Dungeons & Dynasties Wiki
Attributes

Attributes

30 attributes across 4 groups. Classes weight them (which stats a hero rolls high) and races lean toward or away from them. Below is what each one drives.

Combat8

  • Weapon Skill

    Wea

    Melee accuracy, rolled against the target's Evasion.

  • Marksmanship

    Mar

    The main source of a ranged fighter's damage, with Agility adding to it. Their aim comes from Reflexes. No use to melee fighters or casters.

  • Might

    Mgt

    The main source of a melee fighter's damage, with Strength adding to it. Archers draw theirs from Marksmanship and casters from Spellcraft.

  • Spellcraft

    Spl

    The main source of a caster's damage, with Anticipation adding to it, and it deepens their mana. It adds a little to anyone's healing.

  • Armour Use

    Arm

    The largest part of Mitigation, the share of every blow that glances off: 2% a point. A Warden draws that share from the Mitigation attribute, Vitality and Resolve instead.

  • Parry & Block

    Par

    Each point adds 2.5% to the chance to block a melee hit, up to 50%. A blocked hit lands at 30% of its force, and they strike back for half their own damage. No use against arrows or spells.

  • Evasion

    Eva

    Every attacker's accuracy is rolled against it, so it guards against blades, arrows and spells alike.

  • Critical Strike

    Cri

    Each point adds 1.2% to the chance a hit lands as a critical, 26% at 20. Crits also land harder: 1.5 times normal damage at 1, twice at 20.

Mental10

  • Composure

    Cmp

    A caster's accuracy, rolled against the target's Evasion. While below half their own health they hit 4% harder a point above average, and softer below it, and their nerve and judgement hold longer as a fight wears on.

  • Bravery

    Brv

    Feeds courage, so they hold rather than break. In the front line they take 2.5% less damage a point above average, and more below it.

  • Decisions

    Dec

    Each point above average makes their attacks 2% quicker and brings their signature move round 1.5% sooner, up to 15%; below average, both slow. Under 16 they sometimes misjudge what to do, more often the lower it is. What a puzzle room tests by default.

  • Anticipation

    Ant

    Adds to a caster's damage. Each point above average takes 3% off a creature's area blast and makes a critical against them 1% less likely, up to 12%; below average, both get worse. In a Bard, it adds to the song's protection.

  • Teamwork

    Tea

    The party's average Teamwork raises or lowers the party's damage by 1% a point either side of 10, up to 15%. The opening they leave in a foe is wider, and stays open 5% longer a point above average, for the next ally to strike.

  • Leadership

    Ldr

    As party leader, each point above average gives the party 1% more damage, 0.5% less damage taken and a 3% stronger battle plan. On top, a tank leader cuts damage taken by up to 4%, a healer leader lifts healing by up to 10%, and any other leader lifts damage by up to 6%. Allies near them hold their nerve longer. It also makes a better mentor, Envoy or Master-at-Arms.

  • Concentration

    Cnc

    Deepens the mana and focus pools and how fast they refill. Part of a healer's rating.

  • Aggression

    Agg

    Each point above average gives 3% more damage and 1.5% more threat drawn, and 0.5% more damage taken. Below average, the reverse.

  • Discipline

    Dis

    Each point above average makes a stance's benefit 5% stronger, and weaker below it. The disciplined keep to their orders and their place; the undisciplined charge off and improvise. In melee it helps them shed close blows. Against another guild, an enemy tank's challenge holds them for 3 seconds at the lowest Discipline, down to 1 at the highest.

  • Resolve

    Rsv

    Feeds courage. Once a fight, a blow that would put them down may leave them on 20% of their health instead: a 1.5% chance a point, 30% at 20. In melee it helps them shed close blows.

Physical6

  • Strength

    Str

    Adds to a melee fighter's damage, and to maximum health at 1.5 a point (Vitality gives 6). Some hazard rooms test it.

  • Agility

    Agi

    Adds to a ranged fighter's damage, and makes anyone a little harder to hit. What a hazard room tests by default, and part of their Mobility rating.

  • Stamina

    Sta

    How long they fight and mend at full strength before they tire, and the stamina pool for classes that fight on it. Above average they recover 2.5% of their health between rooms for each point, and each point either side of average moves the fatigue a delve leaves by 2.5%.

  • Vitality

    Vit

    By far the largest part of maximum health, 6 a point. A Warden draws on it for Mitigation too.

  • Speed

    Spd

    Each point shortens the time between attacks and quickens their movement across the room, so it is offence and survival both.

  • Reflexes

    Rfx

    A ranged fighter's accuracy, rolled against the target's Evasion. An archer or caster who has just moved steadies their aim sooner, and a botched hazard hurts 3% less a point above average. Part of their Mobility rating, and some hazard rooms test it.

Role6

  • Threat

    Thr

    Multiplies the threat every blow builds against monsters, 6% a point, and a tank's spills onto the pack around them. Against another guild's delvers it lengthens a tank's challenge, up to 40% at 20. The tank's defining attribute, and a liability on anyone else.

  • Mitigation

    Mit

    Adds to the share of every blow they shrug off, 1.5% a point, alongside Armour Use. A Warden leans on it most, 2.2% a point.

  • Healing

    Heal

    The largest part of how much a heal restores, with Spellcraft adding a little. A Bard's healing comes mostly from Support.

  • Support

    Sup

    A Bard heals mostly from it, and it lifts their song's healing by up to 15%. It weighs heavily in a Bard's rating. Any delver with it strikes harder into an opening an ally has left.

  • Crowd Control

    CC

    How many foes one blow can catch, with Positioning. The Whirling Cleave a Warden can take at Grizzled holds what it hits harder and longer, and anyone in reach has a 2.5% chance a point to stagger a creature before its signature blow lands. Against three or more foes a skilled party keeps them tangled; a poor one is swarmed. In a duel there is no crowd to control.

  • Positioning

    Pos

    Area blasts and cleaves hurt them 1.2% less a point above average, up to 15%, and more below it. A foe diving for the back line deals them 3% less a point; against another guild that is every archer and caster they field. It also helps a blow catch more foes, and a melee fighter shed close blows.