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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).