Vampir (Civ4 FFH)
Vampir | ||
---|---|---|
Nahkampfeinheiten | ||
Werte | ||
Stärke | 4 | |
Bewegung | 1 | |
Herstellungskosten | ||
Schnell | 121 | |
Normal | 180 | |
Langsam | 270 | |
Episch | 360 | |
Voraussetzungen | ||
Technologien | Feudalismus | |
Gebäude | Gruft des Grafen | |
Eigenschaften | ||
Spezialeinheit für | Calabim | |
Ersetzt | Morgensternkämpfer | |
Startbeförderungen | Körper I, Fokus I, Fokus II, Tod I, Zauberei, Vampirismus | |
Fähigkeiten | kann Bronzewaffen benutzen kann Eisenwaffen benutzen kann Mithrilwaffen benutzen | |
Modernisierungen | ||
Modernisierung zu | Brujah, Vampirfürst |
This unit is weaker in direct combat than the Maceman it replaces, and it is significantly more expensive. However, its combat ability is still good for the level it is at, and its Sorcery is also significant.
Civilopedia
Every Vampire on Erebus can trace their lineage to Alexis or Flauros, the first vampires born in ages past. Some of the first to receive the gift from them live on to the present, ruling clans and cities, and keeping their 'offspring' in check. Spoiled and accustomed to power, life under the rulership of a Vampire is a harsh existence, with the perpetual dread of being 'invited' to a feast. Humans ruled by Vampires in the Age of Rebirth responded one of two ways: with resigned depression, or fanatically devotion, joining the ranks of the Moroi in order to prove themselves worthy of the gift. Though relatively few have their wishes so granted, those who do frequently turn their backs on their human lives, becoming as cruel and decadent as the masters they serve. They delight in darker magics and in relish combat, though only when the odds are wildly in their favor do most Vampires consider joining the melee.
Strategie Text
Capable fighters with a handful of useful spells, vampires true strength lies in their ability to grow in power from feasting on city population--and to pass this power on to worthy allies.