PLEASE NOTE: I AM now currently working on updating this, and should have the 76-99 extension done within a week or two
A note to those reviewing this guide: Initially, I had planned on commenting on the statistical values of various pieces of gear, but I realized that, not only is this an immense task I don't have the time to complete, the ones I did comment on were becoming more Jaded and Negative than they should be for a guide. I've decided to drop my comments, and instead add a system that simply notes what gear's various relations to other pieces.
Table of Contents:
I. Introduction (T1)
II. Weapons and Armor 1-75 (T2)
- Weapons (S1)
- Ranged (S2)
- Head (S3)
- Neck (S4)
- Ears (S5)
- Body (S6)
- Hands (S7)
- Rings (S8)
- Back (S9)
- Waist (S10)
- Legs (S11)
- Feet (S12)
III. Specialty Armor (T3)
- RSE (S13)
- Salvage (S14)
- Augment (S15)
- Synergy (S25)
IV. Frames and Attachments (T4)
- Frames (S16)
- Parts (S17)
V. Basic Gear Sets (T5)
- Melee (S18)
- Mage (S19)
- Solo (S20)
- Maneuver(S21)
VI. Macros (T6)
- Commands(S22)
- Macros (S23)
- Advice (S24)
VII. Closing (T7)
Link Table:
Intro/Weapons&Armor
Special Gear
Automatons
Gearsets
Macros/Closing
Part I. Introduction (T1)
Welcome to puppetmaster! If you're reading this, I assume it means that you're interested in, or already playing, the job. This guide is here to help people starting out on pup. For a long time now, many people have been gearing this job poorly, due to a combination of not knowing about gear choices, not understanding the math behind why one piece is better than another, or just being lazy. We, the pup community, have grown tired of it, so I decided to put together a guideline for pups to follow, gearwise.
Currently, this guide includes Melee-DD pieces, Evasion Based solo pieces, and Macro pieces. I'm going to add mage gear at a later date, but it is coming, so keep your eyes peeled.
This guide is divided into 5 sections. The first is the intro, obviously, and then the meat and potatoes, weapons and gear levels 1-75. They're listed in ascending level order, and divided up into their respective gear slots. Next in line, we have special gear, which I excluded from the main gear section due to various factors surrounding the gear. Following that is the automaton section, and finally, a basic introduction to gear sets.
Before we get to the guide, there are some (very) basic math things every melee should know. I'll use the ones that apply to h2h for obvious reasons.
For all melees before merit level, stat order importance is generally accepted to be Accuracy > Attack > Strength > Dexterity, when in equal quantities. Depending on your level, the variance between any two stats that makes the lower one better may differ some. Accuracy is by far the most important stat for a pup, due to our low h2h skill, but that doesn't mean you should forgo attack all together. We have limited choices in terms of +attack gear, so where we can put it, generally, it will serve us well. This is why Wagh Baghnakhs are better than Hades Sainti for DD. While Acc > atk, 2 acc is not > 14 atk.
At merit level, Haste > Acc > Atk > Str > Dex. Haste is an incredibly potent stat, due to its increasing returns. What I mean by this is that, with your other stats, the more you add to it, the less effective each point you add becomes. Basically, this means that 5 attack when you have 100 base attack is going to help you a lot more than it would if you had 400 base attack (5% vs 1.25% increase). This stands true for just about every offensive and defensive stat in the game. However, with haste, the converse is true. For every haste% you add, the next %'s addition is greater.
Addtional information:
2 STR = 1 ATK
2 DEX = 1 ACC
2 VIT = 1 DEF
2 AGI = 1 EVA
These are pretty basic things.
4 STR ≈ 1 fSTR
2 ACC = 1% Hit Rate
In layman's terms, fSTR is part of the calculation for how much damage you deal. In it's simplest definition, 1 fSTR = +1 damage to your weapon. Hit rate is how often your punches connect. You can't have a hit rate higher than 95%, nor can you have one lower than 20%. Generally, melees shoot for 95%, but 80-85% is ideal, anything after that is really just fluff. They are both far more complex than this, but I don't want to bore you with calculations, as this is not a math thread.
Disclaimer: ANY ITEM NOT INCLUDED IS EXCLUDED FOR A REASON.
If you are unsure about an item, rather than posting a new thread, simply send me a PM, and I will be happy to answer any gear questions you have.
Part II. Weapons and Armor 1-75 (T2)
This is the bulk of the guide. I've included stats on the gear, the primary uses of that piece, and links to both alla's Database, and FFXIclopedia. You can use those links to find out how to go about obtaining the gear.
I've listed gear that is suitable for a pup to wear. I have excluded many, many pieces, as you'll see, for various reasons. Gear is listed by level, but it should be pretty easy to tell if a lower level piece is better than a higher level piece (example, Peacock Charm is much better than Chivalrous Chain, but is more than 20 levels lower).
I did include notes on some pieces, primarily pieces that I included only for completion's sake, and on macro pieces to clarify their use.
IF YOU HAVE ANY QUESTIONS ABOUT GEAR NOT INCLUDED IN THIS GUIDE, PLEASE PM ME FIRST. Do not make a thread to ask "Is x piece of gear better than y? It wasn't in the gear guide so I have to ask you guys." because those threads get very annoying. If I did not include a piece, that means that it is not acceptable to wear, or I forgot to add it. PM and ask me first, and I will clarify my reasoning for you.
Key:
Θ is used to show the various uses of any given piece. It's used in parts 2 and 3.
Color Code:
Offensive:
TP Gear (worn while building TP)
WS Gear (Worn only for weapon skills, swapped in/out for TP gear)
Damage Gear (pieces that can be used for both TP and WS)
Note: If a piece of armor does not have one of these colors, it is unacceptable to use in exp, unless there is literally nothing else you can use(see: back pieces).
Other:
Soloing Gear (gear that offers stats that are useful when soloing)
Macro Pieces (Gear that should only be macroed in for Job Abilities, Casting, or other special circumstances)
Weapons: (S1)
at low levels, this is pretty straight forward, and there isn't much need for explanation until 50ish, so there aren't many comments before that.
Just some stuff to know before you look at h2h weapons, in case you don't already know it:
h2h weapons have +dmg and +delay, rather than straight damage and delay like other weapons. This is because weaponless is a h2h type weapon, so it has to have damage and delay. To find your current weapon's damage:
((current h2h skill*.11)+3)+dmg on weapon
A table for pup's h2h base damage:
H2H base damage table:
Damage:
3 damage: 0 skill
4 damage: 10 skill
5 damage: 19 skill
6 damage: 28 skill
7 damage: 37 skill
8 damage: 46 skill
9 damage: 55 skill
10 damage: 64 skill
11 damage: 73 skill
12 damage: 82 skill
13 damage: 91 skill
14 damage: 100 skill
15 damage: 110 skill
16 damage: 119 skill
17 damage: 128 skill
18 damage: 137 skill
19 damage: 146 skill
20 damage: 155 skill
21 damage: 164 skill
22 damage: 173 skill
23 damage: 182 skill
24 damage: 191 skill
25 damage: 200 skill
26 damage: 210 skill
27 damage: 219 skill
28 damage: 228 skill
29 damage: 237 skill
30 damage: 246 skill
31 damage: 255 skill
32 damage: 264 skill
33 damage: 273 skill
34 damage: 282 skill
35 damage: 291 skill
36 damage: 300 skill
37 damage: 310 skill
38 damage: 319 skill
39 damage: 328 skill
40 damage: 337 skill
41 damage: 346 skill
42 damage: 355 skill
43 damage: 364 skill
44 damage: 373 skill
45 damage: 382 skill
46 damage: 391 skill
47 damage: 400 skill (Skill cap: 404)
48 damage: 410 skill (Skill +6)
49 damage: 419 skill (Skill +15 (capped merits))
50 damage: 428 skill (Skill +24)
51 damage: 437 skill (Skill +33)
52 damage: 446 skill: impossible (our absolute max with /mnk and cestus belt is +41 skill, this requires +42) Note: Originally, I had the levels each damage tier was naturally attained, but those numbers were from before pup's skill cap was raised from C+ to B+, and were very out of date, and I don't have easy access to the current skill caps all the way to 99 (I can do up to 80, but that's pointless). I may update this later on, but's not a huge priority atm
Gear that gives skill:
Tokon Hachimaki: +5
Cirque Capello +2: +5
Faith Torque: +7
Bruiser's Earring: +3
Portus Ring: +5
Cestus Belt: +5 (If subbing mnk) (Note: this is absolutely never worth using, and is only included for completion's sake)
As for delay:
Base h2h: 480 delay (level 1)
Martial Arts 1: 400 Delay (level 25)
Martial Arts II: 380 Delay (level 50)
Martial Arts III: 360 Delay (level 75)
Martial Arts IV: 340 Delay (level 87)
Martial Arts V: 320 Delay (level 97)
this is why, generally, we sub monk before 25, since monk gets martial arts I at level 1.
On to the weapons then:
Cat Baghnakhs (+1) Θ wiki link
Level 1 Dmg: +2(3) Delay: +60(51)
Brass Baghnakhs (+1) Θ wiki link
level 11 Dmg: +4(5) Delay: +60(55)
Windurstian Baghnakhs Θ wiki link
level 15 Dmg: +4 Delay: +57
Accuracy +1
Federation Baghnakhs Θ wiki link
level 15 Dmg: +5 Delay: +48
Accuracy +2
Lynx Baghnakhs Θ wiki link
level 24 Dmg: +6 Delay: +30
Katars (+1) Θ wiki link
level 33 Dmg: +8(9) Delay: +84(75)
Vampiric Claws Θ wiki link
level 39 Dmg: +8 Delay: +60
Additional Effect: HP Drain
Hidden effect: Slashing Damage (does not apply to ws)
Mythril Claws (+1) Θ wiki link
level 41 Dmg: +9(10) Delay: +66(61)
Exocets Θ wiki link
level 46 Dmg: +10 Delay: +51
DEX+1 AGI+1 Water Resistance +9
Hidden Effect: Can eat raw fish regardless of race
Adargas (+1) Θ wiki link
level 47 Dmg: +10(11) Delay: +54(49)
Vit+1(2) Guarding Skill+2(3)
Patas (+1) Θ wiki link
level 48 Dmg: +14(15) Delay: +96(86)
Tactician Magician's Hooks Θ wiki link
level 50 Dmg: +15 Delay: +91
Atk+10 Def-10
Tactician Magician's Hooks+1 (2) Θ wiki link
level 52 Dmg: +15(16) Delay: +81(71)
Atk+10 Def-10
Outside of Nation Controlled Area: Charisma +3(4)
Black Adargas (+1) Θ wiki link
level 60 Dmg: +13(14) Delay: +54(49)
Vit +3(4) Guard Skill +4(5)
Hades Sainti (+1) Θ wiki link
level 70 Dmg: +18(19) Delay: +51(49)
Acc +7 Eva +7 Subtle Blow +7 Enmity +7
Wagh Baghnakhs Θ wiki link
level 72 Dmg: +13 Delay: +60
Latent Effect: Dmg +18
Hidden Effect: Atk +14 Acc+5
Note: Our best offensive weapon that is not attained through ungodly means. Yes, it is better than Hades Sainti for DD.
Shenlong's Baghnakhs Θ wiki link
level 71 Dmg: +21 Delay: +51
Str +3 Acc +10 Double Attack +1% Subtle Blow +3
Blows both Hades and Waghs out of the water, but dropped of Pandemonium Warden, so good luck on getting them
Kenkonken Θ wiki link
level 75 Dmg: +17 Delay: +49
Enhances "Martial Arts" Effect, Suppresses Overload, Aftermath: Increases Acc./Atk.(icl. pets), Occasionally attacks twice
note: silver is a special marker, that implies these are the best item any pup can ever get. They're a mythic weapon, that will take millions of gil, and months of time, spent trying to obtain. They're amazing for everything we do.
Range:
There are only 3 important items in this slot. They apply to all gear fields, as you should always be wearing them if you have a puppet out. Special note has been made for one item that isn't an animator.
Animator (wiki link)
Level 1
This device transmits commands to an automaton via high frequency waves.
Turbo Animator (wiki link)
Level 40
An improved version of the animator. Transmits commands at a faster rate than the standard model.
Hidden effect: Dex +2
Sonia's Plectrum Θ wiki link
Level 60
Waltz Potency +1%
Campaign: Waltz Potency +15%
note: This item is included solely because of it's use as a campaign item. You cannot use it and an animator, and you cannot macro between them(it will reset TP) so if you're doing campaign and do not need to use maneuvers for whatever reason, this is handy to have if you're /dnc.
Animator +1 (wiki link)
Level 71
An improved version of the Animator. Allows orders to be more directly relayed to the automaton.
Hidden effect: Dex +4 Increases Automaton's Max HP and MP (See wiki link)
Head: (S3)
Until level 24, there's nothing we can wear on our heads to improve our damage output. Depending on how you level, there are various things to choose from, but they're not really that important. Make due with what you can for now.
Emperor/Empress Hairpin Θ Θ wiki link
Level 24
HP -15 DEX +3 AGI +3 Evasion +10
Fancy Spectacles Θ Θ wiki link
Level 30
Accuracy +3 Nighttime: Accuracy -30
Note: These are better than emp pin during the day(6:00-18:00 game time), but if you're going to use them, it's absolutely essential that they're off your face at night(18:00-06:00). You can macro them on and off for either emp pin or any of the other level 30ish head pieces I have listed. I didn't bother linking the nq version, since you should really try to get the HQ anyway. They're better than anything else for quite a while, so they're worth the investment. They look cool, too!
Mercenary Captain's Headgear Θ wiki link
Level 30 Defense: 10
STR +1 DEX +1
Sinister Mask Θ wiki link
Level 39 Defense: 12
STR +2 VIT -2 INT +2 MND -2
Voyager Sallet Θ wiki link
Level 41
STR +3 DEX +4
Storm Zucchetto Θ wiki link
Level 50 Defense: Def: 15
Accuracy +4 Magic Accuracy +2
Vampire Mask Θ Θ wiki link
Level 51 Defense: 17
Nighttime: Accuracy +3
Note: This is basically the reverse of Fancy specs, without the negatives. The accuracy bonus is only active during the night hours(18:00-6:00), but you don't need to worry about losing 30 accuracy during the day. If you're still using Fancy specs(meaning, if you don't have Storm Zucchetto), pair them up for peak performance. If you decided to skip them, alternate what ever you use now for these during the night time hours. I know it's a pain, but it's worth it.
Puppetry Taj Θ wiki link
Level 60 Defense: 15
HP +10 DEX +3 MND +3
Tabin Beret +1 Θ Θ wiki link
Level 65 Defense: 20
HP +12 Evasion +2 Accuracy +2
Cobra Unit Cap Θ wiki link
Level 68 Defense: 22
Accuracy +4 Store TP +2 Enmity -4
Set: Enhances "Counter" effect
Optical Hat Θ Θ wiki link
Level 70
Ranged Accuracy +10 Accuracy +10 Evasion +10
Pahluwan Qalansuwa Θ wiki link
Level 72 Defense: 15
HP +25 Attack +5 Ranged Accuracy +7 Accuracy +7
Set: Enhances "Subtle Blow" Effect
Enkidu's Cap Θ wiki link
Level 72 Defense: 23
DEX +3 AGI +3 Ranged Accuracy +8 Accuracy +8 Subtle Blow: +2
Walahra Turban Θ Θ wiki link
Level 75
HP +30 MP +30 Haste +5%
Pantin Taj Θ Θ wiki link
Level 75 Defense: 19
HP +12 STR +3 AGI +3 Adds "Regen" Effect
Automaton: Adds "Regen" effect
Usukane Somen Θ Θ wiki link
Level 75 Defense: 20
STR +3 AGI +3 Accuracy +7 Evasion +7 Haste +3%
Set: Enhances Haste Effect
Neck: (S4)
Buffoon's Collar (+1) Θ wiki link
Level 5 Defense: 0(0)
HP+3(5), Reduces "Overload" rate
Spike Necklace Θ wiki link
Level 21 Defense: 0
STR+3 DEX+3 MND-6
Peacock Charm/Amulet Θ wiki link
Level 33 Defense: 0
Accuracy+10 Ranged Accuracy+10 Resist Darkness -10
Chivalrous Chain Θ wiki link
Level 60 Defense: 4
STR +3 Accuracy +5 Store TP +1
Bull Necklace Θ wiki link
Level 60 Defense:
STR +4
Campaign: STR +25
Shield Collar Θ wiki link
Level 60
VIT +4
Campaign: VIT +25
Evasion Torque Θ wiki link
Level 65
HP +7 Evasion Skill +7
Wivre Gorget (+1) Θ wiki link
Level 70 Defense: 8(9)
Ranged Accuracy +5(6) Accuracy +5(6)
Faith Torque Θ wiki link
Level 73 Defense:
MND +5 Marksmanship Skill +7 Hand-To-Hand Skill +7
Ancient Torque Θ wiki link
Level 74
DEX +4 Accuracy +9
Neck Armor Sub Section: Weapon Skill Gorgets
(Element) Gorget Θ
Level 72 Latent effect: Increases weapon skill accuracy and damage
WS gorgets come from the CoP Quest, In the Name of Science, and each share the same stats. On all weapon skills that fall into their element, a bonus of +10 accuracy and +0.1 fTP will be added. 10 accuracy on it's own is pretty big, as it puts them even with PCC/PCA, but the added 0.1 fTP has a huge impact. fTP is a value used in the weapon skill's damage calculation. 0.1 is a rather large boost when you consider the highest fTP in the game is 5.0(slugshot/sidewinder, and Full Swing at 300% TP). There is nothing else better to ws in than these gorgets. Below is a list of our top 3 ws, and which gorgets will effect them.
Howling Fist:
Light Gorget (wiki)
Thunder Gorget (wiki)
Dragon Kick:
Breeze Gorget (wiki)
Thunder Gorget (wiki)
Stringing Pummel:
Flame Gorget (wiki)
Shadow Gorget (wiki)
Soil Gorget
(wiki)
All of the gorgets will give the same bonus to their weapon skills, (meaing that there's no difference between Flame, Shadow, or Soil gorgets for stringing pummel, so which one you get is entirely up to you)
Ears: (S5)
Bone Earring +1 Θ wiki link
Level 16
Attack +2 Evasion -1
Beetle Earring +1 Θ wiki link
Level 21
Attack +3 Evasion -2
Dodge Earring Θ wiki link
Level 29
Evasion +3
Wyvern Earring Θ wiki link
Level 30
Latent Effect: Haste +5%
Note: While this is a level 30 earring, I'm not going to even suggest you try to get it at 30. This is one of the level 30 latent earrings, this one being activated by subbing drg.
Evasion Earring Θ wiki link
Level 35
Evasion Skill +3
Tortoise Earring +1 Θ wiki link
Level 45
Attack +4 Evasion -2
Storm Loop Θ wiki link
Level 50
Attack +5
Assault: Attack +10
Velocity Earring Θ wiki link
Level 50
Evasion +4
Enhances "Resist Slow" Effect
Spike Earring Θ wiki link
Level 55
Attack 5 Evasion -5
Elusive Earring Θ wiki link
Level 60 Defense: 1
Evasion +5
Minuet Earring Θ Θ wiki link
Level 61
STR +1 DEX +1
Minuet: Accuracy +3
Note: This has the macro symbol for a simple reason. The accuracy bonus is only active when you have a bard casting minuet on you. If you don't have a bard in your party, or the bard is casting other songs, such as dual march, or march/madrigal(for whatever reason) this should not be on your ear. It's nice to have, but very situational.
Coral/Merman's earring Θ wiki link
Level 63
Attack +5(6) Evasion -5(4) Magic Damage Taken -1%(2%)
Diabolos's Earring Θ Θ wiki link
Level 65
Accuracy +3
Dark Weather: Accuracy -3 Magic Accuracy +2
Note: This is another on of those situational earrings, though that often doesn't matter. The only areas you'll ever encounter darkness weather on a regular basis are the dynamis zones, where Double Darkness weather is a permanent feature, and if you have a kind sch in your party, they can make it a non-issue. It's a solid earring to have, anyway, you just have to know when darkness weather is occurring so that you can take it off.
Guignol Earring Θ wiki link
Level 69
Enhances "Repair" potency
Note: This is a wonderful, wonderful item. It enhances repair by increasing the regen potency by 20%, raising oils to 12hp/tick, oils+1 to 24/tick, and oils+2 to 36/tick, increasing their maximum hp recovery as well.(Oils+2 move from 900 hp recovered to 1080 recovered) This is one of those items that every pup should have, even if they use repair sparingly, as it really gives you more bang for your buck. Only a macro piece, though, put it on for repair, and then take it right back off.
Fenrir's Earring Θ Θ wiki link
Level 70
Daytime: Attack +10
Nighttime: Ranged Attack +10
Note: Another situational piece. It works under the same time restraints as Fancy Spectacles(6:00-18:00) so if you're using it be sure to know the game time, and take it off once it turns to night.
Hollow Earring Θ wiki link
Level 72
DEX +2 Ranged Accuracy +3 Accuracy +3
Sword Enhancement Spell Damage +3
Ethereal Earring Θ Θ wiki link
Level 72
HP +15 Attack +5 Evasion +5
Converts 3% of Damage Taken to MP
Brutal Earring Θ wiki link
Level 75
Store TP +1
Enhances "Double Attack" Effect
Body: (S6)
Like most armor, there's not much in the way of choices before the 20s. Pick something that you enjoy the look of, and set to leveling.
Garrison Tunica Θ wiki link
Level 19 Defense: 15
DEX +1 CHR +1
Mercenary Captain's Doublet Θ wiki link
Level 30 Defense: 20
DEX +1 AGI +1
Linen Doublet +1 Θ wiki link
Level 33 Defense: 23
Evasion +5
Fomor Tunic Θ wiki link
Level 40 Defense: 32
HP -25 STR +3 DEX +3 VIT -6
Wool Doublet +1 Θ wiki link
Level 42 Defense: 28
Evasion +5
Cerise Doublet Θ wiki link
Level 50 Defense: 28
Attack +3 Accuracy +3
Puppetry Tobe Θ wiki link
Level 58 Defense: 36
HP +12 Accuracy +5
Automaton: Max HP Boost
Automaton: Max MP Boost
Aketon (+1) Θ wiki link
Level 60 Defense: 39(40)
HP +10(15) AGI +5(6) Evasion +5(7)
Fire Resistance +1(3) Ice Resistance +1(3) Water Resistance +1(3) Lightning Resistance +1(3) Earth Resistance +1(3) Wind Resistance +1(3)
Tabin Jupon (+1) Θ wiki link
Level 65 Defense: 36(37)
STR +1(2) DEX +1(2) Accuracy +5(7)
Cobra Unit Harness Θ wiki link
Level 68 Defense: 42
Accuracy +11 Store TP +6 Enmity -8
Set: enhances "Counter" effect
Antares Harness Θ Θ wiki link
Level 71 Defense: 50
HP +15 DEX +8 AGI +8 Evasion +8 Accuracy +8
Avalon Breastplate Θ wiki link
Level 71 Defense: 52
VIT +7 MND +7 CHR +7 Accuracy +13 Enmity +3 Magic Damage Taken -5%
Pahluwan Khazagand Θ wiki link
Level 72 Defense: 42
HP +20 Ranged Accuracy +10 Accuracy +10
HP recovered while healing +2
Increases Rate of Critical Hits
Set: Enhances "Subtle Blow" Effect
Enkidu's Harness Θ Θ wiki link
Level 72 Defense: 50
STR +5 AGI +5 Accuracy +10 Attack +10 Evasion +5 Subtle Blow +5
Pantin Tobe Θ wiki link
Level 74 Defense: 45
HP +15 Accuracy +10 Subtle Blow +5
Automaton: Accuracy +10
Mirke Wardecors Θ Θ Θ Θ Θ wiki link
Level 75 Defense: 42
HP +10 MP +10 STR +5 DEX +5 AGI +5
Goliard Saio Θ Θ wiki link
Level 75 Defense: 42
HP +42 MP +42 Conserve MP +5 Enmity -5 Haste +4%
Set: "Magic Defense Bonus"
Usukane Haramaki Θ Θ wiki link
Level 75 Defense: 40
STR +8 DEX +8 INT +8 Evasion +12 Accuracy +12 Store TP +6
Set: Enhances Haste Effect
Hands: (S7)
Battle Gloves Θ Θ wiki link
Level 14 Defense: 4
Accuracy +3 Evasion +3
Combat Caster's Mitts Θ wiki link
Level 40 Defense: 8
Attack +5
Tactician Magician's Cuffs Θ wiki link
Level 50 Defense: 10
Evasion +5
Tactician Magician's Cuffs +1 (2) Θ Θ Θ wiki link
Level 52 Defense: 11(12)
Evasion +5(5)
In areas under own nation's control: Accuracy +5(6)
Note: Accuracy bonus is only active when you have signet on in conquest areas controlled by your nation. It is always active in sea(Lumoria) and dynamis areas. The bonus is never active while in promyvion, aht urgan, or [S] areas.
Puppetry Dastanas Θ wiki link
Level 56 Defense: 12
HP +13 AGI +3
Enhances "Manuever" Effect
Reduces "Overload" Rate
Note: Do not, do NOT, melee in these. Make a macro that puts them on for maneuvers, and then takes them off after the maneuver activates(see: Macros).
They are an awesome piece, though. They double the stat increase given by maneuvers(+2 per instead of +1), and are invaluable in decreasing overload rates.
Light Gauntlets Θ wiki link
Level 57 Defense: 15
HP +5 STR +3 VIT +3
Fencing Bracers Θ Θ wiki link
Level 64 Defense: 16
HP +18 Evasion +4 Attack +6
Tabin Bracers +1 Θ Θ wiki link
Level 65 Defense: 14
Accuracy +3 Evasion +3 Attack +3
Cobra Mittens Θ wiki link
Level 68 Defense: 13
Accuracy +4 Store TP +3 Enmity -3
Set: Enhances Counter effect
Pahluwan Dastanas Θ wiki link
Level 72 Defense: 19
Accuracy +5 Ranged Accuracy +5 Ranged Attack +5
Set: Enhances "Subtle Blow" effect
Enkidu's Mittens Θ wiki link
Level 72 Defense: 24
STR +4 DEX +4 Accuracy +5 Ranged Accuracy +5 Subtle Blow +2
Pantin Dastanas Θ wiki link
Level 73 Defense: 18
HP +16 DEX +2 CHR +2 Haste +3%
Automaton: Haste +3%
Puppetry Dastanas +1 Θ Θ Θ wiki link
Level 74 Defense: 18
STR +5 AGI +5
Reduces "Overload" Rate
Enhances "Manuever" Effect
Goliard Cuffs Θ wiki link
Level 75 Defense: 18
Accuracy +4 Attack +4 Magic Accuracy +4 Magic Attack Bonus +4
Set: "Magic Defense Bonus"
Usukane Gote Θ Θ wiki link
Level 75 Defense: 20
Accuracy +10 Evasion +10 Counter +2 Subtle Blow +5
Set: Enhances Haste Effect
Rings: (S8)
Courage Ring Θ wiki link
Level 14
STR +2 Fire Resist +4
Mighty Ring Θ wiki link
Level 14
STR +1 Fire Resist +3
Enchantment: Attack +5 Ranged Attack +5
Rajas Ring Θ wiki link
Level 30
STR +2~5 DEX +2~5 Store TP +5 Subtle Blow +5
Note: This is one of the rewards for finishing the Chains of Promanthia expansion. The str and dex scale upwards as you level. At 75, it's one of the best melee rings in the game, but before that, whether it's better than sniper's/woodsman rings is debatable.
Venerer Ring Θ wiki link
Level 34
Accuracy +3
Jaeger Ring Θ wiki link
Level 35
Ranged Accuracy +4 Accuracy +4
Woodsman Ring Θ wiki link
Level 40
Ranged Accuracy +5 Accuracy +5 Evasion -5
Sniper's Ring (+1) Θ wiki link
Level 40
Ranged Accuracy +5(7) Accuracy +5(7) Defense -10(-12) Dark Resist -20(-25)
Ecphoria Ring Θ Θ wiki link
Level 49
Accuracy +4 Store TP +1
Enchantment: Cure Amnesia
Ulthalam's Ring Θ wiki link
Level 50
Attack +4 Accuracy +4
Assault: DEX +4 STR +4 Adds "Regen" Effect
Note: This is the melee reward for finishing Treasures of Aht Urgan. Unlike Rajas, though, this one will out do sniper's/woodsman ring. If you have it, use it.
Toreador's Ring Θ wiki link
Level 57 Defense: 1
HP +10 Accuracy +7
Blood Ring Θ Θ wiki link
Level 70
Accuracy +5
Enhances "Resist Paralyze" Effect
Enhances "Resist Blind" Effect
Enhances "Resist Curse" Effect
Iota Ring Θ Θ wiki link
Level 75
DEX +3 VIT +3 AGI +3 Accuracy +3
Back: (S9)
Wyvern Mantle Θ wiki link
Level 30 Defemse: 2
Latent Effect: Attack +6
note: Like the wyvern earring, this latent effect is only active when you have dragoon as your subjob.
Sarcenet Cape Θ wiki link
Level 30 Defemse: 3
Evasion +3 Dark Resist +5
Bellicose Mantle Θ wiki link
Level 52 Defense: 3
HP -10 Attack +6
Dodge Cape Θ wiki link
Level 49 Defense: 4
Evasion +5
Pantin Cape Θ wiki link
Level 70 Defense: 6
DEX +5 Attack +15
Automaton: Attack +15
Boxer's Mantle Θ wiki link
Level 70 Defense: 8
Evasion Skill +10 Parrying Skill +10 Shield Skill +10 Guarding skill +10
Waist: (S10)
Mercenary Captain's Belt Θ wiki link
Level 30 Defense: 3
DEX +1 VIT +1 AGI +1 INT +1 MND +1 CHR +1
Tilt Belt Θ wiki link
Level 40 Defense: 3
Accuracy +5 Evasion -5
Life Belt Θ wiki link
Level 48
Accuracy +10
Swift Belt Θ Θ wiki link
Level 50
Attack -5 Accuracy +3 Haste +4%
Potent Belt Θ wiki link
Level 60 Defense: 5
STR +3 Accuracy +8
Legs: (S11)
Garrison Hose Θ wiki link
Level 21 Defense: 9
STR +1 DEX +1
Martial Slacks Θ wiki link
Level 24 Defense: 12
AGI +2 Evasion +3
Herder's Subligar Θ wiki link
Level 25 Defense: 8
Enhances pet accuracy
Combat Caster's SlacksΘ wiki link
Level 40 Defense: 17
Evasion +5
Puppetry Churidars Θ Θ wiki link
Level 52 Defense: 25
HP +11 CHR +3
Automaton: Enhances "Cure" Potency
Automaton: Spell Interruption Rate Down
Cobra Subligar Θ wiki link
Level 68 Defense: 26
Accuracy +5 Enmity -4 Store TP +3
Set: Enhances "Counter" effect
Volunteer's Brais Θ wiki link
Level 70
MP +20 Accuracy +6
Besieged: MP +100
Vendor's/Prince's Slops Θ wiki link
Level 71 Defense: 39 (40)
HP +25(30) MP +25(30) MND +2(3) Accuracy +3(4)
Pantin Churidars ΘΘ wiki link
Level 71 Defense: 32
HP +13 STR +2 VIT +2 Accuracy +5
Automaton: Magic Accuracy +5
Pahluwan Seraweels Θ Θ Θ Θ Θ Θ wiki link
Level 72 Defense: 36
STR +3 Ranged Accuracy +4 Accuracy +4
Set: Enhances "Subtle Blow" Effect
Barbarossa's Zerehs Θ Θ wiki link
Level 75 Defense: 36
STR +4 VIT +4 Haste +3%
Bahamut's Hose Θ wiki link
Level 75 Defense: 31
Breath Damage Taken -5% Kick Attacks +6
Usukane Hizayoroi Θ wiki link
Level 75 Defense: 30
STR +5 DEX +5 Attack +10 Haste +3%
Set: Enhances Haste Effect
Feet: (S12)
Windurstian/Federation GaitersΘ Θ wiki link
Level 34 Defense: 6(7)
AGI 1(1)
Inside Nation's Control: Attack +5(7) Ranged Atk +5(7)
Storm Gambieras Θ wiki link
Level 50 Defense: 9
STR +2 HP recovered while healing +2
Puppetry Babouches Θ Θ wiki link
Level 54 Defense: 11
HP +9 STR +3 Lightning Resist +10
Enhances "Repair" Effect
Tabin Boots +1 Θ Θ wiki link
Level 59 Defense: 12
Accuracy +3 Evasion +3
Cobra Unit Leggings Θ wiki link
Level 68 Defense: 10
Accuracy +4 Store TP +4 Enmity -3
Set: Enhances "Counter" effect
Hermes'_Sandals (+1) Θ Θ wiki link
Level 70 Defense: 17(18)
HP +12(14) Enmity +3(4) Evasion +5(6) Movement Speed +12%(+12%)
Pahluwan Crackows Θ wiki link
Level 72 Defense: 13
DEX +4 Accuracy +3 Ranged Accuracy +3
Set: Enhances "Subtle Blow" effect
Enkidu's Leggings Θ wiki link
Level 72 Defense: 23
DEX +3 AGI +3 Ranged Attack +4 Attack +4 Haste +2% Subtle Blow +2
Pantin Babouches Θ Θ wiki link
Level 72 Defense: 17
HP +14 INT +2 MND +2 Attack +5
Automaton: "Magic Attack Bonus" +5
Puppetry Babouches +1 Θ Θ Θ wiki link
Level 74 Defense: 12
HP +19 STR +5 Accuracy +5 Evasion +5
Enhances "Repair" Effect
Usukane Sune-ate Θ Θ wiki link
Level 75 Defense: 22
Attack +7 Accuracy +7 Haste +2% Store TP +7 Enmity +5
Set: Enhances Haste Effect
Edited, Jul 28th 2009 4:28pm by Jinte
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Edited, Feb 28th 2010 5:52pm by Jinte
Edited, Mar 5th 2010 6:24pm by Jinte
Edited, Jul 21st 2010 12:22am by Jinte
Edited, Aug 24th 2012 3:42pm by Jinte
Edited, Aug 24th 2012 4:52pm by Jinte


