Combat attributes

**Combat attributes** are a set of attributes that are used specifically for combat, particularly attack resolution and damage calculation. Combat attributes are used by both heroes and creatures.

## Overview

The attributes **Hand-to-Hand**, **Ranged**, **Parry**, and **Dodge** are used to determine the attack resolution of physical attacks (i.e., whether a melee or ranged attack hits, is defended against, or misses). The attributes **Damage** and **Armor**, along with the Strength attribute, are used for damage calculation of physical attacks. Magic Resist (MGR), along with the Intelligence attribute, are used for attack resolution of spells (i.e., whether the spell hits or is resisted)

For heroes, combat attributes are shown on the bottom portion of the stats panel. Different hero classes have different respective starting values for combat attributes. Combat attributes other than MGR increase by +1 for hero level gained. MGR does not increase with level, but can be trained up to +15 from the hero's starting MGR. For more information, see the MGR Training Table.

## Hand-to-Hand (H2H)

This attribute is the measure of proficiency in hand-to-hand combat. It is used to determine the attack resolution of melee attacks, in accordance with the following combat rules:

* **Attack Factor** = Random(1 to 200) + H2H
* **Defense Factor** = 100 + Opponent's Parry

Attack resolution depends on the values of the above two factors:

* If the attack factor is lower than 100, the attacker misses
* If the attack factor is greater than or equal to 100, but lower than or equal to the defense factor, then the opponent parries the attack
* If the attack factor is greater than or equal to 100, and is greater than the defense factor, then the hit is successful and damage is calculated

## Ranged (RNG)

This attribute is the measure of proficiency 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 affects the total damage that an attacker can inflict in a successful hit in melee or ranged combat.

For heroes, damage is displayed in the format of X (Y)+E, where X is the base weapon damage, and Y is the modified weapon damage, and E is the weapon enchantment bonus. The total damage an attacker deals in combat is based on the following formula:

* **Total Damage** = Random(1 to (Modified Weapon Damage)) + Weapon Enchantment + Strength Bonus - Opponent's Armor Roll

Since the (basic) damage is subject to a random roll from 1 to the damage value, 1 point in damage is less effective than 1 point in weapon enchantment or the damage bonusing from 8 points in Strength.

For creatures, the "Random(1 to (Basic Damage))" portion of the above formula is replaced by a simple min-max range. Creatures do not have access to the weapon enchantment bonus.

## Dodge (DOD)

Dodge is the measure of proficiency in avoiding ranged attacks in the same way that Parry measures proficiency in defending against melee attacks. 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 physical protection. Each time a hero or creature is hit by a melee or ranged attack, the total damage that is incurred, as given in the formula above, is based on the "Armor Roll." The "Armor Roll" is determined as follows

* **Armor Roll** = Armor/2 + Random [0 to (Armor/2 – 1)] + Armor Enchantment Bonus

The factor Armor/2 is truncated to the nearest integer. Consequently, only even numbers actually affect the armor roll (for example, an armor value of 5 is equivalent to an armor value of 4).

For heroes, armor is displayed in the format of X (Y)+E, where X is the base armor, and Y is the modified armor, and E is the enchantment bonus. The (basic) armor value has no effect against spells. However, the armor enchantment bonus will decrease damage taken from spells by an amount equal to double the enchantment bonus.

## Magic Resist (MGR)

Magic Resist (MGR) is the measure of protection from harmful magic. Higher Magic Resist means a higher chance to resist harmful spells cast by enemies, in accordance with the following attack resolution rules:

* **Spell Attack Factor** = Random(1 to 100) + (Spell Level x 5) + Intelligence
* **Spell Defense Factor** = 20 + MGR
* The spell successfully hits if the attack factor is greater than the defense factor