All combat is turn based.


Elemental Chart:
Fire>Wind>Ice>Nature*>Earth>Lightning>Water>Fire
Light>Dark>Light

*Poison is considered nature damage.



How to determine player actions:


Attack damage: (a*b)*c=d
a: base damage
b: player level
c: corresponding player damage attribute percentage
d: total damage (rounded up if necessary)

Hybrid attack damage:
(a*b*e*.5)=f
(a*b*g*.5)=h
e: player's physical damage attribute percentage.
f: total physical damage (rounded up if necessary)
g: player's magical damage attribute percentage.
h: total magic/elemental damage (rounded up if necessary)

Defense: i*j*k=l
i: enemy total damage
j: corresponding player defense attribute percentage
k: elemental resistance/weakness (.5, 1, 1.5)
l: total damage received (rounded up if necessary)

Damage over time: 5+b=m (There are exceptions to this)
m: total DOT damage per turn.

Healing: 15*b=n
n: total healing


Enemy:

Health: 20*A=B
A: equals player level until area's level limit is reached.
B: total health

Attack: 5*A=C
C: total damage


Experience:

Needed EXP to level per level: 10*level

Enemy EXP earned: (1*level)*.5=total (rounded up)

Quest EXP: 25% of max needed EXP to level. (rounded up)


Loot:

Dropped enemy gold: 1*level

Quest loot: 10*level + 1 equipment.