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Final Fantasy: TSW
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Final Fantasy

GARMENT GRIDS


Ordered By:
  Bitter Farewell
  
Bitter Farewell Abilities Just from Grid Being Equiped: Death: Use Death to instantly KO enemies Doom: Use Doom to KO enemies after a number of turns Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Deathproof; Cannot be KO instantly Y: Doomproof; Cannot be Doomed GR: Deathtouch; May KO enemy YB: Doomtouch; May Doom enemy Number of Nodes: 5
  
Item id #1638
  Black Tabard
  
Black Tabard Abilities Just from Grid Being Equiped: Black Magic: Use Black Mage magic abilities that you have learned Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) GRYB: Magic +15; Increases Magic by 15 GRYB: Black Mag WaitDwn; Takes less time to use Black Magic abiliies Number of Nodes: 6
  
Item id #1639
  Blood of the Beast
  
Blood of the Beast Abilities Just from Grid Being Equiped: Instinct: Use Beserker abilities Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) GRYB: Strength +15; Strength increases by 15 GRYB: Instinct WaitDwn; Takes less time to use Instinct abilities Number of Nodes: 6
  
Item id #1640
  Bum Rush
  
Bum Rush Abilities Just from Grid Being Equiped: Strength +10: Strength Increases by 10 Magic +10: Magic Increases by 10 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) Y: Strength +10; Strength Increases by 10 B: Strength +10; Strength Increases by 10 R: Magic +10; Magic Increases by 10 G: Magic +10; Magic Increases by 10 Number of Nodes: 6
  
Item id #1641
  Chaos Maelstrom
  
Chaos Maelstrom Abilities Just from Grid Being Equiped: Arcana: Use Dark Knight Abilities Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) GRYB: Magic +15; Magic increases by 15 GRYB: Arcana Wait Down; Arcana ablilities take less time to use Number of Nodes: 6
  
Item id #1642
  Conflagration
  
Conflagration Abilities Just from Grid Being Equiped: Black Magic: Use Black Mages Abilities Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RBG: Flare; Use the Flare ability Number of Nodes: 4
  
Item id #1643
  Covenant of Growth
  
Covenant of Growth Abilities Just from Grid Being Equiped: None Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYBG: Double AP; You gain Double AP during the Battle RYBG: Double EXP; You gain Double EXP after the battle Number of Nodes:
  
Item id #1644
  Covetous
  
Covetous Abilities Just from Grid Being Equiped: None Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) B: Osmose; Use the ability Osmose to get back MP R: Drain; Use the ability Drain to get back HP Number of Nodes: 3
  
Item id #1645
  Disaster in Bloom
  
Disaster In Bloom Abilities Just from Grid Being Equiped: None Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Sleeptouch; You may inflict sleep when you attack enemy R: Silencetouch; You may inflict silence when you attack enemy Y: Darktouch; You may inflict darkness when you attack B: Poisontouch; You may inflict poison when you attack enemy RYBG: Stonetouch; You may inflict petrification when you attack Number of Nodes: 5
  
Item id #1646
  Downtrodder
  
Downtrodder Abilities Just from Grid Being Equiped: Gravity Eater: Turns gravity damage into HP Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Gravity Strike; Adds gravity element to attacks R: Demi; Use the ability demi (reduce HP by 1/4) RYG: Double HP; Have double HP for the battle Number of Nodes: 3
  
Item id #1647
  Enigma Plate
  
Enigma Plate Abilities Just from Grid Being Equiped: MDef+10: Increases Magic Defence by 10 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYBG: MDef+15; Increases Magic Defence by 15 Number of Nodes: 4
  
Item id #1648
  First Steps
  
First Steps Abilities Just from Grid Being Equiped: None Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) None (This is your starting Garment Grid) Number of Nodes: 6
  
Item id #1649
  Flash of Steel
  
Flash of Steel Abilities Just from Grid Being Equiped: Strength +20: Strength Increases by 20 Magic +20: Magic Increases by 20 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) Strength +20; Strength Increases by 20 Strength +20; Strength Increases by 20 Magic +20; Magic Increases by 20 Magic +20; Magic Increases by 20 Number of Nodes:
  
Item id #1650
  Font of Power
  
Font Of Power Abilities Just from Grid Being Equiped: Half MP Cost: MP costs are reduced to half Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYB: Magic +15; Increase Magic by 15 RYB: One MP Cost; All MP costs are now 1 Number of Nodes: 4
  
Item id #1651
  Healing Light
  
Healing Light Abilities Just from Grid Being Equiped: Cure: Use the Cure Ability Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Cura; Use the Ability Cura Y: Curaga; Use the Ability Curaga G: Life; Use the Ability Life RYG: Full-Cure; Use the Ability Full-Cure Number of Nodes: 4
  
Item id #1652
  Healing Wind
  
Healing Wind Abilities Just from Grid Being Equiped: Cure: Use the Cure Ability Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) B: Cura; Use the Ability Cura RB: Curaga; Use the Ability Curaga Number of Nodes: 3
  
Item id #1653
  Heart of Flame
  
Heart of Flame Abilities Just from Grid Being Equiped: Fire Eater: Fire attacks add HP Fire Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RG: Fira; Use the Ability Fira RYG: Firaga; Use the Ability Firaga Y: Firestrike; Add Fire element to your attacks Number of Nodes: 3
  
Item id #1654
  Heart Reborn
  
Heart Reborn Abilities Just from Grid Being Equiped: Life Cure Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) B: Cura; Use the Ability Cura RB: Curaga; Use the Ability Curaga Number of Nodes: 3
  
Item id #1655
  Helios Guard
  
Helios Guard Abilities Just from Grid Being Equiped: SOS Protect; Protect automatically once at 1/4 HP Protect; Use the Ability Protect Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Auto-Protect; Protect is on regardless of HP Number of Nodes: 4
  
Item id #1656
  Higher Power
  
Higher Power Abilities Just from Grid Being Equiped: Break Limit HP: You can hit for more than 9,999 damage Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) Number of Nodes:
  
Item id #1657
  Highroad Winds
  
Highroad Winds Abilities Just from Grid Being Equiped: First Strike; Takes first turn in battle Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Stop Proof; Disables enemies from casting Stop on you Y: Haste; Character automatically in Haste G: Slow Proof; Disables enemies from casting Slow on you RYBG: SOS Haste; Auto Haste when HP is below 1/4 HP total Number of Nodes: 4
  
Item id #1658
  Horn of Plenty
  
Horn Of Plenty Abilities Just from Grid Being Equiped: Nab Gil; Steal gil and damages enemies Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Gillionaire; Doubles your Gil at the end of that battle Number of Nodes: 5
  
Item id #1659
  Hour of Need
  
Hour of Need Abilities Just from Grid Being Equiped: Defence +10; Defence Increases by 10 MagicDef +10; Magic Defence Increases by 10 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: MagicDefence +10; Magic Defence Increases by 10 Y: Defence +10; Defence Increases by 10 B: Defence +10; Defence Increases by 10 G: MagicDefence +10; Magic Defence Increases by 10 Number of Nodes: 5
  
Item id #1660
  Howling Wind
  
Howling Wind Abilities Just from Grid Being Equiped: Agl +5; Agility Increases by 5 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYBG: Agility +5; Agility Increases by 5 Number of Nodes:
  
Item id #1661
  Ice Queen
  
Ice Queen Abilities Just from Grid Being Equiped: Ice Eater; Turns ice attacks into HP added to your character Blizzard; Use Blizzard Magic Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RG: Blizzara; Use Blizzara Magic RYG: Blizzaga; Use Blizzaga Magic Y: Ice Strike; Adds Ice Element to your melee attack Number of Nodes: 3
  
Item id #1662
  Immortal Soul
  
Immortal Soul Abilities Just from Grid Being Equiped: Life; Use the Ability Life Cure; Use the Ability Cure Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Cura; Use the Ability Cura Y: Curaga; Use the Ability Curaga RYG: Full-life; Use the Ability Full-Life Number of Nodes: 4
  
Item id #1663
  Mediggo
  
Mediggo Abilities Just from Grid Being Equiped: Black Magic; Allows you to use Black Magic Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) Flare; Use the Ability Flare Ultima; Use the Ability Ultima Number of Nodes:
  
Item id #1664
  Menace of the Deep
  
Menance of the Deep Abilities Just from Grid Being Equiped: Water Eater; Turns Water attacks into HP gained for your character Water; Use Water Magic Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RG: Watera; Use Watera Magic RYG: Waterga; Use Waterga Magic Y: Water Strike; Adds Water element to your melee attacks Number of Nodes: 3
  
Item id #1665
  Mercurial Strike
  
Mercurial Strike Abilities Just from Grid Being Equiped: None Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Swordplay WaitDwn; Cuts time to use Swordplay abilities Y: Instinct Wait Dwn; Cuts time to use Instinct abilities G: Bushido Wait Down; Cuts time to use Bushido abilities Number of Nodes: 6
  
Item id #1666
  Mortal Coil
  
Mortal Coil Abilities Just from Grid Being Equiped: Itch Proof; Not effected by Itchy Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Curseproof; You cannot be cursed R: Stoneproof; You cannot be Petrified Y: Stonetouch; Adds petrification status to your attacks B: Break; Use the Ability Break Number of Nodes:
  
Item id #1667
  Mounted Assault
  
Mounted Assault Abilities Just from Grid Being Equiped: First Strike: Takes first turn in Battle Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Slowproof; You cannot be slowed R: Stopproof; You cannot be stopped Y: Hastega; Use the Ability Hastega RYBG: Auto-Haste; You are always on Haste (for battle) Number of Nodes:
  
Item id #1668
  Pride of the Sword
  
Pride of the Sword Abilities Just from Grid Being Equiped: SwordPlay: Use SwordPlay Abilities Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYBG: Str+15; Strength Increases by 15 RYGB: Swordplay WaitDwn; Cut wait time to use Swordplay abilities Number of Nodes: 6
  
Item id #1669
  Protection Halo
  
Protection Halo Abilities Just from Grid Being Equiped: Defence +5; Defence increases by 5 MagicDefence +5; Magic Defence increases by 5 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: MagicDefence +5; Magic Defence increases by 5 Y: Defence +5; Defence increases by 5 B: Defence +5; Defence increases by 5 G: MagicDefence+5; Magic Defence increases by 5 Number of Nodes: 5
  
Item id #1670
  Raging Giant
  
Raging Giant Abilities Just from Grid Being Equiped: Confuse; Can caste confuse on enemies Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Confuseproof; You cannot be confused GR: Beserkproof; You cannot be beserked Y: Confuse Touch; Adds confusion status to your melee attacks YB: Beserktouch; Adds beserk status to your melee attacks Number of Nodes: 5
  
Item id #1671
  Ray of Hope
  
Ray Of Hope Abilities Just from Grid Being Equiped: Luck +30; Increases Luck By 30 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYBG: Luck +30; Increases Luck By 30 Number of Nodes: 5
  
Item id #1672
  Restless Sleep
  
Restless Sleep Abilities Just from Grid Being Equiped: Sleep; Use the Ability Sleep Bio; Use the Ability Bio Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Sleepproof; You cannot be put to sleep RG: Bioproof; You cannot be poisoned Y: Sleeptouch; Adds sleep status to your melee attacks YB: Biotouch; Adds poison status to your melee attacks Number of Nodes: 5
  
Item id #1673
  Sacred Beast
  
Sacred Beast Abilities Just from Grid Being Equiped: Holy Eater; Turns Holy Damage into added HP for your character Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Holystrike; Adds Holy element to your melee attacks RYBG: Holy; Can caste Holy Number of Nodes: 4
  
Item id #1674
  Salvation Promised
  
Salvation Promised Abilities Just from Grid Being Equiped: White Magic; Can use White Magic Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYG: Auto-Life; Uses Auto-Life Ability Number of Nodes: 4
  
Item id #1675
  Samurai's Honour
  
Samurai's Honour Abilities Just from Grid Being Equiped: Bushido; Use Bushido Abilities Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) Strength +15; Strength increases by 15 Bushido Wait Down; Cuts time to use Bushido abilities Number of Nodes:
  
Item id #1676
  Scourgebane
  
Scourgebane Abilities Just from Grid Being Equiped: None Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Silence & Darkproof Proof; Silence/Dark Proof Y: Confuse & Beserk Proof; Confusion/Beserk Proof G: Sleep & Poison Proof; Sleep/Poison Proof B: Curse & Itchy Proof; Curse/Itchy Proof Number of Nodes: 5
  
Item id #1677
  Seething Cauldron
  
Seething Cauldron Abilities Just from Grid Being Equiped: Magic + 10; Increases Magic by 10 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYBG: Magic +15; Increases Magic by 15 Number of Nodes: 4
  
Item id #1678
  Selene Guard
  
Selene Guard Abilities Just from Grid Being Equiped: SOS Shell; Casts shell automatically once under 1/4 HP Shell; Can cast Shell Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Auto Shell; automatically casts Shell Number of Nodes: 4
  
Item id #1679
  Shining Mirror
  
Shining Mirror Abilities Just from Grid Being Equiped: Piercing Magic; Breaks Reflect Reflect; Can cast Reflect Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Auto-Reflect; Automatically casts Reflect Number of Nodes: 4
  
Item id #1680
  Still of Night
  
Still Of The Night Abilities Just from Grid Being Equiped: Silence; Can cast Silence Blind; Can cast Blind Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Silenceproof; You cannot be Silenced Y: Darkproof; You cannoy be Blinded RG: Silencetouch; Adds Silence Status to your melee attacks YB: Darktouch; Adds Darkness Status to your melee attacks Number of Nodes: 5
  
Item id #1681
  Stonehewn
  
Stonehewn Abilities Just from Grid Being Equiped: Defence +10; Defence Increases by 10 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYBG: Defence +15; Defence increases by 15 Number of Nodes: 4
  
Item id #1682
  Strength of One
  
Strength of One Abilities Just from Grid Being Equiped: Strenght +10; Strength Increases by 10 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYBG: Strength +15; Strength increases by 15 Number of Nodes:
  
Item id #1683
  Supreme Light
  
Supreme Light Abilities Just from Grid Being Equiped: White Magic; Use White Magic Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Auto-Life; will automatically caste Life RYG: Holy; Can cast Holy Number of Nodes: 4
  
Item id #1684
  Tempered Will
  
Tempered Will Abilities Just from Grid Being Equiped: None Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Double MP; Double MP for duration of battle G: Double HP; Double HP for duration of battle Number of Nodes: 5
  
Item id #1685
  Tetra Master
  
Tetra Master Abilities Just from Grid Being Equiped: Tetrastrike; Adds fire/water/ice/thunder elements to melee attacks Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Ice Eater; Turns Ice attacks to gained HP Y: Thunder Eater; Turns Thunder attacks to gained HP B: Water Eater; Turns Water attacks to gained HP G: Fire Eater; Turn Fire attacks to gained HP Number of Nodes: 6
  
Item id #1686
  The End
  
The End Abilities Just from Grid Being Equiped: Break HP Limit; Hit for more than 9,999 HP for an attack Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) Break Damage Limit; You can do more than 9,999 damage on Break Limit Attack Finale; Use the Ability Finale Number of Nodes:
  
Item id #1687
  Thunder Spawn
  
Thunder Spawn Abilities Just from Grid Being Equiped: Lightning Eater; Turns Thunder attacks into gained HP Thunder; Use Thunder Magic Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) Thundera; Use the Ability Thundera Thundaga; Use the Ability Thundaga Thunderstrike; Adds Thunder element to your attacks Number of Nodes: 6
  
Item id #1688
  Treasure Hunt
  
Treasure Hunt Abilities Just from Grid Being Equiped: Mug: Steal as well as deal damage Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) Double Items; Get double the itmes at the end of battle Number of Nodes:
  
Item id #1689
  Tricks of the Trade
  
Tricks of the Trade Abilities Just from Grid Being Equiped: None Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Blk Mag Wait Down; Cuts wait time to use Black magic abilities Y: Wht Mag Wait Down; Cuts wait time to use White magic abilities G: Arcana Wait Down; Cuts wait time to use Arcana abilities Number of Nodes: 4
  
Item id #1690
  Undying Storm
  
Undying Storm Abilities Just from Grid Being Equiped: Strength +15; Strength Increases by 15 Magic +15; Magic Increases by 20 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Magic +15; Magic Increases by 20 Y: Strength +15; Strength Increases by 15 B: Strength +15; Strength Increases by 15 G: Magic +15; Magic Increases by 20
  
Item id #1691
  Unerring Path
  
Unerring Path Abilities Just from Grid Being Equiped: None Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) None Number of Nodes: 2 Special Note: You may wonder what this garmet grid could possibly do for you, where it has no special abilities, but there is one thing it excels at. Because there are only two nodes on it, you can easier get to use one of your Special Dress Spheres, considering you must go through all ports on a Garmet Grid in order to unlock your special Dress Sphere.
  
Item id #1692
  Unwavering Guard
  
Unwavering Guard Abilities Just from Grid Being Equiped: Defence +15; Defence Increases by 15 MagicDef +15; Magic Defence Increases by 15 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: MagicDefence +15; Magic Defence Increases by 15 Y: Defence +15; Defence Increases by 15 B: Defence +15; Defence Increases by 15 G: MagicDefence +15; Magic Defence Increases by 15 Number of Nodes: 5
  
Item id #1693
  Valiant Lustre
  
Valiant Lustre Abilities Just from Grid Being Equiped: Defence +20; Defence Increases by 20 MagicDef +20; Magic Defence Increases by 20 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: MagicDefence +20; Magic Defence Increases by 20 Y: Defence +20; Defence Increases by 20 B: Defence +20; Defence Increases by 20 G: MagicDefence +20; Magic Defence Increases by 20 Number of Nodes: 5
  
Item id #1694
  Vanguard
  
Vanguard Abilities Just from Grid Being Equiped: Strength +5; Strength Increases by 5 Magic +5; Magic Increases by 5 Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) R: Magic +5; Magic Increases by 5 Y: Strength +5; Strength Increases by 5 B: Strength +5; Strength Increases by 5 G: Magic +5; Magic Increases by 5 Number of Nodes: 6
  
Item id #1695
  White Signet
  
White Signet Abilities Just from Grid Being Equiped: White Magic; Use White Magic Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) RYBG: Magic +15; Magic Increases by 15 RYBG: White Mag WaitDwn; Cuts wait time to use White Magic Number of Nodes: 6
  
Item id #1696
  Wishbringer
  
Wish Bringer Abilities Just from Grid Being Equiped: HP Stroll; You gain HP while moving around outside of Battle Time Regen; Can cast Regen Abilities Going Through Gates: (R=Red Gate, Y=Yellow Gate, B=Blue Gate, G=Green Gate) G: Curaga; Can cast Curaga RG: Auto-Regen; Always on Regen Number of Nodes: 5
  
Item id #1697
(0.6816070080)
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