Might – strong heroes deal more damage to enemies in battle. In addition, Might is needed when performing many actions.
Magic – the amount of magical abilities determines the number of spell points, as well as the probability of success when casting a spell.
Endurance – this indicator affects the number of hit points (health units) of the character.
Accuracy – strangely enough, Accuracy does not affect the damage in ranged attacks, but the number of attacks per turn in battle.
Speed – high speed reduces the character's recovery time after an attack or spell casting in battle.
Luck – heroes with high luck are better at resisting magical attacks and can avoid damage from traps. It also helps a lot when opening chests.
Secondary stats depend on the primary stats.
Health (Hit points). Enemy attacks and traps reduce the number of hit points. When their number drops to zero, the hero loses consciousness. And when the hit points reach a negative value equal in magnitude to the hero's Endurance, he dies. Hit points are fully restored after eight hours of rest.
Magic (Spell points). Their number depends on the Magic ability. Spell points are restored after 8 hours of continuous rest. Healing in a church does not restore mana.
Armor Class. The better the armor, the higher the chance of avoiding an enemy attack. It is determined by what the hero is wearing and some abilities.
Finally, we can highlight "tertiary" stats, which determine how effectively your hero attacks and defends. They depend on many factors: primary and secondary stats, abilities, expert and master ranks, weapon bonuses, the character's condition, and spells cast on the squad. However, you won't have to calculate them using complex formulas – you can simply look at the character screen to see what they are equal to.
Melee damage – damage dealt to an enemy by your hero when hitting (of course, if he hits the monster).
Ranged damage – the same, but for bows, crossbows, and other long-range killing weapons.
Melee bonus – affects the probability of hitting a monster when hitting.
Ranged bonus – the same, but for all types of ranged weapons.
Resistance – the probability of reducing damage from a magical attack. For each type of attack (Elemental, Dark, Light, and Spirit), there is its own resistance. Interestingly, there is also such a funny thing as Physical Resistance. It is described as "the probability of minimizing damage from a physical attack caused by magical reasons." Simply put, this is the probability of surviving if a magical, but quite granite, stone is dropped on your head.
However, even maximum resistance does not provide absolute protection.
Katrine
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