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Son of the Sea

Eriu MA, Fomoria EA, Man LA, Man MA, Marignon LA, Marignon MA, Marverni EA, Pyrène LA, Pyrène MA, Tir na n'Og EA, Ulm EA, Ulm LA, Ulm MA, Ys MA · Pretender · size 9

Used byMiddle AgeEriuEarly AgeFomoriaLate AgeManMiddle AgeManLate AgeMarignonMiddle AgeMarignonEarly AgeMarverniLate AgePyrèneMiddle AgePyrèneEarly AgeTir na n'OgEarly AgeUlmLate AgeUlmMiddle AgeUlmMiddle AgeYs

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

Values from game data unless a chip says otherwise.

HP
88
PROT
15
basic 6, head 10, body 16
MOR
30
MR
18
STR
28
ATT
14
DEF
18
PREC
11
ENC
5
Size
9
Move / AP
18 / 15
Gold
? not verified
Resources
34
Recruitment points
? not verified
Upkeep
? not verified
Leadership
200 (magic 20) (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 15: basic 6, head 10, body 16
  • Defence skill 18: 14 +2 (weapons), -2 (armor), +4 (shield parry)
  • Encumbrance 5: 2 +3 (armor), spellcasting encumbrance: 8
  • Combat speed 15: 18 -3 (armor)

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

Weapons

Weapons carried by Son of the Sea
WeaponDamageAttDefLengthFlags
Enchanted Sword361522magicslash
Javelin3090r28missilepierce

Damage includes the unit's strength and Att its attack skill, as the Dom 6 Inspector shows them.

Armour, by protected zone

Head
Crown
10
Body
Bronze Scale Hauberk
16
Arms
Bronze Scale Hauberk
16
Legs
Bronze Scale Hauberk
16

Armour worn

Description

The Son of the Sea is an ancient demigod sprung from the Sea. Once the servant of the previous Pantokrator he became the psychopomp of the watery dead. He would take the newly dead on his boat 'Wave Sweeper' to the Land of the Watery Dead, where they would live on in the gloomy halls underneath the stormy seas. When the Fomorians rebelled against the Pantokrator and ravaged the world, the Son of the Sea was punished for having given them the means to escape their prison land. The Son of the Sea was imprisoned for millennia, but with the Pantokrator gone, his shackles are weakening and he is ready to enter the world of the living as God and ruler of all. The Son of the Sea is strongly attuned to the sea and the storms, but his task of guiding the souls of the dead has given him great powers over the dead. He is a master of trickery and illusions and can hide his true appearance. With his ship, 'Wave Sweeper', he can bring his followers across the sea, or he can bless them with water-breathing.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

W1D1G1

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
Stealthy
Can move on the map unseen by enemies; the value is its stealth rating. · back to text
Darkvision
Sees in the dark: the value is the share of the darkness penalty it ignores. · back to text
Glamour
Cannot be discovered by scouts and fights with a mirror image protecting it; undetectable in friendly provinces. · 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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