 1,600 HP before License BoardThree Licenses improve Potion-family HP recovery by 10%, 15%, and 25%, for a cumulative 50%. and AccessoryDoubles the effect of Potions, Ethers, and Soleil, Rime, and Lightning Fangs.. Stock enough for Draklor without replacing every cheaper recovery rule. |
| Status EffectLowers maximum HP along with damage, preventing ordinary healing from restoring the lost maximum until cured. recovery | ItemRemoves Disease from one target. | 200 | Cures Status EffectLowers maximum HP along with damage, preventing ordinary healing from restoring the lost maximum until cured.. Carry several because ordinary White Magick24 MP. Removes many common negative statuses from one ally, but not every condition. does not remove it. |
| Weak equipment slot | Vint’s Armaments | varies | The shop carries many weapon classes and Diamond, Platinum, and role-specific armor. Compare Attack, Defense, element, effect, and License instead of buying the newest name in every row. |
| Optional Technicks | Infuse, TechnickRepeatedly reduces one target’s Magick Power, though many powerful enemies are immune., TechnickAttempts to defeat one target by sacrificing some user HP; a miss can KO the user., TechnickCasts a random Black Magick without spending MP, making it risky against enemies that absorb an element., Stamp | 700–5,000 | Buy for a specific setup. TechnickCasts a random Black Magick without spending MP, making it risky against enemies that absorb an element. is unpredictable, and Infuse trades the user’s remaining MP for one ally’s HP. |
Prioritize the five new Magicks, ItemRestores 1,600 HP before Potion Lore and item-effect bonuses., and a weapon upgrade for any lagging role. Treat the sword as a comparison rather than an automatic purchase: Weapon: Sword70 Attack and 5 Evade, and requires Swords 4 for 40 LP. Ktjn can award it long before shops normally sell it, so learn the License before expecting to equip the reward., Bastard Sword, and Claymore fill different one-handed and two-handed roles, and the party may already own a better optional weapon.
Balfonheim Port After Draklor
Balfonheim opens the twelfth global stock phase. White Magick68 MP. Restores a large amount of HP to all allies in range and damages undead targets. is the major mandatory-looking purchase here; the rest should solve a known role or hunt problem.
| Priority | Useful now | Cost | Why |
|---|---|---|---|
| Strong healing | White Magick68 MP. Restores a large amount of HP to all allies in range and damages undead targets. | 11,700 | Restores a large amount of HP to allies in range. Put it below emergency revival but above weaker healing once the caster can sustain its MP cost. |
| Group buff removal | White Magick36 MP. Removes beneficial statuses from all targets in range. | 8,200 | Removes beneficial statuses from enemies in range. It is useful for grouped or supported targets but can be more MP than one Dispel needs. |
| Third-tier elemental Magick | Black Magick42 MP. Deals heavy Fire-elemental damage to all targets in range., Black Magick42 MP. Deals heavy Lightning-elemental damage to all targets in range., Black Magick42 MP. Deals heavy Ice-elemental damage to all targets in range. | 8,200 each | Buy the elements used by active casters. Do not automate them against enemies that absorb the matching element. |
| Group control | Green Magick26 MP. Attempts to inflict Sleep on all targets in range. | 7,900 | Attempts to put enemies in range to Sleep. It is for vulnerable groups, not bosses that resist it. |
| Physical boss support | Expose | 3,800 | Lowers one target’s Defense and can stack when it succeeds, making long physical fights faster. |
| Emergency recovery | Revive | 10,000 | Sacrifices the user to restore one ally to full HP. Keep it manual unless a deliberate strategy requires it. |
| Accuracy | AccessoryMakes normal physical attacks connect unless a special immunity or barrier prevents the hit. | 9,000 | Makes attacks ignore enemy evasion. It is useful against high-evasion targets but competes with status immunity and AccessoryImproves Steal success and allows multiple items from one target: common 80%, uncommon 30%, and rare 6%.. |
| Magick through Reflect | AccessoryLets the wearer’s Magicks bypass Reflect instead of bouncing. | 16,000 | Lets the wearer’s Magick ignore Reflect. Buy it for a caster who needs that job rather than for every character. |
| Stop immunity | AccessoryAdds 2 Strength and makes the wearer immune to Stop. | 5,200 | Prevents Stop. Keep one for fights or routes where a stopped healer would collapse recovery. |
| Status EffectLowers maximum HP along with damage, preventing ordinary healing from restoring the lost maximum until cured. recovery | ItemRemoves Disease from one target. | 200 | Cures Status EffectLowers maximum HP along with damage, preventing ordinary healing from restoring the lost maximum until cured.. Restock before the new hunts and the Feywood. |
The weapon shop carries Weapon: SwordA 73-Attack one-handed sword available through the Warped Blade Bazaar package; compare its Sword License and cost with weapons already owned., Yoichi Bow, Weapon: SpearA two-handed Lightning-elemental spear carried rarely by Bangaa Thieves in Cerobi Steppe. Compare its Attack and Spears License with the party’s current setup, and remember that equipping it gives up a shield before farming the optional spawn., Yakei, Zephyr Pole, Weapon: CrossbowA crossbow carried by the repeatable Rare Game Tarasque. It needs equipped bolts and the matching License, and crossbow accuracy falls during bad weather., and Weapon: RodA high-tier rod carried by the repeatable Rare Game Apsara. Its damage favors a Magick-oriented wielder, but the rare Steal is optional rather than route-critical.. The armor shop adds a broad set from Chakra Band and Light ArmorLight body armor carried rarely by Feywood Tartarus. Compare its Defense, HP and Strength benefits, and Light Armor License with the intended attacker’s current gear. through Heavy ArmorHeavy head armor carried rarely by Feywood Behemoths. Compare its Defense, Strength, and Heavy Armor License before prolonging a Steal attempt. and Heavy ArmorHeavy body armor carried rarely by Feywood Giruveganus and sold in Balfonheim. Compare its Defense, Strength, and Heavy Armor License before farming the dangerous enemy.. Compare one weak party role at a time; this is not a reason to replace all eighteen equipment slots.
After the Treaty-Blade
Obtaining the Key ItemLate-route Key Item used to operate Great Crystal gates and unlocks the final major shop phase. opens the fourteenth global stock phase. This is a network-wide change, so the useful purchases are spread across Balfonheim and several older merchants.
| Stop | Route-useful stock | Actionable reason |
|---|---|---|
| Balfonheim Port | White Magick50 MP. Removes KO and fully restores one ally’s HP., White Magick72 MP. Removes many common negative statuses from all allies in range., Green Magick40 MP. Applies Shell to all allies in range., Green Magick36 MP. Reduces physical damage received by all allies in range by 25%., Arcane Magick30 MP. Deals heavy Dark-elemental damage to all targets in range., Wither | White Magick50 MP. Removes KO and fully restores one ally’s HP. improves revival, White Magick72 MP. Removes many common negative statuses from all allies in range. improves group status recovery, the group buffs shorten setup, Arcane Magick30 MP. Deals heavy Dark-elemental damage to all targets in range. supplies strong Dark damage, and Wither can reduce a dangerous target’s physical damage when it works. |
| Unlucky Merchant, Dalmasca Estersand | Weapon: Axe / HammerA high-Attack one-handed axe sold after the Treaty-Blade. Axe damage varies from hit to hit, so compare its average performance and shield option with a dependable weapon before buying., AccessoryChanges treasure contents when equipped by an active party member; it can improve or worsen a specific original-release chest. | Weapon: Axe / HammerA high-Attack one-handed axe sold after the Treaty-Blade. Axe damage varies from hit to hit, so compare its average performance and shield option with a dependable weapon before buying. is a variable-damage weapon, so compare the full setup. AccessoryChanges treasure contents when equipped by an active party member; it can improve or worsen a specific original-release chest. is a treasure-table tool, not an automatic battle accessory. |
| Lohen, Dalmasca Westersand | AccessoryNullifies weather and terrain modifiers to elemental damage., Weapon: SpearA high-end spear that Evil Spirit can drop rarely in the original release; treat it as an optional farm and confirm the matching spear License before equipping it. | AccessoryNullifies weather and terrain modifiers to elemental damage. prevents weather penalties. Weapon: SpearA high-end spear that Evil Spirit can drop rarely in the original release; treat it as an optional farm and confirm the matching spear License before equipping it. is a high-end spear, but compare it with the party’s current weapon before buying. |
| Street Vendors, Bhujerba | AccessoryPays gil instead of MP for Magicks; the gil cost is 64 times the normal MP cost, rounded to the nearest 10., Sweep | AccessoryPays gil instead of MP for Magicks; the gil cost is 64 times the normal MP cost, rounded to the nearest 10. spends gil instead of MP. Sweep is a pole upgrade only for a character with the matching License and build. |
| Baknamy Merchant, Necrohol of Nabudis | Heavy ArmorHigh-tier heavy head armor that supports both physical and Magick offense. Compare its Defense, Strength, Magick Power, and Heavy Armor License with the intended wearer before buying., Heavy ArmorHigh-tier heavy body armor with strong Defense and offensive stat bonuses. Compare the complete Heavy Armor setup with status protection or elemental armor before spending the gil., ShieldA shield carried rarely by Abysteel in Sochen Cave Palace. It absorbs Dark damage, but it still needs a compatible one-handed weapon and the matching Shield License., AccessoryAdds 6 Defense and 5 Magick Resist and keeps the wearer under Regen., TechnickLets a short-range melee weapon attack a flying or distant target, with damage based on weapon Attack and target level. | ShieldA shield carried rarely by Abysteel in Sochen Cave Palace. It absorbs Dark damage, but it still needs a compatible one-handed weapon and the matching Shield License. absorbs Dark, AccessoryAdds 6 Defense and 5 Magick Resist and keeps the wearer under Regen. grants Regen, and TechnickLets a short-range melee weapon attack a flying or distant target, with damage based on weapon Attack and target level. lets ordinary attacks reach Flying targets. The armor pieces are expensive role upgrades, not automatic purchases. |
Every Battle SystemThe condition a Gambit checks before attempting its paired action; unavailable actions are skipped. is also purchasable after Giruvegan. Buy only the missing targets needed by the party’s working setups instead of scrolling through the entire catalog at every shop.
After the Pharos
Completing the Pharos opens the fifteenth and final global stock phase. Balfonheim gets the largest visible upgrade, while four powerful Magicks appear at older merchants.
| Stop | New stock | Cost | Actionable reason |
|---|---|---|---|
| Quayside Magickery, Balfonheim Port | Holy | 11,200 gil | Strong Holy damage for Dark-absorbing enemies, although its long charge time makes Holy weapons more practical in some fights. |
| Quayside Magickery, Balfonheim Port | Shock | 9,400 gil | Fast, strong single-target non-elemental damage. |
| Quayside Magickery, Balfonheim Port | Black Magick48 MP. Deals heavy non-elemental damage and attempts to inflict Sap on all targets in range. | 11,200 gil | Strong Dark damage in an area; do not automate it against the many endgame enemies that absorb Dark. |
| Quayside Magickery, Balfonheim Port | Flare | 11,200 gil | Strong single-target non-elemental damage. Compare its charge time and queue pressure with Shock. |
| Quayside Magickery, Balfonheim Port | Time Magick24 MP. Halves the action-charge speed of all targets in range. | 10,400 gil | Attempts to inflict Slow on enemies in range. Use it where several vulnerable targets justify the MP cost. |
| Unlucky Merchant, Dalmasca Estersand | Time Magick70 MP. Increases the action-charge speed of all allies in range by 50%. | 16,600 gil | Hastes allies in range and shortens repeated setup for long hunts. |
| Lohen, Dalmasca Westersand | Renew | 30,600 gil | Restores one target to full HP. Keep it out of loose automatic Gambits because Reflect can redirect it. |
| Burrogh, Barheim Passage | Black Magick60 MP. Deals massive Fire-elemental damage to all targets in range. | 15,600 gil | The strongest Fire Magick. Oil multiplies the result, but Fire absorption reverses the advantage. |
| Baknamy Merchant, Necrohol of Nabudis | Black Magick70 MP. Deals heavy non-elemental damage to all targets in range. | 18,100 gil | Powerful non-elemental area damage and a useful answer when elemental affinities are hostile. |
Beruny’s Armaments adds Deathbringer, Greataxe, Ame-no-Murakumo, Save the Queen, Weapon: DaggerA 73-Attack Wind-elemental dagger carried rarely by Ridorana Deathclaws. Compare the matching Dagger License and avoid equipping it against enemies that absorb Wind., EnemyA Wind-weak Salikawood mantis found on the optional northern route; defeat one at a time and watch for counterattacks., Ivory Pole, Penetrator Crossbow, Caldera, and Weapon: StaffA Magick-oriented staff that boosts Water, Wind, and Lightning damage. Use it on a caster exploiting those elements rather than treating its weapon Attack as the reason to equip it.. The armor counter adds Light ArmorHigh-tier light head armor carried rarely by Ridorana Cassies. Compare its Defense, HP benefit, and Light Armor License with the intended wearer before farming it., Minerva Bustier, Mystic ArmorMystic head armor that absorbs Dark damage; it is especially useful on the upper Great Crystal route and against other Dark-heavy encounters., Mystic ArmorMystic body armor that boosts Holy damage; pair it with a Holy-elemental weapon when the matching License and lower physical defense fit the setup., Aegis Shield, Crown of Laurels, Rubber Suit, Mystic ArmorMystic head armor that absorbs Holy damage. Juggernaut can drop it rarely, making the farm useful only when Holy absorption solves a planned fight., and Black Robes. These are strong general-store options, not necessarily the best equipment available from hunts, the Shop SystemSelling Loot increments hidden ingredient counters and unlocks packages; buying a package resets every ingredient counter it used., and one-time treasure.
For the final optional fights, prioritize roles over catalog completion: Dark absorption for Subterra and EsperThe eastern Henne Mines Esper unlocked after The Mine Flayer and ten Espers; survive Darkja, avoid repeatedly using Dispel, use Holy early, and switch damage types with its barriers and affinity change., Holy absorption for Hell Wyrm, Wind mitigation for Yiazmat’s Cyclone, status immunity for dangerous area attacks, and enough different damage types to answer Paling and Magick Barrier.