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 they are being wielded. The values of these bonuses are determined by the weapon’s Quality and weapon type. A weapon’s weapon type determines the base 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 Qualities, Mundane, Rare, 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 individual weapon type grants an additional unique +1 bonus to a single statistic while a character is wielding them that does not count as a bonus on the Bonus Tracker. There are 9 weapon types in total:
- Lances grant a +1 bonus to the Physical Defense of their wielder.
- Swords grant a +1 bonus to the Physical Attack of their wielder.
- Bows grant a +1 bonus to the Physical Accuracy of their wielder.
- Guns grant a +1 bonus to the Magical Accuracy of their wielder.
- Daggers grant a +1 bonus to the Evasion of their wielder.
- Claws grant a +1 bonus to the Status Accuracy of their wielder.
- Staves grant a +1 bonus to the Magical Attack of their wielder.
- Fans grant a +1 bonus to the Magical Defense of their wielder.
- Scepters grant a +1 bonus to the Resistance of their wielder.
Physical Weapons
Physical weapons are those that augment a character’s physical attacks more than their magical attacks. Lances, Swords, and Bows count as having the Physical weapon type.
| Quality |
Bonuses |
| Mundane |
+3 Physical Attack, +1 Magical Attack |
| Rare |
+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. Guns, Daggers, and Claws count as as having the Balanced weapon type.
| Quality |
Bonuses |
| Mundane |
+2 Physical Attack, +2 Magical Attack |
| Rare |
+4 Physical Attack, +4 Magical Attack |
| Expert |
+6 Physical Attack, +6 Magical Attack |
Magical Weapons
Magical weapons provide a greater bonus to magical attack than physical attack. Staves, Fans, and Scepters count as having the Magical weapon type.
| Quality |
Bonuses |
| Mundane |
+1 Physical Attack, +3 Magical Attack |
| Rare |
+3 Physical Attack, +5 Magical Attack |
| Expert |
+5 Physical Attack, +7 Magical Attack |
Weapon Upgrades
Variable
| Name |
Description |
| Keen |
This upgrade gives a bonus to either your Status, Magical, or Physical Accuracy whose value depends on its UV. UV 1 gives a +1, UV 2 gives a +3, and UV 3 gives a +5. |
| Extra Ability |
When a character wields a weapon with this upgrade, they are able to use a single flex power, job ability, or archetype ability at twice its normal MP cost. At UV 1, the ability is earned at of Rank 1-3 of the job or class that can use it, at UV 2 the ability is earned at Rank 4-6, and at UV 3 the ability is earned at rank 7-9. Flex powers always count as UV 1. |
| Fast |
This upgrade gives a bonus to the wielder’s Initiative. At UV 1, the bonus is +1, at UV 2 the bonus is +2, and at UV 3 the bonus is +3. |
| Sharpened |
After you hit an enemy with a physical attack while wielding a weapon with this upgrade, you can add an amount of damage to the end result of the damage calculation (that is, after all multipliers have been applied) given by the UV of the upgrade. UV 1 gives +1 extra damage, UV 2 gives +2 extra damage, and UV 3 gives +3 extra damage. |
| Energized |
After you hit an enemy with a magical attack while wielding a weapon with this upgrade, you can add an amount of damage to the end result of the damage calculation (that is, after all multipliers have been applied) given by the UV of the upgrade. UV 1 gives +1 extra damage, UV 2 gives +2 extra damage, and UV 3 gives +3 extra damage. |
UV 1
| 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 you hit an enemy of the Enemy Type specified by this upgrade, the damage is multiplied by 1.5x in addition to other modifiers. This upgrade cannot stack, but you can have 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, physical attacks against a single target, each one dealing damage multiplied by 0.75x in addition to other modifiers. |
| Toxic |
When you hit an enemy with this weapon’s basic attack, it also inflicts one level of the debuff specified by this upgrade. This ability cannot stack, but a weapon can be Poisoned with multiple different kinds of debuffs at once. |
| Pommel Guard |
While wielding this weapon, you are immune to enemy abilities that reflect your abilities back at you. However, when an enemy successfully reflects one of your abilities, it still counts as negating its effects on them. |
UV 2
| Name |
Description |
| Cursed |
When you hit an enemy with this weapon’s basic attack, you also inflict the status specified by this upgrade. |
| Blunt |
This weapon’s basic attack is replaced with an ability that makes a Melee physical attack against an enemy. On a hit, this attack does not do damage, but instead reduces the AP that the enemy can use during its next turn by one. You can hit an enemy with this attack multiple times per turn, but you cannot reduce its AP below zero. |
| Ambushing |
At the beginning of a battle, you may make a free basic attack against any target within range of this weapon’s basic attack before the Initiative Order is determined. If your party has First Strike, you can make this attack for free during your First Strike turn 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 you hit an enemy with a basic attack while using this weapon, it automatically inflicts the Scan ability in addition to its usual damage. |
UV 3
| Name |
Description |
| Reach |
This weapon’s Melee abilities can hit enemies in the back row or the front row while the wielder is in the front row, and can also hit enemies 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 you make a basic attack while wielding this weapon, you may decide the elemental type of the resulting damage. However, the damage’s elemental type cannot be colorless. |
| Laser |
The damage of this weapon’s basic attack ignores the target’s Physical Defense. However, all other abilities or alternate contextual attacks do damage as normal. |
| 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, physical attacks 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, you may reverse the effects of any abilities you used during your turn in order to regain all of your AP. |
| Lunar |
In addition to their regular basic attack, the wielder of this weapon gains an ability called Lunar Attack that makes a Melee physical attack against a single target that deals colorless magical damage instead colorless physical damage. Your Physical Accuracy still applies to the attack roll, and your Physical Attack is still what determines the bonus to its damage. |
| Vorpal |
When you make a physical attack with this weapon, the damage you deal is calculated as though the target’s Physical Defense were half its actual value, rounded down. |
| Plasma |
When you make a magical attack with this weapon, the damage you deal is calculated as though the target’s Magical Defense were half its actual value, rounded down. |
| Organic |
When you use a status-inflicting ability while wielding this weapon, the roll to determine if the status hits is made as though the target’s Resistance were one half its actual value, rounded down. |
| Vampiric |
When you hit an enemy with a physical attack while wielding this weapon, you also heal an amount of HP equal to the total damage you dealt to that enemy. |
| Masterwork |
This weapon is of unusual quality, even for an Expert weapon. Physical weapons with this upgrade give a +10 to Physical Attack and a +8 to Magical Attack, Balanced weapons give a +9 to Physical Attack and a +9 to Magical Attack, and Magical weapons give a +8 to Physical Attack and a +10 to Magical Attack. |
| Explosive |
When you hit an enemy with this weapon’s basic attack, every other enemy also takes damage as though you had hit them with a basic attack as well. |
| Holy |
When you roll a 1 while making a basic attack with this weapon, you do not calculate damage as usual. Instead, you automatically deal 99 damage to the target that cannot be reflected, negated, guarded against, absorbed, or otherwise modified, including by normal damage modifiers. If an enemy’s Shell is broken in this manner, all rules for Shellbreaking still apply. |
| Corrupted |
Every ability that the wielder uses that has an elemental type, statuses included, counts as having the Shadow type. Whenever you kill an enemy with this weapon, it gains a fixed +1 base damage bonus to all damage done while wielding the weapon that stacks with each kill. After you hit +99, something happens. |
Example Weapons
| Name |
Quality |
Type |
Upgrades |
| Hunting Bow |
Mundane |
Bow |
Slayer (Animal) |
| Dragon’s Fan |
Mundane |
Fan |
Elemental (Fire) |
| Shiv |
Mundane |
Dagger |
Light |
| Pikeman’s Trusty Lance |
Rare |
Lance |
Standard Issue |
| Cavalier’s Rifle |
Rare |
Gun |
Keen (Physical), Sharpened 1 |
| Seelie Court Rapier |
Expert |
Sword |
Primordial |
| Demon Claws |
Expert |
Claws |
Double-Edged |
| Headmaster’s Staff |
Expert |
Staff |
Cursed (Scanned), Extra Ability (Magic Bolt) |
| Archangel’s Lance |
Expert |
Lance |
Heavy, Holy |
Weapon Generation
To generate a new random weapon, first choose the type and the Quality. Then, roll on the table below until you have generated a number of upgrades whose total UV add up to the possible UV of the weapon. If you roll a Variable upgrade, give the weapon the UV 1 version. If you roll an upgrade that would put the total Upgrade Value of the weapon above its maximum, reroll.
| 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 |
Blunt |
| 13 |
Ambushing |
| 14 |
Standard Issue |
| 15 |
Sensor Array |
| 16 |
Reach |
| 17 |
Heavy |
| 18 |
Primordial |
| 19 |
Laser |
| 20 |
Double-Edged |