# Faction Campaign - Wizard ("The Sundered Codex")
#
# Format identical to knight.txt / sorceress.txt / necromancer.txt (see those files
# for the full key reference).
#
# The player fields (Wizard, 10 weeks): Boar, Steel Golem, Roc, Archmage, Titan.
# This is a magic-heavy host built around two shooters that cannot be silenced by
# distance - the Archmagi (who dispel enemy blessings on hit) and the Titans (immune
# to Lightning, no melee penalty, devastating at range). The Steel Golems are a slow
# construct wall that takes half damage from elemental magic; the Boars are the only
# fast melee, and the Rocs are your one flyer. Every enemy below is authored to
# out-strength the fixed army; wins come from manual tactics - screen the Archmagi
# and Titans behind the Golem wall, use the Rocs to run down enemy shooters, and let
# the Boars plug gaps. Monster ids: see files/challenges/ladder.txt or FH2_DUMP_UNITS=1.

[campaign]
id = wizard
name = The Sundered Codex
race = wizard
weeks = 10

# Story arc (Wizard): you are the Arch-Magister of a floating enclave, keeper of the
# Codex - the great book of bindings that has held the elementals, the old pacts, and
# the sealed vaults quiet for a hundred years. When a renegade of your own order steals
# the Codex, the wards fail all at once: bound elementals slip loose, and every hungry
# power in the realm marches on the enclave to seize the runaway magic and the treasures
# it once locked away. Beat back the opportunists one by one, chase the loosed horrors
# back into their circles, and at the last hunt the renegade himself - now swollen with
# the Codex's stolen power and commanding a flight of spell-proof black dragons.

[level]
name = The Broken Ward
story = The theft has torn the lowest ward. The first elementals wander free through the shattered circle - drive them back before the breach widens and the enclave wakes to open war.
enemy = 63:200, 63:200, 65:200, 65:200, 61:100
terrain = grass

[level]
name = The Lowland Raiders
story = Word of failing wards travels fast. Barbarian raiders swarm up the terraces to loot the enclave while its magic gutters - orcs and wolves with an ogre lord at their back.
enemy = 14:306, 14:305, 15:245, 15:244, 17:245
objective = swift:8
terrain = dirt

[level]
name = The Baron's Claim
story = The border baron Dimitry rides out to seize the enclave castle for his crown, sure that magi cannot hold a wall. From your battlements, teach his knights that a Golem is no mere statue.
enemy = 6:250, 6:250, 8:150, 8:125, 10:150
enemyhero = Dimitry
siege = defend
terrain = grass

[level]
name = The Carrion Tide
story = The loose death-magic draws the necromancers like flies. Mummies shuffle out of the marsh behind vampire lords and a power lich, hungry for the corpses your wards once forbade.
enemy = 52:362, 52:362, 54:231, 54:230, 56:329
objective = survive:8
terrain = swamp

[level]
name = The Renegade's Mirror
story = At last the traitor stands and fights. He has raised your order's own weapons against you - steel golems, archmagi, rocs, and titans, a perfect mirror of your host. Break the reflection.
enemy = 42:396, 42:396, 45:524, 43:396, 47:20
objective = killstack:47
terrain = snow

[level]
name = The Archmage Unbound
story = The renegade archmage Mandigal holds the Codex itself, and its first binding is laid on you: the Sphere of Negation at his throat shuts every spellbook in the field, his own included. No magic decides this - not yours, not his. Take back the Codex with the Golem wall, the Titans' thunder and the Rocs, and close the sundered ward forever.
enemy = 38:30, 47:25, 29:30, 61:20, 61:20
enemyhero = Mandigal
enemyartifact = Sphere of Negation
terrain = lava
