Skip to content

Menu

Crow Clan Seithberender

Nidavangr MA · National · size 3

Used byMiddle AgeNidavangr

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

Values from game data unless a chip says otherwise.

HP
10
PROT
7
basic 0, head 5, body 7
MOR
10
MR
17
STR
10
ATT
11
DEF
12
PREC
10
ENC
4
Size
3
Move / AP
16 / 11
Gold
? not verified
Resources
2
Recruitment points
? not verified
Upkeep
? not verified
Leadership
10 (magic 50) (undead 100)
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 7: basic 0, head 5, body 7
  • Defence skill 12: 10 +3 (weapons), -1 (armor)
  • Encumbrance 4: 3 +1 (armor), spellcasting encumbrance: 5
  • Combat speed 11: 12 -1 (armor)

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

Weapons

Weapons carried by Crow Clan Seithberender
WeaponDamageAttDefLengthFlags
Quarterstaff151233two-handedblunt

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

Armour, by protected zone

Head
Fur Mask
5
Body
Furs
7
Arms
Furs
7
Legs
Furs
7

Armour worn

Description

The Seithberenders of the Crow Clan are undisputedly the most powerful mages in Nidavangr. Taking the shape of the Crow they travel wide and far to gather and deliver information, give advice to Jarls and Herses and guide the Seithberenders of the other clans. In all but name they are the masters of Nidavangr. The Crow Clan Seithberenders were taught the art of Seith as well as the means to pierce the illusions of the Vanir by their God, and for centuries they have kept vigil against the trickeries of the Vanir. But there is a darker and more sinister side to their power, for it is they who perform the rite of Nidlögning, the Nidbath. Through this horrible ritual several Niding warriors sacrifice themselves to empower the target of the ritual, giving him their lives so that he can live many times over. The Crow Clan Seithberenders are powerful mages of death and the night skies, and some of them practice blood magic.

Text: Illwinter Game Design, via Dom6 Inspector

Magic sites and mercenaries

Given by magic sites

Magic paths

A1S2D2H12 × A/S/D/B1 100%A/S/D/B1 10%

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
Forest survival
Crosses forest provinces without the movement penalty other units suffer there. · back to text
Mountain survival
Crosses mountain provinces without the movement penalty other units suffer there. · back to text
Resist cold
Takes less damage from cold by the value shown; a negative value means it takes more. · back to text
Sacred
Marks the unit as sacred, so it can receive blessings and favour of its nation's god. · back to text
Snow move
The unit moves through snow without the usual penalty. · back to text

Art: Illwinter Game Design, via Dom6 Inspector

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

Report an error