Whaler



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----- Powerful attack, against big creatures -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 8 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: 99 by default, 2 into swamp, ice, neutral, river, beach, road, mud, snow, 1 into sea, shallows.

Hit Points (HP): 80.    Recovers by 1 HP each turn.
Construction points (CP): 3.

Combat:
Can fire (1 ACP), at ranges up to 1.
Hit chances are 0% by default, 100% vs Sorcery Node, Fish, Gold Mine, Iron Mine, Quarry, Groves.
Hit chances if firing are 0% vs Orc Warrior, Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Pelts, Dead Axehead, Dead Bospallian, Festering Remains of Thurastes, Dragon's Lair, Kraken Pit, Dinosaur Breeding Ground, Saurian Breeding Ground, Heart of the Forest, Heart of the Jungle, Heart of the Sulspec, Heart of the Glaspec, Heart of the Hoespec, Heart of the Dajaspec, The Needle, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple, Fish, Gold Mine, Iron Mine, Quarry, Groves, Power Word, Kill, Deathwalker, Wasteland, Labrynthine Riddle, Gray Breath, Seance, Bone Arrows, Deathtap, Iblis, Nature's Voice, Mountain, Beguile, Earthquake, Deep, Shallow, Oceanic Charm, Hill, Plains, Swamp, Charm Beast, Meteor Storm, Disintegrate, Wall of Flames, Fireball, Flame Strike, Flame Arrow, Restoration, Enlighten, Sunray, Improved Heal, Sanctify, Bless, Eye of Justice, Bolt, Heal, Greater Charm, True Divination, Guards and Wards, Prismatic Wall, Greater Divination, Lightning Bolt, Charm, Divination, 60% vs Orcspawn Spearmen, Orcspawn Shaman, Ogre Thugs, Ogre Champion, Cutter, Whaler, Thuvi Irikani, Zombies, Spectres, Tyrannosaur, Apatosaur, Plesiosaur, Wolves, Bears, Axehead, Bospallian, Devil's Mold, Dajaspec Sea Monster, Veld, Gibambi, Giant Squid, Thurastes, Tentacle of Thurastes, Churambi, Ulitar, Strange Mold, Slavemaster, Sorcerer, Ghouls, Skeletons, Seekers, Lich, Tsunami, Minor Earth Elemental, Earth Elemental, Major Earth Elemental, Leviathan, Chaos Canticle, Volcano, Minor Fire Elemental, Fire Elemental, Major Fire Elemental, Gévaudan, The Ordros, Doorway, Spirit Wall, Phantom Castle, Phantom Beast, Phantom Warriors, 85% vs Swordsmen, Halberdier, Bowmen, Cavalry, Engineers, Catapult, Mage, Ghosts, Pterodactyl, Ferak, Royal Ferak, Great Wyrm, Wyrm, Young Dragon, Poltergeist, Vampyres, Crebain, Demon, Lesser Spirits, Spirits, Greater Spirit, Guardian, Minor Air Elemental, Air Elemental, Major Air Elemental, 100% vs Watchtower, Wooden Fort, Keep, Citadel, Small City, City, Large City, Huge City, Walled Small City, Walled City, Walled Large City, Walled Huge City, Township, Seaside Village, Orcspawn Hamlet, Ogre Village, Dead City, 25% vs King, Usurper, Minister, Shogun, Loremaster, Emperor, Shah, Pharoah, Grey One, Talon, Spawn, Jabberwocke, 75% vs Scout, Imperial Gladiator, Longbowman, Crusaders, Assassins, Steam Cannon, Dervish, Loreweaver, Crocadilion.
Damage is 0 by default, 1d10 vs King, Usurper, Minister, Shogun, Loremaster, Emperor, Shah, Pharoah, Grey One, Talon, Spawn, Jabberwocke, 1d2 vs Devil's Mold.
Damage if firing is 5d12 by default, 1d4 vs Small City, City, Large City, Huge City, Walled Small City, Walled City, Walled Large City, Walled Huge City, Township, Seaside Village, Orcspawn Hamlet, Ogre Village, Dead City, 1d2 vs Devil's Mold.
If attacked, effect of own terrain is *1.00 by default, *0.75 in hills, *0.60 in forest, *0.50 in swamp, *0.35 in mountains.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Pelts, Dead Axehead, Dead Bospallian, Festering Remains of Thurastes, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple, Fish, Gold Mine, Iron Mine, Quarry, Groves.
Combat never reduces defender's HP below 0 by default, 1 vs Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Dinosaur Breeding Ground, Saurian Breeding Ground, Heart of the Forest, Heart of the Jungle, Heart of the Sulspec, Heart of the Glaspec, Heart of the Hoespec, Heart of the Dajaspec, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple, Fish, Gold Mine, Iron Mine, Quarry, Groves.
Protection of occupants/transport is *0.50 by default, *1.00 for Orc Warrior, Fallen City, Razed Village, Fallen Keep, Fallen Citadel, Ruins, Watchtower, Wooden Fort, Keep, Citadel, Pelts, Dead Axehead, Dead Bospallian, Festering Remains of Thurastes, Dragon's Lair, Kraken Pit, Dinosaur Breeding Ground, Saurian Breeding Ground, Heart of the Forest, Heart of the Jungle, Heart of the Sulspec, Heart of the Glaspec, Heart of the Hoespec, Heart of the Dajaspec, The Needle, Fish, Gold Mine, Iron Mine, Quarry, Groves, Power Word, Kill, Deathwalker, Wasteland, Labrynthine Riddle, Gray Breath, Seance, Bone Arrows, Deathtap, Iblis, Nature's Voice, Mountain, Beguile, Earthquake, Deep, Shallow, Oceanic Charm, Hill, Plains, Swamp, Charm Beast, Meteor Storm, Disintegrate, Wall of Flames, Fireball, Flame Strike, Flame Arrow, Restoration, Enlighten, Sunray, Improved Heal, Sanctify, Bless, Eye of Justice, Bolt, Heal, Greater Charm, True Divination, Guards and Wards, Prismatic Wall, Greater Divination, Lightning Bolt, Charm, Divination, *0.00 for Small City, City, Large City, Huge City, Walled Small City, Walled City, Walled Large City, Walled Huge City, Township, Seaside Village, Orcspawn Hamlet, Ogre Village, Dead City, Earth Node, Sorcery Node, Chaos Node, Life Node, Death Node, Ancient Temple.
Combat effectiveness as occupant is 0% by default, 1% in Watchtower, Wooden Fort, Keep, Citadel, Small City, City, Large City, Huge City, Walled Small City, Walled City, Walled Large City, Walled Huge City, Township, Seaside Village, Orcspawn Hamlet, Ogre Village, Dead City.
Chance to retreat from combat is 0% by default, 50% vs Orcspawn Spearmen, Ferak, 25% vs Royal Ferak.

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.
Can see units up to 4 cells away.

Material Handling:
    Gold, 2 basic consumption, 20 used in creation
    Wood, 45 used in creation
    Stone (none)
    Mana (none)
    Study (none)
    Industry, 20 used in creation
    Corpses (none)
    X (none)

Required advances to build: None.

AI Attributes:
    Considered to be a mobile naval unit.
    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).