Fighter Stats


Ascended

Level 20 fighters can choose to be reborn, losing all XP and returning to Level 1! Fighters can ascend up to ten times.

In exchange for this sacrifice Ascended fighters gain +0.5 to all non-resist stats, +0.1 to Luck, and +10 to Max Health. They also gain a rank of Fighter Rarity, increasing the maximum range of their base stats, and immediately improving elemental resits or other racial bonuses.

Fighters that are "Bound To Account" will no longer be bound after ascending.

Hardcore Fighters

Hardcore Fighters lose 10% of total XP on match loss (not death).

If a team contains at least one Hardcore Fighter they may steal an item from each enemy hardcore fighter on victory.

Hardcore Fighters receive a +5.0 Luck and a +2.5 Primary Class Stat bonus. 

Max Health

Max Health is the endurance of your fighter in battle.

When a fighter's Health is reduced to 0 from an enemy's attack, it is removed from the current battle. Fighters in Heroes of Dire cannot be killed permanently.

A fighter's Max Health is determined randomly upon hiring, but within a range determined by its Rarity, Class, and Race. All stats can be re-rolled for a small training fee. 

Max Health can be improved by equipment upgrades, Relic enchantments, and by increasing the fighter's rarity through the Ascension system after reaching level 20.

As with all fighter stats in Heroes of Dire, Max Health does not increase as your fighter earns new levels.

ATTACK

Attack is the primary offensive stat used when calculating Combat Rolls for non-magical Melee Weapons (e.g. Rapiers, Mauls). When making a Melee Attack, an attacking fighter's Attack stat is directly compared to the defending fighter's Defense stat.

DEFENSE

Defense is the primary defensive fighter stat used when calculating Combat Rolls for Melee Weapons that use the Attack stat (e.g. Swords, Mauls, Maces). Defense is the primary stat on Armor, with heavier armor types providing more Defense. Shields and some weapons also have minor defense stat bonuses.

AIM

Aim is the primary offensive stat used when calculating Combat Rolls for non-magical Ranged Weapons (e.g. Bows, Throwing Axes). When making a Ranged Attack, an attacking fighter's Aim stat is directly compared to the defending fighter's Deflect stat.

DEFLECT

Deflect is the defensive fighter stat used when calculating Combat Rolls against non-magical Ranged Weapons (e.g. Crossbows, Slings) that use the Aim stat. Deflect is the primary stat found on Shields.  Heavier Armors and some weapons also have minor Deflect stat bonuses.

EVASION

Evasion represents a fighter's ability to dodge attacks. Evasion is used in all Combat Rolls and is the most useful defensive stat.

MAGIC

Magic is both an offensive and defensive stat used when calculating Combat Rolls for Magical Weapons that use the Magic stat (e.g. Wands, Talismans, Fetishes). Having more Magic allows you to deal more magic damage in combat, and it protects your fighters from Magic attacks. When making a Magical Attack, an attacking fighter's Magic stat is directly compared to the defending fighter's Magic stat.

LUCK

Luck is the most powerful stat in Heroes of Dire! It is used in every Combat Roll, both offense and defense. When a Combat Roll is made, the attacking fighter's Luck is compared to the defending fighter's Luck. The difference is then applied to the Combat Roll. For example, if an attacker has -1 Luck and the defender has 10 Luck, the attacker will receive a -11 penalty to his Roll.

Elemental Resists

  • Lightning Resist
  • Fire Resist
  • Frost Resist
  • Poison Resist
  • Disease Resist
  • Holy Resist

Elemental Resists are defensive stats that represent a fighter's ability to withstand elemental damage in combat. Elemental Resists are used in Combat Rolls where an attack is made with an Enchanted Weapon (e.g. a Fiery Greatsword or Voltic Wand). These resist checks are made in addition to Combat Roll modifiers that would occur if the weapon had no enchantment. For example, a Combat Roll made with a Fiery Greatsword includes the attacking fighter's Attack stat and the defending fighter's Defense, Evasion, and Fire Resist stats. If a defending fighter has a negative elemental resist stat, it confers a bonus to the attacking fighter's roll. So, when fighting Frost Giants, be sure to bring along your Fiery Greatsword!

The various races in Heroes of Dire have a wide variety of Elemental Resist bonuses and penalties. As a fighter earns levels, his elemental resist stats improve slightly.


Fighter Race Mods

Penalties reduced by 50% on your hero!


Race Bonus Vulnerability Special
HUMAN     +3% Dual Wield
CULTIST Poison Resist   +1 Combat Ability*
HUPPO Attack (Major), Magic (Major) Poison (Major) +3% Guard
DARK ELF Aim (Major), Evasion (Major), Magic (Major) Disease (Major) +3% Volley Shots
DEMON Attack (Major), Fire Resist (Major) Holy +1 Critical Stuns
SUCCUBUS Evasion (Major), Luck (Major), Fire Resist Holy +1 Critical Stuns
LICH Magic (Major), Holy Resist (Major)   +3% Rest Heal
SKELETON Aim (Major), Deflect (Major), Poison Resist (Major)   +3% Rest Heal
VAMPIRE Attack (Major), Luck (Major), Health (Major) Holy (Major) +3% Rest Heal
ZOMBIE Defense (Major), Disease Resist (Major), Poison Resist   +3% Rest Heal
GIANT (FIRE) Health (Major), Fire Resist, Magic Frost (Major) +3 Stun Resist
GIANT (FROST) Health (Major), Frost Resist, Magic Fire (Major) +3 Stun Resist
GIANT (HILL) Health (Major), Deflect (Major), Evasion (Major)    
GIANT (STONE) Health (Major), Disease Resist (Major), Defense Lightning (Major) +3 Stun Resist
GIANT (STORM) Health (Major), Lightning Resist (Major), Magic Poison (Major) +3 Stun Resist
GOLEM (EARTH) Defense (Major), Disease Resist, Health Lightning +1 Dash/Charge
GOLEM (FIRE) Defense (Major), Fire Resist, Health Frost +1 Dash/Charge
GOLEM (FROST) Defense (Major), Frost Resist, Health Fire +1 Dash/Charge
GOLEM (STORM) Defense (Major), Lightning Resist, Health Disease +1 Dash/Charge
GOLEM (VENOM) Defense (Major), Poison Resist, Health Holy +1 Dash/Charge
GOLEM (MARBLE) Defense (Major), Holy Resist, Health Lightning +1 Dash/Charge
GOLEM (FLESH) Defense (Major), Disease Resist, Health Poison +1 Dash/Charge

* Cultists get 4 class combat actions instead of 3 (Ex: Blink, Shadow Step, Taunt)

Stat Change For Race Mods

By Fighter Rarity

Penalties reduced by 50% on your hero!


Type Initiate (R1) Apprentice (R2) Veteran (R3) Champion (R4) Master (R5) Exalted (R6)
Luck +0.0 +0.0 +0.1 +0.1 +0.2 +0.2
Luck (Major) +0.1 +0.2 +0.3 +0.4 +0.5 +0.6
Max Health +0.0% +1.0% +2.0% +3.0% +4.0% +5.0%
Max Health (Major) +2.0% +3.0% +4.0% +6.0% +8.0% +10.0%
Resists +1.0 +2.0 +3.0 +4.0 +5.0 +6.0
Resists (Major) +2.0 +4.0 +6.0 +8.0 +10.0 +12.0
Vulnerability -7.0 -6.0 -5.0 -4.0 -3.0 -2.0
Vulnerability (Major) -13.0 -12.0 -11.0 -10.0 -9.0 -8.0
Other Stats +0.0 +0.4 +0.8 +1.2 +1.6 +2.0
Other Stats (Major) +0.5 +1.0 +1.5 +2.0 +2.5 +3.0