Combat
Attributes
30 attributes across 4 groups. Classes weight them (which stats a hero rolls high) and races lean toward or away from them — here's what each one actually drives.
Combat8
- Weapon SkillWea
How reliably a blade finds its mark. Melee fighters roll their accuracy on this, against the target's Evasion.
- MarksmanshipMar
The archer's eye. Ranged fighters roll their accuracy on this, against the target's Evasion. Useless to anyone who fights up close.
- MightMgt
Raw destructive force. Sets attack damage for everyone who does NOT cast, blade and bow alike. Casters get their damage from Spellcraft instead.
- SpellcraftSpl
Command of the arcane. For a caster it sets BOTH damage and accuracy, and deepens their mana. It also lends a little to any hero's healing.
- Armour UseArm
Wearing armour well, rather than merely wearing it. The largest contributor to Mitigation, the share of every blow that simply glances off.
- Parry & BlockPar
Turning a blade aside. Sets the chance to block a MELEE hit, halving its damage. It offers nothing against arrows or spells.
- EvasionEva
Not being where the blow lands. This is the number every attacker's accuracy is rolled against, so it protects against everything.
- Critical StrikeCri
Finding the gap in the guard. Raises the chance a hit lands as a devastating critical.
Mental10
- ComposureCmp
Steadiness when it all goes wrong. Feeds their courage, so they hold the line rather than break, and sharpens a healer's rating.
- BraveryBrv
Willingness to stand in the way of something awful. Feeds courage, and counts toward a tank's frontline rating.
- DecisionsDec
Judgement under pressure. The attribute a PUZZLE room tests by default, and part of a healer's rating.
- AnticipationAnt
Reading the fight. Above average they see the killing blow coming and it lands as a clean hit instead of a critical. Below average, they never see it at all.
- TeamworkTea
Playing well with others, whatever they privately think of them. Lifts (or drags) the party's cohesion regardless of friendship, and a cohesive party hits harder.
- LeadershipLdr
Command presence. A party defers to its most commanding member in the dark, and a retiring hero with it makes a finer addition to the backroom.
- ConcentrationCnc
Holding a thought while being hit. Deepens the mana and focus pools and how fast they refill, and feeds a healer's rating.
- AggressionAgg
Appetite for the fight. Raises the threat every blow generates, whether or not they can survive the attention it earns them.
- DisciplineDis
Sticking to the plan. The disciplined follow the gambits you set them; the undisciplined improvise, for better or worse.
- ResolveRsv
A refusal to fold. Feeds courage alongside Bravery and Composure, and the dark places test it directly.
Physical6
- StrengthStr
Bodily might. Adds to maximum health (Vitality matters more), and hazard rooms often lean on it.
- AgilityAgi
Nimbleness. The attribute a HAZARD room tests by default, and part of their Mobility rating. It has no direct effect inside a fight.
- StaminaSta
Deep wind. Sets the stamina pool for the classes that fight on it, and does nothing at all for those who don't.
- VitalityVit
Sheer toughness. By a distance the largest contributor to maximum health.
- SpeedSpd
Quickness of hand and foot. Shortens the interval between attacks and quickens movement across the room, so it is both offence and survival.
- ReflexesRfx
Reaction speed. Feeds their Mobility rating and some hazard rooms. Like Agility, it drives no combat number directly.
Role6
- ThreatThr
Holding a monster's attention. Multiplies the threat every blow generates. The tank's defining attribute, and a liability on anyone else.
- MitigationMit
Soaking punishment. Adds to the flat share of damage shrugged off from every blow, alongside Armour Use.
- HealingHeal
Mending the wounded. The dominant term in how much a heal restores.
- SupportSup
Keeping the party standing between mends. It shapes a healer's rating, and so their worth and their wages, rather than any combat number directly.
- Crowd ControlCC
Handling a mob. Against a throng of three or more, a skilled party keeps them tangled and their blows come slower; a poor one is swarmed, and the throng swings faster. In a duel there is no crowd to control.
- PositioningPos
Choosing your ground. Above average, less of an enemy's area blast catches them. Below average, they are the one standing in the fire.