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[转帖] FFH2 & FF 魔法晋升一览 (英文)

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发表于 2009-6-19 10:04:47 | 显示全部楼层 |阅读模式
由于我对 FFH 的理解还不透彻,最近也没怎么玩,所以就不乱翻译了。
这个一览的内容并非对应 FFH2 的最新版本,但是作者自己说,最新版本的内容跟以前几乎也没什么太大的变化,所以还是可用的。

http://forums.civfanatics.com/sh ... 14&postcount=13

Magic Comparison

Arcane

Air       
Level I        Fair Winds        Fair Winds Prom to Naval: +1move,+25% withdraw chance. 5% chance to wear off
Level II        Maelstrom        Damages all units within 2 tiles. 15-50%. Triggers war if non hostile units hit
Level III        Summon Air Elemental        5+2 lightning+1 air affinity, 2 move. Combat can spawn air elemental: 0+3lightning, 2move

Body        +5% heal within borders       
Level I        Haste        Grants Haste Prom to units on tile: +1 movement for 1 turn
Level II        Regeneration        Grants Regeneration Prom to units on tile: +10% heal, can heal whilst moving, removed when fully healed
Level III        Graft Flesh        Summons Flesh Golem. 6 strength, 1 move. Consumes 2 units. Golem can be added to

Chaos        +2% mutation chance       
Level I        Dance of Blades        Dance of Blades Prom to units on tile:+1 first strike. 1 Turn
Level II        Mutation        Randomly mutates all living units on tile. Can add promotions as a result.
Level III        Wonder        Casts upto 5 different spells, randomly selected from 63 available

Death        -1 diplo with most civs       
Level I        Raise Skeleton        Skeleton unit 3+1 death, 1 move. Cannot pillage
Level II        Summon Spectre        3+1death affinity. 2 move
Level III        Summon Wraith        6+3death+1 death affinity, 2move. Cannot pillage
Level III        Lichdom        Transform caster to Lich: 5+2death str, 1move

Earth        inc chance of discovering new resources       
Level I        Wall of Stone        Creates wall of stone in city. Remove if no Earth1
Level II        Stoneskin        Grants Stoneskin Prom to Caster: +2def strength, +3 first strikes, +50% resistance to all damage types
Level III        Summon Earth Elemental        11+1earth affinity. 1 movement

Enchantment        +1 happy       
Level I        Enchanted Blade        Removes Rusted Prom & grants Enchanted Blade Prom to melee:+20% strength.
Level II        Flaming Arrows        Flaming Arrows Prom to Archery: +1 fire strength
Level III        Enchant Spellstaff        Grants Spellstaff. Restores ability to cast

Entropy        -5% heal to enemy, -2 diplo       
Level I        Rust        Removes weapon upgrades & Inflicts Rust Prom: -10% strength.
Level II        Summon Pit Beast        4+1Unholy, 1 move. Duration extendable by winning combat
Level III        Wither        Damages all living units within 1 tile. 10-40% death damage. Can Inflict withered Prom on hostile units: -20% heal, -10% strength, 50% less XP gain/combat

Fire       
Level I        Blaze        Creates Smoke on tile. Sets Forests/Jungle on fire
Level II        Fireball        Summons Fireball: 0+4 fire strength, 1 move. Max 30% dmg upto 4 units. Immune to 1st strike, can bombard, explodes on death
Level III        Summon Fire Elemental        6+3 fire strength+1fire affinity. 2 movement. Cannot enter snow. Does collat dmg

Law        -5% maint costs       
Level I        Loyalty        Grants Loyalty Prom to units on tile: Immune to capture, 25% resistance to charm person
Level II        Summon Host of Einherhar        3+2 Holy, 1 movement. Duration extendable by winning combat
Level III        Valor        Grants Valor to living units (not animals/beasts): +1 XP/combat, +10% resist magic

Life        +1 health       
Level I        Sanctify        Clears Fallout, clears city ruins (reduce AC by 1), cleanses hell terrain. Cast on Graveyard to summon permanent Host of Einherhar 3+2holy, 1move
Level II        Destroy Undead        Damages all undead within 1 tile. 20-50% holy damage
Level III        Resurrection        Resurrects the civs hero. 7 turn delay. Destroys pieces of Barnaxus if used or, if cast on Graveyard creates Champion unit with upto 30XP

Metagmagic       
Level I        Floating Eye        Summons Floating Eye: Recon unit, 4 range
Level II        Dispel Magic        Destroys Mana Nodes, revert to raw
Level III        Summon Djinn        1+1affinity to any mana. 2 movement
Additional        +5% damage, and -5% to spell resistance per level       

Mind        +3% research       
Level I        Inspiration        Creates Inspiration in City as long as Mind 1 unit in place. Inspiration: +1 sage GPP, +2sci beakers
Level II        Charm Person        Inflicts Charmed. 1 tile range: Unit may not attack, 20% wearing off. +20% resistance
Level III        Domination        Attempt to take control of strongest living hostile within 1 tile. Mind 3 lost if fail

Nature       
Level I        Treetop Defence        Completely fortifies units on Forest/Ancient Forest tile
Level II        Poisoned Blade        Poinsoned Blade prom to Recon. +1 poison strength
Level III        Vitalize        Snow to Tundra, Tundra to Desert, Desert to plains, plains to Grassland

Shadow       
Level I        Blur        Blur Prom: First strike immune. 50% chance of waring off
Level II        Shadowwalk        Shadowwalk Prom: Ignores building defences when attacking a city, 25% chance to wear off each turn
Level III        Summon Mistform        6+1shadow aff, 2move. Hidden Nationality, Invisible

Spirit        +5% GPP       
Level I        Courage        Courage Prom: Fear immune.+10% heal to units on same tile
Level II        Hope        Creates Hope in City as long as Spirit 2 unit in place. Hope: +1 happy, +4 culture, grants courage to units on tile (fear immune, +10% heal)
Level III        Trust        Permanent diplo bonus with all leaders. Can only be cast once per civ

Sun       
Level I        Scorch        Changes plains to desert, snow into tundra
Level II        Blinding Light        Affected hostile units cannot move for 2 turns. Adjacent tiles. +30% resistance
Level III        Summon Aurealis        6+2sun affinity, 1 movement

Water       
Level I        Spring        Extinguises fires in surrounding tiles. Converts Desert to plains (except Oasia&flood plains)
Level II        Water Walking        Grants Water Walking Prom to caster: unit may enter water tiles. No penalty for attacking from sea or across river
Level III        Summon Water Elemental        8+1water affinity, 1movement. Splits in 2 when killed with 25% health.

FFH2 0.34
Ice - only available from Letum Frigus and Illian Palace
Level I        Slow - -1 movement, resistable, 30% chance to wear off each turn
Level II        Summon Ice Elemental - increased strength on snow/tundra tiles, cant enter desert or burning sands tiles
Level III        Snowfall - cold damage at range 1, temporarily transforms surrounding tiles to snow tiles

Divine

All religions except Council of Esus
Tier 2 Unit: Cure Cure Disease -Removes diseased, plagued and withered from units on tile
Tier 3 Unit: Heal - Removes poisoned, completley heals living units on tile
Disease

Council of Esus only spells (granted to units with the CoE faith)
Mask - Grants hidden Nationality
Spread Council of Esus - adds CoE to city for 25gp (doesn't sacrifice unit)

Ashen Veil       
Savant -        Can sacrifice for 15 beakers/spread AV       
Ritualist - Ring of Flames - damage all units within 1 tile upto 40%. Can damage own units. Can start fires       
Found Temple of the Veil (will also add AV to a city without it), sacrifices unit       
Profane - Summon Balor - Balor: 7/3 strength + 4 unholy, 1 movement       

Octopus Overlords       
Zealot -Can sacrifice for 20 culture/spread OO       
Cultist -Tsumani - cast near water. Damage units next to water upto 2 tiles from caster. 50-75% cold damage. 25% chance of destroying improvements       
Found Temple of the Overlords (will also add OO to a city without it), sacrifice unit       
Speaker -Summon Kraken, permanent 17 strength, 4 movement naval unit       

Fellowship of the Leaves       
Disciple of Leaves -Can sacrifice for 20 culture/spread FoL       
Priest of Leaves -Bloom - creates new forest on unimproved tile within cultural borders       
Summon Tiger - permanent 4 strength, 2 move (can be used for Tiger cage)       
Found Temple of Leaves (will also add FoL to a city without it), sacrifices unit       
High Priest of Leaves-Summon Treant 10 strength, 1 move, permanent

Runes of Kilmorph       
Thane of Kilmorph -Can sacrifice for 20 culture/spread RoK       
Stonewarden -Shield of Faith - grants shield of faith to units on tile: +10% strength       
Found Temple of Kilmorph (will also add RoK to a city without it), sacrifices unit       
Runekeeper-Earthquake: unfortifies non-flying units & 25% chance to destroy buildings (except wonders)/improvements with 1 tile       

Empyrean       
Ecclesiast -Can sacrifice for 20 culture/spread Empyeran       
Vicar -Revelation: destroys hostile illusions & removed hidden nationality, hidden and invisible from hostile units within 3 tiles       
Found Temple of the Empyrean (will also add Emp to a city without it), sacrifices unit       
Luridus -Crown of Brilliance: grants Crown of Brilliance promotion - damages hostile units within 1 tile 40-80% at start of each turn. 25% chance to wear off each turn

Order       
Acolyte -Can sacrifice for 20 culture/spread Order       
Confessor -Bless - grants Blessed to non animal living units       
Found Temple of the Order (will also add Order to a city without it), sacrifices unit       
Prior -Unyielding Order - creates unyielding order building in city- no unhappy,-100% maintenance, -10% crime       


Fall Further 0.42l Additional Spheres
These spell spheres have been added to the Fall Further Modmod (042L onwards)

Arcane

Creation       
Level I        Growth - Adds growth building 15% food stored, +1 Health from Corn, Rice, Wheat, Pig, Cow, Sheep
Level II        Fertility - Swaps Corn/Rice/Wheat resources. Swaps Pig/Cow/Sheep resources
Level III        Birth - +1 Population in city. Cannot raise population about 8

Dimensional       
Level I        Dimensional I/Escape? - teleports unit back to capital
Level II        Dimensional II - +3 teleport range
Level III        Dimensional III - creates Dimensional Gate: can airlift 1 unit/turn

Force       
Level I        Magic Missile - ranged attack AirCombat 2, Range 1, Damage Limit 90%
Level II        Determination - grants Unstoppable Promotion to melee/mounted - Grants collateral damage, ignore terrain cost and immunity to first strikes to Melee/Mounted Units
Level III         Force Wall - creates force wall building wjilst in city - units of level 4 or less cannot enter tile

Ice       
Level I Summon Frostling
Level II        Stassis - Range 1, affects enemy, adds Stasis Curse Promotion: -100% Experience gain. 30% chance to wear off per turn.
Level III        Frozen Lands - degrades land toward Snow/Ice within 3 tiles of caster. No effect on non-enemy land. Will effect unowned, enemy or own land
Level III Summon Ice Golem - upgrade of Summon Frostling spell for Archmages only.

[ 本帖最后由 eaglet123 于 2009-6-19 10:07 编辑 ]
发表于 2009-6-19 10:11:12 | 显示全部楼层
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