Weapon attack = ceil(0.88 × 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
40
71
2
60
106
3
81
143
4
107
218
5
147
300
6
186
379
7
226
461
8
265
541
9
305
622
10
369
752
11
431
879
12
492
1,003
13
554
1,129
14
616
1,256
15
677
1,380
16
739
1,507
17
800
1,631
18
862
1,757
19
924
1,884
20
1,056
2,631
21
1,147
2,856
22
1,238
3,083
23
1,328
3,308
24
1,419
3,534
25
1,510
3,761
26
1,600
3,985
27
1,691
4,211
28
1,782
4,438
29
1,872
4,662
30
1,963
4,888
31
2,054
5,115
32
2,144
5,340
33
2,841
8,871
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
Switch to Rank S on Break.
Base Attack can Break.
Weapon level 10
100% Critical Chance on Rank S.
Weapon level 20
Triggers a lightning strike on Critical hits.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.20
+1.9
+5.3
+14.3
Defense
+0.04 D
+0.67 C
+3.9 B
+18.1 A
Agility
+0.07 C
+1.3 B
+6.7 A
+28.5 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
617
926
1,388
50 · 20
2,439
3,659
5,488
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.
Verso's ranks with Contorso
Rank
Damage
Hit
Crit
D0+
×1
2,439
3,659
C3+
×1.25
3,049
4,573
B8+
×1.5
3,659
5,488
A15+
×2
4,878
7,317
S30+
×3
7,317
9,999 (cap)
Every hit Verso deals is multiplied by his rank's value. The number after each rank is the Perfection it needs (99 at most). Hits use Verso's Attack of 2,439 at level 50, weapon level 20, 50 points each.
Verso'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.