Terms and abbreviations

Dominions 6 Glossary

Short definitions for rules, interface terms, abbreviations, and community language. Every entry links to the longer explanation.

106 termsDominions 6.37 baseline

Administration

A fort percentage used in income and adjacent resource draw calculations.

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Affliction

A persistent injury or impairment usually gained through damage, age, disease, or special effects.

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Army

A convenient name for commanders and assigned troops operating together; not always one indivisible rules object.

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Army rout

The battle-wide morale collapse that can force remaining units to retreat even when individual squads have not already routed.

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Artifact

A unique magic item that only one copy can normally exist at a time.

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Ascension Point

A victory point supplied by a claimed Throne of Ascension.

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Assassin

A commander or effect that initiates a restricted battle against a target commander.

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Automatic ID

An object identity assigned by the loader when a mod creates an object without a fixed numeric ID.

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Awakening

The process and timing by which a dormant or imprisoned Pretender becomes active.

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Battle group

A force that enters and resolves one tactical battle together; several forces in a province may not always form one group.

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Battle magic

Spells cast during tactical battle under scripting, range, targeting, gem, fatigue, and AI constraints.

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Bless

The collection of effects granted to a blessed sacred unit or commander.

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Blood slave

A Blood-magic resource with unit-like and logistical properties distinct from ordinary gems.

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Bodyguard

A unit assigned to protect a commander in an assassination battle, subject to bodyguard limits and arrival rules.

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Booster

An item, spell, shape, site, or effect that increases effective magic-path access.

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Breakpoint

A research level or access threshold at which a usable strategic or battlefield package becomes available.

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Call God

The priestly process used to return a dead Pretender, governed by rules distinct from ordinary resurrection.

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Capital-only

A restriction tying recruitment or another feature to a nation's original capital.

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Cataclysm

An endgame mechanism that increases late-game pressure and horror activity under relevant game settings.

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Chassis

The Pretender's physical form, including cost, paths, slots, statistics, movement, and special abilities.

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Collision

A conflict in which mods claim or alter the same identifier, code, variable, name reference, or dependent object incompatibly.

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Command

A single-hash instruction whose practical meaning depends on its object language, arguments, selector state, and manual context.

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Command template

An official grammar such as `(terrain)` or a numeric range that generates literal command spellings under stated restrictions.

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Commander

A unit that can receive strategic orders and may lead troops, cast spells, preach, patrol, build, or perform other commander actions.

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Commander Point

A local recruitment capacity used by commanders, separate from gold, resources, and ordinary Recruitment Points.

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Condition

A temporary or persistent unit state that changes action, statistics, targeting, recovery, loyalty, or future risk.

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Documentation status

The evidence class distinguishing a full official definition, reference-only entry, prose mention, derived template alias, or patch reconciliation.

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Communion

A battlefield magical network in which masters gain paths while slaves receive distributed fatigue and certain master-cast personal effects.

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Counter

A capability that attacks a necessary layer of an enemy plan rather than merely naming a theoretically favourable unit or spell.

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Critical hit

A fatigue-influenced combat result that can reduce the protection applied against damage.

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Dominion

A Pretender's religious territorial influence, carrying scales and interacting with gods, provinces, units, events, and elimination.

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Dome

A province-centred magical defence that may intercept or interfere with remote spells and attacks.

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DRN

The open-ended Dominions Random Number roll used in many opposed checks and damage calculations.

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Event

A hosting-time occurrence selected from conditions, rarity, state, targets, codes, variables, and effects.

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Event code

An identifier used to coordinate, restrict, or connect event logic; collisions can corrupt chains across mods.

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Event variable

Stored event state used by modded event systems to remember counters, flags, or progression.

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Experience

Unit-specific development gained over time and through battle, producing star bonuses at defined thresholds.

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Expansion party

A commander and troop package intended to capture independent provinces at an acceptable cost and tempo.

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Fatigue

An accumulating combat burden that reduces performance, increases vulnerability to critical hits, and can cause unconsciousness.

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Fear

An effect that pressures enemy morale and can accelerate rout without directly killing every target.

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Fort

A fortified location that changes recruitment, administration, resource draw, supply, ownership, siege, and retreat behaviour.

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Formation

A squad arrangement that changes density, frontage, contact time, exposure, and movement through the battlefield.

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Gem

A magical resource associated with a non-Blood path and used for rituals, forging, empowerment, and some battle spells.

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Global enchantment

A persistent ritual effect with broad world impact and political consequences.

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Grand Communion

A special strategic or large-scale communion system with rules distinct from an ordinary battlefield communion.

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Harassment

A melee pressure mechanic in which repeated attackers can degrade a defender's effective defence.

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Holy Point

A local recruitment capacity used by some sacred or holy commanders and units.

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Heroic ability

A growing special trait received by an eligible non-Pretender commander while in the Hall of Fame.

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Horror Mark

A persistent, stackable hidden mark that creates a monthly risk of a horror attack and makes the bearer a preferred target.

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Host

To resolve submitted turns; also the computer or service performing that resolution.

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Incarnate

A blessing condition generally requiring the Pretender to be active for the marked effect to function.

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Inspector

A structured data viewer used to inspect game or mod objects; its version and load order determine what it can prove.

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Laboratory

Infrastructure required for research and most rituals and forging; construction finishes too late for earlier same-turn uses.

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Leadership

Commander capacity and type governing troop assignment, morale effects, and special troop compatibility.

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Load order

The order in which enabled mods are applied, determining which later definitions overwrite or extend earlier ones.

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Mage-turn

One mage's opportunity to research, forge, cast, move, search, patrol, or perform another mutually exclusive order.

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Mercenary company

A named, time-limited force bid for during hosting, represented by a commander, troops, price, availability, and continuity fields.

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Magic phase

Community shorthand for the early hosting steps containing rituals, magical movement, remote attacks, and associated battles.

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Magic Being

A unit class requiring magic leadership unless an overlapping undead or demon tag makes undead leadership take precedence.

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Magic Resistance

A defence statistic used in opposed checks against many spells and supernatural effects.

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Message substitution

A case-sensitive double-hash token inserted inside supported event or enchantment text rather than issued as a mod command.

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Mindless

A leadership and morale category with special command, routing, and survival behaviour.

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Mod

A loaded modification, usually defined through `.dm` commands, that can add or alter data within engine-defined limits.

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Movement phase

Community shorthand for the hosting steps resolving friendly movement, other movement, movement battles, and storming.

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NAP

A non-aggression pact whose exact meaning depends on explicit player convention unless the game setting makes it binding.

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Object ID

A numeric or automatic identity used by the engine, data layer, or mod loader to distinguish and reference an object.

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Patch record

One source-linked entry representing an official update bullet together with derived classification, domains, commands, canonical destinations, and stable hashes.

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Path

A level of magical skill in Fire, Air, Water, Earth, Astral, Death, Nature, Glamour, Blood, or Holy.

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Penetration

A bonus applied to the attacking side of relevant Magic Resistance contests.

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Pillage

A strategic order that converts population and order into immediate damage, unrest, and sometimes resources or gold.

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Plane

A distinct strategic map layer such as the surface, caves, or another connected world.

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Population

A province value influencing income, supplies, recruitment capacity, events, and the effects of pillaging or Blood Hunting.

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Pretender

The designed god of a nation or team, providing dominion, scales, blessings, paths, and a physical chassis.

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Province Defence

Locally purchased automatic defence that appears when a province is attacked and cannot move as a normal army.

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Recruitment Point

A local capacity that limits ordinary troop recruitment independently of gold and resources.

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Regeneration

Exact-percentage recovery of hit points during battle, with body-class, affliction, and damage-tempo interactions.

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Remote attack

A ritual or effect that attacks a distant province or commander without conventional movement.

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Repel

A weapon-length interaction allowing a defender to threaten or deter an incoming shorter-reach melee attack.

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Research point

A contribution toward progress in a school; research resolves very early during hosting.

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Ritual

A strategic spell cast outside tactical battle.

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Rout

A unit or squad state in which it attempts to leave battle because morale has failed.

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Sacred

A unit eligible to receive a blessing and often affected by special recruitment or upkeep rules.

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Scale

One value in the dominion pairs governing Order, Production, temperature, Growth, Fortune, and Magic.

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School

A research category that unlocks spells at successive levels.

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Siege strength

The attacking contribution used against a fort's walls during siege resolution.

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Site

A province feature that can provide gems, gold, recruitment, discounts, rituals, unrest, disease, or other effects.

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Size point

A unit of battlefield-square occupancy used by unit size and formation density.

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Special dominion

A national or Pretender rule that changes what dominion does beyond ordinary candle and scale effects.

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Spell fatigue

Fatigue generated by spellcasting after spell cost, caster skill, gems, and other modifiers.

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Squad

A tactical troop group assigned to a commander and given one formation and order set.

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Starvation

The post-battle condition caused by insufficient supplies, producing disease, morale, and attritional consequences.

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Stealth

The ability to move or remain hidden in hostile territory, opposed by patrol and detection effects.

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Summon relation

A versioned link from a summoning spell to the unit, unit group, or selection rule that produces its result.

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Supply

Provincial and army logistical capacity used to feed units and modified by terrain, forts, dominion, seasons, and abilities.

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Taskmaster

A leadership ability that manages slave units and changes their morale handling.

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Tempo

The rate at which a position turns present resources and opportunities into initiative before opponents can answer.

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Throne of Ascension

A claimable special site providing Ascension Points and other effects toward the configured victory condition.

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Thug

A relatively cheap, equipped commander designed for a bounded independent combat or raiding role.

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Trample

A size-based attack produced by moving through smaller units, with displacement, damage, and fatigue consequences.

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Unit class

One of several overlapping type tags that can determine leadership, targeting, supplies, healing, morale, immunity, or movement.

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Unrest

A province condition that reduces income and administration and interacts with recruitment, events, patrol, pillage, and Blood Hunting.

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Upkeep

The recurring gold cost of maintaining units and commanders, paid after income during hosting.

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Version delta

An official or verified change between two named ruleset versions, kept separate from the current rule it modifies.

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Wall integrity

The remaining defensive strength of a fort during siege, reduced by besiegers and restored by defenders.

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Wish

A high-level Astral spell offering a defined but partly version-sensitive set of requested outcomes.

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Zone of control

A battlefield movement constraint created by nearby hostile units.

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