Eternal Legend - Final Fantasy X - Equipment
Final Fantasy X Equipment

Auto-Abilities

MultiplierTotal slots
01234
Empty0111.535
111.535
22.254.57.5
3915
42000

The following large table lists the various auto-abilities that may be present on a weapon or piece of armour, along with the items required for Rikku to customise it and the "base cost" for working out prices.

Three factors go into determining the price of a piece of equipment: the total number of slots, the number of free slots, and the sum total of the various abilities upon it. There are no special bonuses for particular combinations of abilities. To calculate the value of an item, sum the base costs for its abilities and add 50 for good measure. Multiply that by the Slot Multiplier, and that will be the purchase price for your equipment. When selling an item, divide that by 4.


Weapon Auto-Abilities
AbilityItems RequiredBase Cost
SensorAbility Sphere x2

Shows the HP, elemental strengths, and current status of targets. If any member of the active party has a Sensor weapon equipped, a little window reveals key information on opponents (HP, status, help text) when selecting a target.

PiercingLv 2 Key Sphere x1

Breaks through the target's armour, if they have any, dealing full damage. Some fiends have thick shells or other natural armour. A non-Piercing weapon will do only a fraction of the normal damage to such protected creatures.

First StrikeReturn Sphere x1

Allows the owner of this weapon to attack first, even if ambushed. The character will always be given the chance to act before anyone else on the battlefield.

InitiativeChocobo Feather x6

Greatly increases the chances of the party gaining a pre-emptive strike against the enemy, if the owner of this weapon is among them. In a pre-emptive encounter, the party gets a free round of turns before the CTB activates the enemy's timers.

Elemental

Elemental attributes are key to survival in Spira. Many fiends are weak against one of the four primary elements - Fire, Ice, Lightning, and Water - and using appropriate equipment can result in extra damage to your physical attacks and skills. If more than one element is present on a weapon, the enemy will take damage from its weakest attribute; A fire-absorbing, ice-weak Bomb will treat a Firestrike+Icestrike weapon as an ice attack. In addition to providing extra damage, elemental attributes also affect the appearance of your weapon, causing it to crackle with electricity for example.

FirestrikeBomb Fragment x4

Causes physical attacks from this weapon to hit with Fire.

LightningstrikeElectro Marble x4

Causes physical attacks from this weapon to hit with Lightning.

WaterstrikeFish Scale x4

Causes physical attacks from this weapon to hit with Water.

IcestrikeAntarctic Wind x4

Causes physical attacks from this weapon to hit with Ice.

Status Attacks

Moreso than usual, status ailments play a vital part in combat. Normal fiends are generally vulnerable to most, and careful use of status attacks can unleash havoc on the battlefield and effectively disable them. Customising statuses onto weapons causes them to be inflicted with each attack, making it much easier to take advantage of their effects. For example, a Darkstrike weapon will almost always blind whatever it hits, even if the attack doesn't do much damage. "Touch" weapons have a lower chance of succeeding, but are easier to find or customise.

DarktouchEye Drops x60

Has a chance of inflicting Darkness on enemies struck with this weapon.

DarkstrikeSmoke Bomb x20

Inflicts Darkness on enemies struck with this weapon.

SilencetouchEcho Screen x60

Has a chance of inflicting Silence on enemies struck with this weapon.

SilencestrikeSilence Grenade x20

Inflicts Silence on enemies struck with this weapon.

SleeptouchSleeping Powder x10

Has a chance of inflicting Sleep on enemies struck with this weapon. Don't worry, the attack itself won't wake them back up again.

SleepstrikeDream Powder x16

Inflicts Sleep on enemies struck with this weapon.

PoisontouchAntidote x99

Has a chance of inflicting Poison on enemies struck with this weapon.

PoisonstrikePoison Fang x14

Inflicts Poison on enemies struck with this weapon.

StonetouchPetrify Grenade x10

Has a chance of inflicting Petrification on enemies struck with this weapon. A Petrified enemy will shatter instantly, killing it outright.

StonestrikePetrify Grenade x60

Inflicts Petrification on enemies struck with this weapon.

DeathtouchFarplane Shadow x30

May inflict Death on enemies, killing them instantly. Very few fiends are immune to this effect.

DeathstrikeFarplane Wind x60

Inflicts Death on enemies struck with this weapon, killing them instantly.

ZombietouchHoly Water x70

Has a chance of inflicting Zombie on enemies struck with this weapon.

ZombiestrikeCandle of Life x30

Inflicts Zombie on enemies struck with this weapon.

SlowtouchSilver Hourglass x16

Has a chance of inflicting Slow on enemies struck with this weapon.

SlowstrikeGold Hourglass x30

Inflicts Slow on enemies, halving their speed.

Distil PowerPower Sphere x2

Inflicts "Distil Power," causing enemies to drop Power Spheres when killed instead of the item they would usually drop. The Distil auto-abilities are not present in the US version.

Distil ManaMana Sphere x2

Causes enemies to drop Mana Spheres when killed.

Distil SpeedSpeed Sphere x2

Causes enemies to drop Speed Spheres when killed.

Distil AbilityAbility Sphere x2

Causes enemies to drop Ability Spheres when killed.

Stat Boosts

Classic Final Fantasy equipment works primarily by boosting its user's stats. The Sphere Grid means permanent stat boosts are within your direct control, but it may still come in useful to add a little extra power to your attacks and spells via these auto-abilities.

Strength +3%Power Sphere x1

Raises the wearer's strength by 3%, up to 255. May be combined with other strength+ abilities.

Strength +5%Stamina Spring x2

Raises the wearer's strength by 5%, up to 255. May be combined with other strength+ abilities.

Strength +10%Skill Sphere x1

Raises the wearer's strength by 10%, up to 255. May be combined with other strength+ abilities.

Strength +20%Supreme Gem x4

Raises the wearer's strength by 20%, up to 255. May be combined with other strength+ abilities.

Magic +3%Mana Sphere x3

Raises the wearer's magic by 3%, up to 255. May be combined with other magic+ abilities.

Magic +5%Mana Spring x2

Raises the wearer's magic by 5%, up to 255. May be combined with other magic+ abilities.

Magic +10%Blk Magic Sphere x1

Raises the wearer's magic by 10%, up to 255. May be combined with other magic+ abilities.

Magic +20%Supreme Gem x4

Raises the wearer's magic by 20%, up to 255. May be combined with other magic+ abilities.

Counterattacks

The following auto-abilities enable the weapon bearer to automatically respond to attacks with a counter of their own. Counters are standard physical attacks executed immediately after the enemy's hit, and do not affect the character's position in the CTB.

CounterattackFriend Sphere x14000

Counterattacks after being hit by a physical attack.

Evade & CounterTeleport Sphere x1

Greatly increases the chance of dodging a physical attack, and counters with one of their own.

Magic CounterShining Gem x16

The wearer physically counterattacks when hit by a spell.

Ability Boosters

Bring out the beast within by boosting the power of your skills or otherwise amplifying battle power with the following auto-abilities.

Magic BoosterTurbo Ether x30

Increases the effectiveness of the wearer's magic by 50%, but causes their skills to cost twice as much MP. Best combined with Half MP Cost, for obvious reasons.

AlchemyHealing Water x4

Causes the user's potions and other restorative items to become twice as effective. A standard Potion thus heals 400HP, and so on.

Half MP CostTwin Stars x20

All spells, skills, and abilities are available for half of their normal MP costs.

One MP CostThree Stars x20

All spells, skills, and abilities cost the wearer just 1MP to execute. A must for the serious magic user, or to take advantage of high-level skills such as Full Break or Auto-Life. If combined with Magic Booster, the cost is 2MP instead.

No APN/A

The wearer receives no AP after battle. Only available on underpowered Celestial Weapons. To remove this ability from the Celestials, find and use the Crests and Sigils.

Double APMegalixir x20

Doubles the AP received by the wearer.

Triple APWings to Discovery x50

Triples the AP received by the wearer.

Overdrive -> APDoor to Tomorrow x10

Freezes the Overdrive gauge of the wearer. Instead, all Overdrive "points" which would have been earned are given as AP at the end of the battle.

SOS OverdriveGambler's Spirit x20

Doubles the Overdrive charge rate when the wearer is in critical condition, with their HP in the yellow.

Double OverdriveUnderdog's Secret x30

Doubles the Overdrive charge rate at all times.

Triple OverdriveWinning Formula x30

Triples the Overdrive charge rate at all times.

GillionaireDesigner Wallet x30

Doubles the amount of gil dropped by enemies. As long as the bearer of this weapon took part in and survived the battle, the party receives double gil even if the enemy weren't hit with this weapon.

Break Damage LimitDark Matter x60

Allows the wearer's skills and attacks to break the 9,999 limit, up to a potential 99,999. This auto-ability itself doesn't directly increase attack power; It simply increases the maximum values.

CaptureN/A

Captures fiends killed with this weapon, sending them to the Monster Arena. It cannot be customised onto existing weaponry, and is only available on new equipment from the Arena owner. Not all fiends can be caught.

 
Armour Auto-Abilities
AbilityItems RequiredBase Cost
Elemental Defence

Protection from the elements can mean the difference between life and death when facing the fiends of Spira. The following auto-abilities provide permanent defence against the four major elements, either by halving damage (Ward), nullifying it completely (-Proof) or absorbing it and converting it to HP (Eater). Certain areas have a higher concentration of a particular element, for example Fire is common around Mushroom Rock.

Fire WardBomb Fragment x4

Halves Fire damage against the wearer.

FireproofBomb Core x8

Nullifies Fire damage.

Fire EaterFire Gem x20

Absorbs all Fire damage, adding it to the wearer's HP.

Lightning WardElectro Marble x4

Halves Lightning damage against the wearer.

LightningproofLightning Marble x8

Nullifies Lightning damage.

Lightning EaterLightning Gem x20

Absorbs all Lightning damage, adding it to the wearer's HP.

Water WardFish Scale x4

Halves Water damage against the wearer.

WaterproofDragon Scale x8

Nullifies Water damage.

Water EaterWater Gem x20

Absorbs all Water damage, adding it to the wearer's HP.

Ice WardAntarctic Wind x4

Halves Ice damage against the wearer.

IceproofArctic Wind x8

Nullifies Ice damage.

Ice EaterIce Gem x20

Absorbs all Ice damage, adding it to the wearer's HP.

Status Defence

Many fiends may inflict status ailments on the party, either deliberately or as a side-effect of a regular attack. Ward equipment reduces the chances of a particular status being inflicted, while Proof effectively guarantees complete resistance.

Dark WardEye Drops x40

Has a chance of preventing the Darkness ailment being inflicted on the wearer.

DarkproofSmoke Bomb x10

Protects the wearer from the Darkness ailment.

Silence WardEcho Screen x30

Has a chance of preventing the Silence ailment being inflicted on the wearer.

SilenceproofSilence Grenade x10

Protects the wearer from the Silence ailment.

Sleep WardSleeping Powder x6

Has a chance of preventing the Sleep ailment being inflicted on the wearer.

SleepproofDream Powder x8

Protects the wearer from the Sleep ailment.

Poison WardAntidote x40

Has a chance of preventing the Poison ailment being inflicted on the wearer.

PoisonproofPoison Fang x12

Protects the wearer from the Poison ailment.

Stone WardSoft x30

Has a chance of preventing the Petrification ailment being inflicted on the wearer.

StoneproofPetrify Grenade x20

Protects the wearer from the Petrification ailment.

Death WardFarplane Shadow x15

Has a chance of preventing Death being inflicted on the wearer.

DeathproofFarplane Wind x60

Protects the wearer from instant-death attacks.

Zombie WardHoly Water x30

Has a chance of preventing the Zombie ailment being inflicted on the wearer.

ZombieproofCandle of Life x10

Protects the wearer from the Zombie ailment.

Slow WardSilver Hourglass x10

Has a chance of preventing the Slow ailment being inflicted on the wearer.

SlowproofGold Hourglass x20

Protects the wearer from the Slow ailment.

Confuse WardMusk x16

Has a chance of preventing the Confusion ailment being inflicted on the wearer.

ConfuseproofMusk x48

Protects the wearer from the Confusion ailment.

Berserk WardHypello Potion x8

Has a chance of preventing the Berserk ailment being inflicted on the wearer.

BerserkproofHypello Potion x32

Protects the wearer from the Berserk ailment.

CurseproofTetra Elemental x12

Protects the wearer from the Curse ailment, which prevents them from using Overdrives.

Auto-Protection

The following auto-abilities provide positive status effects on the wearer, and as such should be in high demand. In all cases, the effects granted cannot be removed by Dispel or death. SOS skills will be removed if your HP recovers, but Auto-skills are totally permanent.

SOS NulBlazeBomb Core x1

Makes the wearer immune to Fire while critical (HP in the yellow). If their health recovers, the effect is removed.

SOS NulShockLightning Marble x1

Makes the wearer immune to Lightning while critical.

SOS NulTideDragon Scale x1

Makes the wearer immune to Water while critical.

SOS NulFrostArctic Wind x1

Makes the wearer immune to Ice while critical.

SOS ShellLunar Curtain x8

If the wearer becomes critically wounded, they will receive Shell status until they recover.

SOS ProtectLight Curtain x8

If the wearer becomes critically wounded, they will receive Protect status until they recover.

SOS ReflectStar Curtain x8

If the wearer becomes critically wounded, they will receive Reflect status until they recover.

SOS HasteChocobo Feather x20

If the wearer becomes critically wounded, they will receive Haste status until they recover.

SOS RegenHealing Spring x12

If the wearer becomes critically wounded, they will receive Regen status until they recover.

Auto-ShellLunar Curtain x80

Automatically puts the Shell status on the wearer at the start of battle, and restores it should it be lost.

Auto-ProtectLight Curtain x70

Automatically puts the Protect status on the wearer at the start of battle, and restores it should it be lost.

Auto-ReflectStar Curtain x40

Automatically puts the Reflect status on the wearer at the start of battle, and restores it should it be lost.

Auto-HasteChocobo Wing x80

Automatically puts the Haste status on the wearer at the start of battle, and restores it should it be lost.

Auto-RegenHealing Spring x80

Automatically puts the Regen status on the wearer at the start of battle, and restores it should it be lost.

Stat Boosts

Classic Final Fantasy equipment works primarily by boosting its user's stats. The Sphere Grid means permanent stat boosts are within your direct control, but it may still come in useful to have a little extra help surviving with these auto-abilities.

Defence +3%Power Sphere x3

Raises the wearer's defence by 3%, up to 255. May be combined with other defence+ abilities.

Defence +5%Stamina Spring x2

Raises the wearer's defence by 5%, up to 255. May be combined with other defence+ abilities.

Defence +10%Special Sphere x1

Raises the wearer's defence by 10%, up to 255. May be combined with other defence+ abilities.

Defence +20%Blessed Gem x4

Raises the wearer's defence by 20%, up to 255. May be combined with other defence+ abilities.

Mag Defence +3%Mana Sphere x3

Raises the wearer's magic defence by 3%, up to 255. May be combined with other defence+ abilities.

Mag Defence +5%Mana Spring x2

Raises the wearer's magic defence by 5%, up to 255. May be combined with other defence+ abilities.

Mag Defence +10%Wht Magic Sphere x1

Raises the wearer's magic defence by 10%, up to 255. May be combined with other defence+ abilities.

Magic Def +20%Blessed Gem x4

Raises the wearer's magic defence by 20%, up to 255. May be combined with other defence+ abilities.

HP +5%X-Potion x1

Raises the wearer's HP by 5%, up to 9,999. May be combined with other HP+ abilities.

HP +10%Soul Spring x3

Raises the wearer's HP by 10%, up to 9,999. May be combined with other HP+ abilities.

HP +20%Elixir x5

Raises the wearer's HP by 20%, up to 9,999. May be combined with other HP+ abilities.

HP +30%Stamina Tonic x1

Raises the wearer's HP by 30%, up to 9,999. May be combined with other HP+ abilities.

MP +5%Ether x1

Raises the wearer's MP by 5%, up to 999. May be combined with other MP+ abilities.

MP +10%Soul Spring x3

Raises the wearer's MP by 10%, up to 999. May be combined with other MP+ abilities.

MP +20%Elixir x5

Raises the wearer's MP by 20%, up to 999. May be combined with other MP+ abilities.

MP +30%Mana Tonic x1

Raises the wearer's MP by 30%, up to 999. May be combined with other MP+ abilities.

"Counterattacks"

These interesting abilities are essentially counterattacks without the attack, using an item in response to an enemy's moves. The action takes no time to accomplish, not affecting the character's CTB in any way, but it does rely on your inventory being sufficiently stocked.

Auto-PotionStamina Tablet x4

If the wearer takes damage and survives, they will use the weakest available potion to recover.

Auto-MedRemedy x20

If the wearer comes under the effect of a status ailment which they are capable of healing, they will immediately use the appropriate item (if they have any) to remove it. Remedies will be used if no specific item is at hand.

Auto-PhoenixMega Phoenix x20

If the wearer is alive when a party member dies, they will immediately use a Phoenix Down (if they have any) to resurrect them. Attacks which wipe out the entire party at once cannot be responded to.

Specials

The final set of auto-abilities are difficult to classify, but are nonetheless worth investigating.

PickpocketAmulet x30

Increases the wearer's chances of stealing rare items.

Master ThiefPendulum x30

Allows the wearer to steal only rare items.

HP StrollStamina Tab x2

Regenerates a little HP with each step on the field.

MP StrollMana Tab x2

Regenerates a little MP with each step.

No EncountersPurifying Salts x30

Prevents random battles while exploring. Scripted battles will not be stopped by this ability.

Break MP LimitThree Stars x30

Allows the wearer to have up to 9,999MP. Note that this ability doesn't actually increase their MP count; it just raises the maximum. If you need thousands of MP, of course.

Break HP LimitWings to Discovery x30

Allows the wearer to have up to 99,999HP. Note that this ability doesn't actually increase their HP count; it just raises the maximum.

RibbonDark Matter x99

Makes the wearer permanently immune to all status ailments, with the exception of Curse, Doom, and Death. This wonderful auto-ability is not available in the US version.


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