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dom6:unit-abilities [2026/06/04 18:05] selgeron [Table] |
dom6:unit-abilities [2026/06/10 15:59] (current) selgeron [Table] |
| ====== Special Abilities ====== | ====== Special Abilities ====== |
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| There are many special abilities that are in the game. Special abilities are often inherent to creatures, though some can be added via spells or buffs. Some of them affect the unit's attributes, while others have other esoteric effects.^ Name ^ Description | Hidden? | | There are many special abilities that are in the game. Special abilities are often inherent to creatures, though some can be added via spells or buffs. Some of them affect the unit's attributes, while others have other esoteric effects. |
| | **Female** | Female creatures are immune to being seduced by female seducers, and get a +4 bonus vs dream seduction. | Hidden Tag? | | |
| | **Cold Blooded** | Creatures with the Cold Blooded ability receives additional 2 additional encumbrance for each level of cold scale. Cold resistance reduces this penalty by 10% per level. In addition coldblooded creatures are not affected by MA C'tis swamp disease attribute. | N | | |
| | **Drake** | Units with the Drake ability are summoned in greater numbers by commanders with the Dragon Master ability. | N | | |
| | **Plant** | This creature is a plant. Their deaths do not add to the province's bodycount, and they cannot be raised as undead from abilities like the 'Reanimators' bless. Some spells or items can only be used by plant beings. | Y | | |
| | **Lesser Horror** | This creature is a lesser horror, and is summoned by the Send Lesser Horrors skill. It is affected by the Cataclysm, and spells like Astral Corruption, which my cause them to be replaced by greater horrors. All Horrors have Spirit Sight. | Y | | |
| | **Greater Horror** | This creature is a greater horror, and is summoned by the Send Horrors skill. It is affected by the Cataclysm, and spells like Astral Corruption, which may cause them to be replaced by Doom Horrors. All Horrors have Spirit Sight. | Y | | |
| | **Doom Horror** | This creature is a Doom Horror, and is summoned during the Cataclysm. All Doom Horrors are unique beings, and have Spirit Sight. | Y | | |
| | **Sacred (Holy)** | This creature is sacred and can be affected by the bless spell, and any bless effects the player controlling it may have. | N | | |
| | **Holycost** | This is how many candles a creature costs to recruit. Most sacred creatures cost one candle, but some giants cost two. | N | | |
| | **Animal** | This creature is an animal. It is affected by the Animal Awe ability, and gets a bonus to morale when lead by a commander with the Beast Master ability. Some spells only affect animals, while others cannot target animals at all. | N | | |
| | **Unique** | This creature is unique. There can only ever be one of these creatures, and if it dies and is resummoned, it will retain it's experience, curses, afflictions etc. If it is wished for it will be stolen from another player instead of being created new. If it is summoned while already in the game, the spell summoning it will fail and the gems will be wasted. | Y | | |
| | **Undead** | This creature is undead. Undead creatures can be affected by certain undead only spells and is immune to others. Undead are immune to sleep, and do not dream. Undead generally (but not always) no not need to breathe, are immune to cold and poison damage, have spirit sight and have either 30 or 50 morale. | N | | |
| | **Bug** | This creature is a bug. It is one of the options when the swarm spell is cast. | Y | | |
| | **Demon** | This creature is a demon. It can be affected by certain demon only spells. This creature must be lead by a commander with undead leadership. If there are no commanders with undead leadership, this unit will instantly route. Demons are immune to sleep, and do not dream. Demons all have Spirit Sight. Most (but not all) demons are summoned by blood rituals. | N | | |
| | **Magic Being** | This creature is a magic being. It can be affected by certain magic being only spells. This creature must be lead by a commander with magic leadership. If there are no commanders with undead leadership, this unit will instantly route. | Y | | |
| | **Autocompete** | This creature will automatically compete in the Arena deathmatch every time. Creatures that have won previous deathmatches gain this attribute, and some heroes start with it. | N | | |
| | **Blind** | This creature naturally has no eyes and orients itself in another way. It cannot be affected by blindness, eyeloss or darkness. | N | | |
| | **Underwater Bug** | This creature is a bug. It is one of the options when the swarm spell is cast underwater. | Y | | |
| | **Stonebeing** | This creature is made of stone, and is immune to the petrification affliction. | N | | |
| | **Inanimate** | This creature is innanimate, and has no important physiology. Innanimate creatures can be affected by the 'shatter' spell. Many spells cannot target inanimate creatures. They are unaffected by disease, armor encumbrance, luck or regeneration. | N | | |
| | **Dungeon Creature** | This creature may appear in dungeon sites if you send a commander in to look for treasure. | Y | | |
| | **Lance OK** | This creature can use a lance, even if it not flying or mounted. Centaurs have this attribute. | Y | | |
| | **Spiritform** | This creature has no physical body, and cannot have their physical form changed. They are immune to spells like stoneskin or polypmorph. | N | | |
| | **Illusion** | This creature is an illusion. It can be affected by spells that target illusions, even if they are mindless and should be otherwise immune. This creature needs to have a commander with Glamour Manipulator on the field, or it will instantly route. | N | | |
| | **Divine Being** | This creature is a divine being, like a pretender god. It's Attack, Defense and Strength are increased by 1 per friendly candle in the province, and it's health increased by 10%. Unfriendly candles do the opposite. They are immune to being charmed and have no upkeep. This attribute is usually used on the mounts used by pretenders. | N | | |
| | **Poly Immune** | This creature cannot be polymorphed or transform itself using rituals. | Y | | |
| | **Immobile** | This creature cannot move in combat or on the strategic map. It cannot use teleport rituals that require the unit to walk through a portal, or maneuver themselves, like gate, or cloud trapeze. Generally the only way to teleport an immobile unit is the Teleport ritual. | N | | |
| | **True Immobile** | This creature cannot move in combat or on the strategic map. It also cannot be moved by ANY ritual, even teleport. | N | | |
| | **Aquatic** | This creature can only live underwater, and cannot come onto the land. Aquatic commanders can breathe with the Amulet of Air Breathing, but aquatic units can never leave the seas. | N | | |
| | **Poor Amphibian** | This creature can travel on land underwater, but it's combat speed is halved, it's attack is lowered by 1, it's defense is lowered by 2 and its encumbrance is increased by 1 while underwater. | N | | |
| | **Floating** | This creature floats in the air and can cross rivers. It is unaffected by the movement speed penalty from snowy provinces. It is immune to the Earthquake spell and other spells that only affects creatures on the ground. | N | | |
| | **Swimming** | This creature can swim and cross rivers. If fighting underwater, it's defense is only lowered by 1 and it's encumbrance increased by 1, instead of the full 'poor amphibian' penalty. | N | | |
| | **Snow Move** | This creature is not affected by snow in the province for it's map move speed. | N | | |
| | **Storm Immune** | If this creature has flying, it can fly during a storm. It can also fly underwater if they have Amphibian too. | N | | |
| | **Amphibian** | This creature can travel on land and underwater with no penalties. | N | | |
| | **Teleport** | This creature can teleport. Movement on the battlefield is instant, and on the strategic map their map move is set to 100, and they can move through any terrain with no restrictions and also move out of forts that are currently under siege. | N | | |
| | **Blink** | This creature can teleport, but only in combat. Movement on the battlefield is instant. | N | | |
| | **Cannot Pass Rivers** | This creature cannot pass over a river- even if they have flying, aquatic, swimming or it is frozen. Most vampires have this. | N | | |
| | **Forest Survival** | Forest Terrain is treated as plains for movement, and the creature only uses half supplies in forests. | N | | |
| | **Mountain Survival** | Mountain Terrain is treated as plains for movement, and the creature only uses half supplies in mountains. In addition, the creature can cross mountain passes no matter the temperature. | N | | |
| | **Swamp Survival** | Swamp Terrain is treated as plains for movement, and the creature only uses half supplies in mountains. In addition the creature is unaffected by the Quagmire Spell. | N | | |
| | **Waste Survival** | Wasteland Terrain is treated as plains for movement, and the creature only uses half supplies in wastelands. | N | | |
| | **Sailing** | Commanders with this attribute can sail over water provinces, moving from coast to coast. The default distance is to move over two water provinces, though this can be changed with the Far Sail attribute. Max Unit Size is the largest unit that can be transported by this commander, and Ship Size is how many total size points that a commander can sail with. | N | | |
| | **Gift of Water Breathing** | Commanders with this attribute grant a number of units the waterbreathing attribute. The value is the max amount of total size points the commander can gift this waterbreathing to. Units brought into the water with this have the same penalties as Poor Amphibian when underwater. | N | | |
| | **Independent Map Move** | Independent Commanders with this attribute will move around on the strategic map, attacking other provinces occasionally. This is a hidden attribute, but independents being lead by commanders with this attribute will show their flag blowing in the wind instead of stationary. | Y | | |
| | **Independent Map Move Throne** | Independent Commanders with this attribute and the Independent Map Move attribute will seek thrones, and once in a throne province will stop moving. Doom Horrors have this attribute. | Y | | |
| | **No Range** | Creatures with this attribute have a percentage chance will skip standing still and move forward, even if they have ranged attacks. The default percentage is 50% and this attribute only appears on some horrors. | Y | | |
| | **No Movement Penalty** | Creatures with this attribute do not recieve a movement penalty from their armor. This is mostly used for chariots. This is a hidden attribute. | Y | | |
| | **Mobile Archer** | Mobile archers can shoot their ranged weapons while their mount is moving, instead of having to stop. | N | | |
| | **Far Sail** | Commanders can sail over additional water provinces for each level of this attribute. | N | | |
| | **Stationary Storm** | Commanders with this attribute can storm a fort, even if they are immobile. No creatures have this in the base game. | Y | | |
| | **Stationary Break** | Commanders with this attribute can break siege, even if they are immobile. No creaturs have this in the base game. | Y | | |
| | **Seduction** | Stealthy Commanders with this attribute can seduce enemy commanders in the same province as them. The enemy commander must make a morale check vs the value of this attribute. The default value is 10. The seducing commander needs to have a friendly adjacent province to escape to with their victim, unless the seducing commander has flying. Seducing commanders with flying will escape to their capital with their victim. If the victims morale role is a failure they are seduced. If the victims morale role is a tie, nothing happens. If the victims morale role is a failure, the Seducer will go into an assassination battle instead. Seducers must be the opposite sex of their victim. Victims can also not be mindless. Mindless and same-gendered victims will always succeed in their morale check resulting in an assassination battle. The Seducer's Morale check is increased by the Beauty stat. | N | | |
| | **Dream Seduction** | Stealthy Commanders with this attribute can seduce enemy commanders in the same province as them. The enemy commander must make a magic resistance check vs the value of this attribute, and then a morale check. The seducing commander needs to have a friendly adjacent province to escape to with their victim, unless the seducing commander has flying. Seducing commanders with flying will escape to their capital with their victim. If the victims morale role is a failure they are seduced. If the victims morale role is a tie, nothing happens. If the victims morale role is a failure, the Seducer will go into an assassination battle instead. Dream Seduction does work on victims the same sex as the seducer, but with a penalty. Victims can also not be mindless. Mindless and same-gendered victims will always succeed in their morale check resulting in an assassination battle. The Seducer's Morale check is increased by the Beauty stat, and the Magic Resistance check is increased by the Dream Enhancer's stat. | N | | |
| | **Corruptor** | Stealthy Commanders with this attribute can seduce enemy commanders in the same province as them. The enemy commander must make a morale check vs the value of this attribute. The default value is 10. The seducing commander needs to have a friendly adjacent province to escape to with their victim, unless the seducing commander has flying. Corrupting commanders with flying will escape to their capital with their victim. If the victims morale role is a failure they are seduced. If the victims morale role is a tie, nothing happens. If the victims morale role is a failure, the corruptor will go into an assassination battle instead. Corruption ignores the gender of their victim, though the victim can still not be mindless. | N | | |
| | **Stealth** | This creature can sneak into enemy provinces. The patrol strength is rolled vs the stealth chance of the commander in the province, minus one for every unit in the commander's army regardless of the unit's stealth stat. Units with Invisibility or Glamour (in their own dominion) can only be patrolled out by creatures with spirit sight or true sight. | N | | |
| | **Spy** | This Commander is a spy and gets specific actions in in enemy provinces. In addition, creatures with the Spy attribtue can see all discovered sites in the province, even if they are controlled by enemies. | N | | |
| | **Assassin** | This Commander is an assassin and can perform the assassination command in enemy provinces. Assassins without the scale walls attribute cannot assassinate targets in provinces with an active siege, unless they have Flying, Ethereal or the Scale Walls attribute. | N | | |
| | **Patience** | If this Commander is an assassin, each level of patience decreases the chance of a bodyguard appearing by 10%. This attribute is negated by equal value from the bodyguard command. | N | | |
| | **Scale Walls** | An Assassin Commander with this attribute can assassinate commanders, even if the castle is besieged, and they are not ethreal or flying. | N | | |
| | **Beckon** | A Commander with this attribute can beckon units into the sea like a Siren. The victim must make a magic resistance check vs the beckon value. On a failure, the victim will drown themselves in the sea. If the victim can breathe water, then the victim will enter an assassination battle with the Commander using beckon. | N | | |
| | **False Army** | Creatures with this attribute will fool scouting reports, causing them to report the value of the attribute as extra units with this attribute. | N | | |
| | **Fool Scouts** | Creatures with this attribute will percieve the army as only containing one type of troop, usually the most common one in the army. | N | | |
| | **Plague Doctor** | A commander with this attribute can use Spread Plague. The value of the attribute is the percentage of the population that will die, and the percentage of units that will become diseased in the province. | N | | |
| | **Affliction Resistance** | A creature with this attribute gets the value's percentage chance of ignoring an affliction. | N | | |
| | **Corpse Eater** | A creature with this attribute, will eat this attribute's value worth of corpses in the province every month, and gain health for each one. If the creature also has the 'DeadHP' attribute, it will gain maximum health based on this as well. | N | | |
| | **DeadHP** | A creature with this attribute and Corpse Eater gains this amount of maximum hit points for each corpse eaten. This is a hidden attribute, but can be seen as part of the corpse eater attribute. | Y | | |
| | **Start Major Affliction** | Creatures with this have a chance of starting with a major affliction, like a flagellant. | Y | | |
| | **Start Minor Affliction** | Creatures with this have a chance of starting with a minor affliction, like a flagellant. | Y | | |
| | **Insane** | Creatures with this attribute have the value of the attribute percentage chance to make random actions each turn. | N | | |
| | **XPGain** | Creatures with this attribute gain experience points at the value's percentage faster or slower than normal. This is a hidden attribute, but is gained with the Heroism bless. | Y | | |
| | **Soul Scars** | Creatures with this attribute will return to life after death for a number of times equal to the value of the attribute. Creatures regain full health and fatigue, but keep afflictions and current level of poison build up. Soul Scars are gained on unit creation based on the number of candles in the province when the unit with Soul Scars is recruited. | N | | |
| | **Blunt Resistance** | Creatures with this attribute take half damage from bludgeoning damage | N | | |
| | **Slash Resistance** | Creatures with this attribute take half damage from slashing damage | N | | |
| | **Pierce Resistance** | Creatures with this attribute take half damage from piercing damage | N | | |
| | **Cold Resistance** | Creatures with this attribute have cold attacks reduced by the value of the attribute and an additional 2% per value. Doubled vs fatigue damage. Reduces the time frozen. Creatures with negative resistance gain this amount of damage instead. | N | | |
| | **Shock Resistance** | Creatures with this attribute have shock attacks reduced by the value of the attribute and an additional 2% per value. Doubled vs fatigue damage. Creatures with negative resistance gain this amount of damage instead. | N | | |
| | **Fire Resistance** | Creatures with this attribute have fire attacks reduced by the value of the attribute and an additional 2% per value. Doubled vs fatigue damage. Reduces the time on fire. Creatures with negative resistance gain this amount of damage instead. | N | | |
| | **Poison Resistance** | Creatures with this attribute have poison attacks reduced by the value of the attribute and an additional 2% per value. This applies to the initial attack, but not the damage per turn (though reducing the initial damage lowers the damage per turn). Creatures with negative resistance gain this amount of damage instead. | N | | |
| | **Acid Resistance** | Creatures with this attribute have acid attacks reduced by the value of the attribute and an additional 2% per value. Creatures with negative resistance gain this amount of damage instead. | N | | |
| | **Decay Resistance** | Grants immunity to decay. | Y | | |
| | **Ice Natural Protection** | Grants natural protection of the value of the attribute multiplied by the level of cold in the province. Heat levels lower protection instead. Negative values apply heat protection instead, but the attribute is then hidden on the stat card. | | | |
| | **Ice Protection** | Grants protection of the value of the attribute multiplied by the level of cold in the province, stacking with the unit's armor. Heat levels lower protection instead. | | | |
| | Invulnerable | Grants a level of natural protection to the unit that is ineffective against magical attacks. Does not stack with normal natural protection. | | | |
| | **Regeneration** | Creatures will regain this value as a percentage of their max hitpoints each turn in combat. Also gives an additional 50% chance per 5 value over 5 of ignoring an affliction. (so 50% at value 10, 75% chance at value 15 and so on). Stops profuse bleeding. Has no effect on inanimate creatures. | | | |
| | **Reconstruction** | Inanimate creatures will regain this value as a percentage of their max hitpoints each turn in combat. Reconstruction also gives an additional 50% chance per 5 value over 5 of ignoring an affliction. (so 50% at value 10, 75% chance at value 15 and so on) Stops profuse bleeding (though inanimate creatures cannot bleed) | | | |
| | **Undead Regeneration** | Undead Creatures will regain this value as a percentage of their max hitpoints each turn in combat. Also gives an additional 50% chance per 5 value over 5 of ignoring an affliction. (so 50% at value 10, 75% chance at value 15 and so on). Stops profuse bleeding. Only affects undead creatures. | | | |
| | **Does Heal** | Creatures with this ability will heal at the start of the new turn, even if they otherwise wouldn't be able to. | | | |
| | **UW Regeneration** | Creatures will regain this value as a percentage of their max hitpoints each turn in combat. Also gives an additional 50% chance per 5 value over 5 of ignoring an affliction. (so 50% at value 10, 75% chance at value 15 and so on). Has no effect on inanimate creatures. This only works when the creature is underwater. Stops profuse bleeding. | | | |
| | **False Regeneration** | Creatures will remove the value per round of accumulated false damage. | | | |
| | **Enchanted Blood* | Creatures will regain one health every other round, and gain the value of this ability in magic resistance. Stops profuse bleeding. | | | |
| | **Reinvigoration** | Creature regains the value in fatigue points every turn in battle. Negative values reduce fatigue every turn, like clockwork units. | | | |
| | **Airshield** | Creature has the value of this attribute percentage chance to ignore incoming projectiles. Projectiles and projectiles that target more than a single target (aoe effects etc) are not affected. | | | |
| | **Iron Vulnerability** | Creatures hit with iron weapons take the value of this attribute in additional damage. | | | |
| | **Twist Fate** | Creatures with this ability are not affected by the first instance of damage that hits them in combat. Also ignores the first instance of damage that hits them on the strategic map (seeking arrow etc). This ability is removed when used. | | | |
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| | ==== Creature Types ==== |
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| | Some creatures are considered to be a special type of creature. They often have similar abilities, like most Undead creatures having cold resistance, or Demons having Spirit Sight. Sometimes these abilities are inherent to the creature type, sometimes they are not. Creature types also affect things like who can lead different creatures (Undead and Demons need Undead Leadership, and Magic Beings need magical leadership for instance). Mostly though, creature types are used for targeting special abilities, like how Rigor Mortis doesn't have any effect on creatures of the Inanimate type. Creatures can have multiple types. |
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| | ^ **Name** ^ **Description** | **Hidden** | **Mod Tag** | |
| | | Animal | This creature is an animal. It is affected by the Animal Awe ability, and gets a bonus to morale when lead by a commander with the Beast Master attribute. Some spells only affect animals, while others cannot target animals at all. | N | #animal | |
| | | Amphibian | This creature can travel on land and underwater. Is not affected by effects that target airbreathers. | N | #amphibian | |
| | | Aquatic | This creature can only live underwater, and cannot come onto the land. Aquatic commanders can breathe with the Amulet of Air Breathing, but aquatic units can never leave the seas. Is not affected by effects that target airbreathers. | N | #aquatic | |
| | | Blind | This creature naturally has no eyes and orients itself in another way. It cannot be affected by blindness, eyeloss or darkness. | N | #blind | |
| | | Cannot Pass Rivers | This creature cannot pass over a river- even if they have flying, aquatic, swimming or it is frozen. Most vampires have this. | | | |
| | | Coldblooded | This creature is cold blooded and receives additional 2 additional encumbrance for each level of cold scale. Cold resistance reduces this penalty by 10% per level. In addition coldblooded creatures are not affected by MA C'tis swamp disease ability. | N | #coldblooded | |
| | | Demon | This creature is a demon. It can be affected by certain demon only spells. This creature must be lead by a commander with undead leadership. If there are no commanders with undead leadership, this unit will instantly route. Demons are immune to sleep, and do not dream. Demons generally (but not always) are summoned by blood rituals. | N | #demon | |
| | | Divine Being | This creature is a divine being, like a pretender god. It's Attack, Defense and Strength are increased by 1 per friendly candle in the province, and it's health increased by 10%. Unfriendly candles do the opposite. They are immune to being charmed and have no upkeep. This ability is usually used on the mounts used by pretenders. | N | #divinebeing | |
| | | Dungeon creature | This creature may appear in dungeon sites if you send a commander in to look for treasure. | Y | #dungeon | |
| | | Female | This creature is considered female, and can only be seduced by male seducers, and gets a bonus vs female dream seducers. Units without this ability are assumed male. | N | #female | |
| | | Floating | This creature floats in the air and can cross rivers. It is unaffected by the movement speed penalty from snowy provinces. It is immune to the Earthquake spell and other spells that only affects creatures on the ground. | N | #float | |
| | | Flying | This creature can fly. If it's movement speed is less than 20, it is set to 20. Old age and other penalties do not affect this movement speed, though armor encumbrance does. The creature can cross most terrain using less map movement points, though it is hindered in caves. It also ignores mountain passes and rivers. It's patrol value and siege strength is doubled. In battles it can fly, unless there is a storm. Flying Assassins automatically can scale walls. | N | #flying | |
| | | Horror (Doom) | This creature is a Doom Horror, and they appear during the Cataclysm. Summoned standard horrors have a chance to be upgraded to Doom Horrors, with a higher chance during the Cataclysm or if Astral Corruption global is active. Horrors generally attempt to target creatures with horror marks, and are less likely to attack mindless creatures. | Y | #doomhorror | |
| | | Horror (Greater) | This creature is a greater horror, and they appear during the Cataclysm. Summoned Greater Horrors have a chance to be upgraded to Doom Horrors with a higher chance during the Cataclysm or if Astral Corruption global is active. Horrors generally attempt to target creatures with horror marks, and are less likely to attack mindless creatures. | Y | #greaterhorror | |
| | | Horror (Lesser) | This creature is a lesser horror and they appear during the Cataclysm. Summoned Lesser Horrors have a chance to be upgraded to Greater Horrors with a higher chance during the Cataclysm or if Astral Corruption global is active. Horrors generally attempt to target creatures with horror marks, and are less likely to attack mindless creatures. | Y | #lesserhorror | |
| | | Illusion | This creature is an illusion. It can be affected by spells that target illusions, even if they are mindless and should be immune. This creature needs to have a commander with Glamour Manipulator on the field, or it will instantly route. | N | #illusion | |
| | | Immobile | This creature cannot move in combat or on the strategic map. It cannot use teleport rituals that require the unit to walk through a portal, or maneuver themselves, like gate, or cloud trapeze. Generally the only way to teleport an immobile unit is the Teleport ritual. | N | #immobile | |
| | | Inanimate | This creature is innanimate, and has no important physiology. Innanimate creatures can be affected by the 'shatter' spell, and are generally immune to spells that affect blood or cause bleeding, or do 'internal damage' like frozen heart. They also do not die if affected by the headloss affliction and have no head. Inanimate creatures do not heal at the start of the turn. | N | #inanimate | |
| | | Lance User | This creature can use a lance, even if it not flying or mounted. Centaurs have this ability. | Y | #lanceok | |
| | | Magic Being | This creature is a magic being. It can be affected by certain magic being only spells. This creature must be lead by a commander with magic leadership. If there are no commanders with undead leadership, this unit will instantly route. | N | #magicbeing | |
| | | Mindless | This creature is mindless. Its' morale is 50, making it incredibly resistant to routing. It is immune to mind affecting spells, and is usually ignored by Horrors. | N | Any creature with it's morale set to 50 is considered 'Mindless' | |
| | | Plant | This creature is a plant. Their deaths do not add to the province's bodycount, and they cannot be raised as undead from abilities like the 'Reanimators' bless. Some spells or items can only be used by plant beings. | Y | #plant | |
| | | Poly Immune | This creature cannot be polymorphed or transform itself using rituals. This is a hidden tag. | Y | #polyimmune | |
| | | Poor Amphibian | This creature can travel on land underwater, but it's combat speed is halved, it's attack is lowered by 1, it's defense is lowered by 2 and its encumbrance is increased by 1 while underwater. | Y | #pooramphibian | |
| | | Pretender | This creature is a Pretender God or Disciple. It's MR and Strength are increased 1 the number of friendly candles in the province, and it's HP is increased by 5% per friendly candle. Enemy dominion reduces these stats by the same amount. Pretenders are always blessed in their own dominion, and never blessed outside of it. Any troops accompanying the Pretender in their own dominion are automatically blessed at the start of combat. Pretenders can not be polymorphed, or charmed. Pretenders spread their Dominion as though they were 3 temples. | Y | N/A | |
| | | Prophet | This creature is the Prophet of a Pretender God. They are always blessed, even on the Strategic Map. They gain a bonus +2 to attack and defense, +1 strength and +5% HP per candle, and +1 MR per 2 candles of friendly dominion (And lose the same in enemy dominion). Their morale is set to 30 unless already higher. They are set to 3 Priest levels, or +1 if already 3 or higher. Prophets can never be charmed or enslaved. You can appoint a new prophet 6 months after the current prophet has died. Prophets spread dominion as though they were a temple. | Y | N/A | |
| | | Sacred | This creature is sacred and can be affected by the bless spell, and any bless effects the player controlling it may have. They can also be targeted by enemy spells and abilities that affect sacred units, like Unholy Weapons or the Halt Heretic Ability. | Y | #holy | |
| | | Snow Move | This creature is not affected by snow in the province for it's map move speed. In Battle their combat speed is also not slowed. | Y | #snow | |
| | | Spiritform | This creature has no physical body, and cannot have their physical form changed. They are immune to spells like stoneskin or polypmorph. | Y | #spiritform | |
| | | Storm Immune | If this creature has flying, it can fly during a storm. If it also has Aquatic it can fly underwater. | Y | #stormimmune | |
| | | Stonebeing | This creature is made of stone, and is immune to the petrification affliction. | Y | #stonebeing | |
| | | Survival (Forest) | Movement in forest provinces costs 2 less movement and the creature only uses half supplies in forests. Also applies to cave forests. | Y | #forestsurvival | |
| | | Survival (Mountain) | Movement in mountain and highland provinces costs 2 less movement and the creature only uses half supplies in mountains. In addition the creature can cross mountain passes no matter the temperature. | Y | #mountainsurvival | |
| | | Survival (Swamp) | Movement in swamp provinces costs 2 less movement and the creature only uses half supplies in swamps. In addition the creature is immune to MA C'tis disease dominion in swamps. Also applies to drip caves. | Y | #swampsurvival | |
| | | Survival (Waste) | Movement in waste provinces costs 2 less movement and the creature only uses half supplies in wastes. Also applies to Crystal Caves. | Y | #wastesurvival | |
| | | Swimming | This creature can swim and cross rivers. If fighting underwater, it's defense is only lowered by 1 and it's encumbrance increased by 1, instead of the full 'poor amphibian' penalty. | Y | #swimming | |
| | | Undead | This creature is undead. Undead creatures can be affected by certain undead only spells and is immune to others. Undead are immune to sleep, and do not dream. Undead generally have no not need to breathe, have spirit sight, are immune to cold and poison damage and have either 30 or 50 morale, but not always. | Y | #undead | |
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| | ==== Stealth Abilities ==== |
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| | ==== Resistances ==== |
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| | ==== Auras ==== |
| | Auras are an ability that a creature can have where they are surrounded by some sort of force or effect. The most common auras seen in the game are heat or chill auras, which come baked in on many creatures, but there are many others that use the mechanic. |
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| | Auras all have a value displayed like Dread (6). This value is how many tiles are affected by the aura per turn (approximately). The tiles can either be on the tile the creature is standing on, adjacent to the creature with the aura, or adjacent to another affected tile. Auras with a value higher than 10 can spread up to two tiles away from the creature or other affected tiles instead of only one. The same tile can be hit multiple times by the same aura. Some auras generate clouds. If a cloud is generated on a tile that already has an identical cloud, it may increase the cloud strength level, or spread that cloud in a larger area. Auras that generate clouds can not stack higher than strength level 2. |
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| | ^ Name ^ Description | **Mod Command** | |
| | | Chill | The creature is surrounded by frost clouds. The Aura Strength is increased by 1 by approximately 2 levels of cold scales in the province, and reduced by heat scales. Clouds generated by auras can not stack higher than level 2. See Clouds for more information. [[dom6:cloud|Clouds]] | #cold (value) | |
| | | Dread | The creature is surrounded by an aura of Dread. Dread works identically to fear, but is negated by creatures with True Sight, Spirit Sight or Blind. See fear for more information. [[dom6:fear-aura|]] | #dread (value) | |
| | | Fear | The creature is surrounded by an aura of fear. Creatures affected by fear have their morale lowered and need to make morale saves or route. Every level of fear increases the number of tiles affected, and every 5 levels of fear increase the morale check by 1. See Fear for more information. [[dom6:fear-aura|]] | #fear (value) | |
| | | Heat | The creature is surrounded by heat clouds. The Aura Strength is increased by 1 by approximately 2 levels of heat scales in the province, and reduced by cold scales. This aura is removed when underwater. Clouds generated by auras can not stack higher than level 2. See Clouds for more information. [[dom6:cloud|Clouds]] | #heat (value) | |
| | | Heat (Underwater) | The creature is surrounded by heat clouds. The Aura Strength is increased by 1 by approximately 2 levels of heat scales in the province, and reduced by cold scales. This aura works both underwater and on land. Clouds generated by auras can not stack higher than level 2. See Clouds for more information. [[dom6:cloud|Clouds]] | #uwheat (value) | |
| | | Nightmare Aura | The creature is surrounded by an aura that causes damaging nightmares. Creatures effected must make an MR check or take 1 capped AN damage. This effect is considered a Glamour effect for MR and penetration, and is affected by the Undreaming ability. | #nightmareaura (value) | |
| | | Plague Carrier | The creature is surrounded by disease clouds. Creatures inside need to make an MR check or become diseased. Not to be confused with the 'plague' aura. Clouds generated by auras can not stack higher than level 2. See Clouds for more information. [[dom6:cloud|Clouds]] | #diseasecloud (value) | |
| | | Plague | This creature has been affected by the Plague spell. This aura is always level 2. Creatures must make an MR check or be affected by the Plague, causing them to take 1d2 damage and 1d4 fatigue damage every turn, and also giving them this aura as well. Inanimates and undead are unaffected. This is considered a Death effect for MR and penetration. | This aura can be granted to units via afflictions. It's bitmask is 8. | |
| | | Poison Cloud | The creature is surrounded by a poisonous cloud. Creatures inside Poison clouds do 1 AN poison damage per level. Clouds generated by auras can not stack higher than level 2. See Clouds for more information. [[dom6:cloud|Clouds]] | #poisoncloud (value) | |
| | | Sleep Aura | The creature is surrounded by an aura that causes nearby creatures to fall asleep. Affected creatures must make a MR check or fall asleep. This effect is considered a Nature effect for MR and penetration, and is affected by the Undreaming ability. | #sleepaura (value) | |
| | | Soul Vortex | This creature has been affected by the Soul Vortex spell. This aura is always level 8. Creatures must make an MR check or suffer 1AN life drain damage, which restores health and fatigue to the creature with the Aura. This effect is considered to be a Death Effect for MR and penetration. | This aura can be granted via buff type 2. it's bitmask is 2048. | |
| | ==== Defensive Abilities ==== |
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| | ==== Offensive Abilities ==== |
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| | ==== Scale Powers ==== |
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| | ==== Tattoos ==== |
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| | ==== Dominion Powers ==== |
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| | ==== Economic Abilities ==== |
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| | ==== Shape Changing ==== |
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| | ==== Summoning ==== |
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| | ==== Mount Abilities ==== |
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| | ==== Leadership Abilities ==== |
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