Monster Modding
Basic Commands
Clearing & Copying
Pretender God Commands
Recruitment Rules
Enchantmant numbero. to reduce price by 50 gold (a value of 0 disables).
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
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.
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.
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
Unit can fly across rivers and mountians.
Even in winter when the rivers are forzen, this unit will not be able to cross.
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.
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.
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 magical weapons have only a 25% chance of hitting an ethereal monster but ingore armor when they do.
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
This monster has a chance of raisng slain enemies as soulless.
Slain enemies are raised as this monster.
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.
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.
Percent of Exp lost when changing shape. Note: This is best used for perminate shapechange.
Monster Summoning
Number of corpses per month to automaticly reanimate.
ID of monster this unit can summon when at a temple.
Monster Tag (a value of 999 will disable this).
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.
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
Other Magic Abilities
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