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

AmphibiousAmphibious · Moves and fights under water as well as on land.- Resist shock 15 pointsResist shock · Takes less damage from shock by the value shown; a negative value means it takes more.
- Resist poison 15 pointsResist poison · Takes less damage from poison by the value shown; a negative value means it takes more.
SacredSacred · Marks the unit as sacred, so it can receive blessings and favour of its nation's god.
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
- 39
- 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
- 5
- 1 +4 (earth magic)
- 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
- 17
- 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
- 12
- 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
- 1
- 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
- 6
- 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 / 14
- 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
- 0
- 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
- 180 (magic 200) (undead 50)
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 5: 1 +4 (earth magic)
- Defence skill 11: 12 -1 (weapons)
basic is the natural protection; head and body already include it.
Weapons
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| FistFist · Damage -2, attack −1, defence −1, length 0, 1 attack, resource cost 0. Blunt. Open in the weapons table | 15 | 11 | −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
When Therodos was destroyed and the Telkhines slain or imprisoned, Makelo and her two daughters were spared. When her kin began to study stygian magic she warned them against the dangers and tried to encourage the study of healing magic instead. Unfortunately only her daughters followed her example and the Telkhine kingdom was afflicted first by the Telkhine Malediction and then by divine punishment. When Therodos fell underneath the waves Makelo fled to distant lands. She came to the former Therodian colony of Berytos and found that a primordial giant had claimed the city as his. She found Ba'al Hammon, the Melqart of the city, in every way as despicable as her old husband, the Telkhine God-King. She decided to stay and help the populace from the tyranny of the Melqart. She approached him and offered her hand in marriage. Ba'al Hammon recognized her vast magical powers and was flattered. Now the two of them rule Berytos as dual-monarchs. Since her arrival Ba'al Hammon has become less and less interested in blood feasts, and some of the Brides-in-Waiting, feeling out-maneuvered, are concerned that Makelo has her own agenda. Makelo is a Telkhine and is able to change her shape. In her demonic form she appear with dog head and flippers instead of hands and her powers over storms and the sea are increased. In human shape her skills in forging are increased. Makelo took no part of the Telkhine Malediction and she doesn't spread poison like her imprisoned kin. Instead she is a healer of remarkable skills.
Text: Illwinter Game Design, via Dom6 Inspector
Magic paths
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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
- Amphibious
- Moves and fights under water as well as on land. · back to text
- Resist shock
- Takes less damage from shock by the value shown; a negative value means it takes more. · back to text
- Resist poison
- Takes less damage from poison by the value shown; a negative value means it takes more. · back to text
- Sacred
- Marks the unit as sacred, so it can receive blessings and favour of its nation's god. · 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)