Dschinn (Civ4 FFH)
Dschinn | ||
---|---|---|
Wassereinheiten | ||
Werte | ||
Stärke | 2 + 1 Erfrierung | |
Bewegung | 2 | |
Voraussetzungen | ||
Zauber | Dschinn Beschwören | |
Eigenschaften | ||
Startbeförderungen | Fokus I, Elementar, Wasserwandeln | |
Fähigkeiten | Zählt nicht als militärische Einheit für Unterhaltskosten kann keine Geländefelder plündern |
The Djinn does not stay around long (1 turn, 3 with the Summoner trait), so it starts out with 0 or more of the following promotions (15% chance of each): Air I, Body I, Chaos I, Death I, Dimensional I, Earth I, Enchantment I, Entropy I, Fire I, Law I, Life I, Mind I, Nature I, Spirit I, Water I.
Civilopedia
Djinn are water spirits especially revered by desert peoples. Made of swirling mists, they normally have a human size and shape but have been known to play tricks on travelers by hiding inside bottles or lamps. Their ethereal nature allows them to access mana freely, though many Djinn don't bother with the practice required for useful spell. Even when they have abilities their masters lack, they'll often demand answers to riddles before performing commands. Many conjurers have searched for ways around this quirk, though the wiser ones will spend their time acquiring a sense of humor.
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