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melee-roll

Attack Roll

The attacker makes an attack roll. The defender makes a defense roll. These are compared. If the attack roll (with modifiers) is greater than the defense roll, it hits. If not, it misses. The attack and defense rolls are modified by a random number (which is added) and a fatigue penalty (which is subtracted).

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!

Once a hit is scored, a similar calculation is done to determine how much damage is done. This involves the attacker's damage roll minus the defender's protection roll.

If the defender has a shield, the hit is a shield hit unless the attack roll beats the combined value of the target's defense and the shield's Parry value plus the random roll. If a hit is scored as a shield hit, the shield's Protection value is added to the defender's Protection roll.

Example: Vanjarl vs Heavy Infantry

  • A Vanjarl is attacking a Heavy Infantry unit. Neither unit has any fatigue yet.
  • The Vanjarl has an attack value of 14.
  • The Heavy Infantry unit has a broad sword, chain mail hauberk, half helmet and shield. It has a base defense of 10, gets a defense bonus of +1 from the sword, a defense penalty of -2 from the armor, and a defense penalty from the shield of -1. The shield's Parry value is 4. The actual defense is 10 +1 -2 -1 = 8. With the shield's Parry value, the unit's total defense is 12.
  • The Vanjarl rolls a 6, for a total attack value of 20.
  • If the Heavy Infantry rolls a 7 or less, it is a clean hit and the shield offers no protection. If the Heavy Infantry rolls an 8 through 11, the Vanjarl scores a shield hit and the Heavy Infantry can use its shield's protection value in the damage calculation. If the Heavy Infantry rolls a 12 or higher, the Vanjarl misses entirely.

Attack modifiers

Both attack and defense can be affected both positively and negatively by various effects. Due to the complexity of the game it will be difficult to list all of them, but here are some of the more common ones.

Positive Attack modifiers

Equipment Weapon bonus Only applies to attacks with that weapon
Magic Item bonus Applies to all attacks • E.g. Burning PearlRing of the Warrior
Bless When blessed fire 33 Attack: +2 attack • water 1010 Quickness: +2 attack • nature 44 Berserker: +2 attack when active • blood 44 Blood Surge: +3 attack when active • Throne effects
Unit attributes Experience +1 attack per
Berserk + Berserk value to attack when berserk
Dark Power / Storm Power + value in Darkness / Storm
Chaos / Magic / Death / Cold / Fire Power + value / scale
Spells Quicken SelfQuicknessQuickening +2 attack

Negative Attack modifiers

Equipment Weapon penalty Only applies to attacks with that weapon
Multiple Weapons Penalty = Combined Weapon Length • Reduced by Ambidextrous value
Unit attributes Afflictions Variable
Invisibility -10 attack • Negated by Spirit Sight
Chaos / Magic / Death / Cold / Fire Power - value / opposing scale
In combat Fatigue -1 / 20 points of fatigue • At 100 fatigue the unit can no longer attack
Frozen -3 to attack
Slime -2 to attack
Terrain Caves and Deep Sea -3 attack • -2 with 50% Darkvision • No penalty with 100% Darkvision, Spirit Sight or Blind FighterSolar Eclipse mimics this effect
Swamps -1 to attack • No penalty with Swamp SurvivalQuagmire mimics this effect
Underwater Blunt and Slashing attacks have weapon length in penalty • Flails get an extra -1 penalty
-3 attack when fighting underwater • -2 attack with Poor Amphibian • No penalty with Amphibious or Aquatic
Spells DarknessUtterdark -6 attack • -3 with 50% Darkvision • No penalty with 100% Darkvision, Spirit Sight or Blind Fighter

Defense modifiers

Positive Defense modifiers

Equipment Weapon bonus Added to Defense value
Magic Item bonus Added to Defense value • E.g. Cat Charm
Shield Parry Gives a Parry bonus
Bless When blessed air 33 Swiftness: +1 defense • water 33 Defense: +2 defense • water 1010 Quickness: +2 defense • blood 44 Blood Surge: +1 defense when active • Throne effects
Unit attributes Experience +1 defense per
Dark Power / Storm Power + value in Darkness / Storm
Chaos / Magic / Death / Cold / Fire Power + value / scale
Spells Quicken SelfQuicknessQuickening +2 defense
Water ShieldWater Ward +5 defense • Only underwater

Negative Defense modifiers

Equipment Weapon / Armor / Shield penalty Variable
Bless earth 44nature 33 Larger -1 defense (always active)
Unit attributes Afflictions Variable
Berserk - Berserk value to defense when berserk
Chaos / Magic / Death / Cold / Fire Power - value / opposing scale
In combat Fatigue -1 / 10 points of fatigue • At 100 fatigue defense is set to 0
Harassment -1 / enemy attacks • halved if mounted • Mitigated by Unsurroundable
Frozen -3 to defense
Slime -2 to defense
Defense reduced by 75% Webbed • Earth Grip • False Fetters • Netted • Entangled • Stunned
Defense set to 0 Petrified • Paralyzed • Sleeping • Encased in Ice
Terrain Caves and Deep Sea -3 defense • -2 with 50% Darkvision • No penalty with 100% Darkvision, Spirit Sight or Blind FighterSolar Eclipse creates the same effect
Swamps -1 defense • No penalty with Swamp SurvivalQuagmire creates the same effect
Underwater -3 defense when fighting underwater • -2 defense with Poor Amphibian • No penalty with Amphibious or Aquatic
Spells DarknessUtterdark -6 defense • -3 with 50% Darkvision • No penalty with 100% Darkvision, Spirit Sight or Blind Fighter
melee-roll.txt · Last modified: 2022/03/13 17:21 by naaira