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Legion of Gods

Independent · size 10

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

Values from game data unless a chip says otherwise.

HP
55
PROT
0
MOR
30
MR
22
STR
20
ATT
20
DEF
22
PREC
15
ENC
0
Size
10
Move / AP
100 / 10
Gold
? not verified
Resources
0
Recruitment points
? not verified
Upkeep
? not verified
Leadership
50 (magic 130) (undead 300)

Weapons

None

Armour, by protected zone

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

Armour worn

None

Description

When the previous Pantokrator claimed the world he bound entire pantheons of gods in the bodies of three dead titans. Each of the three God Vessels contain a legion of imprisoned gods merged together into an entity of vast powers. When the Seal was broken the God Vessels returned to the world to wreak havoc, but the Legion of Gods was still bound in the flesh of a dead titan. When the God Vessel was destroyed the entire pantheon of mad gods emerged with unfettered powers, leaving destruction, madness and grief in their wake. Hopefully the entity will leave the world for other planes of existence.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

S6D6F/A/W/E6 100%

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
Amphibious
Moves and fights under water as well as on land. · back to text
Darkvision
Sees in the dark: the value is the share of the darkness penalty it ignores. · 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
Teleporter
Teleports: moves instantly in battle, and ignores terrain restrictions and the Sea of Ice spell. · back to text
Flies in storms
The unit can keep flying during storms. · 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
Spiritform
A spirit-like being: immune to transformation spells such as polymorph, and to disease and affliction healing. · back to text
No wish
Marks a unit that cannot be obtained by a wish. · back to text
Polymorph immunity
The unit cannot be polymorphed. · back to text
No-hall-of-fame
The unit does not enter the hall of fame. · 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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