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		<updated>2013-05-25T00:22:51Z</updated>
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	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Defense</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Defense"/>
				<updated>2012-03-15T01:09:23Z</updated>
		
		<summary type="html">&lt;p&gt;76.8.217.158: /* Proposed Canon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
Defense is a [[Unit]] statistic.   It probably affects a unit's chance to survive wounds and attacks in combat.&lt;br /&gt;
&lt;br /&gt;
==Known Values==&lt;br /&gt;
*[[Bogroll]] - 4&lt;br /&gt;
*[[Jack Snipe]] - 2&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
It probably determines how hard it is to score a [[hit]] on this [[unit]], provides resistance that reduces inflicted damage, or is a combination of both.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>76.8.217.158</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Defense</id>
		<title>Defense</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Defense"/>
				<updated>2012-03-15T01:02:53Z</updated>
		
		<summary type="html">&lt;p&gt;76.8.217.158: /* Proposed Canon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
Defense is a [[Unit]] statistic.   The [[luckamancer]] [[Clay]] describes it as affecting a unit's chance to survive or avoid attacks in combat.&lt;br /&gt;
&lt;br /&gt;
==Known Values==&lt;br /&gt;
*[[Bogroll]] - 4&lt;br /&gt;
*[[Jack Snipe]] - 2&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
It probably determines how hard it is to score a [[hit]] on this [[unit]], provides resistance that reduces inflicted damage, or is a combination of both.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>76.8.217.158</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Combat_(stat)</id>
		<title>Combat (stat)</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Combat_(stat)"/>
				<updated>2012-03-15T01:02:32Z</updated>
		
		<summary type="html">&lt;p&gt;76.8.217.158: /* Proposed Canon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
Combat (also referred to as Attack) is a [[Unit]] statistic. The [[luckamancer]] [[Clay]] describes it as affecting a unit's chance to wound or kill enemies in combat.&lt;br /&gt;
&lt;br /&gt;
==Known Values==&lt;br /&gt;
*33 - Decrypted [[Prince Ansom]], with sword, possible bonus of 8 from [[Wanda Firebaugh]]&lt;br /&gt;
*6+ - the [[unit]]s in the GK Strike Force ([[Archon]]s, [[Dwagon]]s, [[Tchotchke]]s, [[Sourmander]]s, decrypted [[Commander]]s, [[Weiner-Rammers]], [[Heavy Unit]]s, and [[Knight]]s)&lt;br /&gt;
*5 - [[Bogroll]]&lt;br /&gt;
*2 - [[Jack Snipe]]&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
It probably determines how efficient a unit is in hitting enemy units.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>76.8.217.158</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Erfworld_Mechanics</id>
		<title>Erfworld Mechanics</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Erfworld_Mechanics"/>
				<updated>2012-03-15T00:58:49Z</updated>
		
		<summary type="html">&lt;p&gt;76.8.217.158: /* Relative Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Speculation=&lt;br /&gt;
The &amp;quot;physics&amp;quot; of [[Erfworld]] are modeled on a [[Strategy Game|strategy game]] combining [[Turn-Based Movement]] and [[Real-Time Combat]] mechanics.&lt;br /&gt;
&lt;br /&gt;
The mechanics of [[Erfworld]] include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The [[Hex]] Grid==&lt;br /&gt;
The geography of [[Erfworld]] is laid out as a hexagonal-grid wargaming map, with each hexagon commonly called a &amp;quot;[[hex]]&amp;quot;. Locations are described by non-cartesian X-Y coordinates (possibly designating a line of hexes and a specific hex within that line).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Movement]]==&lt;br /&gt;
See the [[Movement]] page for a detailed examination of these rules.&lt;br /&gt;
&lt;br /&gt;
The [[Faction|sides]] of a conflict alternate [[Turn]]s, which is known as a [[Turn-Based Movement]] mechanic. For instance, in ''The Battle for Gobwin Knob'', the sequence of turns is: [[Jillian Zamussels|Jillian's]] Turn ([[barbarian]]s move first), [[Transylvito]]'s Turn, [[Charlescomm]]'s Turn (early morning) [[Gobwin Knob]]'s Turn (late morning), followed by the [[Royal Crown Coalition|RCC's]] Turn (afternoon), followed by dusk, then nighttime and a return to morning. Alliances change the turn order (the turn of the alliance is that of the member which is last in the sequence), so Jillian is never seen moving except on [[Royal Crown Coalition|RCC's]] or [[Transylvito]]'s [[Turn]].&lt;br /&gt;
&lt;br /&gt;
[[Units]] may only move to another [[hex]] during their [[Side]]'s [[Turn]]. Each unit has a specific amount of &amp;quot;[[Movement|Move]]&amp;quot; which determines how far it may travel during one turn. Units' Move is set to their maximum at the beginning of their side's Turn.  At the end of the side's Turn, its [[unit]]s lose any unused Move, and may not leave their current hex until their [[Faction|side's]] next Turn.  Exception: a unit with no remaining Move may leave its hex (on its Turn) by riding atop a Mount, or (on an enemy's Turn) by being captured and transported as a prisoner.&lt;br /&gt;
&lt;br /&gt;
==[[Unit]]s==&lt;br /&gt;
See the [[Unit]] page for more details on these rules. &lt;br /&gt;
&lt;br /&gt;
Units are things that fight. Units may combine to form [[stack]]s or may fight alone. &lt;br /&gt;
&lt;br /&gt;
[[Parson Gotti]] is a special case and should not be used as an example of the abilities of native [[Erfworld]]ers. See the detailed entry on him for a list of his abilities and disabilities.&lt;br /&gt;
&lt;br /&gt;
===Unit Statistics===&lt;br /&gt;
''Main Article: [[Stats]]''&lt;br /&gt;
&lt;br /&gt;
Unit Statistics are also known as &amp;quot;Unit Points&amp;quot;{{Erf|1|040}}. Statistics are numerical values that denote the ability of a [[Unit]] relative to other units with that same ability. In general, a higher value is better, but this may not be true in all cases. Every Unit has a minimum of six basic statistics. Depending on its Natural Abilities, it may have more.&lt;br /&gt;
&lt;br /&gt;
===Natural Abilities===&lt;br /&gt;
Some [[Unit]]s have one or more natural abilities. Known examples include flight, fire, poison, and even the ability to cast some spells.&lt;br /&gt;
&lt;br /&gt;
A [[unit]] with the [[Leadership]] ability is called a [[Warlord]] or [[Commander]]. A [[unit]] with magic-using ability is called a [[Caster]] (more commonly, it is referred to by its specialty, such as [[Croakamancer]], [[Dirtamancer]], etc). [[Warlord]]s and [[Caster]]s can see the stats of a [[unit]] directly; [[Lookamancer]]s can determine the stats of [[unit]]s at a distance.&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
See the [[Combat]] page for more details on these rules.&lt;br /&gt;
&lt;br /&gt;
[[Combat]] in [[Erfworld]] occurs inside a single [[hex]] or [[City#City Zones|zone]]. A hex border will stop attacks like it does [[Movement]].{{erf|1|115}} Movement inside a [[hex]] is unrestricted for both [[Side]]s, allowing maneuver warfare on a limited scale. Attacking is simultaneous for all Sides, which makes this a [[Real-Time Combat]] mechanic.&lt;br /&gt;
&lt;br /&gt;
===Stacking===&lt;br /&gt;
[[Units]] may group into [[stack]]s with allied [[units]]. This provides a combat [[bonus]], which reaches a maximum value when 8 units are combined in a stack.{{erf|1|040a}}&lt;br /&gt;
&lt;br /&gt;
A [[Warlord]] (and sometimes [[Casters]]) provides a bonus to [[unit]]s under its command, as well as providing instructions and other benefits. Warlords also enable units in their stack to make directed attacks against specific enemy units, or to refrain from attacking at all.&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
[[Units]] in effective range of enemy Units may attack the enemy, and are sometimes forced to. The determination of which Unit kills its opponent is determined by the [[Combat_(stat)|Combat Statistic]], [[Defense|Defense Statistic]], various bonuses (Stacking bonus, multiple [[Leadership]] bonuses, Dance Fighting bonus, Terrain bonus, etc.), and types of weapons being used by both sides. Damage can only be inflicted when the weapon is capable of reaching the opponent (ie. melee units cannot damage a flying unit with a ranged attack).&lt;br /&gt;
&lt;br /&gt;
===Defending===&lt;br /&gt;
Defenders ([[Sides]] that are not on [[Turn]]) in [[Erfworld]] are limited in their activities. They cannot normally cast [[spell]]s or [[Movement|Move]] out of the [[hex]], although [[movement]] inside the hex is permitted. When a non-allied Side has [[Units]] in the same hex, the defender can reorganize stacks, attack, cast [[spell]]s, and generally do anything it normally would on Turn if it were attacking.&lt;br /&gt;
&lt;br /&gt;
==Miscellanea==&lt;br /&gt;
&lt;br /&gt;
===Relative Time===&lt;br /&gt;
As noted above, the time of day in Erfworld is related to the sequence of [[turn]]s. The fact that the sun sets after [[Prince Ansom]] declares the end of his [[Faction|side]]'s turn may imply that the turn cycle governs the time of day, rather than vice versa.&lt;br /&gt;
&lt;br /&gt;
However, the link between turns and time is variable to some extent. At one point Stanley's turn is seen to start at dawn, rather than beginning later in the day, because there are no nearby units of any side that would act earlier. Later it is shown that [[Jillian]] of Faq is aware they will meet enemy forces because someone took a turn in the morning before they did. More than one Turn can happen simultaneously, as long as the involved Sides do not interact with each other.&lt;br /&gt;
&lt;br /&gt;
===Off-time===&lt;br /&gt;
&lt;br /&gt;
Units can't walk off the hex when it's not their turn. They may, however, move within it, interact with each other and perform certain actions (such as taming wild creatures in the hex).&lt;br /&gt;
&lt;br /&gt;
Non-Barbarian units without a side do not take turns, and are frozen in place (either inside their hex, or completely unaware of their surroundings) until captured or mercy-killed.&lt;br /&gt;
&lt;br /&gt;
===Battlespace===&lt;br /&gt;
&lt;br /&gt;
Each side has an area known as their ''battlespace'', presumably defined as the hexes any of their units can see and/or reach. Units outside other battlespaces move at the start of the day, while those inside two or more battlespaces are bound by turn order.&lt;br /&gt;
&lt;br /&gt;
A side's entire turn is taken at the same time: therefore, a single unit in another side's battlespace (unless captured or otherwise incapable of action) should bind that side's turn to the order.&lt;br /&gt;
&lt;br /&gt;
[[Category:Erfworld Mechanics]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>76.8.217.158</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Parson_Gotti</id>
		<title>Parson Gotti</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Parson_Gotti"/>
				<updated>2012-03-15T00:53:14Z</updated>
		
		<summary type="html">&lt;p&gt;76.8.217.158: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|240|&lt;br /&gt;
[[File:Parson.png|center]]&lt;br /&gt;
{{Stats&lt;br /&gt;
 |name= Parson Gotti&lt;br /&gt;
 |race= [[Parson's World|Earth human]]&lt;br /&gt;
 |faction= [[Gobwin Knob]]&lt;br /&gt;
 |tribe= &lt;br /&gt;
 |class= [[Chief Warlord]]&lt;br /&gt;
 |level= 2&lt;br /&gt;
 |move= Unknown (Field Unit)&lt;br /&gt;
 |hits= &lt;br /&gt;
 |combat= &lt;br /&gt;
 |defense= &lt;br /&gt;
 |special= [[Leadership]], [[Unit#Natural_Abilities|Heavy]], [[Summon Perfect Warlord Spell|Special]],&lt;br /&gt;
 |eyebook= LordHamster&lt;br /&gt;
 |booksound= Eep?&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Canon=&lt;br /&gt;
&lt;br /&gt;
'''Parson A. Gotti''', (born December 7, 1982 in Indianapolis, Indiana), or '''Lord Hamster''', is a human gamer, and author of the webcomic [http://hamstard.com/ Hamstard]. Originally from Earth, resident of the city of Columbus, Ohio, he was summoned to [[Erfworld]] by [[Wanda Firebaugh]] in 3 [[AW]], and appointed [[Chief Warlord]] under [[Stanley the Tool]] of [[Gobwin Knob]]. He was demoted to [[Warlord]] in 10 [[AW]], and re-promoted to a [[Chief Warlord]] again in Book 2, Page 32.&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
''&amp;quot;I have no problem with that, Tool.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Strengths:''' Ultimate Strategy, Logic, Abstract Thinking&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses:''' Stupid Name, Low Leadership, High Upkeep, Stairs, Being careful what he wishes for&lt;br /&gt;
&lt;br /&gt;
'''First Appearance:''' [[TBFGK 14]]&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
&lt;br /&gt;
{{:Plot-Book-1}}&lt;br /&gt;
&lt;br /&gt;
==[[Inventory]]==&lt;br /&gt;
&lt;br /&gt;
*[[Eyebook]]&lt;br /&gt;
*[[3D_Glasses|3D Glasses]]&lt;br /&gt;
*[[Mathamancy_Bracer|Mathamancy Bracer]]&lt;br /&gt;
*[[Calculator Watch|Calculator Watch]]&lt;br /&gt;
*[[Sword_of_Ruthlessness|Sword of Ruthlessness]] (destroyed)&lt;br /&gt;
*[[Staff_of_Suckage|The Staff of Suckage]] (Book 2)&lt;br /&gt;
See also: [[Magic_Item]]&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
==Relationships==&lt;br /&gt;
&lt;br /&gt;
===[[Sizemore Rockwell]]===&lt;br /&gt;
&lt;br /&gt;
{{:Parson-Sizemore Relationship}}&lt;br /&gt;
&lt;br /&gt;
===[[Wanda Firebaugh]]===&lt;br /&gt;
&lt;br /&gt;
{{:Parson-Wanda Relationship}}&lt;br /&gt;
&lt;br /&gt;
===[[Stanley the Tool]]===&lt;br /&gt;
&lt;br /&gt;
{{:Parson-Stanley Relationship}}&lt;br /&gt;
&lt;br /&gt;
===[[Maggie]]===&lt;br /&gt;
&lt;br /&gt;
{{:Parson-Maggie Relationship}}&lt;br /&gt;
&lt;br /&gt;
===[[Jack Snipe]]===&lt;br /&gt;
&lt;br /&gt;
{{:Parson-Jack Relationship}}&lt;br /&gt;
&lt;br /&gt;
===[[Bogroll]]===&lt;br /&gt;
&lt;br /&gt;
{{:ParsonBogroll}}&lt;br /&gt;
&lt;br /&gt;
===[[Charlie]]===&lt;br /&gt;
&lt;br /&gt;
{{:Parson-Charlie Relationship}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Apparently Parson is a [[Heavy Unit]] and cannot ride a [[Mount]].{{blog|2009|09|summer-updates-032}} Being formerly both a Heavy and a Garrison Unit, he was incapable of leaving Gobwin Knob on foot or mounted.&lt;br /&gt;
&lt;br /&gt;
Parson was able to pass through the portal to the [[Magic Kingdom]], something that as a Warlord should have resulted in his immediate disbanding. Once there he is identified as a [[Hippiemancer]] by a Grand Abbie{{Erf|1|140|8}}.  Whether this suggests he has additional abilities he is unaware of, reflects his unique and anomalous properties in Erfworld, was a lie by the Grand Abbie used to defuse a tense situation, or something else entirely remains to be seen. However, Parson has had street signs put up in Gobwin Knob. {{blog|2009|10|summer-updates-044}} Since [[Signamancy]] is a form of [[Hippiemancy]], this may be significant. &lt;br /&gt;
&lt;br /&gt;
Theoretically he could use the Magic Kingdom to move between cities much as a Garrison Caster would, but the casters in the Kingdom are leery of having a Warlord use the portals because the Magic Kingdom wants to remain neutral.&lt;br /&gt;
&lt;br /&gt;
At the end of Book 1{{Erf|1|150}}, Parson destroyed his sword and successfully cursed. &lt;br /&gt;
Since then, he has also considered croaking [[Stanley]], though perhaps only as a thought experiment. This could indicate many possibilities including:&amp;lt;br&amp;gt;&lt;br /&gt;
:1. He is no longer subject to the effects of the [[Summon Perfect Warlord Spell|Summon Spell]] (or at least the [[Thinkamancy|Thinkamantic]] portions of it).&amp;lt;br&amp;gt;&lt;br /&gt;
:2. [[Erfworld]] has rewarded him for services rendered.&amp;lt;br&amp;gt;&lt;br /&gt;
:3. He can use willpower to fight [[Natural Thinkamancy]].&amp;lt;br&amp;gt;&lt;br /&gt;
:4. He can now curse at will. (( This has been confirmed in [[LIAB 33]], where he specifically said &amp;quot;Bullshit&amp;quot;. ))&lt;br /&gt;
&lt;br /&gt;
Having presided over the destruction of the entire alliance army, Parson may have leveled; however, he has only croaked one thing directly himself (a [[Wiener-Rammer]]), and has directly presided only over battles from which he retreated, which would prevent him from leveling. This includes the [[Volcano Uncroaking]] event, in which all of the actual dying by [[Royal Crown Coalition]] occurred while Parson was in the [[Magic Kingdom]].  It is further made unclear because aside from the stats listed in his stupid meal his stats can't be viewed as other unit's stats can be.&lt;br /&gt;
&lt;br /&gt;
Parson was previously a Garrison Warlord and it was thought that he would have to be promoted to a Field Warlord by Stanley (who was not inclined to do so) in order to gain the ability to move between hexes.{{blog|2009|06|summer-updates-009}} However, this requirement has been proven false since Parson was able to use his authority as Chief Warlord to promote ''himself'' to a Field Unit rather than waiting for Stanley to do so. This may be considered yet another example of Parson's lateral thinking, as detailed below. Being a Field Unit, Parson's Upkeep is now 140 Schmuckers higher than before.&lt;br /&gt;
&lt;br /&gt;
===Parson's Game and Lateral Thinking (spoiler alert for this subsection as it alludes to spoiler comments made by the author)===&lt;br /&gt;
&lt;br /&gt;
Before Parson was brought to Erfworld, he had spent six months designing a turn based strategy game. This game was intended by Parson to force the players to employ lateral thinking. There was no way they could win the game, and defeat Parson, except by coming up with some radical new strategy which Parson (the Gamemaster) hadn't thought of while he was designing the game. &lt;br /&gt;
Because Parson is the &amp;quot;[[Summon Perfect Warlord Spell|Perfect Warlord]]&amp;quot;, many readers expect him to ultimately &amp;quot;win&amp;quot; the game which is Erforld, by conquering the world. {{Spoiler|But it may be that Parson's real [[Fate]] is to force the people of Erfworld to develop their capacity for lateral thinking, to the point where they can defeat him, in the same way he originally planned to force his friends to develop theirs.}}&lt;br /&gt;
&lt;br /&gt;
===Parson the Signamancer===&lt;br /&gt;
&lt;br /&gt;
It has been speculated that Parson may be a [[Signamancer]], based on a variety of factors: Signamancy being Fate-aligned Hippiemancy, [[Janis]]'s claim that he is a Hippiemancer, and perhaps the nature of Signamancy itself{{blog|2009|9|summer-updates-037}} which meshes very well with Parson's ''ability'' to come up with new powerful (described as 'disturbing') game-changing strategies in [[Erfworld]]'s reality.  It is possible that [[Janis]]'s claim is based on Parson's true nature, that is he is a gamer as opposed to and in addition to being a playing piece in a world bound by game like rules.  Paradoxically as both an outsider and an expert, the ''significance'' of many aspects of Erfworld are quite clear to Parson in that he ''naturally'' looks to what everything in Erfworld ''signifies'' not what they &amp;quot;are&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Parson appears to conduct many signamancy experiments.  These are countless, but examples are fun: When intoxicated, he decides to take a short flight across [[Gobwin Knob]]'s quad.  If a powerful signamancer, he is deciding to risk his life in a signamancy experiment to see what happens when a [[flying]] [[unit]] that is mountable, a [[dwagon]], is ridden by a large, non-flying garrison unit with zero move.[http://www.erfworld.com/summer-update-2009-archive/?px=%2FE032_EugeneConniff_Banana.jpg]  He has conducted and continues to conduct what appear to be signamancy experiments, such as what happens when you leave a [[hex]] with zero [[Movement|move]] {{ref | [[First Intermission 27]]}} [http://www.erfworld.com/summer-update-2009-archive/?px=/E027_PatJacobs_ParsonHex.jpg], attempt ranged attacks with no [[unit]] special ranged attack ([[bracer]] scenario) [http://www.erfworld.com/summer-update-2009-archive/?px=/E006_ParsonPonders_600.jpg], blowing up Gobwin Knob [http://www.erfworld.com/book-1-archive/?px=/134.jpg] , etc.  With each experiment, he has proven his perception of the underlying game rules via Signamancy are real and can be taken advantage of. For example, he set up chains of ranged fliers to cross hundred of [[hex]]es 'pony express style' in a single turn, defeated an entire army by uncroaking a volcano, and even disobeyed a direct order from [[Stanley]] without disbanding [http://www.erfworld.com/page/22/] (this last one is ''Special'' for reasons we won't go into here, but will below in &amp;quot;Parson the Natural Caster&amp;quot;).  And in case you missed the italics (above), it is also important to note that like [[archon]]s and all such special units, Parson's power appears to be ''natural'' {{ref | [[Natural_Thinkamancy]]}}, that is he appears to be a natural signamancer.  &lt;br /&gt;
&lt;br /&gt;
As a  ''natural'' caster, [[Janis]]'s claim that he is a Hippiemancer seems sound and more to the point, he appears to be an extremely powerful natural signamancer.  This is perhaps often missed by fans of Erfworld for three reasons. First, because Erfworld fans share Parson's powerful ''natural signamancy'' with regard to how they interpret Erfworld.  Because after all, signamancy is all about interpretation of ''signs'' as ''signals'' to seeing the reality that underlies what is taken for granted, aka in''signifi''cant, by others, perhaps much like Enlightenment [http://en.wikipedia.org/wiki/Enlightenment_in_Buddhism] in our reality.  (This also might explain why its called ''[[Hippiemancy]]'' for obvious allusions.) Second, as a gamer and a game piece in a world bound by [[Erfworld Mechanics|game like rules]], Parson, like the reader, can see and understand the difference between social customs as distinctly separate from game rules.[http://www.erfworld.com/2010/07/book-2-%E2%80%93-page-36/] [http://www.erfworld.com/book-1-archive/?px=/131.jpg] (Note: Charlie, who like Parson is also known as 'not normal' with a [[thinkamancy]] [[artifact]] may be able to catch on to Parson). Third, because Signamancy mechanics do not appear to change Erfworld the way other magics operate.  For example Croakamancy directly makes [[croak]]ed units into [[uncroak]]ed units, rather Signamancy appears to give in''sig''hts (see the signals) into how the existing Erfworld works that later can then be exploited by &amp;quot;non-magical&amp;quot; actions (perhaps not unlike Enlightenment).&lt;br /&gt;
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For example, it has been noted by fans that Parson created in [[Gobwin Knob]] a set of street signs based on characters from the Simpsons and his favorite foods and if Parson is a Signamancer, then (the thought goes) that these signs may begin to affect the streets on which they are located.  (In a strange turn of pun, this type of mechanic is actually known as magical thinking [http://en.wikipedia.org/wiki/Magical_thinking]).  In terms of Erfworld mechanics, it will be interesting to see if ''signamancy magic'' works to directly change the content of Erworld's reality like other magics (as the assumption above appears to imply), or perhaps like Enlightenment, it simply impacts Parson's view (perspective) of reality which then allows him to take extremely powerful &amp;quot;non-magical&amp;quot; actions that no one else would suspect are possible because of what they've taken for granted as ''insignificant''.  (So far the mechanic appears to be the latter case.)&lt;br /&gt;
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Perhaps part of Parson's apparent Signamancy ability is that he can also expertly parse ''signs'' (Perhaps a pun on his name ''Parson''.)  That is to say his ability to determine &amp;quot;the relative importance or prominence of a piece of a ''sign''&amp;quot;, semiotics, [http://en.wikipedia.org/wiki/Salience_%28semiotics%29] in the great mix of signs everyone sees everyday.  This is perhaps best demonstrated when as the &amp;quot;Perfect Warlord&amp;quot;, or equally plausibly as a natural signamancer/warlord, in Book I page 124 [http://www.erfworld.com/book-1-archive/?px=%2F124.jpg] speaks to how he parses what he sees for war to win back the trust of his fellow(?) casters.&lt;br /&gt;
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Finally, this perhaps explains many of Parsons relationships.  He appears most comfortable in relationships with casters, Bogroll a notable exception.  For example, his two closest companions in Erfworld are both casters; Maggie, who repeatedly notes he is a very different sort of warlord, and Sizemore, who stated very early on that he had a deep interest in all kinds of magic. It is possible that Sizemore's interest in Parson could be a subconscious reflection of this. Parson's comfort with them appeared most significant during a drunken Signamantic(?) conversation about the nature of time in Erfworld. [http://www.erfworld.com/summer-update-2009-archive/?px=%2FE029_JoeZuniga_DrunkTime.jpg] Last but not least, Signamancy would explain why he understands much of Jack's, the Foolamancer's, ''cloaked'' speech. As a Signamancer he would ''naturally'' be able to see clearly to a Foolamancer's ''cloaked'' meaning.&lt;br /&gt;
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===How was Parson able to get into the Magic Kingdom?===&lt;br /&gt;
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If he is a [[Signamancer]], Parson may be a natural caster. The key evidence for this is that we don't know if natural casters disband when passing through the portal to the [[Magic Kingdom]], but we know non-casters do disband.  Why is this fact important?  If it were that clear cut and only casters can get through the Portal to the Magic Kingdom and not be disbanded, as [[Queen Bea]] used it to commit suicide, why did the casters in the Magic Kingdom get so upset about Parson getting 'in' in the first place?  If it were cut and dried that only casters can get through the portal, then just by passing through the portal would be analogous to the right credentials.  The fuss of the other casters in the Magic Kingdom to Parson's presence, gives appearance to a gray area between a regular caster, like Maggie, and a non-caster, like Queen Bea. Something that the reality of the portal admits, but from which regular casters draw a mental (social) distinction. The only thing known that fits that gray area is a natural caster, like an [[Archon]], which if you think about it is both a caster (to the Portal) and not a caster caster (perhaps to regular Casters) at the same time.  The other options are that 2) Parson is simply unique. He is noted as '''Special''' in which case perhaps he is immune to disbanding by the portal just as he was immune to disbanding for failing to follow Stanley's expressed orders (noted in &amp;quot;Parson the Signamancer&amp;quot; above.) or 3) Casters can innately and with absolute certainty (magically) recognize other casters and if Parson made it through the portal, but did not register to their innate and certain senses, then he's an interloper despite the Portal's acquiescence.  The only question on this final option is then for what reason would have the angry casters believed [[Janis]] when she claimed Parson as a member of her tribe of casters?  They agreed to what she said, but since Maggie thought Parson best leave immediately upon regaining consciousness it would appear Parson is either immune to disbanding, a gray area-possibly natural caster...or perhaps both.  4) Perhaps Parson is an undisputed caster and the anger of the other casters is the reason Maggie herself gave Parson when they left: &amp;quot;This is not a place for warlords.&amp;quot;  Parson showing up sword-in-hand from battle may have been the cause, however, all casters are warlords capable of leading troops and Parson's opening retort to his appearance through the portal {{ref | [[TBFGK 140:2]]}}  &amp;quot;...I don't know why I didn't disband.  Maybe I count as a Mathamancer...or something&amp;quot; would tend to discount this last option.&lt;br /&gt;
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==Trivia==&lt;br /&gt;
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*Parson is named after his grandfather: whether this is his maternal or paternal grandfather is unknown.&lt;br /&gt;
*&amp;quot;Parson A. Gotti&amp;quot; is an anagram of &amp;quot;A protagonist&amp;quot;.&lt;br /&gt;
*His upkeep is over 1000 [[Shmuckers]] a turn.  By comparison, the strongest [[Archon]] unit has an upkeep around 500 Shmuckers a turn. We don't know what the average upkeep for a high-level [[warlord]] is, but one full grand per [[turn]] was high enough that Stanley found it irritating (but not completely outrageous).&lt;br /&gt;
*Parson's birthday is the day (25 years to the day) that Erfworld was originally launched on Giant in the Playground.&lt;br /&gt;
*Parson appears to enjoy listening to Beck (&amp;quot;Loser&amp;quot; is the song that plays as his alarm) and Jonathan Coulton (&amp;quot;Re Your Brains&amp;quot; is the song playing in his car on the way to Kinko's). However, it is possible that Parson enjoys Beck to no greater degree than being willing to set his alarm radio to a station that will play Beck, given that at the time of the comic's beginning radio alarm clocks were far more common than MP3 alarm clocks. &amp;quot;Re Your Brains&amp;quot; is unlikely enough to be playing on a car radio station that Parson most likely chose to play it in the form of a mix CD or an MP3.&lt;br /&gt;
*As a side note, it seems that Parson has begun to lose weight as a result of his time in Erfworld as recent comics have shown him sporting a decreased amount of paunch and much less puffiness in his cheeks. Whether this is [[signamancy]] or the result of a better diet and a less sedentary lifestyle is unknown. (It is known that he has to walk 8 flights of stairs to go from the library to the &amp;quot;Situation Room&amp;quot; in the [[Gobwin Knob]] tower.)&lt;br /&gt;
*Parson is a comic character who wrote a web comic, and designed a chit-game. He is summoned into a chit-game as a warlord character who attempts to overcome the paradigm of the chit-game, but remains unaware of the web comic paradigm.&lt;br /&gt;
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&lt;br /&gt;
{{Office Holder&lt;br /&gt;
| Office=[[Chief Warlord]] of [[Gobwin Knob]]&lt;br /&gt;
| Previous=[[Manpower the Temporary]]&lt;br /&gt;
| Next=[[Prince Ansom]]&lt;br /&gt;
}}&lt;br /&gt;
{{Office Holder&lt;br /&gt;
| Office=[[Chief Warlord]] of [[Gobwin Knob]]&lt;br /&gt;
| Previous=[[Prince Ansom]]&lt;br /&gt;
| Next=''None, incumbent''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Parson Gotti]]&lt;br /&gt;
[[Category:Warlord]]&lt;br /&gt;
[[Category:Parson's World]]&lt;br /&gt;
[[Category:Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>76.8.217.158</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Erfworld_Mechanics</id>
		<title>Erfworld Mechanics</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Erfworld_Mechanics"/>
				<updated>2012-03-15T00:47:41Z</updated>
		
		<summary type="html">&lt;p&gt;76.8.217.158: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Speculation=&lt;br /&gt;
The &amp;quot;physics&amp;quot; of [[Erfworld]] are modeled on a [[Strategy Game|strategy game]] combining [[Turn-Based Movement]] and [[Real-Time Combat]] mechanics.&lt;br /&gt;
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The mechanics of [[Erfworld]] include:&lt;br /&gt;
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==The [[Hex]] Grid==&lt;br /&gt;
The geography of [[Erfworld]] is laid out as a hexagonal-grid wargaming map, with each hexagon commonly called a &amp;quot;[[hex]]&amp;quot;. Locations are described by non-cartesian X-Y coordinates (possibly designating a line of hexes and a specific hex within that line).&lt;br /&gt;
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==[[Movement]]==&lt;br /&gt;
See the [[Movement]] page for a detailed examination of these rules.&lt;br /&gt;
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The [[Faction|sides]] of a conflict alternate [[Turn]]s, which is known as a [[Turn-Based Movement]] mechanic. For instance, in ''The Battle for Gobwin Knob'', the sequence of turns is: [[Jillian Zamussels|Jillian's]] Turn ([[barbarian]]s move first), [[Transylvito]]'s Turn, [[Charlescomm]]'s Turn (early morning) [[Gobwin Knob]]'s Turn (late morning), followed by the [[Royal Crown Coalition|RCC's]] Turn (afternoon), followed by dusk, then nighttime and a return to morning. Alliances change the turn order (the turn of the alliance is that of the member which is last in the sequence), so Jillian is never seen moving except on [[Royal Crown Coalition|RCC's]] or [[Transylvito]]'s [[Turn]].&lt;br /&gt;
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[[Units]] may only move to another [[hex]] during their [[Side]]'s [[Turn]]. Each unit has a specific amount of &amp;quot;[[Movement|Move]]&amp;quot; which determines how far it may travel during one turn. Units' Move is set to their maximum at the beginning of their side's Turn.  At the end of the side's Turn, its [[unit]]s lose any unused Move, and may not leave their current hex until their [[Faction|side's]] next Turn.  Exception: a unit with no remaining Move may leave its hex (on its Turn) by riding atop a Mount, or (on an enemy's Turn) by being captured and transported as a prisoner.&lt;br /&gt;
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==[[Unit]]s==&lt;br /&gt;
See the [[Unit]] page for more details on these rules. &lt;br /&gt;
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Units are things that fight. Units may combine to form [[stack]]s or may fight alone. &lt;br /&gt;
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[[Parson Gotti]] is a special case and should not be used as an example of the abilities of native [[Erfworld]]ers. See the detailed entry on him for a list of his abilities and disabilities.&lt;br /&gt;
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===Unit Statistics===&lt;br /&gt;
''Main Article: [[Stats]]''&lt;br /&gt;
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Unit Statistics are also known as &amp;quot;Unit Points&amp;quot;{{Erf|1|040}}. Statistics are numerical values that denote the ability of a [[Unit]] relative to other units with that same ability. In general, a higher value is better, but this may not be true in all cases. Every Unit has a minimum of six basic statistics. Depending on its Natural Abilities, it may have more.&lt;br /&gt;
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===Natural Abilities===&lt;br /&gt;
Some [[Unit]]s have one or more natural abilities. Known examples include flight, fire, poison, and even the ability to cast some spells.&lt;br /&gt;
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A [[unit]] with the [[Leadership]] ability is called a [[Warlord]] or [[Commander]]. A [[unit]] with magic-using ability is called a [[Caster]] (more commonly, it is referred to by its specialty, such as [[Croakamancer]], [[Dirtamancer]], etc). [[Warlord]]s and [[Caster]]s can see the stats of a [[unit]] directly; [[Lookamancer]]s can determine the stats of [[unit]]s at a distance.&lt;br /&gt;
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==Combat Mechanics==&lt;br /&gt;
See the [[Combat]] page for more details on these rules.&lt;br /&gt;
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[[Combat]] in [[Erfworld]] occurs inside a single [[hex]] or [[City#City Zones|zone]]. A hex border will stop attacks like it does [[Movement]].{{erf|1|115}} Movement inside a [[hex]] is unrestricted for both [[Side]]s, allowing maneuver warfare on a limited scale. Attacking is simultaneous for all Sides, which makes this a [[Real-Time Combat]] mechanic.&lt;br /&gt;
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===Stacking===&lt;br /&gt;
[[Units]] may group into [[stack]]s with allied [[units]]. This provides a combat [[bonus]], which reaches a maximum value when 8 units are combined in a stack.{{erf|1|040a}}&lt;br /&gt;
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A [[Warlord]] (and sometimes [[Casters]]) provides a bonus to [[unit]]s under its command, as well as providing instructions and other benefits. Warlords also enable units in their stack to make directed attacks against specific enemy units, or to refrain from attacking at all.&lt;br /&gt;
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===Attacking===&lt;br /&gt;
[[Units]] in effective range of enemy Units may attack the enemy, and are sometimes forced to. The determination of which Unit kills its opponent is determined by the [[Combat_(stat)|Combat Statistic]], [[Defense|Defense Statistic]], various bonuses (Stacking bonus, multiple [[Leadership]] bonuses, Dance Fighting bonus, Terrain bonus, etc.), and types of weapons being used by both sides. Damage can only be inflicted when the weapon is capable of reaching the opponent (ie. melee units cannot damage a flying unit with a ranged attack).&lt;br /&gt;
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===Defending===&lt;br /&gt;
Defenders ([[Sides]] that are not on [[Turn]]) in [[Erfworld]] are limited in their activities. They cannot normally cast [[spell]]s or [[Movement|Move]] out of the [[hex]], although [[movement]] inside the hex is permitted. When a non-allied Side has [[Units]] in the same hex, the defender can reorganize stacks, attack, cast [[spell]]s, and generally do anything it normally would on Turn if it were attacking.&lt;br /&gt;
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==Miscellanea==&lt;br /&gt;
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===Relative Time===&lt;br /&gt;
As noted above, the time of day in Erfworld is related to the sequence of [[turn]]s. The fact that the sun sets after [[Prince Ansom]] declares the end of his [[Faction|side]]'s turn may imply that the turn cycle governs the time of day, rather than vice versa.&lt;br /&gt;
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However, the link between turns and time is variable to some extent. At one point Stanley's turn is seen to start at dawn, rather than beginning later in the day, because there are no nearby units of any side that would act earlier. (This may imply that more than one Turn can happen simultaneously, as long as the involved Sides do not interact with each other.)&lt;br /&gt;
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===Off-time===&lt;br /&gt;
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Units can't walk off the hex when it's not their turn. They may, however, move within it, interact with each other and perform certain actions (such as taming wild creatures in the hex).&lt;br /&gt;
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Non-Barbarian units without a side do not take turns, and are frozen in place (either inside their hex, or completely unaware of their surroundings) until captured or mercy-killed.&lt;br /&gt;
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===Battlespace===&lt;br /&gt;
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Each side has an area known as their ''battlespace'', presumably defined as the hexes any of their units can see and/or reach. Units outside other battlespaces move at the start of the day, while those inside two or more battlespaces are bound by turn order.&lt;br /&gt;
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A side's entire turn is taken at the same time: therefore, a single unit in another side's battlespace (unless captured or otherwise incapable of action) should bind that side's turn to the order.&lt;br /&gt;
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[[Category:Erfworld Mechanics]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>76.8.217.158</name></author>	</entry>

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