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:
- 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.
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!
- Various effects can increase or decrease the attack and defense modifiers skills of units.
- Defenders with long weapons can repel attackers, preventing the attack from happening.
- Defensive abilities (such as 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 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
- number of squares from attacker to target is Distance, diagonals count as 1.41
- take unit Precision, effects like storm apply here
- add weapon/spell Precision
- if Precision is 75+ hit and abort the rest
- double Precision above 10 and use this as the Score
- 4% for halved Score, 2% for 1/3 Score
- if (Score/2-2) >= Distance hit and abort the rest
- calculate ( (random between 0 and Score-1)+(Distance*1.25, rounded down) )/Score and round down the Result
- random between 0 and Result = Deviation
- for each point of Deviation, do two random rolls: (1, 0, or -1) on the vertical axis, and (1, 0, or -1) on the horizontal axis
- Shields can prevent ranged weapons from striking true.
- Every point of 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.
- 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 attacks halve the defender's Protection. Armor Negating attacks ignore Protection entirely.
- Physical damage types affect the final result.
- Melee attacks 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 shatter or destroy shields.
Special Damage
Some types of damage have special attributes.
- Fire damage can make a unit may catch fire,
- Shock damage can stun a target making it unable to perform actions.
- Cold damage may freeze a unit, leading to additional fatigue damage.
- Poison damage deals damage over time.
- Acid damage can cause weapons and armor to rust.
- If a unit suffers from profuse bleeding it quickly dies unless the bleeding stops.
- Some units can drain the life of their opponents, replenishing their own hit points and reinvigorating them. Other units cause fatigue damage putting their opponents to sleep.
- Some attacks cause paralysis.
Preventing damage
- High Protection can protect against many types of damage.
- Physical resistance can halve the damage from physical sources.
- Elemental Resistances can prevent damage from elemental effects. Elemental Vulnerabilities can increase damage.
- Defensive spells and effects like Twist Fate, Mossbody and Mistform can prevent or decrease damage taken.
| Combat Mechanics | ||
|---|---|---|
| Rolling to hit | Melee attacks | attack-roll • fatigue • multiple-attacks • repel • trample • area-of-effect • melee-attack-penalties |
| Ranged attacks & Spellcasting | precision • air-shield • area-of-effect • storm • ranged-attack-penalties | |
| damage | physical | Blunt • Slashing • Piercing • Untyped |
| elemental | Fire • Shock • Cold • Poison • Acid • Salt | |
| damage-tags | armor-piercing • armor-negating • magic • fatigue-damage • life-drain • paralysis • soul-slaying • ignores-shield • charge-bonus | |
| damage-prevention | Basic | protection • Defence • Shields |
| Resistances | physical-resistance • Elemental Resistance • Magic Resistance | |
| Other | protective-force • mistform • mossbody • mirror-image • luck • ethereal • Defensive effects order • awe | |
