When words give way to steel, the dice decide what succeeds — and the players decide how the story is told.
Dice Combat is Winds of Exodus' roleplay-focused alternative to Mechanical PvP. It uses a simple d20 attack system, character Attributes and weapon categories to resolve a fight without relying on Conan Exiles' real-time combat mechanics.
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QUICK REFERENCE
HP: 14 + CON · DEF: 10 + DEX · Shield: +1 DEF
Attack: d20 + floor(DEX / 2) · Initiative: d20 + floor(DEX / 2)
Melee damage: weapon damage + STR · Ranged damage: weapon damage only
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/combat. Identify the participants, the sides they join, and their objectives. Anyone who joins later must declare their participation before entering the fight.Permanent character death (PK) is never an ordinary combat outcome. It requires prior approval through a Staff ticket. The general server rules always apply, including consent, combat logging, and the prohibition on PvP followers.
Combat uses Strength (STR), Dexterity (DEX) and Constitution (CON).
| Statistic | Calculation | What it does |
|---|---|---|
| Hit Points (HP) | 14 + CON |
How much combat damage your character can sustain |
| Defense (DEF) | 10 + DEX |
Number an attacker must meet or exceed to hit you |
| Attack modifier | floor(DEX / 2) |
Added to your d20 when attacking |
| Initiative modifier | floor(DEX / 2) |
Added to your d20 to determine turn order |
| Melee damage modifier | STR (added to melee weapon damage) |
Added to the damage of melee weapons and unarmed attacks |
| Shield | +1 DEF |
Extra defense while using a shield |
Floor means round down to the nearest whole number. For example, DEX 3 gives an Attack and Initiative modifier of +1; DEX 4 gives +2.
Professions and Skills do not add bonuses to these combat statistics. Only the relevant Attributes affect them.
Initiative: At the start of combat, each participant rolls d20 + floor(DEX / 2). Characters act from the highest result to the lowest. If Initiative results are tied, the tied characters reroll Initiative until their order is decided.
On your turn: You have 1 Action. An Action may be used to attack, attempt a combat maneuver, use an appropriate Ability, administer a substance, interact with an important object, or perform another meaningful combat activity.
There are currently no Bonus Actions or Reactions. A shield does not grant an extra action, and dual wielding does not grant an extra attack.