sorceror



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Point Value: 1

Side Attributes:
    Can belong to the following sides: Monster.

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 sea, shallows, 3 into ice, 2 into mountains, 0 into road.
    Needs MP to leave terrain: 0 by default, 1 in swamp, forest.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 40.    Recovers by 1 HP each turn.
Vanishes if in: false by default, true for sea, shallows.
Construction points (CP): 5.

Combat:
Can attack (ACP 1 by default, 0 vs lair, village, town, castle, city).
Hit chances are 50% by default, 0% vs lair, village, town, castle, city.
Damage is 1 by default, 0 vs lair, village, town, castle, city.

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.

Material Handling:
    food, 1 basic production, 1 storage (1 at start of game), 1 basic consumption
    water, 4 basic production, 4 storage (4 at start of game), 1 basic consumption
    gold (none)
Productivity adjustment for terrain is *1.00 by default, *0.00 in 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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