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Demilich

Abysia EA, Abysia LA, Abysia MA, Agartha EA, Agartha LA, Agartha MA, Andramania LA, Arcoscephale EA, Arcoscephale LA, Arcoscephale MA, Ashdod MA, Asphodel MA, Atlantis EA, Atlantis LA, Atlantis MA, Bandar Log MA, Berytos EA, Bogarus LA, Caelum EA, Caelum LA, Caelum MA, C'tis EA, C'tis LA, C'tis MA, Eriu MA, Ermor EA, Ermor MA, Erytheia LA, Feminie LA, Fomoria EA, Gath LA, Helheim EA, Hinnom EA, Ind MA, Jomon LA, Jotunheim MA, Kailasa EA, Lanka EA, Lemuria LA, Machaka EA, Machaka MA, Man LA, Man MA, Marignon LA, Marignon MA, Marverni EA, Mekone EA, Mictlan EA, Mictlan LA, Mictlan MA, Midgård LA, Muspelheim EA, Na'Ba MA, Nazca MA, Nidavangr MA, Niefelheim EA, Oceania EA, Oceania MA, Pangaea EA, Pangaea LA, Pangaea MA, Patala LA, Pelagia EA, Pelagia MA, Phaeacia MA, Phlegra LA, Phlegra MA, Piconye LA, Pyrène EA, Pyrène LA, Pyrène MA, Pythium LA, Pythium MA, Ragha LA, Rus EA, Sauromatia EA, Sceleria MA, Shinuyama MA, T'ien Ch'i EA, T'ien Ch'i LA, T'ien Ch'i MA, Tir na n'Og EA, Ubar EA, Ulm EA, Ulm LA, Ulm MA, Ur EA, Uruk MA, Utgård LA, Vaettiheim LA, Vanarus MA, Vanheim EA, Vanheim MA, Xibalba EA, Xibalba LA, Xibalba MA, Yomi EA, Ys MA, Zemaitia LA · Pretender · size 1

Used byEarly AgeAbysiaLate AgeAbysiaMiddle AgeAbysiaEarly AgeAgarthaLate AgeAgarthaMiddle AgeAgarthaLate AgeAndramaniaEarly AgeArcoscephaleLate AgeArcoscephaleMiddle AgeArcoscephaleMiddle AgeAshdodMiddle AgeAsphodelEarly AgeAtlantisLate AgeAtlantisMiddle AgeAtlantisMiddle AgeBandar LogEarly AgeBerytosLate AgeBogarusEarly AgeCaelumLate AgeCaelumMiddle AgeCaelumEarly AgeC'tisLate AgeC'tisMiddle AgeC'tisMiddle AgeEriuEarly AgeErmorMiddle AgeErmorLate AgeErytheiaLate AgeFeminieEarly AgeFomoriaLate AgeGathEarly AgeHelheimEarly AgeHinnomMiddle AgeIndLate AgeJomonMiddle AgeJotunheimEarly AgeKailasaEarly AgeLankaLate AgeLemuriaEarly AgeMachakaMiddle AgeMachakaLate AgeManMiddle AgeManLate AgeMarignonMiddle AgeMarignonEarly AgeMarverniEarly AgeMekoneEarly AgeMictlanLate AgeMictlanMiddle AgeMictlanLate AgeMidgårdEarly AgeMuspelheimMiddle AgeNa'BaMiddle AgeNazcaMiddle AgeNidavangrEarly AgeNiefelheimEarly AgeOceaniaMiddle AgeOceaniaEarly AgePangaeaLate AgePangaeaMiddle AgePangaeaLate AgePatalaEarly AgePelagiaMiddle AgePelagiaMiddle AgePhaeaciaLate AgePhlegraMiddle AgePhlegraLate AgePiconyeEarly AgePyrèneLate AgePyrèneMiddle AgePyrèneLate AgePythiumMiddle AgePythiumLate AgeRaghaEarly AgeRusEarly AgeSauromatiaMiddle AgeSceleriaMiddle AgeShinuyamaEarly AgeT'ien Ch'iLate AgeT'ien Ch'iMiddle AgeT'ien Ch'iEarly AgeTir na n'OgEarly AgeUbarEarly AgeUlmLate AgeUlmMiddle AgeUlmEarly AgeUrMiddle AgeUrukLate AgeUtgårdLate AgeVaettiheimMiddle AgeVanarusEarly AgeVanheimMiddle AgeVanheimEarly AgeXibalbaLate AgeXibalbaMiddle AgeXibalbaEarly AgeYomiMiddle AgeYsLate AgeZemaitia

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

Values from game data unless a chip says otherwise.

HP
3
PROT
0
MOR
30
MR
18
STR
5
ATT
4
DEF
4
PREC
14
ENC
0
Size
1
Move / AP
4 / 2
Gold
? not verified
Resources
1
Recruitment points
? not verified
Upkeep
? not verified
Leadership
10 (undead 300)

Weapons

None

Armour, by protected zone

Head
— none
0
Body
— none
0
Arms
— none
0
Legs
— none
0

Armour worn

None

Description

A Demilich is an Arch Mage adept in Death magic that has outgrown his need for a physical body. The only things remaining of his old body are a skull and a few bones. It is through these that the Demilich can still affect this world. Should the skull be destroyed, a new one will form shortly after and the Demilich will be able to affect the world again. Being so powerful, there is nothing left to acquire but godhood. The Demilich is very magically powerful and difficult to destroy, but lacking a body he is unable to move between provinces through means other than magic rituals.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

D3

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
Resist cold
Takes less damage from cold by the value shown; a negative value means it takes more. · back to text
Resist poison
Takes less damage from poison by the value shown; a negative value means it takes more. · back to text
Undead
An undead: needs undead leadership, can be banished, and is immune to disease and affliction healing. · back to text
Inanimate
An inanimate being such as a golem: immune to some spells, and ordinary regeneration does not work on it. · back to text
Immortal
The unit does not die permanently and returns after being slain in battle. · back to text
Immobile
Cannot move on the battlefield; movement on the campaign map is a separate value, so an immobile unit is not automatically stuck on the map. · back to text
Slash resistant
Takes half damage from slashing weapons. · back to text
Pierce resistant
Takes half damage from piercing weapons. · back to text
Need not eat
The unit does not need to eat. · back to text
Spirit sight
Sees invisible units and suffers no darkness penalties. · 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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