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Jinn Warrior

Ubar EA · National · size 4

Used byEarly AgeUbar

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

Values from game data unless a chip says otherwise.

HP
19
PROT
13
basic 1, head 16, body 13
MOR
12
MR
14
STR
12
ATT
12
DEF
12
PREC
12
ENC
5
Size
4
Move / AP
16 / 14
Gold
? not verified
Resources
21
Recruitment points
? not verified
Upkeep
? not verified
Leadership
50 (magic 10)
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 13: basic 1, head 16, body 13
  • Defence skill 12: 13 -1 (armor)
  • Encumbrance 5: 3 +2 (armor)
  • Combat speed 14: 16 -2 (armor)

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

Weapons

Weapons carried by Jinn Warrior
WeaponDamageAttDefLengthFlags
Bronze Scimitar181301slash

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

Armour, by protected zone

Head
Bronze Cap
16
Body
Bronze Scale Hauberk
13
Arms
Bronze Scale Hauberk
13
Legs
Bronze Scale Hauberk
13

Armour worn

Description

Jinnun are spiritual beings born from Smokeless Flame in a distant past. They replaced the Hinn and Binn during the reign of a previous Pantokrator. They are naturally invisible and ethereal, but can take physical form when they interact with men. The Jinnun live in Ubar, a magic desert kingdom of marvelous riches. Once the City of Brass was the capital of the Jinnun, but the gates were sealed by a divine decree and the City was hidden from the eyes of men. All that was left was windswept pillars and a city covered in sand, known to man as Iram of a Thousand Pillars. Here the few remaining Jinnun and their human servants gather and wait for the seals to break. The City of Brass once fielded armies of Jinnun armed with enchanted weapons. These Jinn Warriors now follow the Jinn Emirs of Iram, waiting for the Gates of Brass to open and the war upon mankind restarted so that magic can be restored to the world. There are many Jinn races with different abilities and powers, but they are all born from Smokeless Flame and therefore strongly attuned to magic, ethereal and invisible unless they wish to be seen. Jinnun are vulnerable to iron and salt and the Jinn Warriors of Ubar use armaments of bronze.

Text: Illwinter Game Design, via Dom6 Inspector

Magic sites and mercenaries

Given by magic sites

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
Stealthy
Can move on the map unseen by enemies; the value is its stealth rating. · 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
Resist cold
Takes less damage from cold by the value shown; a negative value means it takes more. · back to text
Resist shock
Takes less damage from shock by the value shown; a negative value means it takes more. · back to text
Magic being
A magic being: it needs a mage to lead it and routs if left without magical leadership. · back to text
Ethereal
Very hard to hit with non-magical weapons, and able to pass through the walls of a fort that is being stormed. · back to text
Glamour
Cannot be discovered by scouts and fights with a mirror image protecting it; undetectable in friendly provinces. · back to text
Flying
The unit flies, so it can cross terrain that blocks walkers. · back to text
Flies in storms
The unit can keep flying during storms. · back to text
Spirit sight
Sees invisible units and suffers no darkness penalties. · back to text
Unseen
Invisible until it is hit, after which it is revealed. · 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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