Weapon Intelligence / v1.17 Reference

Every weapon.
One clear number.

See how your attributes, upgrade level, affinity and two-handing change nominal Attack Rating. Your build stays in this browser.

50 / 50 matched website AR checksOne-hand & two-handRegular & Somber levelsFree · No account
01
Source data

Load reference values

Our independent calculation engine needs v1.17 numerical parameters. Click once to retrieve the pinned public community dataset directly from GitHub. No scripts from other sites run, and no weapon data is sent to our server.

Ready. The external source is not downloaded until you click.

Other ways to load data

Import a JSON regulation file locally if the public download is unavailable. Its data will be labelled unverified. You can also explore an unmistakably fictional demo.

Source: pinned community v1.17 snapshot. Third-party game-derived data rights and Regulation 1.17.3 parity are not independently established.

Source-derived decisions · not actual combat damage

Understand scaling before you spend levels or stones

These two optional reports use the exact weapon, affinity and character inputs above. They reuse the same local Attack Rating calculation engine; no guessed values or network calls are needed after the initial source load.

05
One attribute at a time

Stat investment / scaling

How much nominal AR do you gain by investing +1, +5 or +10 points in STR, DEX, INT, FAI or ARC? Other attributes, your selected reinforcement and grip stay fixed. Exact caps at 99 and newly met wield requirements are explicit.

Choose a source-defined weapon and calculate your AR first.

This is a marginal AR comparison, not the best build allocation: points may affect requirements, caps or non-AR outcomes. Near the 99 cap, an attempted +10 can use fewer points. Out-of-requirement baseline AR can be penalized.

06
Every supplied reinforcement step

Upgrade Attack Rating curve

Compare each source-defined reinforcement level without changing weapon, affinity or attributes. See 1H/2H nominal AR and their difference. Normal weapons can have +0–+25; Somber weapons use the source's supported range, normally +0–+10.

Choose an exact weapon to see the legal source steps.

Unavailable steps are shown as unavailable, not interpolated. No smithing stone cost, skill damage, weapon status buildup, real opponent damage or gameplay certification is inferred.

Need to compare different armaments or two distinct affinities directly? Use the Weapon Comparison Table (2–4 configurations, same shared stats). That is a separate research tool; it does not make the nominal-AR winner a combat-damage winner.

What does Attack Rating mean?

For pinned v1.17 parameter data, nominal AR is the integer floor of the sum of unrounded physical and elemental attack components. Consequently, the displayed total may be 1 higher than the sum of individually floored component cells. This rule matches 50/50 twice-observed Tarnished.dev v1.17 website cases. AR adds the weapon's physical and elemental attack components before a target's defense and negation. A higher combined AR does not always mean higher damage per hit, especially for split damage types. This calculator does not simulate motion values, buffs, status buildup, weapon skills, spell scaling, or enemy defenses.

Version distinction: these calculations use opt-in v1.17 community parameters. The 50 independently repeated Tarnished.dev v1.17 examples validate representative input/output behavior; they do not certify all weapons or the newer Regulation 1.17.3. For research exports and raw-math audits, use the advanced local weapon data workbench.