Pretty much every FF Class was in most of FF Games
CLASSES
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* Alchemist
* Alchemist
* Animist
* Archer
* Arc Knight
* Assassin
* Astrologist
* Bard
* Beastmaster
* Berserker
* Bishop
* Black Belt
* Black Mage
* Black Wizard
* Blue Mage
* Calculator
* Caller
* Chemist
* Cleric
* Conjurer
* Dancer
* Dark Knight
* Defende
* Divine Knight
* Dragoner
* Dragon Knight
* Dragoon
* Elementalist
* Engineer
* Fencer
* Fighter
* Floral Falla
* Full Throttle
* Gadgeteer
* Gambler
* General
* Gladiator
* Geomancer
* Gunner
* Gun Mage
* Heaven Knight
* Hermetic
* Hell Knight
* Holy Knight
* Holy Priest
* Holy Swordsman
* Hunter
* Hunter
* Illusionist
* Judgemaster
* Juggler
* Karateka
* Knight
* Knight Blade
* Lady Luck
* Lancer
* Lunarian
* Lune Knight
* Machina Maw
* Magic Knight
* Magic Warrior
* Mascot
* Master
* Machinist/Puppetmaster
* Mediator
* Mime
* Mimic
* Mog Knight
* Moogle
* Monk
* Morpher
* Mystic Knight
* Ninja
* OnionKid/OnionKnight
* Oracle
* Paladin
* Pictomancer
* Priest
* Princess
* Ranger
* Red Mage
* Red Wizard
* Rune Knight
* Runeseeker
* Sage
* Samurai
* Scholar
* Shaman
* Sniper
* Soldier
* Songstress
* Sorceror
* Special Spheres
* Squire
* Summoner
* Taoist
* Templar
* Temple Knight
* Thief
* Time Mage
* Trainer
* Viking
* Warlock
* Warrior
* White Knight
* White Mage
* White Monk
* White Wizard
* Wild Boy
* Wizard
Magic/Skills
--------------
WM = White Magic, BM = Black Magic; BL = Blue Magic; TM = Time Magic; DM = Dimensional Magic; YY = Yin Yang Magic; MG = generic Magic; AB = ability, SA = Support Ability; GG = Garment Grid ability. Note that in X-2, the Gun Mage uses Blue Magic.
1000 Needles (8 in Cactuar summon; 9/X-2 BL; 10 non-usable)
AKA: Blow Fish (5/6 BL)
Effect: Exactly 1000 HP worth of damage regardless of enemy defenses. In FF8 it multiplies it by a certain amount. FF10 also has 10,000 and 100,000 Needle attacks.
Aero (2 MG; 3 WM; 5/6 BL; 8 MG; 9 non-usable; MQ BM; TA Bishop/Sage)
Effect: Air-elemental attack
Alert (8/9 SA)
Caution (5 SA), Pre-emptive (7 SA), Initiative (10 SA, X-2 Thief)
Effect: Prevents back attacks or increases Preemptive Strike chances.
Aqua Breath (8/9/10 BL)
AKA: Aqua Rake (5/6 BL), Aqualung (7 BL)
Effect: Water-elemental attack on all enemies.
Arise (5 WM)
AKA: Life2 (1/3/4/6 WM; 7 MG), Full-life (8 MG, 10/X-2/TA WM; CC MG), Life (MQ WM), Raise 2 (11/Tactics WM)
Effect: Revive ally with full HP
Armor Break (9 Steiner, 10 Auron, X-2 Warrior, 11 Great Axe, Tactics Knight, TA)
Effect: Breaks armor or lowers defense.
Aspir (4/11 BM)
AKA: Psych (4a BM), Asper (5 BM), Osmose (2 MG; 6 DM; 9/10 BM; X-2 GG), MP Absorb (X-2 BM), Spell Absorb (Tactics YY), Aspel (Tactics Beowulf)
Effect: Drains MP from target to caster
Auto-Haste (8/9/10/X-2 SA)
Effect: Haste status is always in effect during battle.
Auto-Potion (8/9/10/Tactics SA)
Effect: Character uses potion when hit.
Auto-Protect (9/10 SA; X-2 Mascot)
Effect: Character always in Protect status.
Auto-Reflect (8/9/10/X-2 SA)
Effect: Reflect status is always in effect during battle.
Auto-Shell (9/10 SA; X-2 Mascot)
Effect: Character always in Shell status.
Bad Breath (7/8/9/10/X-2/TA BL)
AKA: Sour Mouth (6 BL), Bad Bracelet (Tactics Molbol)
Effect: Adds many status ailments to entire enemy party.
Berserk (2 MG; 4/5 WM; 6 DM; 7/8 MG; 9 WM; X-2 Berserker; 11 Warrior; Tactics Beowulf)
AKA: Blind Rage (Tactics YY)
Effect: Causes Berserk status. In X-2 can only be used on self.
Bio (3/4/5/6/9/11 BM; 8 MG; Tactics Apanda; TA Sage)
AKA: Virus (4a BM), Bio2/Bio3 (7 MG)
Effect: Strong attack, adds Poison status
Black Shock
AKA: Flash (5 BL), Dischord (6 BL)
Effect: Lowers enemy's level by half.
Blind (1 BM; 2 MG; 3 BM; 8 MG; 9 WM; 11 BM; Tactics YY; Tactics Beowulf; TA Sage)
Effect: Causes Blind status
Blink (2 MG; 4/5 WM)
AKA: Invis (1n WM), Invis1 (1 WM), Invisible (11 WM)
Effect: Raise evade % of target, or cause attacks to completely miss.
Blizzaga (8 MG; 9/10/X-2/TA BM; CC MG)
AKA: Ice3 (1/3/4/5/6 BM; 7 MG; Tactics BM), Blizzard III (11 BM)
Effect: Strong ice-elemental attack. In CC, can cause Frozen status.
Blizzara (8 MG; 9/10/X-2/TA BM; CC MG)
AKA: Ice2 (1/3/4/5/6 BM; 7 MG; Tactics BM), Blizzard II (11 BM)
Effect: Medium ice-elemental attack. In CC, can cause Frozen status.
Blizzard (8 MG; 9/10/X-2/11/MQ/TA BM; CC MG)
AKA: Ice (1 BM; 2 MG; 3/4/5/6 BM; 7 MG; Tactics BM)
Effect: Weak ice-elemental attack. In CC, can cause Frozen status.
Break (1 BM; 2 MG; 3/5/6 BM; 7/8 MG; 9 BM; X-2 Dark Knight; Tactics Beowulf; TA Bishop)
AKA: Stone (4/11 BM), Petrify (Tactics YY)
Effect: Causes Petrify or Stone status. In 7 this also deals Earth damage. In 11, does not petrify, only deals Earth damage.
Chakra (5 Monk; 9 Amarant; 11/Tactics/TA Monk)
AKA: Mantra (6 Sabin)
Effect: Recovers HP and possibly MP or status for a character.
Cherry Blossom (9 Freya; Tactics Cloud)
Effect: Strong physical attack on all enemies.
Climhazzard (7 Cloud; 9 Steiner; Tactics Cloud)
Effect: Physical damage against one enemy.
Comet (4 Twin; 5 DM; 7 MG; 9 BM)
Effect: Non-elemental attack. See "Meteor".
Confuse (1n BM; 3 WM; 7/8 MG; 9 WM; X-2 Dark Knight; Tactics Beowulf)
AKA: Charm (4 WM), Muddle (1 BM, 2 MG, 5 WM, 6 DM), Confusion Song (Tactics YY)
Effect: Cause Confusion status
Counter (5/11 Monk; 8/9/Tactics/TA SA)
AKA: Counter Attack (7 SA), Counterattack (10 SA; X-2 Berserker)
Effect: Character physically attacks whenever damaged.
Cover (4 Cecil; 5 Knight; 7/8/9/TA SA; 11 Paladin)
AKA: Sentinel (10 Auron, X-2 Warrior)
Effect: Character takes damage instead of an ally. The True Knight relic has this effect in 6.
Cure (1 WM; 2 MG; 3/5/6 WM; 7/8 MG; 9/10/X-2/11/MQ/Tactics/TA WM; CC MG)
AKA: Cure1 (4 WM)
Effect: Small HP gain
Cura (8 MG; 9/10/X-2/TA WM, TA Bishop; CC MG)
AKA: Cure2 (1/3/4/5/6 WM; 7 MG; Tactics WM), Cure II (11 WM)
Effect: Medium HP gain
Curaga (8 MG; 9/10/X-2/TA WM; CC MG)
AKA: Cure3 (1/3/4/5/6 WM; 7 MG, Tactics WM), Cure III (11 WM)
Effect: Large HP gain
Darkside (8 AB; 9 Steiner)
Dark Wave (4 Cecil), Darkness (X-2 Dark Knight)
Effect: Damages enemy at HP cost to self.
Death (2 MG; 3/4 BM; 7/8 MG; 9/Tactics BM; X-2 Dark Knight; TA Alchemist)
AKA: XXXX (1n BM), Fatal (4a BM), Doom (1/5/6 BM)
Effect: Instantly kills enemy, heals undead fully
Death Sentence (7 BL; Tactics Mediator)
AKA: Condemn (5/6 BL), Doom (8/9/10 BL; X-2 Dark Knight), Countdown (9 Amarant)
Effect: Counter appears above target's head; when counter is at 0, target dies.
Dispel (4/5 WM; 6 DM; 8 MG; 9/10/X-2 WM; 11 RM; TA Bishop)
AKA: DeSpell (7 MG), Dispel Magic (Tactics YY), Despair (Tactics Beowulf)
Effect: Erases all magical effects from target
Drain (2 MG; 3/4/5/6 BM; 8 MG; 9/10/11 BM; X-2 Dark Knight; Tactics Beowulf; TA Sage)
AKA: Life Drain (Tactics YY)
Effect: Drain HP from target to caster
Esuna (2 MG; 4 WM; 7/8 MG; 9/10/Tactics/X-2/TA WM)
AKA: Heal (3/4a/5/MQ WM), Remedy (6 WM), Clear/Clearaga (CC MG)
Effect: Cure all status ailments
Final Heaven (6j Sabin; 7 Tifa; 8 Zell)
Effect: Strongest physical attack.
Fira (8 MG; 9/10/X-2/TA BM; CC MG)
AKA: Fire2 (1/3/4/5/6 BM; 7 MG; Tactics BM), Fire II (11 BM)
Effect: Medium fire-elemental attack. In CC, can cause Burn status effect.
Firaga (8 MG; 9/10/X-2/TA BM, CC MG)
AKA: Fire3 (1/3/4/5/6 BM; 7 MG; Tactics BM), Fire III (11 BM)
Effect: Strong fire-elemental attack. In CC,can cause Burn status effect.
Fire (1 BM; 2 MG; 3/4/5/6 BM; 7/8 MG; 9/10/X-2/11/MQ/Tactics/TA BM; CC MG)
AKA: Fire1 (4 BM)
Effect: Weak fire-elemental attack. In CC, can cause Burn status effect.
Fire Breath (8/10/X-2 BL; TA Dragoon)
AKA: Emission (5 BL), Flame Thrower (7 BL)
Effect: Fire attack on one enemy.
Flametongue (X-2 Warrior)
AKA: Emission (5 BL), Flame Thrower (7 BL)
Effect: Sword attack with fire element.
Flare (1 BM; 2 MG; 3/4/5/6 BM; 7/8 MG; 9/10 BM; X-2 GG; MQ Wizard; Tactics BM; TA Alchemist)
AKA: Nuke (1n/4a BM)
Effect: Ultimate fire-elemental attack (in 8, it's fire/ice/bolt-elemental and in 10 it's non-elemental).
Flee (9 Zidane, 10 Tidus, X-2/11 Thief)
Effect: Instantly allows all characters to run away from battle.
Float (4 WM; 5/6 DM; 8 MG; 9 WM; Tactics TM)
Effect: Causes target to Float
Focus (9/10/X-2 BM)
Effect: Raises magic power.
Frog Song (5, 7 BL)
Effect: Turns target into a sleeping Frog.
Full Cure (7 MG; Selphie's Limit Break in 8; 10/X-2 WM)
AKA: Cureja (Tactics-j WM), Cure 4 (Tactics WM), Cure IV (11 WM)
Effect: Cures all HP for one target or a very large amount of HP for multiple targets
Gil Toss (5 Samurai)
AKA: Coin Toss (6 Setzer), Coin (7 AB), Spare Change (9 Amarant; 10 Rikku; X-2 Samurai)
Effect: Cause damage to the enemy by throwing money.
Gillionaire (10 SA; X-2 Lady Luck)
AKA: Millionaire (9 Quina), Gilfinder (11 Thief)
Effect: Get more Gil after battle.
Goblin Punch (5/7/9 BL; Tactics enemy spell; TA BL)
Effect: Physical attack which costs no MP; if enemy is on same level as caster, effect is greater.
Graviga/Gravija (8/10 non-usable, CC MG)
AKA: Demi3 (7 MG), Demi2 (5 BM, Tactics TM), Quarter (6 BM, TA TM), Gravira (CC MG)
Effect: Target(s) lose(s) a high % of HP
Gravity (11 RM; CC MG)
AKA: Demi (5 DM; 6 BM; 7/8 MG; 9/10 BM; X-2 Dark Knight; Tactics/TA TM)
Effect: Target loses a certain % of HP. In CC, target is also brought to the ground.
Haste (1 BM; 2 MG; 3/4 WM; 5/6 DM; 7/8 MG; 9/10/11 WM; Tactics/TA TM)
AKA: Fast (1n BM; 4a WM)
Effect: Raise target's speed
Hastega (10/11 WM; X-2 GG; CC MG)
AKA: Haste2 (5, 6 DM; Tactics TM)
Effect: Raises targets' speed
Holy (2 MG; 3/4/5 WM; 8 MG; 9/10/11/Tactics WM; X-2 GG; TA Bishop; CC MG)
AKA: Pearl (6 BM), White (4a WM; MQ Wizard)
Effect: Strong Holy-elemental attack. Part of the storyline in 7. In CC, makes undead creatures take physical form (and therefore vunerable to physical attacks).
Holyra (CC MG)
AKA: Holy II (11 WM)
Effect: Next-level Holy-elemental attack. In CC, hits all targets and makes undead creatures take physical form (and therefore vunerable to physical attacks).
HP Stroll (10 SA; X-2 Trainer)
AKA: Move-HP Up (8 SA; Tactics Monk)
Effect: HP is recovered as you walk around.
Ice Brand (X-2 Warrior)
AKA: Blizzard Sword (5/9 SM), Frostbite/Freezebite (11 Greatsword), Icestrike (CC MG)
Sword attack with ice element
Level 3 Flare (5 BL)
AKA: Level 4 Flare (6 BL), LV? S-Flare (TA BL)
Effect: All enemies at a level divisible by 3 (or 4) are hit with a Flare spell.
Level 5 Death (6/7/9 BL)
AKA: Level 5 Doom (5 BL), Level?Death (8 BL)
Effect: All enemies at a level divisible by 5 are instantly killed. In 8 it depends on Quistis's HP. All the "level X" skills are also done (with FAR more variety) by the Calculator in Tactics.
Libra (3 WM, X-2 Floral Fallal)
AKA: Rabur (4 WM), Peep (4a WM), Scan (4 WM, 5 WM and Blue Mage ability; 6 DM; 7/8 MG; 9/10 WM; X-2 Gun Mage), Analyze (5 Blue Mage ability)
Effect: Sees enemy HP/MP, sometimes also weaknesses and other info
Liquid Steel (X-2 Warrior)
AKA: Water Sword (5/9 SM)
Effect: Sword attack with water element.
Magic Break (9 Steiner, 10 Auron, X-2 Warrior, Tactics Knight, TA Warrior/Soldier)
AKA: Skullbreaker (11 Club)
Effect: Lowers enemy's magic power.
Magic Hammer (5/7/9/TA BL)
Effect: Spell lowers target MP (in 7 the caster gains MP as well).
Manipulate (7 AB)
AKA: Control (5 Mediator, 6 Relm, TA Beastmaster), Charm (11 Beastmaster)
Effect: Controls an enemy's actions.
Meteor (3/4 BM; 5 DM; 6 BM; 8 MG; 9 BM; 10/X-2 non-usable; MQ Wizard; Tactics TM, TA Alchemist)
AKA: Comet2 (7 MG)
Effect: Multi-hit non-elemental attack on all enemies. See "Comet".
Mighty Guard (8/9/10/X-2/TA BL)
AKA: Guardian (5 BL), Big Guard (6/7 BL), MBarrier (Tactics Princess)
Effect: Casts Protect, Shell, and sometimes Haste on the entire party. In Tactics it's just on one person.
Mime (5 Mime; 6 Gogo; 7 AB; Tactics Mime)
AKA: Copycat (10 Rikku)
Effect: Mimics the last action done by an ally.
Mini (2 MG; 3/4/5 WM; 7 MG; 9 WM)
AKA: Size (4a WM)
Effect: Turn target to/from Midget status
Missile (5 BL)
AKA: Laser (7 BL)
Effect: Halves target HP.
Mug (5 Thief; 7/8/9 SA; 10 Rikku; X-2 GG; 11 Thief; TA Soldier)
AKA: Capture (6 Locke)
Effect: Steal and attack simultaneously. In 11, allows thief to steal gil.
No Encounters (10 SA; X-2 SA)
AKA: Enc-None (8 SA)
Effect: Allows you to walk around without running into random battles.
Poison (5/6 BM; 8 MG; 9/11/Tactics BM, TA Alchemist/Red Mage)
AKA: Venom (3/4 BM), Bio (7 MG; 10 BM; X-2 Dark Knight)
Effect: Poisons enemy plus (usually) loss of HP
Poisona (7 MG; 11 WM)
AKA: Esuna (1 WM), Pure (1n/3 WM), Antidote (5/6 WM), Panacea (9 WM)
Effect: Cures Poison (and Venom).
Power Break (9 Steiner, 10 Auron, X-2 Warrior, Tactics Knight, TA Soldier/Warrior)
Effect: Lowers enemy's attack power.
Protect (8 MG; 9/10/X-2/11/Tactics/TA WM)
AKA: Shield (2 MG), Safe (3 WM; 6 DM), Armor (4 WM) Protes (5 WM), Barrier (7 MG)
Effect: Raises physical defense
Pray (4 Rosa, X-2 White Mage)
AKA: Health (6 Banon)
Effect: Heals a small amount of HP to the whole party.
Quake (1/3/4/6 BM; 7/8 MG; MQ BM; Tactics ?)
AKA: Earth Shake (9 BL), Earthquake (10 non-usable)
Effect: Strong earth-elemental attack on all enemies
Quick (5/6 DM; Tactics TM)
AKA: Quicken (TA TM)
Effect: Allow for multiple actions for a short amount of time. Tidus's Quick Hit in 10 has a similar ability.
Raise (5/11/Tactics WM)
AKA: Life (1n WM; 2 MG; 3/6 WM; 7/8 MG; 9/10/X-2/TA WM; CC MG), Life1 (1/4 WM)
Effect: Revive ally with minimal HP
Reflect (5 WM; 6 DM; 7/8 MG; 9/10/X-2 WM; Tactics/TA TM)
AKA: Wall (1n/3/4 WM), NulAll (1)
Effect: Causes spells to bounce back from target
Regen (5 DM; 6 WM; 7/8 MG; 9/10/X-2/11/Tactics WM)
Effect: Causes HP to slowly regenerate
Reraise (11/Tactics/TA WM)
AKA: Life 3 (6 WM), Auto-Life (9 BL; 10 WM)
Effect: Character comes back to life when killed
Return Magic (9/10/Tactics/TA SA)
Effect: When hit with magic, character casts same magic on opponent.
Revive (5 Chemist ability; 8 AB; 9 Amarant; Tactics Monk)
AKA: Raise (Sage)
Effect: Revive from KO with about half (or more) HP.
Roulette (5/6/7/9/TA BL)
Effect: Randomly kills one fighter from either side
Sacrifice (9 Zidane)
AKA: Pep Up (5/6 BL)
Effect: Completely removes caster from battle and completely heals one ally.
Shell (2 MG; 4/5 WM; 6 DM; 8 MG; 9/10/X-2/11/Tactics/TA WM)
AKA: MBarrier (7 MG)
Effect: Raises magic defense
Shock (6 Leo; 9 Steiner; Tactics Beowulf)
AKA: Shockwave (11 Greatsword)
Effect: Strong physical attack against all enemies.
Sight (3/4 WM)
Effect: See more of the world map
Silence (1 WM; 2 MG; 7/8 MG; 9 BM; 11 WM; Tactics Beowulf; TA TM/Templar)
AKA: Mute (1n WM; 3/4/5 WM; 6 DM), Silence Song (Tactics YY)
Effect: Stops target from casting spells
Sleep (1n BM; 2 MG; 3/4/5 BM; 6 DM; 8 MG; 9 BM; 11 BM; Tactics YY; Tactics Beowulf; TA Red Mage)
AKA: Sleep1 (1 BM), Sleepel (7 MG)
Effect: Puts target to sleep
Slot (6 Setzer, 7 Cait Sith, 8 Selphie; X-2 Lady Luck)
Effect: Random effects, including heavy damage, curing the party, and ending battle immediately. Wakka's Overdrive (in 10) also uses slots, as does all of the Gadgeteer's abilities in TA.
Slow (2 MG; 4 WM; 5/6 DM; 7/8 MG; 9 BM; 10/11 WM; Tactics/TA TM; CC MG)
Effect: Lowers enemy's speed
Slowga (10/11 WM; CC MG)
AKA: Slow2 (5/6 DM; Tactics TM)
Effect: Lowers enemies' speed
Soft (1n/3 WM)
AKA: Stona (1/9/11 WM)
Effect: Heals Stone status
Steal (3/5/10/X-2/11 Thief; 4 Edge; 6 Locke; 7 AB; 9 Zidane; Tactics/TA Thief)
Effect: Steal an item from an enemy.
Steal Gil (9 Zidane(SA); Tactics/TA Thief)
AKA: Pilfer Gil (10/X-2 Thief), Mug (11 Thief)
Effect: Steal Gil from an enemy.
Stop (2 MG; 4 BM; 5/6 DM; 7/8 MG; 9 BM; Tactics/TA TM; CC MG)
AKA: Paralyze (11 WM)
Effect: Paralyzes target
Suicide (used by Bomb throughout the series)
AKA: Exploder (5, 6 BL), Self-Destruct (10 BL), Charon (X-2 Dark Knight), Blowup (TA BL)
Effect: Kills caster in exchange for a strong fire or non-elemental attack on one enemy.
Teleport (11 WM)
AKA: Exit (1n WM; 2 MG; 3/4 WM), Warp2 (1 WM), Telepo (5 DM), Warp (6 DM; 11 WM)
Effect: Warps party out of a dungeon
Throw (5/Tactics/TA Ninja; 6 Shadow; 7 AB; 9 Amarant)
AKA: Use (10 Rikku), Hurl (TA Juggler)
Effect: Allows a character to throw shurikens or other weapons in battle; some games also allow special Elemental balls or scrolls.
Thundaga (8 MG; 9/10/X-2/TA BM; CC MG)
AKA: Lit3 (1n/4a BM), Bolt3 (1/3/4/5/6 BM; 7 MG; Tactics BM), Thinder III (11 BM)
Effect: Strong lightning-elemental attack. In CC, can cause Paralyzed status.
Thundara (8 GM; 9/10/X-2/TA BM; CC MG)
AKA: Lit2 (1n/4a BM), Bolt2 (1/3/4/5/6 BM; 7 MG; Tactics BM), Thunder II (11 BM)
Effect: Medium lightning-elemental attack. In CC, can cause Paralyzed status.
Thunder (8 MG; 9/10/X-2/11/TA BM; MQ Wizard; CC MG)
AKA: Lit (1n BM), Bolt (1 BM; 2 MG; 3/4/5/6 BM; 7 MG; Tactics BM), Lit1 (4a BM)
Effect: Weak lightning-elemental attack. In CC can cause Paralyzed status.
Thunder Blade (X-2 Warrior)
AKA: Thunder Sword (5/9 SM), Thunderstrike (CC MG)
Effect: Sword attack with thunder element.
Toad (2 MG; 3 WM; 4/5 BM; 7 MG; TA Alchemist)
AKA: Frog (Tactics BM)
Effect: Turn target to/from Frog status
Tornado (4 BM; 7/8 MG)
AKA: WWind (3 WM; 6 BM), Weak (4a BM), Twister (9/TA BL)
Effect: Air-elemental attack which leaves targets with single-digit HPs
Ultima (2 MG; 6 BM; 7/8 MG; 9 enemy spell; 10 BM; X-2 GG; Tactics Squire[Ramza]; Tactics Assassin)
Effect: Ultimate non-elemental attack on all enemies. In TA each species had one Ultima attack. Humans: Ultima Shot (Hunter); Bangaa: Ultima Sword (Gladiator); Nu Mou: Ultima Blow (Sage); Viera: Ultima Masher (Assassin); Moogle: Ultima Charge (Mog Knight)
Vanish (6 DM; 9 BL)
AKA: Hide (11 Thief), Conceal (TA Sniper)
Effect: Makes a character disappear.
Wall (7 MG; Selphie's Limit in 8; Tactics WM)
AKA: Barrier (TA Bishop)
Effect: Raises physical and magical defense
Warp (1n BM; 2 MG; 3/4 BM), Warp1 (1 BM)
Effect: Warps one or more floors towards the exit of a dungeon.
An interesting point: In Tactics, when Rofel opens the magical door to Murond Death City, the final word in the chant is "Dejeon"; the Japanese name for this magic is "Dejon".
White Wind (5/7/8/9/10/X-2/TA BL)
AKA: Pearl Wind (6 BL)
Effect: Heals entire party of HP based on caster's current or maximum HP.
X-Zone (5/6 BM)
Effect: Instantly kills one or more enemies
Zombie (6 DM; 8 MG; Tactics YY; Tactics Beowulf)
Effect: Causes target to become Undead
Summons
------------
* Adremmalech (TOTEMA)
* Alexander
* Angelo
* Anima
* Ark
* Asura
* Atomos
* Bahamut
* Bismark
* Bomb (MONSTER)
* Brothers (A.K.A. Minotaur/Sekhmet) (MONSTER)
* Cactuar (MONSTER)
* Carbuncle
* Catoblepas
* Cerberus
* Chocobo
* Cockatrice (MONSTER)
* Crusader
* Cyclops
* Diablos
* Doom Train
* Eden
* Exodus (TOTEMA)
* Famfrit (TOTEMA)
* Fenrir
* Garuda (MONSTER)
* Gilgamesh
* Goblin/Imp (MONSTER)
* Golem
* Hades
* Hydra / Syldra
* Ifrit
* Indra (AKA Ramuh)
* Ixion
* Kirin
* Kjata
* Knights of the Round
* Leviathan
* Lich (MONSTER)
* Madeen/Maduin
* Magus Sisters
* Mateus (TOTEMA)
* Mist Dragon
* Moomba
* MiniMog
* Odin
* Palidor
* Pandemona
* Phantom
* Phoenix
* Quezacotl
* Ragnarok
* Ramuh
* Raiden
* Remora
* Salamander
* Shiva
* Shoat
* Silf
* Siren
* Sraphim
* Starlet
* Stray
* Sylph
* Tonberry (MONSTER)
* Terrato / Midgar Zolom
* Titan
* Tritoch
* Typhon
* Ultima (TOTEMA)
* Unicorn
* Valefor
* Yojimbo
* Zodiac
* ZoneSeek
All Items (i guesS)
------------------------
Antidote (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, X-2, Tactics, TA)
AKA: Pure Potion (1n)
Effect: Cures Poison status (and Venom in 9).
Bacchus Wine (2, 4)
AKA: Gods' Wine (3), Speed Drink (5, 7)
Effect: Speeds up one ally, or casts Berserk on him (in 3).
Bomb Fragment (3, 8, 10, X-2)
AKA: Bomb (4), Firebomb (4a), Fire Fang (7)
Effect: Weak fire attack on enemy, except for 8 where it raises compatibility with Ifrit.
Bomb Spirit (8)
2/18/2006
AKA: Kamikaze (4), Bomb Shell (TA)
Effect: Use or teach Kamikaze ability (self-destruct). In TA this is a "quest item".
Bomb's Right Arm (3, 7)
AKA: Inferno (4), Bomb Core (10, X-2)
Effect: Strong fire attack on enemy, except for 7 where it's non-elemental. The effect of this item is carried out by "Fire Veil".
Cottage (2)
AKA: Cabin (1n, 4, 5), Tent (1, 6, 7, 8, 9)
Effect: Heals all HP and MP for party; can only be used at Save Points or World Map.
Dark Matter (4, 5, 9, 10, X-2)
Effect: In 4, lowered attack power of final boss; in 5, was a chemist ingredient; in 8, taught Quistis's Shockwave Pulsar spell; in 9, taught the Odin spell; in 10 and X-2, does a non-elemental attack.
Earth Drum (2, 3, 7)
AKA: GaiaDrum (4)
Effect: Strong Earth-elemental attack on all enemies.
Echo Screen (6, 7, 8, 9, 10, X-2, TA)
AKA: Mallet (2), Echo Herb (3), EchoNote (4), Echo Grass (Tactics)
Effect: Cures Mute status.
Elixir (2, 3, 4, 5, 6, 7, 8, 9, 10, X-2, MQ, Tactics, TA)
Effect: Restores all HP and MP for one ally, except in MQ where it is a story item, and 8 where it restores HP and status.
Ether (2, 5, 7, 9, 10, X-2, Tactics, TA)
AKA: Ether1 (4), Tincture (6)
Effect: Heals small amount of MP.
Eye Drop (3, 5, 6, 7, 10, Tactics)
AKA: Eye Drops (2, 4, 8, 9, X-2, TA)
Effect: Cures Blind/Darkness status.
Gysahl Greens (7, 8, 9, X-2, TA)
AKA: Gisahl Vegetable (4), Carrot (3, 4a)
Effect: Summons Fat/Chubby Chocobo in 3 and 4, used to catch Chocobos in 7, summons your chocobo in 8 and 9. Used to feed Chocobos in X-2. A "quest item" in TA.
Gods' Rage (3)
AKA: ThorRage (4), Swift Bolt (7)
Effect: Strong lightning-elemental attack on enemy.
Gold Needle (1, 2)
AKA: Soft (3, 4, 5, 6, 7, 8, 9, 10, X2, Tactics, TA), Soft Potion (1n)
Effect: Cures Stone status.
Hi-Ether (7, Tactics)
AKA: Ether2 (4), X-Ether/Ether (6), Turbo Ether (7, 10, X-2)
Effect: Heal all or a large amount of MP.
Hi-Potion (3, 4, 5, 7, 8, 9, 10, X-2, Tactics, TA)
AKA: Cure2 Potion (4a), Potion (6)
Effect: Heal large amount of HP for one ally.
Holy Water (8, 10, X-2, Tactics, TA)
AKA: Revivify (5, 6), Magic Tag (9)
Effect: Heal Undead, Curse, or Zombie status.
Lilith Kiss (3)
AKA: Vampire (4), Vampire Fang (7)
Effect: Drain HP from target.
Luck Mallet (3, 4, 5)
AKA: Cornucopia (7)
Effect: Cures Mini status.
Maiden's Kiss (2, 3, 4, 5, 7, Tactics, TA)
Effect: Cures Frog status.
Megalixir (6, 7, 8, 10, X-2)
Effect: Restores all HP and MP for entire party, except in 8 where it restores HP and status.
Midget Bread (3)
AKA: Eagle Eye (4), Child's Bread (Tactics), Kiddy Bread ( TA)
Effect: See more of world map. Also a Treasure in Tactics and a "quest item" in TA.
North Wind (2, 3, 8)
AKA: Boreas (4), Ice Crystal (7), Arctic Wind (10, X-2)
Effect: Strong Ice attack on enemy, except in 8 where it raises compatibility with Shiva.
Phoenix Down/Fenix Down (2, 3, 5, 6, 7, 8, 9, 10, X-2, Tactics, TA, CC)
AKA: Life Potion (4, MQ)
Effect: Brings ally back to life.
Potion (1, 2, 3, 4, 5, 7, 8, 9, 10, X-2, Tactics, TA)
AKA: Heal Potion (1n), Cure1 Potion (4a), Tonic (6)
Effect: Heal small amount of HP for one ally.
Rat Tail (1, 4, 9, Tactics, TA)
A special item used for diverse purposes; it's a Treasure in Tactics and a "quest item" in TA.
Remedy (4, 6, 7, 8, 9, 10, X-2, Tactics)
AKA: Heal Potion (4a, MQ), Cureall (TA)
Effect: Heals most status problems.
South Wind (3, 8)
AKA: Notus (4), Iceblast (4a), Antarctic Wind (7, 10, X-2)
Effect: Weak ice-elemental attack on enemy.
Tent (1n, 4, 5)
AKA: Sleeping Bag (1)
Effect: Recovers moderate amount of HP and MP for entire party.
Turtle Shell (3, 5, 8)
AKA: Tortoise Shield (6), Lunar Curtain (7, 10, X-2)
Effect: Raises physical defense, except for 5 where it is a mixing ingredient and 6 where it's a shield. In 8 it teaches "Vit+20%".
X-Potion (4, 6, 7, 8, 10, X-2, Tactics, TA)
AKA: Hi-Potion (2) Cure3 Potion (4a)
Effect: Cures all (or a large amount) of HP for one ally.
Zeus' Rage (3, 4)
AKA: Litbolt (4a), Bolt Plume (7)
Effect: Weak lightning-elemental attack on enemy.
Armor
Adaman Vest (9, Tactics, TA)
A low-to-medium-strength light armor.
Aegis Shield (1, 2, 3, 4, 5, 6, 10, MQ, Tactics, TA), Aegis Armlet (7, 8, 10), Aegis Gloves (9), Aegis Gauntlet (10)
Good at evading magic attacks. In 8 used to junction magic to Evade stat. In 10 it's an armor equipped with all four element "proof" abilities.
Angel Earrings (9, X-2)
AKA: Angel Ring (Tactics, TA)
Protects from instant death, may add Auto-Life.
Barette (9, Tactics, TA)
A helmet for women that protects from some status ailments.
Battle Boots (9, Tactics, TA)
An accessory that raise movement capability.
Black Belt (6, 9, X-2)
Either adds counterattack ability, or raises strength and/or defense.
Black Robe (2, 3, 4, 5, 9, Tactics, TA)
Strong robe for Black Mages.
Bracer (9, Tactics)
AKA: Bracers (TA)
Gloves that raise strength.
Brigandine (9, Tactics, TA)
A medium-power light armor for thieves and monks.
Buckler (1, 2, 6, 10, Tactics)
Low-level shield.
Cachusha (9, Tactics, TA)
A helmet for women that protects from some status ailments.
Carabini Mail (9, Tactics, TA)
Fairly strong heavy armor.
Chain Plate (9, TA)
AKA: Chain Vest (Tactics)
A low-level light armor.
Circlet (5, 6, 7, 8, 9, X-2, Tactics, TA)
A strong helmet/accessory with various effects. In 8 it teaches "SumMag+10%".
Cross Helm (9, Tactics, TA)
A medium-strength helmet for knights.
Crystal Equipment (3, 4, 5, 6, 7, 10, X-2, Tactics)
Most powerful equipment set in the game; includes shield (2), armor (2), glove, helmet (2), and sometimes a sword. In 10 it's a weapon or armor that absorbs/strikes with all 4 elements.
Diamond Equipment (1, 2, 3, 4, 6, 7, 8, 10, X-2, Tactics, TA), Opal Equipment (1n)
Very powerful heavy equipment; includes sword (2), shield (2), armor (2, 3), glove, and helmet (2, 3). Diamond Armor in 8 teaches "GFHP+40%". In 10 it's an armor with all four "Defense+X%" abilities.
Feather Boots (9, Tactics, TA)
An accessory that make the wearer float.
Feather Hat (3, 4, 9), Leather Hat (4a), Plumed Hat (5, 6), Feather Cap (Tactics, TA)
Magic user's hat.
Gaia Robe/Gear (2, 4, 5, 6, TA), Earth Clothes (Tactics)
Absorbs Earth attacks.
Gauntlet (3, 5, 6), Paladin Gauntlet (4), Gauntlets (9, X-2, TA)
Glove for Knight in 3 and 4. Accessory in 6 which allows a weapon to be held in two hands.
Genji Equipment (2, 3, 4, 5, 6, 9, 10, Tactics, TA), Samurai Equipment (4a)
Equipment used by Magic Knights, Samurais, or Ninjas. Extremely powerful. Includes armor (2, 3), shield (2, 3) [except in 9], helmet (2, 3), and glove (2, 3). The Genji Glove relic in 6 allows weapons to be held in both hands. In 10 it was an armor with "Break HP Limit" on it.
Germinas Boots (9, Tactics, TA)
A high-level accessory that has various effects.
Gold Hairpin (2, 5, 6, X-2, Tactics, TA), Golden Hairpin (9, CC), Tiara (4)
A hat in 2, 4, 5, and Tactics; an accessory in 6 and X-2 which cuts MP use in half.
Gold Armor (6, 9, Tactics, TA)
Medium-strength heavy armor.
Green Beret (5, 6, 9, Tactics, TA, CC), Bandanna (4)
A hat that sometimes raises HP for its wearer.
Hypno Crown (5, 6, 7, 8, X-2)
Raises rate of controlling enemies. In 8 it teaches "Mag+40%" and in X-2 it raises magic defense.
Judo Uniform (9, TA)
AKA: Judo Outfit (Tactics)
Clothing for monks that raises attack power.
Kenpo Robe (3, 4) Karate Robe (4a), Kung Fu Suit (6)
Robe for Monk.
Knight Armor (2, 3, 10), Paladin Armor (4)
Medium-strength armor for Knights. In 10 it had all three "HP+X%" abilities on it.
Light Robe (4, 6, 9, Tactics, TA)
A high-level robe that raises magic power.
Linen Cuirass (9, Tactics)
AKA: Cuirass (TA)
Weak armor for knight-type characters.
Maximillian (9, Tactics, TA)
Extremely strong heavy armor.
Minerva Robe (4, 6, 7), Minerva Plate (9, X-2, TA), Minerva Bangle (10), Heroine Gown (4a)
Powerful magic robe which can only be worn by women. In 10 it had "Break HP Limit" on it. In X-2 it has various effects.
Mithril/Mythril equipment (1, 2, 3, 4, 5, 6, 7, 9, 10, X-2, Tactics), Silver Equipment (1n, 4a)
Light equipment which can be given even to some characters who can't equip armor. Items include armor (2), shield (2), gauntlet, helmet (2), knife, and sword. The Mithril Glove in 6 raised magical defense in battle. In 10 it had both Defense and Magic Defense raised.
Power Wrist (1n, 2, 3, 7, 8, 9, X-2, Tactics), Giant's Gloves (1), Strength Bracelet (4)
Strong gauntlet; raises strength. In 8 it teaches "Str+40%".
Reflect Ring (7, 9, Tactics), Wall Ring (5, 6), Star Bracer (X-2)
Casts Reflect on its wearer during battle.
Ribbon (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, X-2, Tactics, TA, CC)
Helmet; Protects against all status problems. In 8 it teaches an ability that protects from all status ailments. In 10 this was actually an ability. Switches off between being an accessory and a headpiece.
Robe of Lords (9, Tactics)
AKA: Lordly Robe (TA)
Most powerful mage's robe.
Rubber Suit (9, TA)
AKA: Rubber Costume (Tactics)
Light armor that's strong against lightning.
Running Shoes (6, 9), Sprint Shoes (7, Tactics), Speed Bracer (X-2), Dash Boots (TA)
Accessory that raises speed or movement ability.
Safety Bit (6, 7, X-2)
Protects from fatal attacks.
Silk Robe (5, 6, 9, Tactics
AKA: Silken Robe (TA)
A low-level robe.
Star Pendant (6, 7, X-2, CC)
Protects from Poison.
Thief Glove (2, 3, 5, 6, 9)
AKA: Sneak Glove (7), Thief Armlets (TA)
Gauntlets in 2, 3, and TA, and an accessory in 5, 6, and 7. In 3, 7, and TA raises "Steal" accuracy; in 6 allows to "Capture" in battle. In 9 it teaches an ability which steals better items before weaker ones.
Triangle Hat (4, Tactics)
AKA: Tricorn (5), Magus Hat (9), Wizard Hat (TA)
A medium-strength hat for mages.
Twist Headband (5, 6, X-2, Tactics, TA)
AKA: Mantra Band (9)
A hat for monks that raises strength. In X-2 it protects from Sleep.
White Cape (6, 7, X-2)
Protects from Silence (or Imp/Toad).
White Robe (2, 3, 4, 5, 9, Tactics, TA)
Strong robe for White Mages.
Weapons
Air Knife (2, Tactics), Air Lance (5), Air Lancet (6)
Wind-elemental knife.
Ancient Sword (2, 3, 4, 5, Tactics, TA)
Medium-strength sword. In 5 this casts Old on the target.
Artemis Bow (4, 5, Tactics, TA)
Ultimate bow. Mistranslated as Ultimus Bow in Tactics.
Ashura (3, 4, 5, 6, 7, TA), Middle Knife (4a), Asura (10, Tactics)
Low-level katana. In 10 it has several Counter abilities.
Assassin Knife/Dagger (4, 5, 6, Tactics)
Ultimate knife, randomly kills enemy.
Battle Axe (2, 3, 5, MQ, Tactics)
Low-strength axe.
Blood Spear (3, 4, 5), Drain Spear (4a)
Drains HP from the enemy.
Blood Sword (2, 3, 4, 5, 9, Tactics, TA), Drain Sword (4a), Drainer (6)
Drains HP from the enemy.
Boomerang (3, 4, 6, 7)
Throwing weapon which can attack from the back row with equal damage.
Broad Sword (2, 5, 9, Tactics), Shortsword (TA)
Low-level sword.
Cat Claw (1n, 2, 3, 4, MQ), Cat Claws (1, TA), Cat's Claws (9)
A claw in 1, 3, 4, 9, MQ and TA, and a knife in 2. Fairly powerful.
Chain Whip (4, 5, 8)
Low-level whip.
Coral Sword (1, 5, 9, Tactics)
Varies according to the game.
Cure Staff (5, TA)
AKA: Heal Rod (6), Healing Rod (9), Healing Staff (Tactics)
A staff that heals whoever it hits.
Defender (1, 3, 5, 9, Tactics, TA, CC), Defense Sword (1n, 2, 4)
A powerful sword which raises defense; sometimes requires two hands to use.
Dragon Claw (3, 6, 7, MQ), Dragon's Claws (9)
Powerful claw.
Dragon Whisker (Tactics, TA)
AKA: Dragon's Hair (9)
One of the strongest spears.
Dream Harp (3, 5), Dreamer (4)
Puts enemies to sleep.
Earth Bell (3, 5, TA)
Earth-elemental bell.
Enhance Sword/Enhancer (5, 6, 7)
Raises magic power.
Excalibur (1, 2, 3, 4, 5, 6, 8, 9, 10, MQ, Tactics, TA, CC)
The ultimate sword, it's usually Holy-elemental. Gilgamesh uses this in 8. In 10 it has Break Damage Limit attached.
Excalipur (5, 8, Tactics non-usable)
A comically weak sword which is a good imitation of Excalibur, this is Gilgamesh's sword. This was a Treasure in Tactics.
Flame Bute (5), FireLash (4), Flame Whip (4a, Tactics)
A fire-elemental whip/flail.
Flame Sword (1, 2, 4, 5), Salamand (3), Flame Brand (4a), Flame Sabre (6, 9), Flametongue (10, TA, CC)
Fire-elemental sword.
Full Moon/Engetsu (3, 4, 5, 6)
A strong weapon which can attack from the back row with equal damage.
Giyaman Bell (3, 5)
Low-level bell.
Gungnir (4, 5, 7, 10)
A medium-level spear; in 5 and 7, this is Odin's alternate weapon; in 10, it has Break Damage Limit attached.
Heaven's Cloud (7, 10, Tactics, TA), Nimbus (5), Strato (6)
Strong katana; in 10 it has Break Damage Limit on it.
HellClaw (3, 4), Poison Claw/Knuckles (4a, 6, 9, 10), Sick Knuckles (TA)
Poisons enemy.
Holy Spear (2, 3, 5, 6), Holy Lance (4, 9, Tactics), White Spear (4a), Spirit Lance (7, 10)
Ultimate spear; Holy-elemental.
Ice Brand (1, 4, 5, 9, 10, Tactics, TA, CC), Ice Sword (1n, 2), Ice Blade (3), Blizzard (6)
Ice-elemental sword.
Javelin (2, 5, 7, 9, Tactics, TA)
Low-level spear; there was another "Javelin" in Tactics which was the ultimate spear.
Kaiser Claw (3, 5, 6, 7), Kaiser Knuckles (9, 10, TA, CC)
In 5 this is an accessory which raises a Monk's attack power. This claw is Holy-elemental. In 10 it could Break the Damage Limit.
Kikuichimoji (3, 4, 5, Tactics, TA), Ninja Knife (4a), Forged (6)
Medium-strength katana.
Killer Bow (2, 3, 5), Archer Bow (4)
Medium-level bow.
Kotetsu (3, 4, 5, 6, Tactics, TA), Long Knife (4a)
Medium-level katana; in 10 it could counter physical attacks.
Kunai (4, 5), Short Knife (4a), Imperial (6), Ninja Knife (TA)
A strong knife, sometimes used for ninjas.
Lamia Harp (3, 4, 5, Tactics), Charm Harp (4a), Lamia Flute (9)
Causes confusion. Mistranslated as Ramia Harp in Tactics.
Long Sword (1, 2, 3, 5, 10, Tactics)
Low-level sword.
Mace of Zeus (9, Tactics)
AKA: Zeus Mace (TA)
The most powerful staff/mace.
Mage Masher (5, 6, 9, Tactics, TA, CC), Mute Knife (4)
Knife that randomly casts Mute. This is a rapier in TA.
Main Gauche (2, 3, Tactics) , Guardian (5, 6)
A medium-strength knife.
Masamune (1, 2, 3, 4, 5, 7, 8, 9, 10, Tactics, TA, CC), Aura (6)
The ultimate sword in 1 and 2, the ultimate katana in 3, 4, 5, 9, 10, and Tactics (and a really strong one in TA). In 7 this is Sephiroth's katana. It raises speed and strength of its user. In 8 this is one of Gilgamesh's weapons.
Morning Star (3, 5, 6, Tactics, TA)
An axe in 3 and a flail in 5, 6, and Tactics which can hit from the back row for equal damage. A mace in TA.
Mithril/Mythril Knife (1, 2, 3, 4, 5, 6, 9, Tactics), Silver Knife (1n, 4a)
Low-level knife.
Mithril/Mythril Sword (1, 2, 3, 4, 5, 6, 7, 9, Tactics), Silver Sword (1n, 4a)
Low-level sword.
Murasame (4, 5, 6, 7, 10, Tactics)
A powerful katana which raises speed. In 10 it had One MP Cost attached.
Ogre Axe (2, 4, 5)
Powerful axe.
Ogre Nix (6, CC), Organics (7), The Ogre (9, 10)
A medium-strength sword. In 10 it had multiple attack/magic attack raises.
Orichalcon (2, 3, 5, 8, 9, Tactics)
A fairly strong knife. In 8 this item teaches "Vit+40%".
Partisan (5, 6, 7, 9, Tactics)
Fairly strong spear.
Pinwheel (5, 7, 8), Fuma (4), Ninja Star (4a, 6), Magic Shuriken (Tactics)
Powerful throwing weapon.
Poison Axe (2, 5), Venom Axe (4)
Poisons the enemy.
Ragnarok (3, 4, 5, 6, 7, 9, 10, Tactics, CC)
This sword is generally the strongest weapon in the series; it sometimes has effects like casting Flare. It also appears as transportation in 8 and as an accessory in X-2.
Rising Sun (5, 6, 7, 8, 9)
A throwing weapon which can attack from the back row with equal damage. Unequippable in 9 but used in "Throw" command.
Rune Axe (2, 3, 4, 5)
Ultimate axe.
Rune Bell (3, 5, CC)
Most powerful bell.
Rune Blade (1, 6, 7, 9, Tactics, CC), Rune Sword (1n), Rune Edge (5), Rune Steel/Runemaster (10)
In several games, uses MP to inflict critical blows. Raises magic power in other games.
Sage Staff (4, 5, Tactics), Life Staff (4a)
Ultimate staff raises magic power.
Save The Queen (8, 9, 10, Tactics, CC)
Quistis's best whip in 8, Beatrix's sword in 9, Meliadoul's sword in Tactics. Had Double AP and Double Overdrive in 10.
Scorpion Tail (8, Tactics, TA)
A medium-to-strong whip/mace.
Shuriken (3, 4, 5, 6, 7, Tactics)
A ninja throwing star.
Sleep Sword (2, 4, Tactics), Slumber Sword (5)
Puts enemies to sleep.
Thor Hammer (1, 3, 5)
A run-of-the-mill hammer.
Tiger Fangs (6, 9, TA)
Strong claws.
Trident (2, 5, 6, 7, 9, 10)
A Water-elemental spear. In 10 it had three elemental attacks.
Ultima Weapon (7, 9, 10j, 8 non-usable)
A smooth, shiny blade; one of the strongest in the game. In 8 it was held by the monster "Ultima Weapon". In 10 this was translated as Caladbolg, Tidus's Ultimate Weapon.
Wind Spear (3, 4, 5)
Wind-elemental spear.
Wizard Rod (5, 9, Tactics), Magus Rod (6)
Strongest rod in the game.
Yoichi Bow (2, 3, 4, 5, Tactics), Samurai Bow (4a)
Ultimate bow.
Zantetsuken (4, 5, 6, 7, 8, 9)
This is Odin's Steel-Bladed Sword; Gilgamesh inherits it in 8.
Zorlin Shape (9, Tactics, TA)
One of the most powerful thief knives.
Now lets hope this helps mah
\\Moogle