Table of Contents

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 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:

  1. First a roll is made to see whether the attack hits.
  2. 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.

Attack Roll

Attack roll: Weapon's Attack value
+ Attack modifiers, if any
+ DRN

Defense roll: Defender's Defense value
+ defense modifiers, if any
+ DRN

Defender wins ties!

Ranged Combat & Spellcasting

Ranged combat and 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.

Precision Roll

$\text{If Attacker Precision value} \gt 10$

$\text{Precision score} = \text{Attacker Precision value} -7$

$\text{If Attacker Precision value} \le 10$

$\text{Precision score} = \frac{\text{Attacker Precision value}}{2} -2$


Precision roll: Precision score
$\pm$ Precision modifiers
+ DRN

Range: Number of squares from attacker to target square.
Diagonals count as 1.5 square


If Precision roll $\ge$ Range ⇒ The missile hits target square
If Precision roll is $\lt$ Range ⇒ The missile deviates from target square
The amount of deviation is equal to the range x 1.25 / Precision

Special attacks

Rolling to Damage

Once a hit is scored, another roll is made to determine how much damage is done.

Physical damage

Special Damage

Some types of damage have special attributes.

Preventing damage