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
WeaMelee accuracy, rolled against the target's Evasion.
Marksmanship
MarThe 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
MgtThe main source of a melee fighter's damage, with Strength adding to it. Archers draw theirs from Marksmanship and casters from Spellcraft.
Spellcraft
SplThe 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
ArmThe 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
ParEach 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
EvaEvery attacker's accuracy is rolled against it, so it guards against blades, arrows and spells alike.
Critical Strike
CriEach 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
CmpA 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
BrvFeeds 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
DecEach 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
AntAdds 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
TeaThe 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
LdrAs 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
CncDeepens the mana and focus pools and how fast they refill. Part of a healer's rating.
Aggression
AggEach point above average gives 3% more damage and 1.5% more threat drawn, and 0.5% more damage taken. Below average, the reverse.
Discipline
DisEach 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
RsvFeeds 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
StrAdds to a melee fighter's damage, and to maximum health at 1.5 a point (Vitality gives 6). Some hazard rooms test it.
Agility
AgiAdds 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
StaHow 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
VitBy far the largest part of maximum health, 6 a point. A Warden draws on it for Mitigation too.
Speed
SpdEach point shortens the time between attacks and quickens their movement across the room, so it is offence and survival both.
Reflexes
RfxA 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
ThrMultiplies 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
MitAdds 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
HealThe largest part of how much a heal restores, with Spellcraft adding a little. A Bard's healing comes mostly from Support.
Support
SupA 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
CCHow 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
PosArea 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.