Items/Wondrous

== Equipment Slots ==
Belt 	Body 	Eyes	Feet 	Hands
Head 	Headband	Neck	Shoulders	Slotless
Wrist	 	 	 	
Since most of these items don't actually have weights listed, assume all are 1 lb. 
== Wondrous Items (Belt Slot) ==
Item Name 	Description 	Cost (gil)	Aura 	CL 	Spell(s) Needed
Curing Belt 	User can cast Cure 3/day, healing a single target within 30ft for 1d6+3. 	900 	faint healing 	3rd 	Cure
Glass Belt 	This belt prevents the wearer from being inflicted with Sleep and Poison status. 	32,000 	faint enhancing 	4th 	Bar-Status
Muscle Belt 	This belt grants a +2 enhancement bonus to Strength and Constitution. 	10,000 	moderate enhancing	8th 	Lesser Galka’s Strength, Lesser Dwarf’s Endurance
└- Black Belt 	This belt grants a +4 enhancement bonus to Strength and Constitution, and prevents the wearer from being inflicted with Poison status. 	56,000 	moderate enhancing	12th	Lesser Galka’s Strength, Lesser Dwarf’s Endurance, Bar-Status
└-- Champion Belt	This belt grants a +6 enhancement bonus to Strength and Constitution, and prevents the wearer from being inflicted with Poison and Curse status.	122,000 	strong enhancing 	18th	Galka’s Strength, Dwarf’s Endurance, Bar-Status
=== Body Slot Wondrous Items ===
== Wondrous Items (Body Slot) ==
Item Name 	Description	Cost (gil)	Aura 	CL 	Spell(s) Needed
Sabin’s Monk Tunic	If the wearer has levels in monk, dancer or black belt, her AC and unarmed damage is treated as a monk, dancer or black belt of five levels higher. If the character is not one of these three classes, they gain the AC and unarmed damage of a 5th-level monk (although they do not add their wisdom bonus to AC.) 
This bonus allows the wearer to go above their level when counting for their AC and unarmed damage but does not stack with any other source that would increase their level.
If worn by a character that would put them above level 20 they gain the following benefits:
* AC Bonus (Ex): The bonus to AC and CMD increases by +1 at 24th level and every four levels thereafter.
* Unarmed Strike (Ex): Unarmed strike damage ceases to improve after 20th level.	13,000 	moderate enhancing	10th	24 Hours or Protect III;
=== Eyes Slot Wondrous Items ===
== Wondrous Items (Eyes Slot) ==
Item Name 	Description 	Cost (gil)	Aura 	CL 	Spell(s) Needed
Glasses of Magical Teachings 	As a move action, the user may tap the glasses to gain the benefits of detect magic at will for 1 minute. 	1,000 	faint enhancing 	1st 	Detect Magic
└- Glasses of Magical Understanding	With a move action, the user may tap the glasses to gain the benefits of detect magic at will for 1 minute or read magic at will for 10 minutes. The user is treated as trained for any spellcraft or knowledge checks made while under either effect.	3,000 	faint enhancing 	1st 	Detect Magic, Read Magic
Safety Goggles 	These goggles prevent the wearer from being inflicted with Doom status. 	64,000 	strong enhancing	16th	Bar-Status
Silver Glasses 	These glasses prevent the wearer from being inflicted with Blind status. 	16,000 	faint enhancing 	4th 	Bar-Status
=== Feet Slot Wondrous Items ===
== Wondrous Items (Feet Slot) ==
Item Name 	Description 	Cost (gil)	Aura 	CL 	Spell(s) Needed
Freedom Boots 	These boots prevent the wearer from being inflicted with Immobilize status. 	24,000 	moderate enhancing	6th 	Bar-Status
Quasimodo Boots	These boots prevent the wearer from being inflicted with Sap status. 	32,000 	moderate enhancing	8th 	Bar-Status
Sprint Shoes 	These shoes grant the wearer the Improved Initiative feat and +30 ft enhancement bonus to base land speed.	50,000 	moderate enhancing	14th	Haste, Lesser Mithra’s Grace
=== Hand Slot Wondrous Items ===
== Wondrous Items (Hands Slot) ==
Item Name 	Description 	Cost (gil)	Aura 	CL 	Spell(s) Needed
Blazer Gloves 	These gloves grant a +6 enhancement bonus to Strength but only while at full health. 	18,000 	strong enhancing 	16th	Galka’s Strength
Blind Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Blind status (Fortitude DC 12) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling 	4th 	Blind
Burnt Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Burning status (Fortitude DC 12) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling/elemental (fire) 	4th 	Fire
Chaos Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Confuse status (Will DC 16) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	78,000 	moderate enfeebling 	12th	Confusion
Drawing Gloves 	Grants the wearer a +2 competence bonus on Spellcraft. When worn in combination with Glasses of Magical Understanding the user instead gains a +4 competence bonus. SeeD Operatives can 3/day gain 1 extra spell using the draw ability.	30,000 	strong enfeebling 	11th	Syphon
Dream Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Sleep status (Will DC 12) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling 	4th 	Sleep
Flood Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Drenched status (Fortitude DC 12) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling/elemental (water) 	4th 	Water
Freeze Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Frozen status (Fortitude DC 12) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling/elemental (ice) 	4th 	Blizzard
Genji Gloves 	These gloves grant the wearer the Two-Weapon Fighting feat. Additionally, a one-handed weapon is treated as a light weapon in your off-hand for the purpose of calculating two-weapon fighting attack penalties. 	56,000 	moderate enhancing 	12th	enlarge, galka’s strength, Two-Weapon Fighting feat
Gust Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Squalled status (Fortitude DC 12 for 1d4 rounds). Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling/elemental (wind) 	4th 	Aero
Lag Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Slow status (Fortitude DC 14) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	18,000 	moderate enfeebling 	6th 	Slow
Luminous Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Illuminated status (Fortitude DC 12) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling/light 	4th 	Light
Mute Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Silence status (Will DC 14) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	8,000 	faint enfeebling 	4th 	Silence
Mythril Gloves 	These gloves grant a +2 enhancement bonus to Intelligence and Constitution. 	10,000 	moderate enhancing 	8th 	Lesser Tarutaru’s Cunning, Lesser Dwarf’s Endurance
└- Diamond Gloves 	These gloves grant a +4 enhancement bonus to Intelligence and Constitution, and prevents the wearer from being inflicted with Silence status. 	56,000 	moderate enhancing 	12th	Tarutaru’s Cunning, Dwarf’s Endurance,
Bar Status
└-- Crystal Gloves	These gloves grant a +6 enhancement bonus to Intelligence and Constitution, and prevents the wearer from being inflicted with Poison and Silence status. 	122,000 	strong enhancing 	18th	Tarutaru’s Cunning, Dwarf’s Endurance,
Bar Status
Paralyzing Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Immobilize status (Will DC 14) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	18,000 	moderate enfeebling 	6th 	Immobilize
Rock Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Weighted status (Fortitude DC 12) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling/elemental (earth) 	4th 	Stone
Shadow Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Dimmed status (Fortitude DC 12) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling/dark 	4th 	Dark
Shock Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Static status (Fortitude DC 12) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	4,000 	faint enfeebling/elemental (lightning)	4th 	Thunder
Sneak Gloves 	These gloves grant a +10 circumstance bonus to Sleight of Hand skill checks. 	10,000 	moderate enhancing 	12th	Guidance, Creator Must Have 2+ Ranks In Sleight Of Hand
Stone Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Petrify status (Fortitude DC 16) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	32,000 	moderate enfeebling 	8th 	Statue
Stone Man’s Hand 	Whilst wearing this glove, the wearer may wear up to 3 rings on the gauntlet, but not underneath it, benefiting from all 3 at once, alongside the 1 on their other hand, however, their effects still do not stack with similar bonuses. While this glove is worn, the hand it is equipped to is useless, as the gauntlet cannot move, disallowing two-handing weapons or activating items. It takes 1 full-round action to unlock the glove and a move action to take it off, with the same actions required for equipping it. A character may only benefit from 1 glove at a time, regardless of how many limbs they have, if a two-armed creature is wearing 2 of these items, they would have to destroy the glove to remove it or gain outside assistance. If the rings are unaffected by Dispel, but the glove is, then the rings are turned off.  
This hand has a hardness of 10 and an HP of 35.	24,000 	strong enhancing 	12th	Meld Into Stone, Stone Fist, Stone Shape
Venom Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Poison status (Fortitude DC 14) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	8,000 	faint enfeebling 	4th 	Poison
Zombie Gloves 	These gloves grant your melee/ranged attacks a chance to inflict Zombie status (Fortitude DC 16) for 1d4 rounds. Firearms, gunblades, bows, crossbows, and slings bestow the enfeebling energy upon their ammunition. 	50,000 	moderate enfeebling 	10th	Zombify
=== Head Slot Wondrous Items ===
== Wondrous Items (Head Slot) ==
Item Name 	Description 	Cost 	Aura 	CL 	Spell(s) Needed
Captain’s Hat 	This hat grants the wearer the Airship Operations feat. It also grants the wearer 10 ranks in Profession (Sailor), Navigation, and Pilot skills. While wearing the hat, up to 8 hours, the wearer cannot be fatigued or exhausted. Upon removing the hat or using up the entire 8 hours, the wearer is immediately exhausted and must sleep triple the amount of hours while wearing the hat.	100,000 gil	strong enhancing 	18th	Seamantle, Restora
Doc's Hat 	This hat grants Auto-Potion ability. The wearer can take an immediate action upon getting hit by melee or spells to quaff a potion. He must have a free hand to do so. He can only use this ability once a round. Dispel will only turn this ability off for 1 round. 	40,000 gil 	moderate enhancing 	10th	Mithra’s Grace
Gold Hairpin 	This hairpin grants a +50 MP to the wearer's maximum MP pool. 	250,000 gil	strong enhancing 	18th	Restoraga
Hat of the Red Wizard	This red feathered hat looks pristine and fashionable. The feather in the hat seems to glow and gleam. This hat, while worn, confers on the wearer a continuous Choco Feather. It also grants several abilities per day with their own separate uses:Once per day, as a standard action, the wearer can create any scroll from the red mage’s known spell list. This scroll vanishes at the end of the day. If the scroll leaves the hands of the red mage the magic will also deplete. 
Once per day, as a standard action, the wearer can call forth a Yellow Chocobo (with maximum HPs) that lasts for 10 minutes per red mage level. 
Once per day, as a swift action, the wearer can activate it, providing the red mage with 1 panache point that can be used for any Fencer 1-point deeds.	45,660 gil 	strong enhancing and summoning	12th	Choco Feather, Major Summoning, Restora, Summon Chocobo
Ribbon 	This red ribbon makes the wearer immune to all magical harmful status effects from spells and spell-like abilities except Countdown, Doom and Stop. 	332,000 gil	strong enhancing 	16th	Magic Barrier
└- Super Ribbon 	This elaborate, red ribbon makes the wearer immune to all magical harmful status effects from supernatural, spells, and spell-like abilities. 	578,000 gil	strong enhancing 	20th	Magic Barrier
=== Headband Slot Wondrous Items ===
== Wondrous Items (Headband Slot) ==
Item Name 	Description 	Cost 	Aura 	CL 	Spell(s) Needed
Twisted Headband	This headband prevents the wearer from being inflicted with Sleep status.	16,000 gil	faint enhancing	4th	Bar-Status
=== Neck Slot Wondrous Items ===
== Wondrous Items (Neck Slot) ==
Item Name 	Description 	Cost 	Aura 	CL 	Spell(s) Needed
Beaded Necklace 	This necklace prevents the wearer from being inflicted with Silence and Blind status. 	32,000 gil 	faint enhancing 	4th 	Bar-Status
Black Choker 	This choker prevents the wearer from being inflicted with Confuse status. 	48,000 gil 	moderate enhancing 	12th 	Bar-Status
Cat's Eye Necklace 	This necklace grants the wearer Fast Healing 1 up to 50% health. 	5,000 gil 	faint healing 	4th 	Regen
Chasuble of Power 	Worn over the neck (occupying space on the body as an amulet), a chasuble of power adds an extra die of damage (lesser) or 2 extra dice of damage (greater) to any ranged touch attack supernatural ability that deals 1d6 or 1d8 points of damage the wearer has.	8,000 gil (lesser), 18,000 gil (greater)	moderate enhancing 	8th (lesser), 15th (greater)	Temper
Goddess's Amulet 	This amulet grants the wearer immunity to all magic, harmful and beneficial. This does not affect other worn wondrous items. Once worn, it cannot be taken off unless destroyed. 	200,000 gil 	strong enhancing 	20th 	Magic Barrier
Golden Amulet 	The wearer of this amulet gains double MXP for all his/her materia. 	48,000 gil 	moderate enhancing 	12th 	Status
Gris-Gris Necklace 	This necklace prevents the wearer from being inflicted with Curse status. 	32,000 gil 	faint enhancing 	8th 	Bar-Status
Islander’s Wayfinder (Standard) 	Radiate light as per the torchlight cantrip. Grants the wielder a +2 circumstance bonus on Survival checks to avoid becoming lost. May slot Ioun stones as normal. 	500 gil 	faint enhancing 	5th 	Torchlight
└- Islander’s Wayfinder of Light	Grants all the benefits of standard Islander's Wayfinders. Additionally, counts as a +1, +3, or +5 piece of armor (in correspondence with its +1/+2/+3 forms) for determining the bonuses of the slotted Materia. This Wayfinder also gives a differing bonus depending on how it was built or who it was crafted for, once this choice is made it cannot be changed. 
Power: This reddish-colored necklace grants a +1, +2, or +3 sacred bonus on all Strength-based checks. It also confers a +1, +2, or +3 sacred bonus on all Fortitude saving throws.
Speed: This greenish-colored necklace grants a +1, +2, or +3 sacred bonus on all Dexterity-based checks. It also confers a +1, +2, or +3 sacred bonus on all Reflex saving throws.
Magic: This bluish-colored necklace grants a +1, +2, or +3 sacred bonus on all Intelligence-based checks. It also confers a +1, +2, or +3 sacred bonus on all Will saving throws.
As an immediate action, if a friend with another Wayfinder is within 50ft the wielder can confer their Wayfinder’s bonus, along with Materia bonus, to their ally until the end of the wielder’s next turn, this stops the wielder from receiving their bonus for 2 rounds.	5,000 / 19,000 / 43,000 gil 	moderate enhancing 	10th 	Torchlight, Galka’s Strength, Lesser, Mithra’s Grace, Lesser, Tarutaru’s Cunning, Lesser
Jade Collar 	This collar grants the wearer the Dodge feat. 	32,000 gil 	moderate enhancing 	8th 	Lesser Mithra’s Grace
Rose Amulet 	This amulet prevents the wearer from being inflicted with Silence status. 	16,000 gil 	faint enhancing 	4th 	Bar-Status
Rune Amulet 	This amulet grants a +2 enhancement bonus to Wisdom and Constitution. 	10,000 gil 	moderate enhancing 	8th 	Lesser Moogle’s Wisdom, Lesser Dwarf’s Endurance
└- Diamond Amulet 	This amulet grants a +4 enhancement bonus to Wisdom and Constitution, and prevents the wearer from being inflicted with Silence status. 	56,000 gil 	moderate enhancing 	12th 	Lesser Moogle’s Wisdom, Lesser Dwarf’s Endurance, Bar-status
└-- Crystal Amulet 	This amulet grants a +6 enhancement bonus to Wisdom and Constitution, and prevents the wearer from being inflicted with Silence and Immobilize status. 	122,000 gil 	strong enhancing 	18th 	Dwarf’s Endurance, Moogle’s Wisdom, Bar-status
Sandman's Bag 	The wearer adds their Casting Modifier to Sleep Spell and Song HD limits. 	16,000 gil 	moderate enfeebling	9th 	Sleepja
Star Pendant 	This pendant prevents the wearer from being inflicted with Poison status. 	16,000 gil 	faint enhancing 	4th 	Bar-Status
Steel Collar 	This collar grants a +6 enhancement bonus to Strength but only while at 25% health or less. 	18,000 gil 	moderate enhancing 	14th 	Galka’s Strength
Witty Amulet 	This amulet grants a +4 enhancement bonus to Charisma and Constitution, and prevents the wearer from being inflicted with Curse status. 	56,000 gil 	moderate enhancing 	12th 	Lesser Elvaan’s Splendor, Lesser Dwarf’s Endurance
Wizard Amulet 	The wearer of this amulet regens 1 MP an hour. 	64,000 gil 	moderate enhancing 	8th 	Restora
=== Shoulders Slot Wondrous Items ===
== Wondrous Items (Shoulders Slot) ==
Item Name 	Description 	Cost 	Aura 	CL 	Spell(s) Needed
Kinesis Cloak	This cloak prevents the wearer from being inflicted with Slow and Stop status.	100,000 gil	strong enhancing 	18th	Bar-Status
White Cape 	This cloak prevents the wearer from being inflicted with Frog and Mini status.	64,000 gil 	moderate enhancing	8th 	Bar-Status
=== Slotless Wondrous Items ===
== Wondrous Items (Slotless) ==
Item Name 	Description 	Cost 	Aura 	CL 	Spell(s) Needed
Crystone 	Decrease d% by 1 and increase familiarity by 1 step for teleportation 	500 gil 	Faint chronomancy 	5th 	Bend space and time
Dispel Stone 	Dispels 1 magical effect on contact 	1,500 gil 	moderate enfeebling 	10th	Dispel
Faerie Earrings 	These earrings prevent the wearer from being inflicted with Confuse and Berserk status. 	96,000 gil	moderate enhancing 	12th	Bar-Status
Gold Earrings 	These earrings prevent the wearer from being inflicted with Petrify status. 	32,000 gil	moderate enhancing 	8th 	Bar-Status
Linkshell 	Linkshells produce linkpearls that enable basic communication 	50,400 gil	moderate chronomancy	7th 	Sending
Montblanc’s Satchel	Montblanc’s Satchel opens into an extradimensional space: its inside is larger than its outside dimensions.	2,500 gil / 
5,000 gil / 
7,400 gil / 
10,000 gil.	moderate summoning 	9th 	Secret Chest
Partner Figurine 	Creates a phantasmal partner to aid in morning rituals like the spell. 	360 gil 	faint illusion 	1st 	Phantasmal Partner
=== Wrist Slot Wondrous Items ===
== Wondrous Items (Wrist Slot) ==
Item Name 	Description 	Cost 	Aura 	CL 	Spell(s) Needed
Bronze Bangle 	This bangle grants the wearer +10 additional hit points. 	16,000 gil 	moderate enhancing 	4th 	Aid
└- Iron Bangle 	This bangle grants the wearer +20 additional hit points. 	32,000 gil 	moderate enhancing 	8th 	Aid
└-- Crystal Bangle 	This bangle grants the wearer +30 additional hit points. 	48,000 gil 	moderate enhancing 	12th	Aid
└--- Titanium Bangle 	This bangle grants the wearer +40 additional hit points. 	76,000 gil 	strong enhancing 	16th	Aid
└---- Platinum Bangle 	This bangle grants the wearer +50 additional hit points. 	82,000 gil 	strong enhancing 	20th	Aid
Charm Bracelet 	This bracelet grants a +2 enhancement bonus to Charisma and Constitution. 	10,000 gil 	moderate enhancing 	12th	Lesser Elvaan’s Splendor, Lesser Dwarf’s Endurance
Copper Armlet 	This armlet grants a +5 MP to the wearer's maximum MP pool. 	25,000 gil 	moderate enhancing 	8th 	Restora
└- Silver Armlet 	This armlet grants a +10 MP to the wearer's maximum MP pool. 	50,000 gil 	strong enhancing 	12th	Restora
└-- Gold Armlet 	This armlet grants a +15 MP to the wearer's maximum MP pool. 	75,000 gil 	moderate enhancing 	14th	Restora
└--- Rune Armlet 	This armlet grants a +20 MP to the wearer's maximum MP pool. 	100,000 gil 	strong enhancing 	16th	Restora
└---- Mythril Armlet 	This armlet grants a +25 MP to the wearer's maximum MP pool. 	125,000 gil 	strong enhancing 	18th	Restora
Defense Bracer 	This bracer grants the wearer the Auto-Protect II and Auto-Shell II abilities. The wearer has the Protect and Shell status constantly. Dispel will only turn them off for 1 round. 	60,000 gil 	strong enhancing 	8th 	Protect II, Shell II
Earth Armlet 	This armlet halves all Earth elemental damage. 	16,000 gil 	faint elemental (earth) 	4th 	Elemental Resistance
└- Rock Armlet 	This armlet nullifies all Earth elemental damage. 	64,000 gil 	moderate elemental (earth) 	8th 	Protection from Elements
└-- Stone Armlet 	This armlet absorbs all Earth elemental damage, healing the wearer. 	96,000 gil 	moderate elemental (earth) 	12th	Protection from Elements
Escort Bracelet 	This bracelet halves all elemental damage. 	184,000 gil 	strong elemental (all) 	16th	Elemental Resistance
└- Dragon Bracelet 	This bracelet nullifies all elemental damage. 	736,000 gil 	strong elemental (all) 	18th	Protection from Elements
└-- Wizard Bracelet 	This bracelet absorbs all elemental damage. 	1,104,000 gil	strong elemental (all) 	20th	Protection from Elements
Expedited Gear Guard 	With a standard action, the wearer may touch the gauntlet to summon the gear stored within it onto the wearer. The gear inside the gauntlet cannot be equipped if the wearer is currently wearing armor, or lacks a free hand for the weapons and/or shields.	23,000 gil 	moderate summoning 	9th 	Summon Equipment III
Fire Armlet 	This armlet halves all Fire elemental damage. 	16,000 gil 	faint elemental (fire) 	4th 	Elemental Resistance
└- Flame Armlet 	This armlet nullifies all Fire elemental damage. 	64,000 gil 	moderate elemental (fire) 	8th 	Protection from Elements
└-- Blaze Armlet 	This armlet absorbs all Fire elemental damage, healing the wearer. 	96,000 gil 	moderate elemental (fire) 	12th	Protection from Elements
Force Bracelet 	This bracelet grants a +2 enhancement bonus to Wisdom and Intelligence. 	10,000 gil 	moderate enhancing 	8th 	Lesser Moogle’s Wisdom, Lesser Tarutaru’s Cunning
└- Diamond Bracelet 	This bracelet grants a +4 enhancement bonus to Wisdom and Intelligence, and prevents the wearer from being inflicted with Poison status. 	56,000 gil 	moderate enhancing 	12th	Lesser Moogle’s Wisdom, Lesser Tarutaru’s Cunning, Bar-status
└-- Crystal Bracelet 	This bracelet grants a +6 enhancement bonus to Wisdom and Intelligence, and prevents the wearer from being inflicted with Poison and Curse status. 	122,000 gil 	strong enhancing 	18th	Tarutaru’s Cunning, Moogle’s Wisdom,
Bar-Status
Fran’s Bracers, Lesser 	Grants the wearer proficiency with all bows, if they already have proficiency with their bow they gain +1 competence bonus on attack rolls. 	5,000 gil 	faint enhancing 	4th 	See text
└- Fran’s Bracers, Greater	Grants the wearer proficiency with all bows, if they already have proficiency with their bow they gain +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls 	25,000 gil 	moderate enhancing 	8th 	See text
Haste Armlet 	This armlet grants the wearer the Auto-Haste ability while at 25% health or less. Dispel will only turn it off for 1 round. 	16,000 gil 	moderate enhancing 	6th 	Haste
Holy Armlet 	This armlet halves all Holy damage. 	16,000 gil 	faint light 	4th 	Elemental Resistance
└- Divine Armlet 	This armlet nullifies all Holy damage. 	64,000 gil 	moderate light 	8th 	Protection from Elements
└-- Sacred Armlet 	This armlet absorbs all Holy damage, healing the wearer. 	96,000 gil 	moderate light 	12th	Protection from Elements
Ice Armlet 	This armlet halves all Ice elemental damage. 	16,000 gil 	faint elemental (ice) 	4th 	Elemental Resistance
└- Frost Armlet 	This armlet nullifies all Ice elemental damage. 	64,000 gil 	moderate elemental (ice) 	8th 	Protection from Elements
└-- Freeze Armlet 	This armlet absorbs all Ice elemental damage, healing the wearer. 	96,000 gil 	moderate elemental (ice) 	12th	Protection from Elements
Lightning Armlet 	This armlet halves all Lightning elemental damage. 	16,000 gil 	faint elemental (lightning) 	4th 	Elemental Resistance
└- Shock Armlet 	This armlet nullifies all Lightning elemental damage. 	64,000 gil 	moderate elemental (lightning)	8th 	Protection from Elements
└-- Bolt Armlet 	This armlet absorbs all Lightning elemental damage, healing the wearer. 	96,000 gil 	moderate elemental (lightning)	12th	Protection from Elements
Moon Bracer 	This bracer grants the wearer the Auto-Protect III ability. The wearer has the Protect status constantly. Dispel will only turn it off for 1 round. 	100,000 gil 	moderate enhancing 	10th	Protect III
Nimble Bracer 	This bracer grants a +2 enhancement bonus to Dexterity and Wisdom. 	10,000 gil 	moderate enhancing 	8th 	Lesser Mithra’s Grace, Lesser Moogle’s Wisdom
└- Agile Bracer 	This bracer grants a +4 enhancement bonus to Dexterity and Wisdom, and prevents the wearer from being inflicted with Poison status. 	56,000 gil 	moderate enhancing 	12th	Lesser Mithra’s Grace, Lesser Moogle’s Wisdom, Barstatus
└-- Quick Bracer 	This bracer grants a +6 enhancement bonus to Dexterity and Wisdom, and prevents the wearer from being inflicted with Poison and Curse status. 	122,000 gil 	strong enhancing 	18th	Mithra’s Grace, Moogle’s Wisdom, Bar-status
Power Wristband 	This wristband grants a +2 enhancement bonus to Strength. 	4,000 gil 	faint enhancing 	4th 	Lesser Galka’s Strength
Recovery Bracer 	This bracer grants the wearer the Auto-Regen ability. The wearer has the Regen status constantly. Dispel will only turn it off for 1 round. 	75,000 gil 	moderate enhancing 	14th	Regen
Ruined Bracers 	Allows the wielder to cast Ruin 3/day, dealing 1d4+1 points of non-elemental damage per missile. 	1,200 gil 	faint non-elemental 	1st 	Ruin
└- Ruined Bracers II 	Allows the wielder to cast Ruinra 3/day, dealing 2d6+5 points of non-elemental damage, as well as half damage to all creatures in a 5ft radius (Reflex save 16 for half) per missile. 	33,600 gil 	moderate non-elemental 	7th 	Ruinra
└-- Ruined Bracers III 	Allows the wielder to cast Ruinga 3/day, dealing 3d8+10 points of non-elemental damage, as well as half damage to all creatures in a 10ft radius (Reflex save 19 for half) per missile. 	79,200 gil 	moderate non-elemental 	11th	Ruinga
Shadow Armlet 	This armlet halves all Shadow damage. 	16,000 gil 	faint dark 	4th 	Elemental Resistance
└- Obscene Armlet 	This armlet nullifies all Shadow damage. 	64,000 gil 	moderate dark 	8th 	Protection from Elements
└-- Profane Armlet 	This armlet absorbs all Shadow damage, healing the wearer. 	96,000 gil 	moderate dark 	12th	Protection from Elements
Shining Bracer 	This bracer grants the wearer the Auto-Shell III ability. The wearer has the Shell status constantly. Dispel will only turn it off for 1 round. 	100,000 gil 	moderate enhancing 	12th	Shell III
Slave Caster Cuffs 	Makes it difficult for the wearer to use spells or spell-like abilities 	1,900 gil 	faint enfeebling 	1st 	Detect Magic, Ghost Sound, Ruin.
Speed Bracer 	This bracer grants the wearer the Auto-Haste ability. The wearer has the Haste status constantly. Dispel will only turn it off for 1 round. 	75,000 gil 	strong enhancing 	16th	Haste
Water Armlet 	This armlet halves all Water elemental damage. 	16,000 gil 	faint elemental (water) 	4th 	Elemental Resistance
└- Tide Armlet 	This armlet nullifies all Water elemental damage. 	64,000 gil 	moderate elemental (water) 	8th 	Protection from Elements
└-- Aqua Armlet 	This armlet absorbs all Water elemental damage, healing the wearer. 	96,000 gil 	moderate elemental (water) 	12th	Protection from Elements
Wind Armlet 	This armlet halves all Wind elemental damage. 	16,000 gil 	faint elemental (wind) 	4th 	Elemental Resistance
└- Aero Armlet 	This armlet nullifies all Wind elemental damage. 	64,000 gil 	moderate elemental (air) 	8th 	Protection from Elements
└-- Air Armlet 	This armlet absorbs all Wind elemental damage, healing the wearer. 	96,000 gil 	moderate elemental (air) 	12th	Protection from Elements