====== Ethereal ====== {{:abilities:ethereal.png?nolink }} **Etherealness** is a trait that indicates some incorporeality. They might have a **Spiritform**, like a ??Ghost??, or they might only barely exist in this world (like, according to the lore, a ??Shadow Seer??). The trait functions a bit like "Blink" from Dungeons & Dragons. {{:magic.png?nolink }} If a hit **isn't** magical, it has **only a 25% chance** (at most) to actually do damage; the Damage and [[Protection]] [[DRN|rolls]] aren't even taken, unless the 25% chance works. The hit still lands, though, so "on hit" effects (**that are magical**) still apply. Why isn't the chance zero? Because if it were zero, that would indicate that the fellow isn't able to interact with our world at all. Magical hits have that little white star next to their damage values, while non-magical hits from [[magic|spells]] typically specify that they're nonmagical. Aside from most weapons, what does Etherealness help you avoid? * [[Trample]] damage, including the minimum 1 point if you'd succeed * [[Repel]] damage * Most methods of [[Entrapment]] (and the Ethereal fellow can slip out from most with ease) * Various spells, such as ??Blade Wind??, ??Earthquake??, ??Rain of Stones??, ??Gust of Winds??, ??Storm Winds??, and so on * The [[afflictions|partial liquifying]] effect of a failed ??Liquify?? -- this is nonmagical, for some reason Oh, and Ethereal fellows can also [[scale-walls|walk through walls]]. They're worse at [[Trample|Trampling]], however, dealing halved damage. ===== Spiritform ===== All Spiritforms are Ethereal, but not all Ethereal fellows are Spiritforms. Spiritforms are //especially// incorporeal; not merely phasing out of reality in most instances, these fellows have to try rather hard to be coherent enough to land a hit. They have additional immunities: * They don't {{:abilities:profuse_bleeding.png?15&nolink}}[[afflictions#unspecified-hit-area|bleed]] * They don't {{:abilities:resist_fire.png?15&nolink}}[[burn]] * They don't {{:abilities:resist_cold.png?15&nolink}}[[freeze]] * They can't be {{:abilities:petrification.png?15&nolink}}[[petrification|petrified]] * They don't have bones to melt with ??Bone Melter?? - This means they're 100% immune, instead of just 75% like regular Ethereals * They also can't be hit with ??Liquify?? * **They can't enjoy** the following [[Alteration|Alterations]]: * [[Protection]]-boosters, such as ??Barkskin??, ??Stoneskin??, or ??Ironskin?? * ??Mossbody?? * ??Liquid Body?? * ??Stygian Skin?? (though ??Stygian Rains?? works, for some reason, and ??Invulnerability?? works too) * ??Skeletal Body?? (though ??Skeletal Legion?? works, for some reason) * ??Enlarge?? (and ??Shrink??, but Shrink is an enemy spell) * Form-changing spells (including the [[Enchantment|Enchantments]] [[Twiceborn]] and [[Lichcraft]]) ==== Illusions ==== [[Illusion|Illusions]] are very similar to Spiritforms, being unreal constructions of light. They have an additional weakness, however, in that they can be [[disbelieve|disbelieved]]. These fellows are largely the same as the old Phantasms from Dominions 5, with 1 HP, [[Inanimate|Lifelessness]], and [[Mindless|vacancy]]; in Dominions 6, the old Phantasms are still Ethereal [[Magic Being|Magic Beings]], but they're now [[Conjuration|Conjurations]] with souls and proper toughness.