Zauber (Civ4 FFH)
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Version vom 25. November 2007, 03:19 Uhr von Kontrollator (Diskussion) (→Zauber nach Sphäre, Spezialisation, und Rang)
Inhaltsverzeichnis
Zauber nach Sphäre, Spezialisation, und Rang
Liste der Zauber und Effekte
Name | Sphäre | Bereich | Zauberstufe | Andere Vorraussetzungen | Dauer | Ziel | Reichweite | Effekt |
---|---|---|---|---|---|---|---|---|
Günstige Winde | Luft | I | Chance to wear off each turn | Seeeinheiten | Present Plot | boosts the movement and withdrawal of naval units | ||
Wirbelwind | Luft | Zauberei | II | Instant | Alle Einheiten | within 1 plot (3x3) | Repel enemy units 1 space away | |
Blitzelementar Beschwören | Luft | Beschwörung | II | 1 Runde | Summon | Present Plot | Lightning Elemental (3 Lightning, 2move, Blitz) | |
Wolkenstrudel | Luft | Zauberei | III | Instant | Alle Einheiten | within 2 plot(5x5) | Damage | |
Luftelementar rufen | Luft | Beschwörung | III | 1 Runde | Summon | Present Plot | Luftelementar (4+4Lightning, 3move, Sentry II, Water Walking) | |
Hast | Körper | I | 1 Runde | Lebende Einheiten | Present Plot | + 1 Bewegung | ||
Brennendes Blut | Körper | Erleuchtet | II | 1 Runde | 1 self unit | Present Plot | +40%Str, Blitz, +1mv, 75% chance unit will die next turn | |
Fleisch Sprößling | Körper | Erleuchtet | III | immer | 2 Einheiten | Present Plot | Merge 2 unit to create Flesh Golem with all the promotion of both unit but can no longer gain XP. Strength of flesh golem will be average offensive strength of the two units | |
Steinhaut | Körper | Zauberei | III | Nächster Kampf | Alle Einheiten | Present Plot | immue to 3 hits | |
Klingentanz | Chaos | I | 1 Runde | Alle einheiten | Present Plot | 1 Erstschlag | ||
Mutation | Chaos | Erleuchtet | II | Permanent | nicht mutierte lebende Einheiten | Present Plot | Zufällig bekommt man eine dieser Beförderugen:
| |
Magie lösen | Chaos | Zauberei | II | Instant | Alle Einheiten | within 1 plot (3x3) | Dispel harmful spell from friendly unit and improvement spells from other units | |
Chaos Marodeur beschworen | Chaos | Beschwörung | II | 1 Runde | Summon | Present Plot | Chaos Marodeur(5str, 2mv, chance of turning barbarian) | |
Glücksumkehr | Chaos | Erleuchtet | III | immer | Caster | Caster | Combat str equals foe via Glücksumkehr Promotion. | |
Wut | Chaos | Zauberei | III | immer | 1 Einheit | 1 + Zauberreichweite | Ziel-Einheit wird zum Barbaren | |
Grubenbestie beschwören | Chaos | Beschwörung | III | Until unit does not engage in combat | Summon | Present Plot | Grubenbestie (7+2Unholy, 2move) | |
Skelett beschwören | Tod | I | immer (1 per caster) | Summon | Present Plot | Skelett (2 +1Unholy, 1 move) | ||
Infektion | Tod | Zauberei | II | Instant | Alle Einheiten | 1 + Zauberreichweite | Beschädigte und kranke Einheiten | |
Alb beschwören | Tod | Beschwörung | II | 1 Runde | Summon | Alb | ||
Lichwandlung | Tod | Zauberei | III | immer | Caster | Caster | Turns Caster into a lich allowing another mage to be promoted to archmage (limited to 3 national unit) | |
Gespenst beschwören | Tod | Beschwörung | III | 1 Runde | Summon | Present Plot | Wraith | |
Entrinnen | Dimensionen | I | Instant | Caster | Caster | teleportiert den Zaubernden in die Hauptstadt | ||
Steinwall | Erde | I | Bis der Zaubernde geht | Stadt | Present Plot | Erschafft einen Steinwall (25% vert.) to city | ||
Stein der Weisen | Erde | Erleuchtet | II | Kupfer oder Gold | immer | Kupfer oder Gold | Present Plot | verwandelt Gold zu Kupfer |
Rost | Erde | Zauberei | II | Until Unit returns to barrack | 1 Einheit | 1 + Zauberreichweite | -10% Einheitenstärke, entfernt Waffen-Beförderungen. | |
Kikijub | Erde | Beschwörung | II | 1 Runde | Summon | Present Plot | Kikijub | |
Erdbeben | Erde | Erleuchtet | III | Instant | keine | within 1 plot (3x3) | 25% chance of destoying buildings in adjacent tile | |
Schlag | Erde | Zauberei | III | Instant | All units | 1 + Spell Extension | 20 - 59 damage to all units on target tile | |
Erdelementar rufen | Erde | Beschwörung | III | 1 runde | Summon | Present Plot | Erdelementar | |
Letzter Schliff | Verzauberung | I | Permanent | Nahkampfeinheiten | Present Plot | + 20% Starke, entfernt Rost | ||
Spiritueller Hammer | Verzauberung | Erleuchtet | II | Permanent | Geweihte Einheiten | Present Plot | +1 Weihung Stärke | |
Flammenpfeile | Verzauberung | Zauberei | II | Permanent | Distanzeinheiten | Present Plot | + 20% Stärke | |
Schild des Glaubens | Verzauberung | Erleuchtet | III | immer | Alle Einheiten | Present Plot | 10% Stärke + another 20% strength if defending | |
Zauberstab erschaffen | Verzauberung | Zauberei | III | Until used | Caster | Caster | Allows caster to cast an additional spell when used on another turn | |
Atrophie | Entropie | I | immer | 1 Einheit | 1 + Zauberreichweite | Heilt -20% Schaden jede Runde, heilt während der Bewegung | ||
Sündenmal | Entropie | Erleuchtet | II | immer | Caster | Caster | Caster gains XP faster (see arcane unit) but is weaken (-25% str) | |
Besudeln | Entropie | Zauberei | II | immer | Terrain | Present Plot | Defiles the tile (tile produce nothing) | |
Kobold beschwören | Entropie | Beschwörung | II | 1 Runde | Summon | Present Plot | Kobold | |
Verbannung | Entropie | Erleuchtet | III | Instant | Summon units | 1 + Zauberreichweite | Verbannt summon units | |
Höllenfeuer | Entropie | Erleuchtet | III | Nur Infernal | immer | Terrain | Present Plot | Creates Hellfire terrian improvement (produce Infernal demon randomly) |
Entkräftung | Entropie | Zauberei | III | immer | 1 Einheit | 1 + Zauberreichweite | !/2 target unit XP | |
Balor beschwören | Entropie | Beschwörung | III | 1 Runde | Summon | Present Plot | Balor | |
Versengen | Feuer | I | immer | Terrain | Present Plot | Verwandelt Ebene in Wüste oder Verdammtes Land in Brennender Sand | ||
Flammenring | Feuer | Erleuchtet | II | Instant | Alle Einheiten | within 1 plot (3x3) | 10-29 base fire damage to all units in adjacent plot (damaged unit civ declares war) | |
Feuerball | Feuer | Zauberei | II | 1 Runde | Summon | Present Plot | Erschafft einen Feuerball | |
Sandlöwe | Feuer | Beschwörung | II | Wüste or Brennender Sand | 1 Runde | Summon | Present Plot | Sandlöwe (see invisibility) |
Feuersäule | Feuer | Erleuchtet | III | Instant | Alle Einheiten | 1 + Zauberreichweite | 60 base fire damage to all units | |
Meteorsturm | Feuer | Zauberei | III | 1 Runde | Summon | Present Plot | 3 x Meteor | |
Feuerelementar rufen | Feuer | Beschwörung | III | 1 Runde | Summon | Present Plot | Feuerelementar | |
Loyalität | Ordnung | I | immer | Alle Einheiten | Present Plot | Unit dies instead of being converted | ||
Wiederaufbau der Stadt | Ordnung | Erleuchtet | II | Stadtruinen | immer | Terrain | Present Plot | Baut die Stadt wieder auf |
Heldenmut | Ordnung | Zauberei | II | 10% Chance to wear off each turn | Alle Einheiten | Present Plot | +1 EP pro Kampf until it wears off | |
Rechtsprecher beschwören | Ordnung | Beschwörung | II | 1 Turn | Summon | Present Plot | Rechtsprecher | |
Gerechte Sache | Ordnung | Erleuchtet | III | immer | Stadt | 1 + Zauberreichweite | Erschafft einen Kreuzritter pro unglücklichen bürger in der Feindlichen Ziel-Stadt, der Zaubernde stirbt nach diesem Zauber | |
Dogma | Ordnung | Zauberei | III | Bis der Zaubernde geht | Stadt | Present Plot | Keine unglücklichen Bürger solange der Zaubernde in der Stadt ist | |
Heimstatt der Einherjar beschwören | Ordnung | Beschwörung | III | Until unit does not engage in combat | Summon | Present Plot | Heimstatt der Einherjar | |
Heiligen | Leben | I | immer | Terrain | Present Plot | Remove Fallout, City ruins (-1 to Armageddon counter), remove Hell Terrain | ||
Heile Krankheit | Leben | Erleuchtet | II | immer | Alle Einheiten | Present Plot | entfernt Verseuchung von Einheiten | |
Untote vernichten | Leben | Zauberei | II | immer | Alle untoten Einheiten | 1 + Zauberreichweite | beschädigt untoten Einheiten | |
Greif beschwören | Leben | Beschwörung | II | 1 Runde | Summon | Present Plot | Greif | |
Heilen | Leben | Erleuchtet | III | Permanent | Alle Einheiten | Present Plot | Heals 20HP | |
Auferstehung | Leben | Zauberei | III | Life Node | immer | keinee | Caster | Revive Civ Hero, destroys life node |
Lebensfunke rufen | Leben | Beschwörung | III | 1 Runde | Summon | Present Plot | Lebensfunke (2 move, heals 20HP on all unit in the same stack) | |
Beeindrucken | Geist | I | 10% chance of wearing off each turn | All unit? | Present Plot | Charmed units are unable to attack (or auto-retreat to be precise) | ||
Suchendes Auge | Geist | Erleuchtet | II | 1 Runde | Summon | Present Plot | Suchendes Auge (4 sight range unit, cannot fight) | |
Inspiration | Geist | Zauberei | II | Bis der Zaubernde geht | Stadt | Present Plot | +4 science in the city | |
Scheussliche Gedanken | Geist | Erleuchtet | III | immer | 1 unit | Present Plot | +1 move, 40% Strength, -80% Defense, take damage | |
Kontrolle übernehmen | Geist | Zauberei | III | immer | 1 Einheit | 1 + Zauberreichweite | Converts target unit at +30% spell resistance, caster converts to target civ if spell is resist | |
Wipfelwehr | Natur | I | Forest Plot | Until unit moves to a non-forest plot | Alle Einheiten | Present Plot | Gains 2 First strike during combat | |
Wuchs | Natur | Erleuchtet | II | Non-improved terrain | immer | Terrain | Present Plot | erschafft Wald |
Vergiftete Klinge | Natur | Zauberei | II | immer | Alle Aufklärungseinheiten | Present Plot | +1 Vergiftung Stärke | |
Dornenwand beschwören | Natur | Beschwörung | II | immer (1 per caster) | Summon | Present Plot | Dornenwand (stationary unit) | |
Wurzel | Nature | Erleuchtet | III | 1 Runde | 1 Einheiten | 1 + Zauberreichweite | Target unit is unable to move | |
Urbar | Natur | Zauberei | III | immer | Terrain | Present Plot | Verwandelt Eis in Tundra in Ebenen in Grünland | |
Baumhirte beschwören | Natur | Beschwörung | III | Forest Plot | immer (1 per caster) | Summon | Present Plot | Treant |
Tapferkeit | Seele | I | immer | Alle Einheiten | Present Plot | + 10% Healing in enemy plot, can attack units with Fear promotion | ||
Guru | Seele | Erleuchtet | II | Permanent | All units | Present Plot | Gives 50% XP to random civ unit when unit is killed | |
Hoffnung | Seele | Zauberei | II | Bis der Zaubernde geht | Stadt | Present Plot | +1 Happiness and +4 Culture/turn | |
Segnen | Seele | Erleuchtet | III | Nächster Kampf | Alle Einheiten | Present Plot | +1 Weihung Stärke | |
Vertrauen | Seele | Zauberei | III | Must be cast from inside a city | immer | keine | keine | +2 Relationship with AI |
Frühling | Wasser | I | Non-Flood Plains | immer | Terrain | Present Plot | Changes Desert to Plains. Removes any Flammen or Rauch within 1 plot. | |
Wasserwandeln | Wasser | Erleuchtet, Zauberei | II | immer | Caster | Caster | Erlaubt dem Zaubernden über Wasser zu gehen | |
Dschinn beschwören | Wasser | Beschwörung | II | 1 Runde | Summon | Present Plot | Dschinn | |
Krake beschwören | Wasser | Erleuchtet | III | Next to water | immer (1 per caster) | Summon | Present Plot | Krake |
Tsunami | Wasser | Zauberei | III | Target tile next to water | Instant | Terrain | 1 + Zauberreichweite | Damage units on plot, plot may become coast |
Wasserelementar rufen | Wasser | Beschwörung | III | 1 Runde | Summon | Present Plot | Wasserelementar |
Fähigkeiten
Any non-summoned unit, other than a Great Commander (or Patriarch, it would seem), in the same tile as a Great Commander
- Join Commander - The first found Great Commander owned by the same player in its stack will join with the unit. The Great Commander is destroyed, and the unit gets the Great Commander promotion. Note that a computer player will not use this for units with an offensive strength of 5 or less.
Any non-summoned unit that dosen't have Orthus's Axe, is not a Naval Unit or Siege Unit, in the same tile as a unit with Orthus's Axe
- Take Axe - The casting unit gains the Orthus's Axe promotion, while the previous possessor loses it. You cannot target any unit that already has this promotion. The AI will only use this effect if the casting unit has at least 3 offensive strength more than the giving unit.
Any Living, damaged unit owned by the owner of Shrine of Sirona (at most once per turn)
- Sirona's Touch - heals 15 HP for this unit. Note that the AI will only use on units with at least 15 points of damage.
- Convert City - Basium can convert any city with Mercurian Gate.
- Train Maceman - Allows a Battlemaster to upgrade the highest level Doviello Axeman to Battlemaster in its tile for 125 gold. Note that this does not need to be done in a city.
- Sprint - Can be used if the Centaur is neither Hasted nor Fatigued. This grants both the Hasted and Fatigued promotions. the AI will not use this ability.
- Peace - Allows Corlindale to declare peace between all civilizations and his owning civilization. It also halves the Armageddon Counter.
- Breathe Fire - Creates a summoned Meteor. Unlike most summons, Meteors created through this ability do not gain Mobility I or Mobility II.
- Roar - Dragon ability that converts all Cult of the Dragon units around them.
Dwarves
- Repair - Allows dwarven enchanters to heal siege, naval and golem units.
- Consume Soul - Eater of Dreams regains the ability to cast by consuming population in a city. The city must be owned by the same player as the caster. The city's population must be at least 3. The AI does not use this effect.
- Train Dance of Blades - Allows Govannon to teach units to cast the Dance of Blades spell to units that are alive, and are not Animal Units, or Disciple Units.
- Train Escape - Allows Govannon to teach units to cast the Escape spell to units that are alive, and are not Animal Units, or Disciple Units.
- Train Haste - Allows Govannon to teach units to cast the Haste spell to units that are alive, and are not Animal Units, or Disciple Units.
- Train Raise Skeleton - Allows Govannon to teach units to cast the Raise Skeleton spell to units that are alive, and are not Animal Units, or Disciple Units.
- Recruit - Allows Great Commanders and Donal Lugh to recruit new units in cities
Great Commander Promotion
- Commander Split - Removes the GC from its current unit; the unit loses its Great Commander promotion, and a new Great Commander unit is available
- Sing = Randomly sings one of 4 different songs from the Monkey Island series. This is purely for entertainment and has no game effect, so obviously the AI will not use this ability.
- Herald's Call = All living units owned by the owner of the caster gain the following promotions:
- Burning Blood
- Courage
- Loyalty
- Summoned Note that this means that the unit will not survive beyond the next turn.
- Valor
Hidden Nationality Promotion
- Declare Nationality removes the Hidden Nationality promotion. The AI does not use this effect.
High Priest of Kilmorph, High Priest of Leaves, High Priest of the Order, High Priest of the Overlords, High Priest of the Veil
- Become Patriarch - If this unit is the highest level High Priest of a Religion, and does not have Patriarch, it gains Patriarch. Any other High Priest of the same religion looses the Patriarch promotion.
- Add to City - sacrifices the unit for +1 population in this city. Note that the AI will not use on cities that are size 8 or greater.
- Recruit Mercenary - In a city, for 240 gold (120 for Hippus, a Mercenary can be created. In the event that Magnadine is the caster, that unit gains the Loyalty promotion. Note that the AI does not use this ability if they are the Khazad, if this ability would cost more than 1/2 their gold, or there is no enemy unit within 1 tile of this city.
- Burning Blood (self)- Self only, adds 1 move, increases strength, and adds blitz. Lasts one turn. Often fatal.
- Buccaneer Crew - Any naval unit in a city or Pirate Cove that can move, and has an offensive strength of at least 1 can cast this effect. It grants the promotion Bucaneers, and removes any of the following promotions: Longshoremen, Skeleton Crew. The AI uses this primarily on the following units: Frigate, Man O'War.
- Crew Normally - Any naval unit in a city or Pirate Cove that has any of the promotions:Bucaneers, Longshoremen, or Skeleton Crew can cast this effect. It removes those promotions. The AI does not use this special ability.
- Longshoremen Crew - Any naval unit in a city or Pirate Cove that can move, has at least 1 cargo space free for a land unit, and has an offensive strength of at least 1 can cast this effect. It grants the promotion Longshoremen, and removes any of the following promotions: Buccaneers, Skeleton Crew. The AI uses this primarily on the following units: Galley, Caravel.
- Skeleton Crew - Any naval unit in a city or Pirate Cove that has an offensive strength of at least 1 can cast this effect. It grants the promotion Skeleton Crew, and removes any of the following promotions: Longshoremen, Buccaneers. The AI uses this primarily on the following units: Queen of the Line, Galleon, Trireme.
- Call Holy War - if there is at least one other player with the same state religion that is not at war with the owner's player, and the owner's player is at war with a civilization of a different religion, then for 10 XP, the Patriarch can force all players of the owner's religion to start a war with all players at war with the owner's player that are have a different state religion.
- Rebuild Barnaxus - in a Luchuirp city Barnaxus can be rebuilt as a badly-damaged (75 points) Luchuirp unit with the weapon type from that city. This only works if there is at least one Luchuirp unit in the city. This destroys the promotion.
Stonewarden, Priest of Leaves, Confessor, Cultist, and Ritualist
- Found Temple - Sacrifices the priest to spread the priest's religion to the city and build an appropriate temple (from the Priest promotion).
- Convert City - Rantine can convert a barbarian city to his civ, providing that his offensive strength is at least equal to the highest offensive strength of the units in that city
- Feast - Vampire consumes 1 population point of a city to gain XP; XP set at ((final city pop)-2). eg, a size 15 city will yield 14-2=12XP
- Feed - Replenishes the vampire's health (+25 HP) by consuming a selectable living unit in the same tile. It also allows the Vampire to make another attack, and in the event that the consumed unit was a Bloodpet, the caster gains back a movement point (if any were expended).
- Gift Vampirism - Gives all Level 6 or higher living units in the same stack the Vampirism promotion
Warriors
- Drown - Sacrifice a warrior and 60 gold to create a Drown
Workers
- Pirate Cove - (Lanun only) Sacrifice a worker to create a pirate cove; must be on a land tile adjacent to a water tile, and not within two tiles of another Pirate Cove, or in a City. This effect converts the land to Coast, and grants the Pirate Cove improvement. This cannot be cast if there is another unit in this plot. The AI does not use this ability.
Inquisitor and Luonnotar
- Inquisition - Removes all non-state religions from the city.
Others/Unknowns
- Sacrifice - Allows a unit in a city with a Demons Altar to be sacrificed for research. Note that the unit is given The Ashen Veil as a promotion just before death, so it counts for Manes generation.
- Upgrade Weapons - Though not a real ability with an icon, all Melee Units and Mounted Units can upgrade their weapons automatically, from Bronze to Iron to Mithril (depending on the unit), provided they are garrisoned in a city with a Forge or Weaponsmith and the necessary resources. Learn more about this feature at the Weapon Types page.
Geschichte | Zivilisationen | Oberhäupter | Eigenschaften | Weltzauber | Helden | Religionen | Gesellschaftsformen | Einheiten | Beförderungen | Zauber und Fähigkeiten | Mana | Stadtausbauten | Landschaften und ihre Merkmale | Ressourcen | Landschaftseinrichtungen | Neue Funktionen | Technologien | Wunder & Rituale | Zufallsereignisse | Strategien