Damage

Concepts
Elements are neutral, earth, water, fire and air. Physical is earth and neutral elements. Magical is fire, water and air elements.

Static damage (or hp loss) is damage that cannot be modified in any way. Indirect damage is damage from effects on a character. Direct damage is all other kinds, including glyphs.

Hammers and staffs are Area of Effect (AoE) weapons which means they can deal a wider area of damage. When using them, the orange squares on the grid refer to the area that will be affected, including allies or monsters. Be careful you don't cause collateral damage to your own party! Shovels, daggers, swords, wands and bows don't have this AoE.

Offensive

 * Weapon skill is a percentage addition to damage on weapon attacks only. Each skill is specific to one weapon.
 * Class modifier is a percentage addition to damage on weapon attacks only. Each modifier is specific to one weapon.
 * Relevant stat is a percentage addition to damage.
 * Percent damage is a percentage addition to damage.
 * Damages is a linear addition to damage. May be limited to physical or magical damage only.
 * Heals is a linear addition to healing only.

Defensive
Shield (effect) effects provide linear reduction of direct damage. Shield effects may be limited to certain elements only. Shield effects are modified by the defender's intelligence and the associated characteristic of the attack's element.

Reflect effects provide linear reduction of direct damage, like shields, but also deal the same amount to the attacker as static damage. The reflected damage cannot exceed the original attack's damage. Reflect effects are modified by the defender's wisdom.

Feca Shield provides a percentage reduction of direct damage. There are no known effects of the same kind, so it doesn't get a general name.

Resistance is a percentage reduction of direct and indirect damage. Resistance effects are limited to a single element each.

Reduction is a linear reduction of direct and indirect damage. Reduction effects can be applied to physical damage, magical damage or one particular element.

Calculation
Res = Base Res = Math.floor( Res * WpnSki ) Res = Math.floor( Res * (1 + ClassMod + Stat/100 + PctDmg) ) Res = Res + LinDmg Res = Resist( Res ) Base : Random value from base damage range WpnSki : Weapon skill. Weapon attack only. ClassMod : Class modifier with given weapon. Weapon attack only. Stat : Total value of relevant stat. Minimum 0. PctDmg : All bonuses of type +x% damage. LinDmg : All bonuses of type +x damage. Resist : Enemy's resistance. Exact formula unknown at the moment.

Class modifiers
''Remember to document any changes you make to this table properly before changing anything. Undocumented edits will be reverted.''

The green fields are the best weapon for each class. Bluish fields are other weapons with a bonus. "-" means no modifier, neither bonus nor penalty.