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Immortal Gorgon

Arcoscephale EA, Arcoscephale LA, Arcoscephale MA, Asphodel MA, Ermor EA, Marverni EA, Mekone EA, Pangaea EA, Pangaea LA, Pangaea MA, Phaeacia MA, Phlegra LA, Phlegra MA, Pyrène EA, Pythium LA, Pythium MA, Sauromatia EA · Pretender · size 6

Used byEarly AgeArcoscephaleLate AgeArcoscephaleMiddle AgeArcoscephaleMiddle AgeAsphodelEarly AgeErmorEarly AgeMarverniEarly AgeMekoneEarly AgePangaeaLate AgePangaeaMiddle AgePangaeaMiddle AgePhaeaciaLate AgePhlegraMiddle AgePhlegraEarly AgePyrèneLate AgePythiumMiddle AgePythiumEarly AgeSauromatia

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

Values from game data unless a chip says otherwise.

HP
30
PROT
9
MOR
30
MR
18
STR
13
ATT
12
DEF
10
PREC
10
ENC
2
Size
6
Move / AP
22 / 10
Gold
? not verified
Resources
1
Recruitment points
? not verified
Upkeep
? not verified
Leadership
150 (magic 20) (undead 50)

Weapons

Weapons carried by Immortal Gorgon
WeaponDamageAttDefLengthFlags
Golden Claw151200magicslash
Snake Hair ×591000magicpierce

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 Gorgons were three divine sisters born at the dawn of time. When the youngest of them was assaulted by a servant of the Pantokrator they were collectively punished for defending her. The sisters were transformed into beasts of horrific appearance. Their hair are masses of snakes and their eyes burn with amber fire. Great flapping bat wings grow from their shoulders. So horrible were their appearance that anyone who looked upon their faces turned to stone. But this was not enough for the servant. On his request the Pantokrator imprisoned the three gorgons for eternity and the youngest sister was bereft of her immortality, should she ever escape her prison. Now with the Pantokrator gone one of the sisters is stirring and her shackles are weakening.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

E2D1

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
Resist poison
Takes less damage from poison by the value shown; a negative value means it takes more. · back to text
Dominion immortality
The unit is immortal while it stands inside its own god's dominion. · back to text
Flying
The unit flies, so it can cross terrain that blocks walkers. · back to text
Recuperation
Gradually cures the unit's battle afflictions, but not while it is suffering from old age. · back to text
Female
Immune to being charmed by the Succubus; commanders with this flag get feminine names. · back to text
Petrifies attackers
Those who attack the unit can be turned to stone. · 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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