Hero attributes
From HoAWiki
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.
Contents |
[edit] List of Hero Attributes
[edit] Strength (STR)
- Increases 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.
[edit] Vitality (VIT)
- The vitality attribute is used for calculating the number of Hit Points (HP) hero will gain on the next level-up. The range of maximum HP gained is:
- VIT/4 + Random(1 to VIT/4),
- where The VIT/4 factor is rounded down to the nearest integer, and Random(1 to x) represents random inclusive number from 1 to x. Example: A hero VIT = 4 will always get 2 HP at each level-up: 4/4 + (1 to 4/4) = 1 + (1 to 1) = 2 HP/level-up. Due to rounding down of VIT/4, any hero with 4, 5, 6 or 7 VIT always will still get 2 HPs leveling up. A Hero with 13 VIT will get: 13/4 + (1 to 13/4) = 3 + (1 to 3) = 4-6 HPs/level-up. Again, any hero with 12-15 VIT will get 4-6HPs/level-up.
- When vitality is modified, then the modified VIT (rather than base VIT) will be used for this calculation.
- Vitality also determines the number of Hit Points that a hero will gain when healing in a Temple, Inn, or other resting place.
[edit] 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
- The x2 multiple for damage reduction for enchantment posted in the forum is believed to be incorrect
- Spell base damage is either a range or a fixed value
- Intelligence increases chance of successful Craftmanship skill use as given by the schematics equation.
[edit] Willpower (WIL, WP)
- Increases effectiveness of praying in Temples. Each point of WP generates 10 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.
[edit] Artifice (ART)
- Increases hero's chance to detect a monster group without being attacked.
- Increases chance of successful Stealing.
[edit] Combat Attributes
[edit] H2H
A measure of 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.
[edit] Ranged (RNG)
A measure of hero's ability to hit in ranged combat. Chance to hit is based on RNG and the enemy's Dodge, analogous to the rules involving H2H and Parry given above.
[edit] Damage (DMG)
Pertains to the maximum damage hero can inflict on successful hit in melee or ranged combat. The damage hero deals in combat is based on formula:
- Random(1 to (DMG)) + weapon enchantment + STR bonus - foe's armor roll.
[edit] Dodge
A 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 as hand-to-hand combat, with Ranged replacing H2H and Dodge replacing Parry.
[edit] Parry
A measure of hero's ability to parry melee blows. See H2H for detailed formula.
[edit] Armor
A measure of hero's physical protection. Each time hero is hit by melee or ranged attack, damage he 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 hero is hit by damaging spell, damage he receives is decreased by (armor enchantment).
[edit] Luck
A measure of how lucky hero is. It influences chances to win in the Gambling Hall, the ability to resist Leprechauns' Drain Gold spell, "find gold" encounter frequency, and some chances of finding gold in treasure chests. For Gnome Champions, luck also determines the stat bonus added on to 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.
[edit] Magic Resist (MGR)
- See Also MGR Training Table
A measure of 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.
[edit] Hidden Attributes
[edit] Speed
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.
[edit] Piety
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.
