dragon



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----- lays waste to the lands -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 10 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 1 by default, 99 into void.
    MP to enter unit: 20 into all unit types.

Hit Points (HP): 8.    Recovers by 1 HP each turn.
Generic capacity for units is 3.
Relative sizes of occupants: 99 by default, 0 for ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 1 for wizard, paladin, fireball, 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, 1 for Armageddon spell, lightning, fireball, mass charm, wizard eye.
Construction points (CP): 25.

Construction:
ACP to create: 0 by default, 1 for fireball.
ACP to build: 0 by default, 1 for fireball.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% vs light infantry, Armageddon spell, lightning, fireball, wizard eye, galley, camp, 40% vs wizard, priest, undead, flying carpet, temple, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 60% vs wagon, sailing ship, village, town, city, 80% vs serfs, cavalry, 30% vs dragon, wall, 20% vs paladin, cloudkeep, 70% vs longbowmen, 55% vs barbarian, 35% vs heavy infantry, 28% vs tower, 25% vs castle, 10% vs mass charm.
Damage is 2 by default, 3 vs cloudkeep, wall, castle, tower, camp, temple, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 4 vs village, town, city.
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.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 3 cells away.

Accidents:
Chance to be damaged in an accident: 0.05% in all terrain types.
Amount of damage: 1 in all terrain types.

Material Handling:
    food, 200 storage, 2 basic consumption, times 1% if occupant, 1 consumed per move, -5 (ammo) consumed per attack, receive from up to 1 cells away
    mana, 4 basic production, 30 storage, 200 used to add 1 CP, receive from up to 1 cells away
    metal, 6 storage, receive from up to 1 cells away
Productivity adjustment for terrain is *0.75 in sea, forest, hills, *0.50 in swamp, desert, plains, *1.25 in ice, *1.00 in mountains, *0.00 in void.

0.05% chance of revolt.

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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