undead



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----- undead warriors, raised by priests or wizards -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 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 sea, void, 2 into mountains.

Hit Points (HP): 4.
Construction points (CP): 2.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 30% vs light infantry, undead, cavalry, flying carpet, camp, village, town, city, 10% vs paladin, priest, dragon, mass charm, sailing ship, galley, tower, 50% vs longbowmen, serfs, Armageddon spell, lightning, fireball, wizard eye, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 20% vs wizard, heavy infantry, temple, 11% vs wall, castle, 40% vs wagon, 35% vs barbarian, 2% vs cloudkeep.
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, *0.85 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, 10% vs temple, town, 40% vs wagon, 30% vs galley, 25% vs sailing ship, 20% vs camp, 15% vs village, 11% vs wall, 9% vs tower, 6% vs castle, 5% vs city.
Protection of occupants/transport is *1.00 by default, *0.60 for cloudkeep, wall, castle, tower, *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.

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 (none)
    mana, 10 used to add 1 CP, receive from up to 1 cells away
    metal, 4 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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