
Auto-Abilities
| Multiplier | Total slots | |||||
|---|---|---|---|---|---|---|
| 0 | 1 | 2 | 3 | 4 | ||
| Empty | 0 | 1 | 1 | 1.5 | 3 | 5 |
| 1 | 1 | 1.5 | 3 | 5 | ||
| 2 | 2.25 | 4.5 | 7.5 | |||
| 3 | 9 | 15 | ||||
| 4 | 2000 | |||||
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 | ||
|---|---|---|
| Ability | Items Required | Base Cost |
| Sensor | Ability 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. | ||
| Piercing | Lv 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 Strike | Return 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. | ||
| Initiative | Chocobo 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. | ||
| Firestrike | Bomb Fragment x4 | |
Causes physical attacks from this weapon to hit with Fire. | ||
| Lightningstrike | Electro Marble x4 | |
Causes physical attacks from this weapon to hit with Lightning. | ||
| Waterstrike | Fish Scale x4 | |
Causes physical attacks from this weapon to hit with Water. | ||
| Icestrike | Antarctic 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. | ||
| Darktouch | Eye Drops x60 | |
Has a chance of inflicting Darkness on enemies struck with this weapon. | ||
| Darkstrike | Smoke Bomb x20 | |
Inflicts Darkness on enemies struck with this weapon. | ||
| Silencetouch | Echo Screen x60 | |
Has a chance of inflicting Silence on enemies struck with this weapon. | ||
| Silencestrike | Silence Grenade x20 | |
Inflicts Silence on enemies struck with this weapon. | ||
| Sleeptouch | Sleeping 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. | ||
| Sleepstrike | Dream Powder x16 | |
Inflicts Sleep on enemies struck with this weapon. | ||
| Poisontouch | Antidote x99 | |
Has a chance of inflicting Poison on enemies struck with this weapon. | ||
| Poisonstrike | Poison Fang x14 | |
Inflicts Poison on enemies struck with this weapon. | ||
| Stonetouch | Petrify Grenade x10 | |
Has a chance of inflicting Petrification on enemies struck with this weapon. A Petrified enemy will shatter instantly, killing it outright. | ||
| Stonestrike | Petrify Grenade x60 | |
Inflicts Petrification on enemies struck with this weapon. | ||
| Deathtouch | Farplane Shadow x30 | |
May inflict Death on enemies, killing them instantly. Very few fiends are immune to this effect. | ||
| Deathstrike | Farplane Wind x60 | |
Inflicts Death on enemies struck with this weapon, killing them instantly. | ||
| Zombietouch | Holy Water x70 | |
Has a chance of inflicting Zombie on enemies struck with this weapon. | ||
| Zombiestrike | Candle of Life x30 | |
Inflicts Zombie on enemies struck with this weapon. | ||
| Slowtouch | Silver Hourglass x16 | |
Has a chance of inflicting Slow on enemies struck with this weapon. | ||
| Slowstrike | Gold Hourglass x30 | |
Inflicts Slow on enemies, halving their speed. | ||
| Distil Power | Power 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 Mana | Mana Sphere x2 | |
Causes enemies to drop Mana Spheres when killed. | ||
| Distil Speed | Speed Sphere x2 | |
Causes enemies to drop Speed Spheres when killed. | ||
| Distil Ability | Ability 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. | ||
| Counterattack | Friend Sphere x1 | 4000 |
Counterattacks after being hit by a physical attack. | ||
| Evade & Counter | Teleport Sphere x1 | |
Greatly increases the chance of dodging a physical attack, and counters with one of their own. | ||
| Magic Counter | Shining 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 Booster | Turbo 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. | ||
| Alchemy | Healing 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 Cost | Twin Stars x20 | |
All spells, skills, and abilities are available for half of their normal MP costs. | ||
| One MP Cost | Three 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 AP | N/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 AP | Megalixir x20 | |
Doubles the AP received by the wearer. | ||
| Triple AP | Wings to Discovery x50 | |
Triples the AP received by the wearer. | ||
| Overdrive -> AP | Door 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 Overdrive | Gambler's Spirit x20 | |
Doubles the Overdrive charge rate when the wearer is in critical condition, with their HP in the yellow. | ||
| Double Overdrive | Underdog's Secret x30 | |
Doubles the Overdrive charge rate at all times. | ||
| Triple Overdrive | Winning Formula x30 | |
Triples the Overdrive charge rate at all times. | ||
| Gillionaire | Designer 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 Limit | Dark 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. | ||
| Capture | N/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 | ||
| Ability | Items Required | Base 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 Ward | Bomb Fragment x4 | |
Halves Fire damage against the wearer. | ||
| Fireproof | Bomb Core x8 | |
Nullifies Fire damage. | ||
| Fire Eater | Fire Gem x20 | |
Absorbs all Fire damage, adding it to the wearer's HP. | ||
| Lightning Ward | Electro Marble x4 | |
Halves Lightning damage against the wearer. | ||
| Lightningproof | Lightning Marble x8 | |
Nullifies Lightning damage. | ||
| Lightning Eater | Lightning Gem x20 | |
Absorbs all Lightning damage, adding it to the wearer's HP. | ||
| Water Ward | Fish Scale x4 | |
Halves Water damage against the wearer. | ||
| Waterproof | Dragon Scale x8 | |
Nullifies Water damage. | ||
| Water Eater | Water Gem x20 | |
Absorbs all Water damage, adding it to the wearer's HP. | ||
| Ice Ward | Antarctic Wind x4 | |
Halves Ice damage against the wearer. | ||
| Iceproof | Arctic Wind x8 | |
Nullifies Ice damage. | ||
| Ice Eater | Ice 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 Ward | Eye Drops x40 | |
Has a chance of preventing the Darkness ailment being inflicted on the wearer. | ||
| Darkproof | Smoke Bomb x10 | |
Protects the wearer from the Darkness ailment. | ||
| Silence Ward | Echo Screen x30 | |
Has a chance of preventing the Silence ailment being inflicted on the wearer. | ||
| Silenceproof | Silence Grenade x10 | |
Protects the wearer from the Silence ailment. | ||
| Sleep Ward | Sleeping Powder x6 | |
Has a chance of preventing the Sleep ailment being inflicted on the wearer. | ||
| Sleepproof | Dream Powder x8 | |
Protects the wearer from the Sleep ailment. | ||
| Poison Ward | Antidote x40 | |
Has a chance of preventing the Poison ailment being inflicted on the wearer. | ||
| Poisonproof | Poison Fang x12 | |
Protects the wearer from the Poison ailment. | ||
| Stone Ward | Soft x30 | |
Has a chance of preventing the Petrification ailment being inflicted on the wearer. | ||
| Stoneproof | Petrify Grenade x20 | |
Protects the wearer from the Petrification ailment. | ||
| Death Ward | Farplane Shadow x15 | |
Has a chance of preventing Death being inflicted on the wearer. | ||
| Deathproof | Farplane Wind x60 | |
Protects the wearer from instant-death attacks. | ||
| Zombie Ward | Holy Water x30 | |
Has a chance of preventing the Zombie ailment being inflicted on the wearer. | ||
| Zombieproof | Candle of Life x10 | |
Protects the wearer from the Zombie ailment. | ||
| Slow Ward | Silver Hourglass x10 | |
Has a chance of preventing the Slow ailment being inflicted on the wearer. | ||
| Slowproof | Gold Hourglass x20 | |
Protects the wearer from the Slow ailment. | ||
| Confuse Ward | Musk x16 | |
Has a chance of preventing the Confusion ailment being inflicted on the wearer. | ||
| Confuseproof | Musk x48 | |
Protects the wearer from the Confusion ailment. | ||
| Berserk Ward | Hypello Potion x8 | |
Has a chance of preventing the Berserk ailment being inflicted on the wearer. | ||
| Berserkproof | Hypello Potion x32 | |
Protects the wearer from the Berserk ailment. | ||
| Curseproof | Tetra 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 NulBlaze | Bomb Core x1 | |
Makes the wearer immune to Fire while critical (HP in the yellow). If their health recovers, the effect is removed. | ||
| SOS NulShock | Lightning Marble x1 | |
Makes the wearer immune to Lightning while critical. | ||
| SOS NulTide | Dragon Scale x1 | |
Makes the wearer immune to Water while critical. | ||
| SOS NulFrost | Arctic Wind x1 | |
Makes the wearer immune to Ice while critical. | ||
| SOS Shell | Lunar Curtain x8 | |
If the wearer becomes critically wounded, they will receive Shell status until they recover. | ||
| SOS Protect | Light Curtain x8 | |
If the wearer becomes critically wounded, they will receive Protect status until they recover. | ||
| SOS Reflect | Star Curtain x8 | |
If the wearer becomes critically wounded, they will receive Reflect status until they recover. | ||
| SOS Haste | Chocobo Feather x20 | |
If the wearer becomes critically wounded, they will receive Haste status until they recover. | ||
| SOS Regen | Healing Spring x12 | |
If the wearer becomes critically wounded, they will receive Regen status until they recover. | ||
| Auto-Shell | Lunar Curtain x80 | |
Automatically puts the Shell status on the wearer at the start of battle, and restores it should it be lost. | ||
| Auto-Protect | Light Curtain x70 | |
Automatically puts the Protect status on the wearer at the start of battle, and restores it should it be lost. | ||
| Auto-Reflect | Star Curtain x40 | |
Automatically puts the Reflect status on the wearer at the start of battle, and restores it should it be lost. | ||
| Auto-Haste | Chocobo Wing x80 | |
Automatically puts the Haste status on the wearer at the start of battle, and restores it should it be lost. | ||
| Auto-Regen | Healing 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-Potion | Stamina Tablet x4 | |
If the wearer takes damage and survives, they will use the weakest available potion to recover. | ||
| Auto-Med | Remedy 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-Phoenix | Mega 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. | ||
| Pickpocket | Amulet x30 | |
Increases the wearer's chances of stealing rare items. | ||
| Master Thief | Pendulum x30 | |
Allows the wearer to steal only rare items. | ||
| HP Stroll | Stamina Tab x2 | |
Regenerates a little HP with each step on the field. | ||
| MP Stroll | Mana Tab x2 | |
Regenerates a little MP with each step. | ||
| No Encounters | Purifying Salts x30 | |
Prevents random battles while exploring. Scripted battles will not be stopped by this ability. | ||
| Break MP Limit | Three 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 Limit | Wings 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. | ||
| Ribbon | Dark 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. | ||

