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Ahu of the Kavi

Caelum EA · Hero · size 3

Used byEarly AgeCaelum

verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

Values from game data unless a chip says otherwise.

HP
17
PROT
14
basic 0, head 5, body 16
MOR
15
MR
15
STR
13
ATT
13
DEF
15
PREC
13
ENC
5
Size
3
Move / AP
18 / 12
Gold
? not verified
Resources
0
Recruitment points
? not verified
Upkeep
? not verified
Leadership
150 (magic 50)
How these numbers are built

The Dom 6 Inspector shows the numbers below, which add the unit's armour, weapons, shield and age to its base values. The base value comes first, then each change in the Inspector's own words.

  • Protection 14: basic 0, head 5, body 16
  • Defence skill 15: 13 +1 (weapons), -1 (armor), +2 (shield parry)
  • Encumbrance 5: 3 +2 (armor), spellcasting encumbrance: 7
  • Combat speed 12: 14 -2 (armor)

basic is the natural protection; head and body already include it.

Weapons

Weapons carried by Ahu of the Kavi
WeaponDamageAttDefLengthFlags
Enchanted Bow15150r40two-handedmagicmissilepierce
Short Sword181411slashpierce

Damage includes the unit's strength and Att its attack skill, as the Dom 6 Inspector shows them.

Armour, by protected zone

Head
Crown
5
Body
Fire Plate
16
Arms
Fire Plate
16
Legs
Fire Plate
16

Armour worn

Description

Vata is a Yazad of the sky who stayed behind when his kin left this world. The Ahus were Yazad generals of the Caelian clans and Vata was one of the Kavi Ahus. The Kavi tribe was blessed by the Mainyus of the sky and their heroes were archers of great renown. Vata led his Kavi warriors in the great wars with the Daevas, but he was wounded by a shooting star and fell from the skies. He was discovered by a Mairya woman who took him in and treated his wounds with purifying flames. When his body had healed he found himself stranded in a world bereft of Adorable Ones. Left without purpose, he followed the Raptor descendants of the Mairyas until they were approached by envoys of the last remaining Yazatas. Vata persuaded the Eagle Kings that the Raptors, with their Daeva rulers gone, were as lost as the other clans had been and should be accepted into the newly formed kingdom. Most of the Harab Seraphs had already abandoned the wicked ways of fire pollution and The Eagle Kings accepted their plea. When Vata had returned to Caelum he found the Kavi clan diminished and without pride. He decided to make the Kavi heroes once more.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

H2

Terms on this page

Generated from the terms used above. This block is what prints.

hit points
How much damage a unit can take before it dies. Damage that gets past its protection comes off hit points, and a unit at zero is dead. Big creatures usually have many more than ordinary soldiers. · Full article · back to text
protection
What stands between a unit and a blow, from its armour plus any natural protection of its own. The defender adds a DRN to it, and a hit wounds only when the damage total is higher, so a tie does nothing. · Full article · back to text
morale
A unit's nerve. Fear, losses and a fallen commander test it, and a unit that fails can break and flee. Higher morale holds the line longer; blessings, items and good leaders can raise it. · Full article · back to text
magic resistance
A unit's defence against spells that can be resisted. The target adds a DRN to it, the caster adds one to its penetration, and the caster wins a tie. · Full article · back to text
strength
Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. · Full article · back to text
attack skill
How well a unit lands blows. The attacker adds a DRN to its attack skill and the target adds one to its defence skill; the blow lands only if the attacker's total is higher. · Full article · back to text
defence skill
How hard a unit is to hit. The defender adds a DRN to its defence skill, and a blow that does not beat that total misses, so a tie goes to the defender. Shields and some abilities add to it. · Full article · back to text
precision
How accurately a unit shoots or throws. Low precision lets missiles drift off the target; high precision keeps them on it. It matters most for archers and for spells that must be aimed. · Full article · back to text
encumbrance
The weight of a unit's armour and gear. Every point tires the unit faster in battle, and a tired unit fights worse. Light troops carry little; heavy armour carries a lot. · Full article · back to text
size
How big the unit is, from small to giant. Size affects how much room a unit takes in battle and how easy it is to hit, and some effects work only on units of certain sizes. · Full article · back to text
map move
How many movement points a unit has on the strategic map each turn. Difficult terrain costs more of them, and an army moves at the speed of its slowest member. · Full article · back to text
action points
Combat speed: how far a unit can move in a round of battle. Fast units reach the enemy, or escape it, before slow ones. · Full article · back to text
gold cost
What a unit costs in gold to recruit. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
resource cost
The equipment a unit needs. It is taken from the province's resources, which are not saved from one turn to the next, so a province with few resources cannot arm many heavy units. · Full article · back to text
recruitment points
How much of a province's recruitment capacity a unit uses. A province can train only so many of the better units in one turn. · Full article · back to text
upkeep
The recurring cost of keeping a unit in service. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
leadership
How many troops a commander can lead, counted separately for ordinary, magical and undead troops. A good leader steadies the line; a force without a qualified leader tends to break. · Full article · back to text
Resist cold
Takes less damage from cold by the value shown; a negative value means it takes more. · back to text
Resist shock
Takes less damage from shock by the value shown; a negative value means it takes more. · back to text
Magic being
A magic being: it needs a mage to lead it and routs if left without magical leadership. · back to text
Sacred
Marks the unit as sacred, so it can receive blessings and favour of its nation's god. · back to text
Flying
The unit flies, so it can cross terrain that blocks walkers. · back to text
Flies in storms
The unit can keep flying during storms. · back to text

Art: Illwinter Game Design, via Dom6 Inspector

Last updated 2026-10-01 by Data importVerified for 6.37 (current)

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