Novice Paladin



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Point Value: 1

Side Attributes:
    Can belong to the following sides: The Paladinate.

Actions and Action Points (ACP):
    Receives basic allotment of 10 new ACP per turn.
    Night multiplies ACP: *0.20 in all terrain types.

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, 32767 into ocean, sea coast, lake.
    Needs MP to leave terrain: 0 by default, 32767 in ocean, sea coast, lake.

Hit Points (HP): 12.    Recovers by 1 HP each turn.
Construction points (CP): 12.

Combat:
Can attack (ACP 2 vs all unit types).
Hit chances are 100% vs Village, Orc Holes, Catacombs, Paladin Temple I, Vampire Castle, Humanoid Thralls, Orcish Thralls, 50% vs Novice Fighter, Novice Paladin, Goblin, Snaga Shaman, 75% vs Nightwing, Cackling Haunt, 0% vs Fresh Corpse, Decayed Corpse, 95% vs Slow Zombie, 25% vs Paladin Mentor I.
Damage is 1 vs Village, Orc Holes, Catacombs, Paladin Temple I, Vampire Castle, Humanoid Thralls, Orcish Thralls, 2d4+2 vs Novice Fighter, Novice Paladin, Goblin, Snaga Shaman, 0 vs Paladin Mentor I, Cackling Haunt, Fresh Corpse, Decayed Corpse, 4d4+4 vs Slow Zombie, Nightwing.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 100% vs Village, Humanoid Thralls.
Combat never reduces defender's HP below 0 by default, 5 vs Paladin Mentor I.

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.

Attrition in HP:
0 by default, 4 in salt-marsh.

Material Handling:
    food, 40 storage (40 at start of game), 2 basic consumption
    orc-food (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Considered to be a mobile ground unit.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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