Dharmapala of the Underworld
Used byMiddle AgeBandar LogLate AgeFeminieMiddle AgeIndLate AgeJomonEarly AgeKailasaEarly AgeLankaLate AgePatalaLate AgePiconyeMiddle AgeShinuyamaEarly AgeT'ien Ch'iLate AgeT'ien Ch'iMiddle AgeT'ien Ch'iEarly AgeYomi
verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

- Resist fire 15 pointsResist fire · Takes less damage from fire by the value shown; a negative value means it takes more.
Spirit sightSpirit sight · Sees invisible units and suffers no darkness penalties.
Values from game data unless a chip says otherwise.
- HPhit 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
- 96
- PROTprotection · 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
- 7
- basic 3, head 8, body 7
- MORmorale · 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
- 30
- MRmagic 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
- 18
- STRstrength · Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. Full article
- 22
- ATTattack 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
- 12
- DEFdefence 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
- 13
- PRECprecision · 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
- 12
- ENCencumbrance · 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
- 2
- Sizesize · 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
- 9
- Movemap 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 / APaction 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
- 22 / 16
- Goldgold 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
- ? not verified
- Resourcesresource 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
- 10
- Recruitment pointsrecruitment 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
- ? not verified
- Upkeepupkeep · 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
- ? not verified
- Leadershipleadership · 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
- 160 (magic 10) (undead 150)
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 3, head 8, body 7
- Defence skill 13: 12 +1 (weapons)
basic is the natural protection; head and body already include it.
Weapons
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| Ritual BatonRitual Baton · Damage 2, defence 1, length 1, 1 attack, resource cost 0. Blunt, Flammable. Open in the weapons table | 24 | 12 | 1 | 2 | bluntblunt · 25% more damage on a head hit, applied before protection, and 25% more toward breaking a shield. Damage types |
Damage includes the unit's strength and Att its attack skill, as the Dom 6 Inspector shows them.
Armour, by protected zone
- Head
- Crown
- 8
- Body
- Imperial Robes
- 7
- Arms
- Imperial Robes
- 7
- Legs
- Imperial Robes
- 7
Armour worn
- Imperial RobesImperial Robes · Body armour. Protection: body 4. Encumbrance 0, map move penalty 0, resource cost 3. Flammable. Open in the armour table · body · prot 4 · def 0 · enc 0
- CrownCrown · Helmet. Protection: head 5. Encumbrance 0, resource cost 0. Open in the armour table · helmet · prot 5 · def 0 · enc 0
Description
The Dharmapalas were giants of divine heritage tasked by a previous Pantokrator with upholding the celestial laws. The Dharmapala of the Underworld was given mandate over the laws of death and rebirth. He took the Throne of the Underworld and made himself judge and ruler of the dead. His demonic servants guided the dead to their next life. But with time his mind darkened, and he was seduced by jealousy and hunger for power. He demanded prayers from men in return for a good afterlife. His judgment lost righteousness and his servant demons wrongfully led the newly dead to the hellish realm of the Dharmapala. When the Pantokrator realized that his most trusted servant had broken the laws of death and rebirth to collect the prayers of men he was furious and imprisoned the Dharmapala in this world, disconnected from the Hell he had created. Now with the Pantokrator gone the Dharmapala is free to once more judge the dead as he sees fit.
Text: Illwinter Game Design, via Dom6 Inspector
Connected units
- Summons in battle × 1 Horse-face
Magic paths
F1D2
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 fire
- Takes less damage from fire by the value shown; a negative value means it takes more. · 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)