Ok so here is how the stats influence the items in TheQuest.
Note that this is Alpha stage, we will adjust balance during Beta
*Base damage is the normal damage given in the original H2 code


Sword: Base damage + (might / 2)
Any Magical Sword: Base damage + ((might / 2) + ((wisdom - magic resistance) / 5))
Flying Fist: Base damage + (wisdom - magic resistance)
Hell Staff: Base damage + (dexterity / 5)
Magic Missiles: Base damage + (wisdom - magic resistance)
Red Rain Bow: Base damage + (dexterity + ((wisdom - magic_resis)) / 2)
Fire Wall: Base damage + (wisdom - magic resistance)
Phoenix Bow: Base damage + (dexterity + ((wisdom - magic_resis)) / 2)
Sphere: Base damage + (wisdom - magic resistance)
Iron Doom: Base damage + (wisdom - magic resistance)
Ring of Repulsion: Base damage + (wisdom - magic resistance)
Meteor Barrier: Base damage + (wisdom - magic resistance)
Tornado: Base damage + (wisdom - magic resistance)
Ring of Flame: Base damage + (wisdom - magic resistance)
Grenade: Base damage + dexterity


Ok now this next table is how i calculate Experience given to the attacker.
target points = add might, wisdom, dex & magic resistance of target
attaker points = add might, wisdom, dex & magic resistance of attacker
difference = (target points *2) - attaker points

If difference is smaller than 5, then give only 1 experience points to the attacker.

Else, increse the attacker's experience by: difference / 5
This is a very basic explanation wich might be confusing, sorry its the best way i could figure to explain it.