Last Odyssey

Armor

A character’s armor is a special type of equipment provides a bonus to their Magical Defense and a bonus to their Physical Defense. Characters may only wear one set of armor at a time, and cannot switch what armor set they are wearing during combat. The rules for armor upgrades are identical to the rules for weapon upgrades, except that armor sets do not receive the same kinds of upgrades as weapons. There are three varieties of armor, and they also determine the bonuses that characters receive to their statistics: Cloth armor, Light armor, and Heavy armor.

Cloth Armor

Robes, enchanted fabric, and thick clothing all count as Cloth armor.

Type Bonuses
Novice +0 Physical Defense, +4 Magical Defense
Standard +2 Physical Defense, +6 Magical Defense
Expert +4 Physical Defense, +8 to Magical Defense

Light Armor

Leather armor, hardened clothing, and light metal armor all count as Light armor.

Type Bonuses
Novice +2 Physical Defense, +2 Magical Defense
Standard +4 Physical Defense, +4 Magical Defense
Expert +6 Physical Defense, +6 to Magical Defense

Heavy Armor

Weighty armor such as plate armor and chainmail counts as Heavy armor.

Type Bonuses
Novice +4 Physical Defense, +0 Magical Defense
Standard +6 Physical Defense, +2 Magical Defense
Expert +8 Physical Defense, +4 Magical Defense

Armor Pricing

Novice armor costs 50 ¤, Standard armor costs 250 ¤, and Expert armor costs 1,250 ¤. Each 1-slot upgrade multiplies the cost of an armor set by 2, each 2-slot upgrade multiplies the cost of an armor set by 4, and each 3-slot upgrade multiplies the cost of an armor set by 8.

Armor Cost in ¤
Occupied Slots
Grade 0 1 2 3
Expert 1250 2500 5000 10000
Standard 250 500 1000
Novice 50 100

Unique armor does not have a cost, as it is not for sale and each set is the only one of its kind in the entire campaign world.

Armor Upgrades

Variable

Name Description
Reinforced When the wearer is hit by a strike while wearing this armor, the damage they take is reduced by a fixed amount after all modifiers to the base damage are applied. The 1-slot version of this upgrade reduces damage by 1, the 2-slot version reduces damage by 3, and the 3-slot version this reduces damage by 5.
Inscribed When the wearer is hit by a spell while wearing this armor, the damage they take is reduced by a fixed amount after all modifiers to the base damage are applied. The 1-slot version of this upgrade reduces damage by 1, the 2-slot version reduces damage by 3, and the 3-slot version reduces damage by 5.
Extra Ability When a character wears armor with this upgrade, they are able to use a single feat, role ability, or archetype ability at its listed MP cost. The 1-slot version of this upgrade grants an ability is earned at rank 1-3 of the role or archetype that can use it, the 2-slot version grants an ability earned at rank 4-6, and the 3-slot version grants an ability which is earned at rank 7-9. Feats always count as taking up 1 slot.
Elemental Resistance When a character wears this armor, they resist damage of the specified element based on the value of the upgrade. The 1-slot version of this upgrade causes damage dealt to them of that element to be multiplied by 0.5, the 2-slot version multiplies it by 0.25, and the 3-slot version renders them immune.
Infused At the beginning of every battle while wearing this armor, the wearer gains an amount of temporary HP depending on the value of this upgrade. This HP goes away at the end of the battle. The 1-slot version gives 5 HP, the 2-slot version gives 10, and the 3-slot version gives 15 temporary HP every battle. This temporary HP does not affect the maximum Shell they can have during the battle.

1-Slot

Name Description
Element When a character wears armor that has this upgrade, they count as having the specified element when calculating received damage. This is overridden by archetype abilities like the Dancer’s Mask that change their element, and also does not affect any Shells that they receive during battle. They cannot have more than one of this upgrade on a single piece of armor.
Invigorating While a character is wearing this armor, they are immune to hexes that affect the specified statistic. This upgrade cannot stack, but they can have multiple upgrades that make them immune to different hexes at once.
Weatherproofing While a character is wearing this armor, they are immune to the negative and positive effects of a single type of weather as though they were wearing a Novice Cloak. This cannot stack, but a character may be immune to more than one type of weather due to different versions of this upgrade at a time.
Status Resistance While a character is wearing this armor, the probability of a warrior inflicting a particular status on them is reduced as though they were resistant to the effect’s element. This upgrade does not stack, but they can resist multiple statuses at once with different versions of this upgrade.
Sealed This armor lets the wearer function in an environment such as vacuum or underwater without suffering any negative effects. This does not stack, but armors can be sealed to multiple environments at once.

2-Slot

Name Description
Flexible A character gains +1 to their Evasion while they are wearing this armor.
Proofed A character gains +1 to their Resistance while they are wearing this armor.
Fitted Characters that do not have the correct proficiency to allow them to wear this armor may still wear it without any penalties.
Plated When a character is hit by an attack that does colorless physical damage, the damage it deals is multiplied by 0.5 in addition to any other multipliers.
Status Immunity When a character is wearing armor with this upgrade, they are immune to the specified status. This upgrade is mutually exclusive with the 1-slot Status Resistance upgrade for the same status.

3-Slot

Name Description
Barbed When a warrior hits the wearer with a Melee ability, they automatically receive the status specified by this upgrade.
Enchanted If a character is wearing this armor at the beginning of combat, they automatically gain 20 points of Shell of the specified element of this upgrade. They still gain this even if their Health is less than 20. All other rules for Shells apply as normal.
Blessed A character is immune to all hexes while wearing this armor, and they are also immune to any effects that reduce their AP in any capacity.
Mana Battery When the wearer begins a battle, they gain 20 temporary MP in addition to their current MP. Any unspent MP from this pool goes away at the end of the battle.
Mechanical When a character is wearing this armor, they are immune to any statuses that prevent them from using certain actions, such as Silenced or Frostbitten.

Unique

Name Description
Corrupted When the wearer would otherwise undergo True Death during combat, something else happens instead.
Druidic While a character is wearing this armor, any healing they do to either themselves or their allies is multiplied by 1.5, rounded down. This applies in or out of combat.
Exoskeleton If a character is wearing this armor at the beginning of a battle, they automatically gain Hasted without having to have it cast on themselves.
Vengeful When the wearer takes physical damage due to a warrior’s attack while wearing this armor, the warrior immediately also becomes the target of their own strike as though they were the target of the attack.
Conductive When the wearer takes magical damage due to a warrior’s attack while wearing this armor, the warrior immediately also becomes the target of their own spell as though they were the target of the attack.
Weapons Platform While a character is wearing this armor, they can swap weapons and accessories without spending any AP.
Angelic This armor gives the wearer wings that allow them to take the Fly action during combat. Fly costs 1 AP and puts the user within melee range of every warrior on the battlefield as though they were in the front row, while putting them out of melee range of their attacks as though they were in the back row. However, if the user is hit by any attacks while Flying, they will fall back down to the front row of the battlefield.
Utility Belt While a character is wearing this armor, they may use one Item from the party inventory per round without spending any AP.
Masterwork This armor is of unusual quality. It grants the wearer an extra +1 to both Physical and Magical Defense.
Bound While wearing this armor during combat, a character cannot use any attacks, use the Move action, or use items. However, they also cannot take any damage that would not automatically kill them or break their current Shell. They may use any other abilities as normal.

Example Armor

Name Grade Type Upgrades
Boiled Leather Jerkin Novice Light Armor Reinforced 1
Soldier’s Uniform Standard Heavy Fitted
Instructor’s Robes Expert Cloth Armor Mana Battery
Black Knight’s Armor Unique Heavy Corrupted, Plated, Element (Shadow)

Armor Generation

To generate a new random piece of armor, first choose the type and the Grade. Then, cast the outcome die and compare the result to the table below until all of the piece of equipment’s slots are occupied. If the result is a Variable upgrade, give the armor the 1-slot version. If the result is an upgrade that would occupy more slots than there are remaining, recast the die.

Result Upgrade
1 Reinforced
2 Inscribed
3 Extra Ability
4 Elemental Resistance
5 Chain Vest
6 Element
7 Invigorating
8 Weatherproofing
9 Status Resistance
10 Sealed
11 Flexible
12 Proofed
13 Fitted
14 Plated
15 Status Immunity
16 Barbed
17 Enchanted
18 Blessed
19 Mana Battery
20 Mechanical