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immobile

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Immobile Commanders and Units

Some commanders and units have map move zero and thus cannot move between provinces. Immobile commanders can only be moved by casting Teleport. Examples of immobiles include some pretenders like the Monolith and Fountain of Blood, who are often cheaper than mobile pretenders. Some summons such as Jinn Blocks and Keledones are also immobile.

The only immobile units are Keledones, Watchers and immobile commanders who have been turned into units with e.g. Enslave Mind.

Note that the Mod Inspector often mistakenly shows immobile units as having non-zero map move.

Moving Immobiles

As mentioned, an immobile commander can move by casting Teleport. Trying to cast the other teleporting spellsGateway, Astral Travel, Faery Trod and Stygian Paths – just give the message that your commander "is unable to cast this spell right now".

If the commander is not size 6, ethereal or has high earth paths, a friendly mage can also move it with Wind Ride. Immobile commanders can also be snatched by Winged Monkeys, but as the monkeys can only target hostile commanders, this is of limited use.

Immobile units can, non-intuitively, follow a long a Stygian Paths caster, but will not join any other teleporting spells. If the units are bodyguarding a commander who is targeted by Wind Ride, there is also a chance that they will be moved with the target.

True Immobile

Very few pretenders are not only immobile, unteleportable or true immobile, and cannot be moved by any means, magical or otherwise. The only true immobiles as of patch 5.42 are the Monument, God Block, Stone Huaca, Betyl of the Sun, Betyl of Writing and Betyl of the Stars.

immobile.1585711001.txt.gz · Last modified: 2020/04/01 03:16 by timotej