Dungeons & Dynasties Wiki
Attributes

Archived v1.9.7.3 data. The game is now on v2.0.7see the current numbers or what changed.

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 Skill

    Wea

    How reliably a blade finds its mark. Melee fighters roll their accuracy on this, against the target's Evasion.

  • Marksmanship

    Mar

    The archer's eye. Ranged fighters roll their accuracy on this, against the target's Evasion. Useless to anyone who fights up close.

  • Might

    Mgt

    Raw destructive force. Sets attack damage for everyone who does NOT cast, blade and bow alike. Casters get their damage from Spellcraft instead.

  • Spellcraft

    Spl

    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 Use

    Arm

    Wearing armour well, rather than merely wearing it. The largest contributor to Mitigation, the share of every blow that simply glances off.

  • Parry & Block

    Par

    Turning a blade aside. Sets the chance to block a MELEE hit, halving its damage. It offers nothing against arrows or spells.

  • Evasion

    Eva

    Not being where the blow lands. This is the number every attacker's accuracy is rolled against, so it protects against everything.

  • Critical Strike

    Cri

    Finding the gap in the guard. Raises the chance a hit lands as a devastating critical.

Mental10

  • Composure

    Cmp

    Steadiness when it all goes wrong. Feeds their courage, so they hold the line rather than break, and sharpens a healer's rating.

  • Bravery

    Brv

    Willingness to stand in the way of something awful. Feeds courage, and counts toward a tank's frontline rating.

  • Decisions

    Dec

    Judgement under pressure. The attribute a PUZZLE room tests by default, and part of a healer's rating.

  • Anticipation

    Ant

    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.

  • Teamwork

    Tea

    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.

  • Leadership

    Ldr

    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.

  • Concentration

    Cnc

    Holding a thought while being hit. Deepens the mana and focus pools and how fast they refill, and feeds a healer's rating.

  • Aggression

    Agg

    Appetite for the fight. Raises the threat every blow generates, whether or not they can survive the attention it earns them.

  • Discipline

    Dis

    Sticking to the plan. The disciplined follow the gambits you set them; the undisciplined improvise, for better or worse.

  • Resolve

    Rsv

    A refusal to fold. Feeds courage alongside Bravery and Composure, and the dark places test it directly.

Physical6

  • Strength

    Str

    Bodily might. Adds to maximum health (Vitality matters more), and hazard rooms often lean on it.

  • Agility

    Agi

    Nimbleness. The attribute a HAZARD room tests by default, and part of their Mobility rating. It has no direct effect inside a fight.

  • Stamina

    Sta

    Deep wind. Sets the stamina pool for the classes that fight on it, and does nothing at all for those who don't.

  • Vitality

    Vit

    Sheer toughness. By a distance the largest contributor to maximum health.

  • Speed

    Spd

    Quickness of hand and foot. Shortens the interval between attacks and quickens movement across the room, so it is both offence and survival.

  • Reflexes

    Rfx

    Reaction speed. Feeds their Mobility rating and some hazard rooms. Like Agility, it drives no combat number directly.

Role6

  • Threat

    Thr

    Holding a monster's attention. Multiplies the threat every blow generates. The tank's defining attribute, and a liability on anyone else.

  • Mitigation

    Mit

    Soaking punishment. Adds to the flat share of damage shrugged off from every blow, alongside Armour Use.

  • Healing

    Heal

    Mending the wounded. The dominant term in how much a heal restores.

  • Support

    Sup

    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 Control

    CC

    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.

  • Positioning

    Pos

    Choosing your ground. Above average, less of an enemy's area blast catches them. Below average, they are the one standing in the fire.