Teteo Inan
Used byLate AgeMarignonEarly AgeMictlanLate AgeMictlanMiddle AgeMictlanEarly AgeXibalbaLate AgeXibalbaMiddle AgeXibalba
verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

- 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
- 88
- 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
- 13
- basic 3, head 13, body 13
- 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
- 20
- 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
- 13
- 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
- 13
- 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
- 2
- 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
- 9
- 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 / 16
- 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
- 1
- 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 (magic 30) (undead 110)
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 13: basic 3, head 13, body 13
- Defence skill 11: 13 -2 (weapons)
basic is the natural protection; head and body already include it.
Weapons
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| ClawClaw · Damage 0, length 0, 1 attack, resource cost 0. Magic weapon, Slashing. Open in the weapons table | 20 | 13 | 0 | 0 | magicslashslash · 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 |
| Venomous FangsVenomous Fangs · Damage -2, defence −1, length 0, 1 attack, resource cost 0. Intrinsic (takes no hand), Magic weapon, Piercing. Extra effect on damage: Death Poison. Open in the weapons table | 18 | 13 | −1 | 0 | magicpiercepierce · The target’s protection is cut by 15% before the blow is compared with it. Damage types |
| Venomous FangsVenomous Fangs · Damage -2, defence −1, length 0, 1 attack, resource cost 0. Intrinsic (takes no hand), Magic weapon, Piercing. Extra effect on damage: Death Poison. Open in the weapons table | 18 | 13 | −1 | 0 | magicpiercepierce · The target’s protection is cut by 15% before the blow is compared with it. Damage types |
| Snake SkirtSnake Skirt · Damage -4, attack −2, length 0, 5 attacks, resource cost 0. Intrinsic (takes no hand), Magic weapon, Piercing. Extra effect on damage: Weak Poison. Open in the weapons table ×5 | 16 | 11 | 0 | 0 | magicpiercepierce · The target’s protection is cut by 15% before the blow is compared with it. 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
- basic
- 13
- Body
- Skull Necklace
- 13
- Arms
- Skull Necklace
- 13
- Legs
- Skull Necklace
- 13
Armour worn
- Skull NecklaceSkull Necklace · Body armour. Protection: body 11, head 11. Encumbrance 0, map move penalty 0, resource cost 0. Magic. Open in the armour table · body · prot 11 · def 0 · enc 0
Description
The Teteo Inan, Mother of Gods, aided a previous Pantokrator in the creation of the world. When she gave birth to a multitude of children, he became furious, despite the fact that they were his. Convinced that she gave birth to spite him and to lead his offspring against him, he slew her, or at least he tried. When she was decapitated blood spurted forth and formed two great serpents where her head used to be. Having failed to slay her, he punished her with eternal imprisonment instead. Now with the Pantokrator gone, She With the Snake Skirt has returned to creation to claim it as her own. The Teteo Inan wears a horrible necklace made of the skulls, hands and hearts of men, and a skirt of writhing snakes. Once beautiful, she is now a horror to behold.
Text: Illwinter Game Design, via Dom6 Inspector
Connected units
- Summons in battle × 2d6 Horned Serpent
Magic paths
E1N1B1
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
- 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)