wizard eye



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----- spell for spying on things -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 6 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 void.
    MP to enter unit: 99 into all unit types.

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

Combat:
Hit chances are 0% by default, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
If attacked, ACP to defend is 0 vs all unit types.
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.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 4 cells away.

Material Handling:
    food (none)
    mana, 8 storage, 1 basic consumption, times 0% if occupant, 1 consumed per move, 6 used to add 1 CP
    metal (none)


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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