Quest
From IvaPedia
Contents |
Introduction
Quest Masters
Quest masters are the general term for those who will give out automated quests. Every homeland has a Questmaster. Sage Lukhan in Solace offers quests to those new players at Level 50 or below. Then, until Level 150, it is possible to quest from any homeland Questmaster as well. Once a player surpasses Level 150, they will only be able to quest from their own Questmaster or from the Wandering Weaponsmith, Kokkol. It is rumored that in the future there will be a way to gain favor with other Questmasters in order to continue questing through other homelands. Each Questmaster caters its Relics toward a specific class, although it is certainly not required to quest from the Questmaster catering to your class. Please note, that, any item listed in red is NOT in game yet.
| Location | Name | Class | Location | Name | Class | |
|---|---|---|---|---|---|---|
| Solace | Sage Lukhan | General | Wandering | Dwarven Weaponsmith Kokkol | Schematics | |
| Alexandria | Caretaker Ruby | White Mage | Baron | Namingway | Dragoon | |
| Damcyan | King Edward | Performer | Doma Castle | Swordknight | Sword Knight | |
| Dwarven Caves | King Giott | Battle Rager | Eblan Keep | Kunoichi Sheryl | Ninja | |
| Esperland | Bezomo and Omozeb | Black Mage | Fabul | Head Thief | Mystic | |
| Figaro Castle | Engineer Ridai | Engineer | Gariland | Crazy Man | Chemist and Red Mage | |
| Madain Sari | Moogle Mogwinna | Summoner | Mist Village | Caller Kendyl | Caller | |
| Narshe | Narshien Elder | Rogue | Thamasa | Archaelogist Califin | Blue Mage | |
| Vector | Magitek Engineer Thapp | Rune Knight | Wutai | Yuffie Kisaragi | Elementalist |
Quest Items
Class Relics
All Class Relics augment the special abilities of that class in some unique way that cannot be
duplicated by any other relic in the game. Although they are the most expensive quest items to
obtain, they tend to be worth the high price. All Class Relics cost 3500 Questpoints.
Alchemist's Apothecary
Class: Chemist
Location: Gariland; Crazy Man
Purpose: The Alchemist's Apothecary allows a Chemist to mix multiple potions at the same time, effectively doubling the amount of vials Brewed at one time, and it can also increase the damage that offensive potions deal.
Aura of Performance
Class: Performer
Location: Damcyan; King Edward
Purpose: The Aura of Performance allows a Performer to show off their virtuoso skills by augmenting their Dances and Songs for their group for the next ten rounds.
Blizzard Orb
Class: Blue Mage
Location: Thamasa; Archaelogist Califin
Purpose: The Blizzard Orb allows a Blue Mage to focus their Lores into the heart of the crystal sphere, amplifying the arcane powers into spells much greater than they were before to increase their power.
Bloodlust Ring
Class: Battle Rager Relic
Location: Dwarven Caves; King Giott
Purpose: The Bloodlust Ring allows a Battle Rager to increase their Rage much quicker in battle and sometimes prevents full loss of Rage when using Enraged Skills.
Cid's Schematics
Class: Engineer
Location: Figaro Castle; Engineer Ridai
Purpose: Cid's Schematics allows an Engineer to study the blueprints of their robotic companions very carefully, aiding in better Repair of their automatons while increasing the speed and power of their mechanical pets greatly.
Dragon Horn
Class: Dragoon Relic
Location: Baron; Namingway
Purpose: The Dragon Horn allows a Dragoon to call forth the full potential of their Pact with a Dragonling Whelp and increase the strength of its Dragon Breath attacks.
Empowered Sheath
Class: Red Mage
Location: Gariland; Crazy Man
Purpose: The Empowered Sheath allows a Red Mage to align the matrix of magic while enchanting their unique materia for weapons, creating materia that are more durable so that the decay caused by the trapped spells takes longer to shatter the materia.
Fencer's Tactics
Class: Sword Knight
Location: Doma Castle; Swordknight
Purpose: The Fencer's Tactics allows a Sword Knight to perform fantastic flourishes in combat, increasing the damage of the Sword Techniques dramatically.
Gaia's Blessing
Class: Elementalist
Location: Wutai; Yuffie Kisaragi
Purpose: Gaia's Blessing allows an Elementalist to conjure the elements with the blessing of the land itself, increasing the sway of power in the Elementalist's favor from time to time.
Hypno Crown
Class: Rune Knight
Location: Vector; Magitek Engineer Thapp
Purpose: The Hypno Crown allows a Rune Knight to use their mental mastery of auras to control the weapon they are using with an elemental aura, granting it additional power from that element for a short time.
Kaiser Knuckles
Class: Mystic
Location: Fabul; Head Thief
Purpose: The Kaiser Knuckles allows a Mystic to move through martial art forms with incredible speed and deadly accuracy, which in turn increases the Kai buildup in their fists that results in stronger damage dealt.
Master Materia Shard
Class: White Mage
Location: Alexandria; Caretaker Ruby
Purpose: The Master Materia Shard allows a White Mage to target all allies with defensive spells at the same time for an increased spell cost (300%).
Ninpo Scroll
Class: Ninja
Location: Eblan Keep; Kunoichi Sheryl
Purpose: The Ninpo Scroll allows a Ninja to focus more of their ninpo into each Blitz, increasing the damage dealt from time to time.
Spirit of the Summoned Monster
Class: Caller
Location: Mist Village; Caller Kendyl
Purpose: The Spirit of the Summoned Monster, also known as the Monster's Spirit, allows a Caller to fortify the illusions which they Call forth, turning the phantom beasts into tangible manifestations that deal much stronger damage than before.
Summoner's Horn
Class: Summoner
Location: Madain Sari; Moogle Mogwinna
Purpose: The Summoner's Horn allows a Summoner to harness greater control over their Summons, increasing all commands that the Aeons perform.
Thief Glove
Class: Rogue
Location: Narshe; Narshien Elder
Purpose: The Thief Glove allows a Rogue to master the arts of trickery and deception that they are so adept with, such as their skills with Decks and Stealing.
Time Mage Staff
Class: Black Mage
Location: Esperland; Bezomo and Omozeb
Purpose: The Time Mage Staff allows a Black Mage to slow the progress of time while casting spells, effectively cutting down wait time on all three spellcasting phases by one round.
Relics
Relics in Ivalice are not only restricted to specific classes. Some relics can be used by anyone. Although these relics cannot usually augment the specific functions of that class directly, they can often offer great benefits. Sometimes, a non-class relic is even more useful than the class-specific relic. All Non-Class Relics cost 2,500-3000 Questpoints.
Agrias' Oath
Focused Toward: Defensive Play Style
Location: Gariland; Crazy Man
Purpose: Agrias' Oath increases the Threat of the wearer, forcing mobs to turn their hatred toward that person most of the time. When an ally is weak and becomes the next target of an enemy attack, it also allows a chance for the wearer to intercede on their ally's behalf, taking the damage for them, even if the blow is lethal to the wearer as well. It is said that in the future it may grant a new Group Stance as well.
Black Belt
Focused Toward: Defensive Play Style
Location: Fabul; Head Thief
Purpose: The Black Belt displays the courage and martial arts skills of the wearer, granting them the ability to occasionally counterattack when they are the target of damage by a mob.
Chocobo Lure
Focused Toward: Pet-Assisted Play Style
Location: Figaro Castle; Engineer Ridai
Purpose: The Chocobo Lure draws the otherwise-skittish chocobos out of the wilds and into battle once a foe is defeated, allowing the wearer several seconds to feed Greens to the chocobo to tame and capture it, making use of it as a new pet from then on.
Experience Egg
Focused Toward: Any Play Style
Location: Damcyan; King Edward
Purpose: The Experience Egg glitters with the riches of many kingdoms over the ages and has been used as a sign of great prestige and knowledge of combat and strategy over the years. It can grant its wearer the ability to gain more experience in battle from time to time.
Gauntlet
Focused Toward: Offensive Play Style
Location: Doma Castle; Swordknight
Purpose: The Gauntlet allows its wearer to equip a weapon usually wielded in a single hand with both. This increases the strength of the weapon's damage potential at the price of losing the use of the off-hand for other things. Sometimes, the drawback is worth the gain.
Gem Box
Focused Toward: Spellcaster Play Style
Location: Esperland; Bezomo and Omozeb
Purpose: The Gem Box is encrusted with many sacred gems and mystical stones from around the world. Aligned in a perfect order, they occasionally reverberate with the power of the spell cast by the wearer, duplicating it without any additional mana cost. This is perhaps the most useful spellcaster relic for sheer output of damage all at once.
Genji Glove
Focused Toward: Offensive Play Style
Location: Eblan; Kunoichi Sheryl
Purpose: The Genji Glove was once worn by the famed swordsman and thief, Gilgamesh, in his search for the lost blades of legend. With it, he could wield multiple weapons in his many hands. Wearing this relic allows a player to wield two weapons, one in each hand, using the [SECOND] command for the secondary weapon.
Hyper Wrist
Focused Toward: Offensive Play Style
Location: Narshe; Narshien Elder
Purpose: The Hyper Wrist grants untold flexibility while holding any weapon, which allows the wearer to strike more times at full strength than otherwise possible. In addition, the wearer can still hold another item in their off-hand or even wear a shield, making this perhaps the most useful melee relic as far as versatility goes.
Magi Tablet
Focused Toward: Any Play Style
Location: Thamasa; Archaelogist Califin
Purpose: The Magi Tablet, once part of the famed Rosetta Stone, contains the wisdom of the ancients and carries a certain rudimentary intellect of its own, casting offensive spells of all types from time to time upon foes. Even spells which cannot be acquired by most classes.
Magical Earrings
Focused Toward: Spellcaster Play Style
Location: Alexandria; Caretaker Ruby
Purpose: The Magical Earrings have been passed down through many generations of Mage and Sage lineages, carrying the power to augment and increase the power of all spells. While they cannot match the sheer output of damage that a successful Gem Box glow can do, they are very useful when trying to increase the power of buffing and healing spells, or anything that cannot be repeated.
Merit Award
Focused Toward: Defemsive Play Style
Location: Baron; Namingway
Purpose: The Merit Award is proof of mastery in a grand tournament of champions where the finest armor usually wins over the fanciest weapon. One who wears the Merit Award is said to be able to equip any piece of armor in the land, including shields, which are usually restricted to a select few classes.
Moogle Charm
Focused Toward: Any Play Style
Location: Madain Sari; Moogle Mogwinna
Purpose: The Moogle Charm, a talisman with the extraordinary ability to deter and repel monsters nearby, is perhaps the most necessary relic in the game, keeping random encounters at bay when traveling. Although these randoms are easy at low levels, they become terrifyingly strong as levels increase.
Monster Lure
Focused Toward: Any Play Style
Location: Mist Village; Caller Kendyl
Purpose: The Monster Lure is said to be one of the last pieces of the Summoned Armor known as Sin, which is capable of calling fiends to it no matter the circumstances and surroundings. The wearer of this bane will find that they attract monsters with great ease. Although this is not useful to most players, it is the only way in which a Level 500 player can encounter random monsters without being in a group.
Rage Ring
Focused Toward: Offensive Play Style
Location: Dwarven Caves; King Giott
Purpose: The Rage Ring creates an aura of fury around the wearer, increasing the amount of energy they gain toward their next Limit Break when they become the target of mob attacks. With this equipped, the wearer will find that they can tap into their Limit Break skills with surprising speed. It is quite useful when preparing to take on a difficult boss that would be made easier with a Limit Break at hand.
Seer's Pool
Focused Toward: Any Play Style
Location: Solace - Scholar's District; Sage Lukhan
Purpose: The Seer's Pool is an imitation of the Blind Seer's scrying pool. Although it can be worn, its use is not as a piece of equipment as much as for the ability to reach into the mystical water within and withdraw a Seer's Shard from time to time. These shards can then be used to identify pieces of equipment that are otherwise unknowable to the naked eye. Although it is somewhat rare to find unidentified equipment, the Seer's Shards are the only way to find out the statistics of the item in question unless you take it to the Blind Seer herself for appraisal.
Warrior's Code
Focused Toward: Offensive Play Style
Location: Vector; Magitek Engineer Thapp
Purpose: The Warrior's Code is proof of mastery in a grand tournament of champions where the fanciest weapon manages to win over the finest armor. One who wears the Warrior's Code is said to be able to wield any weapon in the land, even if their class cannot otherwise hold it. This can turn a weak spellcaster into a mighty warlord with ease.
Quest Gear
While Quest Relics offer abilities that no other piece of equipment can do, there is also Quest Gear, most of which is enchanted with some of the most rare spells in the game, granting them permanently to the wearer, or even granting special skills in the wake of a spell. All Quest Gear costs 1,500 Questpoints.
Cure Ring
Permanent Enchantment: "Regen" (Health Regeneration)
Location: Thamasa; Archaelogist Califin
Wear Slot: Finger
Upgrades To: Ring of Regeneration
Purpose: The Cure Ring grants permanent health regeneration to the wearer. When out of battle, the regeneration is very small (usually 1 or 2 HP per round), but while in combat that amount increases to full power. Although the regeneration is not to be compared to any sort of healing spell or eating food, it is something extra that doesn't require the use of a (READY) round, which makes it a nice perk nonetheless.
Eldritch Band
Permanent Enchantment: "Focus" (Mana Regeneration)
Location: Madain Sari; Moogle Mogwinna
Wear Slot: Finger
Upgrades To: --- none yet ---
Purpose: The Eldritch Band works much like the Cure Ring in that it grants permanent regeneration, except that this ring works on the wearer's mana pool rather than health. Although the regeneration is small, it is a nice perk without needing to waste time drinking or quaffing ethers.
Czarina Ring
Permanent Enchantment: "Sanctuary" (Decreased Damage Taken)
Location: Gariland; Crazy Man
Wear Slot: Finger
Upgrades To: Czar Ring
Purpose: The Czarina Ring casts an aura of white energy around the wearer, absorbing some damage taken during combat to essentially decrease all damage taken. Anyone in Ivalice can benefit from the power of Sanctuary, and this ring grants that eternally without needing to hunt down the often-expensive potions that contain this boon.
Champion's Choker
Permanent Enchantment: "Experience Up" (Increased Experience Gained)
Location: Doma Castle; Swordknight
Wear Slot: Neck
Upgrades To: --- none yet ---
Purpose: The Champion's Choker was modeled after the Experience Egg Relic that is a popular accessory for those trying to level up quickly. While it doesn't have quite the sway over increased experience that the Egg does - only a fraction of that boost really - it does not take up a relic slot, making it quite useful nonetheless.
Fury Amulet
Permanent Enchantment: "Fury" (Increased Physical Strength)
Location: Dwarven Caves; King Giott
Wear Slot: Neck
Upgrades To: --- none yet ---
Purpose: The Fury Amulet was once a fell necklace worn by one of the Furies, the goddesses of vengeance. With the power of the Furies, one finds that overpowering rage comes easily to them, granting great strength and prowess in physical melee for a short time.
Muse Pendant
Permanent Enchantment: "Muse" (Increased Magical Strength)
Location: Vector; Magitek Engineer Thapp
Wear Slot: Neck
Upgrades To: --- none yet ---
Purpose: The Muse Pendant was once a celestial necklace worn by one of the Muses, the goddesses of inspiration. With the power of the Muses, one finds that overwhelming arcane inspiration comes easily to them, granting great dexterity and prowess in spellcasting for a short time.
Dragon Circlet
Permanent Enchantment: "Dragon Breath" (Grants Single-Target Breaths)
Location: Baron; Namingway
Wear Slot: Head
Upgrades To: --- none yet ---
Purpose: The Dragon Circlet contains the Pact of an ancient dragon from which Bahamut descended. The Pact sometimes activates while wearing the Circlet, granting the ability to use Dragon Breath attacks that target single monsters. For classes that cannot use elemental attacks, this can be a godsend against enemies immune to their abilities.
Goggles
Permanent Enchantment: "Peek" (View Enemy Information / Libra)
Location: Figaro
Wear Slot: Head
Upgrades To: Eyeshield
Purpose: The Goggles are a useful accessory worn by warriors of the past to view the details of a foe as they approach, displaying how many hitpoints you have compared to the foe as well as any elemental powers that the mob is vulnerable to. Using this before battle can grant anyone a strong advantage in knowing what to abuse beforehand.
Running Shoes
Permanent Enchantment: "Haste" (---The Haste Effect is inactive currently---)
Location: Wutai; Yuffie Kisaragi
Wear Slot: Feet
Upgrades To: Speed Shoes
Purpose: The Running Shoes were used long ago in the Marathon events of a great tournament of athletic champions. While wearing them, it is said that the wearer moves with godlike speed, racing circles around the opposition. *** CURRENTLY HASTE ONLY GRANTS A BOOST TO SPEED... THIS MAY CHANGE ***
Vanish Mantle
Permanent Enchantment: "Invis" (Increased Physical Evasion)
Location: Eblan Keep; Kunoichi Sheryl
Wear Slot: Cloak
Upgrades To: Sneak Cloak
Purpose: The Vanish Mantle was worn by an assassin of a lost kingdom. It is said that the wearer of the cloak cannot be seen except by the most discerning eye, turning away most attacks due to quick and easy evasion that cannot be countered.
Belt of Holding
Permanent Enchantment: "Items Up" (Increased Item Capacity)
Location: Damcyan; King Edward
Wear Slot: Waist
Upgrades To: --- none yet ---
Purpose: The Belt of Holding, while not entirely useful in combat, does allow the wearer to hold more items in their inventory. For classes that require items to fight with, such as Chemists, this can be quite useful. However, the real use of the equipment is that it is the only way to store Relics, which cannot be put in any other bag.
Cherub Down
Permanent Enchantment: "Float" (Ability to fly over "air" and "water" rooms)
Location: Esperland; Bezomo and Omozeb
Wear Slot: Waist
Upgrades To: Zephyr Cape
Purpose: The Cherub Down is decorated with the feathers of an angel that descended to earth long ago. Angels, blessed with the gift of flight, can imbue their abilities into the wings placed upon their backs. So too do these feathers contain the ability to hover above the ground. Although this does not grant the power to fly over Overworld Map terrain, it does allow passage over rooms marked as Sky/Flight rooms or areas which cannot be swam across. Currently this is of limited use, but perhaps in the future it will have more use.
Ensanguined Shield
Permanent Enchantment: "Drain" (Mob death grants some Health Regeneration)
Location: Alexandria; Caretaker Ruby
Wear Slot: Shield / Held Item
Upgrades To: --- none yet ---
Purpose: The Ensanguined Shield allows the wearer to absorb some of the life energy contained in the blood of their foes, converting it into regenerated health, somewhat like the Cure Ring except as a one-time boost. While it can only be used by those who can equip shields, the effective warrants its use.
Maester's Glyph
Permanent Enchantment: "Leech" (Mob death grants some Mana Regeneration)
Location: Mist Village; Caller Kendyl
Wear Slot: Held Item
Upgrades To: --- none yet ---
Purpose: The Maester's Glyph was used by Maester Seymour of legend to restore his mana pool after each battle. It is said that he never lacked for magical power due to the sacred glyph, and so too will the wearer find that with each monster defeated, a portion of their mana is regenerated by absorbing the soul of their foe.
Frying Pan
Permanent Enchantment: "Ability Rasp" (AP Regeneration and a Frying Pan attack proc)
Location: Fabul; Head Thief
Wear Slot: Held Item
Upgrades To: --- none yet ---
Purpose: The Frying Pan, a weapon wielded by the greatest of chefs and scariest of mothers, has many mysterious powers of parental consternation. The holder of a frying pan can regain their ability points quicker, making their high-cost abilities useable at quicker intervals as well. It is even said that one who possesses this skillet of doom can put the El Ka-bong on any foe that gets in their way!
Unne's Mirror
Focused Toward: Any Play Style
Location: Narshe; Narshien Elder
Upgrades To: --- none yet ---
Wear Slot: Held Item
Purpose: The Mirror of the ancient linguistics expert, Unne, is said to hold the power to reflect back not only what the holder sees, but enhance the image in many mystical ways. What this means is currently unknown, although there is brief mention in an ancient codex that Unne's Mirror may hold the power to reflect the faces of the twin moons to augment their powers while also increase personal statistics and decrease enemy statistics at random. Such a boon could be useful when placed in the right situations.
Quest Materia
The Quest Materia allow anyone to augment their more common attacks, rather than skills, in various ways so as to increase damage output or to evoke elemental effects upon the target, even if the weapon itself is non-elemental naturally. All Quest Materia costs 2,000 Questpoints.
Flame Materia
Materia Type: Melee: Elemental Affinity: Fire
Location: Baron; Namingway
Level 1 Ability: Minor Fire Weapon
Level 2 Ability: Fire Weapon
Purpose: The Flame Materia, born in the fires at the womb of Ivalice and forged in the heat of creation, causes the weapon it is set into to blaze with heat occasionally, causing additional Fire-based damage to the target.
Frost Materia
Materia Type: Melee: Elemental Affinity: Ice
Location: Narshe; Narshien Elder
Level 1 Ability: Minor Ice Weapon
Level 2 Ability: Ice Weapon
Purpose: The Frost Materia, born in the snow and ice at the peak of Ivalice and bathed in the chill winds of the north, causes the weapon it is set into to shiver with ice occasionally, causing additional Ice-based damage to the target.
Storm Materia
Materia Type: Melee: Elemental Affinity: Lightning
Location: Figaro; Engineer Ridai
Level 1 Ability: Minor Lightning Weapon
Level 2 Ability: Lightning Weapon
Purpose: The Storm Materia, born in the heart of a cacophany of thunder and lightning and singing with the roar of the storm, causes the weapon it is set into to crackle with electricity occasionally, causing additional Lightning-based damage to the target.
Ocean Materia
Materia Type: Melee: Elemental Affinity: Water
Location: Madain Sari; Moogle Mogwinna
Level 1 Ability: Minor Water Weapon
Level 2 Ability: Water Weapon
Purpose: The Ocean Materia, born in the depths of the darkest sea and bathed in the salt and silt of the ocean, causes the weapon it is set into to bubble with liquid occasionally, causing additional Water-based damage to the target.
Cloud Materia
Materia Type: Melee: Elemental Affinity: Air
Location: Damcyan; King Edward
Level 1 Ability: Minor Air Weapon
Level 2 Ability: Air Weapon
Purpose: The Cloud Materia, born high upon the peaks at the ends of Ivalice where the clouds meet the mountaintops, causes the weapon it is set into to whistle with wind occasionally, causing additional Air-based damage to the target.
Stone Materia
Materia Type: Melee: Elemental Affinity: Earth
Location: Dwarven Caves; King Giott
Level 1 Ability: Minor Earth Weapon
Level 2 Ability: Earth Weapon
Purpose: The Stone Materia, born at the heart of the Ivalice itself and crushed into a sphere of great density and solidity, causes the weapon it is set into to rumble with tremors occasionally, causing additional Earth-based damage to the target.
Light Materia
Materia Type: Melee: Elemental Affinity: Holy
Location: Alexandria; Caretaker Ruby
Level 1 Ability: Minor Holy Weapon
Level 2 Ability: Holy Weapon
Purpose: The Light Materia, born where the sun bathes the earth longest with its brilliant light and polished to a high sheen, causes the weapon it is set into to glitter with brilliance occasionally, causing additional Holy-based damage to the target.
Shade Materia
Materia Type: Melee: Elemental Affinity: Unholy
Location: Eblan Keep; Kunoichi Sheryl
Level 1 Ability: Minor Unholy Weapon
Level 2 Ability: Unholy Weapon
Purpose: The Shade Materia, born where the shadows are thickest and where light can never penetrate the darkness, causes the weapon it is set into to pulse with darkness occasionally, causing additional Unholy-based damage to the target.
Gravity Materia
Materia Type: Melee: Elemental Affinity: Non-Elemental
Location: Wutai; Yuffie Kisaragi
Level 1 Ability: Minor Gravity Weapon
Level 2 Ability: Gravity Weapon
Purpose: The Gravity Materia, born where great masses of magnetic stone are clustered together, causes the weapon it is set into to throb with a magnetic pull that saps the life from foes in direct proportion, causing a specific percentage of health to be destroyed regardless of attack strength. It is said that a pure Gravity Weapon deals more gravitic damage than a Minor Gravity Weapon.
Vampiric Materia
Materia Type: Melee: Elemental Affinity: Drain
Location: Vector; Magitek Engineer Thapp
Level 1 Ability: Minor Vampiric Weapon
Level 2 Ability: Vampiric Weapon
Purpose: The Vampiric Materia, born in a place filled with lust and sin and soaked in the blood of martyrs, causes the weapon it is set into to drink the blood of foes, causing additional Non-Elemental damage to the target and transferring that damage back to the user as regenerated health over time.
Leech Materia
Materia Type: Melee: Elemental Affinity: Leech
Location: Fabul; Head Thief
Level 1 Ability: Minor Leech Weapon
Level 2 Ability: Leech Weapon
Purpose: The Leech Materia, born in the deepest marshes and swamps where the water is still and the creatures drain the very energy from each other, causes the weapon it is set into to drain the magical essence from foes, causing additional Non-Elemental damage to the target and transferring that damage back to the user as regenerated mana over time.
Vorpal Materia
Materia Type: Melee: Elemental Affinity: Death
Location: Doma Castle; Swordknight
Level 1 Ability: Increased Melee Damage
Level 2 Ability: Minor Vorpal Weapon
Purpose: The Vorpal Materia, born from the corpses of thousands of fallen heroes and buried within the grave of the Lich King, causes the weapon it is set into to grow very sharp occasionally, increasing physical damage dealt and occasionally even dismembering the limbs from the target.
Arcane: Repeat Materia
Materia Type: Attackspell Only
Location: Esperland; Bezomo and Omozeb
Level 1 Ability: Attackspell Repeat
Purpose: The Arcane: Repeat Materia was forged by a conclave of wizards in a past age, attempting to duplicate the effect of the renowned Gem Box Relic but in a crystaline form. After many trials, they managed to produce this materia which has an effect similar to the Gem Box except for attackspells.
Arcane: Potency Materia
Materia Type: Attackspell Only
Location: Mist Village; Caller Kendyl
Level 1 Ability: Attackspell Empowerment
Purpose: The Arcane: Potency Materia was forged by a conclave of sorceresses in a past age, attempting to duplicate the effect of the renowned Magical Earrings but in a crystaline form. After many trials, they managed to produce this materia which has an effect similar to the Magical Earrings except for attackspells.
Arcane: Drain Materia
Materia Type: Attackspell Only
Location: Thamasa; Archaelogist Califin
Level 1 Ability: Attackspell Drain
Purpose: The Arcane: Drain Materia was the product of much research into the abilities of the Vampiric and Leech Materia used for centuries by melee attackers. After careful deliberation, an inventor and alchemist managed to merge the Vampiric Materia with that of an Arcane shard, producing a new strain of materia that allows attackspells to drain the very life from foes.
Arcane: Time Materia
Materia Type: Attackspell Only
Location Gariland; Crazy Man
Level 1 Ability: Attackspell Slow
Purpose: The Arcane: Time Materia was forged by the Guild of Black Sorcerors in a past age, attempting to find a way for attackspells to ensnare enemies in chains of magic and slow them down so that the mage can fire off more spells before the enemy can reach them. The product was the Time Materia, able to manipulate the flow of time itself and slow down a foe momentarily when struck with an attackspell.
Old Kingdom Lore: Cespes
Materia Type: Skill Materia
Location: Solace - Scholar's District; Sage Lukhan
Level 1 Ability: Materia Bomb
Purpose: The Old Kingdom Lores were materia shaped and crafted by the skilled artisans of a long-lost kingdom known for mastery over the mystical arts. Although there are rumors of several different Old Kingdom Lore Materia, only one variety has surfaced thus far. With the Cespes Materia, one can shape the dead shards of otherwise-useless materia into potent bombs to destroy enemies with.
Trance Materia
Materia Type: Skill Materia
Location: Made through Synthesis ONLY
Level 1 Ability: --- none ---
Level 2 Ability: --- none ---
Level 3 Ability: Trance
Purpose: A recent discovery by one of the Council of Six from Solace has revealed a new type of materia that contains traces of the latent energy of Limit Breaks, allowing someone who possesses it to unleash a torrent of pain upon any foe while being healed of mind and body for a short time at will, although it can only be used again after much recuperation.
Other Quest Items
Sometimes, spending questpoints should be occasion for a little fun and customization. Currently, there is only one item which has no direct effect on combat at all. That item will be explained below. It costs 100 Questpoints.
Restring Token
Location: Solace - Scholar's District; Sage Lukhan
Purpose: The Restring Token allows anyone to customize any item they are holding by renaming both its short description (what you see in your inventory) and long description (what you see when you look at it). Please read the helpfile [ENGRAVE] for more details on how to do this. Any restrung item found to be in poor taste or offensive to other players will be confiscated with no reimbursement!
