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Champion of the Closed Realm

Independent · size 3

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

Values from game data unless a chip says otherwise.

HP
13
PROT
19
basic 1, head 21, body 19
MOR
13
MR
12
STR
11
ATT
12
DEF
13
PREC
10
ENC
8
Size
3
Move / AP
8 / 6
Gold
? not verified
Resources
30
Recruitment points
? not verified
Upkeep
? not verified
Leadership
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 19: basic 1, head 21, body 19
  • Defence skill 13: 12 +1 (weapons), -4 (armor), +4 (shield parry)
  • Encumbrance 8: 3 +5 (armor)
  • Combat speed 6: 11 -5 (armor)

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

Weapons

Weapons carried by Champion of the Closed Realm
WeaponDamageAttDefLengthFlags
Short Sword161311slashpierce

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

Armour, by protected zone

Head
Hoplite Helmet
21
Body
Plate Hauberk
19
Arms
Plate Hauberk
19
Legs
Plate Hauberk
19

Armour worn

Description

Since the first contacts with Therodos the mermen of Pelagia have been fascinated with the secrets of the Closed Realm, the Pelagian name for dry land. Explorers of the closed realm arrived with remarkable secrets and hidden lore. With time mystics initiated priests and soldiers in the secrets of the closed realm. A religious order formed, bent on spreading the glory of the awakening god into the closed realm. At first several Closed Realm shrines were founded, but suspicion among the Pearl Mages of an impending mermen rebellion resulted in a decree that the shrines of the Closed Realm were to close. To keep possible enemies close the Champions of the Closed Realm were given status and influence at the Palace of Pearls and training of the Champions was restricted to the palace grounds. The Champions of the Closed Realm uses iron weapons and other secrets of the Closed Realm, and are not expected to fight in the sea.

Text: Illwinter Game Design, via Dom6 Inspector

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
Poor amphibian
Can enter the sea, but is hampered while it fights under water. · back to text
Sacred
Marks the unit as sacred, so it can receive blessings and favour of its nation's god. · 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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