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Wraith King

Ermor MA, Lemuria LA · Hero · size 3

Used byMiddle AgeErmorLate AgeLemuria

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

Values from game data unless a chip says otherwise.

HP
33
PROT
18
basic 0, head 21, body 18
MOR
30
MR
17
STR
15
ATT
16
DEF
18
PREC
10
ENC
0
Size
3(5)
Move / AP
19 / 28
Gold
? not verified
Resources
0
Recruitment points
? not verified
Upkeep
? not verified
Leadership
100 (undead 300)
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 18: basic 0, head 21, body 18
  • Defence skill 18: 16 +3 (mounted), +2 (weapons), -3 (armor)
  • Combat speed 28: 30 -2 (armor)

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

Weapons

Weapons carried by Wraith King
WeaponDamageAttDefLengthFlags
Bane Blade221721magicslash

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

Armour, by protected zone

Head
Full Helmet
21
Body
Plate Hauberk
18
Arms
Plate Hauberk
18
Legs
Plate Hauberk
18

Armour worn

Description

Etimmu is a wraith who once lived in the land of the Sauromancers. He learned their secrets and used them to establish a kingdom of terror in a distant land. He gave himself the title of Priest King and made his people worship him as a god. Etimmu used his dark powers to summon Shadow Servants to aid him. The temples, towers and palaces were all filled with walking shades. Etimmu and his servants were finally slain by Udum'ukinna, the son of Ekishnugal, and his Sauromancers. Etimmu's blighted kingdom is still known as the Shaded Lands. Etimmu was given further power and immortality by the King of the Underworld and has now returned to the land of the living. Etimmu rides a horrible, flayed spectral horse into battle.

Text: Illwinter Game Design, via Dom6 Inspector

Connected units

Magic paths

D3H2

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
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
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
Ethereal
Very hard to hit with non-magical weapons, and able to pass through the walls of a fort that is being stormed. · back to text
Need not eat
The unit does not need to eat. · back to text
Death curse
The unit lays a curse on those who slay it. · back to text
Spirit sight
Sees invisible units and suffers no darkness penalties. · back to text
Spiritform
A spirit-like being: immune to transformation spells such as polymorph, and to disease and affliction healing. · 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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