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

- Darkvision 100%Darkvision · Sees in the dark: the value is the share of the darkness penalty it ignores.
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
- 78
- 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
- 4
- basic 3, head 8, body 3
- 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
- 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
- 12
- 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
- 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
- 8
- 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
- 100 / 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 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 4: basic 3, head 8, body 3
basic is the natural protection; head and body already include it.
Weapons
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| Key to Every EntranceKey to Every Entrance · Damage 5, attack 1, length 1, 1 attack, resource cost 0. Magic weapon, Blunt. Open in the weapons table | 25 | 13 | 0 | 2 | magicbluntblunt · 25% more damage on a head hit, applied before protection, and 25% more toward breaking a shield. Damage types |
| Bronze DaggerBronze Dagger · Damage 2, attack 1, length 0, 1 attack, resource cost 0. Piercing. Open in the weapons table | 22 | 13 | 0 | 1 | piercepierce · 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
- Crown
- 8
- Body
- basic
- 3
- Arms
- basic
- 3
- Legs
- basic
- 3
Armour worn
- CrownCrown · Helmet. Protection: head 5. Encumbrance 0, resource cost 0. Open in the armour table · helmet · prot 5 · def 0 · enc 0
Description
The Titan of Crossroads is a giant of divine heritage sprung from the three phases of the moon in primordial times. Being spawned thrice she would claim power over birth, life and death. When a previous Pantokrator rose to power she used the veil of the night to shroud herself in mystery and withdrew her powers to avoid his jealous gaze. Only when the great Adversary abducted the daughter of the Pantokrator and death came to the world she revealed herself and would use her torches to light up the Underworld so that The Spring could be found and life returned to the world. The Pantokrator rewarded her by giving her authority over Birth, but the Titan reminded him that she was threefold and the Pantokrator grudgingly gave her authority over crossroads and threefold powers. The Lampadephoros, light-bearer, with her spirit-revealing torches and guardian dogs was given the task of protecting mankind from the spirits of the night. The Kleidouchos, key-holder, was given authority over thresholds and gates in this world and others. The Kourotropos, nurse of children, was given power over birth and healing herbs. But the Titan of Crossroads was not satisfied. She accepted worship and gave to mankind what was not meant to be known. The three of them gave away the necromantic secrets of the Underworld, the knowledge of poisons and the mysteries of the threshold. Worshiped in secret by witches and midwives around the world her powers grew. When the Pantokrator finally found out he imprisoned her for eternity beyond the Gate of Only One Direction. Now with the Pantokrator gone the Titan of Crossroads has found a way to unseal the Gate and return to claim the world as hers. The key-holder carries the Key to Every Entrance and can open gates to distant lands. She can also open a gate and bring her other two form to her location.
Text: Illwinter Game Design, via Dom6 Inspector
Magic paths
S1D1N1
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
- Darkvision
- Sees in the dark: the value is the share of the darkness penalty it ignores. · 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)