Last Odyssey

Weapons

Each character can wield a single weapon at a time during combat, and may swap out their current weapon for another one they are proficient in during combat with the Swap Weapon action. All weapons give bonuses to a character’s base Physical Attack and their base Magical Attack while the weapon is being wielded. The values of these bonuses are determined by the weapon’s Grade and weapon type. A weapon’s weapon type determines the ratio of the bonuses it gives to the wielder’s Physical Attack and Magical Attack. There are three categories of weapon type, Balanced, Physical, and Magical, and three Grades, Novice, Standard, and Expert. There are also Unique weapons, which are Expert weapons with a single extra weapon upgrade that is not available to any other type. Each variety of weapon also grants an additional unique +1 bonus to a single statistic while a character is wielding it that does not count on the Bonus Tracker. There are 9 weapon types in total, each of which grants a bonus to a different statistic:

Physical Weapons

Physical weapons are those that augment a character’s strikes more than their spells. Lances, Swords, and Hammers count as having the Physical weapon type.

Grade Bonuses
Novice +3 Physical Attack, +1 Magical Attack
Standard +5 Physical Attack, +3 Magical Attack
Expert +7 Physical Attack, +5 Magical Attack

Balanced Weapons

Balanced weapons are those that provide a balance between magical and physical offense. Gauntlets, Daggers, and Claws count as as having the Balanced weapon type.

Grade Bonuses
Novice +2 Physical Attack, +2 Magical Attack
Standard +4 Physical Attack, +4 Magical Attack
Expert +6 Physical Attack, +6 Magical Attack

Magical Weapons

Magical weapons are those that augment a character’s strikes more than their spells. Staves, Fans, and Scepters count as having the Magical weapon type.

Grade Bonuses
Novice +1 Physical Attack, +3 Magical Attack
Standard +3 Physical Attack, +5 Magical Attack
Expert +5 Physical Attack, +7 Magical Attack

Weapon Pricing

Novice weapons cost 10 ¤, Standard weapons cost 100 ¤, and Expert weapons cost 1,000 ¤. Each 1-slot upgrade multiplies the cost of a weapon by 2, each 2-slot 2 upgrade multiplies the cost of a weapon by 4, and each 3-slot upgrade multiplies the cost of a weapon by 8.

Weapon Cost in ¤
Occupied Upgrade Slots
Grade 0 1 2 3
Expert 1000 2000 4000 8000
Standard 100 200 400
Novice 10 20

Unique weapons do not have a cost, as they are not for sale and are the only items of their kind in the entire campaign world.

Weapon Upgrades

Variable

Name Description
Keen This upgrade gives a bonus to either the wearer’s Status, Magical, or Physical Accuracy whose value depends how many slots it occupies. The 1-slot version gives a +1, the 2-slot gives a +3, and the 3-slot gives a +5.
Extra Ability When a character wields a weapon with this upgrade, they are able to use an extra feat, role ability, or archetype ability at its normal MP cost. The 1-slot version of this upgrade grants an ability earned at of rank or tier 1-3 of the role or archetype that can use it, respectively, the 2-slot version grants an ability earned at rank or tier 4-6, and the 3-slot version grants an ability earned at rank or tier 7-9. Feats always take up 1 slot.
Fast This upgrade gives a bonus to the wielder’s Initiative. The 1-slot version of this upgrade grants a bonus of +1, the 2-slot version grants a bonus of +2, and the 3-slot version grants a bonus of +3.
Sharpened After the wielder hits a target with a strike while wielding a weapon with this upgrade, they may add an amount of damage to the end result of the damage calculation (that is, after all multipliers have been applied) determined by the number of slots the upgrade takes up. The 1-slot version grants +1 extra damage, the 2-slot version grants +3 extra damage, and the 3-slot version grants +5 extra damage.
Energized After the wielder hits a target with a spell while wielding a weapon with this upgrade, they may add an amount of damage to the end result of the damage calculation (that is, after all multipliers have been applied) given by the number of slots this upgrade takes up. The 1-slot version of this upgrade grants +1 extra damage, the 2-slot version grants +3 extra damage, and the 3-slot version grants +5 extra damage.

1-Slot

Name Description
Elemental Instead of dealing colorless physical damage, this weapon’s basic attack deals elemental physical damage of a fixed type. This upgrade cannot be applied more than once to a single weapon.
Slayer When the wielder hits a target of the creature type specified by this upgrade, the damage is multiplied by 1.5x in addition to other modifiers. This upgrade cannot stack, but there can be multiple Slayer upgrades of different types on the same weapon.
Light In addition to their usual basic attack, weapons with this upgrade give the wielder a free ability called Light Attack. When the wielder uses this ability, they make two colorless Melee strikes against a single target, each one dealing damage multiplied by 0.75x in addition to other modifiers.
Toxic When the wielder hits a target with a basic attack, it also inflicts one level of the hex specified by this upgrade. This ability cannot stack, but a weapon can have this effect for multiple different kinds of hexes at once.
Pommel Guard While wielding this weapon, a character is immune to abilities such as Counter that reflect their abilities back at them. However, when a target successfully reflects one of their abilities, its effect is still negated.

2-Slot

Name Description
Cursed When the wielder hits a target with this weapon’s basic attack, they also inflict the status specified by this upgrade.
Enchanted In addition to their regular basic attack, the wielder of this weapon may also make a Melee strike against a single target that deals colorless magical damage instead colorless physical damage. Their Physical Accuracy still applies to the attack, and their Physical Attack is still what determines the bonus to its damage.
Ambushing At the beginning of a battle, the wielder may make a free basic attack against any of their opponents before the Initiative Order is determined. If their party has First Strike, they may make this attack for free during the First Strike round in addition to any other actions.
Standard Issue Weapons with this upgrade can be wielded by any character, regardless of whether or not that character is proficient in using weapons of its type.
Sensor Array When the wielder hits a target with a basic attack while using this weapon, it automatically inflicts the Scan ability in addition to its usual damage.

3-Slot

Name Description
Reach The user’s basic attack can hit targets in the back row or the front row while the wielder is in the front row, and can also hit targets in the front row while the wielder is in the back row.
Heavy This weapon’s basic attack costs 2 AP to use instead of 1, but deals 3x its base damage in addition to other multipliers on a hit.
Primordial When the wielder makes a basic attack while wielding this weapon, they may decide the element of the resulting damage. However, the damage’s element cannot be colorless.
Laser This weapon’s basic attack deals 2x damage to the target’s Shell.
Double-Edged In addition to their usual basic attack, weapons with this upgrade give the wielder a free ability called Double Attack. When the wielder uses this ability, they make two colorless, Melee, strikes against a single target, each one dealing damage multiplied by 1x in addition to other modifiers.

Unique

Name Description
Temporal Once per turn, not including held turns, the wielder may reverse the effects of any abilities they used during their turn in order to regain all of their AP.
Lunar This weapon’s basic attack is replaced with an ability called Lunar Strike that makes a Melee strike against a single target. On a hit, this attack does not do damage, but instead reduces the AP that the target can use during its next turn by one. This effect cannot stack with itself, but can stack with the effects of Slowed.
Vorpal When the wielder makes a strike with this weapon, the damage they deal is calculated as though the target’s Physical Defense were half its actual value, rounded down.
Plasma When the wielder uses a spell with this weapon, the damage they deal is calculated as though the target’s Magical Defense were half its actual value, rounded down.
Organic When the wielder uses a sleight while wielding this weapon, cast the hit die as though the target’s Resistance were one half its actual value, rounded down.
Vampiric When the wielder hits a target with a strike while wielding this weapon, they also heal an amount of HP equal to the total damage they dealt to that target.
Masterwork This weapon is of unusual grade, even for an Expert weapon. It gives the wearer an extra +2 to both Physical and Magical Attack.
Explosive When the wielder hits a target with this weapon’s basic attack, every other opponent also takes damage as though they had been hit with a basic attack as well.
Holy When the wielder makes a basic attack with this weapon, its damage is not calculated as usual. Instead, the wielder deals 1d100 damage divided by 3, rounded to the nearest integer. If a target’s Shell is broken in this manner, all rules for Shellbreaking still apply.
Corrupted Every ability that the wielder uses that has an element, statuses included, counts as having the shadow type. Whenever the wielder kills a target while wielding this weapon, it gains a stacking +1 base damage bonus to all damage done while wielding the weapon that stacks with each kill. After the bonus hits +13, something happens.

Example Weapons

Name Grade Type Upgrades
Wulfhammer Novice Hammer Slayer (Animal)
Dragon’s Fan Novice Fan Elemental (Fire)
Shiv Novice Dagger Light
Pikeman’s Trusty Lance Standard Lance Standard Issue
Machinist’s Fist Standard Gauntlet Keen (Physical), Sharpened 1
Seelie Court Rapier Expert Sword Primordial
Demon Claws Expert Claws Double-Edged
Headmaster’s Staff Expert Staff Sensor Array, Extra Ability (Magic Bolt)
Archangel’s Lance Unique Lance Heavy, Holy

Weapon Generation

To generate a new random weapon, first choose the type and the Grade. Then, cast the outcome die and compare the result with the table below until a number of upgrades have been generated that occupy all of the weapon’s slots. If the result is a Variable upgrade, give the weapon the 1-slot version. If the result is an upgrade that would occupy more slots than the weapon has remaining, recast the die. Do this until you have generated a weapon with the desired number of upgrades. Do not generate Unique weapons randomly, as they are meant to have significance to the story.

Result Upgrade
1 Keen
2 Extra Ability
3 Fast
4 Sharpened
5 Energized
6 Elemental
7 Slayer
8 Light
9 Toxic
10 Pommel Guard
11 Cursed
12 Enchanted
13 Ambushing
14 Standard Issue
15 Sensor Array
16 Reach
17 Heavy
18 Primordial
19 Laser
20 Double-Edged