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Final Fantasy XII: The Zodiac Age Guide Weapons, Armor, and Accessories

Shields & Armor

Shields

Characters equipped with one-handed weapons can and should equip a shield. Shields greatly increase survivability in battle by allowing your characters to block incoming attacks, completely negating the damage they would otherwise sustain. They occasionally provide extra benefits as well; for example, immunity to certain elements or automatic status effects. One shield toward the end of the game even comes equipped with a variety of negative status ailments to compensate for its extremely high evasion rating!

Shields become especially potent when coupled with the Gauntlets accessory. However, one downside to using shields is you lose the option to use two-handed and ranged weapons, which tend to cause more damage than one-handed weapons. This really isn’t a huge obstacle when you consider that you could equip one character with a shield and keep the Decoy magick active on that character. This approach forces the character into a “tanking” role and frees up your remaining characters to focus on dealing damage.

LEather Shield
Buckler
Bronze shield
Round Shield
Golden Shield
Ice Shield
Flame Shield
Diamond Shield
Platinum Shield
Dragon Shield
Crystal Shield
Kaiser Shield
Aegis Shield
Demon Shield
Venetian Shield
Shell Shield
Ensanguined Shield
Zodiac Escutcheon
Gendarme

Light Armor

Light armor is the most basic armor type and it can be the most useful armor for a large part of the first half of the game. Light armor generally adds a very sizeable bonus to HP as well as moderate defense. When in doubt, light armor is usually a safe bet. Even near the end of the game, when heavy armor and mystic armor provide bonuses that can far outweigh that which light armor offers, the HP bonus can still prove useful when used with the Bubble spell or Bubble Belt accessory.

Item name Piece HP MP Def. Mag. Res. Str. Mag. Pwr. Vit. Spd. Add. Eff. Location Cost

Leather Cap

Head

10

—

—

4

—

—

—

—

—

Rabanastre

100

Leather Clothing

Body

10

—

4

—

—

—

—

—

—

Rabanastre

100

Headgear

Head

20

—

—

5

—

—

—

—

—

Lhusu Mines, Nalbina Dungeons

300

Chromed Leathers

Body

20

—

5

—

—

—

—

—

—

Garamscythe Waterway

200

Headguard

Head

30

—

—

6

—

—

—

—

—

Barheim Passage

300

Leather Breastplate

Body

30

—

6

—

—

—

—

—

—

Garamscythe Waterway

300

Leather Headgear

Head

40

—

—

8

—

—

—

—

—

Lhusu Mines

500

Bronze Chestplate

Body

40

—

8

—

—

—

—

—

—

Rabanastre, Nalbina, Bhujerba

500

Horned Hat

Head

50

—

—

10

—

—

—

—

—

Rabanastre, Bhujerba

700

Ringmail

Body

50

—

10

—

1

—

—

—

—

Rabanastre, Bhujerba

700

Balaclava

Head

90

—

—

12

1

—

—

—

—

Nam-Yensa Sandsea

1000

Windbreaker

Body

100

—

12

—

—

—

—

—

50% Wind resist

Ogir-Yensa Sandsea

1000

Soldier’s Cap

Head

110

—

—

14

—

—

—

—

—

Nam-Yensa Sandsea, Ogir-Yensa Sandsea, Phon Coast, Tomb of Raithwall

1400

Heavy Coat

Body

120

—

14

—

—

—

—

—

—

Nam-Yensa Sandsea, The Tomb of Raithwall

1400

Green Beret

Head

130

—

—

16

—

—

—

3

—

Giza Plains (Rains), Ozmone Plain

1900

Survival Vest

Body

140

—

17

—

—

—

5

—

—

Giza Plains (Rains)

1900

Red Cap

Head

150

—

—

19

—

—

3

—

—

Golmore Jungle, Paramina Rift

2500

Brigandine

Body

160

—

20

—

—

—

—

—

—

Henne Mines, Paramina Rift, Tchita Uplands

2500

Headband

Head

170

—

—

22

2

—

—

—

—

Barheim Passage, Paramina Rift

3200

Jujitsu Gi

Body

180

—

23

—

2

—

—

—

—

Barheim Passage, Paramina Rift

3200

Pirate Hat

Head

230

—

—

25

—

—

—

—

—

Mt Bur-Omisace

4000

Viking Coat

Body

240

—

27

—

—

—

—

—

Immune to Water

Dalmasca Estersands, Phon Coast

4000

Goggle Mask

Head

270

—

—

28

—

—

—

—

Immune to Blind

Tchita Uplands

4900

Metal Jerkin

Body

280

—

31

—

—

—

—

—

—

Mosphoran Highwaste, Tchita Uplands

4000

Adamant Hat

Head

310

—

—

31

—

—

—

—

Weak to Ice, 50% Fire resist

Salikawood, Tchita Uplands, Phon Coast

5900

Adamant Vest

Body

320

—

35

—

—

—

—

—

Weak to Ice, 50% Fire resist

Phon Coast, Tchita Uplands

5900

Officer’s Hat

Head

350

—

—

34

—

—

—

3

—

Tchita Uplands

7000

Barrel Coat

Body

360

—

38

—

—

—

—

—

—

Nabreus Deadlands, Tchita Uplands

7000

Chakra Band

Head

390

—

—

37

2

—

—

—

—

Necrohol of Nabudis, Feywood

8100

Power Vest

Body

400

—

41

—

2

—

—

—

—

Necrohol of Nabudis, Feywood

8100

Thief’s Cap

Head

460

—

—

40

—

—

—

4

—

Cerobi Steppe, The Great Crystal

—

Ninja Gear

Body

470

—

44

—

—

—

—

4

—

Cerobi Steppe, The Great Crystal

—

Gigas Hat

Head

530

—

—

43

—

2

—

—

—

Ridorana Cataract

10700

Gigas Chestplate

Body

540

—

47

—

—

2

—

—

—

Ridorana Cataract

10700

Chaperon

Head

600

—

—

46

—

—

—

—

—

Cerobi Steppe, Pharos - First Ascent

—

Minerva Bustier

Body

610

—

50

—

—

—

—

—

—

Cerobi Steppe, Pharos - Second Ascent, steal from monster Foobar

—

Crown of Laurels

Head

680

—

—

49

—

—

—

—

—

Cerobi Steppe, The Great Crystal

—

Rubber Suit

Body

700

—

53

—

—

—

—

—

Immune to Lightning

Cerobi Steppe, The Great Crystal

—

Renewing Morion

Head

370

—

—

52

—

—

4

—

Equip: Regen

Cerobi Steppe, Lhusu Mines, drop from Nightwalker in the Stilshrine of Miriam

—

Mirage Vest

Body

800

—

55

—

—

—

10

10

—

Cerobi Steppe, steal from rare monster 73, Disma

—

Dueling Mask

Head

800

—

—

55

2

—

—

—

—

Cerobi Steppe, Henne Mines

—

Brave Suit

Body

500

—

57

—

—

—

—

—

Equip: Bravery

Cerobi Steppe, Henne Mines

—

Heavy Armor

Heavy armor is commonly used by frontline fighters. Although it doesn’t usually offer the HP bonuses of light armor or the magick power benefits of mystic armor, it does offer plenty of strength and defense. As most weapons primarily factor in strength when determining damage, selecting the right armor class for damage dealers is often a no-brainer. For much of the game, heavy armor doesn’t really provide much benefit over light armor. However, toward the end of the game when enemies start striking much harder and offering up increasingly stalwart defense, heavy armor becomes a great option.

Early on in the game, HP is extremely important, so it makes sense to use light armor. However, as your characters level up and gain access to the Bubble spell, raw HP becomes less of a concern and reducing the damage your characters take per hit becomes more important. This is especially true when facing many of the game’s strongest adversaries. You should be aware that one specific encounter in the game penalizes the use of heavy armor through greatly increased charge time on actions.

Item Name Piece HP MP Def. Mag. Res. Str. Mag. Pwr. Vit. Spd. Add. Eff. Location Cost

Leather Helm

Head

—

—

—

5

2

—

—

—

—

Rabanastre

250

Leather Armor

Body

—

—

6

—

2

—

—

—

—

Rabanastre

300

Bronze Helm

Head

—

—

—

6

2

—

—

—

—

Nalbina Dungeons

450

Bronze Armor

Body

—

—

7

—

2

—

—

—

—

Barheim Passage

500

Sallet

Head

—

—

—

7

3

—

—

—

—

Rabanastre, Bhujerba

750

Scale Armor

Body

—

—

9

—

3

—

—

3

—

Rabanastre, Bhujerba

800

Iron Helm

Head

—

—

—

9

3

—

—

—

—

Dreadnought Leviathan

1250

Iron Armor

Body

—

—

11

—

3

—

—

—

—

Rabanastre, Bhujerba

1300

Barbut

Head

—

—

—

11

4

—

—

—

—

Ogir-Yensa Sandsea

1800

Linen Cuirass

Body

—

—

14

—

4

—

—

—

—

Ogir-Yensa Sandsea

1800

Winged Helm

Head

—

—

—

14

5

—

—

3

—

Nam-Yensa Sandsea

2400

Chainmail

Body

—

—

17

—

3

—

—

—

—

Ogir-Yensa Sandsea, Nam-Yensa Sandsea, Zertinan Caverns, Ozmone Plain

2300

Golden Helm

Head

—

—

—

17

5

—

—

—

—

Giza Plains (Rains)

3100

Golden Armor

Body

—

—

21

—

4

—

—

—

—

Giza Plains (Rains)

2900

Burgonet

Head

—

—

—

20

4

—

—

—

—

Golmore Jungle, Paramina Rift

3800

Shielded Armor

Body

—

—

25

—

5

—

—

—

Equip: Protect

Henne Mines, Paramina Rift

3800

Close Helmet

Head

—

—

—

23

5

—

—

—

—

Barheim Passage, Paramina Rift

4900

Demon Mail

Body

—

—

30

—

5

—

3

—

—

Barheim Passage, Phon Coast

4700

Bone Helm

Head

—

—

—

26

6

—

—

—

Weak to Holy, 50% Dark resist

Dalmasca Estersands

5900

Bone Mail

Body

—

—

35

—

6

—

—

—

Weak to Holy, 50% Dark resist

Dalmasca Estersand

5700

Diamond Helm

Head

—

—

—

29

7

—

3

—

—

Dalmasca Estersands, Tchita Uplands

7000

Diamond Armor

Body

—

—

40

—

7

—

5

—

—

Tchita Uplands, Mosphoran Highwaste

6600

Steel Mask

Head

—

—

—

32

7

—

—

4

—

Phon Coast, Tchita Uplands

8100

Mirror Mail

Body

—

—

44

—

6

—

—

—

Equip: Reflect

Tchita Uplands, Phon Coast

7500

Platinum Helm

Head

—

—

—

35

8

—

—

—

—

Tchita Uplands

9300

Platinum Armor

Body

—

—

49

—

7

—

—

—

—

Tchita Uplands

8500

Giant’s Helmet

Head

150

—

—

38

8

—

—

—

—

Necrohol of Nabudis, Feywood

11000

Carabineer Mail

Body

—

—

53

—

8

2

—

—

—

Feywood, Necrohol of Nabudis

9600

Dragon Helm

Head

70

—

—

41

9

—

—

—

—

Cerobi Steppe, Pharos - First Ascent

—

Dragon Mail

Body

100

—

57

—

8

—

—

—

—

Cerobi Steppe, Pharos - Second Ascent

—

Magepower Shishak

Head

—

—

—

47

11

5

—

—

—

Cerobi Steppe, Lhusu Mines

—

Maximillian

Body

—

—

64

1

9

—

—

6

—

Cerobi Steppe, Lhusu Mines, drop from Elvoret in the Necrohol of Nabudis

—

Grand Helm

Head

—

—

—

50

12

—

10

—

—

Drop from rare monster 26, Tower; Cerobi Steppe, Henne Mines

—

Grand Armor

Body

—

—

67

—

12

—

—

—

—

Drop from rare monster 38, Helvinek; Henne Mines, Cerobi Steppe

—

Mystic Armor

While mystic armor lacks the versatility and HP bonuses of light armor and the defense and strength of heavy armor, it compensates for these deficiencies by offering large bonuses to magick power. This has a marked effect on all magick actions, whether it’s using magicks like Firaga to damage the enemy, magicks like Curaja to heal your party, or magicks like Slowga to enfeeble your opponents.

The magick power statistic also comes into play with certain specialized weapon types (staves, katana, and maces) when determining melee damage, so mystic armors can be indirectly useful in this area as well. Several of them also offer terrific bonuses, like the complete absorption of harmful elements. For example, getting hit with Holy while wearing a White Mask will heal instead of harm. This diversity in mystic gear makes different pieces worth carrying around to give you options in counteracting harmful magicks, should the need arise.

The main drawback to mystic armor is its lack of physical defense when compared to heavy or even light armor. To counter this, consider setting one character up specifically as a “tank,” using the “Decoy” spell to keep the enemy’s attention off the character sporting the mystic armor.

Item Name Piece HP MP Def. Mag. Res. Str. Mag. Pwr. Vit. Spd. Add. Eff. Location Cost

Cotton Cap

Head

—

5

—

4

—

2

—

—

—

Dalmasca Westersand

100

Cotton Shirt

Body

—

3

4

—

—

1

—

—

—

Dalmasca Westersand

100

Magick Curch

Head

—

11

—

5

—

2

—

—

—

Rabanastre

200

Light Woven Shirt

Body

—

7

5

—

—

2

—

—

—

Garamscythe Waterway

200

Pointy Hat

Head

—

16

—

6

—

2

—

—

—

Barheim Passage, Phon Coast

300

Silken Shirt

Body

—

8

6

—

—

2

—

—

—

Garamscythe Waterway, Nalbina Dungeons

300

Topkapi Hat

Head

—

20

—

8

—

3

—

—

—

Lhusu Mines

500

Kilimweave Shirt

Body

—

16

8

—

—

3

—

—

—

Rabanastre, Bhujerba

500

Calot Hat

Head

—

25

—

10

—

3

—

—

—

Phon Coast

700

Shepherd’s Bolero

Body

—

20

10

—

—

3

—

—

—

Dreadnought Leviathan

700

Wizard’s Hat

Head

—

47

—

12

—

4

—

—

—

Nam-Yensa Sandsea, Ogir-Yensa Sandsea

1000

Wizard’s Robes

Body

—

32

12

—

—

4

—

—

—

Ogir-Yensa Sandsea

1000

Lambent Hat

Head

—

36

—

15

—

4

—

3

—

Nam-Yensa Sandsea, Ogir-Yensa Sandsea, The Tomb of Raithwall

1400

Chanter’s Djellaba

Body

—

35

15

—

—

4

5

—

—

Nam-Yensa Sandsea, Tomb of Raithwall, Zertinan Caverns

1400

Feathered Cap

Head

—

40

—

18

—

5

—

—

—

Giza Plains (Rains)

1900

Traveler’s Vestment

Body

50

30

18

—

—

5

—

—

—

Giza Plains (Rains)

1900

Mage’s Hat

Head

—

50

—

21

—

5

—

—

—

Golmore Jungle, Paramina Rift

2500

Mage’s Habit

Body

—

50

21

—

—

6

—

—

—

Henne Mines, Paramina Rift

2500

Lamia’s Tiara

Head

—

48

—

25

—

4

7

—

—

Barheim Passage, Paramina Rift, Phon Coast

3200

Enchanter’s Habit

Body

—

45

25

—

—

7

10

—

—

Barheim Passage, Tchita Uplands

3200

Sorcerer’s Hat

Head

—

70

—

29

—

6

—

—

—

Mosphoran Highwaste, Mt Bur-Omisace

4000

Sorcerer’s Habit

Body

—

63

29

—

—

8

—

—

—

Phon Coast

4000

Black Cowl

Head

—

60

—

33

—

5

—

4

—

Dalmasca Estersands

4900

Black Garb

Body

—

38

33

—

—

6

—

3

—

Mosphoran Highwaste, Tchita Uplands

4900

Astrakhan Hat

Head

—

65

—

37

—

6

—

—

—

Tchita Uplands, Phon Coast

5900

Carmagnole

Body

—

40

37

—

—

7

—

—

—

Tchita Uplands, Phon Coast

5900

Gaia Hat

Head

90

70

—

41

—

7

—

—

—

Tchita Uplands

7000

Maduin Gear

Body

—

46

41

—

1

8

—

—

—

Nabreus Deadlands, Tchita Uplands

7000

Hypnocrown

Head

—

75

—

44

2

7

—

—

—

Necrohol of Nabudis, Feywood

8100

Jade Gown

Body

—

53

44

—

—

8

—

—

—

Feywood, Necrohol of Nabudis

8100

Gold Hairpin

Head

—

80

—

47

—

7

8

—

—

Cerobi Steppe, The Great Crystal

—

Gaia Gear

Body

150

10

47

—

—

8

—

—

—

Cerobi Steppe, The Great Crystal

—

Celebrant’s Miter

Head

—

90

—

50

—

6

—

5

—

Ridorana Cataract

10700

Cleric’s Robes

Body

—

70

50

—

—

9

—

—

—

Ridorana Cataract

10700

Black Mask

Head

—

81

—

53

—

8

—

—

Absorbs Dark element

Cerobi Steppe, Pharos - First Ascent

—

Black Robes

Body

—

66

56

5

—

10

—

—

—

Cerobi Steppe, Necrohol of Nabudis

13500

White Mask

Head

—

81

—

56

—

8

—

—

Absorbs Holy element

Cerobi Steppe, Necrohol of Nabudis

—

White Robes

Body

100

66

53

—

—

10

—

4

—

Cerobi Steppe, Pharos - Third Ascent

—

Golden Skullcap

Head

—

107

—

58

—

10

—

3

—

Lhusu Mines, drop from Dead Bones in the Pharos

—

Glimmering Robes

Body

—

120

59

—

—

12

10

—

—

Lhusu Mines, Cerobi Steppe

—

Circlet

Head

—

151

—

60

2

10

—

—

—

Cerobi Steppe, Henne Mines

—

Lordly Robes

Body

—

100

61

—

5

15

—

—

—

Cerobi Steppe, Henne Mines

—

Genji Armor

A set assembled from legend and belonging to an ancient man of mystery, Genji armor offers many of the benefits of advanced heavy armor sets with a few twists thrown in. The entire set requires only one license and only one set of this armor exists in the game! During your time in Clan Centurio, you may well come across an opportunity to claim this unique set—don’t let it slip away!

Item Name Piece def. Mag. Res. eva. mag. eva. Str. Mag. Pwr. Add. Eff. location

Genji Shield

Shield

—

—

30

5

—

—

—

Steal during “Battle on the Big Bridge” clan hunt

Genji Helm

Head

—

46

—

—

9

4

When attacked, automatically counter with weapon in hand.

Steal during “Battle on the Big Bridge” clan hunt

Genji Armor

Body

63

—

­—

—

9

3

Improves chance to counter.

Steal during “Battle on the Big Bridge” clan hunt

Genji Gloves

Accessory

—

—

—

—

—

3

Improves chance of scoring multiple hits.

Steal during “Battle on the Big Bridge” clan hunt