Weapon attack = ceil(0.93 × 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
42
75
2
64
114
3
85
150
4
113
230
5
155
316
6
197
402
7
239
487
8
280
571
9
322
656
10
390
795
11
455
927
12
520
1,060
13
585
1,193
14
651
1,327
15
716
1,460
16
781
1,592
17
846
1,725
18
911
1,858
19
976
1,990
20
1,116
2,779
21
1,212
3,018
22
1,308
3,258
23
1,404
3,497
24
1,500
3,735
25
1,595
3,972
26
1,691
4,211
27
1,787
4,451
28
1,883
4,689
29
1,979
4,928
30
2,074
5,164
31
2,170
5,404
32
2,266
5,644
33
3,003
9,378
Grades and passives by weapon level
Weapon level
Defense
Agility
1–3
D
C
4–19
C
B
20–32
B
A
33
A
S
Weapon level 4
+1 Shield on switching to Offensive Stance.
Weapon level 10
If Stanceless, Base Attack switches to Offensive Stance.
Weapon level 20
+50% Critical Chance while in Offensive Stance.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.21
+2.0
+5.6
+15.1
Defense
+0.04 D
+0.71 C
+4.1 B
+19.2 A
Agility
+0.08 C
+1.4 B
+7.1 A
+30.1 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
642
963
1,445
50 · 20
2,544
3,816
5,724
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 Seashelum
Stance
Dealt
Taken
Hit
Crit
Stanceless
×1
×1
2,544
3,816
Offensive
×1.5
×1.5
3,816
5,724
Defensive
×1
×0.5
2,544
3,816
Virtuose
×3
×1
7,632
9,999 (cap)
Each stance multiplies every hit Maelle deals and takes. Hits use her Attack of 2,544 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.