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Man Eater

Sauromatia EA · Hero · size 3

Used byEarly AgeSauromatia

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

Values from game data unless a chip says otherwise.

HP
18
PROT
12
basic 0, head 11, body 13
MOR
16
MR
18
STR
14
ATT
14
DEF
19
PREC
10
ENC
5
Size
3(4)
Move / AP
12 / 14
Gold
? not verified
Resources
0
Recruitment points
? not verified
Upkeep
? not verified
Leadership
150 (magic 40) (undead 230)
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 12: basic 0, head 11, body 13
  • Defence skill 19: 14 +3 (mounted), -2 (armor), +4 (shield parry)
  • Encumbrance 5: 3 +2 (armor), spellcasting encumbrance: 9
  • Combat speed 14: 16 -2 (armor)

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

Weapons

Weapons carried by Man Eater
WeaponDamageAttDefLengthFlags
Light Lance171403pierce

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

Armour, by protected zone

Head
Skullface
11
Body
Scale Mail Hauberk
13
Arms
Scale Mail Hauberk
13
Legs
Scale Mail Hauberk
13

Armour worn

Description

Skögu was born in the swamps of Pythia ages ago. His mother left him in the swamps to die, but he was found and nurtured by a Pythian serpent. When he returned to his tribe, he could still not speak a word. He was not accepted and wandered the land until he came to a strange island and met a beautiful enchantress. She took him as her lover and taught him three languages that are spoken today, three languages that are dead and finally the language spoken by the dead. She must have loved or hated him greatly, because she also taught him the dark art of necromancy. When the witch finally got tired of her young lover and banished him from the island, Skögu was maddened by rage and turned his dark arts to practice. He returned to his tribe with a host of ghosts and slew and ate those who opposed him. He sacrificed women as he would his former lover, should they meet again, and made his tribe do the same and he made his tribesmen eat those they defeated in combat. Soon the Horror of the Androphags spread across the steppes. He took seven wives, three living, three old and one no longer living. The sons of his wives were taught the dark arts and he called them Witch Kings. Skögu has since retired into the swamps of Pythia where he feasts upon the flesh of men, awaiting the arrival of his former lover. Skögu rides a Pythian serpent reanimated by vile magic.

Text: Illwinter Game Design, via Dom6 Inspector

Connected units

Magic paths

D4N1B3

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
Swamp survival
Crosses swamp 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
Sacred
Marks the unit as sacred, so it can receive blessings and favour of its nation's god. · 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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