Hero attributes

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Attributes are listed on the "attributes" section of the left-hand panel. Each attribute is represented by two numbers, one of which is in parentheses. The number without parentheses represents base attribute without taking into account any effects of items spells or blessings. The number in parentheses represents actual current attribute value, as modified by items, spells, potions or blessings.

See also Starting Attributes for a table of beginning attributes for each hero class. See also Hero Abilities.

List of Hero Attributes

This primary attributes affect the essential aspects of a hero, including hitpoints, physical and magical damage, etc. Each can be trained to a maximum of 12 at one of the trainers scattered around Ardania.

Strength (STR)

  • Strength increases a Hero's physical damage in combat for hand-to-hand and ranged hits. Each 8th point of STR adds 1 point of damage.
Example: A Hero with 24-31 STR will get +3 bonus to damage added to hero's damage roll from weapons while one with 32 STR will get +4 bonus to damage.
Note: unlike direct 'Damage+...' bonuses from some staff, you can see the STR bonus influence only in increased damage in battles - and not in you hero stats list.
  • Strength determines the Carry capacity of the hero (and followers). Carry capacity equals 5 + 1.25 per point of STR, rounded down
Example 1: A hero with STR 15 has a Carry capacity of 23 (5 + 15 x 1.25 = 23.75 which is rounded down to 23)
Example 2: A hero with STR 3 and an Elite Fighter follower (STR 22) has a Carry capacity of 41 (2 x 5 + 25 x 1.25 = 41.25, rounded down to 41)
Note: you can carry till 110% of your "Carry cap." without turn losses, even when you'll see the write about over-encumbering. Just don't forget about stats loss under overloading and try not to pass the 110% border.
  • It also affects chances of escaping from certain types of restraints, such as 'Tangle'.

Vitality (VIT)

  • The Vitality attribute is used for calculating the maximum number of Hit Points (HP) a Hero will have. The exact formula for this is:
MAXHP=[starting HP]+floor([Modified Vitality] / 2 * [hero level]) ,
where ([Modified Vitality] / 2 * [hero level]) is rounded down to the nearest integer by the floor function and
[Modified Vitality] refers to the vitality total after any items are taken into account.
  • Vitality also determines the number of Hit Points that a hero will gain when healing in a Temple, Inn, or other resting place.

Intelligence (INT)

  • A minimum of 11 intelligence is required to learn spellcasting. Intelligence can be trained to 12 at the Library in Valmorgen.
  • Intelligence increases the chance for offensive Spells to penetrate an enemy's Magic Resistance (MGR). The following rules apply:
Attack Factor = Random(1 to 100) + (Spell Level x 5) + INT
Defense Factor = 20 + MGR
Spell successfully hits if the Attack factor is greater than the defense factor.
  • Intelligence increases the magic damage done by offensive Spells. Per four points of INT, the damage of a spell is increased by one.
    The formula for the damage dealt by a spell is:
Damage done by spell = base spell damage + INT/4 - (Armor enchantment value)
where INT/4 is rounded down to the nearest integer
Spell base damage is either a range or a fixed value
  • Important: as well as spells from charged items, artifacts' ones aren't influenced by hero's INT.
  • Intelligence increases chance of successful Craftmanship skill use as given by the schematics equation.

Willpower (WIL, WP)

  • Willpower increases the effectiveness of praying in Temples. Each point of WP generates 30 points of piety for each turn of praying.
  • WP determines the base damage for the Monk hero class, since Monks do not have a weapon. Monk deals base damage of 1 to WP/4, as if he has a weapon with damage value of WP/4, where WP/4 is a value rounded down to the nearest integer.

Artifice (ART)

  • Artifice increases a Hero's chance to detect a monster group without being attacked.

Seems like chance of sneaking upon a monster group is calculated like this:

If "Random[1..200] + Artifice + Luck > 100", then you're not detected. If it's <= 100, then you're ambushed.

But this formula is not approved.

  • Artifice is most useful for a Artifice-based classes because of how Attack of Opportunity works.
  • It also increases the chance of successful Stealing.

Combat Attributes

Hand-to-Hand (H2H)

This attribute is the measure of a Hero's ability to hit in hand-to-hand combat. The chance to hit is based on H2H and enemy's Parry attribute:

Combat Rules
Attack Factor: Random(1 to 200) + H2H.
If this number is lower than 100, the hero misses. If the attack factor is more than 100 but lower than (100 + enemy's Parry) the enemy has parried the attack; if the attack factor is greater, then hit is successful and the damage is then calculated.

Ranged (RNG)

This attribute is the measure of a Hero's ability to hit in ranged combat. The chance to hit is based on RNG and the enemy's Dodge, analogous to the rules involving H2H and Parry given above.

Damage (DMG)

Damage pertains to the maximum damage a Hero can inflict in a successful hit in melee or ranged combat. The damage a Hero deals in combat is based on the formula:

Random(1 to (DMG)) + weapon enchantment + STR bonus - foe's armor roll.

Dodge (DOD)

Dodge is the measure of a Hero's ability to avoid ranged attacks in the same way that Parry measures a hero's ability to avoid a melee attack. Ranged combat is calculated the same way as hand-to-hand combat, with Ranged replacing H2H and Dodge replacing Parry.

Parry (PAR)

Parry is the measure of a Hero's ability to parry (block) melee blows. See H2H for detailed formula.

Armor (ARM)

The Armor attribute is the measure of a Hero's physical protection. Each time a Hero is hit by a melee or ranged attack, the damage he or she receives is decreased by Armor/2 + Random [0 to (Armor/2 – 1)] + Armor enchantment, where the factor Armor/2 is rounded down to the nearest integer. Also, each time a Hero is hit by a damaging spell, the damage he or she receives is decreased by (Armor enchantment amount).


Luck is the measure of how lucky a Hero is. It influences chances to win in the Gambling Hall, the ability to resist the Drain Gold spell of a Leprechaun and some chances of finding gold in treasure chests. For Gnome Champions, Luck also determines the stat bonus added onto H2H, Parry, Dodge, and MGR through the "Combat Luck" ability. For all other classes, Luck has no effect on the Hero's combat ability other than resisting the "Drain Gold" spell.

Magic Resist (MGR)

See Also MGR Training Table

Magic Resist (MGR) is the measure of a Hero's protection from harmful magic. Higher Magic Resist means a higher chance to resist harmful spells cast by enemies. See the description of intelligence for the formula that relates magic resist in spell combat.

Can be trained only +15 from your starting MGR.

Hidden Attributes


Speed is a property of heroes and all other units that determine the order in which the hero or unit engages in combat during each combat round. Speed is not explicitly shown in the game, but can be modified by certain items, like Boots of Speed, Headband of Prescience, Ancient Belt of Godly Finesse, Belt of Dodging, Boots of Lunord and Healer's Boots.


Piety is the measure of how much the hero devotion a hero has to each of the seven deities. Piety can be raised by praying at temples or donating gold. After gathering enough piety for a particular god or goddess, the hero may receive enchantments. Raising the piety to one god or goddesses may lower the piety toward another. See a more detailed explanation at the article about temples.