Skip to content

Menu

Mason of the Underworld

Agartha MA · Hero · size 3

Used byMiddle AgeAgartha

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

  • Stealthy 80 stealth
  • Darkvision 50%
  • Sacred
  • Spy
  • Mason

Values from game data unless a chip says otherwise.

HP
8
PROT
0
MOR
12
MR
17
STR
5
ATT
5
DEF
4
PREC
6
ENC
7
Size
3
Move / AP
16 / 8
Gold
? not verified
Resources
0
Recruitment points
? not verified
Upkeep
? not verified
Leadership
110 (magic 40) (undead 150)
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.

  • Hit points 8: 10 -2 (old age)
  • Strength 5: 9 -4 (old age)
  • Attack skill 5: 9 -4 (old age), Hammer -> 5
  • Defence skill 4: 9 -4 (old age), -1 (weapons)
  • Precision 6: 8 -2 (old age)
  • Encumbrance 7: 3 +4 (old age)
  • Combat speed 8: 10 -2 (old age)

Weapons

Weapons carried by Mason of the Underworld
WeaponDamageAttDefLengthFlags
Hammer125−11bluntpierce

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

Klaus left Ulm when his master, one of the few remaining sorcerers, was caught by the emerging Iron Inquisition. He traveled far and wide and visited many courts of the time, where he mastered the art of diplomacy. When he heard rumors of the opulent halls and magical riches of Agartha, he decided to make them his. Agartha was a broken nation in need of guidance and he felt a need to guide them. By gathering mages who had fled the Iron Inquisition and with economic aid from the Emerald Emperor of Pythium, he organized the human conquest of the cavern realm of Agartha. He orchestrated the reforming of Agarthan society and created the Golem Cult for his fugitive mages. He made himself a power behind the Oracles and rules the Golem Crafters with iron hand and silver tongue. He alone among the humans remembers how the Cult was formed and how the Oracles accepted human worship. Klaus now serves the Emerging God, certain that it will further his interests and power. Klaus is a skilled diplomat and spy, should he care to venture outside his opulent chambers. He is also a most skilled mage-smith and Golem Crafter. Blessed by some unknown fate, he has lived far beyond a normal human lifespan, but old age is starting to take its toll on him.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

F1W1E2D3H1

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
Darkvision
Sees in the dark: the value is the share of the darkness penalty it ignores. · back to text
Sacred
Marks the unit as sacred, so it can receive blessings and favour of its nation's god. · back to text
Spy
The unit can spy on enemy provinces. · back to text
Mason
Lets the nation build a fortress one step further than it normally could. · 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