Man Eater
Used byEarly AgeSauromatia
verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

Swamp survivalSwamp survival · Crosses swamp provinces without the movement penalty other units suffer there.- Resist poison 15 pointsResist poison · Takes less damage from poison 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.
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
- 18
- 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
- 12
- basic 0, head 11, body 13
- 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
- 16
- 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
- 18
- STRstrength · Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. Full article
- 14
- 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
- 14
- 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
- 19
- 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
- 10
- 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
- 5
- 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(4)
- 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 / 14
- 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
- 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
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| Light LanceLight Lance · Damage 3, length 3, 1 attack, resource cost 1. Piercing, Bonus damage on the first attack, Made of iron, Ferrous. Open in the weapons table | 17 | 14 | 0 | 3 | pierce |
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
- Scale Mail HauberkScale Mail Hauberk · Body armour. Protection: body 13. Defence −1, encumbrance 2, map move penalty 4, resource cost 9. Ferrous. Open in the armour table · body · prot 13 · def -1 · enc 2
- SkullfaceSkullface · Helmet. Protection: head 11. Encumbrance 0, resource cost 0. Magic. Open in the armour table · helmet · prot 11 · def 0 · enc 0
- ShieldShield · Shield. Protection: shield 16. Defence −1, parry 4, encumbrance 1, resource cost 2. Flammable. Open in the armour table · shield · prot 16 · def -1 · parry 4 · enc 1
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
- Mount Serpent Carcass
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)