Skip to content

Menu

Markata Mystic

Patala LA · Hero · size 2

Used byLate AgePatala

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

Values from game data unless a chip says otherwise.

HP
5
PROT
0
MOR
9
MR
17
STR
5
ATT
10
DEF
13
PREC
8
ENC
2
Size
2
Move / AP
16 / 14
Gold
? not verified
Resources
0
Recruitment points
? not verified
Upkeep
? not verified
Leadership
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

Weapons carried by Markata Mystic
WeaponDamageAttDefLengthFlags
Fist39−10blunt
Sticks and Stones ×2260r5missileblunt

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

S3D2N1G1

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)

Report an error