




Alternative Armory v1.0
An exciting mod that realigns the values of all weapons and armor, as well as increasing accessory stats and adding unique abilities to all gear! In addition, new weapons and new drops are in place to improve the viability of hunts and end game questing.
I am pleased to announce the Alternate Armory Mod for FFXVI PC!
To begin, this mod does not require the following mods to function, but it was built using them as templates:
Eikonic Overhaul @SoloWan
Logos Unleashed @ᴍᴀyʙʀɪ @mThund3R
Custom Difficulty
For best results using the Custom difficulty mod, use these settings:
Enemy HP 120
Enemy Attack 150
Boss HP 100-120
Boss Attack 130
Boss Stagger 100
The mod was created with three goals:
Make weapons more interesting,
Make armor more rewarding to obtain and upgrade,
Diversify gear to create builds
To that end, the following are key aspects of the Mod:Basic swords (in act 1) can be fully upgraded to +2 by the end of the first arc. These cap between 140 and 150 attack and provide significant bonuses to lunge, downthrust, and/or overall damage to give players a taste of this system. However, after the first arc, their usefulness will decrease.,All other swords start at 150 (starting with the Gaia Blade) and are usually not upgradeable till after Titan. Swords increase in power roughly by 15-20 attack each tier: getting a new sword is almost always a power increase. +1 are harder to get now however because there is a high wyrrite cost attached to the upgrades starting at +1 (500). However, as +1 versions for many of these swords hit 200, which is right where the sword purchasable at the time Wyritte becomes BUYABLE is (210), all swords should be balanced at this time. Weapon tiers will continue to upgrade to 230 (defender) which can be upgraded to +1 at 240. At this time, the final arc of the game begins. After the arrival at the fourth zone, all the following hunts will now drop ores of adamantine that can upgrade all post arc 1 swords to 250 attack. Charon will also sell new elementium ore that upgrades the elemental swords, but these will be EXPENSIVE.
At this time the Ragnarök and Gotterdammerung also be crafted.
For 1.0, the Gotterdammerung caps at 265 attack in this mod. This is the max level of a first playthrough, a roughly 100 attack decrease from vanilla FFXVI. However, this is not the only endgame sword now. Besides all other weapons being 250, you can upgrade elemental swords to 240 BUT these all provide 25% (30% in FF mode) increases to selected eikon abilities. In addition, you can obtain the Omega Weapon per the DLC. New is the ability to reforge the Coral Blade, Ancient Blade, Excalibur, and Invictus to 250ish attack. In addition, a new sword, the Joyeuse, increases Torgal’s attack power and can be upgraded twice in the story (once after Bahamut) and again after the Rift with special items. Of course, FF versions of these weapons are available as well.
For 2.0 all weapons but the first 3 weapons are now upgradeable to +2 as in vanilla BUT at end game in normal and FF mode, special versions of the weapons can be forged that are just under the same power as the Gotterdammerung.
You thus have a choice of weapons to choose from with different effects:
Elemental swords: up to +30% to specific eikon abilities
Other Swords: Play the game and see!
Ragnarok/ Gotterdammerung : Increases Lunge, Downthrust, Burning Blade, and Odin’s basic swordplay damage and potency by 65%.
Omega Weapon: Increases damage dealt by 10%+
Excalibur reforged: Increased limit break generation when attacking
Coral sword: big will damage sword, will damage greatly increased by comboing
Ancient sword: Highest attack sword in the game but poor stagger rating, increases duration of strength potions
Tonberry knife: good damage, very high will damage, and increased limit generation when getting hit
Joyeuse: Increases the damage potency of Torgal (significantly after lvl 2 upgrades)
This system repeats for FF mode, with the addition of two new swords:
Ultima Weapon: Increases the damage of Odin and non-Odin swordplay and Ultimate Eikonic abilities by 30%.
Original Sin: Increases the damage of all swordplay and Eikon abilities, including Eikon Ultimates, by 25%
*Swordplay means Lunge, Downthrust, Burning Blade, Precision attacks
All armor is balanced to provide steady increases per tier, with the +1 of the earlier tiers usually equaling the regular defense of the next tier item. Each item has their own unique abilities, and you can totally mix and match your favorites. I adapted Solowan and Mthunder’s designs of having belts as damage-based abilities and hands / bracers as will damage abilities. Armor also provides steady HP increases but in general, heavy armor increases defense and HP more but has less interesting effects. All armor items can be upgraded to +2 but will now require varying amounts of wyrmweave, a new item. This item is added to the reward tables of all quests from On the Narrows onward. This item being added makes sense in the context of the item’s description. This system is designed to make end questing even more meaningful.
For 2.0 weapons can be upgraded to +2/ +5 (refined) as vanilla, but now Adamantine upgrades the +2 and +5 versions of these weapons to their strongest normal and FF versions.
Accessories are mostly doubled in effect at this time, similar to the excellent Accessory Overhaul mod. I may be working on newer accessories next if the mod goes well.
Editor Note: This is a big mod so I may have missed something or mislabeled a weapon by accident (I triple checked but it can be overwhelming haha). please let me know right away and I will have a fix as quickly as I can!


