Edit: I should probably mention that my primary experience and knowledge is with the base 1.31 game. The Community Patch is probably very similar, but I can't speak for changes made by Caster of Magic.
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TrainedMedium: Combat spells like Eldritch Weapon and Flame Blade stack and do exceptional damage. Giant Strength adds +1 to all combat Attack Rolls. The list goes on and covers just about every spell that adds to a troop's or Hero's combat abilities.
As far as spells, some spells help ranged attacks, but quite a few don't. For example, Giant Strength only buffs melee attack, not ranged attacks of any sort.
TrainedMedium: Bless, Flaming, Stoning, Lightning, Death, Holy Avenger... well, there's a lot of Spell Effects which can be added to a Hero's weapon which will make it more deadly even if you don't use the ‘exploit’ to give your weapon spell charges.
Most of the spell effects that can be added to a bow will help the bow's ranged attack (not melee attacks), but Flaming is apparently one exception. It gives a bonus to melee without buffing the arrows.
TrainedMedium: With that said, any bow used in melee combat still gets its Spell Effect Damage added to the Hero’s normal attack damage. So in most cases the spell Warp Wood or running out of arrows is just an inconvenience.
Nope. Most of the bow's effects only help the hero's ranged attack, not their melee attack.
TrainedMedium: Also, for reasons I'm not quite certain about, Fang, and that evil Paladin whose name I still can't remember, are almost immune to physical damage from any creature with a lower Attack than theirs. That's why my optimal party of Hero's always includes one of those two melee fighters.
This is probably because you're used to tricked out heroes, and both of these heroes can deal damage to the enemy before the enemy gets their counter attack.
Fang has Fire Breath, and because he's flying he probably gets to use it most of the time (melee walkers usually can't initiate an exchange on him).
Gunther, Bagthru, and Shalla (especially Shalla) can all perform somewhat similarly if they initiate a melee exchange, since they have thrown weapons. Gunther and Bagthru are closer to glass cannons, relying on their thrown attacks to kill the enemy to reduce incoming damage.
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Mortu is special, being one of the Champion tier heroes that is built for
destroying targets via melee.
Mortu has first strike, so when he swings, he gets to deal his blademaster+might damage to the armor pierced enemy before they can retaliate (assuming the victim doesn't have "Negate First Strike"). As an example, lets consider a Mortu with 200xp (Champion level) with non-combat random abilities. Looking at the wiki listing, he's got 18 attack at 60% accuracy without any equipment. That's an average of 10 damage per swing before the enemy counters. Bump him up a level (to Lord) via warlord or another 100xp, and he's sitting on 20 attack with 80% accuracy (16 damage per exchange on average). Give Lord Mortu an axe with +6 attack and +2 To Hit, and you're looking at 26 damage per exchange. Let's pit him against some units! Listed values will use their defense after Mortu's armor piercing is considered.
Remember that each point of defense represents a 30% chance to block a single point of damage, and damage is blocked on a per-figure basis. So the first figure uses their shields to block damage, then loses hp, then when it dies the next figure steps up and uses its full shield count, loses hp, etc. Rinse and repeat until all damage is handled or the defending unit dies.
-Anything that can't negate his First Strike (ex. pikemen) and has less than 26 points in combined def and hp will just die. We're only going to look at Elite normal units here, since they have +1 hp per figure; most units that are Veteran or below simply don't have the stats to survive. If they don't survive, they can't counter-attack.
-Elite Dragon Turtle (5 def + 16 hp = 21 total) just dies.
-Elite Stag Beetle (4 def + 21 hp = 25 total) just dies.
-Elite Berserkers (2 def + 4 hp = 6/figure, 12 def, 24hp total) can have 2 figures left alive if at least 7 of their 10 shields successfully block damage. They need to block with at least 3 of their 12 shields or the entire unit just dies.
-Elite Paladins (4 def + 5 hp = 9/figure, 16def, 20hp total) can have 2 figures survive if they block with all 12 of their shields. They must block at least 7 of 16 points of damage with their defense or the entire unit is dead.
-Elite Javelineers (3 def + 3 hp = 6/figure, 18def, 18hp total) can have 2 figures survive if they block 12 damage with their 15 shields. Block with at least 9 of 18 shields or die.
-Elite Minotaurs (3 def + 13 hp = 16/figure, 32 total) need to block with at least 1 of 6 shields or just die.
-Elite War Trolls (3 def + 6 hp = 9/figure, 36 total) need to block with 9 of 9 shields to have 2 figures survive, or 3 of 12 shields to have 1 figure survive.
-Elite Hammerhands (3 def + 5 hp = 8/figure, 48 total) can have 3 figures survive if they block with 7 of 12 shields. They'll always have at least 1 figure survive a single exchange with our Mortu, and they might be the only normal unit with enough hp to do so.
What about Fantastic Creatures?
-Archangel (23 total) dies. Unicorns (24 total) also die.
-Stone Giant (24) dies. The other Rare and Very Rare Nature creatures have piles of hp, so they can survive at least one exchange. You're looking at Behemoths and Great Wyrms (45hp each) to guarantee survival through two exchanges. Basilisks get a mention for 30 hp on an Uncommon summon.
-Sky Drake needs to block with 2 of 5 shields or die. Even in a Sorcery Node, no other Sorcery creature has the def + hp total necessary.
-Gargoyles could survive if they block with 12 of 16 shields.
-Chimeras (32), Hydras (90), and Great Drakes (30) have the hp to survive a hit.
-Zombies need to block with 9 of 18 shields. Shadow Demons need to block with 7 of 8 shields.
-Werewolves (30), Wraiths (32), and Death Knights (32) can all survive a hit.
-The Demon Lord doesn't have the raw health and shields to survive, and Mortu's Magic Immunity prevents its Life Steal from having any chance of helping it.
The now-damaged opponent (especially if they are a multi-figure unit) still has to break through Mortu's 8 defense before they can actually deal any damage. Remember that all this is just a mid-level Mortu who only has a +6/+2 axe, no other items or enchantments!
Roland has a very similar ability set to Mortu, so you should see similar results with him as well.