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Dragon

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 LA, 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, Jotunheim MA, Kailasa EA, Lanka EA, Lemuria LA, Machaka EA, Machaka MA, Man LA, Man MA, Marignon LA, Marignon MA, Marverni EA, Mictlan EA, Mictlan LA, Mictlan MA, Midgård LA, Muspelheim EA, Na'Ba MA, Nazca MA, Nidavangr MA, Niefelheim EA, Pangaea EA, Pangaea LA, Pangaea MA, Patala LA, Phaeacia MA, Piconye LA, Pyrène EA, Pyrène LA, Pyrène MA, Pythium LA, Pythium MA, Ragha LA, Rus EA, Sauromatia EA, Sceleria 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, Zemaitia LA · Pretender · size 10

Used byEarly AgeAbysiaLate AgeAbysiaMiddle AgeAbysiaEarly AgeAgarthaLate AgeAgarthaMiddle AgeAgarthaLate AgeAndramaniaEarly AgeArcoscephaleLate AgeArcoscephaleMiddle AgeArcoscephaleMiddle AgeAshdodMiddle AgeAsphodelLate AgeAtlantisMiddle AgeBandar LogEarly AgeBerytosLate AgeBogarusEarly AgeCaelumLate AgeCaelumMiddle AgeCaelumEarly AgeC'tisLate AgeC'tisMiddle AgeC'tisMiddle AgeEriuEarly AgeErmorMiddle AgeErmorLate AgeErytheiaLate AgeFeminieEarly AgeFomoriaLate AgeGathEarly AgeHelheimEarly AgeHinnomMiddle AgeIndMiddle AgeJotunheimEarly AgeKailasaEarly AgeLankaLate AgeLemuriaEarly AgeMachakaMiddle AgeMachakaLate AgeManMiddle AgeManLate AgeMarignonMiddle AgeMarignonEarly AgeMarverniEarly AgeMictlanLate AgeMictlanMiddle AgeMictlanLate AgeMidgårdEarly AgeMuspelheimMiddle AgeNa'BaMiddle AgeNazcaMiddle AgeNidavangrEarly AgeNiefelheimEarly AgePangaeaLate AgePangaeaMiddle AgePangaeaLate AgePatalaMiddle AgePhaeaciaLate AgePiconyeEarly AgePyrèneLate AgePyrèneMiddle AgePyrèneLate AgePythiumMiddle AgePythiumLate AgeRaghaEarly AgeRusEarly AgeSauromatiaMiddle AgeSceleriaEarly AgeTir na n'OgEarly AgeUbarEarly AgeUlmLate AgeUlmMiddle AgeUlmEarly AgeUrMiddle AgeUrukLate AgeUtgårdLate AgeVaettiheimMiddle AgeVanarusEarly AgeVanheimMiddle AgeVanheimEarly AgeXibalbaLate AgeXibalbaMiddle AgeXibalbaLate AgeZemaitia

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

Values from game data unless a chip says otherwise.

HP
125
PROT
18
MOR
30
MR
18
STR
25
ATT
15
DEF
11
PREC
12
ENC
2
Size
10
Move / AP
28 / 10
Gold
? not verified
Resources
1
Recruitment points
? not verified
Upkeep
? not verified
Leadership
120 (magic 20)
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.

  • Defence skill 11: 12 -1 (weapons)

Weapons

Weapons carried by Dragon
WeaponDamageAttDefLengthFlags
Dragon Fire18120r8armour-piercingmagicmissilefire
Bite2715−10magicslash
Claw251500magicslash
Tail Sweep201500blunt

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

Armour, by protected zone

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

Armour worn

None

Description

The Dragon is an ancient reptile of tremendous physical and magical power. Born before the history of time, the dragons were perceived as threats to the world and imprisoned by the previous Pantokrator millennia ago. Dragons are enormous, scaly, winged beasts capable of breathing fire, poisonous gas or supernatural frost or lightning upon enemies. Dragons are closely attuned to the magic that brought them into life and thus focus mainly on one magic path. The physical bodies of Dragons are not well suited for spell casting. Red Dragons have their skills reduced when casting spells from paths other than Fire. Therefore, Dragons tend to adopt human form, but when wounded, they revert to their greater Dragon form.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

F2

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
Mountain survival
Crosses mountain provinces without the movement penalty other units suffer there. · back to text
Wasteland survival
Crosses wasteland provinces without the movement penalty other units suffer there. · back to text
Resist fire
Takes less damage from fire by the value shown; a negative value means it takes more. · back to text
Flying
The unit flies, so it can cross terrain that blocks walkers. · 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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