Dominions 6: Special Abilities of Units
Dominions 6’s got this crazy variety of special abilities, like around 500 of ’em. Each one tweaks your unit’s skills & stuff in different ways… Just hover your mouse or right-click on an ability in the stats screen & you’ll get the lowdown on what it does. Some abilities are kinda complex, so here’s a bit more info on ’em.
Ambidextrous
This thing cuts down the attack penalty for using multiple weapons, equal to the Ambidextrous level. But hey, it won’t get rid of that 1 point of encumbrance penalty for each extra weapon.
Berserker
A unit with this goes nuts when hurt, but only if it passes a morale check vs 12. Berserk units? They fight till they drop – no running away. If a unit’s got like +Berserk ability, that number boosts their berserk attributes… If they knock out, they lose the berserk mode (but can go berserk again if they wake up & get hurt).
Ethereal
Super hard to hit with regular weapons. 75% of those hits will miss… & when they storm a fort, they can just float through walls & attack the other side.
Glamour
These units get Mirror Image in combat & stay hidden in friendly provinces.
Recuperation
This unit can heal its battle scars over time, unless it’s got the Old Age icon…
Regeneration
Regenerative creatures heal a bit of their lost HP every combat round & are less likely to get permanent damage from battle wounds. Doesn’t work on inanimate stuff like golems & longdead. There’s also Reconstruction & Reforming Flesh. Reconstruction’s for inanimate only & Reforming Flesh is for all undead, but not others.
Sailing
Can cross water provinces when moving, but can’t chill there.
Awe
Units with Awe make enemies do a morale check against 10 + Awe to even attack ’em. So, if you’ve got Awe +4, attackers gotta pass a check against 14 or just stand there awestruck. There’s this special Awe called Sun Awe, doesn’t work underground or in the dark.
Fear
Units near a monster with Fear get their morale dropped & the whole squad’s gotta pass a morale check against the monster’s Fear level or they’ll run away. The Fear range increases with each +4 Fear, but the actual fear strength only goes up every full +5 Fear.
Heat
These units make heat in nearby squares, seen as little black smoke. Creates level 1 or 2 heat clouds around. The default range is 3 squares, & it changes with Heat and Cold scales. Some monsters can make bigger heat clouds.
Chill
Just like Heat, but it makes frost clouds instead, looking like bluish-white smoke. Chill aura’s default is also 3 squares & is affected by Cold & Heat scales.
Poison cloud
Creates level 1 or 2 poison clouds nearby, which look like green smoke.
Stun
Stun stops a unit from doing anything for about a round…
Invisibility
Invisible units? Can’t be seen. You get a -9 penalty to Attack when trying to hit an invisible unit in melee. To see them, you need Spirit Sight. Blind units don’t get extra penalties against invisible enemies.
Petrification
This is Medusa’s special move. Attack her & you might turn to stone if you fail a magic resistance roll. Takes 3-6 rounds to wear off. Pass a magic check when it wears off or you’re toast.
Standard
Boosts the morale of the whole squad. Only the best standard in each squad counts.
Horror Marking
A horror mark means you might get attacked by a horror. More marks mean higher chances. Some spells trigger attacks on marked units. In battle, Horrors always target marked units first. Stronger marks attract stronger horrors.
Trample
Trample’s like it sounds – a big unit squashes a smaller one. The trampled unit’s gotta pass a Defense – (fatigue / 10) check or take damage. It’s a tough attack, so armor doesn’t help much. Ethereal tramplers do less damage. Trampled units always take at least a little damage.
Swallow
Some monsters can gulp down what they trample. Swallowed monsters are out of the game till the swallower dies. Some can digest ’em for damage, & others use them to boost their own HP. Swallowed units can’t use life-saving abilities & spells – they’re pretty much goners unless the swallower is taken out fast.