Gaming Guide

The Adventures of Elliot: The Millennium Tales — Best Weapon for Your Primary Slot

The sword stays the safest pick across the whole game, while the spear and bow win specific fights.

The sword stays the safest pick across the whole game, while the spear and bow win specific fights.

Elliot carries seven weapons in The Millennium Tales, and you can keep two equipped at once on the Square and Triangle buttons. Each one has a clear job, but only a few hold up as a true main weapon across every dungeon, cave, and boss room. The deciding factors are how consistent the damage is, how safe the weapon keeps you, and how much magicite investment it needs before it performs.

Quick answer: Equip the sword in your primary slot for reliable, low-effort damage everywhere, then pair it with a spear or bow for distance fights and tough bosses.


Why the sword is the best primary weapon

The sword earns the top primary slot because it never becomes a liability. Its attacks come out fast and rarely miss, and the dash-in, dash-out rhythm lets Elliot land hits and retreat to safety in almost any encounter. Critical hits happen naturally when you strike from behind, so you get extra damage without building around it.

It also asks for very little setup. The sword performs well with basic magicite, and the Finisher magicite gives it a strong role against bosses that are low on health. It is not the flashiest weapon, and its raw damage ceiling sits below the heavy hitters, but it stays useful from the first fight to the endgame no matter what you pair it with.

You start with the Longsword (Attack 8), then upgrade to the Dusk Sword (Attack 12) in the Doorway Ruins during the Age of Reconstruction, and finally Leytstaf (Attack 16) in the Water Ruins during the same period.


Full weapon ranking

Every weapon has a place, but they sort into a clear order once you weigh consistency against damage and ease of use. Note that ranged options grade higher if you value safe spacing over the sword’s all-round dependability.

RankWeaponMain strengthMain limit
1SwordFast, consistent, safe in every fightLower top-end damage
2HammerBrutal charged crits and crowd controlSlow, expensive magicite
3BowReliable ranged damage against distant bossesArrow supply
4SpearHigh-damage charge attacks with long reachSlow, cumbersome in hectic fights
5Chain and Sickle360-degree hits and pull-in chargeTricky mid-range spacing
6BoomerangHit Count combos, stun, no ammoLow damage, needs investment
7BombHighest raw damage, clears groupsFinite supply, self-damage risk

Best weapons for bosses and ranged fights

The spear is your top boss-killer when you have room to commit. Its charge attack puts up some of the highest damage numbers in the game, and magicite like Three-Headed Dragon and Magic Spear turns it into a multi-hit threat with good positioning. The long reach keeps Elliot at a safe distance, and Weapon Shift magicite lets it support a second weapon such as the sword or hammer. The trade-off is speed, since charge-heavy builds feel slow in fast, crowded encounters.

The bow is the answer for bosses that keep their distance. It delivers ranged damage no other weapon can replicate, and its best build shifts over time, moving from conserving arrows early to maximizing raw output later. Fire Shot paired with Explosives makes burning enemies dangerous to stand near, and Final Shot grants guaranteed crits while your arrow count is low. Arrow supply is the ongoing caveat, though Conservation largely fixes it by the endgame.

Both the spear and bow can be obtained early, so you have plenty of time to learn them. The Sapling Spear and Short Bow both come from side quests in the Kingdom of Huther during the Age of Safekeeping.


Situational weapons and when they shine

The hammer produces some of the most punishing damage in the game once it is built correctly. Body & Soul grants guaranteed crits on charge attacks, and with Charge Time Down and the shockwave-generating Tremors, fully charged swings hammer bosses and optional challenges. Wide Impact, Blowback, and Knockout handle groups well. The catch is the homework, since its best magicite are costly and tightly linked, and the slow charge cycle can leave Elliot exposed.

The chain and sickle offers a unique toolkit. Its regular attack hits in a full 360-degree circle, and its charge attack pulls enemies toward Elliot instead of knocking them back. Stacking freeze and stun with Afflicted Efficacy clears rooms of grouped enemies efficiently. It sits mid-pack because the regular attack wants a precise mid-range distance, which demands more spatial awareness than friendlier weapons.

The boomerang has real appeal through its Hit Count mechanic, crowd control via stun, and the ability to orbit two boomerangs at once with Extra Throw and Satellite. The problem is consistency. The stun strategy leans on proc chance, and the hit-count build needs specific magicite before it pays off. It rewards full commitment and punishes half-measures, with low overall damage holding it back.

Bombs carry the highest raw damage of any weapon (Attack 50) and can stagger tough bosses or clear groups outright. They also break objects and cracked cave entrances. The reason they sit last is supply. Even with Kill & Take refilling stock from defeated enemies, relying on a finite resource as your main damage source creates constant pressure, and self-damage adds risk. Treat them as a supplement that fills gaps faster weapons cannot reach.


The simplest loadout that holds up everywhere keeps the sword in your primary slot and swaps a spear or bow into the second slot for fights that reward range. From there, where you funnel your magicite decides how far the heavier hitters like the hammer and bombs can climb, but none of them replace the steady reliability the sword brings to every encounter.