The Accessory Shop
Body Accessories
Black Armor - An armor forged out of black metal. It seems to suck the life out of everything around it. Adds 250 to Magic, Determination and Speed. Can't be bought.
Force Armor - An armor forged from very durable and powerful metal but it quite heavy. Its overwhelming power is worth the loss in speed. Adds 800 to HP and 400 to Power, but 150 points are taken away from Speed. Can't be bought.
Heavy Chest Armor - Heaviest armor of all. Can only be bought if you have 1,500 Power and 2,000 Speed. Adds 500 to your HP and costs 7,400 gil.
Light Chest Armor - Light infantry armor that basically every Space Patrol has. Can only be bought on Sentinel III. Adds 150 to your HP and costs 1,850 gil.
Medium Chest Armor - Heavier armor used by many soldiers and troops. Can be found only in Esthar. Adds 300 to your HP and costs 3,700 gil.
Paladin Armor - An armor worn by an ancient group of light warriors. You must first over-come you own evils before you could be that of a Paladin. Adds 300 to Self Control and Power. Bearer learns Restora automatically. Can't be bought.
Power Suit - A suit strictly made for power. It increases the wearer's strength immensely. Adds 300 to Power and Speed. Can't be bought.
Protect Vest - A vest that raises the bearers will to fight. Raises determination by 50. Costs 5,000 gil
Robe Of Lords - A robe worn long ago by a family of kings, passed down from generation to generation. Adds 250 to everything and 400 to Hp. Can't be bought.
Tempest Robe - A robe with the power of the wind. Wore long ago by the Keeper of the Winds, a wise old man who knew all that happened in the world hearing the news from the winds. Adds 200 to Speed, Intelligence, and Self Control. Bearer automatically knows Tornado. Can't be bought.
Head Accessories
Cat Hood - Thought it may look like a child's disguise, never judge a book by its cover. This hood gives the bearer stealth and speed as well as a cute look. Adds 250 to Speed and Intelligence. Can't be bought.
Circlet - A head armor that holds great magical powers. Once used by a great group of sorcerers. Raises Magic and Intelligence by 150. Can't be bought.
Dark Hood - A hood made of midnight black material. Often worn by those of the dark. Adds 150 to Magic and Accuracy. Costs 10,000 gil anywhere.
Dragoon Helm - A helmet often wore by dragoons. It covers the whole head of the wearer and holds strong powers. Adds 200 to Power and Intelligence. Costs 12,500 gil on Sakroth.
Gaia Helm - A head armor worn to protect against Earth attacks. Made from special materials only found on Gaia. Absorbs Earth attacks and adds 50 to Self Control and Intelligence. Costs 9,000 gil and can only be bought on Gaia.
Griffin Helm - A helmet made from a griffin's tough skin. These winged beasts had a number of magical powers. Adds 250 to Magic and Determination. Can't be bought.
Headband - With this accessory, you'll never fall asleep on the job again. Bearer becomes immune to sleep. Costs 3,000 gil.
Infantry Helmet - A standard issue Space Patrol helmet. Light and durable, this helmet protects the wearer's head from most blows. Adds 200 to Hp and 100 to Speed. Costs 10,000 gil at Space Patrol HQ on Sentinal III
Red Cap - A hat with amazing powers of fire. Fire seems to sweep right over the bearer of this hat, unaffected by the heat. Absorbs Fire attacks. Adds 100 to Self Control. Bearer automatically knows Fire. Can't be bought.
Ribbon - An enchanted item with the power to heal all bad effects. Bearer becomes immune to all status changing attacks. Can't be bought, but be received under special circumstances. Can also be worn as an Arm Accessory.
Foot Accessories
Anklet - A mystical accessory. This enchanted item is used for both good luck and increasing magic power. Adds 100 to Magic. Costs 8,500 gil anywhere.
Feather Boots - A pair of boots that make you feel as light as a feather. Nullifies Earth attacks.
Battle Boots - A set of boots that hold great power within their souls. Raises Power, Speed and Accuracy by 150. Can't be bought.
Dragon Boots - A set of boots enchanted by a dragon. Adds 270 to Power and Magic. Can't be bought.
Feather Boots - A pair of boots that make you feel as light as a feather. Nullifies Earth attacks.
Ice Boots - A set of boots that give a whole new meaning to the phrase "cold feet". These boots contain the power of the artic. The bearer learns Blizzard automatically. Adds 85 to Self Control as well. Can't be bought.
Iron Boots - A set of boots made from iron. Durable and powerful, they make the bearer much stronger, but for a price. They will slow anyone down who wears them. Adds 300 to Hp and 250 to Power but 75 points are taken from Speed. Can't be bought.
Magician Shoes - A set of shoes that contain great magical powers. Raises Magic, and Self Control by 150. Can't be bought.
Marvel Shoes - These shoes sparkle with every step. They do a wide variety of effects in battle. Casts regen after the user has less than 75% of the HP remaining (use the bearer magic to find out how much is restored per turn), casts Wall when the users HP drops below 25% HP, and also uses Healing Wind when the users HP is under 10%; Healing Wind heals HP equal to the bearers magic points. Can't be bought.
Running Shoes - A pair of shows meant for running. Their extra grip and traction give you more speed. Adds 150 to Speed. Costs 10,000 gil anywhere.
Soldier Boots - Issued boots for the Jurian Army. Strong and comfortable, these boots are good for protection. Adds 100 to Determinations and Self Control. Costs 10,000 gil at Jurai Capital City.
Arm Accessories
Fire Bangle - A special arm accessory. It holds fire within its scarlet red metal. The bearer automatically knows Fira and adds 90 to Magic. Can't be bought.
Genji Gloves - Gloves worn by an ancient warrior. It was said that he could never be harmed due to his armor, but all but the gloves have been lost in time. Adds 200 to Power, Magic, Speed, and Self Control and 300 to Hp. Can't be bought.
Light Shield A powerful shield that can stop almost anything, except psionics. Can only stop one attack before it consumes all its stored energy and must be recharged. Recharging is automatic and takes two days. Costs 3,400 gil.
Paladin Bangle - An arm protection worn by the ancient Light warriors that saved the planet long ago. Adds 100 to Intelligence, Magic, and Self Control. Costs 10,000 gil on Earth.
Power Wrist - A bracelet that goes on your wrist and holds great physical power. Raises Power by 50. Costs 5,000 gil.
Psychic Gloves - The wearer becomes stronger in the area of mental attacks. They add 200 points to Intelligence, Determination, and Self Control. The wearer learns Manifest and Contact automatically. Can't be bought.
Safety Bit- A powerful amulet that will protect you from any instant death moves except Meteor. Also Protects against stunning magics. Can't be bought.
Silver Gloves - A set of gloves. When wore, the bearer can feel the power coursing through their veins. Adds 250 to Accuracy. Can't be bought.
Thief Gloves - A set of gloves commonly worn by thieves and alike. Quick and stealthy is the key to being a good thief. Guaranteed not to leave fingerprints. Adds 100 to Speed and Determination. Costs 10,000 gil at the Pirate Outpost on Sentinal III.
Thunder Armlet - An accessory that holds the power of the gods. It glows a soft yellow-white color showing all the power it yields. The bearer learns Thundaga in half the normal time and the bearer also automatically learns Lightning. Also adds 80 to Speed and Power. Can't be bought.
True Knight - A set of gloves worn by those with the noblest of hearts. Allows the user to protect an ally in battle by pushing them out of the way of an attack. Can only work once per battle and can't be used to dodge things that normally couldn't. Neither the bearer nor the ally receives any damage. Also adds 50 to Self Control. Can't be bought.
Ring Accessories
Bolt Ring - A ring with the power of Lightning locked within. Nullifies lightning attacks.
Coral Ring - A ring made out of coral. It is made from the sea and had special water properties. Adds 65 to Speed. The bearer learns Water automatically. Costs 8,000 gil in Southshore on Earth.
Cursed Ring - A ring that had a cursed placed upon it a millennia ago. Increases all stats by 25% (round up) taken from your current stats when you equip it, but it comes with a price. In a battle, you must finish a battle in 10 turns or you will be put automatically to death. If the curse were to be lifted, its power would be even more incredible. Can't be bought.
Fire Ring - A ring with the power of Fire locked within. Nullifies fire attacks.
Glass Ring - A ring made from strong glass. Many vain people enjoy looking into it to see their reflection. Adds 250 to Determination and Self Control. Can't be bought.
Ice Ring - A ring with the power of Ice locked within. Nullifies ice attacks.
Memento Ring - A ring given to someone in remembrance of one that has passed away. A ring that holds love and caring within its stone. Adds 200 to Determination, Self Control, and 300 to HP. Can't be bought.
Paladin Ring - A sacred accessory, its power is not even known. There is a myth that it can only be created out of something that was once enchanted. Can't be bought.
Promist Ring - A ring made from mako, the energy of the Promist Land. It holds much power but could have devastating effects on its bearer. Adds 300 to Power, Accuracy, and Speed. Must have over 1,500 Self Control or the ring will turn the bearer into a monster after death. Can't be bought.
Protect Ring - A ring that surrounds the bearer in a defensive barrier. Automatic Wall when the battle starts. Effect lasts for 7 turns instead of the usual 5. Can't be bought.
Rebirth Ring - A special ring made with a phoenix's power inside. It will revive anyone that dies wearing it. If the bearer dies in battle, they will be revive with half their full HP. After that, the ring shall be drained of it power and won't revive the person again during the battle. Can't be bought.
Reflect Ring - A ring that surrounds the bearer in a green barrier. Automatic Reflect when the battle starts. Can't be bought.
Rosetta Ring - A ring with a brilliant red jewel on top. It empowers the wearer with confidence and determination. Adds 200 to Self Control, Determination, and Power. Can't be bought.
Ruby Ring - A ring with massive magic power but for a price. It turns the bearer's strength into magic power. Adds 450 to magic but 200 points come from power. Can't be bought.
Shadow Ring - A ring created for those who live in the shadows. It holds great dark powers. Raises Power and Determination by 150. Costs 10,000 gil in Voleur on Sintopia.
Smart Ring - An accessory that increase a person's intelligence. Can learn moves 2X (round days up) faster than before. Can't be bought.
Tough Ring - A ring that hold incredible amounts of power. Raises Power, Speed, and Accuracy by 300. Can't be bought.
Toxic Ring - A ring with a horrible green look to it. Within the green jewel lays very strong venoms and poisons. Nullifies poison attacks. Automatically teaches Bio. Also adds 50 to Magic and Accuracy. Can't be bought.
Water Ring - A ring with the power of Water locked within. Nullifies water attacks.
Wolf Ring - A ring with the spirit of a wolf inside. A wolf's picture is engraved in the metal. Adds 100 to Speed and Intelligence. Costs 10,000 gil anywhere.
Misc. Accessories
Amulet - Another charm that holds great powers. This one gives the bearer great power over their actions. Raises Self Control by 50. Costs 5,000 gil.
Black Belt - A belt given out to true masters of martial arts. Adds 250 to power. Can't be bought. It is given after the completion of all Melee Dojos, provided you pass a test.
Champion Belt - A belt awarded to those that have great strength and determination. Raises Power, Determination and Health by 150. Can't be bought.
Chocobo Feather - A feather of a real chocobo, its holds the speed of a chocobo in its shape. Raises Speed by 50. Costs 5,000 gil.
Deadly Link - This belt is for those with an insatiable blood lust. It allows the user to do twice the normal amount of damage, but will receive 1.5 times the normal damage they would normally receive from their opponent. Adds 150 to Hp and 50 to Power, Speed and Determination as well. This effect can only work for one turn during battle. Can't be bought.
Demolition Merit - A badge required by law for the possession and usage of explosive weaponry. To be obtained, one must first pass the tutorials at Phobos Moon Base.
Dragon Scale - A scale from a dragon, it holds great magical power. Raises magic by 50. Costs 5,000 gil.
Earrings - A fashionable ornaments that is for women only. They hold great magical powers. Raises Power, Magic, and Intelligence by 200. Can't be bought.
Gem Box - A box full of magic gems. Each stone empowers a specific magic. It increases all magic base damage by 150 points. Can't be bought.
Merit Award - An award given out for a good deed. It shows all the world of your bravery. Adds 100 to Power and Speed. Also removes the level restrictions for weapons for a person. Can't be bought.
Moogle Charm - A pendant often wore by moogles. It provides the bearer with better magic skills. Adds 250 to Magic. Can't be bought.
Offering - An item once owned by a great warrior. It increased her speed so that she was able to strike multiple times in battle. Adds 100 to Speed. Also adds another strike per turn. Can't be bought.
Pod Bracelet - A bracelet with different colored gems on top. Each gem increases a stat. Adds 150 to every stat and 300 to Hp. Can't be bought.
Precious Watch - a watch with a comforting healing glow. It emits a green halo. Automatically casts regen at the start of battle. Lasts for 10 turns and heals 300 Hp every turn. Can't be bought.
Red Scarf - A crimson red scarf that provided the bearer with protection to the outside world. Adds 1,000 to Hp. Can't be bought.
Star Pendant - A special pendant with curative powers. Bearer becomes immune to poison attacks. Costs 3,000 gil.
Talisman - A charm that holds great mental power. Raises Intelligence by 50. Costs 5,000 gil.
Tetra Elemental - An amulet once used by the gods. It holds great defensive power. Absorbs Fire, Ice, Lightning, and Earth attacks.
Tintinabar - A magical accessory that does some funny things in battle. It does random actions at the start of battle, (The ref decides, no instant death). Can't be bought.
White Cape - This cape was once used by an elite type of sniper's that never missed their target. Raises Accuracy by 50. Costs 5,000 gil.
Zephyr Cape - Once worn by a powerful fight that was never touched in battle. This cape increases someones perception and reaction time. Gives the bearer another dodge in battle. Can't be bought.
SUMMON ACCESSORIES
Stones and collars These magical stones do a number of effect on your guardian force, from adding strength to your guardian force to letting it use a certain move. Their stones help to turn your guardian force into a fighting machine. The stones are placed into a collar like equipment, though large summons may find it more comfortable worn as a sort of bracelet. Each collar has a number of slots where it can hold stones. One stone per slot, though some stones may take up multiple slots. If stones of an element are combined in the same collar, then the guardian force will learn the next level of the magic (example: 2 Fire stones would let the Guardian Force know Fira), though with every one bought, the price goes up. Most collars can be bought.
Collars
Leather Collar A lightweight collar made of leather. Contains 1 slot and adds 20 to speed. Costs 70 gil.
Bronze Collar A collar made of solid bronze. Contains 2 slots. Costs 100 gil.
Steel Collar A heavy collar made of steels. Contains 3 slots but lowers speed by 30. Costs 300 gil.
Force Collar A large collar able to hold many large stones. All stones take up only one slot. Contains 3 slots. Costs 950 gil.
Four Slots Collar A strange looking collar that has four slots. Costs 400 gil.
Mythril Collar A strong collar that provides some protection. Adds 60 to Hp. Contains 4 slots. Costs 600 gil.
Carbon Collar a relatively weak collar, its made out of carbon. Contains 5 slots. Costs 550 gil.
Turtle Shell Collar - A collar decorated with the design of a turtle shell. Contains 6 slots. Costs 600 gil.
Tailored Collar An impressive looking collar that adds style to your guardian force. Contains 7 slots. Costs 750 gil.
Control Collar A collar that makes you have complete control of your Guardian Force. Usually thought of a cruel, it turns the guardian force into a willing drone. Contains 7 slots. The guardian force will do anything it is told. Costs 1,100 gil.
ShinRa Collar- A collar developed by ShinRa to expand the powers of a guardian force. Contains 8 slots. Costs 900 gil.
Golden Collar A heavy but strong collar. Made out of solid gold. It takes away 60 from speed but adds 240 to HP. Contains 8 slots. Costs 2,450 gil at Gold Saucer.
Ivory Collar A collar made of ivory. Contains 9 slots. Costs 1,050 gil.
Genji Collar A collar that was used by the same man whom dawned the Genji Armor, for his guardian forces. Adds 120 to everything but Accuracy. Contains 9 slots. Cant be bought.
SeeD Collar A collar made by the SeeD Gardens. Contains 10 slots. Costs 1,200 gil. Can only be bought at a Garden.
Ornamental Collar A collar adorned with all sorts of decorations. Contains 11 slots. Costs 1,500 gil.
War Collar A collar fashioned for war. Spikes along it made the guardian force appear fiercer. Contains 12 slots. Costs 1,750 gil.
Destruction Collar A collar made for destructions. It can hold a lot of stones and boasts the wearers power. Adds 100 to power. Contains 13 slots. Cant be bought.
Crystal Collar A collar made from crystal. Contains 14 slots. Adds 240 to Speed and Power. Cant be bought.
Gem Collar A collar made to hold many stones. Contains 15 slots. Adds 380 to Magic and 500 to HP. Cant be bought.
Force Collar A large collar able to hold many large stones. All stones take up only one slot. Contains 3 slots. Costs 950 gil.
Stones
Red Stone A stone that has a red glow. Increases strength by 40. Costs 500 gil. Takes up one slot.
Blue Stone A stone that has a blue glow. Increase Magic by 40. Costs 500 gil. Takes up one slot.
Yellow Stone A stone that has a yellow blow. Increase Speed by 40. Costs 500 gil. Takes up one slot.
Pink Stone A stone that has a pink glow. Increases Intelligence by 40. Costs 500 gil. Takes up one slot.
Green Stone A stone that has a green glow. Increases Self Control by 40. Costs 500 gil. Takes up one slot.
Purple Stone A stone that has a purple glow. Increases Determination by 40. Costs 500 gil. Takes up one slot.
Black Stone A stone that has a jet-black glow. Increases Accuracy by 40. Costs 500 gil. Takes up one slot.
Power Stone A stone that increases power. Adds 200 to Power, Speed and 500 to HP. Cant be bought. Takes up 4 slots.
Magician Stone A stone that increases magical powers. Adds 200 to Intelligence, Magic and Self Control. Cant be bought. Takes up 4 slots.
Accuracy Stone A stone that increases accuracy. Adds 200 to Accuracy and Determination. Cant be bought. Takes up 4 slots.
Fire stone A stone containing the power of fire. Warm to the touch. Guardian force automatically knows Fire. First Stone costs 600 gil, second stone costs 1,200 gil, and the third stone costs 2,400 gil. Each stone takes up 3 slots.
Ice Stone A stone containing the power of ice. Cold enough to freeze water. Guardian force automatically knows Ice. First Stone costs 600 gil, second stone costs 1,200 gil, and the third stone costs 2,400 gil. Each stone takes up 3 slots.
Bolt Stone A stone containing the power of lightning. Holds the powers of the Gods. Guardian force automatically knows Lightning. First Stone costs 600 gil, second stone costs 1,200 gil, and the third stone costs 2,400 gil. Each stone takes up 3 slots.
Water Stone A stone containing the power of water. Give your opponents a refreshing bath. Guardian force automatically knows Water. First Stone costs 900 gil, and the second stone costs 2,800 gil. Each stone takes up 3 slots.
Poison Stone A stone that has the power to sicken. Go green in agony. Guardian force automatically knows Poison. First Stone costs 600 gil, second stone costs 1,200 gil, and the third stone costs 2,400 gil. Each stone takes up 3 slots.
White Stone A stone with the power to heal. It emits a calming blue glow. Guardian Force Automatically knows Restore. First Stone costs 600 gil, second stone costs 1,200 gil, the third stone costs 2,400 gil, and the fourth stone costs 4,800 gil. Each stone takes up 3 slots.
Ground Stone A stone containing the power of Earth. Crush the enemies with rock. Guardian Force automatically knows Earth. First Stone costs 600 gil, second stone costs 1,200 gil, and the third stone costs 2,400 gil. Each stone takes up 3 slots.
Comet Stone A stone that will cal down a comet from the heavens. Guardian Force7s automatically knows Comet. Costs 2,400 gil. Takes up 4 slots.
End-All Stone A stone that will call down the planet destroyer- Meteor. Guardian Force automatically knows Meteor. Cant be bought. Takes up 13 slots.
Ultimate Stone A stone that holds the energy of a nuclear blast. Guardian Force automatically knows Ultima. Cant be bought. Takes up 13 slots.
Tempest Stone A stone that holds the powers of the wind. Guardian Force automatically knows Tornado. Costs 4,500 gil. Takes up 8 slots.
Null Stone - A stone that protects against poison attacks. All poison attacks do 0 damage except physical attack, which they still cant poison. Costs 800 gil. Takes up 1 slot.
Sleep Stone A stone that protects against sleep attack. Guardian force cannot be put to sleep. Costs 800 gil. Takes up 1 slot.
Stun Stone A stone that protects against stun attacks. Guardian force cannot be stunned. Costs 1,800 gil. Takes up 2 slots.
Medical Stone A stone that protects against poison and sleep attacks. Guardian force cannot be put to sleep or poisoned. Costs 1,800 gil. Takes up 1 slot.
Flame Stone A stone that absorbs fire. Fire attacks do 0 damage. Costs 2,100 gil. Takes up 2 slots.
Freeze Stone A stone that absorbs ice. Ice attacks do 0 damage. Costs 2,100 gil. Takes up 2 slots.
Scorch Stone A stone that absorbs lightning attacks. Lightning attacks do 0 damage. Costs 2,100 gil. Takes up 2 slots.
Ground Stone A stone that absorbs earth attacks. Earth attacks do 0 damage. Costs 2,100 gil. Takes up 2 slots.
Wet Stone A stone that absorbs water attacks. Water attacks do 0 damage and has no effect. Costs 2,100 gil. Takes up 2 slots.
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