Gespenst (Civ4 FFH)

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Civ4FFH Gespenst.png Gespenst
Nahkampfeinheiten
Werte
Stärke 5 + 5 Todschlag Civ4Power.png
Bewegung 2 Civ4Fortbewegung.png
Voraussetzungen
Zauber Gespenst Beschwören
Eigenschaften
Startbeförderungen Untot
Fähigkeiten kann nicht als Zufriedenheits-Unterstützung in Städten genutzt werden
Zählt nicht als militärische Einheit für Unterhaltskosten
kann keine Geländefelder plündern
kann Bronzewaffen benutzen
kann Eisenwaffen benutzen
kann Mithrilwaffen benutzen
Sonstiges Halbiert die Erfahrungspunkte für lebende Einheiten wenn das Gespenst besiegt wird

It is impossible for a living unit to truly win a battle against a wraith. Even those that manage to kill it will lose half of their experience to its attack. These units last for at most 1 turn, unless the Leader has the trait Summoner.

Note that with the appropriate technology, a Barrow can create non-summoned versions of these units under the control of the Barbarian State.

Civilopedia

During the Age of Dragons, the gods battled across creation. They fought over land and souls, until Dagda enforced the Compact. The Compact established rules for the relations between the angels, including providence over the souls of the living. When a person dies, regardless of race, his soul is brought to the vault of the deity he served in life, knowingly or not.

But some people are bound too closely to their earthly life, and when they die they cannot leave this past life behind, lingering in echoes of memories. The loss of this precious life, the frustration of dreams that will never come to be darkens the heart of the spirit. These desires drag the soul into the Infernal Plains. The soul arrives in Hell, where nightmarish shades whisper to the soul, making him relive his darkest memories over and over. After some time, centuries in some cases, the mind and will of many fallen spirits are broken this way, some of these spirits vanish, while others are devoured by the whispering fiends and other animal-shaped Hungry Ghosts, spirits whose reason vanished and who exist only to satisfy their most primal desires. Some spirits survive the mind-shattering whispers and change: they become Specters.

Specters are fallen spirits who recovered clear reason. Their appearance and personality are similar to what they had in life, and these will never change; the falling process galvanizes their soul to this shape. These specters group themselves in hopeless communities to defend themselves from a highly hostile environment, but they keep the dreams and wishes they had in life, dreams and wishes whose realization is almost impossible in that hellish place. Dreams and wishes that don't go away, memories of the lost ones, that will to not disappear, nothing fades from the unchanging soul of the Specter.

During the Age of Magic, a Black Sea appeared by the shores of the razor-glass plain of Naraka. The sky in Hell is starless, but the waveless surface of the Black Sea reflected stars, stars that are not from Creation. Rumor spread that its waters were capable of making specters lose their memories, dreams and wishes, of making one's self disappear. Many specters, bored with their grey afterlife, pilgrimaged to the Black Sea, washing away their heart. But the dark waters don't wash away everything; a husk stays behind, a husk that is animated by ominous will. These beings are called Wraiths, a creature so unnatural that they are hated even by the fiends. After they are born on the shores of the Black Sea they float to a sinister tower in the middle of that sea, a windowless tower of infinite height, and no man knows what exists inside.

Strategy Text

It is impossible for a living unit to truly win a battle against a wraith. Even those that manage to kill it will lose half of their experience to its attack.