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:
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: 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 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.
- 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
Once a hit is scored, another roll is made to determine how much damage is done.
Some types of damage have special attributes.
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 |