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Dungeon Universalis Wiki

Creature Behaviors (ADP)

These are revised AI rules that have been merged from the AI reference cards and the General Behavior rules of the rule book. They are optimized in such a way that they can be read and implemented quickly while playing, without knowing all General Behaviors by heart.

How to Use[edit | edit source]

Instructions are always carried out from top to bottom. In the case of lists, only the first point is carried out, which can also be dealt with.

Setup[edit | edit source]

Once a character of this AI type is placed on the board, these instructions must be followed.

Attack Type[edit | edit source]

Perform the first action that is applicable.

Disengagement[edit | edit source]

If a character is engaged in combat, you can find out if he is trying to disengage.

Target Priority[edit | edit source]

The target the character is going to attack. This can be overridden by the Quest's rules.

Activation[edit | edit source]

These instructions are telling how a character will act when he is activated. Usually this means how far he will move towards his target and if he will retreat after attacking.

Defense[edit | edit source]

If a character has the option to defend in a special way (e.g. Defensive Shots, Dispelling) this is described here.

Pushing[edit | edit source]

Information if a character will try to push after attacking or defending (with shield) and if he will take the previous position of his enemy.

Melee[edit | edit source]

Setup -
Attack Type

(skip to next if not applicable)

1. Non-Offensive Action (1D6 4+)

2. Spells

3. Ranged (also by Skill)

4. Melee (also by Skill)

Disengagement Never disengages from Enemy
Target Priority

(skip to next if not applicable)

1. Engaged enemy / Quest target

2. Enemy engaged with Leader (only Grunt/Champion)

3. Enemy easiest to hit

4. Enemy with lowest armor

5. Nearest enemy

Activation Move towards target, if not reachable use Running to move as closest as possible (see Moving ADP's Characters Artificial Dark Player)
Defense -
Pushing Always (as attacker), take enemy's previous position (Long Ranged weapon: not when ending in an enemy's Melee Range)

Ranged[edit | edit source]

Setup -
Attack Type

(skip to next if not applicable)

1. Non-Offensive Action (1D6 4+)

2. Spells

3. Ranged (also by Skill)

4. Melee (also by Skill)

Disengagement Always (Agility 2+)

Success: Move 3 squares

Failure: Attack in melee

Target Priority

(skip to next if not applicable)

1. Engaged enemy / Quest target

2. Enemy easiest to hit

3. Enemy with lowest armor

4. Nearest enemy

Activation Target in LoS: Attack, no movement

Target not in LoS: Move until LoS, attack

Defense Always use Defensive Shots
Pushing Always (as attacker), don't take enemy's previous position

Sorcerer[edit | edit source]

Setup -
Attack Type

(skip to next if not applicable)

1. Non-Offensive Action (1D6 4+)

2. Spells

3. Ranged (also by Skill)

4. Melee (also by Skill)

Disengagement Always

Failure: Attack in melee

Target Priority

(skip to next if not applicable)

1. Engaged enemy / Quest target

2. Enemy easiest to hit

3. Enemy with lowest armor

4. Nearest enemy

Activation 1D6 (skip to next result if not applicable):

1: Random skill

2: Cast Protecting, Enhancing or Healing spell if suitable target

3+: Cast Magic Projectile, Control or Damage


Target in LoS: Cast, move out of enemies' LoS and range

Target not in LoS: Move until LoS, cast


If out of mana and cannot recover: move away as far as possible from enemies

Defense Dispel all enemies' spells
Pushing Always (as attacker), don't take enemy's previous position

Battle Sorcerer[edit | edit source]

Setup -
Attack Type

(skip to next if not applicable)

1. Non-Offensive Action (1D6 4+)

2. Spells

3. Ranged (also by Skill)

4. Melee (also by Skill)

Disengagement Always

Failure: Attack in melee

Target Priority

(skip to next if not applicable)

1. Engaged enemy / Quest target

2. Enemy easiest to hit

3. Enemy with lowest armor

4. Nearest enemy

Activation 1D6 (skip to next result if not applicable):

1: Random skill

2: Attack in melee (if enemy with lower Combat Skill in range)

3: Cast Protecting, Enhancing or Healing spell if suitable target

4+: Cast Magic Projectile, Control or Damage


Target in LoS: Cast, move out of enemies' LoS and Range

Target not in LoS: Move until LoS, cast


If out of mana and cannot recover: Attack in melee

Defense Dispel all enemies' spells
Pushing Always (as attacker), don't take enemy's previous position

Animals Vermin[edit | edit source]

Setup -
Attack Type

(skip to next if not applicable)

1. Non-Offensive Action (1D6 4+)

2. Spells

3. Ranged (also by Skill)

4. Melee (also by Skill)

Disengagement Never
Target Priority

(skip to next if not applicable)

1. Engaged enemy / Quest target

2. Nearest Enemy

3. Enemy with lowest armor

4. Enemy easiest to hit

Activation If wounded and enemy (same height or larger): test Courage

Failure: Move away from enemies (no running, no disengangement test required)

Defense -
Pushing Always (as attacker), take enemy's previous position

Flying[edit | edit source]

Setup -
Attack Type

(skip to next if not applicable)

1. Non-Offensive Action (1D6 4+)

2. Spells

3. Ranged (also by Skill)

4. Melee (also by Skill)

Disengagement s. Activation
Target Priority

(skip to next if not applicable)

1. Engaged enemy / Quest target

2. Enemy easiest to hit

3. Enemy with lowest armor

4. Nearest enemy

Activation If not engaged: Fly (height 4)

If engaged with enemy (higher Combat Skill): Disengage

Defense -
Pushing Always (as attacker), don't take enemy's previous position but is considered as flying if not engaged by another enemy

Undead[edit | edit source]

Setup -
Attack Type

(skip to next if not applicable)

1. Non-Offensive Action (1D6 4+)

2. Spells

3. Ranged (also by Skill)

4. Melee (also by Skill)

Disengagement Never
Target Priority

(skip to next if not applicable)

1. Engaged enemy / Quest target

2. Enemy engaged with Leader (only Grunt/Champion)

3. Enemy easiest to hit

4. Enemy with lowest armor

5. Nearest enemy

Activation Move towards target, if not reachable use Running to move as closest as possible (see Moving ADP's Characters Artificial Dark Player)
Defense -
Pushing Always (as attacker), take enemy's previous position

Berserker[edit | edit source]

Setup -
Attack Type

(skip to next if not applicable)

1. Non-Offensive Action (1D6 4+)

2. Spells

3. Ranged (also by Skill)

4. Melee (also by Skill, "Onslaught" & "Sweep" never against enemies with Agility 4 +)

Disengagement Never
Target Priority

(skip to next if not applicable)

1. Engaged enemy / Quest target

2. Nearest Enemy

3. Enemy easiest to hit

4. Enemy with lowest armor

Activation Effects of skill "Berserker" will be applied, when an enemy is in LoS during whole activation. Effects will stay until character is Knocked Out or combat is over.
Defense -
Pushing Always (as attacker), take enemy's previous position

Large/Huge[edit | edit source]

Setup 3D6 (per result X):

1 Upgrade of X VP paid by RP (highest VP paid first)

Attack Type

(skip to next if not applicable)

1. Non-Offensive action (1D6 4+)

2. Spells

3. Ranged (also by Skill)

4. Melee (also by Skill, "Onslaught" & "Sweep" never against enemies with Agility 4+)

Disengagement Never from smaller enemies
Target Priority

(skip to next if not applicable)

1. Engaged enemy / Quest target

2. Enemy easiest to hit

3. Enemy with lowest armor

4. Nearest enemy

Activation Move towards target, if not reachable use Running to move as closest as possible (see Moving ADP's Characters Artificial Dark Player)
Defense -
Pushing Always (as attacker), take enemy's previous position

Leader[edit | edit source]

Missing

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