Weapon attack = ceil(1.04 × 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, Defense, Agility
1
47
82
2
71
125
3
95
168
4
126
258
5
173
353
6
220
448
7
267
544
8
314
640
9
360
734
10
436
890
11
509
1,038
12
582
1,186
13
655
1,335
14
727
1,482
15
800
1,631
16
873
1,780
17
946
1,929
18
1,019
2,077
19
1,091
2,224
20
1,248
3,108
21
1,356
3,377
22
1,463
3,644
23
1,570
3,910
24
1,677
4,176
25
1,784
4,443
26
1,891
4,709
27
1,998
4,976
28
2,105
5,243
29
2,213
5,511
30
2,320
5,778
31
2,427
6,045
32
2,534
6,311
33
3,358
10,486
Grades and passives by weapon level
Weapon level
Defense
Agility
1–3
C
D
4–19
B
C
20–32
A
B
33
S
A
Weapon level 4
Applying Shell also applies 1 Shield.
Weapon level 10
On applying Shields, also give 1 AP.
Weapon level 20
On switching to Virtuose Stance, double all Shields on allies.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.24
+2.2
+6.3
+16.9
Defense
+0.09 C
+1.6 B
+8.0 A
+33.7 S
Agility
+0.04 D
+0.80 C
+4.6 B
+21.4 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
699
1,049
1,573
50 · 20
2,776
4,164
6,246
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, Defense, Agility 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 Yeverum
Stance
Dealt
Taken
Hit
Crit
Stanceless
×1
×1
2,776
4,164
Offensive
×1.5
×1.5
4,164
6,246
Defensive
×1
×0.5
2,776
4,164
Virtuose
×3
×1
8,328
9,999 (cap)
Each stance multiplies every hit Maelle deals and takes. Hits use her Attack of 2,776 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.