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Order

Ranger Lord

Code
LDT
Race
HUMAN
Domain
Land
Hero class
THIEF
Missile
sbolt

Shipped game

The 1.0 release and the 3.02 patch define this unit identically, so these numbers are both. They are the unit's base record; see level progression for what they are not.

Stats

Hit points
13
Attack
7
Ranged attack
6
Armour
4
Strength
8
Dexterity
10
Wisdom
6
Movement points
9
Sight radius
5
Missile range
10
Missile speed
1
Attack recovery
22
Hit recovery
1
HP recovered per turn
2
HP recovered inside
2
HP recovered after moving
1
Stealth noise
4

Requires

Thieves' guild
4

The number is the building's level, not a quantity. A requirement written as 0 is stated by the record rather than absent from it.

Resistances

None declared. Most of the shipped units write no resistance fields at all, and what the engine uses when a record stays silent is not observable from the scripts — so this page does not guess at it.

Flags

These are the engine's own constant names, printed as written. What several of them actually do has not been established, so they are not translated into friendlier language here.

  • UNITTYPEMISSILE
  • CAN_SURRENDER
  • CAN_SUBDUE
  • CAN_AIMED
  • CAN_STEALTH
  • CAN_DETECT_THIEF
  • CAN_USE_LEFT_ARTIFACT
  • CAN_USE_RIGHT_ARTIFACT

Level progression

Held in a level_procedure 17 tokens of GameScript attached to this record — that has not been evaluated. The extraction that produced the stats above records the procedure's size and stops there; it does not run it.

So this site cannot tell you what Ranger Lord looks like at level 5, and will not estimate it. A per-level table fitted to a curve nobody measured is the kind of thing that gets copied onto three other sites and outlives the correction.

GS5R3 — a fan mod, not official

GS5R3 is a community modification of the game's scripts. Its numbers are not the game's numbers and are never merged into the block above. It changes 27 of this unit's published fields:

Show the 27 differences
FieldShippedGS5R3
NamenameRanger LordGrand Ranger
Level procedurelevel_procedure<procedure 17 tokens><procedure 20 tokens>
Barracks requiredbarracks_requirednot declared4
Wizard's tower requiredwizards_tower_requirednot declared4
Hit pointshit_points1315
Attackattack75
Armourarmor46
Strengthstrength812
Wisdomwisdom68
Movement pointsmps911
Sight radiussight_radius58
Attack recovery (ticks)attack_recovery_ticks2230
Hit recovery (ticks)get_hit_recovery_ticks110
Hit points recovered per turnrecover_hitpoints23
Hit points recovered insiderecover_hitpoints_inside26
Hit points recovered after movingrecover_hitpoints_moved13
Stealth noise factorstealth_noise_factor43
Gold to buildgold_to_buildnot declared0
Food to buildfood_to_buildnot declared0
Crystals to buildmagic_crystals_to_buildnot declared0
Initiates to buildinitiates_to_buildnot declared0
Gold per turngold_used_per_turnnot declared0
Food per turnfood_used_per_turnnot declared0
Crystals per turnmagic_crystals_used_per_turnnot declared0
Life resistancelife_resistancenot declared25
Order resistanceorder_resistancenot declared75
Missile attack resistancemissile_attack_resistancenot declared25

not declared means the record does not write the field. That is not the same as writing zero, and the two are kept apart here.

Read from the unit's record in units\orldt.gs, which declares 32 fields and is referenced 27 times elsewhere in the scripts. Not every field is published: sprite bindings and HUD pixel offsets are left out. Back to all units.