Lost Knight
Used byLate AgeZemaitia
verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

Forest survivalForest survival · Crosses forest provinces without the movement penalty other units suffer there.- Resist cold 5 pointsResist cold · Takes less damage from cold by the value shown; a negative value means it takes more.
SacredSacred · Marks the unit as sacred, so it can receive blessings and favour of its nation's god.
GlamourGlamour · Cannot be discovered by scouts and fights with a mirror image protecting it; undetectable in friendly provinces.
True sightTrue sight · The unit sees through illusions and concealment.
Snow moveSnow move · The unit moves through snow without the usual penalty.
Combat casterCombat caster · The unit casts spells in battle.
Values from game data unless a chip says otherwise.
- HPhit 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
- 25
- PROTprotection · 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
- 21
- basic 0, head 21, body 21
- MORmorale · 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
- 15
- MRmagic 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
- 17
- STRstrength · Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. Full article
- 16
- ATTattack 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
- 15
- DEFdefence 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
- 14
- PRECprecision · 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
- 12
- ENCencumbrance · 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
- 4
- Sizesize · 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
- 3(6)
- Movemap 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 / APaction 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
- 12 / 12
- Goldgold 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
- ? not verified
- Resourcesresource 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
- 0
- Recruitment pointsrecruitment 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
- ? not verified
- Upkeepupkeep · 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
- ? not verified
- Leadershipleadership · 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
- 100 (magic 50)
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 21: basic 0, head 21, body 21
- Defence skill 14: 11 +3 (mounted), -1 (weapons), -3 (armor), +4 (shield parry)
- Encumbrance 4: 2 +2 (armor), spellcasting encumbrance: 8
- Combat speed 12: 14 -2 (armor)
basic is the natural protection; head and body already include it.
Weapons
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| Fay LanceFay Lance · Damage 7, attack 2, length 3, 1 attack, resource cost 2. Intrinsic (takes no hand), Magic weapon, Piercing, Bonus damage on the first attack, Heavy (higher charge cap), Cannot repel, Only when mounted, One use per battle. Open in the weapons table | 23 | 17 | 0 | 3 | magicpiercepierce · The target’s protection is cut by 15% before the blow is compared with it. Damage types |
| Morningstar of Waking DreamsMorningstar of Waking Dreams · Damage 6, attack 2, defence −1, length 1, 1 attack, resource cost 2. Magic weapon, Piercing, Blunt, Flail (+2 attack against shields). Extra effect on every attack: Dreams. Open in the weapons table | 22 | 17 | −1 | 1 | magicbluntblunt · 25% more damage on a head hit, applied before protection, and 25% more toward breaking a shield. Damage types piercepierce · The target’s protection is cut by 15% before the blow is compared with it. Damage types |
| AntlersAntlers · Damage 0, attack −1, length 1, 1 attack, resource cost 0. Intrinsic (takes no hand), Slashing, Only when dismounted. Open in the weapons table | 16 | 14 | 0 | 1 | slashslash · 25% more damage after protection, and 50% more toward breaking a shield. A hit costing half the target’s hit points can sever a limb or head. Damage types |
Damage includes the unit's strength and Att its attack skill, as the Dom 6 Inspector shows them.
Armour, by protected zone
- Head
- Fay Helmet
- 21
- Body
- Fay Plate Armor
- 21
- Arms
- Fay Plate Armor
- 21
- Legs
- Fay Plate Armor
- 21
Armour worn
- Fay Plate ArmorFay Plate Armor · Body armour. Protection: body 21. Defence −2, encumbrance 3, map move penalty 6, resource cost 25. Magic. Open in the armour table · body · prot 21 · def -2 · enc 3
- Fay HelmetFay Helmet · Helmet. Protection: head 21. Defence −1, encumbrance 0, resource cost 5. Magic. Open in the armour table · helmet · prot 21 · def -1 · enc 0
- Gossamer ShieldGossamer Shield · Shield. Protection: shield 15. Parry 4, encumbrance 0, resource cost 6. Magic. Open in the armour table · shield · prot 15 · def 0 · parry 4 · enc 0
Description
Visvaldas was one of the first Chudes ordained as a knight and to receive a moose mount. He was strong and devoted to prove the worth of the Chudes to the human Hochmeister. However, soon after being ordained his dreams became troubled and dark. He sought advice among the knights as well as the Antlered Veduns, but they could not give him solace. One evening, when the moon rose above the Moonwood, he entered the forest astride his moose, never to be seen again.This was before the dreamwild transformation, when the Chudes were merely strong warriors without any faywrought gifts.
One morning, half an age later when the pines of the Moonwood had withered and regrown three times over, a great antlered knight emerged from the Moonwood, dressed in the splendour of the Fay and riding a great moose wreathed in the glamour of the dreamwild. He claimed the name Visvaldas and displayed intimate knowledge of the order's regulations and customs. But he was obviously no longer what he had been and many a Vedun suspected that he was but a dream or memory that had escaped from the Dreamwild. With reluctance he was accepted as a Sylvan Knight and was given command over his peers. Time will tell if this was the right decision.
Text: Illwinter Game Design, via Dom6 Inspector
Connected units
- Mount Fay Moose
Magic paths
N2G3H1
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 cold
- Takes less damage from cold by the value shown; a negative value means it takes more. · back to text
- Sacred
- Marks the unit as sacred, so it can receive blessings and favour of its nation's god. · back to text
- Glamour
- Cannot be discovered by scouts and fights with a mirror image protecting it; undetectable in friendly provinces. · back to text
- True sight
- The unit sees through illusions and concealment. · back to text
- Snow move
- The unit moves through snow without the usual penalty. · back to text
- Combat caster
- The unit casts spells in battle. · back to text
Art: Illwinter Game Design, via Dom6 Inspector
Last updated 2026-10-01 by Data importVerified for 6.37 (current)