Dominions 6 – Ultimate Guide to Units


The world of Dominions 6 was populated by all manner of creatures. These ranged from weak, lightly armed militia to giant monsters of unspeakable horror and magnitude. In between there were bards, mages, bandits, dragons, and many others.

In the game, units can be summoned by spells, recruited from the countryside, or may appear at your gates on their own. Each province has its own recruitable units. Some units may require a structure such as a temple or laboratory before they can be recruited. Some can only be recruited in a province with a particular magic site.

Each nation has a unique set of units that can only be accessed in provinces with a friendly fort. At the start of the game, this will be the starting fort in a nation’s home province. Later, as you build new fortresses, you’ll be able to recruit those units in those provinces, too, although some units are recruitable only in your capital, from a magic site located there.

There is a basic distinction between units and commanders: units are the troops that make up your squads, while commanders are the individuals who either lead these squads or perform other tasks like research or item crafting. Some attributes are exclusive to commanders, like leadership and the ability to change equipment inventory or carry gems. The list below summarizes all of these attributes.

You can get further information about an ability simply by clicking on it. This will bring up a window which shows how this value has been modified. For example, a unit may have a base morale value of 12, but due to experience (+1) and friendly dominion (+1) the modified value is 14. Clicking on the attribute will show its modifications.

Some attributes show further attributes:

Basic Attributes

Hit Points

Everyone knows what this is.


Size determines how many units can be in a single square on the battlefield (a maximum of 10 points in a single square). It also determines how many supplies a unit needs each turn. Units consume size minus 2 supplies each month. Small units (size 1-2) consume ½ supply each month and size 0 units do not consume any supplies. Animals have their supply usage halved. For cavalry units both the rider and the mount will consume supplies.


This determines how much damage a unit does when it successfully strikes a target. Strength is also used to break free from certain effects like entanglement.


This determines the unit’s chances of successfully striking a target with melee weapons.


This determines the unit’s chances of avoiding a strike by melee weapons.


This is the unit’s armor rating. It can be different on different parts of the body, depending on equipment worn or simply the nature of the creature’s hide. These separate values will be shown when you click on Protection.


This measures a unit’s likelihood of not running away from battle.

Magic Resistance

Think of this as Defense, only against magic. Not all spells have to penetrate Magic Resistance, though.


This is how accurate a unit is, either with missiles or with magic.


A unit will incur Fatigue equal to its Encumbrance on each turn it attacks. Moving —by itself— does not incur this.

Map Move

This determines how far a unit can move on the world map.

Combat Speed

This determines how far the unit can move in combat.


A unit’s Fatigue causes it to be more susceptible to critical strikes. Once a unit reaches 100 fatigue, it becomes unconscious and is unable to attack or defend. A unit at 200 fatigue starts taking regular hit point damage instead of fatigue damage from additional fatigue.


The first number is the unit’s age in years. The number in parentheses is the age at which the unit will start suffering penalties and become susceptible to afflictions due to old age. This attribute is displayed when you click on Fatigue.

The age when you start suffering penalties is referred to as max age. It is modified by the following (in order of priority):

  • Undead creatures have their max age increased by 50% per point of Death magic
  • Inanimate creatures have their max age increased by 50% per point of Earth magic
  • Demons have their max age increased by 50% per point of Blood magic
  • Everyone else has his or her max age increased by 50% per point of Nature magic
  • Creatures whose max age could be modified by Nature have it reduced 5% per point of Fire magic (burn bright, burn fast)

There are three kinds of Leadership, and apply to Commanders only.


This is the number of units a commander can lead.

Undead Leadership

Like leadership, but for undead beings. Mages can lead 50 undead beings per level of Death magic skill and 10 per level of Blood magic skill he or she has.

Magical leadership

As above, but for magical beings. For mages this is determined by indirect magic bonuses (see Indirect Magic chart – not all paths confer the same benefits).

Units also may have special abilities. Some of these are summarized below.

Special Abilities

Units in Dominions 6 can have a wide variety of special abilities. In fact, there are about 500 special abilities in the game. Each modifies the unit’s attributes or capabilities in some way. A mouse-over or right-click on the ability in the stats screen will give an explanation of what it does. Some of these attributes bear further explanation, which appear below.


This ability reduces the attack penalty for wielding two or more weapons by an amount equal to the Ambidextrous level. It does not remove the 1 point of encumbrance penalty per extra weapon wielded.


A unit with this ability goes berserk when wounded if it passes a morale check vs. 12. Berserk units fight until dead – they do not rout. A unit with +Berserk ability gets that number as a bonus to its berserk attributes. A berserk unit that falls unconscious loses its berserker state (but can go berserk again if wounded after regaining consciousness).


Very difficult to hit with non-magical weapons. 75% of such strikes will miss. When storming a fort ethereal units can pass through the walls and attack defenders on the other side.


These units gain Mirror Image in combat, and are undetectable in friendly provinces.


This unit can heal its battle afflictions over time, unless it has the Old Age icon.


Regenerative creatures heal some of their lost HP after every combat round and have a reduced risk of getting permanent afflictions from getting wounded in battle. Regeneration does not affect inanimate beings like golems and longdead. There are two more varieties of regeneration that are called Reconstruction and Reforming Flesh. Reconstruction only works on inanimate beings and nothing else. Reforming Flesh works on all undead beings, but not on anything else.


Can cross (but not remain in) water provinces when moving.


Units with Awe force enemies to take a morale check against 10 + Awe in order to be able to attack them. Thus, a unit with Awe +4 would force attackers to pass a morale check against 14, or be awestruck and unable to attack the awe-inspiring monster on that combat round. There is a special kind of Awe called Sun Awe which does not work underground, or when it is dark.


Units in a monster’s Fear area of effect get their morale temporarily lowered and their entire squad must take a morale check against the monster’s Fear, or rout. The basic Fear effect requires a check against 10. Unlike Awe, the bonus to Fear indicates the additional area of effect, not the Fear strength. So a Fear +4 monster has normal Fear that radiates to 4 additional squares. The Fear strength itself is increased for every full +5 Fear, so a Fear +10 unit would radiate to ten additional squares, and force a morale check against 12. The base area of effect (Fear +0) is 6 squares.


Units with this ability radiate heat into adjacent squares. You will see this as little black smoke. This creates level 1 or 2 heat clouds in the vicinity. The default size of a heat aura is 3 squares and is increased by Heat scales and reduced by Cold scales. Some monsters may have a greater heat aura, which has a larger area of effect. Also a huge number of units with heat aura will cause the clouds to spread further, but the effect on a single nearby enemy unit will still be the same.


This is exactly the same as Heat, except that it creates frost clouds. It looks like bluish-white smoke. The default size of a chill aura is 3 squares and is increased by Cold scales and reduced by Heat scales.

Poison cloud

This creates level 1 or 2 poison clouds in the vicinity. These clouds look like green smoke.


Stun prevents a unit from taking any action for about one round.


Units that are invisible cannot be seen. You suffer a -9 penalty to Attack when attacking a unit you cannot see in melee. In order to see invisible units you must have the ability Spirit Sight. Units that are blind anyway are not further penalized when attacking invisible enemies.


This is the Medusa’s special ability. Anyone attacking her is petrified if the attacker fails a magic resistance roll. After about 3-6 rounds, the petrification is lost. If the unit passes a magic resistance check upon losing its petrification, it returns to normal. If it does not, it dies.


The standard ability increases the morale of the entire squad it is in. Only the best standard for every squad will have a morale increasing effect.

Horror Marking

A horror mark is a condition which can lead to dire results. A horror mark will result in a small chance each month that a unit will be attacked by a horror. A unit can be horror-marked more than once which will increase this chance, but there is no way of knowing how bad the mark is. Certain spells will cause a horror-marked unit to be attacked. In battle Horrors always attack a horror-marked unit first. Stronger horror marks also attract stronger horrors.


Trample is exactly what it sounds like – a large unit runs over a smaller one. Smush! A trampling unit displaces all of the units in the square it enters to an adjacent square. These units have to take a Defense – (fatigue / 10) check against 3d6. If they fail this check, they take 7 + Size trample damage. This is an armor-piercing attack, so Protection is halved. Ethereal tramplers have their trample damage halved. A trampled unit will always take at least one point of damage, regardless of Protection. A unit which successfully passes the defense check is still displaced, but just takes one point of damage, total.


Some monsters are able to swallow the target of a successful trampling attack. The swallowed monsters are removed from the battlefield until the swallowing monster is killed. Some monsters are able to digest swallowed targets, which does damage to the swallowed target each turn, and some monsters can even incorporate the swallowed target into their own bodies and get extra hit points from the damage they do to swallowed creatures. Being swallowed prevents many life saving abilities and spells (e.g. Regeneration and Phoenix Pyre) from working and usually means certain death unless the swallower is killed swiftly.

Unit Classes

Some special ability divide units into classes that have different abilities associated with them, and often leadership requirements that restrict who can lead them.

Magic being

These units require a mage to lead them. They rout if left without magical leadership.


Mindless units have 50 morale and will never rout as long they their is a suitable commander present to lead them. if left without a suitable commander they will suffer mindless dissolution on the battlefield . Mindless units cannot be in the same squad as non-mindless units.


Undead units are subject to banishment. Undead units require undead leadership, which is generally conferred by skill in Death magic (or being an undead commander). Zombies aren’t going to take orders from just anybody. A squad that mixes undead and non-undead gets a -1 morale penalty, for obvious reasons. Undead are also immune to affliction healing effects and will not suffer any adverse effects by being diseased. They rout if left without undead leadership.


Demons are subject to banishment. Demons require undead leadership, just like undeads. Demons are also immune to disease. They rout if left without undead leadership.


Lifeless beings are immune to disease, regeneration, life drain and affliction healing effects. Lifeless beings are also immune to many combat spells, but they can heal themselves with life draining attacks like everyone else.


Beings with spiritform cannot be affected by transformation types spells like ironskin, skeletal body and polymorph. They are also immune to both diseases and affliction healing effects.


Animals can be led by normal commanders, just like humans. Animals only consume half as many supplies as a humanoid of the same size. Animals without arms like apes are worse at both sieging and defending forts (half strength for this purpose), on the other hand most animals compensate by being stronger than humans.

Additional Abilities

There are many other unit attributes, which you can get information on by right-clicking on or mousing over the effect in the unit’s stat window. An ability granted by a magic item, such as Regeneration or Fire Resistance, will be listed with the other abilities, and information about it can be found in the same way.

You can see a (nearly) full list of abilities in the Modding Manual included with the game.

XP: Experience Points

Units which survive the world of Dominions for a period of time are likely to get experience. Units usually gain 1 XP per month, but can gain more through combat. Each level gives a bonus to Prec, Att, Def, and Morale.

Some items, sites and the Heroism bless grants additional XP.

Heroic Abilities

Non-pretender commanders who join the Hall of Fame get heroic abilities. These are denoted by a yellow star in a red circle, and can grant increased attributes, such as strength, leadership, magic resistance, and the like. Unique beings such as the Elemental Royalty cannot enter the Hall of Fame.


Units may suffer battle affliction when they suffer damage. The chance is simply the percentage of its total normal hit points a unit suffers on that strike. In other words, an infantry unit with a healthy strength of 10 hp will have a 20% chance of suffering an affliction upon taking 2 hp damage. The location of hits is important! Loss of an arm or an eye depends on being hit in the right place.

Afflictions are denoted by a red heart. A unit may suffer from multiple afflictions. Diseased units may gain additional afflictions each turn.

Afflictions can be healed by the following methods:

  • Units with the Recuperation special ability heal afflictions over time (unless they have Old Age).
  • Units that are Immortal (or Dominion Immortal) may heal afflictions when they reform after dying.
  • Units with an involuntary shapechange mechanic (such as Jaguar Warriors of Mictlan) can sometimes heal afflictions when they change back to their normal shape. This is checked every time they change back to their first shape, but it is not a reliable method of healing.
  • Units with the Healer ability will cure a number of afflictions up to the value of the ability automatically in the same province every turn.
  • Units with the disease healer ability will automatically cure a number of diseases equal to the value of the ability in the same province every turn.
  • The global enchantment Gift of Health will automatically cure afflictions in the dominion of its owner (including allied nations in disciple games as long as dominion is positive).
  • The magic artifact The Chalice will automatically cure up to 5 afflictions in the same province.
  • The Miraculous Cure all Elixir magic item will automatically heal one diseased unit in the same province.
  • There are a couple of magic rituals that can be cast to cure a disease from a specific unit in the same province.
  • There are a few magic sites that can heal afflictions like a healer
  • Undead, inanimate of spiritform beings usually cannot heal afflictions unless they have Recuperation or Immortality.
  • Afflictions caused by cursed items such as Eye of Aiming and The Black Heart cannot be healed unless the item is removed first.
  • The corpse sticher ability can heal corporeal undead beings (ethereal beings are immune).

Afflictions have a difficulty level that is checked against when subjected to healing. If the healing check succeeds, the affliction is cured.

Afflictions are different from Curses or Horror Marks. The latter two entities cannot be removed. Horror marks may be lessened by staying dead.

Recruiting Units

Recruiting units is the main method of adding troops to your armies. Recruitment is done per province, so as you capture provinces, you gain the ability to recruit new types of troops. In some coastal provinces, these troops may be amphibious.

  • Each province has its own pool of units.
  • Some national units can only be recruited in a nation’s capital
  • Building a fort in a province adds a nation’s non-capital troops to that province’s pool.
  • Gold, resources, and Recruitment points are spent to produce units.
  • Some nations can recruit additional units outside their forts, depending on terrain

Recruitment Costs

Units have three costs: gold, resources, and recruitment points. In the world of Dominions, a unit’s training is reflected in its gold cost, while its equipment requires the resources, and the recruitment point cost is the need to recruit more advanced unit types in more populated areas, as those who are fit for the advanced roles will be uncommon. Expect highly skilled units to cost a lot of gold, heavily equipped units to cost a lot of resources, and highly skilled, heavily equipped units to cost a fortune.

Sacred units also have a Holy point cost, which is usually 1 per unit (including sacred commanders), but some large sacred units can cost more sacred points.

Recruitment Restrictions

There are some restrictions not only on how many units of a type can be recruited in one turn, but how they can be queued as well.

  • Commanders: You can only recruit as many commanders in a province in a turn as you have available commander recruitment points. Commanders can cost more than one point.
  • Gold: Units may only be recruited up to the limit of that nation’s current treasury. Units cannot be queued up for the next turn if you don’t have gold for them.
  • Resources: Units may only be recruited in a province in a given turn based on that province’s current resources, but they may be queued for following turns. This makes it possible for players to recruit units in provinces that don’t produce enough resources to fulfill that unit’s resource requirement in a single turn. Units that cannot be built in the current turn, but are in the queue, are dimmed in the recruitment area.
  • Recruitment: Units can be queued based on recruitment points just as they may be queued based on resources.
  • Holy: Sacred units can only be recruited up to the home province’s Holy limit, which is the same as the current maximum dominion. Units can be added to the queue beyond the Holy limit.
  • Limited: Some units may have a recruitment limit that only allows a certain number to be recruited per turn (e.g. maximum of 2 Sobek Sacred Guard per turn, regardless of available gold or resources).

Units are recruited at the beginning of the turn resolution, so units in a province being attacked in the same turn they are recruited will fight to defend the province. If they are recruited in a fortress then they will stay in the fortress and become besieged.

Recruited units go into the unassigned unit pool of units at the top of the Army Setup screen. Below them you will see all your commanders in that province. Holding down [SHIFT] while selecting a unit for recruiting will choose ten of that unit. Up to 250 units may be queued in a province.

Army Setup

The Army Setup screen is where you deploy your units for battle. When said battle occurs, units will be placed on the map in accordance with their squad’s arrangement in the Position squad box. They will attempt to follow the battle orders given (see Set Battle Orders below). The screens works like this:

Garrison Units

At the top of the screen, below the province name, is a single row where all unassigned, or garrison units, are shown.

Newly recruited units get placed here, and stay there until they are assigned to a commander (or the province is invaded and they are killed in battle). If the province contains a fortress, these units are considered inside the walls and don’t join any patrolling units in combat. If the province has no fortress, they do participate in combat, and form one large squad at the center of the battlefield.


Squads are the basic organizational unit of combat. They can contain anywhere from 1 unit to the limit of their commander’s leadership value. A commander cannot lead more units than this value, no matter how many or few squads they are split into. A commander can lead a maximum of five squads, although depending on the commander’s leadership, additional squads may suffer a morale penalty.

Thus, the maximum number of squads in an army is five times the number of commanders. Some units require their commanders to have special abilities in order to lead them, like undead leadership for undead and demons or magical leadership for magical beings. Units that are both undead and magic beings require undead leadership.

All commanders in a province will appear with their icons on the far left side of the Army Setup screen, with their placement window next to them followed by their name and squad information. Their squads will be arranged below them, with a battle placement box, a unit count, and the Set Battle Orders menu.

To place a unit into a squad, click on the unit, and then either click on the squad box of a currently existing squad (if you want to add that unit to the squad), or click on the icon of the commander himself (if you want to create a new squad.

When a new squad is created, a new box will open below the commander’s box and the unit will appear there. If a commander has no units assigned yet, this is how you start—just add the first unit to a new squad by clicking on the unit, then on the commander. Units can be added to a commander up to the limit of his Leadership value.

The limits on number of units and number of squads is displayed at the far right of the Army Setup screen.

Selection shortcuts can help you sort through the different units in the Army Setup screen.

Double-click to select all units of the same type Shift-click to select multiple units Hover mouse over a squad and hit ‘w’ to select all units with afflictions Hover mouse over a squad and hit ‘e’ to select all units with 2+ experience stars Hit ‘Enter’ after you’ve already clicked on a unit(s) to deselect the unit(s) Press ? to see the complete list of keyboard shortcuts.

Thus, you can more easily go through and find all the limping units, and put them elsewhere so that holes do not open up in your squads as they advance because the limping units are falling behind. You can likewise make elite squads of experienced troops that will have higher morale than other squads of their type.

Battle Position

There are green boxes to the right of each commander’s icon on the left side of the Army Setup screen are Position Commander and Position Squad boxes, which for short this manual will call the Battle Position box when it is talking about both. Similar boxes appear to the right of each squad (on the right edge of the Army Setup screen). These boxes define where a unit will appear on the battlefield initially.

The box shows all of the units currently occupying the province. Commanders are shown as circles, and squads as boxes. The color of the circles and boxes are dependent on their current orders. The currently selected unit (either squad or commander) is highlighted in white. You can select a single commander or squad by left-clicking, or select a group by drawing a selection rectangle. By right-clicking you can move the squad, commander or groups around. The left side is the back of your formation, and the right side is the front. Note that the size of a squad or commander is reflected in the size of its circle or box. The predominant unit icon is displayed to help you keep track of which squad contains what type of units.

White CircleCurrently selected commander
Grey CircleCommander
Purple CircleCommander with Cast order
Yellow CircleCommander with Retreat order
White BoxCurrently selected squad
Grey BoxSquad with default orders
Turquoise BoxSquad with Attack Rear order
Dark Blue BoxSquad with Guard Commander order
Light BlueSquad with Hold and Attack order
YellowSquad with Retreat order
Red BoxSquad with undisciplined units

When a battle begins, a squad will appear on the battlefield according to its location in the Position Squad box.

Battle Orders

Because players don’t control units directly in combat, squads have to be issued orders which they then attempt to follow once combat is joined. Each squad can be issued a different order, even if it is under the leadership of the same commander. Squads can be assigned general orders, or general and target orders. The ones indicated by an asterisk (*) require target orders – the remainder do not.

General Orders


This simply turns the control of this squad over to the computer. It will decide what is best.


This will engage an enemy in melee


Missile units will fire at a target until they are out of missiles.

Guard commander

The unit centers on the commander and protects him or her (or it) from harm. If there is an assassination attempt on the commander, these units have a chance of fighting in the assassination battle with their commander.

Hold and attack*

The squad will hold in place for two turns. If it is armed with missile weapons, it will fire at targets in range. After two rounds, it will advance to melee combat.

Hold and fire*

The squad will hold in place for two turns, then fire or advance to get into firing range

Fire and keep distance*

The squad will fire missile weapons until their target gets close, and then attempt to withdraw to a safe range and keep firing.


The squad retreats off the battlefield. This is treated exactly like a rout and the units may scatter to adjacent provinces.

If you have chosen Attack/Hold and Attack or Fire/Fire and keep distance, you must specify who you that squad is attacking, or at whom that squad is firing.

Target Orders


Targets one random enemy and his squad


Targets a random enemy archer and its squad


Targets a random enemy cavalry unit or fast unit and its squad


Targets a random enemy unit which can fly, and its squad

Large monsters

Targets one random enemy of size 7 or more and its squad. If no enemy of this size exists, a size 6 unit will be treated as a large monster.


The squad will target the closest enemy squad


The squad will target a random enemy at the rear of the enemy battle formation.

No matter what orders a squad is given, it may not get there if it gets stuck in the zone of control of an enemy unit that gets in the way.

  • Question: Can’t my soldiers be ordered to just sit back and defend indefinitely?
  • Answer: No. Hold and Attack will have your troops stay in place for 2 rounds, but after that, they attack.

Commander Orders

Commanders can be given orders just like squads. In the commander battle orders menu, the top four orders are specific, while the bottom four are general orders. Specific orders last for one turn, while general orders guide the commander’s actions for the rest of the combat.

Up to five specific orders can be scripted for a single commander. If a commander receives no orders, the AI will assign them to him.

Scripts of orders can be copied from one commander to another. Hold the mouse over the script you wish to copy and hold down the [Ctrl] key, and then hit a number key. The script will be stored under this number. Then, place the mouse over the <set battle orders> text of a commander to whom you wish to copy the script, and hit the same number key (without holding down [Ctrl]). The script will be copied to the new commander. You can store multiple scripts by using the 0-9 keys.

Specific Orders

Hold one turn

Hold position for one turn

Hold or Fire missile weapon

Same as hold position, except that commander will fire a missile weapon.

Hold or Cast a spell

Same as hold position, except that commander will cast a spell (chosen by the AI) if possible. Only available for spellcasters.

Cast a specific spell

Cast a spell specified by the player if the commander has sufficient gems and there is a valid target in range. If one of those two conditions is not met, the AI will choose a spell to cast.

Attack one turn

Commander will move toward a random enemy for one turn and engage it in melee if possible

Fly Attack one turn

Commander will fly toward a random enemy and try to engage it in melee if possible. The commander must be able to fly to use this order.

General Orders

Stay behind troops

The commander will cast spells, fire missile weapons, and attempt to place himself or herself in the rearmost part of the army.


The commander will move towards enemies and attempt to engage them in melee

Cast spells

The commander will cast spells chosen by the AI

Advance and cast spells

The commander will advance to be close to the front and cast spells. If possible, a few spells will be cast while advancing as well.


The commander will attempt to rout off the map.

Checking the box “conservative gem use” will ensure that the mage uses his gems as sparingly as possible and for scripted spells only. This can be useful if you want to save gems for later battles.

After giving a commander an order, the same order can be repeated by clicking [x].

Unit Inventories

Commanders’ inventories are important places for equipment. Clicking on an empty inventory slot takes you directly to your nation’s magic item inventory (if you are in a province with a lab), and selecting an item in this screen will equip that slot with it. Magic items can grant the wearer all sorts of benefits, which are given in the Magic Item section of the appendix. Not all units will have all inventory slots, though. The example shown below is for a typical human commander. A non-human commander may not have a head slot, for instance. Or no feet. Mounted commanders have a foot slot, but it is disabled as long as they are mounted, because they use a horse for transport instead of their own feet. But if they get dismounted they will be able to use their magic boots should they have any. Mounts of commanders have a barding slot.

A unit can be upgraded with better armor and weapons simply by giving him or her a superior item. However, the unit’s standard items cannot be removed, and when the new item is withdrawn, the standard item re-appears.

Magic Gem Inventory

Commanders may also carry magic gems, which mages can use for a variety of purposes. Gems can be transferred between commanders in the same province by clicking on the Magic Resource Treasury [F7] in the main screen and then clicking on “Transfer gems to commanders” button, or simply clicking on a commander’s personal magic items inventory slot, which goes directly to the Transfer Magic Resources screen, shown below.

Up to two commanders in the province will be shown. If there is a laboratory in the province, the right-hand column will show the nation’s magic gem inventory. Otherwise, this right-most column will be greyed out.

Gems can be moved between columns by right- or left-clicking on the number in a particular column: left-clicking will increase it, while right-clicking will decrease it.

Any commander can carry gems, even if he or she cannot use them. Because the gem-carrying limit is 40, sometimes it can be helpful to have a commander accompany a mage as a “gem squire.”

Volodymyr Azimoff
About Volodymyr Azimoff 519 Articles
Being a big gaming fan, I believe that I have a lot to share with other gamers. I got my first official job in the game industry in 2005 and continue to develop there. It's a true blessing when your passion, hobby, and job combine into something one. My favorite console is the Nintendo Switch. I think you can all guess why. Because I just bought a Steam Deck. I love playing on PC, but my main love for me will always be Xbox. Anyway, it's complicated and simple at the same time. After all, I'm back in the days of the ZX Spectrum (1994)…

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