"This is how accurate a unit is, either with missiles or with magic." – manual description
Precision is an offensive martial talent, particularly for ranged attacks. When a javelin is thrown, when an arrow is loosed, and when a spell is cast, the caster's Precision determines where the missile or magic ends up.
- 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 the square is chosen, Precision's work is done, and the DRN roll is entirely a matter of the fellows in the square. The number of Size points in the square, divided by 2 and rounded down, is added to the Attack roll. The target in the square is chosen at random, with each square occupant having a weight equal to their Size. The decided defender's Defence Skill is not used in the Defence roll, and every 20 points of Fatigue subtracts 1 from their result. Defenders do get to Parry missiles with their Shields, however; in fact, their Parry bonus is doubled.
Magic ranged weapons have +2 to hit, in their Attack roll.
Precision strongly contributes to Patrol Strength. A unit's Patrol Strength is their Precision, plus their Map Movement (or 30 if they're Flying), all divided by 20. A commander's Patrol Strength is then doubled, and an Undisciplined or Mindless unit/commander's Patrol Strength is then halved. In this case, points above 10 are not effectively doubled.
Direct Precision bonuses include an Air Bless, a +4 Precision "buff" from the Eagle Eye line or the Trueshot line, and the +2 Precision "buff" from the Wind Guide spell. Wind Guide also halves any and all Precision "debuffs" placed upon those affected.
Darkness is a somewhat common Precision-reducer. Fighting at night or in other dark places (such as Caves or Deep Seas) results in -3 Attack Skill, -3 Defence Skill, and -3 Precision. The Darkness spell can increase these penalties to -6, though without stacking. There are Global Enchantments that apply 1 or 6 Darkness to everywhere that isn't a Deep Sea or a Cave, and Twilight applies a -2 penalty directly to Precision if no "real" Darkness is present.
Various traits interact with the Precision-reducing effects, however. Darkvision offers a percent reduction of the magnitude of the penalties, generally 50% (though some have 100%). Spirit Sight is 100% Darkvision with added benefits, while True Sight lets one see straight during Twilight. Last-but-not-least, none of these penalties stack with the -9 penalty from Blindness, and those used to being Blind are unaffected by even that.
Example Unit | Their PREC/PRE |
---|---|
A typical blinded human | 1 |
An Animated Tree | 3 |
A typical Soulless (zombie) | 4 |
Most herbivores (side-eyes) | 5 |
Most weird-faced or faceless Idols | 5 |
The average one-eyed being | 7 |
A cave-adapted human | 8 |
The average human | 10 |
A highly trained human archer | 11 |
An Airyan of Caelum | 11 |
The famed Longbowmen of Man | 12 |
A Centauride of Pangaea | 12 |
An average Pretender Mage | 13 |
A Great Eagle | 14 |
A Faery Queen | 15 |
Hruvur - Abomination of Desolation | 20 |