Last Odyssey

Battle Items

Battle items are a variety of item that is usable during combat. Some battle items reproduce the effects of an ability such as Heal or Restore Mana, while others have more unique effects. Each individual battle item, once used, is expended and disappears from the party inventory. All battle items cost 1 AP to use unless otherwise specified.

Battle Item Effects

Each battle item has a discrete effect that it induces during combat. In theory, multiple items could lead to the same effect. Rather than having a fixed list of items, Last Odyssey has a fixed set of item effects that could be caused by multiple items. This is for two reasons. The first is that the value of an item to the players is determined by what it does, and not what it looks like, and this is reflected in the item’s cost. The second is that the item that produces an effect in one setting may be different to its equivalent in another. For example, in a sci-fi setting healing items may take the form of injectors or medkits, while in a fantasy setting they could take the form of healing potions or poultices.

Every item’s base cost is defined by its effect and how potent that effect is, the latter of which is determined by its Grade, and any enhancements. There are three Grades of item: Novice, Standard, and Expert. Some items have effects that depend on their Grade, while others do not. In the rulebook, the former are referred to as leveled, while the latter are referred to as non-leveled. If an item is leveled, its effect and its cost are determined by its Grade, whereas non-leveled items do not have a Grade. Each additional level of Grade multiplies the cost of the battle item by ten. For example, if the Novice version of an item costs 5 ¤, then the Standard version will cost 50 ¤ and the Expert version will cost 500 ¤.

Leveled Item Effects

Effect Base Cost Description
Mend 1 ¤ When used, this item restores a fixed amount of HP to a single character. If it is Novice, it restores 10 HP, if it is Standard it restores 20, and if it is Expert it restores 30.
Fortify 3 ¤ When used, this item restores a fixed amount of MP to a single character. If it is Novice, it restores 10 MP, if it is Standard it restores 20, and if it is Expert it restores 30.
Harm 5 ¤ When used, this item deals base colorless physical damage to a single character that can be affected by damage multipliers. If it is Novice it deals 2 damage, if it is Standard it deals 5 damage, and if it is Expert it deals 10 damage.
Fracture 5 ¤ When used, this item deals base colorless magical damage to a single character that can be affected by damage multipliers. If it is Novice it deals 2 damage, if it is Standard it deals 5 damage, and if it is Expert it deals 10 damage.
Crush 7 ¤ When used, this item deals base elemental physical damage of a specified type to a single character that can be affected by damage multipliers. If it is Novice it deals 2 damage, if it is Standard it deals 5 damage, and if it is Expert it deals 10 damage.
Charge 7 ¤ When used, this item deals base elemental magical damage of a specified type to a single character that can be affected by damage multipliers. If it is Novice it deals 2 damage, if it is Standard it deals 5 damage, and if it is Expert it deals 10 damage.
Weaken 9 ¤ When used, this item inflicts a hex of the specified type. If it is Novice, it hexes by one level on the Bonus Tracker, if it is Standard it hexes by two, and if it is Expert it hexes by three.
Strengthen 9 ¤ When used, this item applies a charm of the specified type. If it is Novice, it charms by one level on the Bonus Tracker, if it is Standard it charms by two, and if it is Expert it charms by three.
Curse 12 ¤ When a character uses this item, it activates a sleight against the target’s Resistance that inflicts the specified status on a hit. If the item is Novice, subtract 5 from the result on the hit die. If the item is Standard, subtract 10 from the result, and if the Expert then subtract 15 from the result.
Defibrillate 15 ¤ When a character uses this item, the targeted character is revived from being downed. If the item is Novice, they are revived to 1 HP, if the item is Standard, they are revived to half their maximum HP, rounded down, and if the item is Expert then they are revived to their current maximum HP.

Non-Leveled Item Effects

Effect Base Cost Description
Analyze 10 ¤ This item applies the Artificer’s Scan ability to a single target, revealing all current relevant information about it.
Exorcise 15 ¤ This item removes all hexes from a single character.
Treat 20 ¤ This item removes a status of the corresponding element from a single character.
Neutralize 50 ¤ This item negates all of a target’s elemental resistances, which is to say that no elemental multiplier for any attack that hits it can be less than 1, until the beginning of the target’s next turn.
Block 100 ¤ The next time the target of this item would otherwise take physical damage, they do not take any damage instead.
Ward 400 ¤ The next time the target of this item would otherwise take magical damage, they do not take any damage instead.
Enshell 10 ¤ The target of this item gains 10 Shell of the corresponding element.
Accelerate 800 ¤ The target of this item becomes Hasted for three subsequent rounds. This still cannot stack with any other applications of Hasted.
Decelerate 900 ¤ The target of this item becomes Slowed for three subsequent rounds. This still cannot stack with any other applications of Slowed.
Conjure 1000x(Tier of summoned warrior) When a character uses this item, it summons a warrior of a specified type to fight as an ally on their side. The first time it can take its turn is during the round after it was summoned, but it can be targeted as soon as it is summoned.

Item Enhancements

In addition to their base effects, some items have special effects called enhancements that change when and how they can be used and whom they target on the battlefield. Most items will have only one enhancement, since enhancements that change their target are mutually exclusive, but some extremely rare items could have multiple. Each enhancement to an item multiplies its base cost by an amount given in the enhancement description. The possible enhancements are as follows:

Enhancement Description
All This item affects all characters on the battlefield. Multiplies base cost by 2.
Row This item affects all characters on a single row. When a character uses this item, they may choose which row it affects. Multiplies base cost by 5.
Multi This item affects all characters on the side it targets. Items that target the user’s allies’ side will affect all allies, while items that target their opponents’ side will affect all opponents. Multiplies base cost by 10.
Dual This item has the effect of two different items at once. The total cost of the item is the base cost of each item effect added together, multiplied by 5.
Delay When a character uses this item, it does not trigger immediately. Instead, its effect happens during the Effect Phase of the round. Multiplies cost by 0.75, rounded down.
Random If possible, then, when a character uses this item, it inflicts a random effect based on casting a result from the Random Element Table or Random Statistic Table, depending on the item in question. If the item being generated does not have either of these types, this enhancement counts as having none at all. Multiplies cost by 1.

Enhancements cannot be applied to the Conjure item.

Example Battle Items

Name Grade Effect Enhancements Cost
Throwing Knife Novice Harm N/A 5 ¤
Elixir Novice Mend/Fortify Dual 20 ¤
Smoke Bomb Novice Strengthen Evasion All 18 ¤
Shark Tooth Charm Standard Crush (Water) N/A 70 ¤
Smelling Salts Standard Defibrillate Row 750 ¤
Poison Dart Standard Curse Poisoned Delay 90 ¤
Experimental Combat Stim Expert Strengthen Physical Attack/Strengthen Physical Accuracy Dual 9000 ¤
Exquisite Fire Gem Expert Charge (Fire) Multi 7000 ¤
Mandragora N/A Conjure (Dryad) N/A 2000 ¤

Battle Item Generation

At times, there is a need to quickly create new items. If the GM needs to reward the players with a new battle item and doesn’t have anything on hand, they can follow a relatively simple process to create a new one. First, cast d20 and consult the table below:

Result Effect
1 Mend
2 Fortify
3 Harm
4 Fracture
5 Crush
6 Charge
7 Weaken
8 Strengthen
9 Curse
10 Defibrillate
11 Scan
12 Exorcise
13 Remove statuses
14 Neutralize
15 Block
16 Ward
17 Enshell
18 Accelerate
19 Decelerate
20 Summon Creature

The result that matches the result on the die is the effect of the item in question. If the item’s effect is leveled, determine the item Grade. Novice items are appropriate for characters of levels 1-4, Standard items are for characters of levels 5-7, and Expert items are appropriate for characters of levels 8-10, but the item costs are balanced such that characters of different tiers can still use items of a lower or higher Grade without the balance of combat being destroyed.

After the item’s effect has been determined, cast the outcome die. If the result is a 7 or above, the item does not have any enhancements. If the result is 1-6, the enhancement is shown on the table below:

Result Enhancement
1 All
2 Row
3 Multi
4 Dual
5 Delay
6 Random

For the Dual effect, cast the outcome die again for the item’s second effect. Then, if relevant, cast the die on the Random Element Table to determine the element of the item’s effect. If the item is a Strengthen or Weaken item, use the Random Statistic Table to see what statistic it affects. If the item is a Summon Creature item, choose a warrior from the Example Warriors section or create one of the appropriate tier.

The last thing to do when creating an item is to calculate its ¤ value and give it tangible existence in the game world. A good rule of thumb is that an item should have a means by which character activate it, a physical form, and a container, such as a glass vial or a ball of clay.