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
WeaHow reliably a blade finds its mark. Melee fighters roll their accuracy on this, against the target's Evasion.
Marksmanship
MarThe archer's eye. Ranged fighters roll their accuracy on this, against the target's Evasion. Useless to anyone who fights up close.
Might
MgtRaw destructive force. Sets attack damage for everyone who does NOT cast, blade and bow alike. Casters get their damage from Spellcraft instead.
Spellcraft
SplCommand 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
ArmWearing armour well, rather than merely wearing it. The largest contributor to Mitigation, the share of every blow that simply glances off.
Parry & Block
ParTurning a blade aside. Sets the chance to block a MELEE hit, halving its damage. It offers nothing against arrows or spells.
Evasion
EvaNot being where the blow lands. This is the number every attacker's accuracy is rolled against, so it protects against everything.
Critical Strike
CriFinding the gap in the guard. Raises the chance a hit lands as a devastating critical.
Mental10
Composure
CmpSteadiness when it all goes wrong. Feeds their courage, so they hold the line rather than break, and sharpens a healer's rating.
Bravery
BrvWillingness to stand in the way of something awful. Feeds courage, and counts toward a tank's frontline rating.
Decisions
DecJudgement under pressure. The attribute a PUZZLE room tests by default, and part of a healer's rating.
Anticipation
AntReading 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
TeaPlaying 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
LdrCommand 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
CncHolding a thought while being hit. Deepens the mana and focus pools and how fast they refill, and feeds a healer's rating.
Aggression
AggAppetite for the fight. Raises the threat every blow generates, whether or not they can survive the attention it earns them.
Discipline
DisSticking to the plan. The disciplined follow the gambits you set them; the undisciplined improvise, for better or worse.
Resolve
RsvA refusal to fold. Feeds courage alongside Bravery and Composure, and the dark places test it directly.
Physical6
Strength
StrBodily might. Adds to maximum health (Vitality matters more), and hazard rooms often lean on it.
Agility
AgiNimbleness. The attribute a HAZARD room tests by default, and part of their Mobility rating. It has no direct effect inside a fight.
Stamina
StaDeep wind. Sets the stamina pool for the classes that fight on it, and does nothing at all for those who don't.
Vitality
VitSheer toughness. By a distance the largest contributor to maximum health.
Speed
SpdQuickness of hand and foot. Shortens the interval between attacks and quickens movement across the room, so it is both offence and survival.
Reflexes
RfxReaction speed. Feeds their Mobility rating and some hazard rooms. Like Agility, it drives no combat number directly.
Role6
Threat
ThrHolding a monster's attention. Multiplies the threat every blow generates. The tank's defining attribute, and a liability on anyone else.
Mitigation
MitSoaking punishment. Adds to the flat share of damage shrugged off from every blow, alongside Armour Use.
Healing
HealMending the wounded. The dominant term in how much a heal restores.
Support
SupKeeping 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
CCHandling 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
PosChoosing your ground. Above average, less of an enemy's area blast catches them. Below average, they are the one standing in the fire.