Weapon attack = ceil(0.85 × the weapon level table) plus, per attribute, round(points × potency ÷ 10,960 × that). Potency by grade: D 10, C 20, B 40, A 70, S 110; Strength always counts at 55.Show the numbers
Weapon level
No attribute points
99 points in Strength, Agility, Luck
1
39
69
2
58
102
3
78
138
4
103
210
5
142
290
6
180
367
7
218
444
8
256
521
9
295
602
10
357
727
11
416
848
12
476
970
13
535
1,091
14
595
1,213
15
654
1,333
16
714
1,456
17
773
1,576
18
833
1,698
19
892
1,818
20
1,020
2,541
21
1,108
2,759
22
1,196
2,978
23
1,283
3,195
24
1,371
3,414
25
1,458
3,631
26
1,546
3,851
27
1,633
4,067
28
1,721
4,286
29
1,808
4,502
30
1,896
4,722
31
1,984
4,941
32
2,071
5,157
33
2,744
8,568
Grades and passives by weapon level
Weapon level
Agility
Luck
1–3
D
C
4–19
C
B
20–32
B
A
33
A
S
Weapon level 4
Critical hits apply Burn.
Weapon level 10
Base Attack applies 2 Burn.
Weapon level 20
100% Critical Chance while Stanceless.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.20
+1.8
+5.1
+13.8
Agility
+0.04 D
+0.65 C
+3.7 B
+17.5 A
Luck
+0.07 C
+1.3 B
+6.5 A
+27.5 S
Strength counts on every weapon at a fixed potency; the letters are this weapon's grade at that level.
Damage per hit
Level · weapon
Hit
Crit
Crit + weakness
20 · 10
603
905
1,357
50 · 20
2,376
3,564
5,346
99 · 33
9,999 (cap)
9,999 (cap)
9,999 (cap)
A hit at 100% of Attack (a skill damage multiplier of 1, so the hit is the Attack stat), before the target's Defense, with as many points in each of Strength, Agility, Luck as the character level (20, 50, 99). Critical ×1.5, weakness ×1.5; the party's hits stop at 9,999.
Maelle's stances with Brulerum
Stance
Dealt
Taken
Hit
Crit
Stanceless
×1
×1
2,376
3,564
Offensive
×1.5
×1.5
3,564
5,346
Defensive
×1
×0.5
2,376
3,564
Virtuose
×3
×1
7,128
9,999 (cap)
Each stance multiplies every hit Maelle deals and takes. Hits use her Attack of 2,376 at level 50, weapon level 20, 50 points each.
Maelle's Attack with each weapon at level 99, weapon level 33 and 99 points in Strength and the weapon's own scaling attributes (grades shown at level 1).
Areas come from where each chest and encounter is placed in the game's levels. Merchants' areas come from their names in the game's merchant table; a few rewards are handed out by scripted events and show as not placed.