wizard



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----- makes magic -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 3 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Damage affects speed.
    Speed variation limited to between 0% and 32767%.
    Needs MP to enter terrain: 1 by default, 2 into swamp, forest, mountains.

Hit Points (HP): 2.    Recovers by 0.20 HP each turn.
Generic capacity for units is 1.
Relative sizes of occupants: 99 by default, 1 for crystal, manicon.
Tech to build: 200.
Tech max: 200.

Develop:
ACP to develop: 0 by default, 1 for demon, fire, earth, air, crystal, manicon, guild.
    Tech gained: 0 by default, 1 for demon, fire, earth, air, crystal, manicon, guild.

Construction:
ACP to create: 0 by default, 1 for demon, fire, earth, air, crystal, manicon, guild.
ACP to build: 0 by default, 1 for demon, fire, earth, air, crystal, manicon, guild.
Can build at own location.
ACP to toolup: 1 for all unit types.
    TP/toolup action: 1 for all unit types.
    TP to build: 0 by default, 1 for demon, fire, earth, air, crystal, manicon, 2 for guild.
    TP max: 0 by default, 1 for demon, fire, earth, air, crystal, manicon, 2 for guild.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 90% vs wagon, ship, 65% vs knight, fire, air, 60% vs demon, city, outpost, 80% vs crystal, manicon, 50% vs wizard, guild, 75% vs grog, 70% vs town, 40% vs earth.
Damage is 1 vs all unit types.
Can capture (ACP 0 vs all unit types).
Chance to capture: 20% vs demon, fire, earth, air, crystal, manicon, 0% vs wagon, ship, grog, knight, wizard, 50% vs town, city, outpost, 70% vs guild.
Protection of occupants/transport is *1.00 by default, *0.90 for guild.

Other Actions:
ACP for explicit repair is 1 for all unit types.
Explicit repair performance is 14 for all unit types.
Min HP to repair is 1 for all unit types.

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 2 cells away.

Material Handling:
    food, 1 basic production, receive from up to 1 cells away, send up to 1 cells away
    drink, 1 basic production, receive from up to 1 cells away, send up to 1 cells away
    mana, 25 storage, 1 basic consumption, times 1% if occupant, receive from up to 1 cells away, send up to 1 cells away

0.05% chance of revolt.

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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