flying carpet



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----- magical flying carpet -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 12 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: 20 into all unit types.

Hit Points (HP): 10.
Generic capacity for units is 1.
Relative sizes of occupants: 99 for Armageddon spell, lightning, fireball, mass charm, wizard eye, wall, castle, tower, camp, temple, village, town, city, 1 for wizard, light infantry, barbarian, heavy infantry, paladin, longbowmen, priest, serfs, undead, flying carpet, cloudkeep, 0 for ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 3 for dragon, galley, 2 for cavalry, wagon, 4 for sailing ship.
Maximum number of occupants: -1 by default, 6 for ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
Construction points (CP): 10.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% by default, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 50% vs Armageddon spell, lightning, fireball, wizard eye, 10% vs mass charm.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
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:
0% 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 see units up to 3 cells away.

Material Handling:
    food (none)
    mana, 10 storage, 1 basic consumption, times 1% if occupant, 80 used to add 1 CP, receive from up to 1 cells away
    metal, 2 storage, receive from up to 1 cells away


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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