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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

Melee Attacks

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.

  • Fatigue can affect both the attacker and defender negatively.
  • Getting attacked by multiple attacks at once can harass down a unit's defence skill making it easier to hit - and can open up for critical strikes.
  • Wielding multiple weapons can make it harder to hit.
  • Fighting underwater can give penalties based on the weapon used
  • Various effects can lower the attack and defence skills of units, such as Darkness.
  • 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.

  • 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.
  • Various effects can debuff (Darkness) or halve precision (Storm).
  • 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

Special Damage

Some types of damage have special attributes.

Preventing damage

combat-mechanics.txt · Last modified: 2021/10/12 13:13 by joste