====== Combat Mechanics ====== Anytime a sword is swung, an arrow is shot or a spell is cast a series of rolls are made to determine whether the action is successful and whether damage is caused. Most rolls involve the [[dominions-random-number|Dominions Random Number]] or DRN. To fully understand Combat Mechanics start by reading up on how the DRN is calculated. All offensive abilities in the game basically functions in the same way: - First a roll is made to see whether the attack hits. - If the attack hits a [[damage roll]] is made ===== Rolling to Hit ===== ==== Attack rolls ==== For melee attacks the attacker makes an [[attack roll]] at the same time as the defender makes a [[defence roll]]. These are compared. If the attack roll (with modifiers) is greater than the defence roll, it hits. If not, it misses. {{template>attackroll}} * Various effects can increase or decrease the [[melee-roll#Attack modifiers|attack]] and [[melee-roll#defense modifiers|defense modifiers]] skills of units. * Defenders with long weapons can [[repel]] attackers, preventing the attack from happening. * [[defensive effects order|Defensive abilities]] (such as [[ethereal|etherealness]]), spells (such as ??Astral Shield?? or ??Fire Shield??) and items (such as ??Vine Shield??) can prevent an attacker from attacking or punish the attacker. ==== Ranged Combat & Spellcasting ==== Ranged combat and [[combat-magic|spellcasting]] are different from melee combat in that they do not use defence values. Instead, a [[precision roll]] is used to determine which square a missile or spell hits. {{template>precisionroll}} * Shields can [[precision roll|prevent]] ranged weapons from striking true. * Every point of [[precision roll|precision]] above 10 counts for double. * Spells with 100 precision (??Soul Slay??) always hit the target square. * Spells (e.g. ??Eagle Eyes??), blesses and items (e.g. ??Eye of Aiming??) can buff precision. * Various effects can debuff (??Darkness??) or halve [[precision roll|precision]] (??Storm??). * Some effects can protect units against ranged weapons (??Arrow Fend??). Others will destroy missiles during flight (??Storm??) * Some spells and effects require a [[magic resistance]] check before having any effect. ==== Special attacks ==== * Units with [[trample]] can crush other units beneath their feet. ===== Rolling to Damage ===== Once a hit is scored, another roll is made to determine how much damage is done. ==== Physical damage ==== * For basic physical attacks this involves the attacker's [[damage roll]] minus the defender's protection roll. * [[armor-piercing|Armor Piercing]] attacks halve the defender's [[Protection]]. [[armor-negating|Armor Negating]] attacks ignore Protection entirely. * [[Physical damage types]] affect the final result. * Melee attacks [[hit location|hit]] and damage a particular part of the body which can give [[afflictions]] and affect the [[damage roll]] * Some weapons give a [[charge bonus]], striking especially hard on first contact. * Large damage roll can [[shield destruction|shatter]] or [[shield destruction|destroy shields]]. ==== Special Damage ===== Some types of [[damage type|damage]] have special attributes. * [[damage type#fire damage|Fire damage]] can make a unit may catch fire, * [[damage type#shock damage|Shock damage]] can stun a target making it unable to perform actions. * [[damage type#cold damage|Cold damage]] may freeze a unit, leading to additional [[damage roll#fatigue damage|fatigue damage]]. * [[Poison damage]] deals damage over time. * [[damage type#acid damage|Acid damage]] can cause weapons and armor to rust. * If a unit suffers from [[bleeding|profuse bleeding]] it quickly dies unless the bleeding stops. * Some units can [[damage tags#Life Drain damage|drain the life]] of their opponents, replenishing their own hit points and reinvigorating them. Other units cause [[damage roll#fatigue damage|fatigue damage]] putting their opponents to sleep. * Some attacks cause [[damage tags#paralysis damage|paralysis]]. ==== Preventing damage ==== * High [[Protection]] can protect against many types of damage. * [[Physical resistance]] can halve the damage from physical sources. * [[elemental resistance|Elemental Resistances]] can prevent damage from elemental effects. [[elemental resistance|Elemental Vulnerabilities]] can increase damage. * [[Defensive effects order|Defensive spells and effects]] like ??Twist Fate??, ??Mossbody?? and ??Mistform?? can prevent or decrease damage taken. ^ Combat Mechanics ||| | **Rolling to hit** | //[[attack roll|Melee attacks]]// | [[:Attack Roll]] • [[:Fatigue]] • [[:Multiple Attacks]] • [[:Repel]] • [[:Trample]] • [[:Area of Effect]] • [[:Melee Attack Penalties]] | | ::: | //[[precision roll|Ranged attacks & Spellcasting]]// | [[:Precision]] • [[:Air Shield]] • [[:Area of Effect]] • [[:Storm]] • [[:Ranged Attack Penalties]] | | **[[:Damage]]** | //[[:Physical]]// | [[damage type#Blunt damage|Blunt]] • [[damage type#slashing damage|Slashing]] • [[damage type#piercing damage|Piercing]] • [[damage type#untyped damage|Untyped]] | | ::: | //[[:Elemental]]// | [[damage type#fire damage|Fire]] • [[damage type#shock damage|Shock]] • [[damage type#cold damage|Cold]] • [[damage type#poison damage|Poison]] • [[damage type#acid damage|Acid]] • [[damage type#salt damage|Salt]] | | ::: | //[[:Damage Tags]]// | [[:Armor Piercing]] • [[:Armor Negating]] • [[:Magic]] • [[:Fatigue Damage]] • [[:Life Drain]] • [[:Paralysis]] • [[:Soul Slaying]] • [[:Ignores Shield]] • [[:Charge Bonus]] | | [[:Damage Prevention]] | //Basic// | [[:Protection]] • [[:Defence Roll|Defence]] • [[Shield|Shields]] | | ::: | //[[Resistances]]// | [[:Physical Resistance]] • [[Elemental Resistance]] • [[Magic Resistance]] | | ::: | //Other// | [[:Protective Force]] • [[:Mistform]] • [[:Mossbody]] • [[:Mirror Image]] • [[:Luck]] • [[:Ethereal]] • [[Defensive effects order]] • [[awe]] | {{tag>Combat-Mechanics}}