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Dominions 4Thrones of Ascension
Modding Manualv4.21
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Table of Contents1 Requirements.....................................................12 Data Directories & Files.....................................1
2-1 Data Location.............................................12-2 Files and File Formats...............................1
3 Mod Mechanics..................................................23-1 Syntax........................................................23-2 Multiple Mods.............................................23-3 Loadin mods............................................23-! "lterin Mods in Midame.........................33-# Mod $ommand Load %rder .......................3
! Mod n'o.............................................................3# (eapon Moddin...............................................!
#-1 )asic (eapon "ttri*utes............................!#-2 (eapon Damae +ypes............................,#-3 Damae uali'iers.....................................,#-! %ther (eapon roperties........................../
, "rmor Moddin.................................................11
0 Monster Moddin )asic..................................120-1 Selection & isuals..................................120-2 $learin & $opyin "ttri*utes..................130-3 retender od $ommands......................130-! Recruitment Rules...................................1!0-# Desertion.................................................1!0-, old & Resource $ost.............................1#0-0 )asic "ttri*utes........................................100-4 (eapons & "rmor ....................................140-/ tem Slots.................................................14
4 Monster Moddin Special "*ilities..................1/4-1 $reature +ype & Status...........................1/
4-2 Mo5ement................................................264-3 Stealth & "ssassination...........................214-! "e 7ealin & "''lictions.........................214-# Damae Reduction..................................234-, $om*at "uras..........................................2!4-0 Seasonal o8ers.....................................2#4-4 9lemental & Scale o8ers......................2#4-/ %ther $om*at "*ilities.............................2,4-16 :on-$om*at "*ilities.............................2,4-11 Shapechanin......................................244-12 Monster Summonin..............................2/4-13 :ametypes.............................................36
/ Monster Moddin Leadership & Morale..........31/-1 :ormal Leadership..................................31/-2 Maic Leadership....................................32/-3 ;ndead Leadership.................................32/-! Morale Related "*ilities...........................33
16 Monster Moddin Maic...............................3!16-1 Maic aths...........................................3!16-2 Ritual Spell Rane.................................3#
16-3 Maic Research.....................................3#16-! em roduction.....................................3,16-# %ther Maic "*ilities..............................30
11 Spell Moddin................................................34
12 Maic tem Moddin......................................!112-1 )asic tem Moddin...............................!112-2 "ttri*utes & Resistances........................!212-3 Maic & Spells.......................................!212-! "rena Deathmatch.................................!312-# Mo5ement & $om*at.............................!312-, Restrictions............................................!!12-0 $urses & "''lictions................................!!12-4 Monster Moddin $ommands...............!#
13 :ame Moddin...............................................!01! Mercenary Moddin.......................................!01# Maic Site Moddin.......................................!4
1#-1 )asic Site Moddin................................!4
1#-2 Monsters................................................!/1#-3 )uildins................................................!/1#-! Scale 9''ects..........................................!/1#-# Maic Rituals & Scryin.........................#61#-, Ritual Rane )oost................................#61#-0 Special 9''ects.......................................#11#-4 +hrone 9''ects........................................#1
1, :ation Moddin..............................................#31,-1 :ame 9ra & eneral............................#31,-2 Sites +errain +emperature....................##1,-3 " 7ints...................................................#,1,-! ;nit Lists & Recruitment........................#0
1,-# ro5incial De'ense.................................#41,-, ods......................................................#41,-0 Forts & )uildins....................................#/1,-4 Dominion................................................,61,-/ ;ndead Reanimation.............................,1
10 optype Moddin...........................................,114 eneral Moddin...........................................,31/ ; Moddin..................................................,!
1/-1 Main ; 9lements................................,!1/-2 )ac<rounds..........................................,!1/-3 %ther 9lements......................................,!
26 mportant :otes.............................................,#
26-1 Moddin :um*er Limits.........................,#21 $on5ertin Dom3 Mods 'or Dom!.................,#22 %*solete Moddin $ommands......................,,
21-1 Monster moddin...................................,,21-2 :ation Moddin......................................,,
"ppendix "= $hanelo......................................,0 "ppendix )= +a*les.............................................,4
Content9s<o 7alttunen
>ohan ?arlsson & ?risto''er %sterman
Organization & diting9s<o 7alttunen
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1 Requirements 1
1 !e"uirements(ith the help o' a simple text editor it is possi*le
to create ne8 8eapons armors units and entirenations. t is also possi*le to modi'y existin8eapon armors units nations spells and maicitems as 8ell as maic sites population typesand the e''ects o' scales.
re5ious 5ersions o' Dominions used ;nix styleendlines *ut this is no loner a rele5ant concernand any text editor may *e used to create mods.
(ith the help o' a paint proram you 8ill also *ea*le to add ne8 raphics to units or nation 'las.
2 Data Directories & #iles
2-1 Data Location
+he data directory 'or storin sa5ed amesmods and maps is di''erent dependin on theoperatin system.
+he easiest 8ay to locate the data directories inDominions ! is *y openin $ame Tools 'rom theMain Menu and usin the O%en ser DataDirector' 'unction. +he operatin system 8illopen the user data directory in a separate 'ilemanaer 8indo8.
+he data directory is located in a hidden 'older in(indo8s. %n Linux and Mac %S the datadirectory is not hidden.
(inu)* @Adominions!A
Mac* @Adominions!A
+indo,s* B"D"+"BCdominions!C
+he B"D"+"B is an en5ironment 5aria*le8hich de'ines 8here the user data directories 'orany applications a (indo8s user has installedare stored. t points to the application datadirectory.
n (indo8s this directory is C:\Documentsand Settings\[username]\Application Data\
n (indo8s ista and (indo8s 0 the directory is
C:\Users\[username]\AppData\Roaming\
)ecause the %appdata% directory in (indo8s isnormally hidden you must ha5e the 5ie8in o'hidden 'iles and 'olders ena*led to see it. SelectControl Panel > Folder Options > ie! and set
the options to sho8 hidden 'iles and 'olders.
95en i' it is not 5isi*le you can et to thedirectory. >ust type %APPDA"A%\dominions# tothe (indo8s 9xplorer address *ar and press$nter and the directory 8ill open. Eou dont needto use upper case letters either.
+he su*directories o' the Dominions ! datadirectory are
maps mods
sa5edames
2-2 Files and File Formats
"ll imaes must *e sa5ed as +ara G.taH or SG.r* .siH imaes. +he imae 'ile must ha5e 2!-or 32-*it color and *e uncompressed or RL9. 'the imae is sa5ed in 2!-*it color *lac< 8ill *ereplaced 8ith a 'ully transparent color.
"ll moddin commands must *e sa5ed in a text
'ile 8ith the .dm Gdominions modH extension. +hedm 'ile must *e located in the directory calledmods in the dominions! data directory.
"ny imaes used *y a mod should *e stored8ithin a separate su*directory in the mods 'olderin order to a5oid clutterin the main mods 'older*ecause many people use se5eral mods at once.
Su*directories 8ithin a mod are re'erenced in theLinux style Ge5en in (indo8sH *ecauseDominions interprets the commands not
(indo8s.
)am%le* Settin the icon 'or a mod 8ould *edone li<e this=
icon &mod'su(director)*mod'icon+tga&
+he mod 'ile resides in the mods directory so this8here Dominions *eins its search 'or the 'ilesre'erenced in the mod. n this instance the ameloo<s 'or the mod'su(director) 'older and theninside that directory 'or the speci'ied imae 'ile.
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3 Mod Mechanics 2
- Mod Mechanics
3-1 Syntax
+8o consecuti5e dashes G- -H are used to denotecomments. "nythin a'ter the dashes is inored.+his can *e used to add explanations o' 8hat is*ein modded and 8hat is *ein intended 8iththe commands.
"ll Dominions ! moddin commands *ein 8ith aI sin. Moddin commands may or may notha5e aruments. "n arument is a 5alue a'terthe command itsel' to denote somethin.
"ruments are indicated *y ,o(-ect> a'ter thecommand itsel' e.. gcost ,gold>.
+he mod commands sometimes ha5e a 5erticalline GJH amon their aruments. +his line means%R. So use either the arument on the le't sideo' the line or the one on the other side not *oth.
" moddin command that does not ha5e anarument is used to control a *inary attri*ute.+his means that i' the command is used then the8eapon monster maic site or other o*Kect
*ein modded has that attri*ute and the e''ectso' the attri*ute are 'ixed.
Moddin commands that ha5e aruments canha5e one or more o' them and the arumentsmay *e o' se5eral di''erent types. Somecommands require more than one type o'arument to 8or<.
+he 'ollo8in types o' aruments are used 'ormoddin commands in Dominions !=
integer a 8hole num*er
%ercent a percentae 5alue Gmay *e hiherthan 166 in some casesH. 9xpressed as inteerin mod syntax interpreted as percentae.
string text such as monster namesdescriptions etc.
bitmas a *itmas< is a special type o' inteernum*er. "ny inteer can *e expressed as a sumo' the po8ers o' 2. n a *itmas< num*er eachpo8er o' 2 that it contains means a di''erentthin. " *itmas< arument assins "LL o' theseattri*utes to the o*Kect *ein modded.
For example i5in a monster custom randommaic paths is a *itmas< operation 8here 124G20H is Fire maic and su*sequent po8ers o' 2other paths. " *itmas< o' 34! G124 N 2#,H 8ould
thus i5e the monster a random maic path thatis either Fire G124H or "ir G2#,H *ecause itcontains *oth separate 5alues.
3-2 Multiple Mods
t is possi*le to ha5e many mods ena*led atonce. For instance you can ena*le a mod thatturns "*ysia into iants at the same time as youha5e a mod that adds a ne8 7o*ur nation.
+8o mods should ne5er try to modi'y the samethin. +his can result in di''erent *eha5ior ondi''erent computers. ;sually the modi'ication'rom the mod that is loaded last 8ill *e the onethat ta<es e''ect *ut i' multiple computers arein5ol5ed the loadin order could *e di''erent andthe result in a ame could *e 5ery unpredicta*le.
3-3 Loading mods
" ame created 8hen a mod is ena*led in themod pre'erences 8ill automatically acti5ate thismod 'or all players participatin in that amee5en i' the mod is not acti5e 8hen the ame isloaded. +here 8ill *e an error messae 'or anyplayer that hasnt do8nloaded the mod.
T/0* " quic< 8ay to clear all loaded mods is tocreate a ame 8ith no mods at all ena*led.(hen you 8ish to clear all acti5e mods Kust loadthat ame and Dominions 8ill disa*le all currentlyacti5e mods. (hen you 8ant to create a ne8ame 8ith mods ena*le the mods you 8ant andthen et started. %r i' you already had a ame
that used the mods you 8anted load that ameexit to main menu and create a ne8 ame andyou 8ill ha5e those mods acti5e.
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3 Mod Mechanics 3
3-4 Altering Mods in Midgame
' you modi'y a mod that one o' your ames isusin the chanes made to the mod 8ill ta<e
e''ect immediately 8hen you next load the ame.For example i' you ma<e an alteration thatmodi'ies all militia units to use axes instead o'spears all militia Gincludin units already *ouhtin-ameH 8ill *e instantly chaned.
+his ma<es it possi*le to test di''erent thins8ithout creatin a ne8 ame 'or e5ery ne8 thinyou 8ant to try. Load a mod youOre 8or<in oncreate a ame and i' the results are not quite asyou expected chane the mod and load thatsame ame to instantly see the e''ects o' the
chane.
' you do not quit Dominions *et8een modchanes you must 'irst load a di''erent ame 8ithdi''erent mods Gor no modsH quit that ame tomain menu and load the ame you use 'ortestin. +his 8ill reload the mod and apply yourchanes immediately.
3-5 Mod Command Load rder
"ll mods are loaded separately one entire mod ata time. Mod instructions are parsed in the'ollo8in order=
mod in'o 8eapons armors units names sites nations spells maic items eneral poptypes mercenaries e5ents
"ll mods 8ill modi'y or add ne8 8eapons *e'oreany modi'ication is done on units and so 'orth.
)ecause entire mods are loaded one at a time itis impossi*le to re'erence o*Kects contained inother mods *y name.
4 Mod /nfo "ll mod 'iles must contain most o' the 'ollo8in
commands. +he exceptions are the icon anddomversion commands that are notnecessarily needed.
modname 3name
" short name 'or the mod. t 8ill *e displayed inthe mod pre'erences.
descri%tion 3%iece of te)t
" description o' 8hat the mod does 8ho hascreated it and so 'orth. ;se t8o ne8lines in aro8 to start a ne8 pararaph.
icon 3image.tga
" *anner imae 'or your mod. +his imae should*e 124x32 or 2#,x,! pixels lare.
version ).''
+he 5ersion num*er o' your mod. 9.. 1.16 or1.66.
domversion ).''
+he minimum required 5ersion o' Dominions 'or
the mod to 8or< correctly. ' not sure then lea5ethis command out. For example !.66 'orDominions 5ersion !.66 required.
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5 Weapon Modding 4
5 +ea%on Modding
5-1 !asic "eapon Attri#utes
select,ea%on 3,ea%on name 63,ea%on nbr
Selects the 8eapon that 8ill *e a''ected *y the'ollo8in moddin commands. 9nd moddin this8eapon 8ith the end command. +o 'ind out thenum*ers o' a particular units 8eapons loo< atthe units stats in the ame and press ctrlNi.
Table 1* Common manufactured ,ea%ons
ne,,ea%on 3,ea%on nbr
(eapon num*er 'or ne8 8eapons should *e anum*er *et8een 066 and 1///. t must not *ethe same as any other 8eapon. +his ne8
8eapon 8ill *e a''ected *y the 'ollo8in moddincommands and there should *e an end command at the end.
end
"l8ays use this command at the end o' modi'yina 8eapon.
name 3name
+his must *e the 'irst command 'or e5ery ne88eapon. t sets the name o' the 8eapon.
dmg 3damage
Sets the damae 5alue o' the 8eapon. " spearhas a damae 5alue o' 2.
nratt 3nbr of attacs
Sets the num*er o' attac<s per round 'or a8eapon. For slo8 missile 8eapons set this 5alueto -2 'or e5ery other round or -3 'or e5ery thirdround.
att 3attac
Sets the attac< 5alue o' the 8eapon. " spear hasan attac< 5alue o' 6. +his 5alue is also used asprecision 'or missile 8eapons.
def 3defense
Sets the de'ense 5alue o' the 8eapon. " spearhas a de'ense 5alue o' 6.
Table 2* !are manufactured ,ea%ons
len 3length
Sets the lenth o' the 8eapon. +his should *e a5alue *et8een 6 G'istH and , Gpi<eH. " spear has a
5alue o' !.
7br +ea%on 7ame Comment
2#0 )ardiche
2#, ?ryss
2#3 7atchet
2#4 $laymore
2#/ 9xecutioners "xe
1#3 Stic<
2#2 $lu*
2,# Spi<ed $lu*
1,# reat $lu*
2,0 .ic< "xe
2,3 :et
2,6 +hro8in "xe Missile (eapon
2,, reat )o8 Missile (eapon
7br +e a%on 7ame Comme nt
1 Spear
2 .i<e
# 7al*erd
! Lance
/ Daer
, Short S8ord
4 )road S8ord
11 reat S8ord
12 Mace
13 7ammer
1! Maul1# Mornin Star
1, Flail
10 "xe
14 )attle "xe
0 uartersta''
!6 (hip
22 Slin Missile (eapon
21 >a5elin Missile (eapon
23 Short )o8 Missile (eapon
2! Lon )o8 Missile (eapon
2,! $omposite )o8 Missile (eapon
2# $ross*o8 Missile (eapon
2, "r*alest Missile (eapon
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5 Weapon Modding 6
5-2 "eapon Damage $ypes
+hese commands set damae type 'or a 8eapon.More than one damae type can *e set. "
8eapon can only do one type o' damae perattac<. " 8eapon 8ith se5eral di''erent damaetypes 8ill randomly determine the damae typein'licted on e5ery attac<. +he chance o' in'lictina particular type o' damae is .// * [num(er o0damage t)pes] percent.
For example a 8eapon that does *oth piercinand slashin damae Gli<e S1ort S!ord H has a#6B chance o' doin piercin damae. ' it doesnot do piercin damae it 8ill in'lict slashdamae instead.
+he exception to this is maic damae 8hichdetermines 8hether protection 'rom non-maicalattac<s applies or not. " 8eapon 8ith maicdamae and another damae type 8ill al8ays dothe second type o' damae *ut a*ilities li<e$t1ereal and 2n3ulnera(ilit) o''er no protection.
slash
+he 8eapon does slashin damae. Monsters8ith Slas1 Resistance only ta<e hal' damae.
%ierce+he 8eapon does piercin damae. Monsters8ith Pierce Resistance only ta<e hal' damae.
blunt
+he 8eapon does *lunt damae. Monsters 8ith4lunt Resistance only ta<e hal' damae.
cold
+his 8eapon does cold damae only. " coldimmune *ein 8ill ta<e no damae 'rom this
8eapon.
fire
+his 8eapon does 'ire damae only. " 'ireimmune *ein 8ill ta<e no damae 'rom this8eapon.
shoc
+his 8eapon does shoc< damae only. " shoc<immune *ein 8ill ta<e no damae 'rom this8eapon.
magic+his is a maic 8eapon that can harm etherealunits 8ith ease.
%oison
i5es poison immune *eins immunity to this8eapon. For example Poison Sling and Sna5e
4ladder Stic5 *oth ha5e this attri*ute and thedt9%oison attri*ute. Do not use this commandi' you 8ant to create a normal poisoned 8eaponuse secondar'effect instead.
acid
+his 8eapon does acid damae. "cid 8eaponscan damae armor. Damaed armor 8ill *rea< i'su*Kected to more *lo8s *ut 8ill *e repaired i'there are enouh resources in the pro5ince themonster is in.
dt9normalSets the damae type to normal damae. +his isthe de'ault.
5-3 Damage %uali&iers
+hese commands add additional modi'ication tothe type o' damae the 8eapon in'licts such ascompletely or partially inorin armor doin extradamae to certain <inds o' enemies only doindamae to speci'ic types o' creatures ho8 it can
*e resisted etc.
armor%iercing
+he 8eapon is armor piercin. "rmor protectionis hal5ed 8hen determinin damae.
armornegating
+he 8eapon is armor neatin. "rmor iscompletely inored 8hen determinin damae.
nostr
+he strenth o' the 8eapon 8ielder 8ill not *eadded to the damae. +his is normally used 'ormissile 8eapons such as *o8s slins andcross*o8s.
mrnegates
+he e''ects o' the 8eapon can *e resisted *y MR.
mrnegateseasil'
+he e''ects o' the 8eapon can *e easily resisted*y MR.
hardmrneg+he e''ects o' the 8eapon may *e resisted *yMR *ut there is a penalty to the MR chec<.
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5 Weapon Modding 7
sizeresist
;nits that are siPe 3 or ! ha5e a chance o'resistin the e''ects o' the 8eapon. SiPe #N unitsal8ays resist the e''ects and siPe 1 and 2 units
ne5er resist the e''ect.
mind
Mindless *eins are immune to this 8eapon.
undeadimmune
;ndead *eins are immune to this 8eapon.
inanimateimmune
nanimate *eins are immune to this 8eapon.
fl'ingimmuneFlyin and 'loatin *eins are immune to this8eapon.
enem'immune
9nemy units are immune to this 8eapon.
friendl'immune
Friendly units are immune to this 8eapon.
undeadonl'
+he 8eapon only a''ects undead *eins.
sacredonl'
+he 8eapon only a''ects sacred troops.
demononl'
+he 8eapon only causes a''ects demons.
demonundead
+he 8eapon only a''ects demons and undead.
dt9ca%
Sets the damae type to capped damae Gmax 17 damaeH li<e a 8hip or a *lo8un.
dt9stun
Sets the damae type to stun damae G'atiueH.
dt9sizestun
Sets the damae type to stun damae that is lesse''ecti5e on lare tarets. 9''ecti5ely the sameas dt'stun N si6eresist .
dt9%aral'zeSets the damae type to paralyPe. Damae5alue is :%+ directly turns o' paralysis.
dt9%oison
Sets the damae deli5ery mechanism to poisondamae. oison damae is caused o5er se5eralcom*at rounds. +o ma<e a poisoned 8eapon do
:%+ use this command. ;se a secondary e''ectthat has *oth %oison and this command.
dt9hol'
Sets the damae type to holy damae. +hismeans triple damae to undead and demons.
dt9demon
Sets the damae type to anti-demon damae.+his means dou*le damae to demons.
dt9magic
+he 8eapon does dou*le damae to maic*eins.
dt9small
+he 8eapon does triple damae aainstcreatures smaller than the attac<er.
dt9large
+he 8eapon does dou*le damae aainstcreatures larer than the attac<er.
dt9constructonl'+he 8eapon only a''ects li'eless *eins. "ll other creatures are immune.
dt9raise
' the taret is <illed *y the 8eapon it is animatedas a soulless ser5ant o' the attac<er li<e 5ictimso' the Death path "!in Spear GitemH.
dt9,eaness
+he 8eapon drains strenth 'rom its taret
instead o' doin normal damae.
dt9drain
+he 8eapon drains li'e 'orce 'rom its tarethealin damae and reducin 'atiue 'or theattac<er.
dt9,ea%ondrain
+he 8eapon drains li'e *ut max # points o' thedamae is used to heal the 8ielder. ;se this 'ordrainin 8eapons that can *e 8ielded or 'ored.
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5 Weapon Modding 8
dt9aff
Sets the damae type o' the 8eapon to a speciale''ect or a''liction. +he speci'ic a''liction the
8eapon in'licts is set 8ith the dmg commandso the 8eaponOs damae 5alue is interpreted as a*itmas< 5alue accordin Table 5 *elo8.
+he ta*le uses *itmas< 5alues meanin po8erso' 2. +he num*ers are expressed as po8ers o'2 *ecause num*ers a'ter 226 et 5ery *i 5eryquic<ly and do not 'it on the pae 'or 'ormattinreasons.
+he num*ers in Table 5 *elo8 are :%+ 8hat youuse 8ith this command. For example in order toma<e a 8eapon in'lict plaue G3H you must enterthe 5alue o' 23 as an arument to dmg in order to et the correct result. n this case the correct5alue 8ould *e 4. and the mod code 8ould loo<li<e this 'or example=
Ine88eapon 1266Ilen 1Iatt 6Ide' 6Idta'' Idm 4Iend
Table 5* Afflictions
2:) Affliction
6 disease
1 curse
3 plaue# curse o' stones
, entanle
0 rae
4 decay
/ *urn
16 destroyed armor
11 rusty armor
12 *lind
13 *leed
1! earth rip
1, 'ire *onds
10 'alse 'etters
14 limp
1/ lost eye
26 8ea<ness
21 *attle 'riht
22 mute
23 chest 8ound
2! crippled
2# 'ee*le minded
2, ne5er healin 8ound20 slime
24 'roPen
2/ 8e**ed
36 arm loss
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5 Weapon Modding 10
range=
+his raned 8eapon can also *e used in melee.
melee5=
+his melee 8eapon only has #6B chance o'*ein used.
si%
%nce this 8eapon is used s<ip the next 8eapon.
si%2
%nce this 8eapon is used s<ip the next 2 8pns.
fl's%r 3fl's%rite nbr 3animation lgth
;se this command to set ho8 the arro8 loo<s li<e
'or a missile 8eapon. " 5alue o' -1 'or a 'lyspritemeans there is no 'lysprite at all. Table > sho8ssome num*ers that can *e used 'or missile8eapons. " 'ull list o' 'lysprites can *e 'ound in'an-made documentation.
Table >* 8ome fl's%rites available for missile,ea%ons
e)%ls%r 3f) nbr
;se this command to set ho8 the explosion loo<sli<e 8hen a missile hits somethin or 8hen a
melee 8eapon stri<es. Table ; sho8s somenum*ers that can *e used. "ny num*er *et8een16661 and 16234 can *e used. ;se num*er -1to disa*le an explosion e''ect.
Table ;* 8ome e)%losion loos available for,ea%ons and s%ells
u,o
+his raned 8eapon can *e used under8ater.
nou,
+his raned 8eapon cannot *e used under8ater.+his is the de'ault property o' all raned8eapons *ut the command can *e used toremo5e the a*ility to 'ire under8ater 'rom anexistin raned 8eapon Ge.. lihtnin mind *lastor ethereal cross*o8H.
#) nbr (oo.s li.e
16661 Fallin shimmerin colors
16662 Fallin 8hite
16663 Fallin red
1666! Fallin reen
1666# Fallin *lue
1666, Fallin liht red
16660 Fallin liht reen
16664 Fallin liht *lue
1666/ Fallin purple
16616 Fallin yello8
16611 Fallin orane
16612 Fallin cyan
16621-1663/ Fe8 'allin colors
166!1-166,/ Risin mists
16161-1611/ 9xplosion
16121-1613/ 9xplodin as16164 $old )last
16113 Fire*all
161!1 Risin purple
16266 $urse
1626, Soul Slay
1621/ Lihtnin
#l's%rite (oo.s li.e
166 1 )oulder
16/ 1 "rro8
116 1 >a5elin
111 1 Slin stone
133 ! Fire s8irl
130 ! Frost s8irl
1!1 4 Multi colored s8irl
216 ! Lihtnin *olt
20! ! )ane 'ire arro8
36! ! )lade 8ind missile
313 ! Stic<y oo
33/ 3 95il death thiny
3#6 ! Fire arro8
3#! ! Fire Ka5elin3,2 ! Fire *oulder
3/# ! 9l' shot
!63 1 )lo8 un needle
!6! 3 reen ooey missile
!11 ! +hro8in axe
!1, 3 (e*
!1/ 1 ine arro8
Animationlength
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6 Armor Modding 11
< Armor Modding
selectarmor 3armor name 6 3nbrSelects the armor that 8ill *e a''ected *y the'ollo8in moddin commands. 9nd moddin thisarmor 8ith the end command. +o 'ind out 8hatthe num*er o' a particular units armor loo< at theunits stats in the ame and press ctrlNi.
ne,armor 3armor nbr
"rmor n*r should *e a num*er *et8een 2#6 and///. t must not *e the same as any other armor.+his ne8 armor 8ill *e a''ected *y the 'ollo8inmoddin commands and there should *e an
end command at the end.
end
"l8ays use this command at the end o' modi'yinan armor.
name 3name
+his must *e the 'irst command 'or e5ery ne8armor. t sets the name o' the armor.
Table ?* Common armor
t'%e 3t'%e
+ype !Qshield #Q*ody armor ,Qhelmet.
%rot 3%rotectionSets the protection 5alue o' the armor. " chainmail cuirass has a protection 5alue o' /.
def 3defense
Sets the de'ense *onus. " chain mail cuirasshas a de'ense *onus o' -1. For shields use thiscommand to set parry 5alue. Final parry 5alue isal8ays the Ide' 5alue minus Ienc 5alue.
enc 3encumbrance
Set the encum*rance 5alue. " chain mail cuirasshas an encum*rance o' 1. For shields use thiscommand to set de'ense penalty Ge.. Ienc 2means de'ense -2H.
rcost 3resources
Sets the resource cost 'or the armor.
7br Armor 7ame
26 &ron $ap21 Full 7elmet
# Leather $uirass
, Rin Mail $uirass
0 Scale Mail $uirass
4 $hain Mail $uirass
/ late $uirass
16 Leather 7au*er<
11 Rin Mail 7au*er<
12 Scale Mail 7au*er<
13 $hain Mail 7au*er<
1! late 7au*er<
1# Full Leather "rmor
1, Full Rin Mail
10 Full Scale Mail
14 Full $hain Mail
1/ Full late Mail
1 )uc<ler
2 Round Shield
3 ?ite Shield
! +o8er Shield
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7 Monster Modding !asic 12
> Monster Modding@ asic+hese commands co5er certain aspects o' *asic
monster moddin and eneral commands thatare not related to a speci'ic roup o' speciala*ilities. +hey include *asic manipulation o'monster data structures common statisticsrecruitment and 8hat <ind o' items a monster canuse Gi' anyH.
)-1 Selection * +isuals
selectmonster 3monster name 6
3monster nbrSelects the monster that 8ill *e a''ected *y the'ollo8in moddin commands. 9nd moddin thisunit 8ith the end command. +o 'ind out 8hatnum*er a particular unit has loo< at his stats inthe ame and press ctrlNi.
ne,monster B3monster nbr
Monster n*r should *e a num*er *et8een 3661and ,///. t must not *e the same as any othermonster. +his ne8 monster 8ill *e a''ected *ythe 'ollo8in moddin commands and there
should *e an end command at the end.
t is not necessary to set a monster num*er 8hencreatin a ne8 monster. t is not recommendedto use a monster num*er 8ith monsters that ha5eunique names li<e Sorceress o0 t1e Sacred Fire *ecause that 8ill reduce the ris< o' con'licts*et8een mods.
' a monster num*er is not used Dominions 8illautomatically use the 'irst 'ree num*er 'rom3666N 'or the monster. n this instance all
re'erences to the monster in other moddi Gsuchas spells or maic sitesH must *e *y name.
;sin lo8er hardcoded num*ers later in the mod8ill o5er8rite the num*er initially assined *y anum*erless Ine8monster command.
end
"l8ays use this command at the end o' modi'yinor creatin a monster.
name 3name
+his must *e the 'irst command 'or e5ery ne8monster. t sets the name o' the monster.
fi)edname 7ame
i5es a 'ixed name to a monster i' it is acommander. ;se'ul 'or i5in speci'ic names toheroes.
descr 3te)t descri%tion
+his is the text in'ormation that is displayed 8henyou 5ie8 the monster stats.
s%r1 3imgfile
+he 'ile name o' the normal imae 'or themonster. +he siPe o' the imae should *e 4 1,32 ,! or 124 pixels 8ideAhih.
" human *ein should *e a*out 32 pixels hihand there should *e 2 pixels o' 'ree space*et8een his 'eet and the *ottom o' the imae.
' the monster is to ha5e a shado8 in the imaeuse the maenta color GR) 2## 6 2##H 'orshado8.
s%r2 3imgfile
+he 'ile name o' the attac< imae 'or themonster. ' this is not set then spr1 8ill *e used'or this imae too.
s%ecialloo 3value
+his command surround a monster 8ith a particlee''ect. alue can *e 'rom 1 to 3 and represents'ire shield loo< astral shield loo< and a *urninloo< respecti5ely.
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7 Monster Modding !asic 13
)-2 Clearing * Copying Attri#utes
clear
Remo5es all 8eapons armors stats maic s<illsand special a*ilities 'rom the monster. " use'ulcommand 8hen modi'yin an existin monster.
clear,ea%ons
Remo5es all 8eapons 'rom the acti5e monster.Must *e used *e'ore assinin ne8 8eapons orthe monster 8ill ha5e *oth old and ne8 8eapons.
cleararmor
Remo5es all armor 'rom the acti5e monster.Must *e used *e'ore assinin ne8 armor orarmor assinment does not 8or< correctly.
clearmagic
Remo5es all maic s<ills 'rom the acti5e monster.
clears%ec
Remo5es all special a*ilities 'rom the acti5emonster. +he special a*ilities are stu'' li<e 7olyFire Resistance "8e etc.
co%'stats 3monster nbr
$opies all 8eapons armors stats maic s<illsand special a*ilities 'rom an existin monster.+he existin monster can *e a monster that has*een created pre5iously in the mod. $opystats8ill o5er8rite all pre5ious commands 'or theselected monster so it should *e used as the 'irstcommand a'ter the ne!monster command.
co%'s%r 3monster nbr
$opies the sprite 'rom an existin monster to the
current one. Do not use this i' you intend tochane the sprite usin the s%r1 command as it8ould then chane the loo<s o' *oth monsters.
)-3 (retender ,od Commands
gcost 3gold
+he cost in old is also the cost in desin points'or pretenders. For shapechanin pretendersthe old cost should al8ays *e 'ixed. For otherpretenders the cost is calculated automatically*ased on attri*utes and special a*ilities.retender autocalc uses di''erent rules thanautocalc 'or normal units and commanders.
%athcost 3design %oints
+he cost 'or a ne8 path in desin points 8henthis monster is used as a od. Standard is a
5alue *et8een 16 Garch maeH and 46 GdraonH.)y usin this command the monster 8ill also *eselecta*le as a od.
startdom 3dominion strength
+he de'ault dominion strenth this monster isused as a od. Standard is a 5alue *et8een 1Garch maeH and ! GoracleH. +his command alsoma<es the monster selecta*le as a od.
homerealm 3realm number
Sets the home realm o' the od 8hich ma<es the
od a5aila*le as a de'ault choice 'or nations that*elon to the same realm. See Table 1= 'orhome realm num*ers. +his command is notneeded and should not *e used i' you only intendthe od to *e used *y a sinle nation or a 'e8nations instead o' *ein 8idely a5aila*le. ;sehomrealm = to clear the homerealm o' apretender od.
Table 1=* ome realm numbers
7br !ealm
1 :orth
2 $eltic
3 Mediterranean
! Far 9ast
# Middle 9ast
, Middle "merica
0 "'rica
4 ndia
/ Deeps
16 De'ault
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7 Monster Modding !asic 14
)-4 ecruitment ules
+hese commands o5ern the limits and specialrules that apply 8hen recruitin the monster.
slo,rec
+a<es t8o turns to recruit this monster *oth asunit and as commander.
noslo,rec
$hanes a monster that ta<es t8o turns to recruitto require only one turn to recruit.
reclimit 3units E turn
+he monster can only *e recruited in limited
num*ers. Eou can only recruit Tunits A turnU o'this monster in any one pro5ince.
re"lab
Recruitin the monster requires a la*.
re"tem%le
Recruitin the monster requires a temple.
heatrec 3value
7eat scale requirement 'or recruitment.
coldrec3value
$old scale requirement 'or recruitment.
chaosrec 3value
+he monster is cheaper to recruit i' there are+urmoil scales in the pro5ince. +he monstercosts VT5alueU x T+urmoil le5elUW less old torecruit. %rder scales do not a''ect the price. +herecruitin player pays 'ull price 'or the unit onpurchase *ut ets the turmoil discount *ac< intothe treasury 8hen the monster Koins the army.
deathrec 3value
+he monster is cheaper to recruit i' there areDeath scales in the pro5ince. (or<s identically toc1aosrec . ro8th scales do not a''ect the price.
aisinglerec
(ill tell the " to only recruit a sinle one o' theseper *atch.
ainorec
(ill tell the " to ne5er recruit this monster.
enchrebate5= 3enchantment number
+he monster 8ill *e #6B cheaper to recruit 8henthis enchantment is acti5e.
)-5 Desertion
+hese commands a''ect ho8 lon the monsterremains in ser5ice to a player and 8hen it lea5es.
singlebattle
+he monster only 'ihts in one *attle and thenlea5es li<e the ladiators o' 9rmor and ythium.
deserter 3%ercent
" commander 8ith this attri*ute has chance o'desertin each month.
horrordeserter 3%ercent
Li<e deserter *ut the desertion chance isincreased durin astral corruption.
defector 3%ercent
+he monster has a chance to *ecomeindependent i' o8ned *y player. +he ;n'ettered'orm o' the 9ater o' the Dead uses this mechanic.+his command only a''ects commanders.
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7 Monster Modding !asic 15
)-. ,old * esource Cost
rcost 3resources
+he cost in resources. +he resource cost o'8eapons and armor 8ill *e added to this. Mosthuman troops ha5e a rcost o' one. 7ea5yca5alry ha5e a *ase rcost o' 4 - 26 Gto representthe *ardin o' the mountH com*ined 8ith IressiPe2 'or human-siPed armor and 8eapons.
gcost 3gold
+he cost in old. Most human troops ha5e a oldcost o' 16.
n Dominions ! the old cost o' monsters can *eeither 'ixed or calculated automatically. Monsters8ith a 'ixed cost 8ill al8ays cost the sameamount o' old 8hether recruited as a unit or asa commander. " 'ixed old cost should *e used'or special monsters li<e elephants or the Sirrush.
Automatic $old Cost Calculation
"n automatically calculated GautocalcH old costmeans that the unit 8ill cost one amount o' old8hen recruited as a unit and a di''erent amount8hen recruited as a commander.
+hese rules do not co5er pretender ods. +heyonly apply to normal units and commanders.
"n autocalc monster is assined a *ase old costthat is 'arther modi'ied *y the 'ollo8in attri*utes=
Leadership Maic paths riest le5els Spyin a*ilities Special a*ilities Gmounted sailin etc.H Sacred Gadds 36B to total cost a'ter
e5erythin elseH
Leadership maic paths priest le5els and spyinadd 'ull cost 'or the hihest modi'ier o' the 'ourand hal' o' the other three.
"ll old costs a*o5e 36 are rounded to thenearest #.
+o ma<e a monsterOs old cost autocalc add16666 to the *ase cost. ;sin num*ers less than16666 Ge.. //,6 li<e 9" MictlanOs priestsH ma<es
the initial cost neati5e and autocalc 5alues areadded to that 'or the 'inal result. +his is use'ul 'or commanders *ut not reular units.
(hen estimatin a *ase cost s<ill le5el o' theunit in question should in'luence the *ase price.Militia units should ha5e 2 or 3 points lo8er *aseprice 8hile elite units should ha5e *et8een 2 and
4 points hiher *ase price Gdependin onstrenth attac< damae special a*ilities etc.H.
Some o' the typical *ase prices ha5e *een listedin Table 11 *ut they do not co5er the 'ull amuto' creatures. ;se CtrlFi in-ame to examineunits to et an idea o' their *ase price.
:ote that most automatic old cost modi'iers onlyapply to the monster 8hen it is recruited as acommander. +he costs 'or Imounted andIsacred are the exceptions and apply to all
monsters *oth as units and as commanders.
Table 11* 8ome t'%ical base gold costs
Monster T'%e asecost
Mar<ata #
7arpy aetti 7o*ur 0
)a<emono 4
Satyr /
$Otis $aelum ale %ne 16
7uman D8ar' anara 16
Fir*ol 7uman*red 13
LiPard GpredatorH 1!
9n<idu 10
"*ysia )andar :aa $olossi 26
$entaur Dryad 2#
%-)a<emono 7orite 2#
Sidhe anir Ea<sha 2#
"55ite 9domite 36
Dai )a<emono %ni 36
Demon*red So*e< 36
>otun Fomorian Gunmar<edH 36
:emedian +uatha 36 "ncient %ne 3#
Minotaur an EaPata !6
)urnin %ne !#
Rephaite !#
Starspa8n #6
Fomorian iant +roll ,6
"na<ite /6
Dai %ni /6
)aOal Melqart 126
:ie'el iant 126
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7 Monster Modding !asic 16
Leadership increases the cost o' a commanderaccordin to Table 11a.
Table 11a* (eadershi% cost
Leadership cost is increased *y certain a*ilitiesas sho8n inTable 11b.
Table 11b* (eadershi% cost modifiers
Maic paths increase the cost o' a commanderaccordin to Table 11c. Random maic pic<s arecalculated accordin to increase the cost *y 0#Bo' the most expensi5e possi*le result N 2#B o'the lo8est possi*le result. Random maic pic<sat le5el *elo8 166B are not counted.
Table 11c* Magic %ath cost
Mae cost is modi'ied accordin to Table 11d.:eati5e 5alue 'or adept researcher is onlyapplied 'or the 'irst point not multiple times.
Table 11d* Mage cost modifiers
riest le5els increase the cost o' a commanderaccordin to the Table 11e.
Table 11e* 0riest cost
Spy assassin and related a*ilities increase thecost o' a commander accordin to Table 11f .
Table 11f* 8%' cost
+he total cost o' the commander is the mostexpensi5e price o' mae priest spy andleadership plus hal' each o' the other three.
+his 5alue is then adKusted *y the applica*le totalcost modi'iers listed in Table 11g 'or the 'inalresult that 8ill *e the actual price paid.
Table 11g* Total cost modifiers
Total Cost Modifier $old Cost
Stealth GcommanderH #
7ealer GcommanderH #6
Disease 7ealer GcmdrH 26
Mounted Gal8aysH 1#
Slo8 Recruit GcmdrH -16B cost
Sacred Gal8aysH N36B cost
8%' Cost $old Cost
Spy "ssassin !6
Seduce ,6
(evel ol'
1 26
2 !6
3 46
! 1!6
Mage Cost Modifier $old Cost
"dept Researcher # A point
Fore )onus N *onus B
(evel 0ath 1 0ath 2F
1 36 26
2 /6 ,6
3 1#6 166
! 216 1!6
# 206 146
(dr Cost Modifier $old Cost
nspirational 16 A point
Sailin N#6B cost
(eadershi% $old Cost
6 16
16 1#
!6 36
46 ,6
126 166
1,6 1#6
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7 Monster Modding !asic 17
)-) !asic Attri#utes
h% 3hit %oints
+he maximum num*er o' hit points 'or themonster. " normal human has 16 hit points aiant has 36 hit points and a hue draon has12# hit points.
size 3size
+he siPe o' the monster. 1Qho*ur 2Qhuman3Qca5alry !Qiant ,Qdraon or a sphinx.
ressize 3size
;se this command 8ith a siPe 5alue o' 2 to i5e a
ca5alryman resource cost calculated *ased onsiPe 2 instead o' 3. SiPe 5alue must *e a num*er *et8een 1 and ,.
%rot 3%rotection
+he monsters natural protection. +his 5alueshould *e 6 'or all humans # 'or a liPardman ora*out 14 'or a hue and scaly draon.
mr 3magic resistance
+he maic resistance o' the monster. " normalhuman has 16 1st le5el maes ha5e 13 and 3rdle5el maes ha5e 1#. :o one has maicresistance a*o5e 14 except some astral *eins'rom Rlyeh 8ho may ha5e up to 26.
mor 3morale
+he morale o' the monster. " normal humansoldier has morale 16 a satyr o' anaea has 4and a 'ierce minotaur has 13. i5in a monster#6 in morale ma<es it mindless and prone todissol5in due to lac< o' proper leadership.;ndead 8ith a mind *ut nothin to lose usuallyha5e 36 in morale.
str 3strength
+he strenth o' the monster. " normal humansoldier has 16 a iant has 26 and a draon has
2# or more.
att 3attac sill
+he *asic attac< s<ill o' the monster. " normalhuman soldier has 16 and only the elite o' theelite may ha5e 1#. +he most s<illed human unitin the ame is the 9merald Lord 8ith attac< 1#and de'ense 1!. " draon has attac< 1# andde'ense 12.
def 3defense sill
+he *asic de'ense s<ill o' the monster. " normal
human soldier has 16.
%rec 3%recision
+he *asic precision o' the monster. " normalhuman archer has 16.
enc 3encumbrance
+he *asic encum*rance o' the monster. :ormalhumans ha5e 3 and undead *eins or machinesha5e 6. Monsters 8ith 6 encum*rance ne5er etexhausted *y 'ihtin only spellcastin.
ma%move 3%rovinces %er turn
+he speed at 8hich the monster tra5els on themap. +his should *e 1 'or hea5y in'antry 2 'or alihtly armed human or <nihts and 3 'or lihtca5alry.
a% 3action %oints
+he num*er o' action points 8hen the monster isunencum*ered. +his should *e a*out 12 'or ahuman 26 'or a <niht or 2# 'or liht ca5alry.
e'es 3nbr of e'esSets the num*er o' eyes 'or a monster. :um*ero' eyes must *e at least one unless the monsteris blind. +he num*er o' eyes a''ects ho8 easilya monster oes *lind *y *attle a''lictions.
voidsanit' 3value
Reduces suscepti*ility to insanity. nsanitychance is di5ided *y T5alueU e.. 16. 7orrorsand oid *eins ha5e a 5oidsanity 5alue o' 26.
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7 Monster Modding !asic 18
)-/ "eapons * Armor
,ea%on 3,ea%on name 6 3nbr
9quips the monster 8ith this 8eapon. " monstercan ha5e up to 'our 8eapons and all melee8eapons 8ill *e used simultaneously. "ll8eapons 'ound in Dominions can *e used *utsome di''erent 8eapons ha5e the same name soyou miht ha5e to use the 8eapon num*erinstead. +he most common manu'actured8eapons can *e 'ound in Table 1 and the mostcommon natural 8eapons can *e 'ound in Table-. ress ctrlNi 8hen 5ie8in a units stats to 'indout the 8eapon armor and monster num*er 'orthat particular unit.
(hen moddin an existin monster that alreadyhas 8eapons each ne8 ,ea%on command 8illadd a ne8 8eapon to the monster. ' you 8ant tochane the monsters 8eapons 8ithout addinne8 ones you must use the clear,ea%ons command to remo5e the existin 8eapons 'irst.
armor 3armor name 6 3armor nbr
9quips the monster 8ith this armor. " monstercan ha5e up to three armors. %ne helm one
*ody armor and one shield. Some commonarmors can *e seen in Table ?.
(hen moddin an existin monster that alreadyhas armor each ne8 armor command 8ill adda ne8 armor to the monster Gup to the limit o'threeH. ' you 8ant to chane the monstersarmor 8ithout addin ne8 ones you must usethe cleararmor command to remo5e theexistin armor 'irst.
)-0 tem Slots
userestricteditem 3value
+he monster can use restricted items o' the same5alue. alue can *e 1-16666. See /temModding 'or more in'ormation.
startitem item name 6 3item nbr
+he monster starts 8ith this item i' it is acommander.
noitem
+his monster can only use misc items.
Table 12* /tem slot values
itemslots 3slot valueSets 8hich item slots are a5aila*le 'or thismonster. See Table 12 'or use'ul slot 5alues. 'you 8ant to ha5e 2 hand slots and 1 *ody slotthen Kust add those t8o num*ers toether.
:e5er add 1 hand and 1 hand use the 2 hands5alue instead. +he *ottom three entries in theta*le are some precalculated 5alues 'or yourcon5enience.
:e5er use the nothin 5alue unless you really
8ant no slots at all. Eou can omit this commandi' you 8ant the standard 2 hands 1 head 1 *ody1 'eet and 2 misc.
Galue /tem 8lots
1 :othin
2 1 hand
, 2 hands
1! 3 hands
36 ! hands
124 1 head
34! 2 heads
162! 1 *ody
26!4 1 'eet
!6/, 1 misc12244 2 miscs
24,02 3 miscs
,1!!6 ! miscs
326, 2 hands head *ody 'eet
13!!, 2 hands head *ody 2 misc
1#!/! 2 hands head *ody 'eet 2 misc
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8 Monster Modding "pecia# A$i#ities 19
; Monster Modding@8%ecial Abilities " 8ord o' 8arnin on monster moddin= " sinlemonster can only ha5e a limited num*er o'special a*ilities so dont put them all on the samemonster. +his is especially apparent on ods asdominion strenth and path costs are speciala*ilities too.
/-1 Creature $ype * Status
female
)ein 'emale is a minor ad5antae that ma<esyou immune to *ein charmed *y the Succu*us.$ommanders 8ith this ta et 'eminine names.
mounted
ndicates the monster is mounted. Mountedmonsters ha5e increased de'ense GN3H and donot su''er 'rom armor encum*rance *ut shouldha5e a*out t8o extra in *asic encum*rance.
hol'
7oly GsacredH troops can *e *lessed *y priests.
animal
ndicates that the monster is an animal. "nimalsare a''ected *y the Animal A!e po8er. "nimalsrecei5e a morale *onus 8hen led to com*at *y a*east master.
undead
+his monster is an undead.
demon
+his monster is a demon.
magicbeing
+his monster is a maic *ein.
stonebeing
+his monster is a stone *ein and immune topetri'ication.
inanimate
nanimate *eins are immune to some spells.
coldblood
$old *looded li<e the liPards o' $tis.
immortal+his monster is immortal li<e a Lich.
drae
+he monster is a dra<e and is a''ected *y theDragon 7aster a*ility.
%lant
+he monster is a plant. lants cannot *e turnedinto Pom*ies *y Raise Dead or other methods.
lesserhorror
Monsters 8ith this ta are used as lesser horrors.
greaterhorror
Monsters 8ith this ta are used as horrors.
doomhorror
Monsters 8ith this ta are used as doom horrors.
blind
+his monster has no eyes and cannot *e a''ected
*y *lindness.
uni"ue
+here can only *e one o' this monster. ' it diesand is resummoned it 8ill still *e the samemonster and it 8ill ha5e retained experiencecurses a''lictions maic etc.
bug
Monsters 8ith this ta are summoned *y theS!arm spell on land.
u,bugMonsters 8ith this ta are summoned *y theS!arm spell under8ater.
autocom%ete
+his monster 8ill automatically compete in the "rena deathmatch.
dungeon
+he monster is a suita*le encounter in aduneon.
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8 Monster Modding "pecia# A$i#ities 20
/-2 Moement
immobile
+his monster is 2mmo(ile li<e the Monolith.mmo*ile units may teleport *ut cannot use the$loud +rapePe spell..
a"uatic
+his monster can only li5e under 8ater.
am%hibian
+his monster can tra5el *oth under and o5er8ater.
%ooram%hibian+his monster can tra5el under 8ater *ut ishindered *y it.
float
+he monster 'loats in the air and can cross ri5ers.t is also immune to earthqua<es and othere''ects that only a''ect round *ound monsters.
fl'ing
+his monster can 'ly. +o *e a*le to 'ly in a storm
the monster must also *e stormimmune. +hemonster can cross ri5ers. t can also crossmountain passes i' it is not cold in the pro5incesthe pass connects.
stormimmune
+his monster can 'ly durin a storm. ' themonster has the storm%o,er attri*ute thiscommand is redundant.
tele%ort
+he monster can teleport. Mo5ement on the
*attle'ield is instantaneous and the monster is nothindered *y storms. +he command automaticallysets mapmo5e to 16 and the creature inoresterrain restrictions and the Sea o0 2ce spell.
untele%ortable
+he monster cannot use +eleport ate8ay or "stral +ra5el spells to mo5e. t can still useStyian aths and Faery +rod.
noriver%ass
+he monster is una*le to cross ri5ers e5en 8henthey are 'roPen li<e a 5ampire.
forestsurvival
Monster has the Forest Sur3i3al s<ill. Forestterrain does not hinder mo5ement.
mountainsurvival
Monster has the 7ountain Sur3i3al s<ill.Mountain terrain does not hinder mo5ement andthe monster can cross mountain passes e5en i' itis cold in the pro5inces the pass connects.
s,am%survival
Monster has the S!amp Sur3i3al s<ill. S8ampterrain does not hinder mo5ement.
,astesurvival
Monster has the 8aste Sur3i3al s<ill. (asteterrain does not hinder mo5ement.
sailing 3shi% size 3ma) unit size
" commander 8ith this a*ility is a*le to sail o5ert8o sea pro5inces 8ith his troops. Ship siPe isthe siPe o' the *oat and indicates ho8 many siPepoints the commander can transport. Standard5alue is ///. Max unit siPe is the maximum siPeunit that can *e transported usually 2 or 3.
giftof,ater 3size %oints " commander 8ith this a*ility is a*le to *rin anum*er o' units under8ater 8ith him as lon astheir com*ined siPe points do not exceed the5alue o' this a*ility.
inde%move 3%ercent chance
+he monster has a chance o' mo5in on map i'o8ned *y independentsH
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8 Monster Modding "pecia# A$i#ities 21
/-3 Stealt' * Assassination
+he commands in this section deal 8ith stealthspyin and 5arious 'orms o' assassination. (ith
the exception o' illusion all o' these commandsshould *e com*ined 8ith stealth' in order to *emeanin'ul.
stealth' 3value
+his monster can snea< into enemy pro5inces.+he de'ault 5alue 8hen usin this moddincommand is 6. Scouts are harder to detect andha5e a standard 5alue o' 16. " Spy has 26.
+he num*er o' patrollin units required to ha5e a#6B chance o' detectin the snea<in monster is
3value F 4=.
+his means that !6 patrollin units are requiredto ha5e a #6B chance o' detectin a standardstealthy unit 8hile #6 patrollin units are requiredto ha5e an equal chance o' detectin a snea<inscout.
illusion
i5es a monster lamour. +hese monsterscannot *e disco5ered *y scouts and ha5e amirror imae protectin them in *attles. +his
command adds 2# to the monsterOs existinstealth 5alue i' it already has the stealth' attri*ute. lamour does not rant stealth tomonsters that ha5e no stealth to *ein 8ith.
s%'
+his monster is a spy.
assassin
+his monster is an assassin.
%atience 3value+he patience 5alue increases the chances o' theassassin to catch his taret una8ares and8ithout *odyuards. 9ach point o' patiencedecreases the chance o' *odyuards *einpresent *y 16B. ' the *odyuard unit has the4od)guard a*ility it reduces the e''ecti5eness o'the assassinOs Patience.
scale,alls
+he monster can assasinate commanders e5en8hen they are in *esieed castles.
seduce 3value
i5es the monster the a*ility to seduce li<e a:aini. +he 5alue indicates the di''iculty o' the
morale chec< 16 is standard.
succubus 3value
i5es the monster the a*ility to seduce li<e aSuccu*us Gi.e. 'lies home 8ith 5ictimH. +he 5alueindicates the di''iculty o' the morale chec< 16 isstandard.
becon 3value
i5es the monster the a*ility to lure enemycommanders li<e the Siren. +he 5alue indicatesthe di''iculty o' the morale chec< 16 is standard.
falsearm' 3value
+he monster creates the 'alse impression o'reater num*ers than there really are. 9nemyscoutin reports 8ill in'late the siPe o' the army*y T5alueU units.
foolscouts 3value
+he monster creates the 'alse impression o'uni'ormity in its o8n army. 9nemy scoutinreports 8ill percei5e the army to only contain onetype o' troop. +he reported troop type is usuallythe most common troop type present.
/-4 Age ealing * A&&lictions
startage 3age
+he start ae 'or a monster. ;sually there is noneed to set this as it 8ill *e calculatedautomatically dependin on maxae and s<ills. "n ae o' Pero clears this command and an aeo' -1 sets start ae to Pero. +he startae 5alue isthe startin point 'or actual ae calculations*ased on maic and other s<ills.
ma)age 3age
+his maximum ae 'or a monster. "'ter this aeit 8ill ris< ettin a''lictions and e5entually die.De'ault is #6 'or humans #66 'or undead 1666'or demons. Di''erent maic paths increasemaxae #6B o' this 5alue per point o' maicdependin on the type o' creature. ;ndead area''ected *y Death maic inanimate creatures *y
9arth maic demons *y )lood maic and allothers *y :ature maic in that order Gi' themonster *elons to more than one o' thesecateories at once e.. li'eless undeadH.
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8 Monster Modding "pecia# A$i#ities 22
older 3age
Ma<es the monster start some8hat older oryouner than its calculated or preset start ae.
healrants anaea-li<e healin po8ers to themonster GRecuperation special a*ilityH.
noheal
+his monster does not heal naturally. ' it is amaic *ein it 8ill heal i' it is located in apro5ince 8ith a la*.
healer 3%ercent
rants a commander the 9eal "roops a*ility.+he percent 5alue is the chance o' success 'ore5ery unit in the pro5ince. Success chance ischec<ed aainst e5ery unit to see i' thecommander success'ully uses the healin a*ility.' success'ul a chec< is made aainst thedi''iculty o' each a''liction and i' it succeeds thea''liction in question is healed. Some a''lictionsare harder to heal than others.
+his command still 8or<s *ut it is replaced in allinstances o' in-ame occurrence 8ith theautohealer or autodishealer mechanic.
autohealer 3value+he monster automatically heals T5alueUa''lictions 'rom units in the same pro5ince. +hede'ault 5alue is 1. %nly 5ery po8er'ul healersshould ha5e hiher 5alues. +he $halice arti'acthas a 5alue o' #.
autodishealer 3value
+he monster automatically heals disease 'romT5alueU units in the same pro5ince. +he de'ault5alue is 1. %nly 5ery po8er'ul disease healers
should ha5e hiher 5alues.
autodisgrinder 3value
+he monster automatically heals disease 'romT5alueU units in the same pro5ince. 9achdisease healed is con5erted to a Death em.
diseaseres 3%ercent
rotects a unit 8hen diseased. alue is thechance o' not *ein neati5ely a''ected *y thedisease each month.
,oundfend 3%ercent+he monster is less li<ely to su''er an a''liction'rom a 8ound.
u,damage 3%ercent
+his monster ta<es damae equal to theindicated percentae o' its total hit points e5eryturn it spends under8ater Gi.e. in a sea pro5inceH.
ampires ha5e Iu8damae 166 so they cannoto under8ater at all.
landdamage 3%ercent
+he monster 8ill ta<e damae equal to theindicated percentae o' its total hit points e5eryturn it spends in a land pro5ince instead o'under8ater.
homesic 3%ercent
+his monster ta<es damae equal to theindicated percentae o' its total hit points e5ery
turn it spends a8ay 'rom its home pro5ince Gthepro5ince 8here it 8as 'irst recruited summonedor spa8nedH.
h%overflo,
+he monsterOs hit points can increase past thenormal maximum. +he extra 7 are permanentlyretained until lost due to damae. +his commandis use'ul 'or units that possess li'e drain attac<sor that can digest s8allo8ed monsters.
h%overslo, 3=H1===
+he monsterOs hit points can o o5er their normalmaximum 5alue *y 6 - 1666 percent. +hey 8illslo8ly return to normal.
startaff 3%ercent
+he monster has a chance o' startin 8ith arandom a''liction li<e a 'laellant.
startingaff 3affliction bitmas
Monster al8ays starts 8ith one Gor moreHa''lictions as indicated *y the a''liction *itmas<.
See Table 5 in 8eapon moddin 'or a''liction5alues.
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8 Monster Modding "pecia# A$i#ities 23
/-5 Damage eduction
+his section deals 8ith a*ilities that reducedamae the monster recei5es 'rom attac<s.
9lemental resistances 'unction li<e armor *ylessenin damae 'rom attac<s o' a particulartype o' element G'ire cold shoc< or poisonH.
n Dominions 3 elemental resistances 8erepercentae 5alues. See Table 1- 'or resistanceequi5alencies *et8een Dominions 3 andDominions ! resistance 5alues.
Table 1-* !esistance e"uivalencies
Some monsters ha5e 5alues as hih as 2# 'orelemental resistances *ecause they are intendedto *e immune to any normally concei5a*le
damae 'rom that element.
For example all undead and inanimate creaturesha5e poison resistance 2# "*ysians ha5e 'ireresistance 2# and :ie'el iants ha5e coldresistance 2#. Some creatures li<e Fire9lementals ha5e a 'ire resistance o' 0# *ecausethey are composed entirely o' their element andcannot *e harmed *y it at all.
' a monster has an elemental aura Gheat chill orpoison cloudH it should *e i5en 2# points o' the
appropriate resistance.
+o ma<e a monster more 5ulnera*le to aparticular type o' elemental damae it can *ei5en a neati5e resistance 5alue. n this casethe a''ected type o' damae is increased *y anamount equal to the penalty.
%ierceres
+he monster ta<es hal' damae 'rom piercin8eapons.
slashres+he monster ta<es hal' damae 'rom slashin8eapons.
bluntres
+he monster ta<es hal' damae 'rom *lunt8eapons.
ethereal
+he monster is ethereal. :on-maical 8eaponsha5e only 2#B chance o' harmin the monster8hen they hit *ut 8hen they do they in'lict 'ulldamae unless mitiated *y another a*ility.9thereal monsters can pass throuh 8alls durinthe stormin o' a 'ortress.
coldres 3%rot
rants cold resistance to the monster. " 5alue o' # or more protects the monster 'rom the 'atiue
e''ects o' a chill aura.
fireres 3%rot
rants 'ire resistance to the monster. " 5alue o'# or more protects the monster 'rom the 'atiuee''ects o' a heat aura.
%oisonres 3%rot
rants poison resistance to the monster.
shocres 3%rot
rants shoc< resistance to the monster.
ice%rot 3%rot
rotection 5aries 8ith the temperature in thepro5ince. +he protection 5alue is added orsu*tracted 'or e5ery step on the $old scale.
invulnerable 3%rot
+he monster has in5uln*era*ility to non-maical8eapons. +he in5ulnera*ility 5alue counts asnatural protection aainst normal 8eapons.
regeneration 3%ercent
+he monster reenerates li<e a troll and healsdamae e5ery com*at round. +he percent 5alueindicates ho8 many percent o' its total hit pointsare reenerated e5ery turn. +he standard 5alue'or reeneration is 16.
reinvigoration 3%oints
Reduces the 'atiue *y TpointsU amount e5eryturn in *attle. +his 5alue can *e neati5e to ainextra 'atiue in *attle instead. Lo8er 'atiue
reduces the chance o' the monster su''erincritical hits 8hile hiher 'atiue increases it.
Dom 4 Dom -
3 2#
0 #6
16 0#
1# 166
26 1#6
2# 266
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8 Monster Modding "pecia# A$i#ities 24
/-. Com#at Auras
+hese a*ilities rant the monster an aura thata''ects the *attle'ield around it or enemies that
attac< it in some manner. "*ilities that trieronly 8hen the monster is <illed are in the Ot1erCom(at A(ilities section.
heat 3value
+his monster is surrounded *y heat li<e an "*ysian. +he heat aura is T5alueU N Fire maicsquares in siPe. Standard 5alue is 3.
cold 3value
+his monster is surrounded *y cold li<e a (inter
(ol'. +he chill aura is T5alueU N (ater maicsquares in siPe. Standard 5alue is 3.
u,heat 3=H1==
Li<e Iheat *ut also 8or<s under8ater.
%oisonsin 3=H5==
+he monster has a s<in that exudes a paralyPinpoison 8hich does stun damae to anyoneattac<in it 8ith lenth 6 8eapons. +he 5alue isthe damae ratin o' the poison.
%oisoncloud 3sizeMonster is surrounded *y a poison cloud.Standard siPe is ,.
diseasecloud 3size
Monster is surrounded *y a disease cloud.Standard siPe is ,. +he disease cloud adds thePlague Carrier icon to the monster.
animala,e 3bonus
)onus can *e a 5alue o' one or more. " *onus o'
one means that animals 8ith a morale o' 11 ha5ea*out #6B chance o' darin to stri<e. " *onus o' 16 means that you need a morale o' 26 to et a#6B chance. Standard 5alue is 1 G'or "8eGN1H H.
a,e 3bonus
)onus can *e a 5alue o' one or more. " *onus o' one means that people 8ith a morale o' 11 ha5ea*out #6B chance o' darin to stri<e. " *onus o' 16 means that you need a morale o' 26 to et a#6B chance. Standard 5alue is 1 G'or "8eGN1H H.
fear 3value
+his monster is 5ery 'earsome. " hih 5alueindicates hiher 'ear. +he standard 5alue is #.
Death maic increases the 'ear 5alue. +hemonster lo8ers the morale o' enemy units inT5alueU squares around it. "''ected squares arerandomly determined. ;nits 8ith Death maic #ain Fear e5en 8ithout this command.
fireshield 3damage
"nyone stri<in this monster 8ill ta<e TdamaeUpoints o' armor piercin 'ire damae. Standarddamae 'or 'ire shields is 4. Fire maicincreases the amount o' damae.
banefireshield 3damage
"nyone stri<in this monster 8ill ta<e TdamaeUpoints o' armor piercin *ane 'ire damae. +hedamaed unit 8ill also su''er the e''ect o' theDeca) spell i' it 'ails an MR chec<. Standarddamae 'or *ane 'ire shields is 4.
acidshield 3damage
"nyone stri<in this monster 8ill ta<e TdamaeUpoints o' armor piercin acid damae. +hedamaed unit 8ill also su''er the e''ect o'
8ea<ened armor as i' 'rom the Rust 7ist spell.Standard damae 'or acid shields is 4.
damagerev 3strength
+he monster has the Damage Re3ersal a*ility. "ny creature that hits the monster must ma<e amaic resistance chec< or su''er the damaeitsel' instead o' harmin the taret. Strenthmust *e at least one and strenth minus one isthe penalty to the MR chec<. ;se strenth 1 'orstandard damae re5ersal 8ith no penalty.
bloodvengeance 3strength+he monster has the 4lood engeance a*ility. "ny creature that hits the monster must ma<e amaic resistance chec< or su''er the samedamae that it in'licts on its taret. Strenth8or<s identically to damagere3 .
slimer 3strength
"ny unit attac<in this monster must ma<e amaic resistance chec< or *ecome immo*iliPed*y ooPin slime identical to the e''ects o' the
Slime spell. Strenth 8or<s identically todamagere3 .
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8 Monster Modding "pecia# A$i#ities 25
entangle
"nyone stri<in this monster may et entanled.+his a*ility does not ha5e an icon.
e'eloss
"nyone stri<in this monster may lose an eye.+his a*ility does not ha5e an icon.
horrormar
"nyone stri<in this monster may *e horrormar<ed. +his a*ility does not ha5e an icon.
%oisonarmor
"nyone stri<in this monster 8ith short 8eapons8ill *e poisoned.
/-) Seasonal (oers
+he seasonal po8ers a''ect the monsterOs hitpoints. Durin the season o' po8er the monsterets a percentae increase to its maximum hitpoints. Durin the opposite season it ets apercentae reduction to its maximum hit points.
s%ring%o,er 3%ercent
+he monster has increased hit points in sprinand lo8ered hit points in autumn.
summer%o,er 3%ercent
+he monster has increased hit points in summerand lo8ered hit points in 8inter.
fall%o,er 3%ercent
+he monster has increased hit points in autumnand lo8ered hit points in sprin.
,inter%o,er 3%ercent+he monster has increased hit points in 8interand lo8ered hit points in summer.
/-/ 6lemental * Scale (oers
+hese commands i5e the monster *onuses totheir statistics 8hen they are su*Kect to the
e''ects o' certain scales or other conditions.
+he e''ect o' the po8ers tied to dominion scalesis a B bonus ) I 1 point increase or decrease toStrenth "ttac< De'ense and "ction oints perscale le5el 8ith no modi'ier 8hen the scales areneutral.
chaos%o,er 3bonus
+he monster 8ill et stat increases or decreasesdependin on the "urmoil scale.
cold%o,er 3bonus+he monster 8ill et stat increases or decreasesdependin on the Cold scale.
fire%o,er 3bonus
+he monster 8ill et stat increases or decreasesdependin on the 9eat scale.
death%o,er 3bonus
+he monster 8ill et stat increases or decreasesdependin on the Deat1 scale.
magic%o,er 3bonus
+he monster 8ill et stat increases or decreasesdependin on the 7agic scale.
storm%o,er 3bonus
+he monster ets stat increases in com*at durinstorms. +his attri*ute also duplicates the e''ectso' the stormimmune attri*ute i5in themonster the a*ility to 'ly durin a storm. %nlyacti5e in com*at.
dar%o,er 3bonus
+he monster 8ill et stat increases in dar<ness.%nly acti5e in com*at.
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8 Monster Modding "pecia# A$i#ities 26
/-0 t'er Com#at A#ilities
ambide)trous 3bonus
+his monster ets reduced attac< penalty 8henusin t8o 8eapons. " normal 5alue is 2 or 3.
berser 3bonus
+his monster can o *erser< li<e a *ar*arianchie' or a minotaur. +he *onus 5alue 8ill *eadded to strenth and attac< and su*tracted 'romde'ense. t also increases encum*rance. "normal *onus 5alue is 3.
blessbers
(ill ma<e unit o *erser< 8hen *lessed.
darvision 3%ercent
i5es monster dar<5ision lessenin penalties 'or 'ihtin under dar<ness. ;se 5alue 166 'orper'ect dar<5ision. $annot *e set a*o5e 166.
tram%le
+his monster can trample smaller *eins.
tram%s,allo,
+he monster automatically s8allo8s the taretso' a success'ul tramplin attac<. S8allo8edmonsters are remo5ed 'rom the *attle'ield untilthe s8allo8in monster is <illed.
digest 3dmg
+he monster diests any s8allo8ed creatures.S8allo8ed creatures ta<e TdmU damae e5erycom*at round until dead or until the monster thats8allo8ed them is <illed.
aciddigest 3dmg
+he monster diests any s8allo8ed creaturesand causes their armor to *e 8ea<ened li<e theRust 7ist spell.
incor%orate 3dmg
+he monster incorporates any s8allo8edcreatures as a part o' itsel'. S8allo8ed creaturesta<e damae e5ery com*at round until dead oruntil the monster that s8allo8ed them is <illed.+he monster that incorporates them heals anum*er o' hit points equal to damae in'lictede5ery com*at round.
deathcurse
(hen this monster dies the unit that stri<es the<illin *lo8 is cursed.
deathdisease 3aoe
+he monster *ursts in a cloud o' disease ridden'umes 8hen it dies in'ectin its <iller and anyonenear*y 8ith disease.
death%aral'ze 3aoe
+he monster erupts in a paralyPin explosion ondeath 'orcin e5eryone in the area o' e''ect toma<e a MR chec< or *ecome paralyPed.
deathfire 3aoe
+he monster erupts in a 'iery explosion 8hen itdies in'lictin 16 " 'ire damae to e5eryone inthe area o' e''ect.
guards%iritbonus 3value
ncreases the chance o' recei5in a uardianspirit 8ith N5alue percent. $ommand has noe''ect i' the nation does not ha5e guards%irit command set.
raiseonill 3chance
Monster has a chance in percent to raise thepeople it <ills as soulless.
raisesha%e 3name 6 3nbr
$hanes soulless to another <ind o' unit 'or theraiseon5ill or dt'raise e''ects. Monster num*er can *e neati5e 'or monta usae.
/-17 8on-Com#at A#ilities
castledef 3valuei5es a castle de'ense *onus to the monster.+he monster counts as T5alueU extra monsters8hen de'endin a 'ort 'rom a siee.
siegebonus 3value
" 5alue o' ten 8ill ma<e this monster count as tenextra humans 8hen it comes to *rea<in do8ncastle ates.
%atrolbonus 3value
" 5alue o' ten 8ill ma<e this monster count as tenextra humans 8hen it comes to patrollin. +his5alue can also *e neati5e 'or extra poorper'ormance.
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8 Monster Modding "pecia# A$i#ities 27
%illagebonus 3value
" monster 8ith this a*ility excels at pillain. "*ar*arian has a pillae *onus o' one 8hichma<es them count as one man extra 8hen it
comes to pillain.
su%%l'bonus 3value
" monster 8ith this a*ility produces extrasupplies. " neati5e 5alue can also *e used8hich 8ill ma<e the monster consume moresupplies than usual.
resources 3value
+he monster enerates T5alueU resources in thepro5ince it is in li<e a Master Smith o' ;lm.
iceforging 3value+he monster enerates T5alueU resources incold pro5inces.
neednoteat
+his monster doesnt need any 'ood and doesntconsume any supplies. +o create a monster thatcannot star5e *ut still eats com*ine this e''ect8ith a neati5e su%%l'bonus.
nobadevents 3value
+he monster 8ill reduce the chance o' neati5ee5ents in his current pro5ince. +he 5alue is thepercent chance o' neatin a possi*le *ad e5ent.
incunrest 3value
+he monster 8ill increase or decrease unrest athis location. +he 5alue di5ided *y 16 is theamount increased per month. " neati5e can *eused to decrease unrest instead.
inc%rovdef 3value
+he monster is ood at oraniPin pro5incial
de'enses. D is increased *y T5alueU per turnto a maximum o' 1/.
le%er 3%ercent
+he monster spreads a 5ery deadly disease that<ills population and in'ects military units in thepro5ince. +he percent 5alue is the chance 'or amilitary unit in the same pro5ince to *e in'ected.
%o%ill 3amount
+he monster <ills V16 X amountW o' population in
the pro5ince it resides in e5ery month. +hisapplies to *oth commander and non-commanderunits 8ith this attri*ute.
in"uisitor
+his monster has a *onus 8hen preachinaainst enemy Dominion. ts holy maic le5elcounts as dou*le 'or this purpose. +he monster
must ha5e the hol' ta.
heretic 3value
+he monster decreases dominion in the pro5inceit resides in as i' it 8as an enemy priest enaedin preachin. +he 5alue o' the heretic a*ility actsas the priest le5el and should *e set 8ithin therane o' 1 #.
elegist 3value
+he monster is more e''ecti5e than its normalpriest le5el 8hen callin a od or disciple *ac<
'rom death. +he $legist 5alue is added to itspriest le5el 8hen per'ormin this action.
s%readdom 3candles
+he monster spreads the Dominion o' thepretender od *y its mere presence. +hecandles 5alue should usually *e one meaninthat the monster spreads as much dominion asone prophet.
shatteredsoul 3%ercent
+he monster su''ers 'rom a shattered soul li<e a+artarian. +here is a TpercentU chance each turnthat the monster Gi' a commanderH does not o*eyorders *ut does somethin else instead.
ta)collector
+he monster can collect taxes 'rom pro5incesthat cannot trace a route to the nearest 'ort.
gold 3gold E month
+he monster enerates old that is added to thetreasury. ;se a neati5e 5alue 'or a monster that
costs old e5ery month a*o5e and *eyond thenormal up<eep.
nohof
+he monster cannot enter the 7all o' Fame.
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8 Monster Modding "pecia# A$i#ities 28
/-11 S'apec'anging
+he re'erence 3name 6 3nbr re'ers to3monster name 6 3monster nbr.
sha%echange 3name 6 3nbr
+his monster is a*le to chane shape to and 'romanother monster at 8ill. +he other monster is nota''ected *y this command and must *e i5enIshapechane command 8ith the 'irst 'orm asthe 5alue. Draons use this a*ility. t is alsopossi*le to do multiple 'orm shapechaners suchas the >otun S<ratti *y chainin this commando5er se5eral monsters.
%ro%hetsha%e 3name 6 3nbr
G;nit 8ill chane into this monster 8hen made aprophet. Monster n*r can *e neati5e 'or montausaeH
firstsha%e 3name 6 3nbr
+his monster 8ill chane shape to its 'irst shape8hen it 'eels o<. (ere8ol5es ha5e this a*ility intheir 8ol' shapes.
secondsha%e 3name 6 3nbr
+his monster 8ill assume another shape 8hen it
ets seriously 8ounded. Remem*er to i5e theother shape the firstsha%e command i' you8ant it to return to the primary 'orm 8hen it 'eels*etter. (ere8ol5es in human 'orm use thisa*ility.
secondtm%sha%e 3name 6 3nbr
+his monster 8ill trans'orm into another monster8hen it is <illed in *attle. +his other monster 8ill*e remo5ed a'ter *attle. Serpent $ataphractsuse this a*ility.
cleansha%e+he monster 8ill heal all a''lictions and hp i'chanin shape 'rom secondshape to 'irstshape.+his command must *e applied to the monsterOs'irstshape so 'or a 8ere8ol' the human 'orm.
landsha%e 3name 6 3nbr
+he monster chanes to this shape 8hen mo5in'rom a 8ater pro5ince to a land pro5ince.
,atersha%e 3name 6 3nbr
+he monster chanes to this shape 8hen mo5in'rom a land pro5ince to a 8ater pro5ince.
forestsha%e 3name 6 3nbr
+he monster chanes to this shape 8hen mo5in'rom a non-'orest pro5ince to a 'orest pro5ince.
%lainsha%e 3name 6 3nbr
+he monster chanes to this shape 8hen mo5in'rom a 'orest pro5ince to a non-'orest pro5ince. ' the monster also has a 8atershape the8atershape ta<es precedence o5er theplainshape such as 8hen mo5in 'rom a 'orestto a 8ater pro5ince.
gro,h% 3hit %oints
+he monster ro8s into the pre5ious monsteronce it has this many hit points or more. 7ydras
use this mechanic.
shrinh% 3hit %oints
+he monster shrin<s to the 'ollo8in monsteronce it has this many hit points or less. 7ydrasuse this mechanic.
)%sha%e 3)% value
+he monster 8ill chane into the next monstertype Gnext monster num*erH a'ter reachin thisamount o' xp.
)%loss 3=H1==
+he monster loses 6-166B o' xp 8hen chaninshape Ge.. 8hen losin its riderH.
transformation 3value
+he monster is a possi*le taret 'or the"rans0ormation spell. alue can *e -1 'or a *adresult 6 to disa*le and 1 'or a ood result.
B%athattuned 3chance
$hance o' ettin a *onus le5el o' maic 8hen
trans'ormed into this *ein.
n place o' VpathW insert the name o' the maicpath in all lo8er case 'or the correct commandGI'ireattuned Iairattuned etcH.
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8 Monster Modding "pecia# A$i#ities 29
/-12 Monster Summoning
+he re'erence 3name 6 3nbr re'ers to3monster name 6 3monster nbr.
reanimator 3nbr
+he monster 8ill reanimate this num*er o'corpses automatically e5ery turn.
domsummon 3name 6 3nbr
Summons a num*er o' monsters each monthspent inside 'riendly dominion. +he amountsummoned is a dominion strenth sided openended die roll.
domsummon2 3name 6 3nbr7al' as e''ecti5e as Idomsummon.
domsummon2= 3name 6 3nbr
" t8entieth as e''ecti5e as Idomsummon.
raredomsummon 3name 6 3nbr
+here is a 'lat 4B chance o' summonin onecreature o' this type 8hen in a pro5ince 8ith'riendly dominion.
maemonsters1...5 3name 6 3nbr
i5es the monster a special order that cansummon a monster per month. Ima<emonsters2to Ima<emonsters# can also *e used to summonmore monsters per month.
summon1...5 3name 6 3nbr
"utomatically summons monsters each month.+he Isummon1 command summons onemonster per month and Isummon2 to Isummon#more accordin to the num*er in the command.
battlesum1...5 3name 6 3nbr "utomatically summons 6- monsters to the*attle'ield each com*at round. +he I*attlesum#command summons 6-# and I*attlesum1summons 6-1 monsters etc.
batstartsum1...5 3name 6 3nbr
Summons x monsters at start o' *attle.I*atstartsum1 summons 1 monsterI*atstartsum2 summons 2 monsters etc.
batstartsum1d<...5d< 3name 6 3nbr
Summons xd, monsters at start o' *attle.%ther8ise 8or<s li<e I*atstartsum1...#. 5alues.
"ll o' the monster summonin commands exceptreanimator accept neati5e num*er 5alues topro5ide a random summon o' a speci'ic type.
See Table 14 'or the list o' randomlysummona*le creatures types. 9ntries mar<ed8ith an asteris< may *e made 8orse i' the AstralCorruption lo*al enchantment is acti5e.
Table 14* Monster summoning
montag 3value+his command assins a monster ta 5alue to acreature. +he 5alue must *e a num*er *et8een1666 and 166666. +he monster ta 5alue is asummonin mar<er that can *e used 8ith theother monster summonin commands and inspell moddin to summon randomly determinedmonsters 'rom a de'ined list.
(hen a summonin command or spell is used8ith the monta 5alue a random creature 8iththat monta 5alue is summoned. ;se a minus
sin *e'ore the 5alue 8hen usin it in this manner 'or the command to 8or< correctly.
)am%le* Fi5e monsters 8ith a montag ;// could *e set as random monster summons *yassinin summon <;// to another monster.+his 8ould result in t8o random monsters 'romthose 'i5e *ein summoned.
+he monster ta can also *e used as damae5alue 'or summonin spells 8hich 8ill thensummon a random monster 'rom the roup 8iththe same ta. +o use it that 8ay set spelldamae to VminusWTmonta 5alueU.
7br Monster
-1 Soulless
-2 Londead
-3 Soultrap host
-! houl
-# Random animal
-, Lesser horrorX
-0 7orrorX
-4 Doom 7orror
-/ Random *u
-16 Random ood cross*reed
-11 Random *ad cross*reed
-12 Random cross*reed G3B oodH
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9 Monster Modding %eadership & Mora#e 31
? Monster Modding@(eadershi% & Morale+hese commands are used to set *asicleadership 5alues 'or monsters. Leadershiprules=
;ndead *eins require undead leadership Demons require undead leadership Maic *eins require maic leadership. Monsters that are *oth undead and maic
*ein %R demon and maic *ein requireundead leadership.
+he di''erent maic paths rant 5arious *onuses
to leadership. See Table 1<.
Leadership 5alue increases the recruitment costo' commanders as detailed in section 0-2 anddetailed in Table ?a.
Table 11a* (eadershi% cost
%ther commands in this section deal 8ithdi''erent e''ects on the morale o' units.
Table 1<* (eadershi% bonuses from magic
0-1 8ormal Leaders'ip
noleader
+his monster cannot lead units 8hen it is acommander. ;se this 'or scouts and assassins.$ommander cost N16.
%oorleader
Leadership 5alue 16. +his is the standard 5alue'or maes. $ommander cost N1#. $ommandedunits ha5e a morale modi'ier o' -1 i' in a sinlesquad and an additional -1 'or e5ery additionalsquad.
oleader Leadership 5alue !6. +his is the de'ault 5alueand it is the standard 'or non-elite commanders.$ommander cost N36. $ommanded units ha5e amorale modi'ier o' 6 'or t8o or 'e8er squads and-1 'or e5ery additional squad.
goodleader
Leadership 5alue 46. $ommander cost N,6.$ommanded units ha5e a morale modi'ier o' N1'or up to 3 squads and -1 'or e5ery additionalsquad.
e)%ertleader
Leadership 5alue 126. $ommander cost N166.$ommanded units ha5e a morale modi'ier o' N2'or up to ! squads and -1 'or e5ery additionalsquad.
su%eriorleader
Leadership 5alue 1,6. $ommander cost N1#6.$ommanded units ha5e a morale modi'ier o' N3.
command 3valuencreases leadership 5alue *y this amount.
Magic (drH7 (drH& (drHM
Fire # 6 #
"ir 6 6 #(ater 6 6 #
9arth 6 6 #
"stral 6 6 16
Death 6 36 6
:ature 6 6 #
)lood 6 # #
(eadershi% $old Cost
6 16
16 1#
!6 36
46 ,6
126 1661,6 1#6
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9 Monster Modding %eadership & Mora#e 32
0-2 Magic Leaders'ip
n addition to these commands a monster hasmaic leadership *ased on its maic paths G16
per le5el o' "stral and # per le5el o' any othermaic than DeathH
nomagicleader
+his monster cannot lead maic units 8hen it is acommander Gunless it it is a maeH. +his is thede'ault.
%oormagicleader
+his monster has an innate a*ility to command16 maic *eins. +his is a 5ery rare a*ility that
only most maic *eins possess.
omagicleader
+his monster has an innate a*ility to command!6 maic *eins. +his is a 5ery rare a*ility thatonly most maic *eins possess.
goodmagicleader
+his monster has an innate a*ility to command46 maic *eins. +his is a 5ery rare a*ility thatonly most maic *eins possess.
e)%ertmagicleader +his monster has an innate a*ility to command126 maic *eins. +his is a 5ery rare a*ility thatonly most maic *eins possess.
su%eriormagicleader
+his monster has an innate a*ility to command1,6 maic *eins. +his is a 5ery rare a*ility thatonly most maic *eins possess.
magiccommand 3value
ncreases maic leadership *y this amount.
0-3 9ndead Leaders'ip
+hese commands o5ern the le5el o' undeadleadership the monster possesses. "dditionally
undead leadership is increased *y 1# points 'oreach priest le5el i' the priest ser5es a nation thatcan reanimate undead. +he nations that ha5ethis *ene'it are Lan<a "sphodel Sceleria 9rmorG"shen 9mpireH and Lemuria.
noundeadleader
+his monster cannot lead undead units 8hen it isa commander Gunless it it is a death or *loodmaeH. +his is the de'ault.
%oorundeadleader
+his monster has an innate a*ility to command16 undead *eins. +his is a rare a*ility thatusually only demons or undead *eins possess.
oundeadleader
+his monster has an innate a*ility to command!6 undead *eins. +his is a rare a*ility thatusually only demons or undead *eins possess.
goodundeadleader
+his monster has an innate a*ility to command
46 undead *eins. +his is a rare a*ility thatusually only demons or undead *eins possess.
e)%ertundeadleader
+his monster has an innate a*ility to command126 undead *eins. +his is a rare a*ility thatusually only demons or undead *eins possess.
su%eriorundeadleader
+his monster has an innate a*ility to command1,6 undead *eins. +his is a rare a*ility thatusually only demons or undead *eins possess.
undcommand 3value
ncreases undead leadership *y this amount.
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9 Monster Modding %eadership & Mora#e 33
0-4 Morale elated A#ilities
ins%irational 3bonus
"ll units under the command o' this monster ha5etheir morale increased *y T*onusU in addition tomodi'iers 'rom *ase leadership. $ommandercost N16 per point. +he 5alue can *e neati5e.
beastmaster 3bonus
"ll animals under the command o' this monsterha5e their morale increased *y T*onusU.
tasmaster 3bonus
"ll sla5es under the command o' this monster
ha5e their morale increased *y T*onusU.
slave
Sla5es are typically untrained 'odder 8ho arei5en 8eapons and herded into *attle. +heyha5e lo8 morale and are easily routed. +heirmorale is impro5ed 8hen led *y a tas<master.
undisci%lined
;ndisciplined monsters cannot *e i5en orders in*attle. +hey can only deploy in the s<irmish'ormation and 8ill attac< the enemy 8ithoutreard 'or any *attle plan.
formationfighter 3bonus
+he monster is trained to 'iht in 'ormation 8ithother units and does not su''er 'rom reducedmorale 8hen deployed in ad5anced 'ormationsinstead o' the *asic *ox 'ormation. +he de'ault5alue 'or this a*ility is 1. +here are no monstersin the ame 8ith a 5alue o' 2 or more.
bod'guard 3bonus
+he monsterOs morale is increased *y T*onusU8hen its orders are set to uard Commander .+he *odyuard *onus reduces an assassinOsPatience 5alue 8hen deteminin 8hether the*odyuard is present durin an assassination.
standard 3bonus
+he monster increases the morale o' units in thesame squad *y T*onusU. Multiple standards inthe same squad do not stac<. %nly the hiheststandard 5alue in the squad counts. +he normal5alue 'or this command is 1.
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10 Monster Modding Magic 34
1= Monster Modding@ Magic+his chapter introduces the commands related to
rantin monsters maic s<ills and speciala*ilities related to maic Gresearch maic item'orin maic ems etc.H.
17-1 Magic (at's
;se these commands to rant monsters maicpaths and random maic pic<s and 'or alterinthe strenth o' their maic.
Table 1>* Magic %ath numbers for monsters
magicsill 3%ath 3level
i5es a maic s<ill to the acti5e monster. +hepath must *e a num*er 'rom Table 1> and le5elshould *e a num*er 'rom 1 to 16. ' the monsteralready has this maic s<ill then the old le5el 8ill
*e replaced *y the ne8 one unless it is arandom s<ill. ;nits 8ith 7oly maic must alsoha5e the hol' command or the mod 8ill crash.
custommagic 3%ath mas 3chance
i5es a chance 'or another maic s<ill to theacti5e monster. +he path mas< must *e a
num*er 'rom Table 1; or a sum o' multiplemas<s 'rom this ta*le.
$hance should *e a num*er 'rom 1 to 166. ;sethis command multiple times 'or many randompic<s. 9.. use path mas< 34! and chance #6 toi5e a commander a #6B chance o' ettin onele5el hiher in Fire or "ir maic.
" chance o' more than 166B creates a lin<edrandom Gettin t8o or more le5els o' the samerandom path 'rom one random pic< li<e e.. ?ino' the DeepH. For example a 266B randomchance means N2 le5els in the path. +his isdisplayed in the units random maic in'ormation.
Table 1;* 0ath mass
7OT* ;sin only a random priest le5el in acustommagic mas< causes the mod to crash.t is hihly recommended not to use randompriest le5els unless you <no8 exactly 8hat youare doin to a5oid pro*lems.
magicboost 3%ath 3boosti5es a *oost or reduction to the monsterOs maica*ility 'or one or all maic paths. +he *oost can*e 'rom -# to # le5els. See Table 1> 'or pathnum*ers G6-4H. ;se num*er #3 as path to *oostall paths at once.
masterrit 3value
ath*oost 'or the purpose o' castin rituals. "monster 8ith this a*ility can cast rituals that8ould require T5alueU hiher maic paths than itactually has. " neati5e 5alue ma<es the
monster 8orse at castin rituals.
7umber Magic 0ath
124 Fire
2#, "ir
#12 (ater
162! 9arth
26!4 "stral
!6/, Death
41/2 :ature1,34! )lood
320,4 riest
7br Magic 0ath6 Fire
1 "ir
2 (ater
3 9arth
! "stral
# Death
, :ature
0 )lood
4 riest
#6 Random
#1 9lemental
#2 Sorcery
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10 Monster Modding Magic 35
17-2 itual Spell ange
+hese commands increase the maximum ranein pro5inces o' rituals cast *y the monster.
firerange 3range
Fire maic rituals cast *y the monster ha5e anincreased rane in pro5inces.
airrange 3range
"ir maic rituals cast *y the monster ha5e anincreased rane.
,aterrange 3range
(ater maic rituals cast *y the monster ha5e an
increased rane.
earthrange 3range
Fire maic rituals cast *y the monster ha5e anincreased rane.
astralrange 3range
Fire maic rituals cast *y the monster ha5e anincreased rane.
deathrange 3range
Fire maic rituals cast *y the monster ha5e anincreased rane.
naturerange 3range
Fire maic rituals cast *y the monster ha5e anincreased rane.
bloodrange 3range
Fire maic rituals cast *y the monster ha5e anincreased rane.
elementrange 3range
9lemental maic GFire "ir (ater 9arthH ritualscast *y the monster ha5e an increased rane.
sorcer'range 3range
Sorcery G"stral Death :ature )loodH rituals cast*y the monster ha5e an increased rane.
allrange 3range
"ll maic rituals cast *y the monster ha5e anincreased rane.
17-3 Magic esearc'
+hese commands a''ect the maic researcha*ilities o' the monster.
fi)edresearch 3value
+he monster produces this amount o' researche5en 8ithout maic s<ills.
researchbonus 3value
Ma<es a commander *etter or 8orse at maicresearch. " sae has a 5alue o' 4.
slothresearch 3value
+he monster ains T5alueU research *onus per
step o' sloth in the pro5ince.
ins%iringres 3value
+he monster inspires other maes to *e moree''ecti5e researchers. "ll other maes in thesame pro5ince ain a research *onus equal toT5alueU 8hile the monster stays in the pro5ince.%nly the hihest 5alue present counts.
divineins
+here can only *e a num*er o' di5inely inspiredresearchers per pro5ince equal to the dominionstrenth in that pro5ince. "ny extra di5inelyinspired researchers ha5e their research 5alueinored +he mon<s o' Man use this mechanic.
drainimmune
+he monster is immune to the e''ects o' Drainscale li<e the Master Smiths o' ;lm. +here is noresearch penalty 'rom Drain scale and in com*atthe 'atiue costs o' spells are not increased *ythe Drain scale. +he monster ains all normal*onuses 'rom an increased Maic scale.
magicimmune
+he monster is immune to the research e''ects o'Drain and Maic scales. +here is no researchpenalty 'or Drain scale and no research *onus 'or maic scale.
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10 Monster Modding Magic 36
17-4 ,em (roduction
+hese commands cause the monster to producepermanent or temporary maic ems 8hen it is a
commander.
gem%rod 3t'%e 3number
+his monster produces a num*er o' maic emseach month. +he type ranes 'rom 6 G'ire emsHto 0 G*lood sla5esH. See Table 1>.
tm%firegems 3gems
+he monster produces a num*er o' 'ire ems thatcan *e used in com*at. +he ems are not sta*leenouh to *e used 'or ritual spellcastin.
tm%airgems 3gems
+he monster produces a num*er o' air ems thatcan *e used in com*at. +he ems are not sta*leenouh to *e used 'or ritual spellcastin.
tm%,atergems 3gems
+he monster produces a num*er o' 8ater emsthat can *e used in com*at. +he ems are notsta*le enouh to *e used 'or ritual spellcastin.
tm%earthgems 3gems
+he monster produces a num*er o' earth emsthat can *e used in com*at. +he ems are notsta*le enouh to *e used 'or ritual spellcastin.
tm%astralgems 3gems
+he monster produces a num*er o' astral pearlsthat can *e used in com*at. +he ems are notsta*le enouh to *e used 'or ritual spellcastin.
tm%deathgems 3gems
+he monster produces a num*er o' death ems
that can *e used in com*at. +he ems are notsta*le enouh to *e used 'or ritual spellcastin.
tm%naturegems 3gems
+he monster produces a num*er o' nature emsthat can *e used in com*at. +he ems are notsta*le enouh to *e used 'or ritual spellcastin.
tm%bloodslaves 3gems
+he monster rounds up a num*er o' *lood sla5es'rom the local population *e'ore com*at. +he*lood sla5es are not properly prepared and are
thus useless 'or the exactln requirements o'ritual spellcastin.
douse 3bonus
+his monster ets a *lood maic *onus 8hensearchin 'or *lood sla5es. (or<s li<e a
Sanguine Dousing Rod GSDR *onus Q 1H.
mae%earls 3value
+he monster can turn T5alueU 8ater ems toT5alueU astral pearls.
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10 Monster Modding Magic 37
17-5 t'er Magic A#ilities
+hese commands rant other uncateoriPedmaic a*ilities related to spells item 'orin and
other planes o' existence.
bonuss%ells 3s%ells %er round
+he monster can cast a num*er o' spells e5erycom*at round in addition to its normal attac<s.+he spellcastin cannot *e pre5ented *yadKacent enemy units unli<e normal spellcastin.
onebattles%ell 3s%ell name 6 3nbr
Monster 8ill automatically cast this spell Kust*e'ore the *attle starts. +here is no 'atiue cost.
+his spell cannot *e a spell added *y a mod itmust *e an oriinal Dominions ! spell. Eou canmodi'y the spell used *y this command thouh.
randoms%ell 3%ercent
+he monster has a TpercentU chance o' castina random spell in com*at instead o' a ood one.+he a*ility only 8or<s 'or commanders *ecauseonly commanders can cast spells.
tainted 3chance
$hance in percent o' *ein horror mar<ed each
turn.
forgebonus 3%ercent
Ma<es it cheaper to create maic items.
fi)forgebonus 3value
em reduction 8hen 'orin items. +he 5alue isin a*solute num*ers o' ems not in percent li<ethe other 'ore*onus. +his is the de'ault'ore*onus mechanic in Dominions !.
mastersmith 3value+he monsterOs maic paths are counted asT5alueU hiher than actual 8hen 'orin items soa mae 8ith a *onus o' 1 and Fire maic 1 8ould*e a*le to 'ore items that require Fire 2 to 'ore. " neati5e 5alue ma<es the monster 8orse at'orin items.
comslave
+he monster is automatically a communion sla5eand does not need to cast the Communion Sla3e spell to Koin a communion li<e the +heur
$ommunicant o' ythium in the middle era.
crossbreeder 3value
+he monster is s<illed in cross*reedin and etsa *onus 8hen usin the Cross(reeding or
2mpro3ed Cross(reeding ritual 'rom the )loodmaic school. +he cross*reeder recei5es moreunits per castin and a hiher chance o'extraordinary results.
deathbanish 3H11 to H1-
(hoe5er stri<es the <illin *lo8 aainst thismonster is *anished to another plane.-11Q+he oid -12Q+he n'erno -13Q?o<ytos
o'tosret 3chance
9xtra chance per month o' returnin 'rom
?o<ytos the in'ernal realm o' ice.
infernoret 3chance
9xtra chance per month o' returnin 'rom then'erno the in'ernal realm o' 'ire.
voidret 3chance
9xtra chance per month o' returnin 'rom theoid the plane *et8een 8orlds and the home o'horrors and the oid *eins o' ROlyeh.
allret 3chance9xtra chance o' returnin 'rom any o' the otherplanes a monster can *e *anished to.
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11 "pe## Modding 38
11 8%ell Modding+hese commands allo8 the moddin o' spells.
+he maximum num*er o' spells is 2///.:um*ers 6 1166 are reser5ed and num*ers1161 2/// can *e use 'or moddin.
clearalls%ells
"ll researcha*le spells are remo5ed 'rom theame.
selects%ell 3s%ell name 6 3nbr
Selects an existin spell that 8ill *e a''ected *ythe 'ollo8in moddin commands. 9nd moddinthis spell 8ith the end command.
ne,s%ell
$reates a ne8 spell and selects it 'or moddin *ythe 'ollo8in commands. 9nd creatin the spell8ith the end command.
end
"l8ays use this command at the end o' modi'yina spell.
Table 1?* Magic schools
clear
$lears the current spell.
co%'s%ell 3s%ell name 6 3s%ell nbr
$opies all stats includin name 'rom the speci'iedspell to the current spell.
name 3ne, s%ell name
Sets the name 'or the acti5e spell. $haninname o' a spell 8ill also remo5e its description
so ma<e sure to set name *e'ore description.
descr 3ne, s%ell name
" text description o' the spell.
school 3school nbrMaic school 'or this spell. +he num*er ranes'rom -1 to 0 see Table 1?.
researchlevel 3level
Le5el o' research required to learn this spell. +hele5el should *e a num*er *et8een 6 and /.
%ath 3re"nr 3%ath nbr
+he path o' the spell. Reqnr should *e 6 'or the'irst required path and 1 'or the second requiredpath. +he path n*r should *e a num*er *et8een-1 and / see Table 2=.
%athlevel 3re"nr 3level
Le5el required to cast this spell.
Table 2=* Magic %aths for s%ells
aoe 3s"uares
Sets the area o' e''ect 'or this spell. "dd 1666 tothis 5alue to i5e larer areas to more po8er'ulcasters. 9.. 1661 means area Q 1N1Ale5el o'caster Garea 8ould *e 2 'or a le5el 1 maeH. "5alue o' ,,, means that the entire *attle'ield isa''ected. ,,3 means that #6B o' all squares area''ected ,,# Q 2#B ,,! Q 16B ,,2 Q #B.
damage 3dmg
Set the damae 'or this spell. "dd 1666 to dmto ma<e the damae *e 5aria*le 8ith the le5el o'the caster. Damae means damae 'or damae
spells *ut it can also mean many other thins 'or di''erent spells. 9.. summonin spells use this5alue to determine 8hich monster is summoned.
7br 0ath of Magic
1 none
6 Fire
1 "ir
2 (ater
3 9arth! "stral
# Death
, :ature
0 )lood
4 7oly
7br 8chool
1 cannot (e researc1ed 6 $onKuration
1 "lteration
2 95ocation
3 $onstruction
! 9nchantment
# +haumatury
, )lood
0 Di5ine
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11 "pe## Modding 39
damagemon monster name
;se this to set a spellOs damae to a monster i'you donOt <no8 its num*er.
effect 3eff
Set the e''ect o' the spell. Some o' the mostcommon e'' 5alues can *e seen in Table 21 andTable 22. alue hiher than 16666 are ritualsand those lo8er are com*at spells. +here aremany other 5alues that can *e used *ut theseare the only documented ones 'or no8. +hereare more complete lists in 'an-madedocumentation.
fatiguecost 3fat
Set the 'atiue cost 'or this spell. 95ery 166 in'atiue cost raises the required num*er o' emsor *lood sla5es *y one. Must *e used also 'orrituals to set their em cost.
Table 21* 8ome effect values for combats%ells
flights%r 3f) nbr
Set the particle e''ect to *e used 8hen this spellis 'lyin. +he 'x n*r should *e a 5alue *et8een16666 and 162#0. +here is currently no list o'spell 'lysprites thouh one may *ecomea5aila*le later in 'an-made documentation.
e)%ls%r 3f) nbr
Set the particle e''ect to *e used 8hen this spell
explodes. -1 Q no explosion. See Table ; to 'inda suita*le explosion.
ne)ts%ell 3s%ell name 6 3nbr
(ith this command the e''ect o' another spell 8illalso ta<e place 8hen the e''ect o' the main spell
occurs. +he nextspell ta<es place on e5ery area8here the main spell ta<es e''ect. So ma<e surethe area o' the second spell isnt reater than 1or there 8ill *e o5erlaps.
nreff 3nbr of effects
Sets the num*er o' e''ects 'or this spell. Forsummonin spells this determines ho8 manycreatures are summoned. "dd 1666 to this 5alueto i5e more po8er'ul casters more e''ects.
range 3range
Sets the *attle'ield rane 'or this spell. "dd #666to this 5alue to i5e loner rane G# extra perle5elH to more po8er'ul casters.
%recision 3%rec
Set the precision 'or this spell.
Table 22 8ome effect values for rituals
sound 3sam%le nbr+he sample that 8ill sound 8hen this spell iscast. Samples ha5e the same num*er as the8eapon samples see Table 4.
sam%le filename
;ses this sample as sound e''ect. +he samplemust *e in .s8 G1,-*it sined 8ords 226#6 7PmonoH or .al Ga-la8 226#6 7P monoH 'ormat.+his command can also *e used 'or 8eapons.
7br ffect
16661 Summon monster
1661/ +eleport
16621 Summon commander
1663# $ross*reed16630 Farsummon
16634 &ndep. 'arsummon
1663/ i't o' Reason
166#6 "ssassination
166,3 )uild 'ort
16600 "rmy teleport
7br ffect
1 Summon monster
2 Damae spell
3 Stun damae
0 .oison damae
11 Special damae
13 7ealin26 )lin<
2! 7oly damae
24 9nsla5e
2/ $harm
31 Summon independent
!3 )order summon
03 "nti maic damae
163 Drain li'e
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11 "pe## Modding 40
s%ec 3s%ec nbr
Sets the special a*ilities o' a spell. 4344,64 is ause'ul num*er and it means that the spell can *e
cast under 8ater. ,! is armor piercin 124 isarmor neatin and !6/, means MR neates. "dd 5alues toether to ma<e com*inations.
restricted 3nation nbr 6 nation name
Spell 8ill only *e a5aila*le 'or this nation. Eoucan use up to 12 o' these commands 'or a sinlespell thus ena*lin up to 12 nations to researchthe spell. " 5alue o' -1 restricts the spell to thelast manipulated nation so this command can *eused 8ith ne,nation. +he num*er o' times thiscommand can *e used on a sinle spell is also
some8hat dependent on ho8 many other thinsthe spell does so limitin the use o' thiscommand to less than the total num*er allo8ed isad5ised.
%rovrange 3range
Sets the rane o' a ritual in pro5inces.
onl'geosrc 3terrain mas
Ritual can only *e cast 'rom one o' theseterrains. See Table 2- 'or terrain mas<s.
onl'geodst 3terrain masRaned ritual can only taret one o' theseterrains. See Table 2- 'or terrain mas<s.
onl'friendl'dst 3= or 1
1 Q can only taret allied pro5inces6 Q turn this 'eature o'' Gde'aultH
onl'o,ndst 3= or 1
1 Q can only taret o8n pro5inces6 Q can taret any pro5ince Gde'aultH
no,atertrace 3= or 1
1 Q ritual rane cannot trace throuh 8aterpro5inces6 Q Ritual rane can trace throuh 8aterpro5inces Gde'aultH
nolandtrace 3= or 1
1 Q ritual rane cannot trace o5er land6 Q ritual rane can trace o5er land Gde'aultH
,alable 3= or 1
1 Q ritual rane must trace alon a 8al<a*le pathi.e. sea o' ice can *loc< on a land A sea *order.6 Q ritual rane need not *e 8al<a*le Gde'aultH
Table 2-* Terrain mass
2:) 7br Terrain
- 6 lains
6 1 Small ro5ince
1 2 Lare ro5ince2 ! Sea
3 4 Fresh8ater
! 1, Mountain
# 32 S8amp
, ,! (aste
0 124 Forest
4 2#, Farm
/ #12 :ostart
16 162! Many Sites
11 26!4 Deep Sea
12 !6/, $a5e
22 !1/!36! )order Mountain
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12 Magic 'tem Modding 41
12 Magic /tem Modding+hese commands allo8 the moddin o' maic
items. +he maximum num*er o' attri*utes amaic item may ha5e is rouhly ten. 7o8e5erthe total num*er o' attri*utes is not sostraiht'or8ard *ecause some attri*utes areO'reeO in the sense that they are automatic.
12-1 !asic tem Modding
clearallitems
"ll 'orea*le maic items are remo5ed 'rom the
ame.
selectitem 3item name 6 3item nbr
Selects the maic item that 8ill *e a''ected *y the'ollo8in moddin commands. 9nd moddin thisitem 8ith the end command. n the ame youcan press shi'tNi 8hen 5ie8in a maic item tosee 8hat num*er it has. ;se num*ers #66 ///'or moddin.
end
"l8ays use this command at the end o' modi'yin
a maic item.
ne,item
$reates a ne8 maic item and selects it 'ormoddin *y the 'ollo8in commands. 9ndmoddin the maic item 8ith the end command.
co%'item 3item name 6 3item nbr
$opies all stats 'rom an existin item to thecurrent item.
co%'s%r 3item nbr$opies the sprite o' the speci'ied maic item tothe current maic item.
s%r 3filename
;ses a user made imae 'or item sprite. +heimae should *e 32X32 or ,!X,! 8ith the itemcentered in the picture. +he item itsel' should not*e larer than !6X!6 pixels. )lac< 8ill *etransparent unless the imae is sa5ed 8ith alphain'ormation in 8hich case that 8ill *e usedinstead.
constlevel 3level
Le5el o' construction required to 'ore this item.+his le5el can *e 62!,4 or 12 'or items that
cannot *e 'ored. +o disa*le an item set this5alue to 12.
main%ath 3%ath
Main path required to 'ore this maic item. +hepath is a num*er 'rom 6 to 0 'rom Table 2=.
mainlevel 3%ath
Main path le5el requirement to 'ore this maicitem. +he le5el can *e anythin 'rom 1 to 4. +hecost o' 'orin the maic item also depends onthe le5el requirements.
secondar'%ath 3%ath
Secondary path required to 'ore this maic item.+he path is a num*er 'rom -1 to 0 'rom Table 2=.
secondar'level 3%ath
Secondary path le5el requirement to 'ore thismaic item. (or<s li<e mainlevel.
t'%e 3nbr
De'ines 8hether the item is 1-handed or 2-
handed 8eapon a shield a helmet a *odyarmor a pair o' *oots or a miscellaneous item.See Table 24.
Table 24* /tem t'%es
name 3name
Sets the name 'or the acti5e maic item.$hanin name o' a maic item 8ill remo5e itsdescription as 8ell so ma<e sure to set itemname *e'ore its description.
descr 3te)t
" text description o' the maic item.
7br /tem T'%e
1 1-handed (eapon
2 2-handed (eapon
3 Missile (eapon
! Shield
# )ody "rmor
, 7elmet
0 )oots4 Misc &tem
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12 Magic 'tem Modding 42
,ea%on 3,ea%on nbr
De'ines 8hat <ind o' a 8eapon i' any the unitets 8hen it uses the item. (or<s on misc item
*oots shield 2-h 8eapon 1-h 8eapon. Doesnot 8or< 'or helmets or armor. ;se ,ea%on = to clear an existin 8eapon 'rom a copied item.
armor 3armor name
De'ines 8hat <ind o' armor i' any the units ets8hen it uses the item. ;se armor = to clear anexistin armor 'rom a copied item. %thernum*ers cannot *e used name is required.
12-2 Attri#utes * esistances
str 3value
+he item rants a strenth *onus.
att 3value
+he item rants an attac< *onus.
def 3value
+he item rants a de'ense *onus.
%rec 3value
+he item rants a precision *onus.
mr 3value
+he item rants a maic resistance *onus.
morale 3value
+he item rants a morale *onus.
voidsanit' 3value
+he item rants a 5oidsanity *onus.
fireres 3value
+he item rants a Fire Resistance *onus.
coldres 3value
+he item rants a Cold Resistance *onus.
shocres 3value
+he item rants a S1oc5 Resistance *onus.
%oisonres 3value
+he item rants a Poison Resistance *onus.
12-3 Magic * Spells
%en 3value
+he item rants a penetration *onus that ma<esspells cast *y the *earer harder to resist.
magicboost 3%ath 3value
+he item increases the *earerOs maic s<ill.ath is 6-4 or #1Qelements #2Qsorcery #3Qall.See Table 25 'or the maic path num*ers.
s%ell 3s%ell name
9na*les user o' item to cast this spell in *attle oras a ritual
autos%ell 3s%ell name
Ma<es the item cast this spell automatically in*attle. t 8ill only *e cast once unlessautospellrepeat is also used.
autos%ellre%eat 3s%ells E round
Ma<es an item cast its autospell e5ery round o'com*at.
randoms%ell 3%ercent
+he monster has a TpercentU chance o' castina random spell in com*at instead o' a ood one.
luc
+he item rants uc5 to its *earer li<e Fait10ul .
"uicness
+he item rants Euic5ness Gdou*le mo5ementN3 de'ense attac<s t8ice per com*at roundH.
bless
+he item automatically applies the 4less spell tothe *earer li<e the S1roud o0 t1e 4attle Saint .
barsin
+he item automatically applies the 4ar5s5in spellto the *earer li<e the 4ar5s5in Amulet .
stonesin
+he item automatically applies the Stones5in spell to the *earer li<e the 4oots o0 Stone.
ironsin
+he item automatically applies the 2rons5in spellto the *earer.
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12 Magic 'tem Modding 43
12-4 Arena Deat'matc'
cham%%rize
+his item is i5en as a re8ard 'or 8innin thechampionship o' the "rena deathmatch.
autocom%ete
+he *earer o' this item 8ill automatically competein the "rena deathmatch.
Table 25* Magic %aths for magicboost items
12-5 Moement * Com#at
ma%s%eed 3value
+he *earer o' the item can mo5e T5alueUpro5inces more than its normal mapmo5e in asinle turn.
,aterbreathing
+he item rants 8ater *reathin to its *earer.
float
+he item rants its *earer the a*ility to 'loat.
fl'
+he item rants its *earer the a*ility to 'ly.
stormimmune
+he *earer o' the can 'ly durin a storm.
run
+he *earer o' the item is a*le to mo5e 'urther onthe *attle'ield Gdou*le " 'or mo5ementH.
bers
+he *earer o' the item 8ill o *erser< as soon as
*attle *eins. 4erser5er Pelt has this attri*ute.
e)tralife
+he *earer o' the item is resurrected once 8hen<illed in com*at. +he item disappears 8hen the*earer is resurrected.
guards%iritbonus 3value
ncreases the chance o' recei5in a uardianspirit 8ith N5alue percent.
7br Magic 0ath
6 Fire
1 "ir
2 (ater
3 9arth
! "stral
# Death
, :ature
0 )lood
4 riest
#1 9lemental
#2 Sorcery
#3 "ll paths
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12 Magic 'tem Modding 44
12-. estrictions
restricted 3nation nbr 6 nation name
+he item is restricted to this nation only. $an *eused multiple times on one item to ena*le it 'or a'e8 nations. " 5alue o' -1 restricts the item to thelast manipulated nation so this command can *eused 8ith ne,nation. 9ach restriction countsas one attri*ute.
restricteditem 3value
+his item can only *e used *y monsters 8ith theproper userestricteditem a*ility 5alue.
nomounted+he item cannot *e used *y mounted *eins.
nocoldblood
+he item cannot *e used *y cold*looded *eins.
nodemon
+he item cannot *e used *y demons.
noundead
+he item cannot *e used *y undead.
noinanim
+he item cannot *e used *y inanimate *eins.
noimmobile
+he item cannot *e used *y immo*ile *eins.
onl'mounted
+he item can only *e used *y mounted *eins.
onl'coldblood
+he item can only *e used *y cold*looded *eins
onl'demon
+he item can only *e used *y demons.
onl'undead
+he item can only *e used *y undead.
onl'inanim
+he item can only *e used *y inanimate *eins.
immobileonl'+he item can only *e used *y immo*ile *eins.
re"e'es
+he item can only *e used *y a *ein 8ith eyes.
nofind+he item cannot *e 'ound a'ter *attle.
12-) Curses * A&&lictions
tainted 3chance
ercent chance o' *ein horrormar<ed each turn.
cursed
+he item is cursed and cannot *e dropped.
curse
+he item curses its *earer.
disease
+he item diseases its *earer.
chest,ound
+he item *earer su''ers a C1est 8ound a''liction8hich cannot *e healed until the item is remo5ed.
feeblemind+he item *earer *ecomes Fee(leminded . +hea''liction cannot *e healed until the item isremo5ed.
mute
+he item *earer *ecomes 7ute. +he a''lictioncannot *e healed until the item is remo5ed.
nh,ound
+he item *earer su''ers a e3er 9ealing 8ound
8hich cannot *e healed until the item is remo5ed.
cri%%led
+he item *earer *ecomes Crippled . +he a''lictioncannot *e healed until the item is remo5ed.
losee'e
+he item *earer loses an e)e. +he a''lictioncannot *e healed until the item is remo5ed.
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12 Magic 'tem Modding 45
12-/ Monster ModdingCommands
+he 'ollo8in commands are exactly li<e themonster commands 8ith the same name so noexplanation or parameters are 8ritten here.
7CAT$O!/JD M/8C Ispecialloo< Isinle*attle Ichaosrec Istone*ein
MOGM7T Inori5erpass Iunteleporta*le Ii'to'8ater
8TA(T Iseduce Isuccu*us I*ec<on I'alsearmy I'oolscouts Iscale8alls
DAMA$ !DCT/O7
Islashres Ipierceres I*luntres Iiceprot Iin5ulnera*le Iethereal
A(/7$ & D/8A8 Ihealer Iautohealer Iautodishealer Iautodisrinder
Idiseaseres Ihomesic< Iu8damae Ireeneration Irein5ioration I8ound'end Ihpo5er'lo8 Ihpo5erslo8
8A8O7A( 0O+!8 Isprinpo8er Isummerpo8er I'allpo8er I8interpo8er
(M7TA( & 8CA(8 Ichaospo8er I'irepo8er Icoldpo8er Imaicpo8er Istormpo8er Idar<po8er
COMAT A!A8 Idiseasecloud Ipoisoncloud Ipoisons<in Ianimala8e Ia8e I'ear I'ireshield
I*ane'ireshield Iacidshield Idamaere5 I*lood5eneance Islimer Ideathcurse Ideathdisease Ideath'ire IdeathparalyPe Iu8heat
OT! COMAT A/(/T/8
Iam*idextrous I*erser< I*less*ers Idar<5ision Itrample Itramps8allo8 Idiest Iaciddiest Iincorporate Iraiseon<ill Iraiseshape
7O7HCOMAT A/(/T/8 Icastlede' Isiee*onus Ipatrol*onus Ipillae*onus Isupply*onus Iice'orin Ino*ade5ents Iincpro5de' Iincunrest Ileper Ipop<ill Iinquisitor Iheretic Ieleist Ispreaddom
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12 Magic 'tem Modding 46
Ishatteredsoul Itaxcollector Iold Ixploss
(AD!8/0 Iinspirational I*eastmaster Itas<master Iundisciplined I'ormation'ihter I*odyuard Istandard Icommand Imaiccommand Iundcommand
MA$/C A/(/T/8 Idouse Iresearch*onus Islothresearch Iinspirinres Idi5ineins Idrainimmune Imaicimmune I'ore*onus I'ix'ore*onus Icross*reeder I*onusspells
Icomsla5e Ideath*anish I<o<ytosret Iin'ernoret I5oidret Iallret
!/TA( !A7$ OO8T I'irerane Iairrane I8aterrane Iearthrane Iastralrane Ideathrane Inaturerane I*loodrane Ielementrane Isorceryrane Iallrane
$M 0!ODCT/O7 Ima<epearls Itmp'ireems Itmpairems Itmp8aterems Itmpearthems Itmpastralems Itmpdeathems Itmpnatureems Itmp*loodsla5es
MO78T! 8MMO7/7$ Idomsummon Idomsummon2 Idomsummon26 Iraredomsummon
Isummon1 Isummon2 Isummon3 Isummon! Isummon# Ima<emonsters1 Ima<emonsters2 Ima<emonsters3 Ima<emonsters! Ima<emonsters# I*attlesum1 I*attlesum2
I*attlesum3 I*attlesum! I*attlesum# I*atstartsum1 I*atstartsum2 I*atstartsum3 I*atstartsum! I*atstartsum# I*atstartsum1d, I*atstartsum2d, I*atstartsum3d, I*atstartsum!d, I*atstartsum#d,
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13 (ame Modding 47
1- 7ame Modding
selectnamet'%e 3namet'%e nbrSelects the nametype that 8ill *e a''ected *y the'ollo8in moddin commands. :ametype n*r isa num*er *et8een 166 and 266. See Table 14a and Table 14b. :um*ers 120 and 124 as 8ell asnum*ers 1,1 2// can *e used to ma<e youro8n name ta*les 8ithout alterin existin ones.
end
"l8ays use this command at the end o' modi'yina nametype.
addname name "dds a name to the selected nametype.
clear
Remo5es all names 'rom the selected nametype.
14 Mercenar' Modding+hese commands can *e used to create ne8mercenaries 'or Dominions !.
clearmercs
Remo5es all mercenary *ands.
ne,merc
$reates a ne8 mercenary *and. "l8ays endmodi'yin it 8ith an end command.
end
+his command must *e used to end moddin amercenary *and
name 3name
:ame o' the mercenary *and.
bossname 3name
:ame o' the *andOs leader.
com 3monster name
(hat type o' monster the commander is.
unit 3monster name
(hat type o' monster the mercenaries are.
nrunits 3value
:um*er o' troops in the *and.
level 3=H2Le5el 6 *ands appear early in the ame. Le5el 1*ands appear later and le5el 2 last o' all.
minmen 3value
%nce the num*er o' troops 'all *elo8 thisrecruitement o' ne8 troops 8ill start.
min%a' 3gold
+he minimum amount o' old the *and can *ehired 'or.
)% 3value
Startin experience 'or the troops. +hecommander has t8ice this amount.
rande"ui% 3=H-
7o8 po8er'ul maic equipment the commander8ill ha5e. 6Qnone 3Qextremely po8er'ul stu''.
recrate 3value
+he rate at 8hich ne8 troops are *ouht. " 5alue
o' 166 means one per month.
item 3item name
" speci'ic maic item 'or the commander. "maximum 'our items per *and can *e assined.
eramas 3value
+he era mas< determines 8hich eras the *andcan appear in. See Table 2< 'or all era mas<s.+he de'ault 5alue is all eras.
Table 2<* ra mas for mercenaries
Mas. ra
1 9arly era
2 Middle era
3 9arly N middle
! Late era
# 9arly N late
, Middle N late
0 "ll eras
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15 Magic "ite Modding 48
15 Magic 8ite Modding+his section contains the commands 'or moddin
maic sites. :ote that a maic site may onlyha5e 1# di''erent attri*utes assined to it at thesame time. For example eiht di''erent types o'ems and se5en other attri*utes 8ould use up allo' the attri*ute slots.
15-1 !asic Site Modding
selectsite 3site name 6 3site nbr
Selects the maic site that 8ill *e a''ected *y the'ollo8in moddin commands. 9nd moddin this
site 8ith the end command.
ne,site B3site nbr
Site n*r GoptionalH should *e a num*er *et8een1#66 and 1///. t must not *e the same as anyother site. +his ne8 site 8ill *e a''ected *y the'ollo8in moddin commands and there should*e an end command at the end.
t is recommended not to use a site num*er 'orsites 8ith a unique name *ecause this 8illlessen the ris< o' con'licts *et8een mods.
end
"l8ays use this command at the end o' modi'yina site.
name 3name
+his must *e the 'irst command 'or e5ery ne8site. t sets the name o' the site.
clear
$lears the attri*utes o' the selected maic site.
%ath 3%ath nbr
ath num*er should *e a num*er *et8een 6 and4 see Table 2= or Table 25.
level 3level
Le5el should *e a num*er *et8een 6 and ! andis the le5el o' maic required to 'ind the site.Le5el 6 sites are automatically disco5ered.
rarit' 3rarit'
Rarity should *e 6 'or common 1 'or uncommon2 'or rare and # 'or sites that are ne5er used as arandom site. Rarity 11-13 means a +hrone o' "scension o' le5el 1-3.
loc 3locmas
+his command can restrict the random placemento' a site to certain terrains or 'la the site as
unique. ;se'ul num*ers are 03# 'or a site thatcan *e located in any land pro5ince Gde'aultH and244 'or sites that can *e located in any sea.Locmas< 1623 means a site can appear in anypro5ince land or sea. Eou can calculate youro8n locmas< *y addin all the places your site isallo8ed to appear in on Table 2>. +he 5alue;nique is special and indicates that there canonly *e one o' that site in a i5en 8orld unlessalso scripted in a map 'ile.
Table 2>* Magic site locmass
gems 3%ath 3amount
i5es em income to the maic site. ath should*e a num*er *et8een 6 and 0. See Table 2= orTable 25 'or the path num*ers.
gold 3amount
"dds a old income to the site.
res 3amount
"dds a resource *onus to the site.
decunrest 3value
+he site decreases unrest in the pro5ince. +he5alue can *e neati5e in order to increase unrest.
su%%l' 3value
+he maic site pro5ides T5alueU supplies to the
pro5ince 8here it is located.
M as. Terrain1 .lain
2 Forest
! Mountain
4 (aste
1, Farm
32 Sea
,! $oast
124 S8amp
2#, Deep sea
#12 $a5e
1,34! ;nique
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15 Magic "ite Modding 49
15-2 Monsters
homemon 3name 6 3monster nbr
"dds a monster that can *e recruited *y theoriinal o8ner o' this site only.
homecom 3name 6 3monster nbr
"dds a monster that can *e recruited ascommander *y the oriinal o8ner o' this site only.
mon 3name 6 3monster nbr
"dds a monster that can *e recruited *y theo8ner o' this site.
com 3name 6 3monster nbr "dds a monster that can *e recruited ascommander *y the o8ner o' this site.
summon 3monster name 6 3nbr
" mae o' the same maic path as the site mayenter to summon the speci'ied monster. +osummon more than one monster o' the sametype the command must *e used multiple times.
voidgate 3success chance
" mae 8ith the same path as the site may enterto summon oid creatures. oid Summonin s<illincreases the success chance. " mae 8hodoes not ha5e the oidsanity attri*ute may*ecome insane or 'ee*leminded.
Table 2;* 8cale numbers
15-3 !uildings
lab
$onstructs a la* in the pro5ince 8hen the site isdisco5ered. ' a la* is already present there isno e''ect.
tem%le
$onstructs a temple in the pro5ince 8hen the siteis disco5ered. ' a temple is already presentthere is no e''ect.
fort 3fort nbr
$onstructs a 'ort in the pro5ince 8hen the site is
disco5ered. ' a 'ort is already present there isno e''ect. ' a 'ort is under construction theconstruction is cancelled and the 'ort disco5ered*y the site is constructed immediately instead.See Table -- in the nation moddin section 'or alist o' 'orts and 'ort parts.
fort%art 3%art nbr
$onstructs an additional *uildin such as theatehouse to the 'ort in the pro5ince. ' there isno 'ort present there is no e''ect. +his commandis *est used 8ith the 0ort command 'or
maximum *ene'it.
15-4 Scale 6&&ects
+hese commands cause the maic site to alterthe scales in the pro5ince. +he e''ect o' the siteis acti5e e5en i' it has not *een disco5ered yet.
incscale 3scale
ncreases the selected scale *y one point perturn to a maximum o' -3 A 3. See Table 2; 'or
scale num*ers. +his command 'unctions asdecscale 'or the opposite scales.
decscale 3scale
Decreases the selected scale *y one point perturn to a maximum o' -3 A 3. +his command'unctions as incscale 'or the opposite scaleslisted in Table 2;.
7br 8cale O%%osite
6 +urmoil %rder
1 Sloth roducti5ity
2 $old 7eat
3 Death ro8th
! Mis'ortune Luc<
# Drain Maic
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15 Magic "ite Modding 51
15-) Special 6&&ects
heal 3chance
+he site causes a healin chec< to *e per'ormedat the indicated percent chance on e5ery unit inthe pro5ince li<e a healin unit set to 9eal"roops. ' the healin chec< is success'ul achec< aainst the healin di''iculty o' anya''liction the unit has is per'ormed. ' the di''icultychec< is success'ul up to one a''liction isremo5ed.
curse 3chance
95ery turn any unit in the pro5ince has the
indicated chance GpercentH to *ecome cursed.
disease 3chance
95ery turn any unit in the pro5ince has theindicated chance GpercentH to *ecome diseased.
horrormar 3chance
95ery turn any unit in the pro5ince has theindicated chance GpercentH to *e horrormar<ed.
hol'fire 3chance
95ery turn any undead or demonic troops in thepro5ince ha5e the indicated chance GpercentH to*e struc< *y holy 'ire 8hich deals 16 points o'armor-neatin damae i' they 'ail a MR chec<aainst an attac< 5alue o' 12.
hol'%o,er 3chance
95ery turn any undead troops in the pro5inceha5e the indicated chance GpercentH to *e struc<*y holy po8er 8hich deals 16 points o' armor-neatin damae i' they 'ail a MR chec< aainstan attac< 5alue o' 12..
)% 3value
" commander may enter the site to ain T5alueUexperience points per turn 'or himsel' and alltroops under his command.
adventureruin 3success chance
" commander 8ho enters the ruin has a chanceto disco5er old ems maic items or otherre8ards. +hose 8ho 'ail may 'all 5ictim to lethaltraps or *loodthirsty monsters.
15-/ $'rone 6&&ects
+he 'ollo8in commands are speci'icallyintended 'or use as +hrone o' "scension e''ects.
"ny maic site command can *e used in thesame manner.
claim
+he e''ects o' maic site commands that appeara'ter this command are not acti5e until the throneis claimed *y a od a disciple a prophet or apriest 8ith 7oly le5el 3 or hiher.
cluster 3value
"ssins a cluster 5alue to a throne. " throne is
li<ely to appear toether 8ith other thrones o'same cluster 5alue 8hen a map is created. Forexample the +hrone o' Sprin and the +hrone o' "utumn ha5e the same cluster 5alue and i' one o' them appears on the map the other is also 5eryli<ely to appear. $luster 5alue can *e a num*er'rom 1 to 32666.
dominion 3tem%le checs %er month
+he site 8ill spread the odOs dominion *yautomatically initiatin a num*er o' templechec<s per month.
goddomchaos 3value
ncreases the "urmoil or chaos scale o' the odOsdominion. ;se a neati5e 5alue to increaseOrder .
goddomlaz' 3value
ncreases the Slot1 scale o' the odOs dominion.;se a neati5e 5alue to increase Production.
goddomcold 3value
ncreases the Cold scale o' the odOs dominion.;se a neati5e 5alue to increase 9eat .
goddomdeath 3value
ncreases the Deat1 scale o' the odOs dominion.;se a neati5e 5alue to increase ro!t1.
goddommisfortune 3value
ncreases the 7is0ortune scale o' the odOsdominion. ;se neati5e 5alue to increase uc5 .
goddomdrain 3value
ncreases the Drain scale o' the odOs dominion.;se a neati5e 5alue to increase 7agic .
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15 Magic "ite Modding 52
blessh% 3value
)lessed troops et increased 9it Points.
blessmr 3value)lessed troops et increased 7agic Resistance.
blessmor 3value
)lessed troops et increased 7orale.
blessstr 3value
)lessed troops et increased Strengt1.
blessatt 3value
)lessed troops et increased Attac5 s<ill.
blessdef 3value
)lessed troops et increased De0ense s<ill.
bless%rec 3value
)lessed troops et increased Precision s<ill.
blessfireres 3value
)lessed troops et increased Fire Resistance.
blesscoldres 3value
)lessed troops et increased Cold Resistance.
blessshocres 3value
)lessed troops et increased S1oc5 Resistance.
bless%oisres 3value
)lessed troops et increased Poison Resistance.
blessairshld 3value
)lessed troops et Air S1ield li<e 'rom an "ir*less. "n existin "ir *less is aumented.
blessreinvig 3value
)lessed troops et increased Rein3igoration li<e'rom an 9arth *less. "n existin 9arth *less isaumented.
blessdtv 3value
)lessed troops et Deat1 "olerance li<e 'rom aDeath *less. "n existin Death *less isaumented.
blessanima,e 3value
)lessed troops et Animal A!e. "n existin Animal A!e a*ility is aumented.
blessa,e 3value
)lessed troops et A!e. "n existin A!e a*ilityis aumented.
blessdarvis 3value
)lessed troops et Dar53ision. "n existinDar53ision a*ility is aumented.
evil
+he throne is e5il and is li<ely to *e de'ended *ye5il monsters.
,ild
+he throne is 8ild and is li<ely to *e de'ended *y8ild monsters.
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16 (ation Modding 53
1< 7ation Modding
1.-1 8ame 6ra * ,eneral +hese commands are the *asic ones required 'or creatin a ne8 nation or selectin an existinnation 'or modi'ication.
inde%flag 3imgfile
Replace the 'la o' independents 8ith an imae.+he imae must *e ,! pixels 8ide and ,! pixelshih. +he 'la should *e positioned at the *ottomo' this imae. +his command is special in that itshould *e used 8hen no nation is selected i.e.
*e'ore selectnation or ne,nation.
Table 2?a* 7ation numbers@ arl' ra
selectnation 3nation nbr
Selects the nation that 8ill *e a''ected *y the'ollo8in moddin commands. 9nd moddin this
nation 8ith the end command. :ation num*eris a num*er *et8een # and 166. See Table 2?a and the t8o 'ollo8in ta*les 'or currently usednum*ers.
Eou can use num*er 161 to 1// in order to createne8 nations 8ithout o5er8ritin an existin one.:um*ers 6 ! are used 'or 5arious independentsand temporary monsters in the ame and cannot*e used 'or moddin.
end
"l8ays use this command at the end o' modi'yina nation.
Table 2?b* 7ation numbers@ Middle ra
7br 7ation %ithet
33 "rcoscephale +he %ld ?indom
3! 9rmor "shen 9mpire
3# Sceleria Re'ormed 9mpire
3, .ythium 9merald 9mpire
30 Man +o8er o' "5alon
34 9riu Last o' the +uatha
3/ ;lm Fores o' ;lm
!6 Marinon Fiery >ustice!1 Mictlan Rein o' the La8i5er
!2 +ien $hi &mperial )ureaucracy
!3 Macha<a Rein o' Sorcerors
!! "artha olem $ult
!# "*ysia )lood and Fire
!, $aelum Rein o' the Seraphim
!0 $tis Miasma
!4 .anaea "e o' )ronPe
!/ "sphodel $arrion (oods
#6 anheim "rri5al o' Man
#1 >otunheim &ron (oods#2 anarus Land o' the $huds
#3 )andar Lo Land o' the "pes
#! Shinuyama Land o' the )a<emono
## "shdod Rein o' the "na<im
#, Reser3ed
#0 :aPca ?indom o' the Sun
#4 i*al*a Flooded $a5es
40 "tlantis ?ins o' the Deep
44 Rlyeh Fallen Star
4/ .elaia +riton ?ins
/6 %ceania Mermidons
7br 7ation %ithet
# "rcoscephale olden 9ra
, 9rmor :e8 Faith
0 ;lm 9nima o' Steel
4 Mar5erni +ime o' Druids
/ Sauromatia "maPon ueens
16 +ien $hi Sprin and "utumn
11 Macha<a Lion ?ins
12 Mictlan Rein o' )lood
13 "*ysia $hildren o' Flame1! $aelum 9ale ?ins
1# $tis LiPard ?ins
1, anaea "e o' Re5elry
10 "artha ale %nes
14 +ir na nO% Land o' the 95er Eoun
1/ Fomoria +he $ursed %nes
26 anheim "e o' anir
21 7elheim Dus< and Death
22 :ie'elheim Sons o' (inter
23 Reser3ed
2! Reser3ed 2# ?ailasa Rise o' the "pe ?ins
2, Lan<a Land o' Demons
20 Eomi %ni ?ins
24 7innom Sons o' the Fallen
2/ ;r +he First $ity
36 )erytos hoenix 9mpire
31 i*al*a iil o' the Sun
43 "tlantis 9merence o' the Deep %nes
4! Rlyeh +ime o' "*oleths
4# elaia earl ?ins
4, %ceania $omin o' the $apricorns
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16 (ation Modding 54
ne,nation
+his command can *e used to add a ne8 nationinstead o' selectnation. +he command
automatically uses the 'irst 'ree nation num*er o'166 or hiher that is a5aila*le.
clearnation
$lears a8ay all special settins 'or the nationli<e ideal cold reanimatin priests under8aternation startin sites heroes pretender od listlocal de'ense 'ort type etc. +he list o'recruita*le units and commanders is not cleared8ith this command.
Table 2?c* 7ation numbers@ (ate ra
name 3nation name
Sets the name o' the nation. 95en thouh thename o' a nation is chaned the 'ile names 'or
the 2h and trn 'iles 8ill *e the same as the oldnations. ' the name is chaned then this must*e the 'irst command 8hen modi'yin the nation.
e%ithet 3nation name
Sets the epithet o' a nation e.. $nigma o0 Steel 'or 9arly 9ra ;lm.
era 3era nbr
(hich era should this nation appear in. 1 Q early2 Q mid 3 Q late or 6 to disa*le the nation. +8onations 8ith the same name cannot *e in the
same era. ' you chane this it must *e set rihta'ter name and e%ithet.
descr 3nation name
" 'ull description o' the nation.
summar' 3nation name
" summary o' the *ene'its and dominion themeso' the nation.
brief 3nation name
" 5ery *rie' description 'or popups.
color 3red 3green 3blue
9ach color is a num*er *et8een 6.6 and 1.6.+his color is used 'or the score raphs.
secondar'color 3red 3green 3blue
+he cloud *ac<round is made up o' t8o colorsthe primary color G'rom IcolorH and this one. 'the secondary color is not set it 8ill *e the sameas the primary.
flag 3imgfile
Replace the 'la 8ith an imae. +he imae must*e ,! pixels 8ide and ,! pixels hih. +he 'lashould *e positioned at the *ottom o' this imae.
disableoldnations
Disa*les all old nations Gup to num*er //H.
7br 7ation %ithet,6 "rcoscephale Si*ylline uidance
,1 ythium Serpent $ult
,2 Lemur Soul ate
,3 Man +o8ers o' $helms
,! ;lm )lac< Forest
,# Marinon $onquerors o' the Sea
,, Mictlan )lood and Rain
,0 +ien $hi )ar*arian ?ins
Reser3ed
,/ >omon 7uman Daimyos
06 "artha ?tonian Dead01 "*ysia )lood o' 7umans
02 $aelum Return o' the Raptors
03 $tis Desert +om*s
0! anaea :e8 9ra
0# MidZrd "e o' Men
0, ;tZrd (ell o' ;rd
00 )oarus "e o' 7eroes
04 atala Rein o' the :aas
0/ ath Last o' the iants
46 Raha Dual ?indom
41 i*al*a Return o' the [otP/1 "tlantis FroPen Sea
/2 Rlyeh Dreamlands
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16 (ation Modding 55
1.-2 Sites $errain $emperature
+hese commands set a nationOs startin sites andits terrain and temperature pre'erences.
clearsites$lears all start sites 'or this nation.
startsite 3site name
"dds a start site 'or this nation. Table -= sho8ssome suita*le start sites. +his command can *eused up to ! times 'or multiple start sites. Sitenames and num*ers are a5aila*le in 'an-madedocumentation 'or Dominions !. "ssinment *ysite num*er is currently not possi*le.
Table -=* 8ome magic sites
u,nation
;nder8ater nation. +he nationOs capital is in asea pro5ince.
coastnation
+he nationOs capital is in a coastal land pro5ince.
cavenation 3=H2
Sets the nationOs pre'erence 'or startin in ca5epro5inces.6 Q ne5er start in ca5es
1 Q can start in ca5es2 Q al8ays start in a ca5e
idealcold 3cold
Sets the pre'erred le5el o' cold 'or the nation.+his ranes 'rom -3 G5ery hotH to 3 G5ery coldH.
liesterr 3masMa<es the nation more li<ely to start in one o' theterrains in the terrain mas<.
hatesterr 3mas
Ma<es the nation less li<ely to start in one o' theterrains in the terrain mas<.
Table -1* Terrain mass
7br 8ite ffect
216 +ar its 1 'ire em
!60 +he Sun )elo8 ! 'ire ems
2#! +hunder %a< 1 air em
24/ alace o' Dreams ! air ems
36, (eepin Stone 1 8ater em
36! Mercury ond 2 8ater ems
330 FroPen Fountain 3 8ater ems
3#! Mineral $a5e 1 earth em
!6, +he Deepest Mine ! earth ems
!2! ainted $a5e 1 astral pearl
!#1 Li*rary o' +ime ! astral pearls
!01 )urial Mound 1 death em
#60 (ell o' Dar<ness 3 death ems
#2! (ild Forest 1 nature em
#,3 "ncient Forest 2 nature ems
#06 +he re5ious Forest ! nature ems
2:) 7br Terrain
- 6 lains
6 1 Small ro5ince
1 2 Lare ro5ince2 ! Sea
3 4 Fresh8ater
! 1, Mountain
# 32 S8amp
, ,! (aste
0 124 Forest
4 2#, Farm
/ #12 :ostart
16 162! Many Sites
11 26!4 Deep Sea
12 !6/, $a5e22 !1/!36! )order Mountain
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16 (ation Modding 56
1.-3 A ints
+hese mod commands are instructions to theDominions ! arti'icial intellience on certain
aspects o' manain the nation. +hey ha5e noe''ect in a ame 8here the nation is controlled *ya human player.
aiholdgod
(hen playin this nation the " 8ill ne5er lea5ethe home pro5ince 8ith the pretender.
aia,ae 3%ercent
(hen playin this nation the " 8ill ha5e thismuch extra chance o' choosin an a8a<e
pretender.
bloodnation
Ma<es the " more li<ely to research *lood maicand hunt 'or *lood sla5es. Mictlan has this hint.
aigoodbless 3=H1==
;se to increase the chance o' creatin a po8er'ul*less. 166Qonly do ods 8ith a po8er'ul *lesse''ects 'or this nation.
aimusthavemag 3magic %ath number
Ma<es " pretender ha5e at least 3 in this maicschool. %nly one o' these possi*le per nation.
Table -2* Magic 0ath 7umbers
aifirenation
7int to " that Fire maic is used a lot in thisnation and that a 'ire od is pro*a*ly ood.
aiairnation
7int to " that "ir maic is used a lot in this nationand that an air od is pro*a*ly ood.
ai,aternation
7int to " that (ater maic is used a lot in thisnation and that a 8ater od is pro*a*ly ood.
aiearthnation
7int to " that 9arth maic is used a lot in thisnation and that a earth od is pro*a*ly ood.
aiastralnation
7int to " that "stral maic is used a lot in thisnation and that an astral od is pro*a*ly ood.
aideathnation
7int to " that Death maic is used a lot in thisnation and that a death od is pro*a*ly ood.
ainaturenation
7int to " that :ature maic is used a lot in this
nation and that a nature od is pro*a*ly ood.
aibloodnation
7int to " that )lood maic is used a lot in thisnation and that a *lood od is pro*a*ly ood.7br Magic 0ath
6 Fire
1 "ir
2 (ater
3 9arth
! "stral
# Death
, :ature
0 )lood
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16 (ation Modding 57
1.-4 9nit Lists * ecruitment
+hese commands are used to assin a nationOsunits commanders and heroes. ;nits recruited
'rom national start sites are not a''ected.
clearrec
$lears the list o' recruita*le units andcommanders G*ut not odsH 'or this nation.
startcom 3name 6 3nbr
+he nation 8ill start 8ith this commander. +hiscommand also remo5es all old start troops andmust *e used 8hen chanin start units.
startscout 3name 6 3nbr+he nation 8ill start 8ith this unit as an extracommander.
startunitt'%e1 3name 6 3nbr
+he commander 8ill ha5e units o' this type.
startunitnbrs1 3nbr of units
+he num*er o' start units. De'ault is 26 units.
startunitt'%e2 3name 6 3nbr
+he commander 8ill ha5e a second squad 8iththese units.
startunitnbrs2 3nbr of units
+he num*er o' start units in the second squad.De'ault is 26 units.
addrecunit 3name 6 3nbr
"dd a unit to the list o' recruits 'or this nation.
addreccom 3name 6 3nbr
"dd a unit to the list o' recruita*le commanders'or this nation.
u,unit1...5 3name 6 3nbr
"dd a unit to the list o' recruita*le units inunder8ater 'orts 'or this land-*ased nation.
u,com1...5 3name 6 3nbr
"dd a unit to the list o' recruita*le commanders inunder8ater 'orts 'or this land-*ased nation.
coastunit1...- L3nameL 6 3nbr
"dd a unit to the list o' recruita*le units 'or thisnation in coastal 'orts only.
coastcom1...2 L3nameL 6 3nbr
"dd a unit to the list o' recruita*le commanders'or this nation in coastal 'orts only.
addforeignunit 3name 6 3nbr
+his unit can only *e recruited in pro5inces 8ithno 'ort.
addforeigncom 3name 6 3nbr
+his commander can only *e recruited inpro5inces 8ith no 'ort.
Bterrainrec 3name 6 3nbr
+his unit can *e recruited in VterrainW pro5inces8ith or 8ithout 'ort. See Table -2.
Bterraincom 3name 6 3nbr
+his commander can *e recruited in VterrainWpro5inces 8ith or 8ithout 'ort. See Table --.
Table --* Terrainrec Commands
hero1...< 3monster nbr
i5es a hero to the modded nation. " nation canha5e up to six di''erent heroes. ;se monster n*r-1 to remo5e a hero.
multihero1...2 3monster nbr
i5es a multihero to the modded nation. ;seImultihero1 or Imultihero2 'or up to t8o di''erentmultiheroes. " multihero is a hero that ne5erruns out i.e. there is an in'inite supply o' thattype o' hero.
merccost 3%ercent
Mercenaries are this much more expensi5e. $an*e neati5e.
Terrainrec
I'orestrec
I'orestcom
Imountainrec
Imountaincom
Is8amprecIs8ampcom
I8asterec
I8astecom
Ica5erec
Ica5ecom
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16 (ation Modding 58
1.-5 (roincial De&ense
+hese commands set the nationOs pro5incialde'ense GDH.
defcom1 3name 6 3nbr$ommander 'or local de'ense. +his commandalso remo5es all old de'ense settins and must*e used 8hen chanin the de'ense composition.
defcom2 3name 6 3nbr
9xtra commander 'or local de'ense equal to orreater than 26.
defunit1 3name 6 3nbr
Standard unit 'or local de'ense in pro5inces 8ith
'orts. (ithout 'orts they appear at D 26N.
defunit1b 3name 6 3nbr
Second type o' standard unit 'or local de'ense.+hey appear li<e de'unit1.
defunit2 3name 6 3nbr
)onus units 'or local de'ense equal to or reaterthan 26 in pro5inces 8ith 'orts only.
defunit2b 3name 6 3nbr
Second type o' *onus units 'or local de'enseequal to or reater than 26 in pro5inces 8ith 'orts.
defmult1 3multi%lier
:um*er o' units per 16 points o' de'ense. 9..de0mult. / 8ill yield 2 units per point o'de'ense 8hich is also the de'ault.
defmult1b 3multi%lier
:um*er o' units per 16 points o' de'ense 'or thesecond unit type. +he de'ault 5alue is 6.
defmult2 3multi%lier:um*er o' *onus units per 16 points o' de'enseequal to or reater than 26.
defmult2b 3multi%lier
:um*er o' units per 16 points o' de'ense equal toor reater than 26 'or the second *onus unit type.+he de'ault 5alue is 6.
lies%o% 3%o%t'%e
+he nation ets cheaper D 'rom this poptype.
$an *e used multiple times 'or di''erent poptypes.
1.-. ,ods
+hese commands set the ods 'or a nation.
cleargods
$lears the list o' pretender ods 'or this nation.+he Iclearnation command also does this. +hiscommand does not clear homerealm *utclearnation does. 7omerealm ods must *eremo5ed 8ith the delgod command.
addgod 3monster name 6 3nbr
"dds this monster as a od to the nationOs list o'5alid ods. +he monster must ha5e thestartdom and %athcost commands set. ' themonster does not ha5e a de'ined homerealm this
command is the only 8ay to add it as a od.
Table -4* ome realm numbers
homerealm 3realm nbr
"ny ods that *elon to this realm Gthrouh theuse o' the homerealm monster moddincommandH are automatically included in the
nationOs de'ault list o' pretenders and need not *eseparately added to the list 8ith the addgod command. See Table -4. ;nli<e the homerealmo' a pretender od the homerealm o' a nationcannot *e cleared.
delgod 3monster 6 3monster nbr
Deletes a od that is other8ise ained throuhhomerealm use.
godrebirth
+he nationOs od does not lose any maic path
le5els 8hen recalled 'rom the dead *y priests.
7br !ealm
1 :orth
2 $eltic
3 Mediterranean
! Far 9ast
# Middle 9ast
, Middle "merica
0 "'rica
4 ndia/ Deeps
16 De'ault
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chea%god2= 3name 6 3nbr
:ation can choose this od 'or 26 desin pointsless.
chea%god4= 3name 6 3nbr:ation can choose this od 'or !6 desin pointsless.
1.-) Forts * !uildings
fortera 3=H4
Determines 8hat <ind o' 'orts the nation can*uild.
6 Q palisades only 1 Q standard 'orts 'or early era 2 Q standard 'orts 'or middle era 3 Q standard 'orts 'or late era ! Q *etter than standard 'orts 'or late era
Table -5* #ort 7umbers
fortcost 3e)tra cost
9xtra cost is the additional amount o' old thenation must pay 'or its 'orts expressed as apercentae o' the normal cost 'or *uildin a 'ort.+he de'ault 5alue is 6.
u,build 3= or 1
Determines the a*ility o' a land nation to *uild'orts under8ater. " 5alue o' 1 means yes.
labcost 3%riceold cost 'or *uildin a la*. +he de'ault is #66.
tem%lecost 3%rice
old cost 'or *uildin a temple De'ault is !66.
tem%le%ic 3%ic nbr
+emple should loo< li<e this. See Table -< 'orsome pic num*er 5alues.
Table -<* Tem%le %ictures
tem%legems 3t'%e
+he nationOs temples i5e ems up to amaximum o' current dominion strenth. emtype is a 5alue 'rom 6 to 0 G6Q'ire 0Q*loodH. SeeTable -2 'or a list.
7br Tem%le loo6 yramid 8ith steps
1 ;nder8ater
2 ree<
3 rish monastery
! Mountain castle
# ndian
, ree<
0 Southeast ndian
4 +emple ruins
/ $athedral
16 Forest
11 :orse
13 9ye o' the 5oid
1! Mayan
1# Far 9ast 1
1, South ndian
10 $rystal
14 Far 9ast 2
7br ra #ort
1 6-1 .alisades
2 6-1 X(ooden +o8ers
3 1-2 Fortress
! 2-3 $astle# 3 $itadel
, 1-3 Xate 7ouse
0 1-3 X+o8ers
4 3 X"dditional +o8ers
/ 1-3 X?illin round
16 3 XDeep (ell
11 6-3 XSupply Storae
12 6-3 X;nderround Storae
13 :A" $rystal $itadel
1! :A" Maic +o8er
1# 6-1 ?elp .alisades
1, 1-2 ?elp Fortress
10 2-3 )asalt $astle
14 1-3 XRoads
X Fort upgrade
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16 (ation Modding 60
1.-/ Dominion
+hese commands are set the special attri*utes o' the nation and its Dominion.
nodeathsu%%l'
" death scale does not ad5ersely a''ect supplies. "*ysia has this a*ility.
castle%rod 3resource boost in %ercent
Resource *onus 'or 'orts. Middle 9ra ;lm has 2#in this meanin they et 2#B more resources intheir 'orti'ied pro5inces than another nation 8iththe same 'ort. De'ault is 6.
tradecoast 3income boost in %ercentncome *onus 'or coastal 'orts. +he nation ainsmore old 'rom coastal pro5inces than anothernation 8ith the same 'ort. )erytos has this a*ility.+he de'ault calue is 6.
golemh% 3%ercent
nanimate *eins in ain a percentae *oost totheir hit points 'or each dominion candle Golem$ult dominion li<e "arthaH.
s%readcold 3value
+he nationOs dominion spreads Cold outside its*orders li<e :ie'elheim.
s%readheat 3value
+he nationOs dominion spreads 9eat outside its*orders li<e "*ysia.
s%readchaos 3value
+he nationOs dominion spreads "urmoil outside its*orders.
s%readlaz' 3value+he nationOs dominion spreads Slot1 outside its*orders.
s%readdeath 3value
+he nationOs dominion spreads Deat1 outside its*orders.
7OT* +he 5alue 'or all scale spread commandscan *e 'rom 1-3 and indicates the maximumscale 5alue it can raise near*y pro5inces to as8ell as the speed 8ith 8hich it spreads.
no%reach
riests o' this nation cannot preach. Mictlan hasthis disad5antae.
d'ingdom
Dominion is dyin and needs *lood sacri'ice.+emples ha5e no e''ect here except i' *loodsacri'ices are per'ormed there or i' a priestpreaches there. Mictlan has a dominion li<e thiscom*ined 8ith Ino%reach and sacrificedom.
sacrificedom
riests o' this nation can ma<e *lood sacri'ices toincrease dominion. Mictlan has this *ene'it.
domill 3value+he nationOs Dominion <ills population li<e "shen9mpire 9rmor. alue o' 16 Q 1BXDominion <illede5ery month.
domunrest 3value
+he nationOs Dominion causes unrest. ;nrest isequal to N16XDominion per month.
autoundead
+he nationOs Dominion automatically spa8ns
undead li<e "shen 9mpire 9rmor.
guards%irit 3monster name 6 3nbr
riests o' this nation ha5e a chance o' recei5ina uardian anel 8hen in *attle.
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16 (ation Modding 61
1.-0 9ndead eanimation
+hese commands i5e the nationOs priests thea*ility to reanimate 5arious types o' undead.
:ote that autoundead is not a reanimationcommand since it is dependent on Dominion notpriest le5els or actions *y priest commanders.
zombiereanim
riests can reanimate houls soulless andlondead in'antry and ain 1# points o' undeadleadership per holy maic le5el.
horsereanim
riests 8ith holy maic o' le5el 3 or hiher can
reanimate londead horsemen. Sceleria and "shen 9mpire 9rmor ha5e this attri*ute.
,ightreanim
riests 8ith holy maic o' le5el ! or hiher canreanimate undead Lictors. "shen 9mpire 9rmorhas this attri*ute.
maniinreanim
riests can reanimate carrion *easts mani<insand other anaean undead. "sphodel has thisattri*ute.
tomb,'rmreanim
riests can reanimate soulless o' $Otis londeado' $Otis tom* 8yrms and other special $Otissianundead. Desert +om*s $Otis has this attri*ute.
7OT* $aelian "tlantian >otun Rephaite andmon<ey undead are hardcoded 'or theirrespecti5e nations and their reanimation cannot*e unloc<ed 'or moddin usin reanimationcommands.
7ational !eanimation (ists
;se the 5arious monster summonin commandssuch as ma5emonsters.+++; 8ith a montag 5alue to create custom reanimation lists 'or thosepriests that need it.
1> 0o%t'%e Modding;se these commands to mod poptypes.
select%o%t'%e 3%o%t'%e
" poptype must *e selected *e'ore usin anyother poptype commands. See Table ->a andTable ->b 'or poptype num*ers.
end
9nd moddin each poptype 8ith this command.
clearrec
$lears the recruitment list o' all units andcommanders.
cleardef
$lears pro5ince de'ence units 'rom the poptype.
addrecunit monster
"dds a unit to the recruitment list.
addreccom monster
"dds a commander to the recruitment list.
defcom1 3name 6 3nbr
Sets the secondary commander 'or this poptypeOsD 8hen D is 26 or hiher.
defunit1 3name 6 3nbr
Sets the 'irst type o' unit in the poptype D.
defunit1b 3name 6 3nbr
Sets the second type o' unit in the poptype D.
defunit1c 3name 6 3nbr
Sets the third type o' unit in the poptype D.
defmult1 3multi%lier
:um*er o' units per 16 points o' de'ense. 9..de0mult. / 8ill yield 2 units per point o'de'ense 8hich is also the de'ault.
defmult1b 3multi%lier
:um*er o' units per 16 points o' de'ense 'or thesecond unit type.
defmult1c 3multi%lier
:um*er o' units per 16 points o' de'ense 'or thethird unit type.
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17 )opt*pe Modding 62
Table ->a* 0o%t'%es %art 1Table ->b* 0o%t'%es %art 2
7br 0o%t'%e
,6 Militia Lt n' "rchers
,1 aettir +rolls
,2 +ri*als Deer
,3 +ritons
,! +ritons
,# chtyids
,, aettir
,0 aettir D8ar5en Smith
,4 Sliners 75y n' 9lephants
,/ "sme
06 aettir S5artal'
01 +rolls02 Mermen
03 +ritons +riton ?nihts
0! Lt n' Lt $a5 $ataphracts
0# 7o*ur L"
0, 7o*ur 9"
00 "ta5i "pes
04 +ri*als (ol'
0/ +ri*als )ear
46 +ri*als Lion
41 ale %nes
42 +ri*als >auar
43 +ri*als +oad
4! $a5emen
4# ?appa
4, )a<emono
40 )a<emono
44 ?o-%ni
4/ Fir )ol
/6 +urtle +ri*e +ritons
/1 Shar< +ri*e +ritons
/2 Shar< +ri*e Shar< Riders/3 [otP
/! La5a-*orn
7br 0o%t'%e
2# )ar*arians2, 7orse +ri*e
20 Militia "rchers 75y &n'
24 Militia "rchers 75y &n'
2/ Militia "rchers 75y &n'
36 Militia Lon*o8 ?niht
31 +ritons
32 Lt &n' 75y &n' -)o8
33 Lt &n' 75y &n' -)o8
3! Raptors
3# Sliners
3, LiPards
30 (oodsmen
34 7o*ur
3/ Militia "rchers Lt &n'
!6 "maPon $rystal
!1 "maPon arnet
!2 "maPon >ade
!3 "maPon %nyx
!! +rolodytes
!# +ritons Shar< ?nihts
!, "m*er $lan +ritons!0 -)o8 75y $a5alry
!4 Militia Lt &n' 75y &n'
!/ Militia Lt &n' 75y &n'
#6 Militia Lt &n' 75y &n'
#1 Militia Lt $a5 75y $a5
#2 Militia Lt $a5 75y $a5
#3 Militia Lt $a5 75y $a5
#! 75y &n' 75y $a5alry
## 75y &n' 75y $a5alry
#, 75y &n' 75y $a5alry
#0 Sham*lers
#4 Lt &n' 75y &n' -)o8
#/ Militia Lt &n' "rchers
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18 +enera# Modding 63
1; $eneral Modding
%o%%ergold 3%eo%le+he amount o' people required 'or one pound o'old in taxes. De'ault is 166.
resourcemult 3%ercent
" multipler 'or the amount o' resource 'ound in aland. De'ault is 166.
su%%l'mult 3%ercent
" multipler 'or the amount o' supplies 'ound in aland. De'ault is 166.
unresthalfinc 3unrest level
+he amount o' unrest that cuts income in hal'.De'ault is #6.
unresthalfres 3unrest level
+he amount o' unrest that cuts resources in hal'.De'ault is 166.
eventisrare 3%ercent
Random e5ents are di5ided into t8o cateoriescommon and rare. +his 5alue is the chance o' a
random e5ent to *e a rare one. De'ault is 1#.
turmoilincome 3%ercent
+he e''ect turmoil and order has on income.De'ault is #.
turmoilevents 3%ercent
7o8 turmoil a''ects the e5ent 'requency. De'aultis 2.
deathincome 3%ercent
+he e''ect death and ro8th has on income.De'ault is 3.
deathsu%%l' 3%ercent
+he e''ect death and ro8th has on supplies.De'ault is 26.
deathdeath 3=.=1 %ercent
+he e''ect death and ro8th has on populationdeath in 6.61B per month. De'ault is 26.
slothincome 3%ercent
+he e''ect sloth and producti5ity has on income.De'ault is 2.
slothresources 3%ercent
+he e''ect sloth and producti5ity ha5e onresources. De'ault is 1#.
coldincome 3%ercent
+he e''ect cold and heat ha5e on income.De'ault is #.
coldsu%%l' 3%ercent
+he e''ect cold and heat has on supplies. De'aultis 16.
tem%scaleca% 3value
$hanin temperature scale more than this doesnot yield extra desin points. De'ault 5alue is 3.
misfortune3%ercent
7o8 GmisH'ortune a''ects the possi*ility o' ane5ent *ein ood. De'ault is 1#.
lucevents 3%ercent
7o8 luc< a''ects e5ent 'requency. De'ault is #.
researchscale 3bonus
+he amount o' research *onus recei5ed permae 'rom a maic scale o' N3. De'ault is 3.
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20 'mportant (otes 65
2= /m%ortant 7otes
27-1 Modding 8um#er Limits+hese are the num*er ranes that can *e used'or moddin 5arious aspects o' Dominions !.
+ea%ons* 6-1/// 066N 'or moddin Armor* 6-/// 2#6N 'or moddin Monsters* 6-,/// 3666N 'or moddin 7amet'%es* 166-2// 1,6N 'or moddin 8%ells* 6-2/// 1166N 'or moddin /tems* 6-/// #66N 'or moddin Magic 8ites* 6-1/// 1#66N 'or moddin 7ations* 6-1// 166N 'or moddin Descri%tions* 1/// characters
21 Converting Dom- Modsfor Dom4Dominions 3 mods are compati*le 8ithDominions ! 8ith certain reser5ations. +he'ollo8in o*Kects ha5e *een modi'ied and ha5edi''erent num*ers in Dominions ! than they hadin Dominions 3=
:ations Maic items Maic sites Spells Forts
"ll nation mods must *e updated to use 5alidnation num*ers 'or Dominions !
"ll maic item mods must *e updated to use thecorrect item num*ers 'or Dominons !.
"ll spell mods that use spell num*ers 'or spell
selection must *e updated to use the Dominons !spell num*ers.
"ll 'ort commands must use Dominions ! 'ortnum*ers or the mod 8ill cause the ame to crashto the des<top.
"ll mods that modi'y maic sites *y site num*erinstead o' site name must *e updated tocorrespond to the site num*ers in Dominions ! or the results 8ill *e 8ildly unpredicta*le. Sitenum*ers in Dominions ! are enerally at least
166 points reater than they 8ere in Dominions 3and many o' the sites ha5e *een mo5ed around8hich has caused them to *e reordered andsu*sequently also renum*ered.
See the sections *elo8 'or notes and tips on8hat to chec< modi'y or ta<e into account 8hencon5ertin your Dominions 3 mods. +here aremany commands that ha5e *een chaned or thatno8 8or< di''erently e5en thouh their syntax isexactly the same.
Many than<s to DeathKester >aPPepi %hlmannSom*re and others 8ho contri*uted to the list inthis section.
+ea%on Modding
Damae +ypes - 'or ne8 8eapons setappropriate damae types= Islash AIpierce A I*lunt or other applica*le.
/tem Modding
magicboost multipath 5alues are di''erent
7ation Modding
flag imaesiPe has chaned to ,!x,! inde%flag siPe has chaned to ,!x,! $ods - set homerealm i' appropriate and
addAdelete ods to 'it the nation slo,rec Slo8 to Recruit Gmonster
moddin commandH is a *i chane inDominions !. +his should most li<ely
apply to the most po8er'ul mae o' thenation perhaps to more than one mae.$ompare 8ith other nations. +his miht8arrant a lo8er price in some cases.
reclimit Gmonster moddin commandHconsider usin reclimit 'or anyoutstandin recruits - this miht also8arrant a lo8er price in some cases.
Bterrainrec consider usin 'oreinrecruitment or terrain *ased recruitment'or some troops or commanders Gnotal8ays appropriate o' courseH
#orts $on5ert to ne8 system Gseelistins on pae #!H
8%ell Modding
+est all spells in Dominions !. Spellsha5e chaned names in Dom! in quite a'e8 cases so especially nextspells areli<ely to stop 8or<in.
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21 -on.erting /om3 Mods or /om4 66
Monster Modding
gcost consider usin autocalc Guse'ulas a re'erence and you can chane or
t8ea< the 5alues a'ter8ardsH sha%echange all 'orms o' need this maemonsters1...5 no8 8ith an s at
the end coldres no loner a percentae fireres no loner a percentae shocres no loner a percentae %oisonres no loner a percentae sailing no8 requires aruments standard remo5e or chane to
Iinspirational Generally spea<inH fi)edname 'or heroes and unique
monsters no need to use nametypes 'orthis anymore.
researchbonus should in most cases*e increased or decreased *y a*out #6Bdue to the hiher research 5alues inDominions ! 5s Dominions 3.
forgebonus should in most cases *econ5erted to fi)forgebonus the ne8discount system in dom !
healer attri*ute should enerally *eautohealer instead and in some casesautodishealer disease healer Gstandard5alue 'or *oth Q 1H
fear - FearOs *aseline is di''erent andshould essentially *e i5en a N#adKustment. So Fear 6 should *e Fear #and Fear # should *e Fear 16. +8ea<5alues until the results re'lect this.
a,e - "8e should *e increased *y 1.(hat 8as a8e 6 GstandardH should no8*e a8e 1. +8ea< 5alues until the resultre'lects this.
22 Obsolete ModdingCommands+hese commands no loner exist *ecause theyha5e either *een rendered o*solete *y ne8moddin commands or ha5e simply *eenremo5ed altoether. (hen con5ertin mods 'romDominions 3 to Dominions ! all instances o'these commands should *e pured to pre5entcompati*ility issues.
21-1 Monster modding
restrictedgod 3nation nbr
+his monster can *e chosen as a od *ut only *ythis nation. See Table 2>a and the t8o 'ollo8inta*les 'or a list o' nation num*ers.
maemonster
+his command is no8 Ima<emonster s 8ith an sat the end o' monster.
21-2 8ation Modding
ma%bacground 3imgfile
Set the imae that should *e used as map*ac<round. " suita*le siPe 'or the *ac<roundis #12x#12 or 162!x162! pixels. SiPes in*et8een 8ill *ecome some8hat 'uPPy as they 8ill*e resiPed to a suita*le siPe.
startfort 3fort nbr
Start 8ith this type o' 'ort.
defaultfort 3fort nbr
:e8ly *uilt 'orts 8ill *e o' this type.
farmfort 3fort nbr
:e8ly *uilt 'orts in 'armlands 8ill *e o' this type.
mountainfort 3fort nbr
:e8ly *uilt 'orts in mountains 8ill *e o' this type.
forestfort 3fort nbr
:e8ly *uilt 'orts in 'orests 8ill *e o' this type.
s,am%fort 3fort nbr:e8ly *uilt 'orts in s8amps 8ill *e o' this type.
u,fort 3fort nbr
:e8ly *uilt 'orts in under8ater pro5inces 8ill *eo' this type.
dee%fort 3fort nbr
:e8ly *uilt 'orts in deep under8ater pro5inces8ill *e o' this type.
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Appendi A -hange#og 67
A%%endi) A* Changelog+his section contains a list o' chanes compared
to the pre5ious 5ersion o' the moddin manual.
> Monster Modding basic
Reordered section to re'lect pretender odautocalc
retender autocalc 8ill appear later 8henit is more sta*le and less 'luid than no8.%ther8ise it 8ould need constant re8rites.
rouped recruitment rules and desertioncommands toether.
Mo5ed itemslot commands here.
:e8 commands= Ienchre*ate#6
;H4 Age@ ealing & Afflictions
:e8 commands= Ilanddamae Ihpo5erslo8
;H< Combat Auras
Ipoisons<in Iu8heat
;H1= Other Combat Abilities
:e8 commands= I*less*ers
;H12 8ha%echanging
:e8 commands= Ixploss
12 /tem Modding
;pdated commands= Irestricted Gsame 'or spell moddinH
:e8 commands Gsection 12-4H= Iu8heat Ihpo5erslo8 Ipoisons<in I*less*ers Ixploss
1< 7ation Modding
"ltered order o' D and od commands due topae 'ormattin considerations and updatednation num*er ta*les.
:e8 commands= Iaiood*less Iaimustha5ema Iai'irenation Iaiairnation Iai8aternation Iaiearthnation Iaiastralnation Iaideathnation Iainaturenation Iai*loodnation
1> 0o%t'%e Modding
D commands 'or poptypes Gmostly 8or< li<e Dcommands 'or nations *ut note di''erencesH.
Other changelog notes
+a*les 16 to 1# ha5e *een reshu''led.+his appendix has *een added in 5ersion !.10
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Appendi ! a$#es 68
A%%endi) * Tables
Table 1* Common manufactured ,ea%ons
Table 2* !are manufactured ,ea%ons
Table -* Common natural ,ea%ons. senumber instead of name ,hen it is available.
7br +ea%on 7ame Comment
/2 Fist
2/ $la833 $la8s 2 attac<s
26 )ite
23# incer
4# +entacle
## 7oo' 'or monsters
#, 7oo' dmQ16 'or <nihts
1!! Stiner death poison
120 enomous )ite 8ea< poison
23/ enomous Fans stron poison
,# enomous Fans death poison
2#1 enomous Fans paralyPin poison
2!4 enomous $la8 8ea< poison
2!/ enomous $la8 stron poison
1!, enomous $la8 death poison
2#6 oisoned $la8 8ea< paral. poison
!3 oisoned $la8 paralyPin poison
14# Lihtnin S8arm
,3 Li'e Drain
1!2 +ouch o' Leprosy
2,1 (e*
22# Fire )reath missile 8eapon/3 $old )reath missile 8eapon
,2 )ile missile 8eapon
22! oison Spit missile 8eapon
2,2 (e* Spit missile 8eapon
7br +ea%on 7ame Comment
2#0 )ardiche
2#, ?ryss
2#3 7atchet
2#4 $laymore
2#/ 9xecutioners "xe
1#3 Stic<
2#2 $lu*
2,# Spi<ed $lu*
1,# reat $lu*
2,0 .ic< "xe
2,3 :et
2,6 +hro8in "xe Missile (eapon
2,, reat )o8 Missile (eapon
7br +e a%on 7ame Comme nt1 Spear
2 i<e
# 7al*erd
! Lance
/ Daer
, Short S8ord
4 )road S8ord
11 reat S8ord
12 Mace
13 7ammer
1! Maul
1# Mornin Star
1, Flail
10 "xe
14 )attle "xe
0 uartersta''
!6 (hip
22 Slin Missile (eapon
21 >a5elin Missile (eapon
23 Short )o8 Missile (eapon
2! Lon )o8 Missile (eapon2,! $omposite )o8 Missile (eapon
2# $ross*o8 Missile (eapon
2, "r*alest Missile (eapon
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Appendi ! a$#es 69
Table 4* 8ome sound effects available for ,ea%ons and s%ells.
Table 5* Afflictions
2:) Affliction
6 disease
1 curse3 plaue
# curse o' stones
, entanle
0 rae
4 decay
/ *urn
16 destroyed armor
11 rusty armor
12 *lind
13 *leed
1! earth rip
1, 'ire *onds
10 'alse 'etters
14 limp
1/ lost eye
26 8ea<ness
21 *attle 'riht
22 mute
23 chest 8ound
2! crippled
2# 'ee*le minded2, ne5er healin 8ound
20 slime
24 'roPen
2/ 8e**ed
36 arm loss
8am%le 8ound effect
0 Daer
4 S8ord/ (hip
16 $lu* axe
11 Flail mornin star
12 Spear pi<e
13 $ross*o8 ar*alest
1! )o8
1# Slin
1, Fire 'lare
14 Li'e drain
1/ >a5elin
26 )anshee
21 Frost *last
22 Mind *last
2! 9lectricity
2/ 9l' shot
34 $la8 *ite <ic<
!, )lo8 pipe
#6 Serpent
04 Lion
43 )o )east
40 ine
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Appendi ! a$#es 71
Table >* 8ome fl's%rites available for missile,ea%ons Table ;* 8ome e)%losion loos available for
,ea%ons and s%ells
#) nbr (oos lie
16661 Fallin shimmerin colors
16662 Fallin 8hite
16663 Fallin red1666! Fallin reen
1666# Fallin *lue
1666, Fallin liht red
16660 Fallin liht reen
16664 Fallin liht *lue
1666/ Fallin purple
16616 Fallin yello8
16611 Fallin orane
16612 Fallin cyan
16621-1663/ Fe8 'allin colors
166!1-166,/ Risin mists
16161-1611/ 9xplosion
16121-1613/ 9xplodin as
16164 $old )last
16113 Fire*all
161!1 Risin purple
16266 $urse
1626, Soul Slay
1621/ Lihtnin
#l's%rite (oos lie
166 1 )oulder
16/ 1 "rro8116 1 >a5elin
111 1 Slin stone
133 ! Fire s8irl
130 ! Frost s8irl
1!1 4 Multi colored s8irl
216 ! Lihtnin *olt
20! ! )ane 'ire arro8
36! ! )lade 8ind missile
313 ! Stic<y oo
33/ 3 95il death thiny
3#6 ! Fire arro83#! ! Fire Ka5elin
3,2 ! Fire *oulder
3/# ! 9l' shot
!63 1 )lo8 un needle
!6! 3 reen ooey missile
!11 ! +hro8in axe
!1, 3 (e*
!1/ 1 ine arro8
Animationlength
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Appendi ! a$#es 73
Table 1= & --* ome realm numbers
Table 1-* !esistance e"uivalencies
Table 12* /tem slot values
Table 1<* (eadershi% bonuses from magic
Table 1>* Magic %ath numbers for monsters
Table 1;* 0ath mass
7umber Magic 0ath
124 Fire
2#, "ir
#12 (ater
162! 9arth26!4 "stral
!6/, Death
41/2 :ature
1,34! )lood
320,4 riest
7br Magic 0ath6 Fire
1 "ir
2 (ater
3 9arth
! "stral
# Death
, :ature
0 )lood
4 riest
#6 Random#1 9lemental
#2 Sorcery
Magic (drH7 (drH& (drHM
Fire # 6 #
"ir 6 6 #(ater 6 6 #
9arth 6 6 #
"stral 6 6 16
Death 6 36 6
:ature 6 6 #
)lood 6 # #
Galue /tem 8lots
1 :othin
2 1 hand
, 2 hands
1! 3 hands
36 ! hands
124 1 head
34! 2 heads
162! 1 *ody26!4 1 'eet
!6/, 1 misc
12244 2 miscs
24,02 3 miscs
,1!!6 ! miscs
326, 2 hands head *ody 'eet
13!!, 2 hands head *ody 2 misc
1#!/! 2 hands head *ody 'eet 2 misc
Dom 4 Dom -
3 2#
0 #6
16 0#
1# 166
26 1#6
2# 266
7br !ealm
1 :orth
2 $eltic3 Mediterranean
! Far 9ast
# Middle 9ast
, Middle "merica
0 "'rica
4 ndia
/ Deeps
16 De'ault
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Appendi ! a$#es 74
Table 15a* 7ame t'%e numbers %art 1
Table 15b* 7ame t'%e numbers %art 2
7umber T'%e of 7ame
123 Mictlan male12! Mictlan 'emale
12# Macha<a 'emale
12, Macha<a male
.= Custom name list
. Custom name list
12/ Mon<ey male
136 Mon<ey 'emale
131 9" ;lm male
132 9" ;lm 'emale
133 >apanese 'emale
13! >apanese male
13# "maPon
13, Sauromatia
130 Mar5erni male
134 Mar5erni 'emale
13/ "nels
1!6 Demons
1!1 nuit
1!2 +ir na nY% male
1!3 +ir na nY% 'emale
1!! :ature *easts1!# (ooden *easts
1!, Rus male
1!0 Rus 'emale
1!4 ath male
1!/ Rephaim
1#6 athARephaim 'emale
1#1 ;r male
1#2 ;r 'emale
.;? @ ./ Reser3ed
.. @ BB Custom name list
7umber T'%e of 7ame
166 Misc male
161 "*ysian
162 Man male
163 Man 'emale
16! ;lm male
16# ;ndead
16, ythium male
160 "rcoscephale male
164 "rcoscephale 'emale
16/ anaea male
116 anaea 'emale
111 $aelum male112 $aelum 'emale
113 $tis male
11! Marinon male
11# >otunheim male
11, >otunheim 'emale
110 Deep %ne
114 ythium 'emale
11/ Misc 'emale
126 $Otis 'emale
121 +Oien $hi male122 +Oien $hi 'emale
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Appendi ! a$#es 75
Table 1?* Magic schools
Table 21* 8ome effect values for combats%ells
Table 1-* Monster summoning
Table 2=* Magic %aths for s%ells
Table 22* 8ome effect values for rituals
Table 2- & -1* Terrain mass
2:) 7br Terrain
- 6 lains
6 1 Small ro5ince
1 2 Lare ro5ince
2 ! Sea
3 4 Fresh8ater ! 1, Mountain
# 32 S8amp
, ,! (aste
0 124 Forest
4 2#, Farm
/ #12 :ostart
16 162! Many Sites
11 26!4 Deep Sea
12 !6/, $a5e
22 !1/!36! )order Mountain
7br ffect
16661 Summon monster
1661/ +eleport
16621 Summon commander
1663# $ross*reed
16630 Farsummon
16634 ndep. 'arsummon
1663/ i't o' Reason
166#6 "ssassination
166,3 )uild 'ort16600 "rmy teleport
7br 0ath of Magic
1 none
6 Fire
1 "ir 2 (ater
3 9arth
! "stral
# Death
, :ature
0 )lood
4 7oly
7br Monster
-1 Soulless
-2 Londead
-3 Soultrap host
-! houl
-# Random animal
-, Lesser horrorX
-0 7orrorX
-4 Doom 7orror
-/ Random *u
-16 Random ood cross*reed
-11 Random *ad cross*reed
-12 Random cross*reed G3B oodH
7br ffect
1 Summon monster
2 Damae spell
3 Stun damae
0 oison damae
11 Special damae
13 7ealin
26 )lin<
2! 7oly damae
24 9nsla5e
2/ $harm
31 Summon independent!3 )order summon
03 "nti maic damae
163 Drain li'e
7br 8chool
1 cannot (e researc1ed
6 $onKuration
1 "lteration2 95ocation
3 $onstruction
! 9nchantment
# +haumatury
, )lood
0 Di5ine
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Appendi ! a$#es 76
Table 24* /tem t'%es
Table 25* Magic %aths for magicboost items
Table 2<* ra mas for mercenaries
Table 2>* Magic site locmass
Table 2;* 8cale numbers
7br 8cale O%%osite
6 +urmoil %rder
1 Sloth roducti5ity
2 $old 7eat
3 Death ro8th
! Mis'ortune Luc<
# Drain Maic
M as. Te rrain
1 .lain
2 Forest
! Mountain4 (aste
1, Farm
32 Sea
,! $oast
124 S8amp
2#, Deep sea
#12 $a5e
1,34! ;nique
Mas. ra
1 9arly era
2 Middle era
3 9arly N middle
! Late era
# 9arly N late
, Middle N late
0 "ll eras
7br Magic 0ath
6 Fire
1 "ir
2 (ater
3 9arth
! "stral
# Death
, :ature
0 )lood
4 riest
#1 9lemental
#2 Sorcery#3 "ll paths
7br /tem T'%e
1 1-handed (eapon
2 2-handed (eapon
3 Missile (eapon! Shield
# )ody "rmor
, 7elmet
0 )oots
4 Misc &tem
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Appendi ! a$#es 77
Table 2?a* 7ation numbers@ arl' ra Table 2?b* 7ation numbers@ Middle ra
7br 7ation %ithet
33 "rcoscephale +he %ld ?indom
3! 9rmor "shen 9mpire
3# Sceleria Re'ormed 9mpire
3, .ythium 9merald 9mpire
30 Man +o8er o' "5alon
34 9riu Last o' the +uatha
3/ ;lm Fores o' ;lm
!6 Marinon Fiery >ustice
!1 Mictlan Rein o' the La8i5er
!2 +ien $hi &mperial )ureaucracy
!3 Macha<a Rein o' Sorcerors
!! "artha olem $ult
!# "*ysia )lood and Fire
!, $aelum Rein o' the Seraphim
!0 $tis Miasma
!4 .anaea "e o' )ronPe
!/ "sphodel $arrion (oods
#6 anheim "rri5al o' Man
#1 >otunheim &ron (oods
#2 anarus Land o' the $huds
#3 )andar Lo Land o' the "pes
#! Shinuyama Land o' the )a<emono## "shdod Rein o' the "na<im
#, Reser3ed
#0 :aPca ?indom o' the Sun
#4 i*al*a Flooded $a5es
40 "tlantis ?ins o' the Deep
44 Rlyeh Fallen Star
4/ .elaia +riton ?ins
/6 %ceania Mermidons
7br 7ation %ithet
# "rcoscephale olden 9ra, 9rmor :e8 Faith
0 ;lm 9nima o' Steel
4 Mar5erni +ime o' Druids
/ Sauromatia "maPon ueens
16 +ien $hi Sprin and "utumn
11 Macha<a Lion ?ins
12 Mictlan Rein o' )lood
13 "*ysia $hildren o' Flame
1! $aelum 9ale ?ins
1# $tis LiPard ?ins
1, anaea "e o' Re5elry10 "artha ale %nes
14 +ir na nO% Land o' the 95er Eoun
1/ Fomoria +he $ursed %nes
26 anheim "e o' anir
21 7elheim Dus< and Death
22 :ie'elheim Sons o' (inter
23 Reser3ed
2! Reser3ed
2# ?ailasa Rise o' the "pe ?ins
2, Lan<a Land o' Demons
20 Eomi %ni ?ins24 7innom Sons o' the Fallen
2/ ;r +he First $ity
36 )erytos hoenix 9mpire
31 i*al*a iil o' the Sun
43 "tlantis 9merence o' the Deep %nes
4! Rlyeh +ime o' "*oleths
4# elaia earl ?ins
4, %ceania $omin o' the $apricorns
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Appendi ! a$#es 78
Table 2?c* 7ation numbers@ (ate ra
Table -=* 8ome magic sites
Table -1* Terrain mass
Table --* Terrainrec Commands
Table 11 & -4* ome realm numbers
7br !ealm1 :orth
2 $eltic
3 Mediterranean
! Far 9ast
# Middle 9ast
, Middle "merica
0 "'rica
4 ndia
/ Deeps
16 De'ault
Terrainrec
I'orestrec
I'orestcom
Imountainrec
Imountaincom
Is8amprec
Is8ampcom
I8asterec
I8astecom
Ica5erec
Ica5ecom
2:) 7br Terrain
- 6 lains
6 1 Small ro5ince
1 2 Lare ro5ince2 ! Sea
3 4 Fresh8ater
! 1, Mountain
# 32 S8amp
, ,! (aste
0 124 Forest
4 2#, Farm
/ #12 :ostart
16 162! Many Sites
11 26!4 Deep Sea
12 !6/, $a5e
22 !1/!36! )order Mountain
7br 8ite ffect
216 +ar its 1 'ire em
!60 +he Sun )elo8 ! 'ire ems
2#! +hunder %a< 1 air em
24/ alace o' Dreams ! air ems
36, (eepin Stone 1 8ater em
36! Mercury ond 2 8ater ems
330 FroPen Fountain 3 8ater ems
3#! Mineral $a5e 1 earth em
!6, +he Deepest Mine ! earth ems
!2! ainted $a5e 1 astral pearl
!#1 Li*rary o' +ime ! astral pearls
!01 )urial Mound 1 death em
#60 (ell o' Dar<ness 3 death ems
#2! (ild Forest 1 nature em
#,3 "ncient Forest 2 nature ems
#06 +he re5ious Forest ! nature ems
7br 7ation %ithet
,6 "rcoscephale Si*ylline uidance
,1 ythium Serpent $ult
,2 Lemur Soul ate,3 Man +o8ers o' $helms
,! ;lm )lac< Forest
,# Marinon $onquerors o' the Sea
,, Mictlan )lood and Rain
,0 +ien $hi )ar*arian ?ins
Reser3ed
,/ >omon 7uman Daimyos
06 "artha ?tonian Dead
01 "*ysia )lood o' 7umans
02 $aelum Return o' the Raptors
03 $tis Desert +om*s0! anaea :e8 9ra
0# MidZrd "e o' Men
0, ;tZrd (ell o' ;rd
00 )oarus "e o' 7eroes
04 atala Rein o' the :aas
0/ ath Last o' the iants
46 Raha Dual ?indom
41 i*al*a Return o' the [otP
/1 "tlantis FroPen Sea
/2 Rlyeh Dreamlands
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Appendi ! a$#es 79
Table -5* #ort 7umbers
Table -<* Tem%le %ictures
7br Tem%le loo.
6 .yramid 8ith steps
1 ;nder8ater
2 ree<
3 &rish monastery
! Mountain castle
# &ndian
, ree<
0 Southeast &ndian
4 +emple ruins
/ $athedral
16 Forest
11 :orse
13 9ye o' the 5oid
1! Mayan
1# Far 9ast 1
1, South &ndian
10 $rystal
14 Far 9ast 2
7br ra #ort
1 6-1 .alisades
2 6-1 X(ooden +o8ers3 1-2 Fortress
! 2-3 $astle
# 3 $itadel
, 1-3 Xate 7ouse
0 1-3 X+o8ers
4 3 X"dditional +o8ers
/ 1-3 X?illin round
16 3 XDeep (ell
11 6-3 XSupply Storae
12 6-3 X;nderround Storae
13 :A" $rystal $itadel
1! :A" Maic +o8er
1# 6-1 ?elp .alisades
1, 1-2 ?elp Fortress
10 2-3 )asalt $astle
14 1-3 XRoads
X Fort upgrade
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Appendi ! a$#es 80
7br 0o%t'%e
,6 Militia Lt n' "rchers
,1 aettir +rolls
,2 +ri*als Deer
,3 +ritons
,! +ritons
,# chtyids
,, aettir
,0 aettir D8ar5en Smith
,4 Sliners 75y n' 9lephants
,/ "sme
06 aettir S5artal'
01 +rolls02 Mermen
03 +ritons +riton ?nihts
0! Lt n' Lt $a5 $ataphracts
0# 7o*ur L"
0, 7o*ur 9"
00 "ta5i "pes
04 +ri*als (ol'
0/ +ri*als )ear
46 +ri*als Lion
41 ale %nes
42 +ri*als >auar
43 +ri*als +oad
4! $a5emen
4# ?appa
4, )a<emono
40 )a<emono
44 ?o-%ni
4/ Fir )ol
/6 +urtle +ri*e +ritons
/1 Shar< +ri*e +ritons
/2 Shar< +ri*e Shar< Riders/3 [otP
/! La5a-*orn
7br 0o%t'%e
2# )ar*arians
2, 7orse +ri*e20 Militia "rchers 75y &n'
24 Militia "rchers 75y &n'
2/ Militia "rchers 75y &n'
36 Militia Lon*o8 ?niht
31 +ritons
32 Lt &n' 75y &n' -)o8
33 Lt &n' 75y &n' -)o8
3! Raptors
3# Sliners
3, LiPards
30 (oodsmen
34 7o*ur
3/ Militia "rchers Lt &n'
!6 "maPon $rystal
!1 "maPon arnet
!2 "maPon >ade
!3 "maPon %nyx
!! +rolodytes
!# +ritons Shar< ?nihts
!, "m*er $lan +ritons
!0 -)o8 75y $a5alry!4 Militia Lt &n' 75y &n'
!/ Militia Lt &n' 75y &n'
#6 Militia Lt &n' 75y &n'
#1 Militia Lt $a5 75y $a5
#2 Militia Lt $a5 75y $a5
#3 Militia Lt $a5 75y $a5
#! 75y &n' 75y $a5alry
## 75y &n' 75y $a5alry
#, 75y &n' 75y $a5alry
#0 Sham*lers
#4 Lt &n' 75y &n' -)o8
#/ Militia Lt &n' "rchers
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