Weapon attack = ceil(0.8 × 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, Vitality, Defense
1
36
64
2
55
97
3
73
129
4
97
198
5
133
271
6
169
345
7
205
418
8
241
492
9
277
565
10
336
685
11
392
800
12
448
914
13
504
1,027
14
560
1,141
15
616
1,256
16
672
1,370
17
728
1,485
18
784
1,598
19
840
1,713
20
960
2,391
21
1,043
2,597
22
1,125
2,801
23
1,208
3,008
24
1,290
3,213
25
1,372
3,418
26
1,455
3,624
27
1,537
3,828
28
1,620
4,034
29
1,702
4,239
30
1,784
4,443
31
1,867
4,651
32
1,949
4,853
33
2,583
8,066
Grades and passives by weapon level
Weapon level
Vitality
Defense
1–3
C
D
4–19
B
C
20–32
A
B
33
S
A
Weapon level 4
Self-Heal by 2% Health on dealing a Critical hit.
Weapon level 10
+50% Critical Chance while in Defensive Stance.
Weapon level 20
If Stanceless, Base Attack switches to Defensive Stance.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.18
+1.7
+4.8
+13.0
Vitality
+0.07 C
+1.2 B
+6.1 A
+25.9 S
Defense
+0.03 D
+0.61 C
+3.5 B
+16.5 A
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
578
867
1,301
50 · 20
2,271
3,407
5,110
99 · 33
9,569
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, Vitality, Defense 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 Coldum
Stance
Dealt
Taken
Hit
Crit
Stanceless
×1
×1
2,271
3,407
Offensive
×1.5
×1.5
3,407
5,110
Defensive
×1
×0.5
2,271
3,407
Virtuose
×3
×1
6,813
9,999 (cap)
Each stance multiplies every hit Maelle deals and takes. Hits use her Attack of 2,271 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.