Main Page About Mod Armor Weapons Magic Items Magic Spells Monsters Nations Magic Sites Events

Monster Modding

Basic Commands

New




Visuals:

Clearing & Copying

Clearing Data

Clear Weapons, Armor, Magic, Special Abilities.





Copy Data

This can be from another monster in the same mod.

If this value of this is equal to 0, it will not be used.

Pretender God Commands






Recruitment Rules

Recruitment Restrictions

Remove slow recruitment from existing monster.

Maximum recruitable units per month (a value of 0 disables this)

Enchantmant numbero. to reduce price by 50 gold (a value of 0 disables).

Required Buildings:
Scale Values


AI Recruitment

Tells the AI to recrute only one unit per batch.

Tells the AI to never recrute this unit.

Recruitment Requirements

If the monster requires another monster to be present in the same provence, enter the ID of that monster here. A value of 0 disables this.

If the monster requires the recruiting side to possess another monster, enter the ID of that monster here. A value of 0 disables this.

Desertion

Monster fights a single battle, then leaves.

Chance of unit diserting per month.

Chance of disertion per month when astral corruption is active.

Chance of becoming indpentant per month.


* A value of zero will disable this mechanic.

Gold & Resource Cost





This is used for overridding the units size for caluclating the cost in resources of a units equipment. If a monster has a size value of 5, but this value is set to 3, then the cost of its equipment will be multiplied by 3 instaid of 5.

Basic Attributes

Sets the units steal to at least 10 if less then 10, and set's its commanding ability to zero.












Note: Dominions 5 has a marked changed in how unit movment is calculated. It is still possible to use the old values, dominions will automaticly covert them to the corect movment values.



If this is set to zero, the #blind atribute will be added to the unit.

A higher void sanity value reduces the chance of become insane.

Weapons & Armor

Weapons:




Armor

Bodytype

Note: To customise your monsters body slots, choose the option "Miscshape" from the "Unit Bodytype" drop down menu. This will enable the options under the "Number of Body Parts" box below. From ther, you can manually set the item slots that the monster will have.

Item Slots

Note: this is used only if the unit is a comander.

ID of restricted item that this unit can use.



Number of Body Parts:






Creature Type & Status



Note: This ability differ fron the prevous one in that it works so long as the monster is in friendly dommion.

If this is checked, then this unit is affected by Dragon Master ability.

Horror Status:




Only one of unit can be present in the world.

This Unit can be Summoned by the Swarm Spell (land only)

This Unit can be summoned by the Swarm Spell (underwater only)


Unit will automaticly compete in the arena deathmatch.




Movement

Underwater Movement





Unit can fly across rivers and mountians.


Teleportation

Unit can teleport without the aid of magic spells/items.


Unit can teleport across the map without the aid of magic spells/items.

Unit can teleport durring battle without the aid of magic spells/items.

Unit requires magic spells/items to teleport.

Unit can only teleport using Stygian Paths and Faery Trod.

Even in winter when the rivers are forzen, this unit will not be able to cross.
Enviromental Survival Units with these tags have do not suffer a map movement penalty when moveing across the assocated terrain.



Sailing The sailing ability allows a commander to transports friendly forces overseas.

Max number of size points worth of units.

Max size of the units that can be transported.

Max number of extra provences that this unit can sail.

Max number of size points worth of units that the commander can take underwater.

Chance of this monster moving on the map if it is independent.

Monster suffer no move penalties from armor.

Stealth & Assassination

A unit with the Glamour ability will have the mirror image spell cast on it at the begining of a battle.
If a unit has a stealth value of at least 10, then the Glamour ability will add 25 to it. Even if it does not have a stealth value of at least 10, it will still benifit from the mirror image.


Units require a stealth value of at least 10 to be able to move undetected. If the value is less then 10, then tags such as #succubus, #spy and #beckon will have no effect.


Stealth Dependant Abilities

If the unit suceeds in seducing an enemy commander, then it and the commander will flee to a nearby friendly provence.

If the unit suceeds in seducing an enemy commander, then it and the commander will be transported to the nations capitol.

Ability of monster lure enemy commanders to their death when in a costal provence.

Monster can assassinate enemy commanders.

Monster can assassinate enemy commanders in a fortess under seige

Ability to evade targets bodyguards.

This is the ability decive enemy scouts into thinking that the army is bigger.

A value of 1 or greater means that the unit can decive enemy scouts into thinking that the army contains only one kind of unit.

Age, Healing & Afflictions

Setting the starting age is often unesscary, as the system can precaluclate it. Setting this to zero will clear it from a monster (if the monster is not new) and setting it to 0 will set the start age to zero.

After reaching its maximum age, a unit will begin to incure injuries.

The number of years the unit is older or younger then it's preset age

Adds between 1 ad X years to the units age.

Damage taken per turn while underwater.

Damage taken per turn while on land.


Self Healing

The chance of succfuly healing afflictions of friendly troops in the same provence.

Some units take damage while away from home provence.

Some units can cure a number of diseased units per turn.

Some units can cure a number of diseased units per turn, and convert the diseases into death gems.




If this is checked, then the monster's hit ponts can go above the normal maximum. There is not limit to how high they can go, and the extra hit points are kept until they are lost from damage.

Setting this value above 0 alows the monster's hit ponts to go above its normal maximum by the specified percent. Any extra hit points will gradualy be lost over time.

Some monsters can eat unburied corspes during a turn to regain hit points. This specifes the maximum number of corspes a monster can eat each turn.


Some monsters have a chance of haveing a random affliction when they are recruited/summoned.

Starting Afflictions

Insanity. Units that are insane have a chance of taking a random action each turn based on how insane they are.

Damage Reduction

Non Elemental Resistance

Non magical weapons have only a 25% chance of hitting an ethereal monster but ingore armor when they do.



Elemental Resistance



Monster takes less damage from nonmagic weapons.

Combat Auras
















Foes who damage this monster recive the same damage instead of harming the monster, unless they pass a magic resistance test.

Foes who damage this monster recive the same damage that they inflict, unless they pass a magic resistance test.

Foes who attack this monster will become covered in slime and imobilised unless they pass a magic resistance test.





Entangles foes who strike monster.

Foes who strike monster lose an eye.

Horror marks foes who strike monster.

Seasonal Powers




Elemental & Scale Powers








Combat Abilities










Trampeling

This monster can digest devoured units. The number is the amount of damage devored units take per turn.

This monster can digest devoured units and damage their armor. The number is the amount of damage devored units take per turn.

This monster can digest devoured units and use them to heal damage. The number is the amount of damage devored units take per turn. Every hit point of damage that a devoured unit takes is used to heal the monster.

This monster has a chance of raisng slain enemies as soulless.

Slain enemies are raised as this monster.

Magical Tatoos



Non-Combat Abilities





This unit is doubly effective at preaching when inside enemy dominion.




Some monsters are extra effective at calling back a slain pretender god. This value will be added to their priest level when using the Call God command.




Gold and Resources

Collects income in provences that cannot trace a path to a fort.









Unit spreads insanity anongs the populations and units.

Unit is more eficent at turning gems into gold.

Shapechanging

Some units can voluntarly change shape on the map screen. If this unit can, enter the ID of the unit that it can turn into.

A few units will transform into another when becoming a prophet. If this unit does, enter the ID of the unit that it can turn into.

Same units will transform into another when gravly injured, such as dragons. If this unit does, enter the ID of the unit that it can turn into.

Same units will transform into another when gravly injured, such as dragons. When they heal, they revert to their original form. If another unit transforms into this unit when infured, enter the ID of the original unit.

Same units will transform into another when reduced to zer0 hit points. If this unit does, enter the ID of the unit that it turns into.

Terrain-based Shapeshifting

Some monsters will change into another when moving into provences that have specific terrains.



Some monsters will change another when moving into or out of their home provence.

Seasonal Shapechanges

Some units change shape during a season. Enter the ID of the monster it changes into, or leave it at zero.




HP/Exp. Related Shapeshifting

Upon reaching a certain amount of hit points, a monster will change into the next monster in the games list (e.g., a four headed hydra changing into a three headed hydra).

Upon reaching a certain amount of hit points, a monster will change into the prevous monster in the games list (e.g., a four headed hydra changing into a five headed hydra).

Upon reaching a certian amount of experince points, a monster will change into the next monster in the games list.

Percent of Exp lost when changing shape. Note: This is best used for perminate shapechange.

Transformation Target Spell Result

Path Attunment Chance of gaining a level in a magic path.

Monster Summoning

Number of corpses per month to automaticly reanimate.

Dommion Based Summoning

Note: Setting a value to 0 will disable the summon.

Basic dominion auto-summoning. The number of monster summoned is based on the dominion strength.

This is half as effective as the prevous dominion summoning.

This is 1/20 as effective as the first dominion summoning.

There is a flat 8% chance of summoning this monster.

ID of monster this unit can summon when at a temple.

Manual Summoning Some units can manually summon monsters.

Number of monsters to manualy summon per month.

Automatic Summoning

Number of monsters to automaticly summon per month.

Battle Summoning

Number of monsters to summon per round of battle. This will summon between 0 and X (X being the number that you specified) monsters.

Start of Battle Summoning

Number of monsters to summon at the begining of a battle. This will summon between 0 and X (X being the number that you specified) monsters.

Number of monsters to summon at the begining of a battle. This will roll a 6 sided dice X times (X being the number that you specified) and then summon that amount of monsters.

Monster Tag (a value of 999 will disable this).

Monster Lord

Some units can summon extra monsters of a specific type when casting a spell to summon them.





Nametypes

Use a custom namelist, rather then one of the builtin ones.


Monster Modding, Leadership & Morale

Max Commanded Units: Basic Morale Bonus/Penalty: Max Squads Before Suffering Additional Penalties: Additional Penalty:
No leadership ability (0 units) N/A N/A N/A
Poor (10 units) -1 1 -1
Average (40 units) 0 2 -1
Good (80 units) 1 3 -1
Expert (120 units) 2 4 -1
Superior (160 units) 3 5 N/A

Normal Leadership


Magic Leadership


Undead Leadership


Even though this monster is not undead, it still requires a commander with undead leadership.

Even though this monster is undead, it does not require a commander with undead leadership.

Morale Related Abilities






Units ability to protect its commander from assassination.

Number of extra bodyguards that a commander can have.


Monster Modding, Magic

Magic Paths













Chance of reciving a random magic boost.

Chance Based Magic Paths







Use this number for a monster that shapchanges into another form and you want to boost or penalize its magicpath level while in that form.





Spell Range










Magic Research

A commander without magic skills will still produce this amount of RP.






Benifit fron divine insperation is limited by dominion strength.

Gem Production

Note: it is recomended that this ability should only be used on pretenders, heroes, or other unique units


Tempory Combat Gems






Gem Conversion per Turn

Other Magic Abilities



Banishment and Escaping When this monster is slain, its killer is banished to one of the following planes:




Some units, if banished to a specific plane, have a change of escaping each month.



Chance of casting a random spell in combat, instead of a useful spell.

Chance per turn of being horror marked.

(Percentage based) reduction in gem cost when forging.

Flat reduction in gem cost when forging.

Bonus or penalty to magic paths when forging items.

If this unit is indpendent (i.e., not under the command of any pretender god), then it will have acess to all spells at this level or lower.

Monster Modding, New Abilities for Dominions 5

Note: These abilities are listed but not documented in the modding manual. Use at your own risk.




























Result