wizard



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----- magician, wielder of awesome magic -----

Point Value: 1

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 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, 99 into sea, void, 2 into swamp, mountains.

Hit Points (HP): 2.
Generic capacity for units is 10.
Relative sizes of occupants: 99 by default, 1 for Armageddon spell, lightning, fireball, mass charm, wizard eye, 0 for ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 3 for dragon, galley, 2 for cavalry, wagon, 4 for sailing ship.
Maximum number of occupants: -1 by default, 6 for Armageddon spell, lightning, fireball, mass charm, wizard eye, ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
Construction points (CP): 30.

Construction:
ACP to create: 0 by default, 1 for dragon, undead, Armageddon spell, lightning, fireball, mass charm, wizard eye, flying carpet, cloudkeep, tower, ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
    CP upon creation: 1 by default, 7 for crystal ball, 3 for ring of regeneration, 2 for ring of protection.
ACP to build: 0 by default, 1 for dragon, undead, Armageddon spell, lightning, fireball, mass charm, wizard eye, flying carpet, cloudkeep, tower, ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 40% vs serfs, dragon, wagon, flying carpet, galley, village, town, city, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 50% vs Armageddon spell, lightning, fireball, wizard eye, cloudkeep, 30% vs heavy infantry, undead, cavalry, sailing ship, camp, 25% vs wizard, wall, tower, 35% vs light infantry, longbowmen, temple, 10% vs barbarian, paladin, mass charm, 20% vs priest, castle.
Damage is 1 by default, 0 vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power.
If attacked, effect of own terrain is *1.00 by default, *0.90 in swamp, forest, hills, mountains.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 20% vs wizard, light infantry, heavy infantry, dragon, wagon, 100% vs ring of regeneration, crystal ball, ring of protection, everfull plate, amulet of power, 40% vs serfs, undead, tower, 30% vs Armageddon spell, lightning, fireball, 50% vs cloudkeep.
Protection of occupants/transport is *1.00 by default, *0.70 for wall, castle, camp, temple, village, town, city, *0.20 for cloudkeep, tower, *0.80 for ring of protection.

Other Actions:
Can be disbanded (1 ACP).

Vision:
100% 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.

Accidents:
Chance to be damaged in an accident: 0.05% in all terrain types.
Amount of damage: 1 in all terrain types.

Attrition in HP:
0 by default, 2 in swamp, mountains.

Material Handling:
    food, 1 basic production, 10 storage, 1 basic consumption, times 1% if occupant, 1 consumed per move, receive from up to 1 cells away
    mana, 5 basic production, 100 storage, 1 (ammo) consumed per attack, receive from up to 1 cells away
    metal, 6 storage, receive from up to 1 cells away
Productivity adjustment for terrain is *0.60 by default, *1.20 in ice, *1.00 in mountains, *0.80 in hills, *0.40 in plains, *0.00 in void.

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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