Tales of Midgar Equipment List ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Anything with a * is pretty special (usually magical) that cannot be replicated. Anything with a - is pretty common and is available to people (with a heck of a lot of string-pulling). WEAPONS ~~~~~~~ -MLR-25 shotgun: Military-issue shotgun. It is a Mako-powered weapon that accelerates the shells to a very fast speed. The shotgun is double-barreled, and can hold four shells at a time before any need to reload. The gun requires customized shells. Unfortunately, the weapon tends to overheat after a period of overuse. -Mateba 207 Revolver, it can load armor-piercing bullets. -Katana: Long sword -Wakazashi: Short sword -Slicer: a razor-edged boomerang with a wide range. Capable of hitting multiple opponents with one throw. Iron Slicer: 14 attack, one slot. *Triple-Barreled Pistol: Synth's custom-built pistol. Wide spread, very powerful. Its kickback makes it very difficult to handle. -Mako-Powered Gatling gun: Military issue gatling gun. Uses Mako energy to accelerate each bullet to tremendous speeds. Fires at a rapid rate. -Flamberge: Really big two-handed sword -Miserblade: Has six single materia slots. -Miser's Leather Gauntlet: Studded with four metal orbs on knuckles. -Thundermaker Heavy Rifle: A Mako-accelerated rifle that fires heavy rounds over long distances. It has explosive rounds. ARMOUR ~~~~~~ -Emerald Bangle: Has about the strength of a Carbon Bangle -Auora Armour: Plate mail that is good against physical attacks, but weak against magical attacks. *SOLDIER gamma Body armour: Read the SOLDIER files to find out more about this experimental division of SOLDIER, and its accompying battle suits. *Ethan's Powered Armour: Thick, self-supporting armor with a network of electrical components running throughout it powered by a cell. The power strengthens the rather soft armor plates. Has a tendency to break down due to faulty components and lack of maintenance. Restricts wearer's movement considerably. The cell is what produces the electricity that powers the armor. They don't use batteries or anything like that, because they wear out too quickly. The cell lasts much longer, for the duration of the Observer scout's journey. ACCESORIES ~~~~~~~~~~ *Lauren's Green Pendant: Protects against status change and gives resistance to lightning, earth, fire, ice, and wind. Brings down physical strength and stanima. *Cloak of Reflect: It can reflect some magic attacks, depending on the level of the wearer. *Vampire Amulet: Protects against Silence and Manipulate. MATERIA ~~~~~~~ *Stealth: Independent Enables user to attain absolute silence, no matter what the circumstances. Speech is unaffected. It constantly drains the life force of the user and shatters when the user's life force is depleted. NOTE: Jairen no longer possesses Stealth. Level Progression: 1 to 2 *Tetra: Magic -Non-elemental Enables user to use low-level Lightning, Fire, Ice, Quake on all. Every level it advances allows user to cast "All" more than one a turn. Level Progression: 1 to 5 *Teleport: Magic Enables user to teleport to destinations that he can visualise. If he cannot visualise the spot, then he cannot go there. The visualisation must be very clear and precise, or else the user risks re-appearing in potentially dangerous situations, or not re-appearing at all. Usage of the materia requires intense concentration. At Master Level, the user can teleport safely up to five miles away. Level Progression: 1 to 5 -Wind: Magic -Element: Wind Wind materia creates a blast of wind to hit one target. Damage is equal to that of a Fire or lightning materia of the same level. Level progression: Aero, Aero2, Aero3, mastered. -Water: Magic -Element: Water Water materia causes a small wave to hit a single enemy. Damage is equal to that of an Earth materia of the same level. Level Progression: Flood, Flood2, Flood3, mastered -Sweet: Magic Enables user to cast charm, and cure, both at the same time (charm on the target, and cure on you). Hits up to 2 targets per spell. Level Progression: 1 to 5 -SlowFall: Magic Slows your fall, depending on it's strength. Essentially a magical parachute. Level 1: Equivalent to a 20 foot fall. Level 2: Equivalent to a 10 foot fall. Level 3: Equivalent to a 5 foot fall. *Djinn: Summon (Red) Element: Wind Effects: Whirlwind Summons forth the monster Djinn, who looks like a male Genie. Djinn fades into existence out of thin air and begins spinning rapidly, transforming himself into a giant whirlwind that moves through a group of enemies, inflicting Wind damage upon them. Damage is equal to that of Ifrit or Ramuh. Lvls: 1 to 5 -Debarrier: Magic Casts debarrier. Cannot gain levels. Lvl 1: Debarrier -AuraBolt: Magic -Element: Holy Casts AuraBolt, a ray of light that is almost identical to Sabin's Blitz. Cannot gain levels. Lvl 1: AuraBolt -Explosion: Magic L1: Bang- causes the ground under the opponents to explode, striking all enemies. L2: Boom- like bang, bigger explosion. L3: Explodet- The largest explosion. t\This causes the air around his opponents to ignite and spontaneously combust. L4: Mastered ITEMS ~~~~~ -C4: running an electric current through about 150 grams of it can blow up a 3x3 metre room (9x9 foot).