Traits

Damage
Damage is represented by a minimum and maximum amount such as 5/10. A successful hit will deal at least the minimum damage, up to the maximum damage with an equally distributed probability between each number in between. Damage is based on the character's level, their weapon damage bonuses and their Fire Bonus. Minimum and maximum damage are calculated thusly: Min: (level + (weaponDamage / 2)

Max: (level + weaponDamage + fire) * (1 + (fire/ 100)) A critical hit will deal double damage. Critical hit chance is based on your luck, fire and offhand weapon damage. Critical hit chance can never exceed 50%.

Armor
Armor reduces incoming damage by a percentage of the total damage. Each point in armor adds 1%. Armor cannot exceed 80% damage reduction. Different pieces of equipment contribute to armor differently. Armor is calculated like this: helm + chest+ (arm / 2) + (leg / 2) + shield + protection

Helm
Helms protect the head, they offer their full level to Armor, but provide no other bonuses.

Chest
Chest armor protects the torso and provides its full level to Armor as well as half its level to block value.

Arms
Arm armor protects the arms and provides half its level to both armor and block.

Legs
Leg armor protects the legs and provides half its level to armor as well has its full level to mobility (which contributes to dodge and run chances)

Shields
Offhand items come in the form of weapons or shields. Shields provide their level to block value and armor value.

Block
Block also reduces incoming damage, but unlike armor, it reduces a flat amount. This can be increased indefinitely, but will never block more than 2/3 of the remaining damage after armor is taken into account. Block cannot reduce enemy damage below 1.

Dodge Chance
This is a character's chance to dodge incoming attacks and traps. It is modified by Air Bonus, Luck Bonus and mobility and is calculated using this formula: ((air + (luck / 2) + mobility) / 2) Dodge chance can never be reduced below 5% or go above 50%.

Escape Chance
This is the characters chance to run away from a battle. It is modified by Air Bonus, Luck Bonus and mobility and is calculated using this formula: (50 + air + mobility + (luck / 2)) Escape chance can never be reduced below 5% or go above 80%.

Air Bonus
See Elemental Bonuses.

Earth Bonus
See Elemental Bonuses.

Fire Bonus
See Elemental Bonuses.

Water Bonus
See Elemental Bonuses.

Luck Bonus
See Elemental Bonuses.