FFXI: Equipment &pre=01;&style=Tk15w_3;&image=ng01;Equipment&style; &style=spacer01; &style; Selecting "Equipment" from the main menu allows you to change your currently equipped weapons and armor. Move the cursor over the equipment slot that you wish to change and press [Confirm/Enter]. A list of the weapons or armor in your possession that can be equipped in that slot will appear. &pre=01;To change the equipment in that slot, move the cursor over a desired item in the list and press [Confirm/Enter]. (In other words, you can change the currently equipped item by moving the cursor over the new item you wish to equip.) &pre=01;&style=Tk15w_3;Weapon and Armor Positions&style; &style=spacer01; &style; The places where weapons or armor can be equipped on your character are predetermined. Generally speaking, only one item may be equipped per slot. However, certain items will take up multiple slots. &pre=01;&style=Tk15w_3;A list of Equipment Positions&style;
Main Main Weapon Single-handed and double-handed weapons
Sub Sub Weapon Single-handed weapons, shields, etc.
Range Ranged Weapons Bows, slings, etc.
Ammo Ammunition Arrows, thrown weapons, etc.
Head Head Helmets, hats, etc.
Neck Neck Necklaces, Gorgets, etc.
Ear 1 Left Ear Earrings
Ear 2 Right Ear Earrings
Body Torso Clothes, armor, etc.
Hands Both Hands Gloves, armlets, etc.
Ring 1 Left Hand Rings
Ring 2 Right Hand Rings
Back Back Capes, mantles, etc.
Waist Waist Belts, obi, etc.
Legs Both Legs Pants, etc.
Feet Both Feet Shoes, shinguards, etc.
&pre=01;&style=Tk15w_3;Equipment List&style; &style=spacer01; &style; Move the cursor over the slot you wish to equip and press [Confirm/Enter]. The items that can be equipped in that slot will appear in white on the list at the right side of the screen. Select an item from the list and press [Confirm/Enter] to equip it in the slot. Items that are currently equipped appear in green. Items that cannot be equipped appear in gray. &pre=01;&style=Tk15w_3;Equipment Rules&style; &style=spacer01; &style; Depending on your character's race or job, you may not be able to equip certain items. Be sure to check the description of the item in the window beneath the item slots. &pre=01;&image=no01_2;The name of the piece of equipment. &style=spacer01; &style; &image=no02_2;The type of equipment. (Parentheses) indicate weapons, while [brackets] indicate armor. &style=spacer01; &style; &image=no03_2;The races that may equip the item. Items without restrictions are indicated as "All Races." &style=spacer01; &style; &image=no04_2;"ex" indicates an item that cannot be sold or traded. "rare" indicates that only one of the item can be carried by your character. &pre=01;&image=no05;Attributes of the weapons and armor. DMG: Damage. Delay: Delay between attacks. Attack: Attack power. Accuracy: Probability that an attack will hit. DEF: Defensive power afforded by the item. Evasion: Ability to dodge attacks when the item is equipped. Lv: The minimum job level that can equip the weapon or armor. &style=spacer01; &style; &image=no06;The jobs that can equip the weapon or armor. Items without restrictions are indicated as "All Jobs." &pre=01;&style=Tk15w_3;Character's Attack and Defense Power&style; &style=spacer01; &style; Your character's current Attack and Defense power are indicated under the equipment slot. Furthermore, the fire, wind, thunder, light, ice, earth, water, and dark values indicate resistance to the given attribute. The higher the number, the stronger the item's resistance towards attacks of that attribute. &style=spacer02; &style; The attributes of weapons and armor only take effect after you have equipped them. &pre=01;&style=Tk15w_3;Special Equipment&style; &style=spacer01; &style; There are certain types of weapons and armor that are known as "dispensing" and "enchanted" equipment. &style=spacer01; &style; &style=Ty15_2;*After equipping for a short period of time, these items become ready for use and will be displayed in blue in the "Items" menu.&style; &pre=01; &image=no01;The item's "charge" number  This number indicates how many times you can use the item's special properties. &style=spacer01; &style;  &style=Tg15;Example: 28/30 shows the item's special properties have been used twice out of a total of 30 times. &style; &pre=01; &image=no02;Counter  The moment an enchanted or dispensing item is equipped or used, this timer begins to count down. When it has reached zero, you will be able to activate the item's special properties. To activate these properties, select the equipment from the item menu and "use" it. &pre=01; &image=no03;Recast Time  The amount of time required to reuse the item's special properties. &style=spacer01; &style; &image=no04;Equip Delay  The amount of time you must wait after equipping the item until you can activate its special properties. &pre=01; The effects received by using these items cannot be overwritten using magic with the same effects. For example, after using an enchanted item that gives your character the effect of "Invisible," you will not be able to cast the spell "Invisible" on yourself (and vice-versa).