Weapon attack = ceil(1.01 × 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, Agility, Luck
1
46
81
2
69
121
3
92
163
4
123
250
5
168
342
6
214
436
7
259
529
8
305
622
9
350
713
10
424
865
11
494
1,006
12
565
1,152
13
636
1,297
14
706
1,440
15
777
1,584
16
848
1,728
17
919
1,874
18
989
2,016
19
1,060
2,161
20
1,212
3,018
21
1,317
3,280
22
1,421
3,538
23
1,525
3,798
24
1,629
4,057
25
1,733
4,316
26
1,837
4,576
27
1,941
4,833
28
2,045
5,093
29
2,149
5,352
30
2,253
5,611
31
2,357
5,870
32
2,461
6,129
33
3,261
10,183
Grades and passives by weapon level
Weapon level
Agility
Luck
1–3
C
D
4–19
B
C
20–32
A
B
33
S
A
Weapon level 4
When hit, lose 1 Perfection instead of 1 Rank.
Weapon level 10
Apply Rush on Rank S.
Weapon level 20
Gain 2 Perfection on turn start.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.23
+2.1
+6.1
+16.4
Agility
+0.08 C
+1.5 B
+7.7 A
+32.7 S
Luck
+0.04 D
+0.77 C
+4.4 B
+20.8 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
684
1,026
1,539
50 · 20
2,712
4,068
6,102
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, Agility, 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 Gaulteram
Rank
Damage
Hit
Crit
D0+
×1
2,712
4,068
C3+
×1.25
3,390
5,085
B8+
×1.5
4,068
6,102
A15+
×2
5,424
8,136
S30+
×3
8,136
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 2,712 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.