Weapon attack = ceil(0.97 × 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
44
78
2
66
117
3
89
157
4
118
241
5
162
330
6
205
418
7
249
508
8
292
596
9
336
685
10
407
830
11
475
969
12
543
1,107
13
611
1,246
14
679
1,384
15
746
1,522
16
814
1,659
17
882
1,798
18
950
1,937
19
1,018
2,076
20
1,164
2,899
21
1,264
3,148
22
1,364
3,397
23
1,464
3,646
24
1,564
3,895
25
1,664
4,144
26
1,764
4,392
27
1,864
4,642
28
1,964
4,892
29
2,064
5,140
30
2,164
5,389
31
2,264
5,639
32
2,363
5,885
33
3,132
9,780
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
No Perfection loss on damage taken. Perfection is instead lost on being Healed.
Weapon level 10
Gain 2 AP on Counterattack.
Weapon level 20
Gain 1 Rank on Counterattack.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.22
+2.0
+5.8
+15.7
Defense
+0.08 C
+1.5 B
+7.4 A
+31.4 S
Agility
+0.04 D
+0.74 C
+4.2 B
+20.0 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
664
996
1,494
50 · 20
2,628
3,942
5,913
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 Cultam
Rank
Damage
Hit
Crit
D0+
×1
2,628
3,942
C3+
×1.25
3,285
4,928
B8+
×1.5
3,942
5,913
A15+
×2
5,256
7,884
S30+
×3
7,884
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 2,628 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.