Damage

See also: Finding Equipment, Game Information

 is a loss of HP inflicted by the use of a weapon or a spell on characters or monsters.

For the Characteristic of the same name, see Characteristic

See Damage for +Damage and %Damage information when calculating the damage a character will deal.

Damage has one of five element types: Neutral (linked to Strength), Earth (linked to Strength), Water (linked to Chance), Fire (linked to Intelligence) or Air (linked to Agility). Each Elemental Damage is increased by the corresponding characteristic. Elements might also be grouped in some places, Physical Damage affecting Neutral and Earth Elements, while Magical Damage affects Fire, Water and Air Elements.

Direct Damage
Regular Damage dealt by all Weapons and most Spells, including Glyphs and Traps.

Indirect Damage
Damage from effects on a target from Poisons, Summons, Pushback and Reflect.

Static Damage
Damage that cannot be modified with buffs/characteristics.

Healing
Healing works and is calculated the same way as Damage, except the end result is to heal an ally. See Healing Spells/Healing Weapons for a list of Spells/Weapons that heal. See Heals Equipment for a list of Equipment that gives Heals.

AoE Damage
Area of Effect (AoE) Damage affects more than one square of the map and therefore has the potential of damaging more than one enemy. When targeting an AoE Spell or Weapon, the orange squares on the grid refer to the area that will be affected, with the center cell dealing the most damage others dealing less the further they are from the center (see AoE for more information). If an ally is on one of these orange squares, the ally will suffer damage too, unless the spell specifies that it doesn't deal Damage to allies. All Hammers and Staffs inflict AoE Damage, as well as Area of Effect Spells.

Pushback Damage
Pushback Damage is Indirect and Static Damage that occurs when a character/monster hits an obstacle before it could be pushed back the entire distance it should have been. See Positioning Spells for a list of Pushback Spells, also includes regular positioning spells in the list.

The equation to calculate pushback damage: TotalPushbackDamage = (8 + 1d8 * Lv/50) * Distance 1d8 = Random number from 1~8, like rolling one 8-sided die (the 1 in 1d8 being the number of dice, the 8 being the number of sides on each die). Lv = Level of the player who pushes the target. Distance = Number of additional cells that the target would have travelled, had they not been blocked by an obstacle. If the obstacle is another target, the second target will receive the damage meant for the first target divided by two. If other targets are aligned with the second target, they will receive the damage divided by two.

Reflect Damage
Reflect Damage is Indirect Damage that occurs when a character/monster that has Reflect stat from equipment/spells receives damage, the damage is reflected back to the attacker. Reflected damage cannot exceed the original attack's damage and it does not reduce the damage received, it is also affected by resistances. Reflect effect can be obtained through Blinding Protection/Counter/Word of Thorn. Reflect effects are modified by the defender's Wisdom and Reflect Equipment (though there are only 3 items, so usually just need to focus on Wisdom, besides Sulik being nice). Formula: TotalDamageReflected = BaseSpellReflectDamage * (1 + (Wisdom / 100)) + ReflectDamageFromEquipment

Permanent Damage (Erosion)
Permanent Damage, also known as Erosion, causes the maximum HP of a character/monster to drop for the rest of the fight when taking damage. For example, a character with 1000/1000 HP that takes 200 Damage will have 800/980 HP left.

The amount of Erosion is 10% of the HP lost by default and can be increased with some spells, like Pain Shared and other Sacrier Punishments.


 * Erosion is applied before taking into consideration linear reductions. It is actually possible to have HP eroded even if reductions block all the damage.
 * Erosion goes all the way down to 1 maximum HP.
 * All spells that use maximum HP to calculate a value will use the eroded maximum HP rather than the "real" out of combat maximum HP.
 * When the battle is finished, characters keep their health percentage, which makes them gain HP because erosion is undone. Example: a character that has 1000 max HP and finishes a fight with 200/800 HP left will go back to 250/1000 HP.

Damage Modifiers
The base damage of a weapon or a spell is modified by various sources. The increase (or decrease) may be either in percentage or fixed amount.

+Damage increases the base Damage done by Spells/Weapons.

%Damage increases the percentage Damage (100% meaning damage increases twice, etc.) done by Spells/Weapons, it works the same way as having points in Strength, Intelligence, Chance and Agility, it does not, however, give the respective bonuses that those Characteristics give (i.e. Pods, Heals, etc.)

Offensive

 * Characteristics: A percentage addition to the damage of linked elements by 1% per point.
 * Spells and equipment that give Percent Damage.
 * Spells and equipment that give Plus Damage.
 * Spells and equipment that give Heals: A linear addition to healing only.
 * Class Modifier: A percentage penalty to base damage on weapon attacks. Each modifier is specific to one weapon type. Penalties are applied to the base damage for each weapon according to the character's class.
 * Mastery spell: Also called weapon skill, these spells increase the base damage of weapon attacks only. Each weapon skill is specific to one weapon type. Weapon skill is added to the Class Modifier, to determine the actual base damage of a weapon. For example, if your class modifier is -10% and your weapon skill is 25%, you gain 15% base damage. It's rounded down, so if you rolled a hit of 7 from your base damage range, it would become 8 (rounded down from 8.05).
 * Critical Hit: In the case of weapons, critical hit bonus is added to the base damage range upon critical hits. For example, Captain Chafer's Small Daggers has +10 critical hit bonus, which will boost the regular damage range 15~22 to 25~32. In the case of attack spells, the damage range of critical hit applies instead of the regular damage range. For example, the damage range of Pressure level 1 boosts from 5~9 to 7~11 upon critical hit.
 * Critical Failure: Your damage output will be zero upon critical failures. Fatal critical failures end your turn right away. Weapon failures are always fatal, but most spell failures are not fatal.

Defensive

 * Reduction: A linear reduction of direct damage. Reduction effects may be limited to certain elements only. See Reduction for more information about it and how it is calculated.
 * Reflect: Another type of linear reduction where damage is dealt back to the attacker. See Reflect Damage for more information about it and how it is calculated.
 * Percent Resistance: A percentage reduction of direct and indirect damage. Percent Resistance effects are limited to a single element each, and the total resistance in an element for player characters can never effectively exceed 50% for damage calculation, even with enough resistance to do so. Monsters' resistance is effectively capped at 100% rather than 50%.
 * Linear Resistance: A linear reduction of direct and indirect damage. Linear Resistance effects are limited to either physical, magical damage, or one particular element.

Calculation
First, the bonus from a Mastery spell is added to the class modifier, and the base damage is increased by the sum of these two bonuses, and rounded down. Then this value is increased by the sum of the Percent Damage and applicable Characteristic increases on the character, and rounded down. Then the total Plus Damage effects are added, and the result is your damage output. Once the damage output is found, the target's total applicable Reduction are subtracted from the damage output. Finally, the damage output is modified by the target's Resistance in the corresponding element, and rounded down.

Res = Base Res = Math.floor( Res * (1 + ((Skil - Modi) / 100)) ) Res = Math.floor( Res * (1 + ((Stat + PDmg) / 100)) ) Res = Res + LDmg Res = Res - (LRes) Res = Math.floor( Res * (1 - (PRes / 100)) ) Base : Random value from base damage range. Skil : Applicable Mastery spell bonus (Weapon attack only). Modi : Class Modifier with given weapon, expressed as positive integers. (Weapon attack only.) Stat : Total value of relevant Characteristic. Minimum 0. PDmg : All bonuses of type Percent Damage. LDmg : All bonuses of type Plus Damage. LRes : Total value of relevant Reduction, Reflect, Linear Resistance bonuses on the target. PRes : Total value of relevant Percent Resistance bonuses on the target. Note: linear +x damage bonuses are NOT modified by the class modifier.
 * Note: the "Math.floor" function below, rounds the final value inside the function down before storing it.

When calculating damage for a critical hit, for spells, use the base damage range of a critical hit.

For weapons, add the value labeled "Critical Hit Bonus: +X" listed on the weapon to the base damage, before any other modifications (such as skill and class modifier) take place. Using the method above, "Base" would be simply a random value from the base damage range plus the Critical Hit Bonus. See Critical Hit for more details.

Advanced Damage Formulas
These formulas are designed to help you get stats and Set to best support a given Spell/Weapon in order to deal the most damage possible. These two formulas are briefly outlined here, for a more detailed explanation see the guide. The following is used with permission:

This is the first of the two calculations, and represents the average damage that will be dealt with a given Spell or Weapon with no stat boosts from Set, Characteristics, or Spells. For this calculation as defined here, Critical Failures do not have an affect on the result, but Critical Hits do. The only factors that change ABD come from Mastery spells and Class Modifiers, for those are the only factors that change the Base Damage of an attack directly, before any stats take affect (this obviously will only affect Weapons of the same type as the Skill cast).
 * Average Base Damage (ABD)

Here are definitions of the values used in the calculations: ABD = Average Base Damage NC_MIN = Minimum Base Damage of the selected Spell on a Non-Crit NC_MAX = Maximum Base Damage of the selected Spell on a Non-Crit CR_MIN = Minimum Base Damage of the selected Spell on a Critical Hit CR_MAX = Maximum Base Damage of the selected Spell on a Critical Hit MIN = Minimum Base Damage of the selected Weapon (on a Non-Crit) MAX = Maximum Base Damage of the selected Weapon (on a Non-Crit) CRIT_B = The Critical Hit Bonus of the selected Weapon, which denotes how much more damage the weapon will do on a Critical Hit CRIT_VAL = The bottom part of the fraction that represents your current Chance of getting a Critical Hit Example: (you have a 1/CRIT_VAL chance of getting a Critical Hit) SKILL_VAL = The amount of Damage Increase granted by the Weapon Skill active Example: (your current active Weapon Skill increases your damage by SKILL_VAL%) CLASS_MOD = The class modifier for the type of weapon you're calculating for. Example: (35% SKILL_VAL + -10% CLASS_MOD)

Calculation of the Average Base Damage of a Spell: ABD = ([(NC_MIN + NC_MAX) / 2]*[CRIT_VAL - 1] + [(CR_MIN + CR_MAX) / 2]) / CRIT_VAL

Calculation of the Average Base Damage of a Weapon: ABD = [([(MIN + MAX) / 2]*[CRIT_VAL - 1] + [([MIN + MAX] / 2)+CRIT_B]) / CRIT_VAL] * [100+SKILL_VAL+CLASS_MOD]/100

This second of the Advanced Damage Formulas allows you to find the connection between Plus Damage and Percent Damage when using the selected Spell or Weapon. It expands upon the ABD calculation explained above to find the total amount of Percent Damage needed to deal one more point of damage with that Spell/Weapon. In essence, each Plus Damage boost you receive will increase your damage with the selected Spell/Weapon by the same amount as a Percent Damage boost equal to the DVE.
 * Damage Value Equivalent (DVE)

Calculation of the Damage Value Equivalent of a Spell or Weapon: DVE = 100 / ABD