Phantasy Star: Eternal Story - Weapon Shop
Here you may find the prices and abilities of various weapons, plus any special weapon powers. Some unique weapons and variants are also referenced in this section.
Generic Weapons
Melee Weapons
| Weapon | Damage | Critical | Type | Size | Range | Cost |
|---|---|---|---|---|---|---|
| Dagger | 2d6 | 19-20 X2 | Slashing | S | - | 180 |
| Saber (1) | 2d6 | 18-20 X2 | Slashing | M | - | 300 |
| Saber (2) | 2d6 | X3 | Slashing | M | - | 300 |
| Razor | 2d8 | 19-20 X2 | Slashing | M | - | 510 |
| Sword | 3d8 | 19-20 X2 | Slashing | L | - | 720 |
| Halbert | 3d4 | 19-20 X2 | Slashing (Plus trip) | L | 3 Meter Reach | 550 |
| DiSaber | 2d6/2d6 | 18-20 X2 | Slashing | L | - | 600 |
| DiRazor | 2d8/2d8 | 19-20 X2 | Slashing | L | - | 1020 |
| Lash | 2d4 | 18-20 X2 | Slashing (Plus constrict) | M | 3 Meter Reach | 510 |
| Claw | 2d6 | 19-20 X3 | Slashing | M | - | 480 |
Subdual Weapons
| Weapon | Damage | Critical | Type | Size | Range | Cost |
|---|---|---|---|---|---|---|
| Tazer | 2d6 | X2 | Bludgeoning | S | - | 150 |
| Jolter | 2d8 | X2 | Bludgeoning | M | - | 250 |
| Zapper | 2d8/2d8 | X2 | Bludgeoning | L | - | 500 |
Ranged Weapons
| Weapon | Damage | Critical | Type | Size | Range | Cost |
|---|---|---|---|---|---|---|
| Slasher | 2d6 | X2 | Slashing | S | 3 Meter Increment | 430 |
| GiSlasher | 2d8 | X2 | Slashing | M | 3 Meter Increment | 770 |
| Handgun | 3d6 | X2 | Piercing | S | 20 Meters | 650 |
| Rifle | 3d6 | X2 | Piercing | M | 30 Meters | 970 |
| Shotgun | 3d8 | X2 | Piercing | S | 20 Meters | 1160 |
| Sniper Rifle | 3d8 | X3 | Piercing | L | 50 Meters | 5760 |
| SubMechgun | 3d4 | X2 | Piercing | S | 20 Meters | 580 |
| Mechgun | 3d6 | X2 | Piercing | M | 20 Meters | 1300 |
| Machinegun | 3d8 | X2 | Piercing | L | 25 Meters | 1440 |
| Photon Launcher | 4d8 | 19-20 X2 | Piercing | L | 30 Meter Line | 5120 |
Tech User Weapons
| Weapon | Damage | Critical | Type | Size | Range | Cost |
|---|---|---|---|---|---|---|
| Rod | d6, +d6 Tech | X2 (19-20 X2 Tech) | Bludgeoning | M | - | 220 |
| Staff | d8, +d8 Tech | X2 (19-20 X2 Tech) | Bludgeoning | L | - | 510 |
| Wand | d4, +d6 Tech | X2 (X3 Tech) | Bludgeoning | S | - | 220 |
Weapon Variants
| Weapon | Damage | Critical | Type | Size | Range | Cost |
|---|---|---|---|---|---|---|
| Lancaster G12 Heavy Pistol | 3d6+2 | 19-20 X2 | Piercing | S | 25 Meters | 935 |
| Temran Arms R-28 Assault Rifle | 3d8-2 | 19-20 X2 | Piercing (burstfire enabled) | M | 25 Meters | 1000 |
| Lancaster Underslung Rotary Cannon | 3d6+2 | 19-20 X2 | Piercing | M | 30 Meters | 910 |
| Nidhogg Replica | 2d8, d6 Dark | 19-20 X3 | Slashing/Piercing | M | - | 1550 |
| J-Sword Replica | 3d8 | 18-20 X2 | Slashing | L | 3 Meter Reach | 1350 |
| Devil's Teardrop | 2d8 | 18-20 X2 | Slashing | M | - | 590 |
| Alis Sword | d8 | 19-20 X2 | Slashing | M | - | 140 |
High-Efficiency and special ability Notes
High efficiency weapons are extremely effective in that they deal more damage and have higher accuracy ratings. You may notice a weapon named "Saber +1" or "Staff +3." Such a weapon gains a bonus to hit equal to the number in its name as well as a bonus to damage. The prices to add such enhancements is as follows:
- +1: 600 Meseta
- +2: 2400 Meseta
- +3: 5400 Meseta
- +4: 9600 Meseta
- +5: 15,000 Meseta
- +6: 21,600 Meseta
- +7: 29,400 Meseta
- +8: 38,400 Meseta
- +9: 48,600 Meseta
- +10: 60,000 Meseta
When dealing with the below special weapon abilities, treat their added prices as the listed Market Price Modifiers. Should you add multiple enhancements, add all of them together to get the total. For example, a +5 Holy Saber is treated as a +8 Saber where price is concerned.
| Ability: | Description: | Affect | Rating | Market Price Modifier |
|---|---|---|---|---|
| Plasma Blade | Blade has orange electricity crackling through it. | Ignores 50% DR, provides 2 meters of light. | ** | +2 |
| Laser Blade | Blade is extremely thin and well focused. | Ignores all DR, provides 3 meters of light. | **** | +3 |
| Crazed Energy | Blade or shot is unfocused; edges of the photon beam are blurry and undefined. | +d6 Chaos damage. | * | +2 |
| Chaotic Energy | Blade or shot is extremely unfocused; the ray may be serpentine or wavy and actually bleed off photons. | +2d6 Chaos damage. | ** | +3 |
| Entropic Energy | Blade or shot is sloppy; appears more as flames or badly focused plasma emissions than a ray. | +3d6 Chaos damage. | **** | +4 |
| Adjustment Circuit | Dials, buttons, or knobs may be found on the weapon's hilt. These are used to adjust the blade's focus. | As a free action the wielder may transfer some or all of the weapon's enhancement bonus to defense. | ** | +1 |
| Purify Energy | The blade is yellow. | +d6 Holy damage. | ** | +2 |
| Saint Energy | The blade is offwhite with a yellow hue. | +2d6 Holy damage. | *** | +4 |
| Holy Energy | The blade is offwhite with a light blue hue. | +3d6 Holy damage. | **** | +6 |
| Range Enhancer MK. I | A small circular piece of equipment that attaches to the base of a gun's barrel or to the end of a slasher's handle, at the base of the blade. | Doubles range or range increment. | * | +1 |
| Range Enhancer MK. II | A more complex version of the MK. I range enhancer; generally includes an extra bit of equipment based around a barrel or a more pronounced shroud to a slasher. | Triples range or range increment. | ** | +2 |
| Range Enhancer MK. III | A more complex version of the MK. II range enhancer; a scope may be added, or there may be more circular pieces of equipment added. | Quadruples range or range increment. | *** | +3 |
| Heat Overdrive | Ray gains a slight red tint. | +d6 Fire damage | * | +1 |
| Fire Overdrive | Ray has a very noticeable red tint. | +2d6 Fire damage | ** | +2 |
| Flame Foie Emitter | Ray is entirely red. Sparks occasionally trail off, flames erupt on impact. | +d10 Fire damage if critical is X2; +2d10 if critical is X3. | *** | +3 |
| Burning Foie Emitter | Ray is a very pronounced red with an orangish core. Flames trail from the blade and blast on impact. | +d12 Fire damage if critical is X2; +2d12 if critical is X3; +3d12 if critical is X4. | **** | +5 |
| Ectoplasm Emission | The ray is more transparent. | Weapon is capable of hitting incorporeal enemies. | ** | +1 |
| Frost Drive | Ray gains a slight blue tint. | +d6 Ice damage | * | +1 |
| Ice Drive | Ray has a very noticeable blue tint. | +2d6 Ice damage | ** | +2 |
| Freeze Barta Emitter | Ray is entirely blue. A slight mist can be seen gathered around it. | +d10 Ice damage if critical is X2; +2d10 if critical is X3. | *** | +3 |
| Blizzard Barta Emitter | Ray is a very bright blue with a pure white core. Frost regularly trails from it. | +d12 Ice damage if critical is X2; +2d12 if critical is X3; +3d12 if critical is X4. | **** | +5 |
| Honed Energy: Razorblade | Blade is perfectly outlined in the inverted color of whatever it is; only melee weapons may have this enhancement. | Doubles critical threat range (a weapon with 19-20 threat would have instead 17-20). | *** | +2 |
| Honed Energy: Knife Edge | Blade is perfectly flattened, appearing more as a piece of glass or some other transparent material than an emission; only melee weapons may have this enhancement. | Doubles critical threat range, adds another 2 onto it (a weapon with 19-20 threat would have instead 15-20). | **** | +3 |
| Shock Circuit | Ray is tinted blue and electricity occasionally crackles through it. | +d6 Electric damage | * | +1 |
| Thunder Circuit | Ray is tinted electric blue and electricity frequently crackles through it. | +2d6 Electric damage | ** | +2 |
| Storm Zonde Emitter | Ray is entirely deep blue and shoots sparks. | +d10 Electric damage if critical is X2; +2d10 if critical is X3 | *** | +3 |
| Tempest Zonde Emitter | Ray is electric blue and bolts of lightning actually blitz about it. | +d12 Electric damage if critical is X2; +2d12 if critical is X3; +3d12 if critical is X4. | **** | +5 |
| Tech Crystal | The focusing crystal is overlarge and the housing might bulge and feature a small window showing the inside. | Stores 10 TP worth of techniques to be released. The user must deduct the TP when the techniques are bound do the weapon. One technique may be released during a round as a free action. | * | +2 |
| GiTech Crystal | As Tech Crystal | As Tech Crystal; stores 20 TP worth of techniques. | ** | +3 |
| NaTech Crystal | As Tech Crystal | As Tech Crystal; stores 30 TP worth of techniques. | *** | +4 |
| SaTech Crystal | The focusing crystal is overlarge and exposed as per the Tech Crystal; it is clearly multifaceted. | As GiTech Crystal; can release several techniques at a time. | *** | +4 |
| Shattering Circuit | A ring-shaped circuit surrounds the emitter of the weapon, and is externally noticeable by looking at the housing. At each impact there's a loud noise. | +d8 Sonic damage if critical is X2; +2d8 if critical is X3. | ** | +3 |
| Thundering Circuit | As Shattering Circuit, but there is a noticeable hum when the weapon is armed. At each impact there is a tremendous sonic boom. | +d10 Sonic damage if critical is X2; +2d10 if critical is X3; +3d10 if critical is X4. | *** | +4 |
| Unholy Flow | Ray is outlined in red. | +d6 Dark damage. | ** | +3 |
| Evil Flow | Ray is entirely blood red. | +2d6 Dark damage. | *** | +5 |
| Dark Flow | Ray is blood red, outlined in black. | +3d6 Dark damage. | **** | +7 |
| Dim Emission | Ray is tinted purple | On a successful critical, an enemy must make a fortitude save (DC 10) or instantly die. | ** | +3 |
| Shadow Emission | Ray is purple | On a successful critical, an enemy must make a fortitude save (DC 14) or instantly die. | *** | +5 |
| Dark Emission | Ray is a very deep purple | On a successful critical, an enemy must make a fortitude save (DC 18) or instantly die. | **** | +7 |
| Hell Emission | Ray is a deep purple with a black core. | On a successful critical, an enemy must make a fortitude save (DC 22) or instantly die. | ***** | +9 |
| Bind Circuit | A boltlike object is attached to the energy emitter. Unmarked. | Enemy must make a fortitude save (DC 10) or be paralyzed for d2 rounds. | * | +2 |
| Hold Circuit | As Bind Circuit, except that the bolt has a red ring around its tip. | As Bind circuit, except that DC is 12 and enemy may be paralyzed for d4 rounds. | ** | +3 |
| Seize Circuit | As Hold Circuit, except that the tip is entirely red. | As Hold Circuit, except that the DC is 15. | *** | +4 |
| Arrest Circuit | As Hold Cicruit, but the bolt is gold colored with a red ring. | As Seize Circuit, except that the DC is 20 and the enemy may be paralyzed for d4+1 rounds. | **** | +5 |
| Scab Blade | Photons trail off the edges of the blade, giving a mystical appearance. | Target takes 1 damage/round until a healing item or spell is used. | *** | +2 |
| Cut Blade | Red-pink photons trail off the blade's edges. | Target tales 2 damage/round until a healing item or spell is used. | **** | +3 |
| Gash Blade | Dark red photons trail off the blade's edges. | Target takes 3 damage/round until a healing item or spell is used. | ***** | +4 |
| Wound Blade | Dark red and purple photons trail off the blade's edges. | Target takes 4 damage/round until a healing item or spell is used. | ****** | +5 |
| Panic Inducer | A small vial of clear fluid is attached to the hilt and has a tube leading into the blade emitter. | Target must make a will save (DC 10) or cower. | ** | +2 |
| Riot Inducer | As Panic Inducer, except that the fluid is acid green. | Target must make a will save (DC 12) or become confused. | *** | +3 |
| Havoc Inducer | As Riot Inducer, except that the vial is a hexagonal prism instead of a circular vial. | Target must make a will save (DC 15) or become confused. | **** | +4 |
| Chaos Inducer | As Havoc Inducer, except that the vial is filled with a yellowish-brown liquid. | Target must make a will save (DC 22) or become confused | ***** | +5 |
| Draw System | Grip has strange vents on it. | Steals 1/4 of damage dealt to target and heals wielder's HP. Minimum: 1 HP stolen. | ** | +2 |
| Drain System | As Draw | Steals 1/2 damage dealt to target and heals wielder's HP. Minimum: 1 HP stolen. | *** | +4 |
| Fill System | As Draw | Steals 3/4 damage dealt to target and heals wielder's HP. Minimum: 1 HP stolen. | ***** | +6 |
| Gush System | As Draw | Transfers all damage dealt to enemy directly to the user's HP. | ******* | +8 |
| Heart Charger | A small battery pack is mounted on the hilt. | Restores 1 TP on on a successful hit, 2 TP on a critical. | * | +2 |
| Mind Charger | As Heart | Restores d2 TP on a successful hit, 2d2 on a critical. | ** | +3 |
| Soul Charger | As Heart | Restores 2d4 TP on a successful hit, 2d4 on a critical. | **** | +5 |
| Geist Charger | As Heart | Restores d6 TP on a successful hit, 2d6 on a critical. | ****** | +7 |
| Master's Leacher | Blade glows very brightly, spreading up to 7 Meters of light. | Steals 8% of an enemy's EXP value on a critical hit. | **** | +4 |
| King's Leacher | As Master's | Steals 10% of an enemy's EXP value on a critical hit. | ****** | +6 |
| Lord's Leacher | As Master's | Steals 12% of an enemy's EXP value on a critical hit. | ******** | +8 |
Craft Instructions
Some of you may have the skill Craft. If this is the case, follow these simple instructions in order to build a weapon.
Find the price of the weapon you're trying to build. You may either use a generic weapon from the above table (and add enhancements if you should so desire) or make a custom set of statistics. If you do the latter, consult the GM on the price.
Add any modifiers for enhancement bonuses and special abilities that you might get.
With the price figured out, pay 1/3 of that price to get raw materials (this assumes you're in a situation in which you can acquire them). You might be able to cut down on the price by gathering parts on raids into dungeons or whatnot.
Make a skill check to represent a day's work. Multiply the result by the DC to make the item (The GM determines this). If that end result meets or exceeds the item's price, you have made the item. If it's less, then you've made some progress towards making the item. Put that number off to the side and make a check the next day. Continue to do this until the total number is over the price. At that point, the item is done.
Remember that if you don't meet or exceed the craft DC for the item you're making (Ask the GM what it is), you fail to make the item and ruin the raw materials.
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