Reassembled Prince
Used byEarly AgeC'tisLate AgeC'tis
verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

- Resist cold 15 pointsResist cold · Takes less damage from cold by the value shown; a negative value means it takes more.
- Resist poison 25 pointsResist poison · Takes less damage from poison by the value shown; a negative value means it takes more.
UndeadUndead · An undead: needs undead leadership, can be banished, and is immune to disease and affliction healing.
InanimateInanimate · An inanimate being such as a golem: immune to some spells, and ordinary regeneration does not work on it.
ImmortalImmortal · The unit does not die permanently and returns after being slain in battle.
SacredSacred · Marks the unit as sacred, so it can receive blessings and favour of its nation's god.- Regain mountRegain mount · Marks a unit that can get its mount back after losing it.
- Pierce resistantPierce resistant · Takes half damage from piercing weapons.
Need not eatNeed not eat · The unit does not need to eat.
Spirit sightSpirit sight · Sees invisible units and suffers no darkness penalties.
Reanimator priestReanimator priest · A priest that can reanimate the dead.
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
- 45
- 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
- 20
- basic 14, head 24, body 20
- 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
- 17
- STRstrength · Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. Full article
- 19
- 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
- 15
- 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
- 15
- 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
- 9
- 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
- 0
- 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
- 3(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
- 21 / 11
- 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
- 150 (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.
- Protection 20: basic 14, head 24, body 20
- Defence skill 15: 13 +3 (mounted), -1 (armor)
- Combat speed 11: 12 -1 (armor)
basic is the natural protection; head and body already include it.
Weapons
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| FalchionFalchion · Damage 8, length 1, 1 attack, resource cost 4. Slashing, Made of iron, Ferrous. Open in the weapons table | 27 | 15 | 0 | 1 | slashslash · 25% more damage after protection, and 50% more toward breaking a shield. A hit costing half the target’s hit points can sever a limb or head. 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
- Bronze Cap
- 24
- Body
- Bronze Scale Cuirass
- 20
- Arms
- Bronze Scale Cuirass
- 20
- Legs
- Bronze Scale Cuirass
- 20
Armour worn
- Bronze Scale CuirassBronze Scale Cuirass · Body armour. Protection: body 9. Defence −1, encumbrance 1, map move penalty 2, resource cost 5. Open in the armour table · body · prot 9 · def -1 · enc 1
- Bronze CapBronze Cap · Helmet. Protection: head 15. Encumbrance 0, resource cost 2. Open in the armour table · helmet · prot 15 · def 0 · enc 0
Description
Udum'ukinna was the firstborn son of Ekishnugal, the First King. When the kingdom found itself threatened by the Priest-King Etimmu and his host of shades, Udum'ukinna led the lizard host against the spectral legions with great success. But Udum'ukinna and his generals were surprised by a cowardly sneak-attack by shades in the night. Etimmu, who had learned necromancy from the Sauromancers, was afraid that the Sauromancers would revive the Royal Heir. He dismembered the body of Udum'ukinna and placed his body parts in thirteen secret vaults. But Udum'ukinna had a lover and companion who, torn by grief, traveled to the Shaded Lands and uncovered the body parts of the Prince and reassembled him and gave him back life. But Zilammu failed to find one piece of his body. The Reassembled Prince has no tail. Such was the power of Zilammu's Ritual of Rebirth that Udum'ukinna was not just reborn, but became truly immortal. However, his new body could not harbor love and he and his companion parted ways. Now he appears from time to time to aid his King.
Text: Illwinter Game Design, via Dom6 Inspector
Connected units
- Mount Royal Tomb Chariot
Magic paths
H2
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 cold
- Takes less damage from cold 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
- Undead
- An undead: needs undead leadership, can be banished, and is immune to disease and affliction healing. · back to text
- Inanimate
- An inanimate being such as a golem: immune to some spells, and ordinary regeneration does not work on it. · back to text
- Immortal
- The unit does not die permanently and returns after being slain in battle. · back to text
- Sacred
- Marks the unit as sacred, so it can receive blessings and favour of its nation's god. · back to text
- Regain mount
- Marks a unit that can get its mount back after losing it. · back to text
- Pierce resistant
- Takes half damage from piercing weapons. · back to text
- Need not eat
- The unit does not need to eat. · back to text
- Spirit sight
- Sees invisible units and suffers no darkness penalties. · back to text
- Reanimator priest
- A priest that can reanimate the dead. · back to text
Art: Illwinter Game Design, via Dom6 Inspector
Last updated 2026-10-01 by Data importVerified for 6.37 (current)