Garment Grids

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Garment Grids, from Final Fantasy X-2, are the "plates" that you must enter a dressphere into in order to use it in battle. There are many Garment Grids available in the game, and most have either an increased ability when you move from one dress sphere to another during battle through a "gate". Gates (represented by colored symbols, the legend of which you can find in the bottom corner of the screen) can do many different things like increase your MP or HP, or sometimes it gives you an additional power, such as darktouch or sleeptouch, among many others!

Each grid is different, and each grid has it's strengths. Use them wisely and fit them to the circumstances of the battles you are facing. Fighting alot of poison attack fiends? Use the garment grid with Poisonproof on it! The Grids are there to give you an advantage against your enemies, so use it!

Each grid has "nodes" or slots to enter your dress spheres into, so make sure you think about your upcoming battles when choosing the Garmet Grid and the Dresspheres in it!

Contents

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


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


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


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


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


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


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:


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


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


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


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


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


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:


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


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


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


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


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


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


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:


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


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


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


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:


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


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


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:


Menace 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


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


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:


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:


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


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


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


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


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


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


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


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:


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


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


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


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


Still of 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


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


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:


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


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


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


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:


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


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:


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


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


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.


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


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


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


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


Wishbringer

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


Related Forum Threads

Battles: Garment Grids and Dresspheres - last post by jukingeo @ Jul 16, 09
Rare Garment Grids - last post by Arandor @ Jun 2, 04
Garment Grid SUPER - last post by nova boy @ Dec 24, 03
Best Garment Grid? - last post by Auron32 @ Jun 17, 04
All items, accessories, dresspheres, garment grids - last post by neto_360 @ Oct 15, 06

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