Markata Mystic
Used byLate AgePatala
verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)
- Stealthy 40 stealthStealthy · Can move on the map unseen by enemies; the value is its stealth rating.
Forest survivalForest survival · Crosses forest provinces without the movement penalty other units suffer there.
AnimalAnimal · An animal: eats half as much as a humanoid of its size, is led by ordinary commanders, and is affected by Animal Awe and by beast masters.
Dominion immortalityDominion immortality · The unit is immortal while it stands inside its own god's dominion.
FemaleFemale · Immune to being charmed by the Succubus; commanders with this flag get feminine names.
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
- 5
- 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
- 0
- 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
- 9
- 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
- 5
- 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
- 10
- 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
- 13
- 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
- 8
- 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
- 2
- 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
- 2
- 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
- 16 / 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
- 10 (magic 80) (undead 110)
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.
- Defence skill 13: 14 -1 (weapons)
Weapons
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| FistFist · Damage -2, attack −1, defence −1, length 0, 1 attack, resource cost 0. Blunt. Open in the weapons table | 3 | 9 | −1 | 0 | bluntblunt · 25% more damage on a head hit, applied before protection, and 25% more toward breaking a shield. Damage types |
| Sticks and StonesSticks and Stones · Damage -3, precision −2, range from strength, 30 shots, 2 attacks, resource cost 0. Blunt. Open in the weapons table ×2 | 2 | 6 | 0 | r5 | missilebluntblunt · 25% more damage on a head hit, applied before protection, and 25% more toward breaking a shield. 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
- — none
- 0
- Body
- — none
- 0
- Arms
- — none
- 0
- Legs
- — none
- 0
Armour worn
None
Description
Nott is the only Markata known to have mastered the mysteries of magic. This however, is actually not the case. Nott was once a vaetti hag of far away Vaettiheim, who left her home land in search of hidden arcana. Being denied the magic of the Jotun Gygjas she traveled wide and far to find other means to master magic. On her travels she uncovered magic not taught by the Jotun Gygjas and became skilled in a wide spectrum of magic paths. When she entered the land of the vanara she learned of their mystic traditions and the tranferral of the soul. Eager to practice her newly aquired skills she invited herself into the home of a Bandar prince and touched him with the Hand of Death in front of his entire household. As predicted she was promptly slain by his guards, but her carefully concocted plan failed. When her spirit left her mangled corpse she found that her soul was too small and would not fit in the mighty body of the slain prince. Horrified she tried to enter the body of his wife, then his guards and even his vanara servants, but her diminutive soul could not possess either of those. Desperate her fading soul searched for a vessel to possess. Out of sheer panic she entered the first body that would accomodate her little soul, a Markata that served as a pet fool in the prince's houshold. She claimed the Markata body, but the previous occupant refused to leave and hid in the depths of its former home, only to emerge from time to time to harass and fight Nott for control over the body. Since then Nott has made herself a name as the Markata Mystic, the only Markata clever enough to master magic. Nott is familiar with the transferral of souls and if her Markata body is slain she will probably find a new one to replace it.
Text: Illwinter Game Design, via Dom6 Inspector
Magic paths
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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
- Stealthy
- Can move on the map unseen by enemies; the value is its stealth rating. · back to text
- Forest survival
- Crosses forest provinces without the movement penalty other units suffer there. · back to text
- Animal
- An animal: eats half as much as a humanoid of its size, is led by ordinary commanders, and is affected by Animal Awe and by beast masters. · back to text
- Dominion immortality
- The unit is immortal while it stands inside its own god's dominion. · back to text
- Female
- Immune to being charmed by the Succubus; commanders with this flag get feminine names. · back to text
Art: Illwinter Game Design, via Dom6 Inspector
Last updated 2026-10-01 by Data importVerified for 6.37 (current)