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Mind Lord

Auluudh (Mind Lord)

R'lyeh EA · Hero · size 9

Used byEarly AgeR'lyeh

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

Values from game data unless a chip says otherwise.

HP
99
PROT
2
MOR
12
MR
20
STR
15
ATT
10
DEF
10
PREC
10
ENC
4
Size
9
Move / AP
16 / 5
Gold
? not verified
Resources
0
Recruitment points
? not verified
Upkeep
? not verified
Leadership
50 (magic 270)

Weapons

Weapons carried by Mind Lord
WeaponDamageAttDefLengthFlags
Tentacle101000armour-piercing
Tentacle101000armour-piercing

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

Auluudh is the eldest surviving member of an ancient race sprung from the depths of the ocean. The Aboleths have no formal leaders, but everyone serves the ancient Mind Lords and Auluudh is the oldest and most powerful of them. Auluudh is the closest thing to a regent there is in the depths. The recent emergence of leadership among the ever more numerous Deep Ones is a cause of concern to the Mind Lord. To strengthen his grip over the Deep Ones and the Tritons, Auluudh has quested to further his knowledge of distant stars. This search has led him to shallow waters where he has discovered other beings to enslave. The mermen and their mages will serve a purpose as stargazers and communicants should the power of the distant stars be needed.

Text: Illwinter Game Design, via Dom6 Inspector

Connected units

Magic paths

W4S4

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
Aquatic
Lives in the sea and cannot leave the water. · back to text
Magic being
A magic being: it needs a mage to lead it and routs if left without magical leadership. · back to text
Aboleth
Marks the unit as an aboleth. · back to text
Spirit sight
Sees invisible units and suffers no darkness penalties. · back to text

Art: Illwinter Game Design, via Dom6 Inspector

Last updated 2026-10-01 by Data importVerified for 6.37 (current)

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