The series reuses a wealth of items, weapons, and armor throughout its duration. Here's a list of the crossovers! Note that I do not have the original names of the items from FF6 (like the Katana names, etc.) so I'm not sure which ones correspond to which; therefore, they have been left out until future research. Also, note that there is NO armor in FF8; however, some armor names are used in FF8 for items which teach GF abilities, and I will mention them. If there is more than one picture available, the picture links will be on the game number instead of the item name.

 


 

General Items

 

 

Antidote (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, X-2, Tactics, TA)
AKA: Pure Potion (1n)
Effect: Cures Poison status (and Venom in 9).

 

Bacchus Wine (2, 4, 12)
AKA: Bacchus's Cider (3), Speed Drink (5, 7)
Effect: Speeds up one ally, or casts Berserk on him (in 4 and 12).

 

Bomb Fragment (3, 8, 10, 12, X-2)
AKA: Bomb (4), Firebomb (4a), Fire Fang (7)
Effect: Weak fire attack on enemy, except for 8 where it raises compatibility with Ifrit, and 12, where it's a general Loot item.

 

Bomb Spirit (8)
AKA: Kamikaze (4), Bomb Shell (TA)
Effect: Use or teach Kamikaze ability (self-destruct). In TA this is a "quest item". In 12 there's a rare monster called Bombshell.

 

Bomb's Right Arm (7)
AKA: Bomb Arm (3) Inferno (4), Bomb Core (10, X-2)
Effect: Strong fire attack on enemy, except for 7 where it's non-elemental. The effect of this item is carried out by "Fire Veil".

 

Cottage (2, 5)
AKA: Cabin (1n, 4), Tent (1, 6, 7, 8, 9)
Effect: Heals all HP and MP for party; can only be used at Save Points or World Map.

 

Dark Matter (4, 5, 9, 10, 12, X-2)
Effect: In 4, lowered attack power of final boss; in 5, was a chemist ingredient; in 8, taught Quistis's Shockwave Pulsar spell; in 9, taught the Odin spell; in 10, 12, and X-2, does a non-elemental attack.

 

Earth Drum (2, 3, 7)
AKA: GaiaDrum (4)
Effect: Strong Earth-elemental attack on all enemies.

 

Echo Screen (6, 7, 8, 9, 10, X-2, TA)
AKA: Mallet (2), Echo Herb (3), EchoNote (4), Echo Herbs (12), Echo Grass (Tactics)
Effect: Cures Mute status.

 

Elixir (2, 3, 4, 5, 6, 7, DoC, 8, 9, 10, 12, X-2, MQ, Tactics, TA)
Effect: Restores all HP and MP for one ally, except in MQ where it is a story item, and 8 where it restores HP and status.

 

Ether (2, 5, 7, DoC, 9, 10, 12, X-2, Tactics, TA)
AKA: Ether1 (4), Tincture (6)
Effect: Heals small amount of MP.

 

Eye Drop (5p, 6, 7, 10, Tactics)
AKA: Eye Drops (2, 3, 4, 5, 8, 9, 12, X-2, TA)
Effect: Cures Blind/Darkness status.

 

Gysahl Greens (3, 7, 8, 9, 12, X-2, TA)
AKA: Gisahl Vegetable (4), Carrot (4a)
Effect: Summons Fat/Chubby Chocobo in 3 and 4, used to catch Chocobos in 7 and 12, summons your chocobo in 8 and 9. Used to feed Chocobos in X-2. A "quest item" in TA.

 

Heavenly Wrath (3)
AKA: ThorRage (4), Swift Bolt (7)
Effect: Strong lightning-elemental attack on enemy. There is a loot item called Wrath of the Gods in 12.

 

Gold Needle (1, 2, 3, 5), 12)
AKA: Soft (4, 5p, 6, 7, 8, 9, 10, X2, Tactics, TA), Soft Potion (1n)
Effect: Cures Stone status.

 

Hi-Ether (7, 12, Tactics)
AKA: Ether2 (4), X-Ether/Ether (6), Turbo Ether (7, 10, X-2)
Effect: Heal all or a large amount of MP.

 

Hi-Potion (3, 4, 5, 7, DoC, 8, 9, 10, 12, X-2, Tactics, TA)
AKA: Cure2 Potion (4a), Potion (6)
Effect: Heal large amount of HP for one ally.

 

Holy Water (5, 8, 10, X-2, Tactics, TA)
AKA: Revivify (6), Magic Tag (9)
Effect: Heal Undead, Curse, or Zombie status.

 

Lilith Kiss (3)
AKA: Vampire (4), Vampire Fang (7)
Effect: Drain HP from target.

 

Luck Mallet (3, 4)
AKA: Mallet (5), Cornucopia (5p, 7)
Effect: Cures Mini status.

 

Maiden's Kiss (2, 3, 4, 5, 7, Tactics, TA)
Effect: Cures Frog status.

 

Megalixir (6, 7, 8, 10, 12, X-2)
Effect: Restores all HP and MP for entire party, except in 8 where it restores HP and status.

 

Mega-Potion (DoC, 8, 10, X-2)
Effect: Cures a moderate amount of HP for all allies, except for DoC where it restores a large amount of HP to Vincent.

 

Gnomish Bread (3)
AKA: Eagle Eye (4), Child's Bread (Tactics), Kiddy Bread ( TA)
Effect: See more of world map. Also a Treasure in Tactics and a "quest item" in TA.

 

North Wind (2, 8)
AKA: Boreas (4), Ice Crystal (7), Arctic Wind (3, 10, 12, X-2)
Effect: Strong Ice attack on enemy, except in 8 where it raises compatibility with Shiva, and 12 where it's a loot item.

 

Phoenix Down/Fenix Down (2, 3, 5, 6, 7, DoC, 8, 9, 10, 12, X-2, Tactics, TA, CC)
AKA: Life Potion (4, MQ)
Effect: Brings ally back to life, except in DoC where it acts as a "Reraise".

 

Potion (1, 2, 3, 4, 5, 7, DoC, 8, 9, 10, 12, X-2, Tactics, TA)
AKA: Heal Potion (1n), Cure1 Potion (4a), Tonic (6)
Effect: Heal small amount of HP for one ally.

 

Rat Tail (1, 4, 9, Tactics, TA)
A special item used for diverse purposes; it's a Treasure in Tactics and a "quest item" in TA.

 

Remedy (4, 6, 7, 8, 9, 10, 12, X-2, Tactics)
AKA: Heal Potion (4a, MQ), Cureall (TA)
Effect: Heals most status problems.

 

South Wind (8)
AKA: Notus (4), Iceblast (4a), Antarctic Wind (3, 7, 10, 12, X-2)
Effect: Weak ice-elemental attack on enemy, except in 12 where it's a loot item.

 

Tent (1n, 4, 5)
AKA: Sleeping Bag (1)
Effect: Recovers moderate amount of HP and MP for entire party.

 

Turtle Shell (3, 5, 8)
AKA: Tortoise Shield (6), Lunar Curtain (7, 10, X-2)
Effect: Raises physical defense, except for 5 where it is a mixing ingredient and 6 where it's a shield. In 8 it teaches "Vit 20%".

 

X-Potion (4, 6, 7, 8, 10, 12, X-2, Tactics, TA)
AKA: Hi-Potion (2) Cure3 Potion (4a)
Effect: Cures all (or a large amount) of HP for one ally.

 

Zeus' Rage (3, 4)
AKA: Litbolt (4a), Bolt Plume (7)
Effect: Weak lightning-elemental attack on enemy.

Armor

 

Adaman Vest (9, Tactics, TA)
A low-to-medium-strength light armor.

 

Aegis Shield (1, 2, 3, 4, 5, 6, 10, 12, MQ, Tactics, TA)
AKA: Aegis Armlet (7, 8, 10), Aegis Gloves (9), Aegis Gauntlet (10)
Good at evading magic attacks. In 8 used to junction magic to Evade stat. In 10 it's an armor equipped with all four element "proof" abilities.

 

Angel Earrings (9, X-2)
AKA: Angel Ring (Tactics, TA)
Protects from instant death, may add Auto-Life.

 

Barette (9, Tactics, TA)
A helmet for women that protects from some status ailments.

 

Battle Boots (9, Tactics, TA)
An accessory that raise movement capability.

 

Black Belt (6, 9, 12, X-2)
Either adds counterattack ability, or raises strength and/or defense. In 12 it protects against Disable.

 

Black Robe (2, 3, 4, 5, 9, Tactics, TA)
AKA: Black Robes (12)
Strong robe for Black Mages.

 

Bracer (9, Tactics)
AKA: Bracers (TA)
Gloves that raise strength.

 

Brigandine (9, 12, Tactics, TA)
A medium-power light armor for thieves and monks.

 

Buckler (1, 2, 6, 10, 12, Tactics)
Low-level shield.

 

Cachusha (9, Tactics, TA)
A helmet for women that protects from some status ailments.

 

Carabini Mail (9, Tactics, TA)
AKA: Carabineer Mail (12)
Fairly strong heavy armor.

 

Chain Plate (9, TA)
AKA: Chainmail (12), Chain Vest (Tactics)
A low-level light armor.

 

Circlet (5, 6, 7, 8, 9, 12, X-2, Tactics, TA)
A strong helmet/accessory with various effects. In 8 it teaches "SumMag 10%".

 

Cross Helm (9, Tactics, TA)
A medium-strength helmet for knights.

 

Crystal Equipment (3, 4, 5, 6, 7, 10, 12, X-2, Tactics)
Usually the most powerful equipment set in the game; includes shield (2), armor (2), glove, helmet (2), and sometimes a sword. In 10 it's a weapon or armor that absorbs/strikes with all 4 elements.

 

Diamond Equipment (1, 2, 3, 4, 6, 7, 8, 10, 12, X-2, Tactics, TA), Opal Equipment (1n)
Very powerful heavy equipment; includes sword (2), shield (2), armor (2, 3), glove, and helmet (2, 3). Diamond Armor in 8 teaches "GFHP 40%". In 10 it's an armor with all four "Defense X%" abilities.

 

Feather Boots (9, Tactics, TA)
An accessory that make the wearer float.

 

Feather Hat (3, 4, 9)
AKA: Leather Hat (4a), Plumed Hat (5, 6), Feather Cap (12, Tactics, TA)
Magic user's hat.

 

Gaia Robe/Gear (2, 4, 5, 6, 12, TA)
AKA: Earth Clothes (Tactics)
Usually absorbs Earth attacks.

 

Gauntlet (3, 5, 6)
AKA: Paladin Gauntlet (4), Gauntlets (9, 12, X-2, TA)
Glove for Knight in 3 and 4. Accessory in 6 which allows a weapon to be held in two hands. Accessory in 12 which increases shield block rate.

 

Genji Equipment (2, 3, 4, 5, 6, 9, 10, 12, Tactics, TA)
AKA: Samurai Equipment (4a)
Equipment used by Magic Knights, Samurais, or Ninjas. Extremely powerful. Includes armor (2, 3), shield (2, 3) [except in 9], helmet (2, 3), and glove (2, 3). The Genji Glove relic in 6 allows weapons to be held in both hands. In 10 it was an armor with "Break HP Limit" on it. In 12 it was an accessory which increases attack combo rate.

 

Germinas Boots (9, Tactics, TA)
A high-level accessory that has various effects.

 

Gold Hairpin (2, 5, 6, 12, X-2, Tactics, TA)
AKA: Hair Ornament (5p), Golden Hairpin (9, CC), Tiara (4)
A hat in 2, 4, 5, and Tactics; an accessory in 6 and X-2 which cuts MP use in half.

 

Gold Armor (6, 9, Tactics, TA)
AKA: Golden Armor (12)
Medium-strength heavy armor.

 

Grand Helmet (5 (GBA only), 9, 12, Tactics)
Strongest helmet in the game.

 

Green Beret (5, 6, 9, 12, Tactics, TA, CC)
AKA: Bandanna (4)
A hat that sometimes raises HP for its wearer.

 

Hypno Crown (5, 6, 7, 8, X-2)
AKA: Coronet (5p), Hypnocrown (12)
Raises rate of controlling enemies. In 8 it teaches "Mag 40%" and in X-2 it raises magic defense. In 12 it's a relatively high-level helmet.

 

Judo Uniform (9, TA)
AKA: Judo Outfit (Tactics), Jujitsu Gi (12)
Clothing for monks that usually raises attack power.

 

Kenpo Robe (3, 4)
AKA: Karate Robe (4a), Kung Fu Suit (6)
Robe for Monk.

 

Knight Armor (2, 3, 10)
AKA: Paladin Armor (4)
Medium-strength armor for Knights. In 10 it had all three "HP X%" abilities on it.

 

Light Robe (4, 6, 9, Tactics, TA)
A high-level robe that raises magic power.

 

Linen Cuirass (9, 12, Tactics)
AKA: Cuirass (TA)
Weak armor for knight-type characters.

 

Maximillian (5 (GBA only), 9, 12, Tactics, TA)
Extremely strong heavy armor.

 

Minerva Robe (4, 6, 7)
AKA: Minerva Plate (9, X-2, TA), Minerva Bangle (10), Minerva Bustier (12), Heroine Gown (4a)
Powerful magic robe which can only be worn by women (except in 12). In 10 it had "Break HP Limit" on it. In X-2 it has various effects.

 

Mithril/Mythril equipment (1, 2, 3, 4, 5, 6, 7, 9, 10, 12, X-2, Tactics)
AKA: Silver Equipment (1n, 4a)
Light equipment which can be given even to some characters who can't equip armor. Items include armor (2), shield (2), gauntlet, helmet (2), knife, and sword. The Mithril Glove in 6 raised magical defense in battle. In 10 it had both Defense and Magic Defense raised.

 

Power Wrist (1n, 2, 3, 7, 8, 9, X-2, Tactics)
AKA: Giant's Gloves (1), Power Armlet (12), Strength Bracelet (4)
Strong gauntlet or accessory; raises strength. In 8 it teaches "Str 40%", and in 12 it also protects from Stop.

 

Reflect Ring (7, 9, Tactics)
AKA: Wall Ring (5, 6), Ruby Ring (12), Star Bracer (X-2)
Casts Reflect on its wearer during battle.

 

Ribbon (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, X-2, Tactics, TA, CC)
Helmet; Protects against all status problems. In 8 it teaches an ability that protects from all status ailments. In 10 this was actually an ability. Switches between being an accessory and a headpiece.

 

Robe of Lords (5 (GBA only), 9, Tactics)
AKA: Lordly Robes (12), Lordly Robe (TA)
Most powerful mage's robe.

 

Rubber Suit (9, 12, TA)
AKA: Rubber Costume (Tactics)
Light armor that's strong against lightning.

 

Running Shoes (6, 9)
AKA: Sprint Shoes (7, Tactics), Speed Bracer (X-2), Dash Boots (TA)
Accessory that raises speed or movement ability.

 

Safety Bit (6, 7, X-2)
Protects from fatal attacks.

 

Silk Robe (5, 6, 9, Tactics
AKA: Silken Shirt (12), Silken Robe (TA)
A low-level robe.

 

Star Pendant (6, 7, X-2, CC)
AKA: Tourmaline Ring (12)
Protects from Poison.

 

Thief Glove (2, 3, 5, 6, 9)
AKA: Sneak Glove (7), Thief Cuffs (12), Thief Armlets (TA)
Gauntlets in 2, 3, and TA, and an accessory in 5, 6, 7, and 12. In 3, 7, and TA raises "Steal" accuracy; in 6 allows to "Capture" in battle. In 9 it teaches an ability which steals better items before weaker ones.

 

Triangle Hat (4, Tactics)
AKA: Tricorn (5), Magus Hat (9), Horned Hat (12), Wizard Hat (TA)
A medium-strength hat for mages.

 

Twist Headband (5, 6, X-2, Tactics)
AKA: Rope Headband (5p), Mantra Band (9), Headband (12, TA)
A hat for monks that raises strength. In X-2 it protects from Sleep.

 

White Cape (6, 7, X-2)
Protects from Silence (or Imp/Toad).

 

White Robe (2, 3, 4, 5, 9, Tactics, TA)
AKA: White Robes (12)
Strong robe for White Mages.

Weapons

 

 

Air Knife (2, 5, Tactics)
AKA: Air Lancet (5p, 6)
Wind-elemental knife.

 

Ancient Sword (2, 3, 4, 5, 12, Tactics, TA)
Medium-strength sword. In 5 this casts Old on the target. In 12 it causes Petrify.

 

Apocalypse (5 (GBA only), 7, 10, TA)
Has various effects in different games, and ranges from a medium-level sword to one of the strongest in the game.

 

Artemis Bow (4, 5, 12, Tactics, TA)
Ultimate bow. Mistranslated as Ultimus Bow in Tactics.

 

Ashura (3, 4, 5, 6, 7, 12, TA)
AKA: Middle Knife (4a), Katana (5p), Asura (10, Tactics)
Low-level katana. In 10 it has several Counter abilities.

 

Assassin Knife/Dagger (4, 5, 6, Tactics)
AKA: Assassin's Dagger (12)
Randomly kills enemy. Often the best knife in the game.

 

Battle Axe (2, 3, 5, MQ, Tactics)
Low-strength axe.

 

Blood Spear (3, 4, 5)
AKA: Drain Spear (4a)
Drains HP from the enemy.

 

Blood Sword (2, 3, 4, 5, 9, 12, Tactics, TA)
AKA: Drain Sword (4a), Drainer (6)
Drains HP from the enemy.

 

Boomerang (3, 4, 6, 7)
Throwing weapon which can attack from the back row with equal damage.

 

Broad Sword/Broadsword (2, 5, 9, 12, Tactics)
AKA: Shortsword (TA)
Low-level sword.

 

Cat Claw (1n, 2, 3, 4, MQ)
AKA: Cat Claws (1, TA), Cat's Claws (9)
A claw in 1, 3, 4, 9, MQ and TA, and a knife in 2. Fairly powerful.

 

Chain Whip (4, 5, 8)
Low-level whip.

 

Coral Sword (1, 5, 9, Tactics)
Varies according to the game.

 

Cure Staff (5, TA)
AKA: Heal Rod (6), Healing Rod (9, 12), Healing Staff (Tactics)
A staff that heals whoever it hits.

 

Defender (1, 3, 5, 9, 12, Tactics, TA, CC)
AKA: Defense Sword (1n, 2, 4)
A powerful sword which raises defense; sometimes requires two hands to use.

 

Dragon Claw (3, 6, 7, MQ)
AKA: Dragon's Claws (9)
Powerful claw.

 

Dragon Whisker (5 (GBA only), 12, Tactics, TA)
AKA: Dragon's Hair (9)
One of the strongest spears. In 5 it's a whip.

 

Dream Harp (3, 5)
AKA: Dreamer (4)
Puts enemies to sleep.

 

Earth Bell (3, 5, TA)
Earth-elemental bell.

 

Enhance Sword/Enhancer (5, 6, 7)
AKA: Enchanter (5p)
Raises magic power.

 

Excalibur (1, 2, 3, 4, 5, 6, 8, 9, 10, 12, MQ, Tactics, TA, CC)
The ultimate sword, it's usually Holy-elemental. Gilgamesh uses this in 8. In 10 it has Break Damage Limit attached. There is an Excalibur II in 9 and in TA.

 

Excalipur (5p, 8, Tactics/12 non-usable)
AKA: Excalipoor (5)
A comically weak sword which is a good imitation of Excalibur, this is Gilgamesh's sword. This was a Treasure in Tactics.

 

Fire Lash (4, 5)
AKA: Flame Whip (4a, Tactics), Fire Bute (5p)
A fire-elemental whip/flail.

 

Flametongue (5, 10, 12, TA, CC)
AKA: Salamand (3), Flame Brand (4a), Flame Sword (1, 2, 4), Flame Sabre (5p, 6, 9)
Fire-elemental sword. In FF12 it's the name of one of the Resistance ships.

 

Full Moon/Engetsu (3, 4, 5, 6)
A strong weapon which can attack from the back row with equal damage.

 

Gastrafitis (12, Tactics)
AKA: Gastra Bow (TA)
One of the strongest crossbows.

 

Giyaman Bell (3, 5j)
AKA: Diamond Bell (5), Monster Bell (5p)
Low-level bell.

 

Gungnir (4, 5, 7, 10, 12)
A medium-level spear; in 5 and 7, this is Odin's alternate weapon; in 10, it has Break Damage Limit attached. In 12 it's fire-elemental.

 

Heaven's Cloud (7, 10, Tactics, TA)
AKA: Murakumo (5), Strato (5p, 6), Ame-no-Murakumo (12)
Strong katana; in 10 it has Break Damage Limit on it.

 

HellClaw (3, 4)
AKA: Poison Claw/Knuckles (4a, 6, 9, 10), Sick Knuckles (TA)
Poisons enemy.

 

Holy Spear (2, 3, 5, 6), Holy Lance (4, 9, 12, Tactics), White Spear (4a), Spirit Lance (7, 10)
Ultimate (or very strong) spear; Holy-elemental.

 

Ice Brand/Icebrand (1, 4, 5, 9, 10, 12, Tactics, TA, CC)
AKA: Ice Sword (1n, 2), Ice Blade (3), Blizzard (5p, 6)
Ice-elemental sword. Also the name of a Resistance ship in FF12.

 

Javelin (2, 5, 7, 9, 12, Tactics, TA)
Low-level spear; there was another "Javelin" in Tactics which was the ultimate spear.

 

Judgment/Judge Staff (5, TA)
AKA: Judicer's Staff (12)
A high-powered staff.

 

Kain's Lance (9, 10, TA)
One of the best lances, named after Kain from FF4.

 

Kaiser Claw (3, 5, 6, 7)
AKA: Kaiser Knuckles (9, 10, TA, CC)
In 5 this is an accessory which raises a Monk's attack power. This claw is Holy-elemental. In 10 it could Break the Damage Limit.

 

Kikuichimonji (3, 4, 5, 12, Tactics, TA)
AKA: Ninja Knife (4a), Ichimonji (5p, 10), Forged (6)
Medium-strength katana.

 

Killer Bow (2, 3, 5, 12)
AKA: Archer Bow (4)
Medium-level bow.

 

Kotetsu (3, 4, 5, 6, 10, 12, Tactics, TA)
AKA: Long Knife (4a)
Medium-level katana; in 10 it could counter physical attacks.

 

Kunai (4, 5)
AKA: Short Knife (4a), Imperial (6), Ninja Knife (5p, TA)
A strong knife, sometimes used for ninjas.

 

Lamia Harp (3, 4, 5, Tactics), Charm Harp (4a), Lamia Flute (9)
Causes confusion. Mistranslated as Ramia Harp in Tactics.

 

Long Sword/Longsword (1, 2, 3, 5, 10, 12, Tactics)
Low-level sword.

 

Mace of Zeus (5 (GBA only), 9, Tactics)
AKA: Zeus Mace (12, TA)
The most powerful (or second-most-powerful) staff/mace.

 

Mage Masher (5, 6, 9, 10, 12, Tactics, TA, CC)
AKA: Mute Knife (4), Mage Slasher (5p)
Knife that randomly silences the enemy. This is a rapier in TA and a sword in 10.

 

Main Gauche (2, 3, 5, 12, Tactics)
AKA: Hunting Knife (5p), Guardian (6)
A medium-strength knife.

 

Masamune (1, 2, 3, 4, 5, 7, 8, 9, 10, 12, Tactics, TA, CC)
AKA: Aura (6)
The ultimate sword in 1 and 2, the ultimate katana in 3, 4, 5, 9, 10, 12, and Tactics (and a really strong one in TA). In 7 this is Sephiroth's katana. It raises speed and strength of its user. In 8 this is one of Gilgamesh's weapons.

 

Morning Star (3, 5, 6, 12, Tactics, TA)
An axe in 3 and a flail/hammer in 5, 6, 12, and Tactics which can hit from the back row for equal damage. A mace in TA.

 

Mithril/Mythril Knife (1, 2, 3, 4, 5, 6, 9, Tactics), Silver Knife (1n, 4a)
Low-level knife.

 

Mithril/Mythril Sword (1, 2, 3, 4, 5, 6, 7, 9, 12, Tactics), Silver Sword (1n, 4a)
Low-level sword.

 

Murasame (4, 5, 6, 7, 10, 12, Tactics)
AKA: Monster Killer (5p)
A powerful katana which raises speed. In 10 it had One MP Cost attached.

 

Obelisk (9, 12)
AKA: Oberisk (Tactics)
A fairly strong spear/pole.

 

Ogre Axe (2, 4)
AKA: Ogre Killer (5), Cleaver (5p)
Powerful axe.

 

Ogre Nix (6, CC), Organics (7), The Ogre (9, 10)
A medium-strength sword. In 10 it had multiple attack/magic attack raises. In FF12 it's the name of one of the Resistance ships.

 

Orichalcon/Orichalcum (2, 3, 5, 8, 9, 12, Tactics)
AKA: Halcyon Blade (5p)
A fairly strong knife. In 8 this item teaches "Vit 40%". In 12 it's a loot item.

 

Osafune (5, 12, TA)
AKA: Bizen's Pride (5p), Bizen Boat (Tactics)
A weak-ish katana.

 

Partisan (5, 6, 7, 9, 12, Tactics)
Fairly strong spear.

 

Perseus Bow (12, Tactics, TA)
One of the strongest bows in the game.

 

Pinwheel (5, 7, 8), Fuma (4), Ninja Star (4a, 6), Magic Shuriken (Tactics)
Powerful throwing weapon.

 

Poison Axe (2, 5), Venom Axe (4)
Poisons the enemy.

 

Ragnarok (3, 4, 5, 6, 7, 9, 10, 12, Tactics, CC)
This sword is generally the strongest weapon in the series; it sometimes has effects like casting Flare (it adds Immobilize in 12). It also appears as transportation in 8 and as an accessory in X-2.

 

Rising Sun (5, 6, 7, 8, 9)
A throwing weapon which can attack from the back row with equal damage. Unequippable in 9 but used in "Throw" command.

 

Rune Axe (2, 3, 4, 5)
Ultimate axe.

 

Rune Bell (3, 5, CC)
Most powerful bell.

 

Rune Blade/Runeblade (1, 6, 7, 9, 12, Tactics, CC), Rune Sword (1n), Rune Edge (5), Rune Steel/Runemaster (10)
In several games, uses MP to inflict critical blows. Raises magic power in other games.

 

Sage Staff (4, 5, Tactics)
AKA: Life Staff (4a)
Ultimate staff which raises magic power.

 

Save The Queen (8, 9, 10, 12, Tactics, CC)
Quistis's best whip in 8, Beatrix's sword in 9, Meliadoul's sword in Tactics. Had Double AP and Double Overdrive in 10. A strong greatsword in 12.

 

Scorpion Tail (8, 12, Tactics, TA)
A medium-to-strong whip/mace. The best hammer in 12.

 

Shuriken (3, 4, 5, 6, 7, Tactics)
A ninja throwing star.

 

Sleep Sword (2, 4, Tactics), Slumber Sword (5)
Puts enemies to sleep.

 

Thor Hammer (1, 3, 5)
A run-of-the-mill hammer.

 

Tiger Fangs (6, 9, TA)
Strong claws.

 

Trident (2, 5, 6, 7, 9, 10, 12)
A Water- or Ice-elemental spear. In 10 it had three elemental attacks.

 

Ultima Weapon (5 (GBA only), 7, 9, 10j, 12, 8 non-usable)
A smooth, shiny blade; one of the strongest in the game. In 8 it was held by the monster "Ultima Weapon". In 10 this was translated as Caladbolg, Tidus's Ultimate Weapon.

 

Wind Spear (3, 4, 5)
AKA: Wind Lance (5p)
Wind-elemental spear.

 

Wizard Rod (5, 9, Tactics)
AKA: Magus Rod (5p, 6), Staff of the Magi (12)
Strongest rod in the game.

 

Yoichi Bow (2, 3, 4, 12, Tactics)
AKA: Samurai Bow (4a), Yoichi's Bow (5)
Ultimate bow most of the time; a strong bow otherwise.

 

Zantetsuken (4, 5, 6, 7, 8, 9)
This is Odin's Steel-Bladed Sword; Gilgamesh inherits it in 8.

 

Zorlin Shape (9, Tactics, TA)
One of the most powerful thief knives.