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

WeaponDamageCriticalTypeSizeRangeCost
Dagger2d619-20 X2SlashingS-180
Saber (1)2d618-20 X2SlashingM-300
Saber (2)2d6X3SlashingM-300
Razor2d819-20 X2SlashingM-510
Sword3d819-20 X2SlashingL-720
Halbert3d419-20 X2Slashing (Plus trip)L3 Meter Reach550
DiSaber2d6/2d618-20 X2SlashingL-600
DiRazor2d8/2d819-20 X2SlashingL-1020
Lash2d418-20 X2 Slashing (Plus constrict)M3 Meter Reach510
Claw2d619-20 X3SlashingM-480

Subdual Weapons

WeaponDamageCriticalTypeSizeRangeCost
Tazer2d6X2BludgeoningS-150
Jolter2d8X2BludgeoningM-250
Zapper2d8/2d8X2BludgeoningL-500

Ranged Weapons

WeaponDamageCriticalTypeSizeRangeCost
Slasher2d6X2SlashingS3 Meter Increment430
GiSlasher2d8X2SlashingM3 Meter Increment770
Handgun3d6X2PiercingS20 Meters650
Rifle3d6X2PiercingM30 Meters970
Shotgun3d8X2PiercingS20 Meters1160
Sniper Rifle3d8X3PiercingL50 Meters5760
SubMechgun3d4X2PiercingS20 Meters580
Mechgun3d6X2PiercingM20 Meters1300
Machinegun3d8X2PiercingL25 Meters1440
Photon Launcher4d819-20 X2PiercingL30 Meter Line5120

Tech User Weapons

WeaponDamageCriticalTypeSizeRangeCost
Rodd6, +d6 TechX2 (19-20 X2 Tech)BludgeoningM-220
Staffd8, +d8 TechX2 (19-20 X2 Tech)BludgeoningL-510
Wandd4, +d6 TechX2 (X3 Tech)BludgeoningS-220

Weapon Variants

WeaponDamageCriticalTypeSizeRangeCost
Lancaster G12 Heavy Pistol3d6+219-20 X2PiercingS25 Meters935
Temran Arms R-28 Assault Rifle3d8-219-20 X2Piercing (burstfire enabled)M25 Meters1000
Lancaster Underslung Rotary Cannon3d6+219-20 X2PiercingM30 Meters910
Nidhogg Replica2d8, d6 Dark19-20 X3Slashing/PiercingM-1550
J-Sword Replica3d818-20 X2SlashingL3 Meter Reach1350
Devil's Teardrop2d818-20 X2SlashingM-590
Alis Swordd819-20 X2SlashingM-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:

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:AffectRatingMarket Price Modifier
Plasma BladeBlade has orange electricity crackling through it.Ignores 50% DR, provides 2 meters of light.**+2
Laser BladeBlade is extremely thin and well focused.Ignores all DR, provides 3 meters of light.****+3
Crazed EnergyBlade or shot is unfocused; edges of the photon beam are blurry and undefined.+d6 Chaos damage.*+2
Chaotic EnergyBlade or shot is extremely unfocused; the ray may be serpentine or wavy and actually bleed off photons.+2d6 Chaos damage.**+3
Entropic EnergyBlade or shot is sloppy; appears more as flames or badly focused plasma emissions than a ray.+3d6 Chaos damage.****+4
Adjustment CircuitDials, 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 EnergyThe blade is yellow.+d6 Holy damage.**+2
Saint EnergyThe blade is offwhite with a yellow hue.+2d6 Holy damage.***+4
Holy EnergyThe blade is offwhite with a light blue hue.+3d6 Holy damage.****+6
Range Enhancer MK. IA 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. IIA 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. IIIA 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 OverdriveRay gains a slight red tint.+d6 Fire damage*+1
Fire OverdriveRay has a very noticeable red tint.+2d6 Fire damage**+2
Flame Foie EmitterRay 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 EmitterRay 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 EmissionThe ray is more transparent.Weapon is capable of hitting incorporeal enemies.**+1
Frost DriveRay gains a slight blue tint.+d6 Ice damage*+1
Ice DriveRay has a very noticeable blue tint.+2d6 Ice damage**+2
Freeze Barta EmitterRay 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 EmitterRay 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: RazorbladeBlade 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 EdgeBlade 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 CircuitRay is tinted blue and electricity occasionally crackles through it.+d6 Electric damage*+1
Thunder CircuitRay is tinted electric blue and electricity frequently crackles through it.+2d6 Electric damage**+2
Storm Zonde EmitterRay is entirely deep blue and shoots sparks.+d10 Electric damage if critical is X2; +2d10 if critical is X3***+3
Tempest Zonde EmitterRay 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 CrystalThe 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 CrystalAs Tech CrystalAs Tech Crystal; stores 20 TP worth of techniques.**+3
NaTech CrystalAs Tech CrystalAs Tech Crystal; stores 30 TP worth of techniques.***+4
SaTech CrystalThe 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 CircuitA 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 CircuitAs 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 FlowRay is outlined in red.+d6 Dark damage.**+3
Evil FlowRay is entirely blood red.+2d6 Dark damage.***+5
Dark FlowRay is blood red, outlined in black.+3d6 Dark damage.****+7
Dim EmissionRay is tinted purpleOn a successful critical, an enemy must make a fortitude save (DC 10) or instantly die.**+3
Shadow EmissionRay is purpleOn a successful critical, an enemy must make a fortitude save (DC 14) or instantly die.***+5
Dark EmissionRay is a very deep purpleOn a successful critical, an enemy must make a fortitude save (DC 18) or instantly die.****+7
Hell EmissionRay 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 CircuitA 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 CircuitAs 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 CircuitAs Hold Circuit, except that the tip is entirely red.As Hold Circuit, except that the DC is 15.***+4
Arrest CircuitAs 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 BladePhotons 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 BladeRed-pink photons trail off the blade's edges.Target tales 2 damage/round until a healing item or spell is used.****+3
Gash BladeDark red photons trail off the blade's edges.Target takes 3 damage/round until a healing item or spell is used.*****+4
Wound BladeDark 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 InducerA 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 InducerAs Panic Inducer, except that the fluid is acid green.Target must make a will save (DC 12) or become confused.***+3
Havoc InducerAs 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 InducerAs 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 SystemGrip has strange vents on it.Steals 1/4 of damage dealt to target and heals wielder's HP. Minimum: 1 HP stolen.**+2
Drain SystemAs DrawSteals 1/2 damage dealt to target and heals wielder's HP. Minimum: 1 HP stolen.***+4
Fill SystemAs DrawSteals 3/4 damage dealt to target and heals wielder's HP. Minimum: 1 HP stolen.*****+6
Gush SystemAs DrawTransfers all damage dealt to enemy directly to the user's HP.*******+8
Heart ChargerA small battery pack is mounted on the hilt.Restores 1 TP on on a successful hit, 2 TP on a critical.*+2
Mind ChargerAs HeartRestores d2 TP on a successful hit, 2d2 on a critical.**+3
Soul ChargerAs HeartRestores 2d4 TP on a successful hit, 2d4 on a critical.****+5
Geist ChargerAs HeartRestores d6 TP on a successful hit, 2d6 on a critical.******+7
Master's LeacherBlade 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 LeacherAs Master'sSteals 10% of an enemy's EXP value on a critical hit.******+6
Lord's LeacherAs Master'sSteals 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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