Weapons

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Sword icon.pngSaber, one of PSO's many weapons

Weapons.pngWeapons are basic equipment that are used to inflict damage or status effects on the various enemies of Ragol.

All weapon damage is determined by the wielder's ATP stat, regardless of the weapon's type. In lieu of technique damage being affected by ATP, many technique-type weapons also provide a boost to MST to improve the power of techniques that way (e.g. wands), a direct increase to the power of specific techniques (e.g. Cane icon.pngClub of Laconium), or both.

In order to equip a weapon, a character must meet its stat requirement, needing a certain amount of either ATP, ATA or MST.

Weapon types[edit | edit source]

There are 19 types of weapons in Phantasy Star Online Blue Burst, split into 3 categories of weapons: melee, ranged, and technique. In general, Hunters can equip all the melee weapons, Rangers can equip all the ranged weapons, and Forces can equip all the technique weapons, but many weapon types can be equipped by other classes, and certain weapons can only be equipped by specific classes (such as HUcast or RAmarl).

For weapon types that can be equipped by multiple classes, "off-classes" (e.g. Hunters and Handguns) can generally equip lower tier weaponry, while higher rare-tier weaponry is more often restricted to the class for which the weapon type is designed. For example, despite basic handguns being equippable by all classes, Gun icon.pngHeaven Striker, a powerful rare handgun, can only be equipped by Rangers.

List of weapon types
Category Type Classes
Melee
Sabers HU RA FO
Swords HU RA FO
Daggers HU RA FO
Partisans HU RA FO
Slicers HU RA FO
Double Sabers HU RA FO
Claws HU RA FO
Katanas HU RA FO
Twin Swords HU RA FO
Fists HU RA FO
Ranged Handguns HU RA FO
Rifles HU RA FO
Mechguns HU RA FO
Shots HU RA FO
Launchers HU RA FO
Technique Canes HU RA FO
Rods HU RA FO
Wands HU RA FO
Cards HU RA FO
Note: Weapon types in italics indicate a weapon type that cannot be purchased on Pioneer 2, and may only be found on rare weapons.
Note: Slicers and Cards are considered to be Melee and Technique weapons (respectively) due to both their icons (Sword icon.png and Cane icon.png, respectively) and their ATP and MST requirements (respectively), despite both weapon types behaving akin to Ranged weapons (including being affected by Unit icon.pngSmartlink).

ES weapons[edit | edit source]

Main article: ES weapons

ES weapons (often referred to as "S-Rank weapons" or simply "S-Ranks") are a special category of weapon which encompasses all weapon types in addition to a few extras (such as Gun icon.pngES Needle, based on Gun icon.pngSpread Needle). For ES weapons of basic weapon types, they have the visual of a basic weapon with a brown photon. Unlike regular weapons, they have the following unique properties:

  • Cannot have any attributes
  • May be given a custom 8-character name (A-Z only, entered at the time the weapon is received)
  • Can have a custom special applied, which will not be reduced, regardless of weapon type

ES weapons are obtained upon a character's completion of Challenge Mode with an S-Rank rating, with the choice of ES weapon types offered depending on the episode cleared.

TypeM weapons[edit | edit source]

Main article: TypeM weapons

TypeM weapons are another special category of weapon introduced in Phantasy Star Online Blue Burst. They have the visual of a basic weapon with a white photon, but many TypeM weapons have animations that differ from what is expected of them.

Their animation set and visual model can be inferred from their naming convention of "TypeXX/Yyyyy," where "XX" is the first two letters of the weapon type for the animations used, and "Yyyyy" is the full name of the weapon type for the model used. For example, the weapon Sword icon.pngTypeDS/Rod uses a double saber (TypeDS/Rod) animation with a rod (TypeDS/Rod) model.

Eleven special TypeM weapons have been made available on Ephinea through events, all of which come with a predetermined amount of Hit % and special attack:

Event TypeM weapons
Weapon Special(s) Hit %
Sword icon.pngTypeSW/J-Sword Spirit 30
Sword icon.pngTypeSW/Slicer Blizzard 30
Sword icon.pngTypeSL/Slicer Charge 25
Sword icon.pngTypeDS/Rod Devil's 30
Sword icon.pngTypeDS/Wand Arrest 30
Sword icon.pngTypeKN/Claw Berserk 50
Gun icon.pngTypeRI/Rifle Hell 40
Gun icon.pngTypeGU/Hand Charge, Berserk, Spirit, Hell 40
Gun icon.pngTypeGU/Mechgun Charge, Berserk, Spirit, Hell 35
Gun icon.pngTypeME/Mechgun Charge, Berserk, Spirit 40
Gun icon.pngTypeSH/Shot Charge, Berserk, Spirit 40

In addition, a Sword icon.pngTypeDS/D.Saber with an Arrest special and 30 Hit % was released in a previous event, but was quickly removed from distribution, making it the rarest of the TypeM weapons.

Grind[edit | edit source]

Each weapon has its own "grind" value, named for the usage of the common tool items Tool icon.pngMonogrinder, Tool icon.pngDigrinder, and Tool icon.pngTrigrinder. Each point of grind on a weapon adds an additional two points to its ATP. All weapons have a maximum amount they can be ground, while some weapons cannot be ground at all. A weapon's current grind is shown next to its name with a plus sign in front of it (e.g. Sword icon.pngSaber +3).

Monogrinders, Digrinders, and Trigrinders will add +1, +2, and +3 grind, respectively.

Attributes[edit | edit source]

Main article: Weapon attributes

Every weapon in Phantasy Star Online Blue Burst can come with up to three of five different attributes assigned to them: Native, A.Beast, Machine, Dark, or Hit. The first four increase your weapon ATP when attacking enemies of said type, while Hit % increases the character's ATA by an amount equal to the "percentage" listed (rather than being a 20% ATA increase, 20 Hit % is actually a flat bonus of 20 ATA). Hit is not shown on the weapon's attribute page by default, and is only visible if it is present on the weapon currently equipped or being equipped.

Special attacks[edit | edit source]

Weapons in Phantasy Star Online Blue Burst can have "special attacks," which allow them to make an attack that will apply different effects depending on the special. These effects can include elemental damage, status effects, and more. Special attacks must hit a target before having a chance to apply its effect, and the Extra Attack.pngspecial attack action has the lowest accuracy modifier of the three attack types, so high ATA is typically required to use them effectively.

Specials are randomly assigned to common weapons when they drop (see this page for more details), but are predetermined on all rare weapons; in both cases, this can include a weapon not having a special at all, which will result in the Extra Attack.pngspecial attack icon on the action palette being greyed out and unusable. Certain rare weapons have specials that cannot be found on any other weapon. Non-rare weapons with specials must be tekked before their special attacks will have an effect on enemies.

Anguish mode reduces the potency of special attack effects in the following ways:

Special reduction[edit | edit source]

Special reduction is a mechanic whereby certain weapon types will have the percent chance of their special attack activating, or the effectiveness of the special attack reduced, in order to compensate for their ability to target multiple enemies or to strike an enemy more than one time per attack. Which kind of reduction is applied depends on the special attack being used.

Weapon Type Reduction
Swords 50%
Daggers
Partisans
Slicers 67%
Mechguns
Shots
See also: List of weapons with reduced specials

Weapons which are listed on the above page suffer reduction when using any type of special attack, with the exception of elemental damage (e.g. Burning) and sacrificial damage increases (e.g. Berserk).

Special reduction examples

As an example of special activation chance reduction, consider using a weapon with the Hell special against a hypothetical 40 EDK enemy. If this weapon's special was not reduced, such as a Gun icon.pngRaygun, then the chance for the special to activate is 53%. If the weapon was instead a reduced Sword icon.pngSword-type weapon, then the chance for the special to activate is 26.5%.

As an example of special effectiveness reduction, consider using a weapon with the Demon's special against a hypothetical 1000 HP enemy. If this weapon's special was not reduced, such as a Sword icon.pngGladius, then the target's HP after an activation will be 250. If the weapon was instead a reduced Gun icon.pngMechgun-type weapon, then the target's HP after three successful activations will be 422.

Types of specials[edit | edit source]

Fire damage[edit | edit source]

Heat, Fire, Flame, and Burning weapons will all deal fire damage to their targets.

Rarity Special Name Power
1★ Heat (Lv. - 1)/4 +40
2★ Fire (Lv. - 1)/3 +60
3★ Flame (Lv. - 1)/2 +80
4★ Burning (Lv. - 1) +100
Damage = (Power) * (100 - (Enemy EFR)) * 0.01

Freezing[edit | edit source]

Ice, Frost, Freeze, and Blizzard weapons all have a chance to Freeze.pngFreeze their targets.

Rarity Special Name Power
1★ Ice 32%
2★ Frost 48%
3★ Freeze 64%
4★ Blizzard 80%
Base Freeze Chance = ((Power) - (ESP)) * (1 - Special Reduction)
Freeze Chance = min((Base Freeze Chance), (Difficulty Cap)) * (Unit Boost)
  • Androids receive a 30% boost to the activation rate of all freezing specials on Ultimate difficulty. This value can be added directly to the values in the Power column (e.g. Frost has a power of 78%).
  • Unit Boost is as follows:
    • 1.5 if either Unit icon.pngV501 or Unit icon.pngV502 are equipped
      • These stack with the android boost, but not with each other.
    • 1 if neither are equipped
  • Difficulty Cap is 40%.

Epsilon, Zu, Pazuzu, Dorphon, Dorphon Eclair, Girtablulu, and all bosses cannot be Freeze.pngFrozen. Characters equipped with a Unit icon.pngCure/Freeze are also immune to being frozen.

Lightning damage[edit | edit source]

Shock, Thunder, Storm, and Tempest weapons will all deal lightning damage to their targets. Machine-type monsters, with the exception of Epsilon, Vol Opt, and Vol Opt ver. 2, have an additional chance to be Shock.pngShocked.

Rarity Special Name Power
1★ Shock (Lv. - 1)/4 +40
2★ Thunder (Lv. - 1)/3 +60
3★ Storm (Lv. - 1)/2 +80
4★ Tempest (Lv. - 1) +100
Damage = (Power) * (100 - (Enemy ETH)) * 0.01
Shock Chance = (Difficulty Modifier) * (Unit Boost)
  • Unit Boost is as follows:
    • 1.5 if either Unit icon.pngV501 or Unit icon.pngV502 are equipped
      • These do not stack with each other
    • 1 if neither are equipped
  • Difficulty Modifier is as follows:
    • 6.67% for Normal, Hard, and Very Hard
    • 2.5% for Ultimate

Enemy lightning attacks on players use a different formula to calculate the Shock.pngShock chance.

Enemy Shock Chance on Player = 75 - (Player ETH)

Characters equipped with a Unit icon.pngCure/Shock are immune to being shocked.

Paralysis[edit | edit source]

Bind, Hold, Seize, and Arrest weapons all have a chance to Paralysis.pngParalyze their targets.

Rarity Special Name Power
1★ Bind 32%
2★ Hold 48%
3★ Seize 64%
4★ Arrest 80%
Base Paralysis Chance = ((Power) - (Enemy ESP)) * (1 - Special Reduction) * (Unit Boost)
  • Androids receive a 30% boost to the activation rate of all paralysis specials on Ultimate difficulty. This value can be added directly to the values in the Power column above (e.g. Bind has a power of 62%).
  • Unit Boost is as follows:
    • 1.5 if either Unit icon.pngV501 or Unit icon.pngV502 are equipped
      • These stack with the android boost, but not with each other.
    • 1 if neither are equipped

Bosses and Machine-type enemies cannot be Paralysis.pngParalyzed. Androids, as well as non-androids equipped with a Frame icon.pngSacred Cloth or Unit icon.pngCure/Paralysis, are also immune to being paralyzed.

Confusion[edit | edit source]

Panic, Riot, Havoc, and Chaos weapons all have a chance to Confuse.pngConfuse their targets.

Rarity Special Name Power
1★ Panic 28%
2★ Riot 44%
3★ Havoc 60%
4★ Chaos 76%
Confuse Chance = ((Power) - (Enemy ESP)) * (1 - Special Reduction) * (Unit Boost)
  • Androids receive a 30% boost to the activation rate of all confusion specials on Ultimate difficulty. This value can be added directly to values in the Power column above (e.g. Panic has a power of 58%).
  • Unit Boost is as follows:
    • 1.5 if either Unit icon.pngV501 or Unit icon.pngV502 are equipped
      • These stack with the android boost, but not with each other
    • 1 if neither are equipped

Bosses cannot be Confuse.pngConfused. Players equipped with a Unit icon.pngCure/Confuse are also immune to being confused.

Instant kill[edit | edit source]

Dim, Shadow, Dark, and Hell weapons all have a chance to instantly kill their targets.

Rarity Special Name Power
1★ Dim 48%
2★ Shadow 66%
3★ Dark 78%
4★ Hell 93%
Activation Chance = ((Power) - (Enemy EDK)) * (1 - Special Reduction) * (Unit Boost)
  • Unit Boost is as follows:
    • 2 if Unit icon.pngV502 is equipped
    • 1.5 if Unit icon.pngV501 is equipped
      • These do not stack with each other
    • 1 if neither are equipped

Bosses are immune to being instantly killed, as are any enemies with an EDK of 93 or higher.

Note: Enemies with an EDK higher than 93 (but less than 100) may still be affected by high-level Megid.pngMegid.

HP drain[edit | edit source]

Draw, Drain, Fill, and Gush weapons all siphon HP from their targets.

Rarity Special Name Power
1★ Draw 5%
2★ Drain 9%
3★ Fill 13%
4★ Gush 17%

These specials cannot drain more than a certain amount of HP from their targets, depending on the difficulty level (denoted by Difficulty Cap in the formula below). The formula min means that the lesser of two values (separated by ",") will be chosen.

Base HP Drain = min((Power) * (Enemy HP), (Difficulty Cap))
HP Drained = (Base HP Drain) * (1 - Special Reduction)
  • Androids receive a 30% boost to the amount of HP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column.
  • Difficulty Cap is as follows:
    • 30 for Normal
    • 60 for Hard
    • 90 for Very Hard
    • 120 for Ultimate

TP drain[edit | edit source]

Heart, Mind, Soul, and Geist weapons all siphon TP from their targets.

Rarity Special Name Power
1★ Heart 3%
2★ Mind 4%
3★ Soul 5%
4★ Geist 6%

These specials cannot drain more than a certain amount of TP from their targets, depending on the difficulty level (denoted by Difficulty Cap in the formula below). The formula min means that the lesser of two values (separated by ",") will be chosen.

Base TP Drain = min((Power) * (Player Max TP), (Difficulty Cap))
TP Drained = (Base TP Drain) * (1 - Special Reduction)
  • Difficulty Cap is as follows:
    • 25 for Normal
    • 50 for Hard
    • 75 for Very Hard
    • 100 for Ultimate

EXP steal[edit | edit source]

Master's, Lord's, and King's weapons all siphon EXP from their targets.

Rarity Special Name Power
2★ Master's 8%
3★ Lord's 10%
4★ King's 12%

These specials cannot drain more than a certain amount of EXP from their targets, depending on the difficulty level (denoted by Difficulty Cap in the formula below). The formula min means that the lesser of two values (separated by ",") will be chosen.

Base EXP Steal = min((Power) * (Enemy EXP), (Difficulty Cap))
EXP Stolen = (Base EXP Steal) * (1 - Special Reduction)
  • Androids receive a 30% boost to the amount of EXP stolen with any of these specials on Ultimate difficulty. This value can be added directly to the values in the Power column below.
  • Enemy EXP is the amount of EXP granted for killing the enemy. You cannot siphon more than 100% of this amount from an enemy.
  • Difficulty Cap is as follows:
    • 20 for Normal
    • 40 for Hard
    • 60 for Very Hard
    • 80 for Ultimate

HP cut[edit | edit source]

Devil's and Demon's weapons have a chance to cut the HP of their targets.

Rarity Special Name HP cut from Enemy HP cut (Androids Ultimate)
3★ Devil's 50% HP 20% HP
4★ Demon's 75% HP 45% HP
  • The amount of HP cut is based on the target's current HP (not its maximum).
    • If the target only has 1 HP, an HP cut special will kill it.
  • These specials have a 50% chance to activate after passing the accuracy check against the target.
  • Androids receive a penalty to the amount of HP cut on Ultimate difficulty:
    • The technical reason for this is that the Power values of these specials are 50% and 25% in the ItemPMT, but the client (as with the other specials androids receive a boost to) adds the 30% boost to these values.
      • Therefore, the enemy's HP after a Devil's attack from an android in Ultimate is (50+30)% of the enemy's current HP.
  • In case of special reduction, HP cut is as follows (See also: List of weapons with reduced specials):
Special Name Weapons HP cut HP cut (Androids Ultimate)
Devil's Swords, Daggers, Partisans 25% HP 10% HP
Slicers, Mechguns, Shots 16.67% HP 6.67% HP
Demon's Swords, Daggers, Partisans 37.5% HP 22.5% HP
Slicers, Mechguns, Shots 25% HP 15% HP
  • Integer truncation occurs after calculating the amount of HP to remove from the enemy.

Sacrificial damage increase[edit | edit source]

Charge, Spirit, and Berserk weapons have massively strengthened attacks at the cost of Meseta icon.pngMeseta, TP, and HP, respectively. While a Heavy attack has a damage multiplier of 1.89x in the damage formula, sacrificial attacks have a multiplier of 3.33x.

Note: The charge special of the rare partisan Sword icon.pngVjaya is a unique attack with a damage multiplier of 5.67x.
Rarity Special Name Sacrifice
2★ Charge Meseta icon.png200 Meseta
3★ Spirit 1/5 TP
4★ Berserk 1/4 HP
  • Spirit will not function if the user has less than 10 TP
  • Berserk will not function if the user has 1 HP
    • This is only a major restriction for the Spirit special–-Berserk will never drain a player's HP below 3, while Spirit will freely drain a player's TP below 10.
  • There is no special activation calculation for these specials--the special will activate if the player passes the accuracy check.
  • Unlike the other special types, sacrificial specials cannot tek up or down in rarity.

Divine Punishment[edit | edit source]

Main article: Divine Punishment

Divine Punishment is a unique special attack that is granted to the rare weapons Gun icon.pngHeaven Punisher, Gun icon.pngMille Marteaux, and Gun icon.pngHeaven Striker (while a Mag icon.pngStriker Unit is equipped) when the hundreds digit of the beat time is even. It summons beams of light from the sky to attack enemies.

Distances and angles[edit | edit source]

All weapons possess two statistics: distances and angles. Simply put, they are the ranges of each weapon and determine the area that a weapon can strike in. They are split into two types, horizontal and vertical.

Horizontal[edit | edit source]

The horizontal distances and angles are the two variables which determine a weapon's forward reach and sideways reach. A weapon with a larger horizontal distance can reach further (e.g. Gun icon.pngMechgun's 85 vs. Gun icon.pngHandgun's 170), while a weapon with a wider horizontal angle is able to reach enemies further to the side (e.g. Sword icon.pngPartisan's 40° vs Sword icon.pngSword's 45°). A wide horizontal angle also gives many weapons "auto-aim", as the weapon's radius of attack will be very wide, similar to a shot-type weapon.

An example diagram of Sword icon.pngSword's and Gun icon.pngMechgun's horizontal reach

The diagram to the left showcases an example of two weapons with their horizontal distances and angles. The black line is the weapon's horizontal distance, while the red lines are the constraints set by the horizontal angles. As can be seen, Sword icon.pngSword has a rather wide area of attack, but does not reach very far. On the contrary, Gun icon.pngMechgun reaches much further but can only aim at enemies almost directly in the line of sight.

An example diagram showing how the vertical distances and angles interact

Vertical[edit | edit source]

The vertical distance refers to the vertical boundary at which a weapon can strike, while a vertical angle dictates the slope a projectile may take. An example of a large vertical angle is Gun icon.pngHeaven Striker's special attack, which can attack enemies directly above it. Note that launcher and card shots do not have large vertical angles, their shots simply have infinite vertical range.

The diagram on the right shows an example of the vertical distances and angles. The black lines show the vertical boundary, but the vertical angle determines (as indicated by the red line) the maximum slope of the projectile.