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Thrice Horned Boar

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

Used byMiddle AgeEriuEarly AgeFomoriaLate AgeManMiddle AgeManLate AgeMarignonMiddle AgeMarignonEarly AgeMarverniEarly AgePyrèneLate AgePyrèneMiddle AgePyrèneEarly AgeTir na n'OgEarly AgeUlmLate AgeUlmMiddle AgeUlmLate AgeZemaitia

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

Values from game data unless a chip says otherwise.

HP
112
PROT
16
MOR
30
MR
18
STR
26
ATT
13
DEF
11
PREC
8
ENC
2
Size
9
Move / AP
22 / 20
Gold
? not verified
Resources
1
Recruitment points
? not verified
Upkeep
? not verified
Leadership
100 (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.

  • Defence skill 11: 12 -1 (weapons)

Weapons

Weapons carried by Thrice Horned Boar
WeaponDamageAttDefLengthFlags
Gore2612−10magicslash
Hoof261300magicblunt

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

Born at the dawn of time the Thrice Horned Boar represents an earlier era, when monsters and giants roamed the world. As a creature of unbridled fury and a manifestation of rage and fertility it was worshiped by the first of men as a god of war and the hunt. Thrice blessed by the previous Pantokrator it became his herald, warrior and general when he brought order to the world. When the work of the Pantokrator was finished he imprisoned and banished all that threatened his creation and the Golden Boar was deemed too unruly to remain in Creation. The Crested Boar was forever imprisoned in the forest of the Horned One where he found an ally with a temperament resembling his own. Now with the Pantokrator gone, the Thrice Horned Boar of War is breaking free to lead his followers in peace and war. A crest of bristles, golden skin and three horns on the forehead sets the Thrice Horned Boar apart as a divine being with powers far surpassing the monstrous boars that sometimes appear in the lands of men.

Text: Illwinter Game Design, via Dom6 Inspector

Magic paths

E1N1

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
Forest survival
Crosses forest provinces without the movement penalty other units suffer there. · back to text
Trample
Runs over smaller units, displacing them; those that fail a defence check take armour-piercing damage. · back to text
Recuperation
Gradually cures the unit's battle afflictions, but not while it is suffering from old age. · 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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