Table of Contents

Weapons

In Dominions 5, a unit's attacks are represented through the "weapons" present on their unit card. Despite the name, weapons range from ordinary armaments such as spears and swords to fists, breath attacks and psychic mind blasts.

During combat, units act in intervals called 'rounds'. With the introduction of simultaneous combat in Dominions 5, these rounds are no longer synced up across entire armies but are instead tracked on an individual basis. When a unit enters a new round, it uses all of the weapons relevant to its situation (i.e. melee if in melee, ranged if at range), takes fatigue according to encumbrance, and then waits until its next round activates. Units with Quickness (from spells, items or the heroic ability) have a reduced delay until their next round, causing them to attack more often than ordinary units at the cost of faster fatigue gain.

Equipping commanders with items will cause their default weapons to be replaced if the appropriate slot is filled. Weapons considered intrinsic are an exception to this rule, and will never be replaced regardless of equipment.

Weapon Specs

There are two types of weapons in Dominions 5:

Stats

Each kind of weapon has unique properties that will determine how units use them during combat.

If an attack lands, its final damage is usually checked against the protection of the hit location on the target to determine how many hitpoints are lost.

Traits

Most weapons have a damage type. Damage types may be resisted by the appropriate resistances. See the main article for more details.

Some weapon traits are quite rare or have fairly specific interactions:

FIXME: add devour, life drain decay damage types.

1)
When checks are referred to in this article, assume DRN is added to both sides.