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Logrian Wise Man

Man MA · National · size 3

Used byMiddle AgeMan

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

Values from game data unless a chip says otherwise.

HP
12
PROT
10
basic 0, head 18, body 9
MOR
11
MR
13
STR
11
ATT
9
DEF
11
PREC
10
ENC
4
Size
3
Move / AP
14 / 11
Gold
? not verified
Resources
7
Recruitment points
? not verified
Upkeep
? not verified
Leadership
10 (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 10: basic 0, head 18, body 9
  • Defence skill 11: 9 +3 (weapons), -1 (armor)
  • Encumbrance 4: 3 +1 (armor), spellcasting encumbrance: 5
  • Combat speed 11: 12 -1 (armor)

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

Weapons

Weapons carried by Logrian Wise Man
WeaponDamageAttDefLengthFlags
Quarterstaff161033two-handedblunt

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

Armour, by protected zone

Head
Half Helmet
18
Body
Full Leather Armor
9
Arms
Full Leather Armor
9
Legs
Full Leather Armor
9

Armour worn

Description

When human tribes first arrived in the land of the Tuatha they were few and came in small groups. Small tribes led by warrior shamans settled among the Fir Bolg and brought iron and steel to the land. They called themselves Logrians and shared traditions, but little else. When the Fir Bolg were defeated, Logrian petty kings tried to unite the tribes, but not until the witches emerged from Avalon was the realm united. The petty kings of Logris were replaced by the one king of Man. The warrior shamans were bereft of power and influence. Higher magic and the secrets of Avalon became restricted to women and male mages were all but persecuted. With time the Logrian shamans found a role as wise men and keepers of Logrian traditions. Few of them venture near the cities and castles of the witches and most resent their destiny and dream of the day the witches will fall. With the coming of the New Lord, the wise men have been requested to aid the kingdom and they have grudgingly answered the call.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

E1F/A/E/N1 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

Art: Illwinter Game Design, via Dom6 Inspector

Last updated 2026-10-01 by Data importVerified for 6.37 (current)

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