priest



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----- the spiritual guides of the land -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 2 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: 2 by default, 99 into sea, ice, void, 1 into plains.

Hit Points (HP): 2.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 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): 18.

Construction:
ACP to create: 0 by default, 1 for undead, temple, ring of regeneration, crystal ball, ring of protection, everfull plate.
    CP upon creation: 1 by default, 3 for everfull plate.
ACP to build: 0 by default, 1 for undead, temple, ring of regeneration, crystal ball, ring of protection, everfull plate.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs longbowmen, Armageddon spell, lightning, fireball, wizard eye, temple, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 20% vs light infantry, heavy infantry, paladin, cavalry, camp, 4% vs sailing ship, galley, wall, castle, tower, 30% vs wizard, serfs, wagon, 10% vs dragon, mass charm, flying carpet, 5% vs village, town, city, 35% vs barbarian, priest, 45% vs undead, 3% vs cloudkeep.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 3 vs undead.
If attacked, effect of own terrain is *1.00 by default, *0.85 in swamp, forest, 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, 15% vs barbarian, town, city, 40% vs undead, village, 20% vs light infantry, camp, 10% vs cavalry, wagon, 60% vs serfs, 35% vs temple.
Protection of occupants/transport is *1.00 by default, *0.80 for ring of protection, *0.50 for temple.

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.

Accidents:
Chance to be damaged in an accident: 0% by default, 0.50% in swamp, mountains.
Amount of damage: 0 by default, 1 in swamp, mountains.

Attrition in HP:
0 by default, 1 in swamp, mountains.

Material Handling:
    food, 4 basic production, 10 storage, 1 basic consumption, times 1% if occupant, 1 consumed per move, receive from up to 1 cells away
    mana, 2 basic production, 8 storage, receive from up to 1 cells away
    metal, 2 basic production, 6 storage, receive from up to 1 cells away
Productivity adjustment for terrain is *1.00 in plains, forest, ice, void, *0.75 in swamp, hills, mountains, *0.50 in sea, desert.


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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