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Paqo of the Mountain Spirits

Nazca MA · National · size 3

Used byMiddle AgeNazca

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

Values from game data unless a chip says otherwise.

HP
11
PROT
2
basic 0, head 0, body 3
MOR
12
MR
13
STR
10
ATT
9
DEF
12
PREC
10
ENC
4
Size
3
Move / AP
16 / 12
Gold
? not verified
Resources
2
Recruitment points
? not verified
Upkeep
? not verified
Leadership
10 (magic 20)
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.

  • Protection 2: basic 0, head 0, body 3
  • Defence skill 12: 9 +3 (weapons)

basic is the natural protection; head and body already include it.

Weapons

Weapons carried by Paqo of the Mountain Spirits
WeaponDamageAttDefLengthFlags
Quarterstaff151033two-handedblunt

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
Robes
3
Arms
Robes
3
Legs
Robes
3

Armour worn

  • Robes · body · prot 3 · def 0 · enc 0

Description

The Paqo is a shaman and priest healer of the Nazcan humans. Male shamans receive their calling by being struck by lightning three times. This is a sure sign that the mountain spirits have chosen them as tools. Through them the mountain spirits bring good fortunes to the humans. Considered heretics by the priests of Nazca they are still used for their skills in herb lore and medicine. The Paqo follow their own traditions and rarely share their magical insights with the Nazcan mage-priests.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

A1N1

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
Mountain survival
Crosses mountain provinces without the movement penalty other units suffer there. · back to text
Resist cold
Takes less damage from cold by the value shown; a negative value means it takes more. · back to text
Resist shock
Takes less damage from shock by the value shown; a negative value means it takes more. · 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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