Terms and abbreviations
Dominions 6 Glossary
Short definitions for rules, interface terms, abbreviations, and community language. Every entry links to the longer explanation.
- Administration
A fort percentage used in income and adjacent resource draw calculations.
Open the main explanation →- Affliction
A persistent injury or impairment usually gained through damage, age, disease, or special effects.
Open the main explanation →- Army
A convenient name for commanders and assigned troops operating together; not always one indivisible rules object.
Open the main explanation →- Army rout
The battle-wide morale collapse that can force remaining units to retreat even when individual squads have not already routed.
Open the main explanation →- Artifact
A unique magic item that only one copy can normally exist at a time.
Open the main explanation →- Ascension Point
A victory point supplied by a claimed Throne of Ascension.
Open the main explanation →- Assassin
A commander or effect that initiates a restricted battle against a target commander.
Open the main explanation →- Automatic ID
An object identity assigned by the loader when a mod creates an object without a fixed numeric ID.
Open the main explanation →- Awakening
The process and timing by which a dormant or imprisoned Pretender becomes active.
Open the main explanation →- Battle group
A force that enters and resolves one tactical battle together; several forces in a province may not always form one group.
Open the main explanation →- Battle magic
Spells cast during tactical battle under scripting, range, targeting, gem, fatigue, and AI constraints.
Open the main explanation →- Bless
The collection of effects granted to a blessed sacred unit or commander.
Open the main explanation →- Blood slave
A Blood-magic resource with unit-like and logistical properties distinct from ordinary gems.
Open the main explanation →- Bodyguard
A unit assigned to protect a commander in an assassination battle, subject to bodyguard limits and arrival rules.
Open the main explanation →- Booster
An item, spell, shape, site, or effect that increases effective magic-path access.
Open the main explanation →- Breakpoint
A research level or access threshold at which a usable strategic or battlefield package becomes available.
Open the main explanation →- Call God
The priestly process used to return a dead Pretender, governed by rules distinct from ordinary resurrection.
Open the main explanation →- Capital-only
A restriction tying recruitment or another feature to a nation's original capital.
Open the main explanation →- Cataclysm
An endgame mechanism that increases late-game pressure and horror activity under relevant game settings.
Open the main explanation →- Chassis
The Pretender's physical form, including cost, paths, slots, statistics, movement, and special abilities.
Open the main explanation →- Collision
A conflict in which mods claim or alter the same identifier, code, variable, name reference, or dependent object incompatibly.
Open the main explanation →- Command
A single-hash instruction whose practical meaning depends on its object language, arguments, selector state, and manual context.
Open the main explanation →- Command template
An official grammar such as `(terrain)` or a numeric range that generates literal command spellings under stated restrictions.
Open the main explanation →- Commander
A unit that can receive strategic orders and may lead troops, cast spells, preach, patrol, build, or perform other commander actions.
Open the main explanation →- Commander Point
A local recruitment capacity used by commanders, separate from gold, resources, and ordinary Recruitment Points.
Open the main explanation →- Condition
A temporary or persistent unit state that changes action, statistics, targeting, recovery, loyalty, or future risk.
Open the main explanation →- Documentation status
The evidence class distinguishing a full official definition, reference-only entry, prose mention, derived template alias, or patch reconciliation.
Open the main explanation →- Communion
A battlefield magical network in which masters gain paths while slaves receive distributed fatigue and certain master-cast personal effects.
Open the main explanation →- Counter
A capability that attacks a necessary layer of an enemy plan rather than merely naming a theoretically favourable unit or spell.
Open the main explanation →- Critical hit
A fatigue-influenced combat result that can reduce the protection applied against damage.
Open the main explanation →- Dominion
A Pretender's religious territorial influence, carrying scales and interacting with gods, provinces, units, events, and elimination.
Open the main explanation →- Dome
A province-centred magical defence that may intercept or interfere with remote spells and attacks.
Open the main explanation →- DRN
The open-ended Dominions Random Number roll used in many opposed checks and damage calculations.
Open the main explanation →- Event
A hosting-time occurrence selected from conditions, rarity, state, targets, codes, variables, and effects.
Open the main explanation →- Event code
An identifier used to coordinate, restrict, or connect event logic; collisions can corrupt chains across mods.
Open the main explanation →- Event variable
Stored event state used by modded event systems to remember counters, flags, or progression.
Open the main explanation →- Experience
Unit-specific development gained over time and through battle, producing star bonuses at defined thresholds.
Open the main explanation →- Expansion party
A commander and troop package intended to capture independent provinces at an acceptable cost and tempo.
Open the main explanation →- Fatigue
An accumulating combat burden that reduces performance, increases vulnerability to critical hits, and can cause unconsciousness.
Open the main explanation →- Fear
An effect that pressures enemy morale and can accelerate rout without directly killing every target.
Open the main explanation →- Fort
A fortified location that changes recruitment, administration, resource draw, supply, ownership, siege, and retreat behaviour.
Open the main explanation →- Formation
A squad arrangement that changes density, frontage, contact time, exposure, and movement through the battlefield.
Open the main explanation →- Gem
A magical resource associated with a non-Blood path and used for rituals, forging, empowerment, and some battle spells.
Open the main explanation →- Global enchantment
A persistent ritual effect with broad world impact and political consequences.
Open the main explanation →- Grand Communion
A special strategic or large-scale communion system with rules distinct from an ordinary battlefield communion.
Open the main explanation →- Harassment
A melee pressure mechanic in which repeated attackers can degrade a defender's effective defence.
Open the main explanation →- Holy Point
A local recruitment capacity used by some sacred or holy commanders and units.
Open the main explanation →- Heroic ability
A growing special trait received by an eligible non-Pretender commander while in the Hall of Fame.
Open the main explanation →- Horror Mark
A persistent, stackable hidden mark that creates a monthly risk of a horror attack and makes the bearer a preferred target.
Open the main explanation →- Host
To resolve submitted turns; also the computer or service performing that resolution.
Open the main explanation →- Incarnate
A blessing condition generally requiring the Pretender to be active for the marked effect to function.
Open the main explanation →- Inspector
A structured data viewer used to inspect game or mod objects; its version and load order determine what it can prove.
Open the main explanation →- Laboratory
Infrastructure required for research and most rituals and forging; construction finishes too late for earlier same-turn uses.
Open the main explanation →- Leadership
Commander capacity and type governing troop assignment, morale effects, and special troop compatibility.
Open the main explanation →- Load order
The order in which enabled mods are applied, determining which later definitions overwrite or extend earlier ones.
Open the main explanation →- Mage-turn
One mage's opportunity to research, forge, cast, move, search, patrol, or perform another mutually exclusive order.
Open the main explanation →- Mercenary company
A named, time-limited force bid for during hosting, represented by a commander, troops, price, availability, and continuity fields.
Open the main explanation →- Magic phase
Community shorthand for the early hosting steps containing rituals, magical movement, remote attacks, and associated battles.
Open the main explanation →- Magic Being
A unit class requiring magic leadership unless an overlapping undead or demon tag makes undead leadership take precedence.
Open the main explanation →- Magic Resistance
A defence statistic used in opposed checks against many spells and supernatural effects.
Open the main explanation →- Message substitution
A case-sensitive double-hash token inserted inside supported event or enchantment text rather than issued as a mod command.
Open the main explanation →- Mindless
A leadership and morale category with special command, routing, and survival behaviour.
Open the main explanation →- Mod
A loaded modification, usually defined through `.dm` commands, that can add or alter data within engine-defined limits.
Open the main explanation →- Movement phase
Community shorthand for the hosting steps resolving friendly movement, other movement, movement battles, and storming.
Open the main explanation →- NAP
A non-aggression pact whose exact meaning depends on explicit player convention unless the game setting makes it binding.
Open the main explanation →- Object ID
A numeric or automatic identity used by the engine, data layer, or mod loader to distinguish and reference an object.
Open the main explanation →- Patch record
One source-linked entry representing an official update bullet together with derived classification, domains, commands, canonical destinations, and stable hashes.
Open the main explanation →- Path
A level of magical skill in Fire, Air, Water, Earth, Astral, Death, Nature, Glamour, Blood, or Holy.
Open the main explanation →- Penetration
A bonus applied to the attacking side of relevant Magic Resistance contests.
Open the main explanation →- Pillage
A strategic order that converts population and order into immediate damage, unrest, and sometimes resources or gold.
Open the main explanation →- Plane
A distinct strategic map layer such as the surface, caves, or another connected world.
Open the main explanation →- Population
A province value influencing income, supplies, recruitment capacity, events, and the effects of pillaging or Blood Hunting.
Open the main explanation →- Pretender
The designed god of a nation or team, providing dominion, scales, blessings, paths, and a physical chassis.
Open the main explanation →- Province Defence
Locally purchased automatic defence that appears when a province is attacked and cannot move as a normal army.
Open the main explanation →- Recruitment Point
A local capacity that limits ordinary troop recruitment independently of gold and resources.
Open the main explanation →- Regeneration
Exact-percentage recovery of hit points during battle, with body-class, affliction, and damage-tempo interactions.
Open the main explanation →- Remote attack
A ritual or effect that attacks a distant province or commander without conventional movement.
Open the main explanation →- Repel
A weapon-length interaction allowing a defender to threaten or deter an incoming shorter-reach melee attack.
Open the main explanation →- Research point
A contribution toward progress in a school; research resolves very early during hosting.
Open the main explanation →- Ritual
A strategic spell cast outside tactical battle.
Open the main explanation →- Rout
A unit or squad state in which it attempts to leave battle because morale has failed.
Open the main explanation →- Sacred
A unit eligible to receive a blessing and often affected by special recruitment or upkeep rules.
Open the main explanation →- Scale
One value in the dominion pairs governing Order, Production, temperature, Growth, Fortune, and Magic.
Open the main explanation →- School
A research category that unlocks spells at successive levels.
Open the main explanation →- Siege strength
The attacking contribution used against a fort's walls during siege resolution.
Open the main explanation →- Site
A province feature that can provide gems, gold, recruitment, discounts, rituals, unrest, disease, or other effects.
Open the main explanation →- Size point
A unit of battlefield-square occupancy used by unit size and formation density.
Open the main explanation →- Special dominion
A national or Pretender rule that changes what dominion does beyond ordinary candle and scale effects.
Open the main explanation →- Spell fatigue
Fatigue generated by spellcasting after spell cost, caster skill, gems, and other modifiers.
Open the main explanation →- Squad
A tactical troop group assigned to a commander and given one formation and order set.
Open the main explanation →- Starvation
The post-battle condition caused by insufficient supplies, producing disease, morale, and attritional consequences.
Open the main explanation →- Stealth
The ability to move or remain hidden in hostile territory, opposed by patrol and detection effects.
Open the main explanation →- Summon relation
A versioned link from a summoning spell to the unit, unit group, or selection rule that produces its result.
Open the main explanation →- Supply
Provincial and army logistical capacity used to feed units and modified by terrain, forts, dominion, seasons, and abilities.
Open the main explanation →- Taskmaster
A leadership ability that manages slave units and changes their morale handling.
Open the main explanation →- Tempo
The rate at which a position turns present resources and opportunities into initiative before opponents can answer.
Open the main explanation →- Throne of Ascension
A claimable special site providing Ascension Points and other effects toward the configured victory condition.
Open the main explanation →- Thug
A relatively cheap, equipped commander designed for a bounded independent combat or raiding role.
Open the main explanation →- Trample
A size-based attack produced by moving through smaller units, with displacement, damage, and fatigue consequences.
Open the main explanation →- Unit class
One of several overlapping type tags that can determine leadership, targeting, supplies, healing, morale, immunity, or movement.
Open the main explanation →- Unrest
A province condition that reduces income and administration and interacts with recruitment, events, patrol, pillage, and Blood Hunting.
Open the main explanation →- Upkeep
The recurring gold cost of maintaining units and commanders, paid after income during hosting.
Open the main explanation →- Version delta
An official or verified change between two named ruleset versions, kept separate from the current rule it modifies.
Open the main explanation →- Wall integrity
The remaining defensive strength of a fort during siege, reduced by besiegers and restored by defenders.
Open the main explanation →- Wish
A high-level Astral spell offering a defined but partly version-sensitive set of requested outcomes.
Open the main explanation →- Zone of control
A battlefield movement constraint created by nearby hostile units.
Open the main explanation →