Dominions 6: Clouds
In Dominions 6, there’s this neat feature where certain creatures, spells, and weapons can create battlefield clouds. These clouds are all different each with unique effects that really change things up for the units on the battlefield… For example, a Hydra will produce a poison cloud, casting a Fireball spell results in a heat cloud, and swinging around an Ice Mist Scimitar summons a frost cloud.
Cloud Behavior and Fading Away
These battlefield clouds aren’t permanent. They disappear quite quickly unless they’re kept going. A cloud’s strength drops by about one level each battle round until it completely vanishes. An interesting point to remember is that clouds of the same type don’t stack up. If a lot of units are creating the same type of cloud, it’ll spread wider instead of getting more intense. But in some cases, clouds can actually increase the intensity of a square’s cloud level by a maximum of one level instead of just spreading.
Cloud Damage
A key thing about these clouds is their damage bypasses armor. This means that the protection armor usually offers doesn’t count against these clouds… that makes them especially effective against units decked out in heavy armor.
Cloud Types and Their Effects
Let’s get into the specifics of these cloud types & what they do, broken down by levels:
Frost Cloud
Level 1: Causes 2 points of fatigue.
Level 2: Increases fatigue to 3.
Level 3: Brings fatigue to 4 and causes 1 point of damage.
Level 4: Leads to 5 fatigue and 2 damage.
Level 5+: Ramps up to 6 or more fatigue and 3 or more damage (the damage sticks at 1 unless the unit gets frozen).
Heat Cloud
Follows a similar pattern of fatigue and damage as the Frost Cloud.
Poison Cloud
Level 1: Inflicts 1 poison.
Level 2: Doubles the poison to 2.
Level 3+: Ups the ante to 3 or more poison.
Disease Cloud
Level 1: Causes disease (easy to resist with magic, MR).
Level 2: Same deal, easy MR.
Level 3+: Still disease, but tougher to resist (standard MR).
Sulphur Cloud
Level 1: Gives you 1 fire fatigue and a bit of poison.
Levels 2-7: Increases fire fatigue and poison (but poison damage is capped at 1).
Rust Cloud
All levels: Causes rusting to armor.
Death Cloud
Level 1: Deals 1 damage (MR).
Level 2: Increases damage to 2 (MR).
Level 3+: Goes up to 3 or more damage (MR).
Shimmering Light Cloud
Levels 1-4+: Inflicts capped false damage (with increasing difficulty to resist with MR).
Leeching Cloud
Level 1: Causes weakness (easy MR).
Level 2: Weakness (easy MR), plus 1 damage (easy MR).
Level 3+: Weakness (standard MR), 1 damage (MR) (weakness permanently reduces Strength by 1).
Sleep Cloud
Level 1: Induces sleep (easy MR).
Level 2: Sleep (standard MR).
Level 3+: Sleep (standard MR).
Cloud Levels & How Long They Last
Cloud levels go from 1 to 7. Sometimes, different levels have the same effects, but higher-level clouds tend to last longer. Remember, all cloud damage ignores armor.
Monsters and Cloud Making
Some monsters, like Hydras and Ghosts, can spread level 1 clouds. These can build up to a max of level 2. Spells & magical items, though, can create higher-level clouds right off the bat.