To resolve a combat between two or more units on the War Table, follow this sequence:
Determine combatants. Based on the orders given, which units in a region are engaging in a battle. Most of the time this will be 1 unit on each "side"
Add up each unit's total Health, Attack, and Defense, including all relevant modifiers for Region traits, unit traits, Marks, Curses, or actions.
For each unit participating in the combat, calculate the number of Hits dealt by taking a unit's Health and multiplying it by its Attack/100. The Attack stat number is a percentage or likelihood of a unit being able to hit their enemy. For example, an Attack of 50, means a unit has a 50% chance to hit what it is fighting. So, a unit with a Health of 100 and an Attack of 50, will deal 100*0.5 or 50 hits in combat.
For each side involved in the combat, add up the total number of hits dealt.
Divide that total number of hits by the number of enemy units involved in the combat. Most often this will be 1, since only one unit is involved in the battle on each side. For simplicity, hits dealt by one side are divided evenly across all enemy units involved in the battle, unless another rule states otherwise.
Once hits have been allocated to each unit involved in the battle, calculate the number of allocated hits that each unit blocks. Multiply the number of hits allocated to a unit by its Defense/100. Much like the Attack stat, the Defense stat is a percentage chance of a fighter in a unit blocking the hit dealt to it. For example, a unit with a Defense of 50 blocks half the hits allocated to it in a round of battle.
Once the number of blocked hits have been calculated, reduce the Health of each unit by the number of unblocked allocated hits.
In short:
Determine combatants
Calculate stat totals (fractions rounded to the nearest 1-digit)
Calculate number of hits dealt by each unit (rounded to the nearest 1)
Allocate hits evenly across all enemy combatants (rounded up)
Calculate number of allocated hits blocked by each unit (rounded up)
Reduce Health of each unit by the number of unblocked hits allocated to it.
An Oathsworn Vanguard unit executes an Attack action against a Bloodless Horde in a region with the [Ruin] trait. The Oathsworn unit has 100 Health, 50 Attack, and 50 Defense. The Bloodless Horde has 150 Health, 20 Attack, and 10 Defense. Because the mortal unit is both [Oathsworn] and a [Vanguard] unit, it receives a total +20 bonus to Attack and +5 to Defense when performing an attack Action. The Bloodless Horde receives a +10 bonus to Defense for being targetted by an Attack action while in a region with the [Ruin] trait.
The Oathsworn unit deals 70 hits with its total Attack stat of 70. The Bloodless unit deals 30 hits with its total Attack of 20. Of those 70 hits, the Bloodless unit blocks 14 hits with its Defense of 20. The Oathsworn blocks 16.5 hits with its Defense of 55. The Bloodless unit suffer 56 casualties whereas the Oathsworn suffer 13.5 casualties (rounded up to 14). The Oathsworn are reduced to 86 Health, and the Bloodless are reduced to 94 Health.
Various factors will cause the Stability of an Enclave to increase or decrease. Many of these factors will be the result of quests or actions undertaken by the Twiceborn, but some other likely occurrences are explained here. These lists are not all-encompassing or exhaustive; the vicissitudes of fate may affect things in ways neither mortals nor gods can foresee.
Should a Bloodless unit reach or Attack an Enclave, the Stability will decrease by a tenth of the Bloodless unit's Health. If a Bloodless unit is present in an Enclave at the start of a round of Downtime, it will likewise decrease the Stability of the Enclave as the restless undead rampage and run amok.
Should the Enclave unit defending a settlement lose more than half of its current Health as the result of a single battle, the Stability of its Enclave will decrease by 10 as grievous losses shake the faith and spirit of the inhabitants and sow the seeds of fear and doubt.
Should an Enclave be attacked directly, that is a Bloodless or other hostile unit is present in the region of an Enclave without any defenders present when it takes an action, the Stability of the Enclave will be reduced to 0, and the Enclave becomes "Fallen".
The consequences of some quests, battles, prayers, bounties, and world events may also directly reduce the Stability of a given Enclave by a predetermined amount as entreaties go unanswered and hope dwindles among the mortal populace.
The rewards of many quests, prayers, bounties, and world events may increase the Stability of one or more Enclaves by a predetermined amount. Anything from good harvests to even a glimpse of sunlight can lift the spirits of local inhabitants.
Some rituals and Downtime Actions can also increase the Stability of a targeted Enclave. Likewise, the Reclaim action can raise the Stability of a region by 20 as the wards that safeguard it from the Shroud and the Bloodless are strengthened or renewed.
Spending Faith can also increase a non-Fallen Enclave's stability to full, please see Faith under Resources for more information.
Depending on which Dungeon is delved, units may find any manner of rewards or hazards. The results of these expeditions are determined randomly on a table such as the example provided below:
Example Chance | Example Result |
1% | Sleeping Monsters Awake: the delvers have awoken what lurks in the Dungeon. The unit suffers 30 casualties and a monster enemy unit is placed on the War Table in this region |
19% | Terrors in the Dark: the delving unit suffers 20 casualties from the perils of the dungeon. |
40% | Hard Fought Rewards: the delving unit suffers 10 casualties and recovers 5 resources |
20% | Lucky Finds: the delving unit recovers 8-10 resources |
19% | Hidden Treasures: the delving unit recovers 10-12 resources and a couple of Alchemical Items |
1% | Untold Riches and Long Forgotten Secrets: the delving unit recovers 10-13 resources and finds part of schematic of an unknown Enchanted Item. |