Matrona of the Healing Spring
Used byMiddle AgeEriuEarly AgeFomoriaLate AgeManMiddle AgeManLate AgeMarignonMiddle AgeMarignonEarly AgeMarverniEarly AgePyrèneLate AgePyrèneMiddle AgePyrèneEarly AgeTir na n'OgEarly AgeUlmLate AgeUlmMiddle AgeUlmLate AgeZemaitia
verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

- Resist poison 15 pointsResist poison · Takes less damage from poison by the value shown; a negative value means it takes more.
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
- 80
- 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
- 3
- 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
- 30
- 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
- 20
- 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
- 12
- 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
- 11
- 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
- 13
- 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
- 8
- 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
- 22 / 16
- 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
- 6
- 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 30)
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 11: 12 -1 (weapons)
Weapons
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| SerpentSerpent · Damage 11, attack 4, length 2, 1 attack, resource cost 2. Magic weapon, Strength not added, Piercing, Armour-piercing, Flail (+2 attack against shields). Extra effect on damage: Death Poison. Open in the weapons table | 11 | 15 | 0 | 3 | armour-piercingarmour-piercing · Only half the target’s protection counts. Stacked with a piercing weapon type, the cut is 65%. Damage types magicpiercepierce · The target’s protection is cut by 15% before the blow is compared with it. Damage types |
| FistFist · Damage -2, attack −1, defence −1, length 0, 1 attack, resource cost 0. Blunt. Open in the weapons table | 18 | 10 | −1 | 0 | bluntblunt · 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
The Matrona of the Healing Spring is a giant of divine heritage placed to guard a spring by a previous Pantokrator. For some reason the spring was special to the Pantokrator and he instilled his power in the sparkling waters. He told the Matrona never to bathe in the sacred waters and to keep them ever clean. But the Matrona of the Spring couldn't resist and bathed in the blessed waters, and the powers instilled in the spring were suffused in her body. And mankind came to her and begged her to heal them from all ills, and they gave her their prayers. But one day the Pantokrator returned to take his centennial bath, and discovered that the reinvigorating powers of the spring was lost and its waters befouled by the filth of men. Furious he threw the Matrona into the spring and placed a cliff on top of it imprisoning her for eternity. But now, with the Pantokrator gone, a trickle of water is eroding the stone. Soon the Matrona of the Healing Spring will once more bring mercy and wisdom to mankind.
Text: Illwinter Game Design, via Dom6 Inspector
Connected units
- Summons in battle × 1d6 Hound
Magic paths
W1N1G1
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
- Resist poison
- Takes less damage from poison by the value shown; a negative value means it takes more. · 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)