Weapon attack = ceil(1.07 × 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, Luck
1
49
86
2
73
129
3
98
174
4
130
265
5
178
362
6
226
461
7
274
559
8
323
658
9
371
756
10
449
915
11
524
1,068
12
599
1,221
13
674
1,375
14
748
1,525
15
823
1,678
16
898
1,830
17
973
1,984
18
1,048
2,137
19
1,123
2,290
20
1,284
3,198
21
1,395
3,474
22
1,505
3,749
23
1,615
4,022
24
1,725
4,296
25
1,836
4,572
26
1,946
4,846
27
2,056
5,120
28
2,166
5,395
29
2,276
5,668
30
2,387
5,944
31
2,497
6,219
32
2,607
6,492
33
3,454
10,786
Grades and passives by weapon level
Weapon level
Defense
Luck
1–3
C
D
4–19
B
C
20–32
A
B
33
S
A
Weapon level 4
Don't lose Rank when taking damage from Powerless enemies.
Weapon level 10
+1 Perfection on hitting a Powerless enemy.
Weapon level 20
Apply Powerless on Counterattack.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.25
+2.3
+6.4
+17.3
Defense
+0.09 C
+1.6 B
+8.2 A
+34.7 S
Luck
+0.04 D
+0.82 C
+4.7 B
+22.1 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
714
1,071
1,607
50 · 20
2,838
4,257
6,386
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, Luck 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 Cruleram
Rank
Damage
Hit
Crit
D0+
×1
2,838
4,257
C3+
×1.25
3,548
5,321
B8+
×1.5
4,257
6,386
A15+
×2
5,676
8,514
S30+
×3
8,514
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 2,838 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.