cloudkeep



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----- wizard's floating stronghold -----

Point Value: 30

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 4 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): 4.
Generic capacity for units is 12.
Relative sizes of occupants: 1 by default, 99 for wall, castle, tower, camp, temple, village, town, city, 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): 20.

Construction:
ACP to create: 0 by default, 1 for Armageddon spell, lightning, fireball, mass charm, wizard eye.
ACP to build: 0 by default, 1 for Armageddon spell, lightning, fireball, mass charm, wizard eye.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs sailing ship, galley, wall, castle, tower, camp, temple, village, town, city, 5% vs light infantry, barbarian, heavy infantry, paladin, longbowmen, priest, serfs, undead, cavalry, 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 wizard, mass charm, 40% vs cloudkeep, 25% vs dragon, 20% vs flying carpet, 15% vs wagon.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
If attacked, effect of own terrain is *1.00 by default, *0.60 in hills, mountains.
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 *0.20 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 5 cells away.

Material Handling:
    food, 3 basic production, 50 storage, 1 basic consumption, times 1% if occupant, receive from up to 1 cells away, send up to 1 cells away
    mana, 12 basic production, 200 storage, 1 consumed per move, 400 used to add 1 CP, receive from up to 1 cells away, send up to 3 cells away
    metal, 10 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away, send 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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