http://www.giantbomb.com/final-fantasy-legend-ii/61-5827/ Items
* Gungnir, a deadly spear that can damage multiple enemies (so long as they are in the same group) at once, named after Odin's mythical spear
* Xcalibr, one of the strongest swords in the game named after King Arthur’s legendary Excalibur
* Hermes boots, equippable boots that raises agility, named after the Greek messenger god
* Masmune, a piece of magi that is essentially a powerful katana named after the Japanese swordsmith Masamune
* Muramas, a powerful katana named after the Japanese swordsmith Muramasa
* Aegis, a piece of magi that covers the entire party in a protective shield for a single round, named after the Greek god Zeus' shield
* Pegasus, a piece of magi that can transport the party to any previously-visited locale, named after the Greek god Poseidon's winged horse
* Arthur, body armor named after King Arthur
* Hecate, footwear that increases magical potency, named after the Greek goddess of Witchcraft
Gameplay Oddities
There are a few elements scattered about the game that would likely strike a casual observer as odd or unrefined.
* The game sports martial arts attacks -- Punch and Kick -- which you equip like items, which seems to make little sense. Like items, they can only be used so many times before they "break" / disappear. Even stranger, the closer to "breaking" a Punch or Kick is, the more damage it does with each use. As a result, when you first equip a freshly bought Punch or Kick, attacking with it is pretty much useless. Of course, you kind of have to keep using it in order for it to yield any meaningful results.
* Mutants learn spells and abilities throughout the course of the game, and these take up slots in the mutants' equipment list. They can learn up to four abilities; if your wish is to have them equip more items, weapons and armor, you have to sacrifice the slots you'd use for their abilities and potentially limit them to two or three max. Further, it's possible for a mutant to learn two of the same ability. This is actually pretty neat when you learn two instances of a powerful spell (say, Flare), since that means you can use it twice as many times. The caveat, of course, is that you're out a single item slot. The stranger--and more useless--thing about this phenomenon is that you can learn two of the same inactive abilities such as a resistance to Poison. Having two equipment slots taken up just to have two instances of poison resistance, of course, is pretty pointless.
* Inns charge you based on how weakened you are--one gold piece per hit point needed to heal to full strength. If your four characters each only have one point of damage, a night at the inn only costs four gold. However, if they're severely damaged, the price skyrockets (the sum of each character's Maximum HP minus Current HP). You can abuse this system by having a mutant or monster use a natural healing ability to cure hit points until everyone's maxed out, and then stay at the inn to restore that healing ability. (This doesn't work with spellbooks since they are not "natural" abilities. Only natural monster and mutant abilities, as well as robot items, can be restored with a stay at the inn.)
* Monsters cannot equip items. However, their natural abilities--like other equippable items--have a limited number of uses. If you find yourself in a dungeon, and your monster's natural abilities have all been used up, the monster is basically a useless character who you'll have to "recharge" by trekking all the way to an inn or eating a piece of monster meat (which could potentially turn the monster into a weaker species if you're not careful).