fireball



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----- spell great for causing lots of damage to soft targets -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 5 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 99 into void.
    MP to enter unit: 99 into all unit types.

Hit Points (HP): 2.
Construction points (CP): 2.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 99% vs serfs, undead, cavalry, wagon, flying carpet, sailing ship, galley, camp, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 90% vs light infantry, longbowmen, village, town, city, 50% vs wizard, barbarian, castle, 60% vs paladin, dragon, wall, 1% vs Armageddon spell, lightning, fireball, 80% vs heavy infantry, priest, 0% vs mass charm, wizard eye, 75% vs temple, 69% vs tower, 30% vs cloudkeep.
Damage is 2 by default, 4 vs camp.
If attacked, ACP to defend is 0 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
Protection of occupants/transport is *1.00 by default, *0.80 for ring of protection.

Other Actions:
Can be disbanded (1 ACP).

Vision:
100% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.
Can never see other units.

Material Handling:
    food (none)
    mana, 3 storage, 1 basic consumption, times 0% if occupant, 1 consumed per move, 12 used to add 1 CP
    metal (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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