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		<updated>2013-05-19T03:28:54Z</updated>
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	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Gobwin_Knob_(city)</id>
		<title>Gobwin Knob (city)</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Gobwin_Knob_(city)"/>
				<updated>2009-10-30T11:05:02Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stats&lt;br /&gt;
 |name= Gobwin Knob&lt;br /&gt;
 |side= [[Gobwin Knob]]&lt;br /&gt;
 |regent= [[Parson]]&lt;br /&gt;
 |level= 5&lt;br /&gt;
 |city= Capital&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
[[File:Gobwin_Knob_new.jpg|thumb|right|240px|'The City of Gobwin Knob']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Gobwin Knob could refer to something else. See [[Gobwin_Knob_(disambiguation)|Gobwin Knob (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Gobwin Knob is the [[capital]] [[city]] of [[Gobwin_Knob_(Side)|Gobwin Knob]], the [[side]] by the same name. It is ruled by [[Overlord]] [[Stanley the Tool]]. The city is the location of the [[Battle for Gobwin Knob]].&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
Relative to most of the world, its location is unclear.  However, [[Faq]] is located to the west of Gobwin Knob, while [[Transylvito]] is to the South West. The city is roughly 200 [[hex]]es from the [[City_of_Unaroyal|City of Unaroyal]].&lt;br /&gt;
&lt;br /&gt;
Gobwin Knob was originally constructed within the caldera of a dormant volcano. This position gave the city excellent natural defenses and great wealth as the mountain had many precious gems within it. At the conclusion of the [[Battle for Gobwin Knob]], [[Chief Warlord]] [[Parson]] ordered the city to be collapsed upon itself and the volcano to be [[uncroaked]]. The resulting explosion destroyed both the attacking force and the city itself. Gobwin Knob was rebuilt the day after the battle by order of [[Stanley the Tool]].&lt;br /&gt;
&lt;br /&gt;
==Battle for Gobwin Knob==&lt;br /&gt;
{{ImageStackRight|240|&lt;br /&gt;
[[File:Gobwin_Knob.JPG|thumb|right|400px|'The City of [[Gobwin Knob]] prior to the [[Volcano Uncroaking]] [http://www.erfworld.com/book-1-archive/?px=%2F121.jpg Page 121.]']]&lt;br /&gt;
}}&lt;br /&gt;
''Main Article: [[Battle for Gobwin Knob]]''&lt;br /&gt;
&lt;br /&gt;
During the [[Battle for Gobwin Knob]], the [[city]] of Gobwin Knob was formed of four [[Zone|Zones]] -- Outer Walls, Tunnels, Airspace, and Garrison. Garrison was constructed of three smaller Zones -- Tower, Courtyard, and Dungeon.&lt;br /&gt;
&lt;br /&gt;
The rules for attacking between [[City Zones|zones]] in Gobwin Knob during the Battle for Gobwin Knob were:&lt;br /&gt;
*Outer Walls -- Needed to be breached by [[Siege engine|Siege]] [[Units]] to be passable by ground Units.&lt;br /&gt;
*Tunnels -- Could only be entered by light Units.&lt;br /&gt;
*Airspace -- Could only be entered by [[Flying unit|flying]] Units.&lt;br /&gt;
*Garrison:&lt;br /&gt;
:*Tower -- Could only be attacked from Airspace or another Garrison Zone.&lt;br /&gt;
:*Dungeon -- Could only be attacked from Tunnels or another Garrison Zone.&lt;br /&gt;
:*Courtyard -- Could only be attacked from Outer Walls or another Garrison Zone.&lt;br /&gt;
&lt;br /&gt;
The Level 5 city of Gobwin Knob was infamous as the most strongly fortified position on Erfworld and the capital city of the [[Plaid Tribe]] and later the eponymous faction. The city was built around the sky-scraping [[Tower of Efdup]] within the caldera of an extinct volcano, beneath which stretched a labyrinth of tunnels and mines that were thought mined out. During the Battle, the Tunnels were collapsed, reducing the City to Level 1.  This action was insufficient to stop the [[Royal Crown Coalition]], so the [[Casters]] caused the volcano to reawaken and erupt, destroying all of the invading forces, but leaving a few non-living troops that held [[Stanley]]'s claim to the [[city]] after the Casters had evacuated. The [[Dirtamancer]] Sizemore had discovered that more veins of gems lay deep in the volcano and controlled the eruption so as to reveal these, providing the city with one of the highest known incomes in the world. The city as a whole was nearly destroyed as a result of the battle, Sizemore's collapsing of the tunnels, and the subsequent explosion; however, it remained a viable Level 1 city, continuing to produce [[Units]] in the aftermath of the battle.&lt;br /&gt;
&lt;br /&gt;
==City Zones==&lt;br /&gt;
&lt;br /&gt;
After the [[Volcano Uncroaking]] that devastated Gobwin Knob, the city was rebuilt to Level 5 by order of [[Stanley the Tool]] before the [[Ruler]] arrived at the City. The refurbished city is quite different than the original; it is now smaller, asymmetrical, and tiered; the [[Tower of Efdup]] has been rebuilt, the tunnels have shrunk in size, the Outer Walls now include a gate, and there is a new zone - a permanent lava lake. The city most likely has the following [[City Zones]]&lt;br /&gt;
*Outer Wall&lt;br /&gt;
**Gate&lt;br /&gt;
*Tunnels -- The new tunnels aren't open to the outside of the city, they would have to tunneled into before they could be used in an invasion.&lt;br /&gt;
*Airspace&lt;br /&gt;
*Garrison&lt;br /&gt;
**Tower&lt;br /&gt;
**Dungeon&lt;br /&gt;
**Courtyard&lt;br /&gt;
*Special: [[Lava lake]]&lt;br /&gt;
&lt;br /&gt;
==Unit Production==&lt;br /&gt;
&lt;br /&gt;
The [[city]] of Gobwin Knob can [[pop]] the following [[Unit]]s:&lt;br /&gt;
*[[Men]]&lt;br /&gt;
*[[Spidews]]&lt;br /&gt;
*[[Twoll]]s - the city started popping one each [[Turn]] since being rebuilt{{blog|2009|06|summer-updates-023}}&lt;br /&gt;
*Some types of [[Dwagons]]&lt;br /&gt;
&lt;br /&gt;
==Significant Characters==&lt;br /&gt;
:[[Stanley the Tool]] - [[Ruler]], [[Overlord]]&lt;br /&gt;
:[[Parson Gotti]] the [[Lord Hamster]] - Regent, [[Warlord]]&lt;br /&gt;
:[[Sizemore Rockwell]] - [[Dirtamancer]]&lt;br /&gt;
:[[Maggie]] - [[Thinkamancer]]&lt;br /&gt;
:[[Jack Snipe]] - Master [[Foolamancer]]&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
Tiered cities, like Constantinople in the [[Real World]] and Minas Tirith in the ''Lord of the Rings'', are notoriously difficult to capture. An invading army would need to capture a series of walls, each time being forced to move their siege engines up to a new level before beginning to lay siege to the next wall, all the while under constant fire from the defenders, who merely retreat to the next wall when the previous is taken, only fighting with desperation on the last wall. The walls are generally built such that they defend outward, and provide no protection for those attacking the next wall in, so taking one wall places attackers in a position vulnerable to attack from the next wall in. A general rule of thumb would be that it would take 10 times the defending troops to successfully assail a city: a tiered city of this type might require 30 or 40 times the number of defending troops to capture. Constantinople was never taken from its walls: it is now Istanbul because the invading Muslim army moved ships over land into the sea the city was built beside, and took the city from there. Some of the tiered walls still stand, and you can visit them in Turkey.&lt;br /&gt;
&lt;br /&gt;
Gobwin Knob might begin popping new [[Unit]]s never seen before on the Side. The only heavies formerly popped had to be able to exit the city via Tunnels or Airspace, so only [[Twoll]], [[Spidews]] and [[Dwagons]] had been popped. With a Gate, other Heavies can now leave the city, so it would make more sense to pop them now, if there are any other Heavy units available.&lt;br /&gt;
&lt;br /&gt;
(A Twoll heavy was killed outside of GK, but it's unclear whether he popped in GK and then exited via tunnels or if he was popped elsewhere).&lt;br /&gt;
&lt;br /&gt;
==New City Zones==&lt;br /&gt;
&lt;br /&gt;
The new city of [[Gobwin Knob]] probably includes the following zones:&lt;br /&gt;
*Tiered Walls -- A series of walls that must each be breached to penetrate to the next, eventually reaching the Wall around Courtyard.&lt;br /&gt;
*Airspace -- Can only be entered by Flying Units.&lt;br /&gt;
*Tunnels -- smaller than before, and not yet connected outside the City. Cannot be used to invade the City without tunneling first.&lt;br /&gt;
*Lava Lake -- Technically inside Outer Walls, only flying units may cross the lake, but they may not land.&lt;br /&gt;
*Garrison:&lt;br /&gt;
:*Tower -- Can only be attacked from Airspace or another Garrison Zone.&lt;br /&gt;
:*Dungeon -- Can only be attacked from Tunnels or another Garrison Zone.&lt;br /&gt;
:*Courtyard -- Can only be attacked from Tiered Walls or another Garrison zone.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Battle for Gobwin Knob]]&lt;br /&gt;
*[[Volcano Uncroaking]]&lt;br /&gt;
*[[Gobwin_Knob_(Side)|Gobwin Knob (side)]]&lt;br /&gt;
*[[Capital]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations of Erfworld]]&lt;br /&gt;
[[Category:Cities of Erfworld]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Duncan_Scone</id>
		<title>Duncan Scone</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Duncan_Scone"/>
				<updated>2009-10-29T23:28:15Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stats&lt;br /&gt;
 |name= Duncan Scone&lt;br /&gt;
 |race= [[Men]]&lt;br /&gt;
 |tribe= &lt;br /&gt;
 |faction= [[Faq]], formerly [[Jitterati]]&lt;br /&gt;
 |class= [[Warlord]]&lt;br /&gt;
 |level= 6&lt;br /&gt;
 |move= &lt;br /&gt;
 |hits= &lt;br /&gt;
 |combat= &lt;br /&gt;
 |defense= &lt;br /&gt;
 |special= [[Leadership]]&lt;br /&gt;
 |eyebook= &lt;br /&gt;
 |booksound= &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A level 6 [[Warlord]], described as a mocha-skinned bald man.&lt;br /&gt;
&lt;br /&gt;
Formerly a [[Jitterati]] [[unit]], he was in command of [[Valdez]]'s defenses when [[Jillian Zamussels|Jillian]], [[Vinny Doombats|Vinny]], and their forces attacked.&lt;br /&gt;
&lt;br /&gt;
He agreed to [[Parley]] with Jillian, who then induced Jitterati's [[natural allies]], the [[Western Giants]], to switch allegiances to [[Kingdom of Faq|Faq]].  She then [[capturing|captured]] him, and he was later [[turning|turned]] to Faq by [[Vanna]].&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
His name is a homonym for &amp;quot;Dunking Scone&amp;quot; or perhaps &amp;quot;Dunkin',&amp;quot; a reference to a baked treat often taken with coffee and the manner in which it is enjoyed.  His skin is mocha-colored, again referencing coffee either a bean from Yemen or a type of drink, and he wears Jitterati's livery of white with a circular green symbol, a reference to Starbucks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Duncan_Scone</id>
		<title>Duncan Scone</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Duncan_Scone"/>
				<updated>2009-10-29T23:27:27Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stats&lt;br /&gt;
 |name= Duncan Scone&lt;br /&gt;
 |race= [[Men]]&lt;br /&gt;
 |tribe= &lt;br /&gt;
 |faction= [[Faq]], formerly [[Jitterati]]&lt;br /&gt;
 |class= [[Warlord]]&lt;br /&gt;
 |level= 6&lt;br /&gt;
 |move= &lt;br /&gt;
 |hits= &lt;br /&gt;
 |combat= &lt;br /&gt;
 |defense= &lt;br /&gt;
 |special= &lt;br /&gt;
 |eyebook= &lt;br /&gt;
 |booksound= &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A level 6 [[Warlord]], described as a mocha-skinned bald man.&lt;br /&gt;
&lt;br /&gt;
Formerly a [[Jitterati]] [[unit]], he was in command of [[Valdez]]'s defenses when [[Jillian Zamussels|Jillian]], [[Vinny Doombats|Vinny]], and their forces attacked.&lt;br /&gt;
&lt;br /&gt;
He agreed to [[Parley]] with Jillian, who then induced Jitterati's [[natural allies]], the [[Western Giants]], to switch allegiances to [[Kingdom of Faq|Faq]].  She then [[capturing|captured]] him, and he was later [[turning|turned]] to Faq by [[Vanna]].&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
His name is a homonym for &amp;quot;Dunking Scone&amp;quot; or perhaps &amp;quot;Dunkin',&amp;quot; a reference to a baked treat often taken with coffee and the manner in which it is enjoyed.  His skin is mocha-colored, again referencing coffee either a bean from Yemen or a type of drink, and he wears Jitterati's livery of white with a circular green symbol, a reference to Starbucks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Western_Giants</id>
		<title>Western Giants</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Western_Giants"/>
				<updated>2009-10-29T23:09:57Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Real World References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
The Western Giants are a non-capital [[side]]. Their [[unit]]s are all [[heavy Unit|heavy]] mountain-capable [[Giant]]s.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
They are large, beefy [[Humanoid]]s wearing spiked shoes, black helmets with a thin bill in front and one ear flap and armed with long thin clubs, which they wield with deadly accuracy.  They are as tall as [[Woodsy Elves]], but stronger and wider.&lt;br /&gt;
&lt;br /&gt;
==Known Allies==&lt;br /&gt;
The Western Giants have been [[natural allies]] to the following sides:&lt;br /&gt;
&lt;br /&gt;
*[[Jitterati]]&lt;br /&gt;
*[[Kingdom of Faq|Faq]]&lt;br /&gt;
&lt;br /&gt;
==Traitors==&lt;br /&gt;
As masterminded by [[Charlie]], the Western Giants broke their [[alliance]] with Jitterati suddenly and without warning, joining with Faq while the three forces were all inside [[Valdez]], and setting off [[combat]] across Jitterati territory.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
It is thought that their power is [[magic]]al, and that they use [[juice]].&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
Specifying Western giants leads to the conclusion that the reference is to the [http://en.wikipedia.org/wiki/San_Francisco_Giants San Fransisco Giants] of Major League Baseball (USA/Canada).  The speculation that they use &amp;quot;juice&amp;quot; is a reference to steroid-fueled baseball players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Side]]&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Shmucker</id>
		<title>Shmucker</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Shmucker"/>
				<updated>2009-10-29T16:09:34Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
The Shmucker is the primary currency of [[Erfworld]].  To date, the other units of currency and barter that have been mentioned are [[Rand]]s, [[Coin]]s and [[Gem]]s; no exchange rates have been indicated.&lt;br /&gt;
&lt;br /&gt;
Shmuckers that belong to a [[Side]] are stored in the Side's [[treasury]]. Shmuckers that belong to a [[Warlord]] or [[Caster]] are stored in a personal [[purse]]. It is implied that in both cases Shmuckers are not stored as physical objects (e.g. [[coin]]s), but rather as symbolical means of exchange.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
&lt;br /&gt;
What follows is a list of prices and values that have been mentioned in the comic, ordered by value:&lt;br /&gt;
&lt;br /&gt;
* The [[Spell]] to [[Summon Perfect Warlord Spell|summon]] [[Parson]] cost a total of 500,000{{erf|1|005}} Shmuckers; 150,000 for the casting and support plan, 350,000 (which is all that [[Stanley]] would pay) for the [[Scroll]] itself.  Stanley considered this an outrageous sum, and the larger figure was literally [[Gobwin Knob]]'s entire [[treasury]]{{erf|1|006}} at the start of the [[Battle for Gobwin Knob]]. Coincidentally, Sizemore speculates that the [[Mathamancy Bracer]] would fetch a half-million Shmuckers from a mathamancy-reliant overlord. {{erf|1|054}}&lt;br /&gt;
&lt;br /&gt;
* [[Charlie]] tried to charge [[Don King]] 250,000 per turn to ally himself with [[Transylvito]] in order to ambush [[Stanley]] on his way to [[Kingdom of Faq|Faq]].{{erf|1|107}} The price was exorbitantly high, and designed to make Don King reluctant to pay.&lt;br /&gt;
&lt;br /&gt;
* [[Caesar Borgata]] quoted [[Don King]] claiming that 250,000 shmuckers was the extra money that would be needed for [[Transylvito]] to take [[Carpool]] from the [[Carpudlians]]. {{blog|2009|07|summer-updates-011}}&lt;br /&gt;
&lt;br /&gt;
* [[Dewy Tulips]] claimed that the [[Carpudlians]] paid about 40,000 Shmuckers to ransom the city of [[Carport]] to avoid it being sacked. {{blog|2009|07|summer-updates-011}}&lt;br /&gt;
&lt;br /&gt;
* Sacking the Level 3 City of [[Kona]] earned [[Faq]] almost 20,000 Shmuckers.{{blog|2009|10|summer-updates-049}}&lt;br /&gt;
&lt;br /&gt;
* [[Jillian]] argues that 2,500 Shmuckers for [[Charlie]]'s [[Thinkagram]]{{erf|1|051}} service is far from a &amp;quot;nominal&amp;quot; fee as advertised by one of the [[Archon]]s. [[Webinar]] mentions that the fee is &amp;quot;for two-way&amp;quot;.  A presumably one-way Thinkagram to [[Ansom]] cost her 1700 Shmuckers, which was almost her entire [[purse]].{{erf|1|083}}&lt;br /&gt;
&lt;br /&gt;
* [[Parson|Parson's]] [[upkeep]] is &amp;quot;over 1,000 Shmuckers per turn&amp;quot;{{erf|1|039}}. Stanley seems to regard this as annoyingly expensive, but not utterly outrageous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Erfworld Mechanics]]&lt;br /&gt;
[[Category:Currency]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Kona</id>
		<title>Kona</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Kona"/>
				<updated>2009-10-29T16:06:06Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A level 3 city near [[Faq]].  Sacked by Queen Jillian 55 turns after the battle of Gobwin Knob for nearly 20,000 [[shmuckers]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Movement</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Movement"/>
				<updated>2009-10-29T12:52:53Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Movement is the transfer of a [[Unit]] from one [[hex]] to another, or from one [[Zone]] to another. Movement does not include the meanderings of a Unit inside a single hex.&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A [[Unit]] can Move only on its own [[Turn]]. At the beginnning of a Turn, the Unit's Movement is set to the value of its [[Move]] stat.  The Unit's Move statistic is the number of hexes that [[Unit]] can enter per [[Turn]]; thus, each hex a Unit enters normally reduces its Movement by 1.  A Unit may freely move inside a hex at no Move cost at night and on other [[Side|Side's]] Turns.  At the end of Turn, the Unit's Movement is set to zero, preventing the Unit from Moving again that day: this prevents Movement by a Unit that becomes an [[Alliance|ally]] during another Side's Turn if it allies during its Turn, while still allowing it to otherwise perform as if on Turn.&lt;br /&gt;
&lt;br /&gt;
==Types of Movement==&lt;br /&gt;
&lt;br /&gt;
There are two known types of movement:&lt;br /&gt;
*Walking&lt;br /&gt;
*Flight&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
Some terrain types are restricted, allowing entry to only particular types of units. Likewise, terrain inflicts a penalty to the [[move]] of troops that cross it.&lt;br /&gt;
&lt;br /&gt;
* [[Mountains]] - can only be passed by Fliers, at a penalty. Tunnels may be created to allow passage for non-Fliers, but only for light [[unit]]s, and certain types of [[Heavy Unit]]s.{{Erf|1|082}}&amp;lt;sup&amp;gt; and &amp;lt;/sup&amp;gt;{{Erf|1|098a}}&lt;br /&gt;
** High Mountains&lt;br /&gt;
* [[Hills]]/Foothills&lt;br /&gt;
* Plains/Grassland&lt;br /&gt;
* [[Roads]]&lt;br /&gt;
* [[Forests]]&lt;br /&gt;
** Heavy trees&lt;br /&gt;
* [[Water]] hexes - may not be entered except by [[flying unit|flier]]s and water units{{Erf|1|060}}&lt;br /&gt;
* [[Lava lake]] - may only be crossed by fliers and may not be landed on.&lt;br /&gt;
&lt;br /&gt;
=== Cities ===&lt;br /&gt;
&lt;br /&gt;
[[City|Cities]] are divided into [[Zones]]. A city is treated as a single [[hex]] for the owning [[Side]]: no Movement is expended for the owning Side's [[unit]]s when transferring from Zone to Zone, allowing the defensive units to redeploy to protect the city at will (though it still takes [[time]] to actually move the distance). Enemy [[side]]s must expend [[Move]] in order to enter a city Zone. There may be restrictions on where Units in a Zone can attack, or what terrain features must be dealt with before an attack may occur.  (ie. Courtyard could only be attacked from Outer Walls, if Outer Walls had been breached.)  See [[Zone]] for more detailed information on Zones.&lt;br /&gt;
&lt;br /&gt;
====Known City Zones====&lt;br /&gt;
&lt;br /&gt;
The most thoroughly described [[city]] [[Zone|zones]] come from [[Gobwin Knob]]. Other cities may be built differently. {{Erf|1|098a}}&amp;lt;sup&amp;gt; and &amp;lt;/sup&amp;gt;{{Erf|1|116a}}&lt;br /&gt;
*Outer Walls -- may only be passed if breached&lt;br /&gt;
*Tunnels -- may only be entered by light [[Units]], with some exceptions&lt;br /&gt;
*Airspace -- may only be entered by [[flying unit|fliers]]&lt;br /&gt;
*Garrison -- must be [[Siege engine|breached]] like Outer Walls, but may be breached from any of the other zones above. In Gobwin Knob, Garrison is further divided into three zones&lt;br /&gt;
**Courtyard -- may only be passed if breached, may only be attacked from Outer Walls or other Garrison zones&lt;br /&gt;
**Tower -- may only be attacked from Airspace or other Garrison zones&lt;br /&gt;
**Dungeon -- may only be attacked from Tunnels or other Garrison zones&lt;br /&gt;
*Special Zones:&lt;br /&gt;
**Lava Lake -- theoretically once part of the Courtyard, this area is inaccessible to most units, but fliers may cross it (and battle over it, presumably) but may not land.&lt;br /&gt;
&lt;br /&gt;
The city of [[Transylvito]] has been described as having an Outer Walls [[zone]] as well as a Garrison [[zone]] and an Airspace.  There are also towers, but it is unknown if these are [[Zone|zones]] in and of themselves, or parts of the Garrison or Outer Walls.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
Different Terrain types may cost more Movement to enter than 1, and there may be different values for different [[Units]]. Forest Units may pay less than non-forest Units when entering a forest hex, for instance.  This may also be the case for non-flying units entering a mountain hex that is still passable (such as, if there is a pass or a trail).{{blog|2009|07|summer-updates-017}}  &lt;br /&gt;
&lt;br /&gt;
The [[Move]] stat is affected by [[Level]].  A higher Level means a higher Move in relation to [[Unit|units]] of the same type.{{Erf|1|046a}}  The increase of Move vs. Level is probably a linear function.{{ref|1|1}}&lt;br /&gt;
&lt;br /&gt;
It is not known if Allied units expend [[Move]] when moving from Zone to Zone inside an Allied city.  However; when Parson observes Bogroll through the 3-D glasses Bogroll's Move stat is listed at zero,{{Erf|1|040a}} implying that crossing a Zone boundary does not require the expense of Movement.&lt;br /&gt;
&lt;br /&gt;
It is not known if a [[Zone]] is a small part of a single [[hex]] or is made of multiple hexes.&lt;br /&gt;
&lt;br /&gt;
The size of a [[hex]] is not known.&lt;br /&gt;
&lt;br /&gt;
A caster using a [[portal]] to the [[Magic Kingdom]] may not be considered movement since the linked [[Maggie]]-[[Wanda]]-[[Sizemore]] and [[Parson]] were able to use [[Gobwin Knob]]'s portal to the Magic Kingdom during the turn of the [[RCC]].{{erf|1|136}}  This may imply that a moving is defined as crossing a hex side, and all portal travel is free.&lt;br /&gt;
&lt;br /&gt;
==Types of Movement==&lt;br /&gt;
&lt;br /&gt;
*Tunneling may be a movement type, a Natural Ability, or both.&lt;br /&gt;
*The existence of water [[Units]] and water [[Technology]] implies the Movement types Swimming and Sailing.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
:1. {{Note|1}} {{WoT|6012585}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Erfworld_Mechanics]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Movement</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Movement"/>
				<updated>2009-10-29T12:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Movement is the transfer of a [[Unit]] from one [[hex]] to another, or from one [[Zone]] to another. Movement does not include the meanderings of a Unit inside a single hex.&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A [[Unit]] can Move only on its own [[Turn]]. At the beginnning of a Turn, the Unit's Movement is set to the value of its [[Move]] stat.  The Unit's Move statistic is the number of hexes that [[Unit]] can enter per [[Turn]]; thus, each hex a Unit enters normally reduces its Movement by 1.  A Unit may freely move inside a hex at no Move cost at night and on other [[Side|Side's]] Turns.  At the end of Turn, the Unit's Movement is set to zero, preventing the Unit from Moving again that day: this prevents Movement by a Unit that becomes an [[Alliance|ally]] during another Side's Turn if it allies during its Turn, while still allowing it to otherwise perform as if on Turn.&lt;br /&gt;
&lt;br /&gt;
==Types of Movement==&lt;br /&gt;
&lt;br /&gt;
There are two known types of movement:&lt;br /&gt;
*Walking&lt;br /&gt;
*Flight&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
Some terrain types are restricted, allowing entry to only particular types of units. Likewise, terrain inflicts a penalty to the [[move]] of troops that cross it.&lt;br /&gt;
&lt;br /&gt;
* [[Mountains]] - can only be passed by Fliers, at a penalty. Tunnels may be created to allow passage for non-Fliers, but only for light [[unit]]s, and certain types of [[Heavy Unit]]s.{{Erf|1|082}}&amp;lt;sup&amp;gt; and &amp;lt;/sup&amp;gt;{{Erf|1|098a}}&lt;br /&gt;
* [[Hills]]/Foothills&lt;br /&gt;
* Plains/Grassland&lt;br /&gt;
* [[Roads]]&lt;br /&gt;
* [[Forests]]&lt;br /&gt;
** Heavy trees&lt;br /&gt;
* [[Water]] hexes - may not be entered except by [[flying unit|flier]]s and water units{{Erf|1|060}}&lt;br /&gt;
* [[Lava lake]] - may only be crossed by fliers and may not be landed on.&lt;br /&gt;
&lt;br /&gt;
=== Cities ===&lt;br /&gt;
&lt;br /&gt;
[[City|Cities]] are divided into [[Zones]]. A city is treated as a single [[hex]] for the owning [[Side]]: no Movement is expended for the owning Side's [[unit]]s when transferring from Zone to Zone, allowing the defensive units to redeploy to protect the city at will (though it still takes [[time]] to actually move the distance). Enemy [[side]]s must expend [[Move]] in order to enter a city Zone. There may be restrictions on where Units in a Zone can attack, or what terrain features must be dealt with before an attack may occur.  (ie. Courtyard could only be attacked from Outer Walls, if Outer Walls had been breached.)  See [[Zone]] for more detailed information on Zones.&lt;br /&gt;
&lt;br /&gt;
====Known City Zones====&lt;br /&gt;
&lt;br /&gt;
The most thoroughly described [[city]] [[Zone|zones]] come from [[Gobwin Knob]]. Other cities may be built differently. {{Erf|1|098a}}&amp;lt;sup&amp;gt; and &amp;lt;/sup&amp;gt;{{Erf|1|116a}}&lt;br /&gt;
*Outer Walls -- may only be passed if breached&lt;br /&gt;
*Tunnels -- may only be entered by light [[Units]], with some exceptions&lt;br /&gt;
*Airspace -- may only be entered by [[flying unit|fliers]]&lt;br /&gt;
*Garrison -- must be [[Siege engine|breached]] like Outer Walls, but may be breached from any of the other zones above. In Gobwin Knob, Garrison is further divided into three zones&lt;br /&gt;
**Courtyard -- may only be passed if breached, may only be attacked from Outer Walls or other Garrison zones&lt;br /&gt;
**Tower -- may only be attacked from Airspace or other Garrison zones&lt;br /&gt;
**Dungeon -- may only be attacked from Tunnels or other Garrison zones&lt;br /&gt;
*Special Zones:&lt;br /&gt;
**Lava Lake -- theoretically once part of the Courtyard, this area is inaccessible to most units, but fliers may cross it (and battle over it, presumably) but may not land.&lt;br /&gt;
&lt;br /&gt;
The city of [[Transylvito]] has been described as having an Outer Walls [[zone]] as well as a Garrison [[zone]] and an Airspace.  There are also towers, but it is unknown if these are [[Zone|zones]] in and of themselves, or parts of the Garrison or Outer Walls.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
Different Terrain types may cost more Movement to enter than 1, and there may be different values for different [[Units]]. Forest Units may pay less than non-forest Units when entering a forest hex, for instance.  This may also be the case for non-flying units entering a mountain hex that is still passable (such as, if there is a pass or a trail).{{blog|2009|07|summer-updates-017}}  &lt;br /&gt;
&lt;br /&gt;
The [[Move]] stat is affected by [[Level]].  A higher Level means a higher Move in relation to [[Unit|units]] of the same type.{{Erf|1|046a}}  The increase of Move vs. Level is probably a linear function.{{ref|1|1}}&lt;br /&gt;
&lt;br /&gt;
It is not known if Allied units expend [[Move]] when moving from Zone to Zone inside an Allied city.  However; when Parson observes Bogroll through the 3-D glasses Bogroll's Move stat is listed at zero,{{Erf|1|040a}} implying that crossing a Zone boundary does not require the expense of Movement.&lt;br /&gt;
&lt;br /&gt;
It is not known if a [[Zone]] is a small part of a single [[hex]] or is made of multiple hexes.&lt;br /&gt;
&lt;br /&gt;
The size of a [[hex]] is not known.&lt;br /&gt;
&lt;br /&gt;
A caster using a [[portal]] to the [[Magic Kingdom]] may not be considered movement since the linked [[Maggie]]-[[Wanda]]-[[Sizemore]] and [[Parson]] were able to use [[Gobwin Knob]]'s portal to the Magic Kingdom during the turn of the [[RCC]].{{erf|1|136}}  This may imply that a moving is defined as crossing a hex side, and all portal travel is free.&lt;br /&gt;
&lt;br /&gt;
==Types of Movement==&lt;br /&gt;
&lt;br /&gt;
*Tunneling may be a movement type, a Natural Ability, or both.&lt;br /&gt;
*The existence of water [[Units]] and water [[Technology]] implies the Movement types Swimming and Sailing.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
:1. {{Note|1}} {{WoT|6012585}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Erfworld_Mechanics]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Movement</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Movement"/>
				<updated>2009-10-29T12:51:54Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Movement is the transfer of a [[Unit]] from one [[hex]] to another, or from one [[Zone]] to another. Movement does not include the meanderings of a Unit inside a single hex.&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A [[Unit]] can Move only on its own [[Turn]]. At the beginnning of a Turn, the Unit's Movement is set to the value of its [[Move]] stat.  The Unit's Move statistic is the number of hexes that [[Unit]] can enter per [[Turn]]; thus, each hex a Unit enters normally reduces its Movement by 1.  A Unit may freely move inside a hex at no Move cost at night and on other [[Side|Side's]] Turns.  At the end of Turn, the Unit's Movement is set to zero, preventing the Unit from Moving again that day: this prevents Movement by a Unit that becomes an [[Alliance|ally]] during another Side's Turn if it allies during its Turn, while still allowing it to otherwise perform as if on Turn.&lt;br /&gt;
&lt;br /&gt;
==Types of Movement==&lt;br /&gt;
&lt;br /&gt;
There are two known types of movement:&lt;br /&gt;
*Walking&lt;br /&gt;
*Flight&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
Some terrain types are restricted, allowing entry to only particular types of units. Likewise, terrain inflicts a penalty to the [[move]] of troops that cross it.&lt;br /&gt;
&lt;br /&gt;
* [[Mountains]] - can only be passed by Fliers, at a penalty. Tunnels may be created to allow passage for non-Fliers, but only for light [[unit]]s, and certain types of [[Heavy Unit]]s.{{Erf|1|082}}&amp;lt;sup&amp;gt; and &amp;lt;/sup&amp;gt;{{Erf|1|098a}}&lt;br /&gt;
* [[Hills]]/Foothills&lt;br /&gt;
* Plains/Grassland&lt;br /&gt;
* [[Roads]]&lt;br /&gt;
** [[Forests]]&lt;br /&gt;
* Heavy trees&lt;br /&gt;
* [[Water]] hexes - may not be entered except by [[flying unit|flier]]s and water units{{Erf|1|060}}&lt;br /&gt;
* [[Lava lake]] - may only be crossed by fliers and may not be landed on.&lt;br /&gt;
&lt;br /&gt;
=== Cities ===&lt;br /&gt;
&lt;br /&gt;
[[City|Cities]] are divided into [[Zones]]. A city is treated as a single [[hex]] for the owning [[Side]]: no Movement is expended for the owning Side's [[unit]]s when transferring from Zone to Zone, allowing the defensive units to redeploy to protect the city at will (though it still takes [[time]] to actually move the distance). Enemy [[side]]s must expend [[Move]] in order to enter a city Zone. There may be restrictions on where Units in a Zone can attack, or what terrain features must be dealt with before an attack may occur.  (ie. Courtyard could only be attacked from Outer Walls, if Outer Walls had been breached.)  See [[Zone]] for more detailed information on Zones.&lt;br /&gt;
&lt;br /&gt;
====Known City Zones====&lt;br /&gt;
&lt;br /&gt;
The most thoroughly described [[city]] [[Zone|zones]] come from [[Gobwin Knob]]. Other cities may be built differently. {{Erf|1|098a}}&amp;lt;sup&amp;gt; and &amp;lt;/sup&amp;gt;{{Erf|1|116a}}&lt;br /&gt;
*Outer Walls -- may only be passed if breached&lt;br /&gt;
*Tunnels -- may only be entered by light [[Units]], with some exceptions&lt;br /&gt;
*Airspace -- may only be entered by [[flying unit|fliers]]&lt;br /&gt;
*Garrison -- must be [[Siege engine|breached]] like Outer Walls, but may be breached from any of the other zones above. In Gobwin Knob, Garrison is further divided into three zones&lt;br /&gt;
**Courtyard -- may only be passed if breached, may only be attacked from Outer Walls or other Garrison zones&lt;br /&gt;
**Tower -- may only be attacked from Airspace or other Garrison zones&lt;br /&gt;
**Dungeon -- may only be attacked from Tunnels or other Garrison zones&lt;br /&gt;
*Special Zones:&lt;br /&gt;
**Lava Lake -- theoretically once part of the Courtyard, this area is inaccessible to most units, but fliers may cross it (and battle over it, presumably) but may not land.&lt;br /&gt;
&lt;br /&gt;
The city of [[Transylvito]] has been described as having an Outer Walls [[zone]] as well as a Garrison [[zone]] and an Airspace.  There are also towers, but it is unknown if these are [[Zone|zones]] in and of themselves, or parts of the Garrison or Outer Walls.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
Different Terrain types may cost more Movement to enter than 1, and there may be different values for different [[Units]]. Forest Units may pay less than non-forest Units when entering a forest hex, for instance.  This may also be the case for non-flying units entering a mountain hex that is still passable (such as, if there is a pass or a trail).{{blog|2009|07|summer-updates-017}}  &lt;br /&gt;
&lt;br /&gt;
The [[Move]] stat is affected by [[Level]].  A higher Level means a higher Move in relation to [[Unit|units]] of the same type.{{Erf|1|046a}}  The increase of Move vs. Level is probably a linear function.{{ref|1|1}}&lt;br /&gt;
&lt;br /&gt;
It is not known if Allied units expend [[Move]] when moving from Zone to Zone inside an Allied city.  However; when Parson observes Bogroll through the 3-D glasses Bogroll's Move stat is listed at zero,{{Erf|1|040a}} implying that crossing a Zone boundary does not require the expense of Movement.&lt;br /&gt;
&lt;br /&gt;
It is not known if a [[Zone]] is a small part of a single [[hex]] or is made of multiple hexes.&lt;br /&gt;
&lt;br /&gt;
The size of a [[hex]] is not known.&lt;br /&gt;
&lt;br /&gt;
A caster using a [[portal]] to the [[Magic Kingdom]] may not be considered movement since the linked [[Maggie]]-[[Wanda]]-[[Sizemore]] and [[Parson]] were able to use [[Gobwin Knob]]'s portal to the Magic Kingdom during the turn of the [[RCC]].{{erf|1|136}}  This may imply that a moving is defined as crossing a hex side, and all portal travel is free.&lt;br /&gt;
&lt;br /&gt;
==Types of Movement==&lt;br /&gt;
&lt;br /&gt;
*Tunneling may be a movement type, a Natural Ability, or both.&lt;br /&gt;
*The existence of water [[Units]] and water [[Technology]] implies the Movement types Swimming and Sailing.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
:1. {{Note|1}} {{WoT|6012585}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Erfworld_Mechanics]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Unit</id>
		<title>Unit</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Unit"/>
				<updated>2009-10-29T12:50:25Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Natural Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|220|&lt;br /&gt;
[[Image:Dwagon-model.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
Everything that fights is a Unit.{{erf|1|040a}} Units may be grouped into [[stack]]s.&lt;br /&gt;
&lt;br /&gt;
==[[Class|Classes]]==&lt;br /&gt;
Units come in classes. Classes determine unit abilities and limitations. Known classes include:&lt;br /&gt;
*[[Stabber]]-class infantry&lt;br /&gt;
**Swordsmen&lt;br /&gt;
**Spearmen&lt;br /&gt;
*[[Piker]]-class infantry&lt;br /&gt;
*[[Archer]]-class infantry&lt;br /&gt;
*[[Knight]]-class infantry&lt;br /&gt;
*[[Heavy Unit]]s&lt;br /&gt;
&lt;br /&gt;
There are classes of special significance:&lt;br /&gt;
*[[Caster]]&lt;br /&gt;
*[[Warlord]]&lt;br /&gt;
*[[Ruler]]&lt;br /&gt;
&lt;br /&gt;
==Unit Stats and Abilities==&lt;br /&gt;
Statistics are numerical values that are used by the [[Combat]], [[Magic]], or other systems of the [[Erfworld]] universe. Generally, the higher the number is, the better the Unit is. As these values increase, power increases linearly. {{Ref|1|1}}&lt;br /&gt;
&lt;br /&gt;
Every Unit has four statistics (stats) visible to [[warlord|warlords]] and [[caster|casters]]{{erf|1|040a}}:&lt;br /&gt;
*[[Move]] - Distance a Unit can [[Movement|move]] during its [[Turn]]&lt;br /&gt;
*[[Hits]] - Amount of damage a Unit can take before [[croaking]]&lt;br /&gt;
*[[Combat_(stat)|Combat]] - Offensive [[combat]] value. Sometimes referred to as Attack.&lt;br /&gt;
*[[Defense]] - Defensive combat value.&lt;br /&gt;
&lt;br /&gt;
[[Units]] may also have a fifth visible statistic:{{Erf|1|050}}{{Erf|1|145}}&lt;br /&gt;
*[[Level]] - Relative strength of the Unit. Level is affected by [[Experience]].&lt;br /&gt;
&lt;br /&gt;
Units also have some hidden statistics:&lt;br /&gt;
*[[Loyalty]] - how strongly a Unit is aligned with its [[Ruler]]{{Erf|1|084a}}&lt;br /&gt;
*[[Experience]] - How far a Unit has progressed towards gaining its next [[Level]].{{Ref|2|2}} Experience is (usually) gained by [[croaking]] enemies.&lt;br /&gt;
&lt;br /&gt;
[[Units]] may also have one or more Natural (or Special) Abilities.&lt;br /&gt;
&lt;br /&gt;
===Natural Abilities===&lt;br /&gt;
Some units have abilities that can achieve unconventional results, and can be used when not on [[Turn]].{{Ref|1|1}} These abilities are named Natural Abilities{{erf|1|040a}} and are sometimes referred to as Special Abilities.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:gray; color:black; text-align:left&amp;quot;&lt;br /&gt;
! nowrap |Ability&lt;br /&gt;
! nowrap |Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Flying unit|Flight]]{{erf|1|040a}}&lt;br /&gt;
|| Flying units can [[Movement|Move]] through the air without falling.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| Water&lt;br /&gt;
|| Water units can [[Movement|Move]] through the water without drowning.{{erf|1|060}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Forest capable|Forest]]{{erf|1|062}}&lt;br /&gt;
|| Forest units can attack in forests.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Dance-Fighting]]{{erf|1|127}}&lt;br /&gt;
|| Dance fighting units sing and dance while fighting.{{erf|1|111}}&lt;br /&gt;
Units that are Dance Fighting gain a bonus while in combat.{{erf|1|125}}&lt;br /&gt;
Units without Dance Fighting can be led through [[Magic]]{{erf|1|128}} or innate ability{{erf|1|127}} of the leader.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| Light&lt;br /&gt;
|| Light units can enter tunnels.{{erf|1|098a}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Heavy Unit|Heavy]]{{erf|1|077a}}&lt;br /&gt;
|| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Siege Unit|Siege]]{{erf|1|046a}}&lt;br /&gt;
|| The ability to breach walls.{{erf|1|126}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| Poison{{erf|1|040a}}&lt;br /&gt;
|| &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| Fire{{erf|1|040a}}&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Mount]]&lt;br /&gt;
|| Can be ridden by [[humanoid]] units&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Healing]]{{erf|1|022}}&lt;br /&gt;
|| Unit can heal wounded [[Alliance|allied]] Units&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Fabrication]]{{erf|1|040a}}&lt;br /&gt;
|| Allows a Unit to create [[Coin]]s and other items, is a form of natural [[Dollamancy]].&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Breath Weapon]]&lt;br /&gt;
|| Allows the Unit to use a short/medium range &amp;quot;[[Yellow Dwagon|breath]]&amp;quot; attack before or instead of melee.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| Remote Visual Link&lt;br /&gt;
|| Unit's [[Commander]] is able to see through the Unit's eyes from afar.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Leadership]]{{erf|1|040a}}&lt;br /&gt;
|| A Unit with Leadership:&lt;br /&gt;
*can lead stacks by giving them instructions.{{erf|1|040a}}&lt;br /&gt;
*confers a bonus to units under their command.{{erf|1|040a}}&lt;br /&gt;
*prevents Units it is leading from auto-attacking units of [[Alliance|non-allied]] [[side]]s.{{erf|1|040a}}&lt;br /&gt;
*is subject to the [[Thinkamancy#Natural_Thinkamancy|Natural Thinkamancy]] (Duty){{erf|1|084a}}&lt;br /&gt;
*can see Unit stats.{{erf|1|040a}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:white; color:black&amp;quot;&lt;br /&gt;
|| [[Caster]]{{erf|1|084a}}&lt;br /&gt;
|| A [[Caster]]:&lt;br /&gt;
*can cast [[Magic]] spells.&lt;br /&gt;
*can lead stacks by giving them instructions.{{erf|1|040a}}&lt;br /&gt;
*confers a bonus only to units with an association to their type of [[Magic]].{{erf|1|040a}}&lt;br /&gt;
*prevents Units it is leading from auto-attacking units of [[Alliance|non-allied]] [[side]]s.{{erf|1|040a}}&lt;br /&gt;
*is subject to the [[Thinkamancy#Natural_Thinkamancy|Natural Thinkamancy]] (Duty){{erf|1|084a}}&lt;br /&gt;
*can see some Unit stats.{{erf|1|040a}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Royalty and Nobility|Royal and Noble Units]]==&lt;br /&gt;
Royal and Noble [[Units]] have slightly stronger stats and [[Level]] faster than normal Units.{{erf|1|079a}} [[City|Cities]] ruled by Royals may pop Nobles and more Royals.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Nobles have a title designating their social status, such as [[Duke Nozzle]], Count [[Vinny Doombats]], or Viscount [[Caesar Borgata]]. Other likely titles would be Baron, Earl, or Marquis; Lord would probably not be used due to possible confusion with [[Warlord]]s and [[Overlord]]s.&lt;br /&gt;
&lt;br /&gt;
==[[Parson]]==&lt;br /&gt;
&lt;br /&gt;
Parson is a very special Unit (as [[Hamstard]] would say). He has some stats (like Move and Upkeep), but they're not visible to anyone; he can't be banished by crossing a [[Magic Kingdom]] gate; and other unique rule breakers that are described with detail on his page.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
*[[Siege_engine|Siege Engines]]&lt;br /&gt;
*Aerial Infantry ([[Archons]],[[Goyles]])&lt;br /&gt;
*Navy Units ([[Galleon]])&lt;br /&gt;
&lt;br /&gt;
Some units types, like [[Men]], and possibly [[Hobgobwins]], have different classes.&lt;br /&gt;
&lt;br /&gt;
*Engineer-class infantry&lt;br /&gt;
&lt;br /&gt;
Some units types don't have classes, but do have descriptors and may have multiple forms, like [[Golem]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Gobwin]] Fighters&lt;br /&gt;
*[[Twoll]] Heavies&lt;br /&gt;
*[[Marbit]]&lt;br /&gt;
:*[[Axeman|Axemen]]&lt;br /&gt;
:*[[Crossbowman|Crossbowmen]]&lt;br /&gt;
*[[Uncroaked]] Infantry&lt;br /&gt;
&lt;br /&gt;
[[Garrison_Ability|Garrison]] units may have special classes in addition to their basic class.&lt;br /&gt;
&lt;br /&gt;
*Henchman&lt;br /&gt;
*Lackey&lt;br /&gt;
*Bodyguard&lt;br /&gt;
&lt;br /&gt;
==Natural Abilities==&lt;br /&gt;
&lt;br /&gt;
* Tunnel Capable ([[Spidew]]/[[Sourmander]]) - A Heavy Unit capable of entering tunnels&lt;br /&gt;
* Tunnel Fighter ([[Gobwin]]/[[Marbit]]) - Provides a bonus at fighting in tunnels (These could be the same Ability, applied to Heavy and Light Units respectively.)&lt;br /&gt;
* Armored{{erf|1|077}} - Probably increases the Unit's Defence. Armor may also be [[Equipment]] instead of an ability.&lt;br /&gt;
* Mountain Capable - Unit capable of moving through Mountain Hexes. Can or cannot enter High Mountains.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
:1. {{Note|1}} {{WoT|6012585}}&lt;br /&gt;
:2. {{Note|2}}Ibid.&lt;br /&gt;
:3. {{Note|3}} {{WoT|5931853}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Erfworld Mechanics]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Turnamancy</id>
		<title>Turnamancy</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Turnamancy"/>
				<updated>2009-10-29T10:44:01Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Canon=&lt;br /&gt;
&lt;br /&gt;
{{MagicSchool&lt;br /&gt;
 |Spookism&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Turnamancy is one of the three disciplines of the [[Magic]] class [[Spookism]]; it is aligned with the axis of [[Erf]].{{erf|1|038a|Parson's Klog #2}}&lt;br /&gt;
&lt;br /&gt;
Turnamancers can reduce the build time for units produced in the city they are located.  {{blog|2009|10|summer-updates-–-046}} &lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
* Increased Production Efficiency: &lt;br /&gt;
With the help of a Turnamancer, [[Charlescomm]] can [[pop]] [[archon]]s 3 per 2 [[turn]]s, instead of the normal 1/turn, and Faq pops a Royal Heir in 40 turns instead of 60.  This effect may be a sort of time warp (a slowing/speeding effect). Note that, in all known cases, having a Turnamancer reduces production times to two-thirds of what they are without a Turnamancer; this may be a constant ratio.&lt;br /&gt;
&lt;br /&gt;
==Known Turnamancers==&lt;br /&gt;
*[[Vanna]], formerly in service to [[Unaroyal]], now working for [[Faq]].&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
Turnamancy might alter the flow of time ([[turn]]s) in some way, perhaps gaining more time for one's own [[side]] or [[unit]]s, or removing move or actions from the other [[side]] or [[unit]]s.&lt;br /&gt;
&lt;br /&gt;
If Turnamancy can slow time, this could be useful not only for popping units, but allow Regents to complete rounds and still have time for actions, or have direct military application.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it may be an effect not on how long a turn lasts but what can happen in that turn; possibly increasing production values and income.&lt;br /&gt;
 &lt;br /&gt;
Natural Turnamancy may be how turn order is decided.&lt;br /&gt;
&lt;br /&gt;
Turnamancy might force units to [[turning|turn]] against their will. While this would at first seem unlikely - given the known uses for Turnamancy and the presence of [[Thinkamancy]] as the loyalty-affecting discipline - [[Vanna]]'s work on turning a captured [[Jitterati]] warlord{{blog|2009|10|summer-updates-049}} may indicate that this falls at least partially under Turnamancy as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Western_Giants</id>
		<title>Western Giants</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Western_Giants"/>
				<updated>2009-10-29T09:15:56Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Western Giants are a Non-Capital [[Side]]. They are large, beefy [[Humanoid]]s wearing spiked shoes, black helmets with a thin bill in front and one ear flap and armed with long thin clubs, which they wield with deadly accuracy. They used to be [[Natural Allies]] of [[Jitterati]] but are now allied with [[Faq]].&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
Their looks are that of baseball players and the name is a reference to the San Francisco Giants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Side]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Side</id>
		<title>Side</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Side"/>
				<updated>2009-10-29T09:14:33Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Known natural allies Sides: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|320|&lt;br /&gt;
[[File:Capital_Sides.JPG|thumb|Center|300px|The Capital Sides of the [[Royal Crown Coalition]], from [http://www.erfworld.com/book-1-archive/?px=%2F086.jpg Page 86] ]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A Side is a group of characters and [[Units]] involved in the conflict in [[Erfworld]] and is led by a single [[Ruler]], which is a King if the Unit is [[Royal]], or an [[Overlord]] if not. The Side includes all Units, [[City|cities]], and [[Movement|terrain]] under the leadership of that Ruler.&lt;br /&gt;
&lt;br /&gt;
There is a distinction between [[Capital_Side|capital sides]] and [[Natural_Allies|other sides]]{{erf|1|086}}.&lt;br /&gt;
&lt;br /&gt;
==Capital sides==&lt;br /&gt;
&lt;br /&gt;
[[Capital_Side|Capital sides]] (as the name implies) have capitals and are governed by a [[Ruler]]. A [[Capital Side|capital side]] can also own cities other than the capital. If the [[Ruler]] of a city is a [[Royal]], the city may produce Noble and Royal [[Units]]. Royal sides sometimes split off into new sides.{{erf|1|079a|Parson's Klog #9}}&lt;br /&gt;
&lt;br /&gt;
===Known capital sides:===&lt;br /&gt;
&lt;br /&gt;
* [[Carpudlians]]&lt;br /&gt;
* '''[[Charlescomm]]'''&lt;br /&gt;
* [[Dagwood]]&lt;br /&gt;
* '''[[Faq]]''' (destroyed by [[Gobwin Knob]]), now reestablished by [[Jillian]] under the protection of [[Transylvito]]&lt;br /&gt;
* [[Foxmud]]&lt;br /&gt;
* '''[[Gobwin Knob]]'''&lt;br /&gt;
* [[Haggar]]&lt;br /&gt;
* [[Hobbittm]]&lt;br /&gt;
* [[Hyatt]]&lt;br /&gt;
* '''[[Jetstone]]'''&lt;br /&gt;
* [[Jitterati]]&lt;br /&gt;
* [[Milquetoast]] (destroyed by [[Gobwin Knob]]){{erf|1|034}}&lt;br /&gt;
* [[Sofa King]]&lt;br /&gt;
* '''[[Transylvito]]'''&lt;br /&gt;
* [[Unaroyal]] (self destructed to prevent further [[decrypt| decryption]] by Gobwin Knob) {{blog|2009|10|summer-updates-043}} &lt;br /&gt;
&lt;br /&gt;
==Other sides==&lt;br /&gt;
&lt;br /&gt;
Non-capital sides (also referred to as [[Natural_Allies|natural allies]]) have no capital, no cities, no royals.{{erf|1|079a|Parson's Klog #9}} They do, however, have their own treasuries and can form long semi-permanent alliances.&lt;br /&gt;
&lt;br /&gt;
===Known natural allies Sides:===&lt;br /&gt;
&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
* [[Gobwins]] (seem to be natural allies to [[Gobwin Knob]])&lt;br /&gt;
* [[Marbits]] (seem to be natural allies to [[Jetstone]])&lt;br /&gt;
* [[Witches]]&lt;br /&gt;
* [[Western Giants]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
&lt;br /&gt;
It does not seem that [[Barbarians]] are a single side. It is a collection of [[Units]] without a side or neutral cities without an [[Ruler]]. If Rulers or their [[Heir]]s lose their capital they become [[Barbarians]]. [[Jillian Zamussels]] is one example of a [[Barbarians|Barbarian]].&lt;br /&gt;
&lt;br /&gt;
[[Barbarians]] have to rely on [[mercenary]] work to pay [[upkeep]] of their [[Units]]. They can form alliances with [[Capital_Sides|capital sides]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Side]]&lt;br /&gt;
[[Category:Erfworld Mechanics]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Natural_Allies</id>
		<title>Natural Allies</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Natural_Allies"/>
				<updated>2009-10-29T09:13:45Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Natural allies (or non-capital sides) are [[side]]s in [[Erfworld]] that have no capital, no cities and no royals.{{erf|1|079a| Parson's Klog #9}} They do, however, have their own treasuries and can form long semi-permanent [[alliance]]s, or they can sustain themselves via mining, farming, hunting, and such. Rather than using cities, they can pop more units for their side via [[Moneymancy]] {{WoT|6051503}}.&lt;br /&gt;
&lt;br /&gt;
Known natural allies sides:&lt;br /&gt;
* [[Hobgobwins]] ([[Gobwin Knob]])&lt;br /&gt;
* [[Gobwins]] (formerly [[Gobwin Knob]])&lt;br /&gt;
* [[Marbits]] ([[Jetstone]])&lt;br /&gt;
* [[Elves|Elf]] Brands (unspecified member or members of the [[Royal Crown Coalition]])&lt;br /&gt;
* [[Witches]] ([[Dagwood]])&lt;br /&gt;
* [[Daemons]]&lt;br /&gt;
* [[Western Giants]] (formerly [[Jitterati]], now [[Faq]])&lt;br /&gt;
&lt;br /&gt;
==Racial Hatred==&lt;br /&gt;
Some allies do not ally with a side at the same time as other allies; though it is unspecified if this means that they are ''unwilling'' to do so, or if they ''incapable'' of doing so.&lt;br /&gt;
&lt;br /&gt;
For instance; Elves and Marbits will not ally with a side that has Gobwin, Hobgobwin, Witch, or Daemon allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Side]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Western_Giants</id>
		<title>Western Giants</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Western_Giants"/>
				<updated>2009-10-29T09:11:55Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: Created page with '=Proposed Canon=  Western Giants are a Non-Capital Side. They are large, beefy Humanoids wearing spiked shoes, black helmets with a thin bill in front and one ear flap an...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Western Giants are a Non-Capital [[Side]]. They are large, beefy [[Humanoid]]s wearing spiked shoes, black helmets with a thin bill in front and one ear flap and armed with long thin clubs, which they wield with deadly accuracy. They used to be [[Natural Allies]] of [[Jitterati]] but are now allied with [[Faq]].&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
Their looks are that of baseball players and the name is a reference to the San Francisco Giants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Caster</id>
		<title>Caster</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Caster"/>
				<updated>2009-10-29T08:53:57Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Proposed Canon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Caster is the only [[unit]] class in [[Erfworld]] that can cast [[Magic|spells]]. Casters are also [[Commander|Commanders]] and can lead [[units]] in combat.{{erf|1|084a|Parson's Klog #10}}&lt;br /&gt;
&lt;br /&gt;
Casters cannot be deliberately [[Pop]]ped. Instead, every time the [[Side]] Pops a [[Warlord]], it has a chance to become a Caster instead. Presumably, the chance to Pop a Caster lowers drasticly, the more Casters the Side already has.&lt;br /&gt;
&lt;br /&gt;
==Use of Magic==&lt;br /&gt;
&lt;br /&gt;
Every caster belongs to a school of [[Magic]] (e.g. [[Thinkamancy]] or [[Croakamancy]]) and can cast spells from that school. Casting spells uses a Caster's [[Juice]]{{erf|1|104}} so there is a limit on the amount of magic a Caster can perform during one turn {{erf|1|090}}. &lt;br /&gt;
&lt;br /&gt;
Casters are also able to use [[Scroll]]s to cast spells; from their own school{{erf|1|125}}, to conserve Juice, or to cast spells they don't know, such as from other schools of Magic (apparently with varying efficiency){{erf|1|006}}{{erf|1|013}}.&lt;br /&gt;
&lt;br /&gt;
==Commander==&lt;br /&gt;
&lt;br /&gt;
Casters are [[Commander|Commanders]] and can lead units in combat.{{erf|1|084a|Parson's Klog #10}}&lt;br /&gt;
&lt;br /&gt;
However, they almost never do so since they are too rare and valuable to risk. Moreover, they do not have the [[Leadership]] ability and do not grant a [[Leadership]] [[Combat#Combat_Bonuses|bonus]] to units under their direct command. Casters can grant a special bonus to particular units, presumably limited to those directly tied to their magical specialty: known examples are [[golems]] led by a [[Dirtamancer]] and [[uncroaked]] led by a [[Croakamancer]].{{erf|1|084a|Parson's Klog #10}}&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caster Creation==&lt;br /&gt;
&lt;br /&gt;
Casters are extremely rare, so there must be something restricts the supply of casters.  This effect is sufficient that each side has only a few casters.  &lt;br /&gt;
&lt;br /&gt;
Some possibilities on how casters' numbers might be restricted:&lt;br /&gt;
&lt;br /&gt;
* Popping a humanoid unit has a small chance of popping a caster&lt;br /&gt;
* Casters are extremely expensive&lt;br /&gt;
* Casters have a high upkeep cost&lt;br /&gt;
* Casters cannot be popped, only hired from the [[Magic Kingdom]]&lt;br /&gt;
* Popping a caster gives a random caster that might not be of the type you need&lt;br /&gt;
* There is a limit on the number of casters in the world (could be based on each type)&lt;br /&gt;
** The odds of a caster popping decreases as the number of casters in the world increases&lt;br /&gt;
** There is a hard limit on the number of casters in the world&lt;br /&gt;
** The cost of popping a caster increases as there are more casters&lt;br /&gt;
* A side can only pop a caster if it has two or fewer already.&lt;br /&gt;
* Every turn a caster has a chance to randomly pop in a city&lt;br /&gt;
&lt;br /&gt;
If the number of casters per side was limited to around three on average, then sides would have to think carefully about which types of caster were the most important.  It would also be self balancing.&lt;br /&gt;
&lt;br /&gt;
==Casters, Sides, and the Magic Kingdom==&lt;br /&gt;
&lt;br /&gt;
The Magic Kingdom is a special location that only casters can enter.  Casters from active sides can enter and exit the Magic Kingdom via portals.  However, it is not clear that all casters in the Magic Kingdom belong to sides on Erfworld.  The number of casters in the Magic Kingdom may, at any given time, outnumber those on Erfworld.  This also begs the question, do popped casters occur naturally in Erfworld, or are they pulled from the Magic Kingdom?  Is the Magic Kingdom effectively a side of its own, or just a neutral ground for casters?  Can a Ruler give orders to a caster in the Magic Kingdom?&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Magic_Kingdom</id>
		<title>Magic Kingdom</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Magic_Kingdom"/>
				<updated>2009-10-29T08:41:25Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|620|&lt;br /&gt;
[[File:Magic Kingdom.JPG|thumb|right|605px|Long range shot of Magic Kingdom from [http://www.erfworld.com/book-1-archive/?px=%2F011.jpg Page 11.]]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Proposed Canon==&lt;br /&gt;
The Magic Kingdom is a location in [[Erfworld]]. It appears to be an island of round shape divided into 8 sectors and with a round [[Portal]] zone in the center of it.{{erf|1|011}}&lt;br /&gt;
===Sectors===&lt;br /&gt;
The number of sectors (eight) corresponds to eight major classes of [[Magic]]:&lt;br /&gt;
* green (supposedly devoted to [[Hippiemancy]])&lt;br /&gt;
* blue&lt;br /&gt;
* yellow&lt;br /&gt;
* purple&lt;br /&gt;
* gray (possibly devoted to [[Spookism]])&lt;br /&gt;
* teal&lt;br /&gt;
* red&lt;br /&gt;
* orange&lt;br /&gt;
&lt;br /&gt;
===Portal Park===&lt;br /&gt;
Portal Park{{erf|1|011}} is located in the center of the Magic Kingdom and has multiple portals that seem to lead to other, unspecified, locations. One of the portals is known to lead to the portal room in [[Gobwin Knob]].{{erf|1|013}}{{erf|1|140}}&lt;br /&gt;
&lt;br /&gt;
[[Queen Bea]] of [[Unaroyal]] also sent all of her casters through a [[portal]] in her [[capital]] city prior to committing suicide and ending her [[side]] by stepping through the [[portal]] herself.  It is likely there is a [[portal]] connection to portal park in most [[capital]] cities, or at least the capitals of larger [[sides]].&lt;br /&gt;
&lt;br /&gt;
===Barbarianism===&lt;br /&gt;
A [[Caster]] that is in the Magic Kingdom when their [[City|Capital City]] falls reverts to [[Barbarian|barbarism]].{{Erf|1|102|'I'm planning on sending you and the other casters into the Magic Kingdom. When the city falls, you'll be barbarians.'}} This would explain the permanent residents: they are Casters who became Barbarians, and have never selected another [[Side]], instead selling [[Scroll]]s for their livelihood.&lt;br /&gt;
&lt;br /&gt;
==Speculation==&lt;br /&gt;
===Occupants===&lt;br /&gt;
Entry to The Magic Kingdom seems to be reserved for [[Casters]] only. It is implied that non-Caster units will either disband or croak if they attempt to use a [[Portal]] to the island{{erf|1|134}}.  [[Queen Bea]] of [[Unaroyal]] committed suicide by entering a Portal, for instance.  However, [[Parson]] did not croak when he entered the Magic Kingdom{{erf|1|140}}, implying that he is either a Caster or immune to disbanding.  His stats contained an entry describing him as 'special', which might include either being a Caster or being immune to disbanding.  His physical ability to enter aside, he is socially prohibitted from entering because he is a warlord.&lt;br /&gt;
&lt;br /&gt;
Some occupants of The Magic Kingdom seem to be permanent (like [[Janis]]){{erf|1|011}}, while others come and go (like [[Sizemore Rockwell]]).&lt;br /&gt;
&lt;br /&gt;
The Magic Kingdom seems to be reserved for casters only, without regard for caster discipline. It might also be a political neutral zone, as warlords are not permitted.&lt;br /&gt;
&lt;br /&gt;
===Speculative History===&lt;br /&gt;
In the distant past, before there was a Magic Kingdom, war still raged much as it does today.  Kingdoms rose and fell, and fell, their kings, queens, and overlords slain.  When such a thing happened, all units outside the city would be disbanded, and those inside would wait helplessly for their capture or doom.  Yet, sometimes an heir survived to live as a barbarian, perhaps to even one day rebuild their destroyed nation.&lt;br /&gt;
&lt;br /&gt;
But strangely, one other type of unit managed to survive summary disbanding or neutrality - the casters.  Most of them roamed the world as barbarians, unable to rejoin their defeated nation or be supported by the now poor or schmuckerless heir designates who struggled to even make upkeep for themselves.  Some faded away or were captured, but many found enough work to survive on their own.&lt;br /&gt;
&lt;br /&gt;
Then one day, a plan was hatched among two master-class caster barbarians, both of them friends by loneliness or necessity.  They would make a haven for themselves, where they need not struggle for upkeep or wander the world endlessly.  The [[Thinkamancy|Thinkamancer]] of the group linked with his friend, a Findamancer.  Together, they found a Moneymancer and with him created the first portal to the Magic Kingdom, though then it was simply their haven.&lt;br /&gt;
&lt;br /&gt;
It was a small island then, but rich in greenery and made to their tastes.  Soon though, they realized the potential that their small haven offered.  Linking again with his then paramour, the Thinkamancer found two others to help him.  Together, the triad of Thinkamancers conducted the most powerful natural [[Thinkagram]] ever composed in the history of Erfworld - sending an open invite to all wandering casters to join them and help build a nation of casters - a Magic Kingdom.&lt;br /&gt;
&lt;br /&gt;
From all over Erfworld they came, the nationless and sometimes destitute, all to help in the creation of this grand project, this greatest of ideas.  And thus was the Magic Kingdom built.  It thrived for many turns, growing larger and more distinct as new casters came to assist.  Soon, it was a small continent, split into into eight distinct areas that the broad disciplines could mingle and study in, with the single original portal in the very center by which more entered.  Then, disaster struck.&lt;br /&gt;
&lt;br /&gt;
A great [[Ruler]] saw this this Magic Kingdom and and thought not of how easy it would be to find a caster to hire, but of the vast quantities he could capture and turn to his service - or croak to prevent others from doing the same.  He struck with the full might of his forces, and even though the [[Predictamancy|Predictamancers]] and [[Lookamancy|Lookamancers]] gave warning, many were lost or sacrificed themselves in repelling the attack.  At great cost, the Overlord was finally defeated, and the the Magic Kingdom decimated.  But all were in agreement - this could not happen again.&lt;br /&gt;
&lt;br /&gt;
Thus there was a grand assembly of casters, to decide what must be done.  It was soon decided that the the Magic Kingdom must be forever barred to all but casters.  Through their combined efforts, the entrance portal was twisted and changed, forbidding entrance to all but casters - the ultimatum being that to enter would be to face immediate disbanding.  With this new perfect security in place, the chance to offer the construction of new portals in cities (for a price) arose.  Soon the center of the continent was allocated for these new portals, and the area called Portal Park.  Peace drifted back into place, and the Magic Kingdom was a haven again.&lt;br /&gt;
&lt;br /&gt;
The casters never forgot the assault, however, and the threat of non-casters in their Kingdom.&lt;br /&gt;
&lt;br /&gt;
==Real World References==&lt;br /&gt;
&amp;quot;The Magic Kingdom&amp;quot; is the name of [http://en.wikipedia.org/wiki/Magic_Kingdom a theme park] at Walt Disney World.&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category: Speculation]]&lt;br /&gt;
[[Category:Locations of Erfworld]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Magic_Kingdom</id>
		<title>Magic Kingdom</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Magic_Kingdom"/>
				<updated>2009-10-29T08:40:24Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|620|&lt;br /&gt;
[[File:Magic Kingdom.JPG|thumb|right|610px|Long range shot of Magic Kingdom from [http://www.erfworld.com/book-1-archive/?px=%2F011.jpg Page 11.]]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Proposed Canon==&lt;br /&gt;
The Magic Kingdom is a location in [[Erfworld]]. It appears to be an island of round shape divided into 8 sectors and with a round [[Portal]] zone in the center of it.{{erf|1|011}}&lt;br /&gt;
===Sectors===&lt;br /&gt;
The number of sectors (eight) corresponds to eight major classes of [[Magic]]:&lt;br /&gt;
* green (supposedly devoted to [[Hippiemancy]])&lt;br /&gt;
* blue&lt;br /&gt;
* yellow&lt;br /&gt;
* purple&lt;br /&gt;
* gray (possibly devoted to [[Spookism]])&lt;br /&gt;
* teal&lt;br /&gt;
* red&lt;br /&gt;
* orange&lt;br /&gt;
&lt;br /&gt;
===Portal Park===&lt;br /&gt;
Portal Park{{erf|1|011}} is located in the center of the Magic Kingdom and has multiple portals that seem to lead to other, unspecified, locations. One of the portals is known to lead to the portal room in [[Gobwin Knob]].{{erf|1|013}}{{erf|1|140}}&lt;br /&gt;
&lt;br /&gt;
[[Queen Bea]] of [[Unaroyal]] also sent all of her casters through a [[portal]] in her [[capital]] city prior to committing suicide and ending her [[side]] by stepping through the [[portal]] herself.  It is likely there is a [[portal]] connection to portal park in most [[capital]] cities, or at least the capitals of larger [[sides]].&lt;br /&gt;
&lt;br /&gt;
===Barbarianism===&lt;br /&gt;
A [[Caster]] that is in the Magic Kingdom when their [[City|Capital City]] falls reverts to [[Barbarian|barbarism]].{{Erf|1|102|'I'm planning on sending you and the other casters into the Magic Kingdom. When the city falls, you'll be barbarians.'}} This would explain the permanent residents: they are Casters who became Barbarians, and have never selected another [[Side]], instead selling [[Scroll]]s for their livelihood.&lt;br /&gt;
&lt;br /&gt;
==Speculation==&lt;br /&gt;
===Occupants===&lt;br /&gt;
Entry to The Magic Kingdom seems to be reserved for [[Casters]] only. It is implied that non-Caster units will either disband or croak if they attempt to use a [[Portal]] to the island{{erf|1|134}}.  [[Queen Bea]] of [[Unaroyal]] committed suicide by entering a Portal, for instance.  However, [[Parson]] did not croak when he entered the Magic Kingdom{{erf|1|140}}, implying that he is either a Caster or immune to disbanding.  His stats contained an entry describing him as 'special', which might include either being a Caster or being immune to disbanding.  His physical ability to enter aside, he is socially prohibitted from entering because he is a warlord.&lt;br /&gt;
&lt;br /&gt;
Some occupants of The Magic Kingdom seem to be permanent (like [[Janis]]){{erf|1|011}}, while others come and go (like [[Sizemore Rockwell]]).&lt;br /&gt;
&lt;br /&gt;
The Magic Kingdom seems to be reserved for casters only, without regard for caster discipline. It might also be a political neutral zone, as warlords are not permitted.&lt;br /&gt;
&lt;br /&gt;
===Speculative History===&lt;br /&gt;
In the distant past, before there was a Magic Kingdom, war still raged much as it does today.  Kingdoms rose and fell, and fell, their kings, queens, and overlords slain.  When such a thing happened, all units outside the city would be disbanded, and those inside would wait helplessly for their capture or doom.  Yet, sometimes an heir survived to live as a barbarian, perhaps to even one day rebuild their destroyed nation.&lt;br /&gt;
&lt;br /&gt;
But strangely, one other type of unit managed to survive summary disbanding or neutrality - the casters.  Most of them roamed the world as barbarians, unable to rejoin their defeated nation or be supported by the now poor or schmuckerless heir designates who struggled to even make upkeep for themselves.  Some faded away or were captured, but many found enough work to survive on their own.&lt;br /&gt;
&lt;br /&gt;
Then one day, a plan was hatched among two master-class caster barbarians, both of them friends by loneliness or necessity.  They would make a haven for themselves, where they need not struggle for upkeep or wander the world endlessly.  The [[Thinkamancy|Thinkamancer]] of the group linked with his friend, a Findamancer.  Together, they found a Moneymancer and with him created the first portal to the Magic Kingdom, though then it was simply their haven.&lt;br /&gt;
&lt;br /&gt;
It was a small island then, but rich in greenery and made to their tastes.  Soon though, they realized the potential that their small haven offered.  Linking again with his then paramour, the Thinkamancer found two others to help him.  Together, the triad of Thinkamancers conducted the most powerful natural [[Thinkagram]] ever composed in the history of Erfworld - sending an open invite to all wandering casters to join them and help build a nation of casters - a Magic Kingdom.&lt;br /&gt;
&lt;br /&gt;
From all over Erfworld they came, the nationless and sometimes destitute, all to help in the creation of this grand project, this greatest of ideas.  And thus was the Magic Kingdom built.  It thrived for many turns, growing larger and more distinct as new casters came to assist.  Soon, it was a small continent, split into into eight distinct areas that the broad disciplines could mingle and study in, with the single original portal in the very center by which more entered.  Then, disaster struck.&lt;br /&gt;
&lt;br /&gt;
A great [[Ruler]] saw this this Magic Kingdom and and thought not of how easy it would be to find a caster to hire, but of the vast quantities he could capture and turn to his service - or croak to prevent others from doing the same.  He struck with the full might of his forces, and even though the [[Predictamancy|Predictamancers]] and [[Lookamancy|Lookamancers]] gave warning, many were lost or sacrificed themselves in repelling the attack.  At great cost, the Overlord was finally defeated, and the the Magic Kingdom decimated.  But all were in agreement - this could not happen again.&lt;br /&gt;
&lt;br /&gt;
Thus there was a grand assembly of casters, to decide what must be done.  It was soon decided that the the Magic Kingdom must be forever barred to all but casters.  Through their combined efforts, the entrance portal was twisted and changed, forbidding entrance to all but casters - the ultimatum being that to enter would be to face immediate disbanding.  With this new perfect security in place, the chance to offer the construction of new portals in cities (for a price) arose.  Soon the center of the continent was allocated for these new portals, and the area called Portal Park.  Peace drifted back into place, and the Magic Kingdom was a haven again.&lt;br /&gt;
&lt;br /&gt;
The casters never forgot the assault, however, and the threat of non-casters in their Kingdom.&lt;br /&gt;
&lt;br /&gt;
==Real World References==&lt;br /&gt;
&amp;quot;The Magic Kingdom&amp;quot; is the name of [http://en.wikipedia.org/wiki/Magic_Kingdom a theme park] at Walt Disney World.&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category: Speculation]]&lt;br /&gt;
[[Category:Locations of Erfworld]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Toolism</id>
		<title>Toolism</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Toolism"/>
				<updated>2009-10-27T19:36:55Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: Created page with '=Proposed Canon=  The idea of Titans favoring those wielding the Arkentools. Ansom has been spreading the Word in the RCC II trying to convert other Sides to his ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
The idea of [[Titans]] favoring those wielding the [[Arkentool]]s. [[Ansom]] has been spreading the Word in the RCC II trying to convert other [[Side]]s to his views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Battle_Bear</id>
		<title>Battle Bear</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Battle_Bear"/>
				<updated>2009-10-26T10:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Speculation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:300px; height:150px&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{crop|10|780|230|1000|TBFGK_118.jpg}}&lt;br /&gt;
|- &lt;br /&gt;
|A Battle Bear pushes a [[Siege Tower]] towards the walls of [[Gobwin Knob]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
A Battle Bear is a [[golem]], a nonliving [[humanoid]] [[Unit]] capable of both [[siege engine|siege]] operations and basic melee [[combat]]. Battle Bears are capable of throwing rocks, and these can be used against other units but are primarily used to destroy city walls. They can also push siege towers into place, further demonstrating their tactical versatility.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
Battle Bears clearly share much in common with the other [[golems|Cloth Golem]]s, but it is unclear if one is a subset of the other or if they are simply 'cousins'. Their relationship may be similar to [[Gwiffon]]s and [[Megalogwiff]]s, or regular units and [[Knight]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Humanoid]]&lt;br /&gt;
[[Category:Siege]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Turnamancy</id>
		<title>Turnamancy</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Turnamancy"/>
				<updated>2009-10-25T09:19:18Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Canon=&lt;br /&gt;
{{MagicSchool&lt;br /&gt;
 |Spookism&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
Turnamancy is one of the three disciplines of the [[Magic]] class [[Spookism]]; it is aligned with the axis of [[Erf]].{{erf|1|038a|Parson's Klog #2}}&lt;br /&gt;
&lt;br /&gt;
Turnamancers can reduce the build time for units produced in the city they are located.  {{blog|2009|10|summer-updates-–-046}} &lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
* Increased Production Efficiency: &lt;br /&gt;
With the help of a Turnamancer, [[Charlescomm]] can [[pop]] [[archon]]s 3 per 2 [[turn]]s, instead of the normal 1/turn.  This effect may be a sort of time warp (a slowing/speeding effect).&lt;br /&gt;
&lt;br /&gt;
==Speculation==&lt;br /&gt;
Turnamancy might alter the flow of time ([[turn]]s) in some way, perhaps gaining more time for one's own [[side]] or [[unit]]s, or removing move or actions from the other [[side]] or [[unit]]s.&lt;br /&gt;
&lt;br /&gt;
If Turnamancy can slow time, this could be useful not only for popping units, but allow Regents to complete rounds and still have time for actions, or have direct military application.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it may be an effect not on how long a turn lasts but what can happen in that turn; possibly increasing production values and income.&lt;br /&gt;
 &lt;br /&gt;
Natural Turnamancy may be how turn order is decided.&lt;br /&gt;
&lt;br /&gt;
Turnamancy might force units to [[turning|turn]] against their will. Would probably result in very low [[Loyalty]]. (This is unlikely given the passing example of Turnamancy's effect mentioned in [[First Intermission 46]].)&lt;br /&gt;
&lt;br /&gt;
==Known Turnamancers==&lt;br /&gt;
*[[Vanna]], formerly in service to [[Unaroyal]], now residing in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Archon</id>
		<title>Archon</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Archon"/>
				<updated>2009-10-24T20:47:17Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Proposed Canon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|220|&lt;br /&gt;
[[File:Archons.JPG|thumb|Center|200px|Three Archons pose. [[Jaclyn]] is on the right.]]&lt;br /&gt;
{{Stats&lt;br /&gt;
 |name= Archon&lt;br /&gt;
 |race= [[Men]]&lt;br /&gt;
 |class= [[Knight]]&lt;br /&gt;
 |level=&lt;br /&gt;
 |special= [[Flying unit|Flying]], random: [[Dance-fighting]]/[[Leadership]]/[[Shockmancy]]/[[Thinkamancy]]/[[Dollamancy]]/[[Foolamancy]]&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A [[humanoid]], [[knight|knight-class]], [[flying unit]] first seen in the service of [[Charlescomm]]. They are nearly all female, and often are dressed much like an airline stewardess from the 1960s. They have random special [[Unit#Natural_Abilities|natural abilities]] from a set comprised of [[dance fighting]], [[leadership]], and spells from the schools of [[Shockmancy]], [[Thinkamancy]], [[Dollamancy]] and [[Foolamancy]]. They gain additional abilities from that set as they gain levels. When preparing for [[dance fighting]], they have dressed in a 1950s dance style. Archons are intelligent and have names (such as [[Jaclyn]]). Archons with spellcasting capacities are not true [[Caster]]s: their abilities are referred to as natural magic, for example natural foolamancy.{{blog|2009|07|summer-updates-007}} They are also possessed of significant tactical and administrative skills. Archons bring powerful combat and support spells to their employers. Some Archons are able to detect the presence of spells that influence [[Unit]]s, including but not limited to [[Suggestion Spell]]s and [[Veil]]s; they can also identify what's being Veiled.&lt;br /&gt;
&lt;br /&gt;
[[Decrypted]] Archons retain their ability to cast, unlike [[uncroaked]] Archons.&lt;br /&gt;
&lt;br /&gt;
Non-Decrypted Archons have a minimum [[Upkeep]] of 200 [[Shmucker]]s and high-Level ones close to 500 Smcks per Turn.&lt;br /&gt;
&lt;br /&gt;
==Known Abilities==&lt;br /&gt;
&lt;br /&gt;
Spells that Archons are known to have cast include:&lt;br /&gt;
*[[Thinkamancy]]: [[Thinkagram]]s&lt;br /&gt;
*[[Foolamancy]]: DDR trick and &amp;quot;Fireworks display&amp;quot; {{blog|2009|07|summer-updates-007}}&lt;br /&gt;
*[[Shockmancy]]: Blast/energy spells&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
As non-[[Caster]]s, Archons probably do not specialize as normal casters do. They would not benefit from Linking, may not have [[Juice]], and may not be permitted in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
Under [[Charlie]], Archons are mercenaries. Given that both the [[Arkenhammer]] and [[Arkenpliers]] have special [[Unit]]s associated with them ([[dwagon]]s and [[decrypted]] respectively), it is likely that Archons have some special relationship to the [[Arkendish]]. As such, they will be overpowered (ie. unbalanced) relative to normal units.  or perhaps the power of the arkendish enables Charlie to transmit his leadership bonuses to them.&lt;br /&gt;
&lt;br /&gt;
They seem to have Charlie's secrets, and may have revealed them to Parson, after their loyalty switched due to decryption.{{blog|2009|10|summer-updates-041}}&lt;br /&gt;
&lt;br /&gt;
Their changing &amp;quot;outfits&amp;quot; when preparing to dance-fight is likely an effect of their natural Foolamancy. It could also explain the 3 archons' blasts as being the same spell-like ability despite their different appearances. An alternate explanation would be that they were different levels and thus had access to different combat spells.&lt;br /&gt;
&lt;br /&gt;
The [[decrypted]] Archons put on a giant fireworks display.  This could have been [[Shockmancy]] (a damage [[spell]]) or [[Foolamancy]] (a spell that looked like it could damage, but couldn't), or even a combination of both. Whichever it was, all 28 Archons could create the fireworks, suggesting it is available at a very early [[level]]. [[Charlie]] may not have sent his lowest level Archons to [[Gobwin Knob]] due to the extreme danger of the place (one Archon had already died to Air Defenses), so it may not be available to Level 1 Archons.&lt;br /&gt;
&lt;br /&gt;
Archons often cast spells as a group. Possibly a stack of Archons can cast spells a single Archon wouldn't be able to.&lt;br /&gt;
&lt;br /&gt;
Their full strength may be unknown as they apparently charge more money for more of their ability to be available to their clients&lt;br /&gt;
&lt;br /&gt;
==Known Users==&lt;br /&gt;
&lt;br /&gt;
[[Charlescomm]] - Archons seem to have been exclusive to this [[side]] prior to the Battle for Gobwin Knob.&amp;lt;br&amp;gt; They're Charlie's main unit and seem the carry out the majority of his contracts to other sides, as well as serving as his personal intelligence network.&lt;br /&gt;
&lt;br /&gt;
[[Gobwin Knob]] - after undergoing [[decrypted|decryption]]. &amp;lt;br&amp;gt; Gobwin Knob, as of the start of Book Two, has 28 decrypted Archons in its ranks. At day, they scout near hexes for newly popped wild dwagons that Stanley can tame; At night, they provide, well, entertainment to the troops.&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
[[Charlie]]'s Archons are a reference to a television series [http://en.wikipedia.org/wiki/Charlie%27s_Angels Charlie's Angels] featuring 3 young women working as private investigators for their boss, Charlie, whose face is never seen on screen. The first appearance of a trio of archons{{erf|1|042|The Battle For Gobwin Knob}} shows them in the iconic silhouette pose from that show's title card.[http://en.wikipedia.org/wiki/File:Charliesangels.jpg]&lt;br /&gt;
&lt;br /&gt;
The Archon Jaclyn is likely named after [http://en.wikipedia.org/wiki/Jaclyn_Smith Jaclyn Smith], the actress who played the role of [http://en.wikipedia.org/wiki/Kelly_Garrett Kelly Garrett]. &lt;br /&gt;
&lt;br /&gt;
Archons are a race of heavenly outsiders analogous to angels seen in the [http://en.wikipedia.org/wiki/Archon_(Dungeons_%26_Dragons) Dungeons &amp;amp; Dragons] roleplaying game. The term &amp;quot;Archon&amp;quot; replaced the term &amp;quot;Angel&amp;quot; used in the earliest versions of D&amp;amp;D: this choice was made in response to complaints that the game's depiction of angels was disrespectful toward religious belief. (&amp;quot;Demon&amp;quot; and &amp;quot;Devil&amp;quot; were also renamed to purely invented terms in response to complaints that the depiction of demons and devils encouraged occultism.) Recent versions of D&amp;amp;D have quietly restored the original terms as these issues became less heated.&lt;br /&gt;
&lt;br /&gt;
Connecting the two Real World References leads to the following progression: &amp;quot;Charlie's Angels&amp;quot; becomes &amp;quot;Charlie's Archons&amp;quot; under the marketing decision of TSR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Humanoid]]&lt;br /&gt;
[[Category:Flying Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Archon</id>
		<title>Archon</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Archon"/>
				<updated>2009-10-24T20:46:47Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Proposed Canon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|220|&lt;br /&gt;
[[File:Archons.JPG|thumb|Center|200px|Three Archons pose. [[Jaclyn]] is on the right.]]&lt;br /&gt;
{{Stats&lt;br /&gt;
 |name= Archon&lt;br /&gt;
 |race= [[Men]]&lt;br /&gt;
 |class= [[Knight]]&lt;br /&gt;
 |level=&lt;br /&gt;
 |special= [[Flying unit|Flying]], random: [[Dance-fighting]]/[[Leadership]]/[[Shockmancy]]/[[Thinkamancy]]/[[Dollamancy]]/[[Foolamancy]]&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A [[humanoid]], [[knight|knight-class]], [[flying unit]] first seen in the service of [[Charlescomm]]. They are nearly all female, and often are dressed much like an airline stewardess from the 1960s. They have random special [[Unit#Natural_Abilities|natural abilities]] from a set comprised of [[dance fighting]], [[leadership]], and spells from the schools of [[Shockmancy]], [[Thinkamancy]], [[Dollamancy]] and [[Foolamancy]]. They gain additional abilities from that set as they gain levels. When preparing for [[dance fighting]], they have dressed in a 1950s dance style. Archons are intelligent and have names (such as [[Jaclyn]]). Archons with spellcasting capacities are not true [[Caster]]s: their abilities are referred to as natural magic, for example natural foolamancy.{{blog|2009|07|summer-updates-007}} They are also possessed of significant tactical and administrative skills. Archons bring powerful combat and support spells to their employers. Some Archons are able to detect the presence of spells that influence [[Unit]]s, including but not limited to [[Suggestion Spell]]s and [[Veil]]s; they can also identify what's being Veiled.&lt;br /&gt;
&lt;br /&gt;
[[Decrypted]] Archons retain their ability to cast, unlike [[uncroaked]] Archons.&lt;br /&gt;
&lt;br /&gt;
Non-Decrypted Archons have a minimum [[Upkeep]] of 200 [[Shmucker]]s and high-Level ones close to 500 $mcks per Turn.&lt;br /&gt;
&lt;br /&gt;
==Known Abilities==&lt;br /&gt;
&lt;br /&gt;
Spells that Archons are known to have cast include:&lt;br /&gt;
*[[Thinkamancy]]: [[Thinkagram]]s&lt;br /&gt;
*[[Foolamancy]]: DDR trick and &amp;quot;Fireworks display&amp;quot; {{blog|2009|07|summer-updates-007}}&lt;br /&gt;
*[[Shockmancy]]: Blast/energy spells&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
As non-[[Caster]]s, Archons probably do not specialize as normal casters do. They would not benefit from Linking, may not have [[Juice]], and may not be permitted in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
Under [[Charlie]], Archons are mercenaries. Given that both the [[Arkenhammer]] and [[Arkenpliers]] have special [[Unit]]s associated with them ([[dwagon]]s and [[decrypted]] respectively), it is likely that Archons have some special relationship to the [[Arkendish]]. As such, they will be overpowered (ie. unbalanced) relative to normal units.  or perhaps the power of the arkendish enables Charlie to transmit his leadership bonuses to them.&lt;br /&gt;
&lt;br /&gt;
They seem to have Charlie's secrets, and may have revealed them to Parson, after their loyalty switched due to decryption.{{blog|2009|10|summer-updates-041}}&lt;br /&gt;
&lt;br /&gt;
Their changing &amp;quot;outfits&amp;quot; when preparing to dance-fight is likely an effect of their natural Foolamancy. It could also explain the 3 archons' blasts as being the same spell-like ability despite their different appearances. An alternate explanation would be that they were different levels and thus had access to different combat spells.&lt;br /&gt;
&lt;br /&gt;
The [[decrypted]] Archons put on a giant fireworks display.  This could have been [[Shockmancy]] (a damage [[spell]]) or [[Foolamancy]] (a spell that looked like it could damage, but couldn't), or even a combination of both. Whichever it was, all 28 Archons could create the fireworks, suggesting it is available at a very early [[level]]. [[Charlie]] may not have sent his lowest level Archons to [[Gobwin Knob]] due to the extreme danger of the place (one Archon had already died to Air Defenses), so it may not be available to Level 1 Archons.&lt;br /&gt;
&lt;br /&gt;
Archons often cast spells as a group. Possibly a stack of Archons can cast spells a single Archon wouldn't be able to.&lt;br /&gt;
&lt;br /&gt;
Their full strength may be unknown as they apparently charge more money for more of their ability to be available to their clients&lt;br /&gt;
&lt;br /&gt;
==Known Users==&lt;br /&gt;
&lt;br /&gt;
[[Charlescomm]] - Archons seem to have been exclusive to this [[side]] prior to the Battle for Gobwin Knob.&amp;lt;br&amp;gt; They're Charlie's main unit and seem the carry out the majority of his contracts to other sides, as well as serving as his personal intelligence network.&lt;br /&gt;
&lt;br /&gt;
[[Gobwin Knob]] - after undergoing [[decrypted|decryption]]. &amp;lt;br&amp;gt; Gobwin Knob, as of the start of Book Two, has 28 decrypted Archons in its ranks. At day, they scout near hexes for newly popped wild dwagons that Stanley can tame; At night, they provide, well, entertainment to the troops.&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
[[Charlie]]'s Archons are a reference to a television series [http://en.wikipedia.org/wiki/Charlie%27s_Angels Charlie's Angels] featuring 3 young women working as private investigators for their boss, Charlie, whose face is never seen on screen. The first appearance of a trio of archons{{erf|1|042|The Battle For Gobwin Knob}} shows them in the iconic silhouette pose from that show's title card.[http://en.wikipedia.org/wiki/File:Charliesangels.jpg]&lt;br /&gt;
&lt;br /&gt;
The Archon Jaclyn is likely named after [http://en.wikipedia.org/wiki/Jaclyn_Smith Jaclyn Smith], the actress who played the role of [http://en.wikipedia.org/wiki/Kelly_Garrett Kelly Garrett]. &lt;br /&gt;
&lt;br /&gt;
Archons are a race of heavenly outsiders analogous to angels seen in the [http://en.wikipedia.org/wiki/Archon_(Dungeons_%26_Dragons) Dungeons &amp;amp; Dragons] roleplaying game. The term &amp;quot;Archon&amp;quot; replaced the term &amp;quot;Angel&amp;quot; used in the earliest versions of D&amp;amp;D: this choice was made in response to complaints that the game's depiction of angels was disrespectful toward religious belief. (&amp;quot;Demon&amp;quot; and &amp;quot;Devil&amp;quot; were also renamed to purely invented terms in response to complaints that the depiction of demons and devils encouraged occultism.) Recent versions of D&amp;amp;D have quietly restored the original terms as these issues became less heated.&lt;br /&gt;
&lt;br /&gt;
Connecting the two Real World References leads to the following progression: &amp;quot;Charlie's Angels&amp;quot; becomes &amp;quot;Charlie's Archons&amp;quot; under the marketing decision of TSR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Humanoid]]&lt;br /&gt;
[[Category:Flying Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Archon</id>
		<title>Archon</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Archon"/>
				<updated>2009-10-24T20:45:21Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|220|&lt;br /&gt;
[[File:Archons.JPG|thumb|Center|200px|Three Archons pose. [[Jaclyn]] is on the right.]]&lt;br /&gt;
{{Stats&lt;br /&gt;
 |name= Archon&lt;br /&gt;
 |race= [[Men]]&lt;br /&gt;
 |class= [[Knight]]&lt;br /&gt;
 |level=&lt;br /&gt;
 |special= [[Flying unit|Flying]], random: [[Dance-fighting]]/[[Leadership]]/[[Shockmancy]]/[[Thinkamancy]]/[[Dollamancy]]/[[Foolamancy]]&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A [[humanoid]], [[knight|knight-class]], [[flying unit]] first seen in the service of [[Charlescomm]]. They are nearly all female, and often are dressed much like an airline stewardess from the 1960s. They have random special [[Unit#Natural_Abilities|natural abilities]] from a set comprised of [[dance fighting]], [[leadership]], and spells from the schools of [[Shockmancy]], [[Thinkamancy]], [[Dollamancy]] and [[Foolamancy]]. They gain additional abilities from that set as they gain levels. When preparing for [[dance fighting]], they have dressed in a 1950s dance style. Archons are intelligent and have names (such as [[Jaclyn]]). Archons with spellcasting capacities are not true [[Caster]]s: their abilities are referred to as natural magic, for example natural foolamancy.{{blog|2009|07|summer-updates-007}} They are also possessed of significant tactical and administrative skills. Archons bring powerful combat and support spells to their employers. Some Archons are able to detect the presence of spells that influence [[Unit]]s, including but not limited to [[Suggestion Spell]]s and [[Veil]]s; they can also identify what's being Veiled.&lt;br /&gt;
&lt;br /&gt;
[[Decrypted]] Archons retain their ability to cast, unlike [[uncroaked]] Archons.&lt;br /&gt;
&lt;br /&gt;
Non-Decrypted Archons have a minimum [[Upkeep]] of 200 [[Shmucker]]s and high-Level ones close to 500 Smcks per Turn.&lt;br /&gt;
&lt;br /&gt;
==Known Abilities==&lt;br /&gt;
&lt;br /&gt;
Spells that Archons are known to have cast include:&lt;br /&gt;
*[[Thinkamancy]]: [[Thinkagram]]s&lt;br /&gt;
*[[Foolamancy]]: DDR trick and &amp;quot;Fireworks display&amp;quot; {{blog|2009|07|summer-updates-007}}&lt;br /&gt;
*[[Shockmancy]]: Blast/energy spells&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
As non-[[Caster]]s, Archons probably do not specialize as normal casters do. They would not benefit from Linking, may not have [[Juice]], and may not be permitted in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
Under [[Charlie]], Archons are mercenaries. Given that both the [[Arkenhammer]] and [[Arkenpliers]] have special [[Unit]]s associated with them ([[dwagon]]s and [[decrypted]] respectively), it is likely that Archons have some special relationship to the [[Arkendish]]. As such, they will be overpowered (ie. unbalanced) relative to normal units.  or perhaps the power of the arkendish enables Charlie to transmit his leadership bonuses to them.&lt;br /&gt;
&lt;br /&gt;
They seem to have Charlie's secrets, and may have revealed them to Parson, after their loyalty switched due to decryption.{{blog|2009|10|summer-updates-041}}&lt;br /&gt;
&lt;br /&gt;
Their changing &amp;quot;outfits&amp;quot; when preparing to dance-fight is likely an effect of their natural Foolamancy. It could also explain the 3 archons' blasts as being the same spell-like ability despite their different appearances. An alternate explanation would be that they were different levels and thus had access to different combat spells.&lt;br /&gt;
&lt;br /&gt;
The [[decrypted]] Archons put on a giant fireworks display.  This could have been [[Shockmancy]] (a damage [[spell]]) or [[Foolamancy]] (a spell that looked like it could damage, but couldn't), or even a combination of both. Whichever it was, all 28 Archons could create the fireworks, suggesting it is available at a very early [[level]]. [[Charlie]] may not have sent his lowest level Archons to [[Gobwin Knob]] due to the extreme danger of the place (one Archon had already died to Air Defenses), so it may not be available to Level 1 Archons.&lt;br /&gt;
&lt;br /&gt;
Archons often cast spells as a group. Possibly a stack of Archons can cast spells a single Archon wouldn't be able to.&lt;br /&gt;
&lt;br /&gt;
Their full strength may be unknown as they apparently charge more money for more of their ability to be available to their clients&lt;br /&gt;
&lt;br /&gt;
==Known Users==&lt;br /&gt;
&lt;br /&gt;
[[Charlescomm]] - Archons seem to have been exclusive to this [[side]] prior to the Battle for Gobwin Knob.&amp;lt;br&amp;gt; They're Charlie's main unit and seem the carry out the majority of his contracts to other sides, as well as serving as his personal intelligence network.&lt;br /&gt;
&lt;br /&gt;
[[Gobwin Knob]] - after undergoing [[decrypted|decryption]]. &amp;lt;br&amp;gt; Gobwin Knob, as of the start of Book Two, has 28 decrypted Archons in its ranks. At day, they scout near hexes for newly popped wild dwagons that Stanley can tame; At night, they provide, well, entertainment to the troops.&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
[[Charlie]]'s Archons are a reference to a television series [http://en.wikipedia.org/wiki/Charlie%27s_Angels Charlie's Angels] featuring 3 young women working as private investigators for their boss, Charlie, whose face is never seen on screen. The first appearance of a trio of archons{{erf|1|042|The Battle For Gobwin Knob}} shows them in the iconic silhouette pose from that show's title card.[http://en.wikipedia.org/wiki/File:Charliesangels.jpg]&lt;br /&gt;
&lt;br /&gt;
The Archon Jaclyn is likely named after [http://en.wikipedia.org/wiki/Jaclyn_Smith Jaclyn Smith], the actress who played the role of [http://en.wikipedia.org/wiki/Kelly_Garrett Kelly Garrett]. &lt;br /&gt;
&lt;br /&gt;
Archons are a race of heavenly outsiders analogous to angels seen in the [http://en.wikipedia.org/wiki/Archon_(Dungeons_%26_Dragons) Dungeons &amp;amp; Dragons] roleplaying game. The term &amp;quot;Archon&amp;quot; replaced the term &amp;quot;Angel&amp;quot; used in the earliest versions of D&amp;amp;D: this choice was made in response to complaints that the game's depiction of angels was disrespectful toward religious belief. (&amp;quot;Demon&amp;quot; and &amp;quot;Devil&amp;quot; were also renamed to purely invented terms in response to complaints that the depiction of demons and devils encouraged occultism.) Recent versions of D&amp;amp;D have quietly restored the original terms as these issues became less heated.&lt;br /&gt;
&lt;br /&gt;
Connecting the two Real World References leads to the following progression: &amp;quot;Charlie's Angels&amp;quot; becomes &amp;quot;Charlie's Archons&amp;quot; under the marketing decision of TSR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Humanoid]]&lt;br /&gt;
[[Category:Flying Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Upkeep</id>
		<title>Upkeep</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Upkeep"/>
				<updated>2009-10-24T20:45:13Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Proposed Canon==&lt;br /&gt;
Upkeep is the amount of money paid by a side every [[Turn]] to retain the services of a [[Unit]] and cause its [[ration]]s to [[pop]].{{erf|1|039}}&amp;lt;sup&amp;gt; and &amp;lt;/sup&amp;gt;{{erf|1|138}} Upkeep is paid every turn, but does not need to be paid in full. By consuming [[provisions]], only a portion of a Unit's upkeep needs to be paid.&lt;br /&gt;
&lt;br /&gt;
===Upkeep Examples===&lt;br /&gt;
*[[Parson Gotti]] -- over one thousand [[Shmucker]]s{{erf|1|039|Panel 4: 'The treasury puts your upkeep at over a thousand Shmuckers a turn.'}}&lt;br /&gt;
*[[Archon]]s -- from 200 to 500 [[Shmucker]]s&lt;br /&gt;
*[[Decrypted]] [[Ansom]] -- zero{{erf|1|145|Panel 2: 'But his upkeep is zero?'}}.&lt;br /&gt;
==Speculation==&lt;br /&gt;
The figures above seem to be the two extremes: Stanley is disgusted that even a Chief Warlord could cost over 1000 per turn (suggesting it is one of the highest he has encountered), and Parson seems shocked that Decrypted Ansom would have no upkeep at all.  It is quite possible that the upkeep for uncroaked and other low-level units might cost 0 or near 0 schmuckers.&amp;lt;br&amp;gt;&lt;br /&gt;
It is not known if any upkeep goes to the Unit itself (as a wage), or if it all simply disappears.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Erfworld Mechanics]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Archon</id>
		<title>Archon</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Archon"/>
				<updated>2009-10-24T20:42:54Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|220|&lt;br /&gt;
[[File:Archons.JPG|thumb|Center|200px|Three Archons pose. [[Jaclyn]] is on the right.]]&lt;br /&gt;
{{Stats&lt;br /&gt;
 |name= Archon&lt;br /&gt;
 |race= [[Men]]&lt;br /&gt;
 |class= [[Knight]]&lt;br /&gt;
 |level=&lt;br /&gt;
 |special= [[Flying unit|Flying]], random: [[Dance-fighting]]/[[Leadership]]/[[Shockmancy]]/[[Thinkamancy]]/[[Dollamancy]]/[[Foolamancy]]&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A [[humanoid]], [[knight|knight-class]], [[flying unit]] first seen in the service of [[Charlescomm]]. They are nearly all female, and often are dressed much like an airline stewardess from the 1960s. They have random special [[Unit#Natural_Abilities|natural abilities]] from a set comprised of [[dance fighting]], [[leadership]], and spells from the schools of [[Shockmancy]], [[Thinkamancy]], [[Dollamancy]] and [[Foolamancy]]. They gain additional abilities from that set as they gain levels. When preparing for [[dance fighting]], they have dressed in a 1950s dance style. Archons are intelligent and have names (such as [[Jaclyn]]). Archons with spellcasting capacities are not true [[Caster]]s: their abilities are referred to as natural magic, for example natural foolamancy.{{blog|2009|07|summer-updates-007}} They are also possessed of significant tactical and administrative skills. Archons bring powerful combat and support spells to their employers. Some Archons are able to detect the presence of spells that influence [[Unit]]s, including but not limited to [[Suggestion Spell]]s and [[Veil]]s; they can also identify what's being Veiled.&lt;br /&gt;
&lt;br /&gt;
[[Decrypted]] Archons retain their ability to cast, unlike [[uncroaked]] Archons.&lt;br /&gt;
&lt;br /&gt;
Non-Decrypted Archons have a minimum [[Upkeep]] of 200 [[Schmucker]]s and high-Level ones close to 500 Smcks per Turn.&lt;br /&gt;
&lt;br /&gt;
==Known Abilities==&lt;br /&gt;
&lt;br /&gt;
Spells that Archons are known to have cast include:&lt;br /&gt;
*[[Thinkamancy]]: [[Thinkagram]]s&lt;br /&gt;
*[[Foolamancy]]: DDR trick and &amp;quot;Fireworks display&amp;quot; {{blog|2009|07|summer-updates-007}}&lt;br /&gt;
*[[Shockmancy]]: Blast/energy spells&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
As non-[[Caster]]s, Archons probably do not specialize as normal casters do. They would not benefit from Linking, may not have [[Juice]], and may not be permitted in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
Under [[Charlie]], Archons are mercenaries. Given that both the [[Arkenhammer]] and [[Arkenpliers]] have special [[Unit]]s associated with them ([[dwagon]]s and [[decrypted]] respectively), it is likely that Archons have some special relationship to the [[Arkendish]]. As such, they will be overpowered (ie. unbalanced) relative to normal units.  or perhaps the power of the arkendish enables Charlie to transmit his leadership bonuses to them.&lt;br /&gt;
&lt;br /&gt;
They seem to have Charlie's secrets, and may have revealed them to Parson, after their loyalty switched due to decryption.{{blog|2009|10|summer-updates-041}}&lt;br /&gt;
&lt;br /&gt;
Their changing &amp;quot;outfits&amp;quot; when preparing to dance-fight is likely an effect of their natural Foolamancy. It could also explain the 3 archons' blasts as being the same spell-like ability despite their different appearances. An alternate explanation would be that they were different levels and thus had access to different combat spells.&lt;br /&gt;
&lt;br /&gt;
The [[decrypted]] Archons put on a giant fireworks display.  This could have been [[Shockmancy]] (a damage [[spell]]) or [[Foolamancy]] (a spell that looked like it could damage, but couldn't), or even a combination of both. Whichever it was, all 28 Archons could create the fireworks, suggesting it is available at a very early [[level]]. [[Charlie]] may not have sent his lowest level Archons to [[Gobwin Knob]] due to the extreme danger of the place (one Archon had already died to Air Defenses), so it may not be available to Level 1 Archons.&lt;br /&gt;
&lt;br /&gt;
Archons often cast spells as a group. Possibly a stack of Archons can cast spells a single Archon wouldn't be able to.&lt;br /&gt;
&lt;br /&gt;
Their full strength may be unknown as they apparently charge more money for more of their ability to be available to their clients&lt;br /&gt;
&lt;br /&gt;
==Known Users==&lt;br /&gt;
&lt;br /&gt;
[[Charlescomm]] - Archons seem to have been exclusive to this [[side]] prior to the Battle for Gobwin Knob.&amp;lt;br&amp;gt; They're Charlie's main unit and seem the carry out the majority of his contracts to other sides, as well as serving as his personal intelligence network.&lt;br /&gt;
&lt;br /&gt;
[[Gobwin Knob]] - after undergoing [[decrypted|decryption]]. &amp;lt;br&amp;gt; Gobwin Knob, as of the start of Book Two, has 28 decrypted Archons in its ranks. At day, they scout near hexes for newly popped wild dwagons that Stanley can tame; At night, they provide, well, entertainment to the troops.&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
[[Charlie]]'s Archons are a reference to a television series [http://en.wikipedia.org/wiki/Charlie%27s_Angels Charlie's Angels] featuring 3 young women working as private investigators for their boss, Charlie, whose face is never seen on screen. The first appearance of a trio of archons{{erf|1|042|The Battle For Gobwin Knob}} shows them in the iconic silhouette pose from that show's title card.[http://en.wikipedia.org/wiki/File:Charliesangels.jpg]&lt;br /&gt;
&lt;br /&gt;
The Archon Jaclyn is likely named after [http://en.wikipedia.org/wiki/Jaclyn_Smith Jaclyn Smith], the actress who played the role of [http://en.wikipedia.org/wiki/Kelly_Garrett Kelly Garrett]. &lt;br /&gt;
&lt;br /&gt;
Archons are a race of heavenly outsiders analogous to angels seen in the [http://en.wikipedia.org/wiki/Archon_(Dungeons_%26_Dragons) Dungeons &amp;amp; Dragons] roleplaying game. The term &amp;quot;Archon&amp;quot; replaced the term &amp;quot;Angel&amp;quot; used in the earliest versions of D&amp;amp;D: this choice was made in response to complaints that the game's depiction of angels was disrespectful toward religious belief. (&amp;quot;Demon&amp;quot; and &amp;quot;Devil&amp;quot; were also renamed to purely invented terms in response to complaints that the depiction of demons and devils encouraged occultism.) Recent versions of D&amp;amp;D have quietly restored the original terms as these issues became less heated.&lt;br /&gt;
&lt;br /&gt;
Connecting the two Real World References leads to the following progression: &amp;quot;Charlie's Angels&amp;quot; becomes &amp;quot;Charlie's Archons&amp;quot; under the marketing decision of TSR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Humanoid]]&lt;br /&gt;
[[Category:Flying Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Archon</id>
		<title>Archon</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Archon"/>
				<updated>2009-10-24T20:36:56Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|220|&lt;br /&gt;
[[File:Archons.JPG|thumb|Center|200px|Three Archons pose. [[Jaclyn]] is on the right.]]&lt;br /&gt;
{{Stats&lt;br /&gt;
 |name= Archon&lt;br /&gt;
 |race= [[Men]]&lt;br /&gt;
 |class= [[Knight]]&lt;br /&gt;
 |level=&lt;br /&gt;
 |special= [[Flying unit|Flying]], random: [[Dance-fighting]]/[[Leadership]]/[[Shockmancy]]/[[Thinkamancy]]/[[Dollamancy]]/[[Foolamancy]]&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A [[humanoid]], [[knight|knight-class]], [[flying unit]] first seen in the service of [[Charlescomm]]. They are nearly all female, and often are dressed much like an airline stewardess from the 1960s. They have random special [[Unit#Natural_Abilities|natural abilities]] from a set comprised of [[dance fighting]], [[leadership]], and spells from the schools of [[Shockmancy]], [[Thinkamancy]], [[Dollamancy]] and [[Foolamancy]]. They gain additional abilities from that set as they gain levels. When preparing for [[dance fighting]], they have dressed in a 1950s dance style. Archons are intelligent and have names (such as [[Jaclyn]]). Archons with spellcasting capacities are not true [[Caster]]s: their abilities are referred to as natural magic, for example natural foolamancy.{{blog|2009|07|summer-updates-007}} They are also possessed of significant tactical and administrative skills. Archons bring powerful combat and support spells to their employers. Some Archons are able to detect the presence of spells that influence [[Unit]]s, including but not limited to [[Suggestion Spell]]s and [[Veil]]s; they can also identify what's being Veiled.&lt;br /&gt;
&lt;br /&gt;
[[Decrypted]] Archons retain their ability to cast, unlike [[uncroaked]] Archons.&lt;br /&gt;
&lt;br /&gt;
==Known Abilities==&lt;br /&gt;
&lt;br /&gt;
Spells that Archons are known to have cast include:&lt;br /&gt;
*[[Thinkamancy]]: [[Thinkagram]]s&lt;br /&gt;
*[[Foolamancy]]: DDR trick and &amp;quot;Fireworks display&amp;quot; {{blog|2009|07|summer-updates-007}}&lt;br /&gt;
*[[Shockmancy]]: Blast/energy spells&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
As non-[[Caster]]s, Archons probably do not specialize as normal casters do. They would not benefit from Linking, may not have [[Juice]], and may not be permitted in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
Under [[Charlie]], Archons are mercenaries. Given that both the [[Arkenhammer]] and [[Arkenpliers]] have special [[Unit]]s associated with them ([[dwagon]]s and [[decrypted]] respectively), it is likely that Archons have some special relationship to the [[Arkendish]]. As such, they will be overpowered (ie. unbalanced) relative to normal units.  or perhaps the power of the arkendish enables Charlie to transmit his leadership bonuses to them.&lt;br /&gt;
&lt;br /&gt;
They seem to have Charlie's secrets, and may have revealed them to Parson, after their loyalty switched due to decryption.{{blog|2009|10|summer-updates-041}}&lt;br /&gt;
&lt;br /&gt;
Their changing &amp;quot;outfits&amp;quot; when preparing to dance-fight is likely an effect of their natural Foolamancy. It could also explain the 3 archons' blasts as being the same spell-like ability despite their different appearances. An alternate explanation would be that they were different levels and thus had access to different combat spells.&lt;br /&gt;
&lt;br /&gt;
The [[decrypted]] Archons put on a giant fireworks display.  This could have been [[Shockmancy]] (a damage [[spell]]) or [[Foolamancy]] (a spell that looked like it could damage, but couldn't), or even a combination of both. Whichever it was, all 28 Archons could create the fireworks, suggesting it is available at a very early [[level]]. [[Charlie]] may not have sent his lowest level Archons to [[Gobwin Knob]] due to the extreme danger of the place (one Archon had already died to Air Defenses), so it may not be available to Level 1 Archons.&lt;br /&gt;
&lt;br /&gt;
Archons often cast spells as a group. Possibly a stack of Archons can cast spells a single Archon wouldn't be able to.&lt;br /&gt;
&lt;br /&gt;
Their full strength may be unknown as they apparently charge more money for more of their ability to be available to their clients&lt;br /&gt;
&lt;br /&gt;
==Known Users==&lt;br /&gt;
&lt;br /&gt;
[[Charlescomm]] - Archons seem to have been exclusive to this [[side]] prior to the Battle for Gobwin Knob.&amp;lt;br&amp;gt; They're Charlie's main unit and seem the carry out the majority of his contracts to other sides, as well as serving as his personal intelligence network.&lt;br /&gt;
&lt;br /&gt;
[[Gobwin Knob]] - after undergoing [[decrypted|decryption]]. &amp;lt;br&amp;gt; Gobwin Knob, as of the start of Book Two, has 28 decrypted Archons in its ranks. At day, they scout near hexes for newly popped wild dwagons that Stanley can tame; At night, they provide, well, entertainment to the troops.&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
[[Charlie]]'s Archons are a reference to a television series [http://en.wikipedia.org/wiki/Charlie%27s_Angels Charlie's Angels] featuring 3 young women working as private investigators for their boss, Charlie, whose face is never seen on screen. The first appearance of a trio of archons{{erf|1|042|The Battle For Gobwin Knob}} shows them in the iconic silhouette pose from that show's title card.[http://en.wikipedia.org/wiki/File:Charliesangels.jpg]&lt;br /&gt;
&lt;br /&gt;
The Archon Jaclyn is likely named after [http://en.wikipedia.org/wiki/Jaclyn_Smith Jaclyn Smith], the actress who played the role of [http://en.wikipedia.org/wiki/Kelly_Garrett Kelly Garrett]. &lt;br /&gt;
&lt;br /&gt;
Archons are a race of heavenly outsiders analogous to angels seen in the [http://en.wikipedia.org/wiki/Archon_(Dungeons_%26_Dragons) Dungeons &amp;amp; Dragons] roleplaying game. The term &amp;quot;Archon&amp;quot; replaced the term &amp;quot;Angel&amp;quot; used in the earliest versions of D&amp;amp;D: this choice was made in response to complaints that the game's depiction of angels was disrespectful toward religious belief. (&amp;quot;Demon&amp;quot; and &amp;quot;Devil&amp;quot; were also renamed to purely invented terms in response to complaints that the depiction of demons and devils encouraged occultism.) Recent versions of D&amp;amp;D have quietly restored the original terms as these issues became less heated.&lt;br /&gt;
&lt;br /&gt;
Connecting the two Real World References leads to the following progression: &amp;quot;Charlie's Angels&amp;quot; becomes &amp;quot;Charlie's Archons&amp;quot; under the marketing decision of TSR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Humanoid]]&lt;br /&gt;
[[Category:Flying Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Stats</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Stats"/>
				<updated>2009-10-24T15:37:54Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Possible Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Cannon=&lt;br /&gt;
A unit's stats(also called statistics or points) are a set of whole numbers that describe it's abilities. Each unit has five knowable stats and at least two hidden stats. It is unknown if units with special abilities may also have additional stats.&lt;br /&gt;
&lt;br /&gt;
==Visible Stats==&lt;br /&gt;
These can be seen by every [[Commander]] naturally{{Erf|1|040a}}.&lt;br /&gt;
&lt;br /&gt;
'''''[[Move]]''''':&lt;br /&gt;
A measure of a [[unit]]'s ability to travel across the hex grid. Units have their move reset to its full value at the beginning of their side's turn; unused move reverts to zero at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
'''''[[Hits]]''''':&lt;br /&gt;
A measure of the amount of damage the [[unit]] can sustain before it is croaked. Units regain all lost hits at the beginning of their [[side]]'s [[turn]].&lt;br /&gt;
&lt;br /&gt;
'''''[[Combat_(stat)|Combat]]''''':&lt;br /&gt;
Not explicitly described; apparently a measure of the [[unit]]'s ability to inflict damage. (It is transcribed as &amp;quot;Attack&amp;quot; in one of Parson's Klog entries.)&lt;br /&gt;
&lt;br /&gt;
'''''[[Defense]]''''':&lt;br /&gt;
Not explicitly described; apparently a measure of the [[unit]]'s ability to minimize or avoid damage from an attack.&lt;br /&gt;
&lt;br /&gt;
==Knowable==&lt;br /&gt;
These can be known, but are not instantly known by all and make take some reasoning.&lt;br /&gt;
&lt;br /&gt;
'''''[[Level]]''''':&lt;br /&gt;
A measure of a [[Unit]]'s relative power vs. other Units of the same type. [[Level]] is a statistic that increases, thanks to [[Experience]] gains. As Level increases, new abilities may become available.&lt;br /&gt;
&lt;br /&gt;
'''''[[Upkeep]]''''':&lt;br /&gt;
Upkeep is a cost paid by [[Ruler]]s to maintain [[Unit]]s.{{erf|1|039}} Certain units, such as [[Decrypted]], have no upkeep.{{erf|1|145}} Upkeep has not been described as a stat, but it is a value that all Units have, even if zero.&lt;br /&gt;
&lt;br /&gt;
==Unknowable==&lt;br /&gt;
'''''[[Loyalty]]''''':&lt;br /&gt;
Although the result of [[Natural Thinkamancy]], Loyalty is expressed as a unit statistic. However, the value any unit has is unknown. That value can be altered by [[Thinkamancy]] such as a [[Suggestion Spell]].  It is probable that loyalty is subjective and is different if different sides are involved.&lt;br /&gt;
&lt;br /&gt;
'''''[[Experience]]''''':&lt;br /&gt;
Experience is a statistic theorized to exist that explains why units level. A measure of the amount of combat a [[Unit]] has participated in. This statistic increases as the Unit [[Croaking|croaks]] enemies. The value of this statistic is hidden from other units and even from the Unit itself.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
==Possible Stats==&lt;br /&gt;
It is possible that [[Unit]]s have other non-visible stats or stats that are only relevant with certain special abilities.&lt;br /&gt;
&lt;br /&gt;
'''''[[Leadership]]''''':&lt;br /&gt;
A [[Warlord]] unit may have a leadership stat that determines what bonus thy provide, or the bonus may be a function of level.&lt;br /&gt;
&lt;br /&gt;
'''''[[Magic]]''''':&lt;br /&gt;
All [[Caster]]s of the same discipline and may not be equal.  For instance [[Wanda]] is said to be better outside of her discipline than [[Sizemore]].{{erf|1|013}}&lt;br /&gt;
&lt;br /&gt;
'''''[[Juice]]''''':&lt;br /&gt;
How many spells a Caster can throw in a Turn without resorting to [[Scroll]]s.&lt;br /&gt;
&lt;br /&gt;
'''''Intelligence''''':&lt;br /&gt;
Obviously not everyone has equal mental abilities.  It's also possible that people's mental abilities are more quantifiable on ErfWorld than Earth.&lt;br /&gt;
&lt;br /&gt;
'''''Luck''''':&lt;br /&gt;
Random events may be biased in favor if those with higher luck stats.&lt;br /&gt;
&lt;br /&gt;
[[Category:Erfworld Mechanics]][[Category:Proposed Canon]][[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Shmucker</id>
		<title>Shmucker</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Shmucker"/>
				<updated>2009-10-24T11:02:03Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
The Shmucker is the primary currency of [[Erfworld]].  To date, the other units of currency and barter that have been mentioned are [[Rand]]s, [[Coin]]s and [[Gem]]s; no exchange rates have been indicated.&lt;br /&gt;
&lt;br /&gt;
Shmuckers that belong to a [[Side]] are stored in the Side's [[treasury]]. Shmuckers that belong to a [[Warlord]] or [[Caster]] are stored in a personal [[purse]]. It is implied that in both cases Shmuckers are not stored as physical objects (e.g. [[coin]]s), but rather as symbolical means of exchange.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
&lt;br /&gt;
What follows is a list of prices and values that have been mentioned in the comic, ordered by value:&lt;br /&gt;
&lt;br /&gt;
* The [[Spell]] to [[Summon Perfect Warlord Spell|summon]] [[Parson]] cost a total of 500,000{{erf|1|005}} Shmuckers; 150,000 for the casting and support plan, 350,000 (which is all that [[Stanley]] would pay) for the [[Scroll]] itself.  Stanley considered this an outrageous sum, and the larger figure was literally [[Gobwin Knob]]'s entire [[treasury]]{{erf|1|006}} at the start of the [[Battle for Gobwin Knob]]. Coincidentally, Sizemore speculates that the [[Mathamancy Bracer]] would fetch a half-million Shmuckers from a mathamancy-reliant overlord. {{erf|1|054}}&lt;br /&gt;
* [[Charlie]] tried to charge [[Don King]] 250,000 per turn to ally himself with [[Transylvito]] in order to ambush [[Stanley]] on his way to [[Kingdom of Faq|Faq]].{{erf|1|107}} The price was exorbitantly high, and designed to make Don King reluctant to pay.&lt;br /&gt;
* [[Caesar Borgata]] quoted [[Don King]] claiming that 250,000 shmuckers was the extra money that would be needed for [[Transylvito]] to take [[Carpool]] from the [[Carpudlians]]. {{blog|2009|07|summer-updates-011}}&lt;br /&gt;
* [[Dewy Tulips]] claimed that the [[Carpudlians]] paid about 40,000 Shmuckers to ransom the city of [[Carport]] to avoid it being sacked. {{blog|2009|07|summer-updates-011}}&lt;br /&gt;
* [[Jillian]] argues that 2,500 Shmuckers for [[Charlie]]'s [[Thinkagram]]{{erf|1|051}} service is far from a &amp;quot;nominal&amp;quot; fee as advertised by one of the [[Archon]]s. [[Webinar]] mentions that the fee is &amp;quot;for two-way&amp;quot;.  A presumably one-way Thinkagram to [[Ansom]] cost her 1700 Shmuckers, which was almost her entire [[purse]].{{erf|1|083}}&lt;br /&gt;
* [[Parson|Parson's]] [[upkeep]] is &amp;quot;over 1,000 Shmuckers per turn&amp;quot;{{erf|1|039}}. Stanley seems to regard this as annoyingly expensive, but not utterly outrageous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Erfworld Mechanics]]&lt;br /&gt;
[[Category:Currency]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Don_King</id>
		<title>Don King</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Don_King"/>
				<updated>2009-10-22T07:27:05Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Queen Jillian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|240|&lt;br /&gt;
[[Image:King,Don.png|center]]{{Stats&lt;br /&gt;
 |name= Don King&lt;br /&gt;
 |race= [[Transylvito Vampire]]&lt;br /&gt;
 |tribe= &lt;br /&gt;
 |faction= [[Transylvito]]&lt;br /&gt;
 |class= [[Ruler]] (King)&lt;br /&gt;
 |level= &lt;br /&gt;
 |move= &lt;br /&gt;
 |hits= &lt;br /&gt;
 |combat= &lt;br /&gt;
 |defense= &lt;br /&gt;
 |special= [[Royal]]&lt;br /&gt;
 |eyebook= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
Don King is the [[Ruler]] of [[Transylvito]]. He is a [[royal]]. He persuaded [[Jillian]] to become Queen of [[Faq]], and provided her with the money needed to rebuild that [[side]]. He is currently negotiating with Jillian the terms under which Faq will [[pop]] a [[Royal]] [[Heir]].&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
=Relationships=&lt;br /&gt;
&lt;br /&gt;
=Queen Jillian=&lt;br /&gt;
&lt;br /&gt;
Don King first met Jillian at the moment when he is reassessing his views on the importance of [[Royalty]]. He realized that Stanley posed both an ideological threat (because of his claim to a new Titanic mandate) and a strategic threat (because Gobwin Knob had just used an unknown weapon to wipe out an entire army). Jillian probably interested him because she is a young Royal with a great deal of combat experience who had good reason to hate Stanley and who had demonstrated some capability to predict Stanley's actions. He decided to help her rebuild [[Faq]]. &lt;br /&gt;
But then, he learned at some point that [[Ansom]], whom he knew Jillian loved, was not, as previously thought, croaked. Instead, Ansom is leading Stanleyès forces as his [[Chief Warlord]]. This may have lead Don to question how Jillian would react to Ansomès apparent decision to support Stanley. Could Jillian be trusted?   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He seems to trust [[Vinny]] a great deal.&lt;br /&gt;
&lt;br /&gt;
It isn't clear if Don King can fly, though most [[Transylvito Vampire]]s are able to.&lt;br /&gt;
&lt;br /&gt;
==Real World References==&lt;br /&gt;
He shares his name with [http://en.wikipedia.org/wiki/Don_King Don King], a famous boxing promoter.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&amp;quot; is a title ostensibly held by the rulers of mafia families (but certainly used in many movies and television programs), reinforcing the mafia imagery associated with Transylvito.&lt;br /&gt;
&lt;br /&gt;
His appearance closely resembles [http://en.wikipedia.org/wiki/Marlon_Brando Marlon Brando] in his overweight later years. Brando portrayed Vito Corleone in [http://en.wikipedia.org/wiki/The_Godfather The Godfather], a famous crime film. This is reinfored by the description of Don King's voice being &amp;quot;airy&amp;quot;.&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Stats</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Stats"/>
				<updated>2009-10-17T06:24:08Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Possible Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Cannon=&lt;br /&gt;
A unit's stats(also called statistics or points) are a set of whole numbers that describe it's abilities. Each unit has five knowable stats and at least two hidden stats. It is unknown if units with special abilities may also have additional stats.&lt;br /&gt;
&lt;br /&gt;
==Visible Stats==&lt;br /&gt;
These can be seen by every [[Commander]] naturally{{Erf|1|040a}}.&lt;br /&gt;
&lt;br /&gt;
'''''[[Move]]''''':&lt;br /&gt;
A measure of a [[unit]]'s ability to travel across the hex grid. Units have their move reset to its full value at the beginning of their side's turn; unused move reverts to zero at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
'''''[[Hits]]''''':&lt;br /&gt;
A measure of the amount of damage the [[unit]] can sustain before it is croaked. Units regain all lost hits at the beginning of their [[side]]'s [[turn]].&lt;br /&gt;
&lt;br /&gt;
'''''[[Combat_(stat)|Combat]]''''':&lt;br /&gt;
Not explicitly described; apparently a measure of the [[unit]]'s ability to inflict damage. (It is transcribed as &amp;quot;Attack&amp;quot; in one of Parson's Klog entries.)&lt;br /&gt;
&lt;br /&gt;
'''''[[Defense]]''''':&lt;br /&gt;
Not explicitly described; apparently a measure of the [[unit]]'s ability to minimize or avoid damage from an attack.&lt;br /&gt;
&lt;br /&gt;
==Knowable==&lt;br /&gt;
These can be known, but are not instantly known by all and make take some reasoning.&lt;br /&gt;
&lt;br /&gt;
'''''[[Level]]''''':&lt;br /&gt;
A measure of a [[Unit]]'s relative power vs. other Units of the same type. [[Level]] is a statistic that increases, thanks to [[Experience]] gains. As Level increases, new abilities may become available.&lt;br /&gt;
&lt;br /&gt;
'''''[[Upkeep]]''''':&lt;br /&gt;
Upkeep is a cost paid by [[Ruler]]s to maintain [[Unit]]s.{{erf|1|039}} Certain units, such as [[Decrypted]], have no upkeep.{{erf|1|145}} Upkeep has not been described as a stat, but it is a value that all Units have, even if zero.&lt;br /&gt;
&lt;br /&gt;
==Unknowable==&lt;br /&gt;
'''''[[Loyalty]]''''':&lt;br /&gt;
Although the result of [[Natural Thinkamancy]], Loyalty is expressed as a unit statistic. However, the value any unit has is unknown. That value can be altered by [[Thinkamancy]] such as a [[Suggestion Spell]].  It is probable that loyalty is subjective and is different if different sides are involved.&lt;br /&gt;
&lt;br /&gt;
'''''[[Experience]]''''':&lt;br /&gt;
Experience is a statistic theorized to exist that explains why units level. A measure of the amount of combat a [[Unit]] has participated in. This statistic increases as the Unit [[Croaking|croaks]] enemies. The value of this statistic is hidden from other units and even from the Unit itself.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
==Possible Stats==&lt;br /&gt;
It is possible that [[Unit]]s have other non-visible stats or stats that are only relevant with certain special abilities.&lt;br /&gt;
&lt;br /&gt;
'''''[[Leadership]]''''':&lt;br /&gt;
A [[Warlord]] unit may have a leadership stat that determines what bonus thy provide, or the bonus may be a function of level.&lt;br /&gt;
&lt;br /&gt;
'''''[[Magic]]''''':&lt;br /&gt;
All [[Caster]]s of the same discipline and may not be equal.  For instance [[Wanda]] is said to be better outside of her discipline then [[Sizemore]].{{erf|1|013}}&lt;br /&gt;
&lt;br /&gt;
'''''Juice''''':&lt;br /&gt;
How many spells a Caster can throw in a Turn without resorting to [[Scroll]]s.&lt;br /&gt;
&lt;br /&gt;
'''''Intelligence''''':&lt;br /&gt;
Obviously not everyone has equal mental abilities.  It's also possible that people's mental abilities are more quantifiable on ErfWorld then Earth.&lt;br /&gt;
&lt;br /&gt;
'''''Luck''''':&lt;br /&gt;
Random events may be baised in favor if those with higher luck stats.&lt;br /&gt;
&lt;br /&gt;
[[Category:Erfworld Mechanics]][[Category:Proposed Canon]][[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Experience</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Experience"/>
				<updated>2009-10-17T06:18:11Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Speculation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
Experience is a theoretical statistic, conceived of by natives of [[Erfworld]] to explain why and when [[level]]ing occurs. Experience is a hidden statistic of [[Units]], hidden even from the unit itself.{{ref|1|1}}  Experience is gained through [[croaking]] non-allied [[Units]] in battle. Once enough Experience has been gained, the [[Unit]] gains a [[Level]] (or in some instances, more than one{{Erf|1|132}}). The Leveling event can be a surprise to the [[unit]].&lt;br /&gt;
&lt;br /&gt;
Units in Erfworld have difficulty determining how much [[croaking]] it takes to gain a level for two reasons. First, the statistic is not available to be seen, and the amount of experience gained from [[croaking]] an enemy [[unit]] is not known. Second, it is difficult to arrange for a set number of particular enemy [[units]] to be available to kill in order to run an objective test.&lt;br /&gt;
&lt;br /&gt;
The amount of experience required to raise a [[Level]] increases exponentially.{{ref|1|1}}&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
[[Warlords]] may gain experience from winning battles, as well as from [[croaking]] [[Units]]. On Turn 3, after Parson reveals that he already commited Gobwin Knob's forces to battle without Stanley's knowledge, Stanley becomes angry that his [[Warlords]] won't [[Level]] up due to the withdrawal from all fights, but not worried that his precious [[dwagons]] won't. This suggests that [[Unit]]s still gain experience for [[croaking]] enemies, regardless of the outcome of the battle.&lt;br /&gt;
&lt;br /&gt;
Units may gain small amounts of experience by training, although at much slower rate than in real battle.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
:1.{{Note|1}} Rob Balder in [http://www.giantitp.com/forums/showpost.php?p=6012585&amp;amp;postcount=10 forums]&lt;br /&gt;
:2.{{Note|2}} Ibid.&lt;br /&gt;
&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Erfworld Mechanics]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/City_of_Heros</id>
		<title>City of Heros</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/City_of_Heros"/>
				<updated>2009-10-14T05:25:52Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: There is already a page for City of HEROES!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Ruler</id>
		<title>Ruler</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Ruler"/>
				<updated>2009-10-13T16:40:51Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A Ruler is the leader of a [[Side]] in [[Erfworld]], [[Talk:Gem|confirmed here]].&lt;br /&gt;
&lt;br /&gt;
A Ruler with [[Royal|royal ancestry]] is typically called a King or Queen, dependent on gender.  A Ruler without royal ancestry is called an [[Overlord]].&lt;br /&gt;
&lt;br /&gt;
The Ruler has absolute power over his subjects. He literally can end them with a thought. All subjects are forced to serve his will due to [[Thinkamancy|Natural Thinkamancy]]. The Ruler decides what city production, can promote units to [[Warlord]]s, and can designate an [[Heir]]. The Ruler chooses the [[Chief Warlord]], but can command his [[Side|Side's]] Turn if necessary.&lt;br /&gt;
&lt;br /&gt;
A Ruler that dies without an [[Heir]] causes that [[Side]] to end. [[City|Cities]] become neutral, and [[Units]] in cities are unable to act even to leave. Units in the field [[disbanding|disband]]{{erf|1|098b|Parson's Klog #12}}{{blog|2009|10|summer-updates-043}}.&lt;br /&gt;
&lt;br /&gt;
==Known Rulers and their Heirs==&lt;br /&gt;
&lt;br /&gt;
===[[Charlescomm]]===&lt;br /&gt;
&lt;br /&gt;
*[[Charlie]] (current [[Overlord]])&lt;br /&gt;
*heir: unknown, if any&lt;br /&gt;
&lt;br /&gt;
===[[Faq]]===&lt;br /&gt;
&lt;br /&gt;
*[[King Banhammer]] ([[croaked]], succeeded after a significant delay by [[Royal]] heir, Princess [[Jillian Zamussels]]){{blog|2009|09|summer-updates-037}}&lt;br /&gt;
*[[Jillian Zamussels]] (current [[King|Queen]])&lt;br /&gt;
*heir: none as yet&lt;br /&gt;
&lt;br /&gt;
===[[Gobwin Knob]]===&lt;br /&gt;
&lt;br /&gt;
*[[King Saline IV]] (croaked, succeeded by [[Stanley the Tool]])&lt;br /&gt;
*[[Stanley the Tool]] (current [[Overlord]])&lt;br /&gt;
*heir: none&lt;br /&gt;
&lt;br /&gt;
===[[Jetstone]]===&lt;br /&gt;
&lt;br /&gt;
*[[King Slately]] (current King)&lt;br /&gt;
*previous heir: [[Prince Ansom]], [[Chief Warlord]], croaked in the [[Battle for Gobwin Knob]]. &lt;br /&gt;
*heir: Probably [[Prince Ossomer]], [[Chief Warlord]], or [[Prince Tramennis]].&lt;br /&gt;
&lt;br /&gt;
===[[Transylvito]]===&lt;br /&gt;
&lt;br /&gt;
*[[Don King]] (current King)&lt;br /&gt;
*previous heir: prince, unnamed son of Don King, croaked, presumably as a result of an attempted coup against Don King&lt;br /&gt;
*previous heir: princess, unnamed daugher of Don King, croaked&lt;br /&gt;
*heir [[Heir Designate|(Designate)]]: [[Caesar Borgata]], Chief Warlord and Viscount of [[Vitalis]].&lt;br /&gt;
&lt;br /&gt;
===[[Unaroyal]]===&lt;br /&gt;
&lt;br /&gt;
*[[Queen Bea]] (former Ruler, deceased)&lt;br /&gt;
*heir: [[Princess Cruz]] (deceased, [[Decrypted]] by Gobwin Knob, and destroyed)&lt;br /&gt;
&lt;br /&gt;
==Confusion==&lt;br /&gt;
&lt;br /&gt;
Confusion on the name of this position came from Parson learning facts incrementally. Initially, he was mostly familiar with Stanley, an [[Overlord]], so Klog 5 referred to Overlords. Later, he apparently learned that Overlords are Rulers that are not Royal, and so the more general term Ruler is introduced in Klog 10. This change in terminology gave the impression that the two terms were synonymous. Rob Balder has confirmed that Ruler is the correct term, and that Overlord is merely a Ruler that is not Royal.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
The [[Heir]] of a side is usually the [[Chief Warlord]] and vice-versa. From the three known heirs, Ansom, Stanley, and Jillian, the former two were also known to be their side's Chief Warlord and the status of the third in that regard is unknown.&lt;br /&gt;
&lt;br /&gt;
It is worth noting That Jillian and Ansom were popped as heirs and Ansom was later (possibly immediately, possibly only after gaining a certain number of levels) promoted to Chief Warlord; which means for a time, at least a portion of one turn, possibly many turns, the Chief Warlord was not the Heir.&lt;br /&gt;
&lt;br /&gt;
Conversely, Stanley was promoted to Chief Warlord first and then after a while was promoted to Heir, due to his victories with dwagons. Had [[King Saline IV]] popped an Heir instead, as is common, he likely would not have made that Heir his Chief Warlord - at least not right away.&lt;br /&gt;
&lt;br /&gt;
It makes sense to combine the two positions: a chief warlord is the second most important unit of a side and has a lot of influence in military and diplomatic strategic and acts in many ways as replacement for the Ruler. Also the chief warlord is by definition and natural thinkamancy the most loyal person and therefore least likely to plan regicide.&lt;br /&gt;
&lt;br /&gt;
However, Chief Warlord is an appointed position, and any Commander can be given the job. Strategically speaking, the best choice is the person with the best mind for tactics, and/or the highest [[Leadership]] bonus, since his bonus extends further than anyone else's.&lt;br /&gt;
 &lt;br /&gt;
Aquring an Heir is in general extremely expensive, either in [[Shmuckers]] ([[Heir Designate]]) or in production ([[Heir]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Ruler</id>
		<title>Ruler</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Ruler"/>
				<updated>2009-10-13T16:37:05Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Known Rulers and their Heirs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A Ruler is the leader of a [[Side]] in [[Erfworld]], [[Talk:Gem|confirmed here]].&lt;br /&gt;
&lt;br /&gt;
A Ruler with [[Royal|royal ancestry]] is typically called a King or Queen, dependent on gender.  A Ruler without royal ancestry is called an [[Overlord]].&lt;br /&gt;
&lt;br /&gt;
The Ruler has absolute power over his subjects. He literally can end them with a thought. All subjects are forced to serve his will due to [[Thinkamancy|Natural Thinkamancy]]. The Ruler decides what city production, can promote units to [[Warlord]]s, and can designate an [[Heir]]. The Ruler chooses the [[Chief Warlord]], but can command his [[Side|Side's]] Turn if necessary.&lt;br /&gt;
&lt;br /&gt;
A Ruler that dies without an [[Heir]] causes that [[Side]] to end. [[City|Cities]] become neutral, and [[Units]] in cities are unable to act even to leave. Units in the field [[disbanding|disband]]{{erf|1|098b|Parson's Klog #12}}{{blog|2009|10|summer-updates-043}}.&lt;br /&gt;
&lt;br /&gt;
==Known Rulers and their Heirs==&lt;br /&gt;
&lt;br /&gt;
===[[Charlescomm]]===&lt;br /&gt;
&lt;br /&gt;
*[[Charlie]] (current [[Overlord]])&lt;br /&gt;
*heir: unknown, if any&lt;br /&gt;
&lt;br /&gt;
===[[Faq]]===&lt;br /&gt;
&lt;br /&gt;
*[[King Banhammer]] ([[croaked]], succeeded after a significant delay by [[Royal]] heir, Princess [[Jillian Zamussels]]){{blog|2009|09|summer-updates-037}}&lt;br /&gt;
*[[Jillian Zamussels]] (current [[King|Queen]])&lt;br /&gt;
*heir: none as yet&lt;br /&gt;
&lt;br /&gt;
===[[Gobwin Knob]]===&lt;br /&gt;
&lt;br /&gt;
*[[King Saline IV]] (croaked, succeeded by [[Stanley the Tool]])&lt;br /&gt;
*[[Stanley the Tool]] (current [[Overlord]])&lt;br /&gt;
*heir: none&lt;br /&gt;
&lt;br /&gt;
===[[Jetstone]]===&lt;br /&gt;
&lt;br /&gt;
*[[King Slately]] (current King)&lt;br /&gt;
*previous heir: [[Prince Ansom]], [[Chief Warlord]], croaked in the [[Battle for Gobwin Knob]]. &lt;br /&gt;
*heir: Probably [[Prince Ossomer]], [[Chief Warlord]], or [[Prince Tramennis]].&lt;br /&gt;
&lt;br /&gt;
===[[Transylvito]]===&lt;br /&gt;
&lt;br /&gt;
*[[Don King]] (current King)&lt;br /&gt;
*previous heir: prince, unnamed son of Don King, croaked, presumably as a result of an attempted coup against Don King&lt;br /&gt;
*previous heir: princess, unnamed daugher of Don King, croaked&lt;br /&gt;
*heir [[Heir Designate|(Designate)]]: [[Caesar Borgata]], Chief Warlord and Viscount of [[Vitalis]].&lt;br /&gt;
&lt;br /&gt;
===[[Unaroyal]]=== (destroyed Side)&lt;br /&gt;
&lt;br /&gt;
* [[Queen Bea]] - former [[Ruler]] - deceased&lt;br /&gt;
* [[Princess Cruz]] - former heir - deceased, [[Decrypted]] by Gobwin Knob, and destroyed&lt;br /&gt;
&lt;br /&gt;
==Confusion==&lt;br /&gt;
&lt;br /&gt;
Confusion on the name of this position came from Parson learning facts incrementally. Initially, he was mostly familiar with Stanley, an [[Overlord]], so Klog 5 referred to Overlords. Later, he apparently learned that Overlords are Rulers that are not Royal, and so the more general term Ruler is introduced in Klog 10. This change in terminology gave the impression that the two terms were synonymous. Rob Balder has confirmed that Ruler is the correct term, and that Overlord is merely a Ruler that is not Royal.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
The [[Heir]] of a side is usually the [[Chief Warlord]] and vice-versa. From the three known heirs, Ansom, Stanley, and Jillian, the former two were also known to be their side's Chief Warlord and the status of the third in that regard is unknown.&lt;br /&gt;
&lt;br /&gt;
It is worth noting That Jillian and Ansom were popped as heirs and Ansom was later (possibly immediately, possibly only after gaining a certain number of levels) promoted to Chief Warlord; which means for a time, at least a portion of one turn, possibly many turns, the Chief Warlord was not the Heir.&lt;br /&gt;
&lt;br /&gt;
Conversely, Stanley was promoted to Chief Warlord first and then after a while was promoted to Heir, due to his victories with dwagons. Had [[King Saline IV]] popped an Heir instead, as is common, he likely would not have made that Heir his Chief Warlord - at least not right away.&lt;br /&gt;
&lt;br /&gt;
It makes sense to combine the two positions: a chief warlord is the second most important unit of a side and has a lot of influence in military and diplomatic strategic and acts in many ways as replacement for the Ruler. Also the chief warlord is by definition and natural thinkamancy the most loyal person and therefore least likely to plan regicide.&lt;br /&gt;
&lt;br /&gt;
However, Chief Warlord is an appointed position, and any Commander can be given the job. Strategically speaking, the best choice is the person with the best mind for tactics, and/or the highest [[Leadership]] bonus, since his bonus extends further than anyone else's.&lt;br /&gt;
 &lt;br /&gt;
Aquring an Heir is in general extremely expensive, either in [[Shmuckers]] ([[Heir Designate]]) or in production ([[Heir]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Side</id>
		<title>Side</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Side"/>
				<updated>2009-10-13T16:33:00Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|320|&lt;br /&gt;
[[File:Capital_Sides.JPG|thumb|Center|300px|The Capital Sides of the [[Royal Crown Coalition]], from [http://www.erfworld.com/book-1-archive/?px=%2F086.jpg Page 86] ]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A Side is a group of characters and [[Units]] involved in the conflict in [[Erfworld]] and is led by a single [[Ruler]], which is a King if the Unit is [[Royal]], or an [[Overlord]] if not. The Side includes all Units, [[City|cities]], and [[Movement|terrain]] under the leadership of that Ruler.&lt;br /&gt;
&lt;br /&gt;
There is a distinction between [[Capital_Side|capital sides]] and [[Natural_Allies|other sides]]{{erf|1|086}}.&lt;br /&gt;
&lt;br /&gt;
==Capital sides==&lt;br /&gt;
&lt;br /&gt;
[[Capital_Side|Capital sides]] (as the name implies) have capitals and are governed by a [[Ruler]]. A [[Capital Side|capital side]] can also own cities other than the capital. If the [[Ruler]] of a city is a [[Royal]], the city may produce Noble and Royal [[Units]]. Royal sides sometimes split off into new sides.{{erf|1|079a|Parson's Klog #9}}&lt;br /&gt;
&lt;br /&gt;
===Known capital sides:===&lt;br /&gt;
&lt;br /&gt;
* [[Carpudlians]]&lt;br /&gt;
* '''[[Charlescomm]]'''&lt;br /&gt;
* [[Dagwood]]&lt;br /&gt;
* '''[[Faq]]''' (destroyed by [[Gobwin Knob]]), now reestablished by [[Jillian]] under the protection of [[Transylvito]]&lt;br /&gt;
* [[Foxmud]]&lt;br /&gt;
* '''[[Gobwin Knob]]'''&lt;br /&gt;
* [[Haggar]]&lt;br /&gt;
* [[Hobbittm]]&lt;br /&gt;
* [[Hyatt]]&lt;br /&gt;
* '''[[Jetstone]]'''&lt;br /&gt;
* [[Jitterati]]&lt;br /&gt;
* [[Milquetoast]] (destroyed by [[Gobwin Knob]]){{erf|1|034}}&lt;br /&gt;
* [[Sofa King]]&lt;br /&gt;
* '''[[Transylvito]]'''&lt;br /&gt;
* [[Unaroyal]] (self destructed to prevent further [[decrypt| decryption]] by Gobwin Knob) {{blog|2009|10|summer-updates-043}} &lt;br /&gt;
&lt;br /&gt;
==Other sides==&lt;br /&gt;
&lt;br /&gt;
Non-capital sides (also referred to as [[Natural_Allies|natural allies]]) have no capital, no cities, no royals.{{erf|1|079a|Parson's Klog #9}} They do, however, have their own treasuries and can form long semi-permanent alliances.&lt;br /&gt;
&lt;br /&gt;
===Known natural allies Sides:===&lt;br /&gt;
&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
* [[Gobwins]] (seem to be natural allies to [[Gobwin Knob]])&lt;br /&gt;
* [[Marbits]] (seem to be natural allies to [[Jetstone]])&lt;br /&gt;
* [[Witches]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
&lt;br /&gt;
It does not seem that [[Barbarians]] are a single side. It is a collection of [[Units]] without a side or neutral cities without an [[Ruler]]. If Rulers or their [[Heir]]s lose their capital they become [[Barbarians]]. [[Jillian Zamussels]] is one example of a [[Barbarians|Barbarian]].&lt;br /&gt;
&lt;br /&gt;
[[Barbarians]] have to rely on [[mercenary]] work to pay [[upkeep]] of their [[Units]]. They can form alliances with [[Capital_Sides|capital sides]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Side]]&lt;br /&gt;
[[Category:Erfworld Mechanics]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Category:Characters</id>
		<title>Category:Characters</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Category:Characters"/>
				<updated>2009-10-13T12:01:09Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character is any person or individual. Page's regarding characters may also be included in this category without having the subject of one specific person.  Below characters are grouped by several taxonomies followed finally by a list of all pages in the category arranged alphabetically.&lt;br /&gt;
&lt;br /&gt;
==By Side==&lt;br /&gt;
&lt;br /&gt;
===[[CharlesComm]]===&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[Charlie]]&lt;br /&gt;
*Troops:&lt;br /&gt;
**[[Archons]]&lt;br /&gt;
***[[Jaclyn]] (deceased, uncroaked by Gobwin Knob, destroyed)&lt;br /&gt;
***[[Patty]] (deceased, decrypted by Gobwin Knob)&lt;br /&gt;
***[[Maxene]] (deceased, decrypted by Gobwin Knob)&lt;br /&gt;
***[[LaVerne]] (deceased, decrypted by Gobwin Knob)&lt;br /&gt;
&lt;br /&gt;
===[[Parson's_World|Earth]]===&lt;br /&gt;
&lt;br /&gt;
*[[Ashna]]&lt;br /&gt;
*[[Carl]]&lt;br /&gt;
*[[Hamstard]]&lt;br /&gt;
*[[Parson_Gotti|Parson Gotti]]&lt;br /&gt;
*[[Ross]]&lt;br /&gt;
*[[Takashi]]&lt;br /&gt;
&lt;br /&gt;
===[[Faq]]===&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[King_Banhammer|King Banhammer]] (former, deceased)&lt;br /&gt;
**[[Jillian_Zamussels|Queen Jillian Zamussels]] (current)&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Jack_Snipe|Jack Snipe]] (former, captured by Gobwin Knob)&lt;br /&gt;
**[[Predictamancer_of_Faq]] (presumed deceased)&lt;br /&gt;
**[[Wanda_Firebaugh|Wanda Firebaugh]] (former, captured Gobwin Knob)&lt;br /&gt;
*Warlords:&lt;br /&gt;
**A Warlord named either Danny or Dave.&lt;br /&gt;
&lt;br /&gt;
===[[Gobwin Knob]]===&lt;br /&gt;
&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[King Saline IV]] (former, deceased)&lt;br /&gt;
**[[Stanley_the_Tool|Stanley the Tool]] (current)&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Jack_Snipe|Jack Snipe]] (Captured from Faq)&lt;br /&gt;
**[[Maggie]]&lt;br /&gt;
**[[Misty]] (deceased)&lt;br /&gt;
**[[Sizemore_Rockwell|Sizemore Rockwell]]&lt;br /&gt;
**[[Wanda_Firebaugh|Wanda Firebaugh]] (Captured from Faq)&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Prince_Ansom|Prince Ansom]] (Chief Warlord) (deceased, Decrypted, originally from Jetstone)&lt;br /&gt;
**[[Archduke_Ferdinand|Archduke Ferdinand]] (deceased, uncroaked, presumed destroyed)&lt;br /&gt;
**[[Sir_Leeroy_Jenkins|Sir Leeroy Jenkins]] (deceased, uncroaked, destroyed)&lt;br /&gt;
**[[Manpower_the_Temporary|Manpower the Temporary]] (former Chief Warlord) (deceased, uncroaked, destroyed)&lt;br /&gt;
**[[Parson_Gotti|Parson Gotti]] (former Chief Warlord) (Summoned)&lt;br /&gt;
**[[Lady_Phat-Singh|Lady Phat-Singh]] (deceased, uncroaked, destroyed)&lt;br /&gt;
**[[Ensign Toast|Ensign Toast]] (deceased, uncroaked, presumed destroyed)&lt;br /&gt;
*Troops:&lt;br /&gt;
**[[Dwagon]]s:&lt;br /&gt;
***[[Banana]]&lt;br /&gt;
**[[Twoll]]s&lt;br /&gt;
***[[Bogroll]] (Former Henchman, lackey to Parson Gotti) (Deceased)&lt;br /&gt;
***[[Zhopa]]&lt;br /&gt;
**[[Hobgobwin]]s:&lt;br /&gt;
***[[Mung]] (henchman) (presumed deceased)&lt;br /&gt;
***[[Vurp]] (Knight-Class)&lt;br /&gt;
&lt;br /&gt;
===[[Jetstone]]===&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[King_Slately|King Slately]]&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Dora]] (deceased; uncroaked by Gobwin Knob, destroyed)&lt;br /&gt;
**[[Prince_Ansom|Prince Ansom]] (former Chief Warlord) (deceased; decrypted by Gobwin Knob)&lt;br /&gt;
**[[Prince Ossomer]] (Current Chief Warlord)&lt;br /&gt;
**[[Sir_Webinar|Sir Webinar]] (deceased; uncroaked by Gobwin Knob, destroyed)&lt;br /&gt;
*Diplomat&lt;br /&gt;
**[[Prince Tramennis]]&lt;br /&gt;
&lt;br /&gt;
===[[Magic Kingdom]]===&lt;br /&gt;
&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Janis]] ([[Hippiemancer]])&lt;br /&gt;
**[[Ken]] ([[Dollamancer]])&lt;br /&gt;
**[[Vanna]] ([[Turnamancer]], formerly of Unaroyal)&lt;br /&gt;
**[[Jeftichew]] ([[Carnymancer]], formerly of Unaroyal)&lt;br /&gt;
**[[Bowie]] ([[Changemancer]], formerly of Unaroyal)&lt;br /&gt;
**[[Spenser]] ([[Findamancer]], formerly of Unaroyal)&lt;br /&gt;
&lt;br /&gt;
===[[Sofa King]]===&lt;br /&gt;
&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Duke Nozzle]] (Deceased, presumably Decrypted by Gobwin Knob)&lt;br /&gt;
&lt;br /&gt;
===[[Transylvito]]===&lt;br /&gt;
&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[Don_King|Don King]]&lt;br /&gt;
&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Bunny]] ([[Thinkamancer]])&lt;br /&gt;
&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Al Frappacino|Al Frappacino]]&lt;br /&gt;
**[[Caesar_Borgata|Caesar Borgata]] (Chief Warlord, Heir Designate)&lt;br /&gt;
**[[Dewy_Tulips|Dewy Tulips]]&lt;br /&gt;
**[[Leather_Valese|Leather Valese]]&lt;br /&gt;
**[[Vinny_Doombats|Vinny Doombats]]&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
** [[Benjamin]]: Presumed to be a Moneymancer or Mathamancer&lt;br /&gt;
&lt;br /&gt;
===[[Unaroyal]]===&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[Queen Bea]] (Deceased)&lt;br /&gt;
&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Vanna]] ([[Turnamancer]], residing in the Magic Kingdom)&lt;br /&gt;
**[[Jeftichew]] ([[Carnymancer]], residing in the Magic Kingdom)&lt;br /&gt;
**[[Bowie]] ([[Changemancer]], residing in the Magic Kingdom)&lt;br /&gt;
**[[Spenser]] ([[Findamancer]], residing in the Magic Kingdom)&lt;br /&gt;
**A [[Thinkamancer]] who's name and fate are unknown.&lt;br /&gt;
&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Princess Cruz]] (former Heir, deceased, Decrypted by Gobwin Knob, destroyed)&lt;br /&gt;
**[[K.C.]] (former Chief Warlord, deceased, Decrypted by Gobwin Knob)&lt;br /&gt;
**&amp;quot;[[Scarlet]]&amp;quot; (deceased, presumably Decrypted by Gobwin Knob)&lt;br /&gt;
&lt;br /&gt;
*Troops&lt;br /&gt;
**[[Stabber]]&lt;br /&gt;
***[[Wrigley]] (deceased, presumably Decrypted by Gobwin Knob)&lt;br /&gt;
&lt;br /&gt;
==By Occupation==&lt;br /&gt;
&lt;br /&gt;
===[[Caster]]===&lt;br /&gt;
&lt;br /&gt;
*[[Bowie]]&lt;br /&gt;
*[[Bunny]]&lt;br /&gt;
*[[Jack_Snipe|Jack Snipe]]&lt;br /&gt;
*[[Janis]]&lt;br /&gt;
*[[Jeftichew]]&lt;br /&gt;
*[[Maggie]]&lt;br /&gt;
*[[Misty]]&lt;br /&gt;
*[[Ken]]&lt;br /&gt;
*[[Sizemore_Rockwell|Sizemore Rockwell]]&lt;br /&gt;
*[[Wanda_Firebaugh|Wanda Firebaugh]]&lt;br /&gt;
*[[Spenser]]&lt;br /&gt;
*[[Vanna]]&lt;br /&gt;
&lt;br /&gt;
===[[Ruler]]===&lt;br /&gt;
&lt;br /&gt;
*[[King_Banhammer|King Banhammer]]&lt;br /&gt;
*[[Queen Bea]]&lt;br /&gt;
*[[Charlie]]&lt;br /&gt;
*[[Don_King|Don King]]&lt;br /&gt;
*[[Jillian Zamussels]]&lt;br /&gt;
*[[King Saline IV]]&lt;br /&gt;
*[[King_Slately|King Slately]]&lt;br /&gt;
*[[Stanley_the_Tool|Stanley the Tool]]&lt;br /&gt;
&lt;br /&gt;
===[[Warlord]]===&lt;br /&gt;
&lt;br /&gt;
*[[Al Frappacino|Al Frappacino]]&lt;br /&gt;
*[[Dewy_Tulips|Dewy Tulips]]&lt;br /&gt;
*[[Dora]]&lt;br /&gt;
*[[Archduke_Ferdinand|Archduke Ferdinand]]&lt;br /&gt;
*[[Jillian Zamussels]] (former)&lt;br /&gt;
*[[Leather_Valese|Leather Valese]]&lt;br /&gt;
*[[Sir_Leeroy_Jenkins|Sir Leeroy Jenkins]]&lt;br /&gt;
*[[Manpower_the_Temporary|Manpower the Temporary]]&lt;br /&gt;
*[[Parson_Gotti|Parson Gotti]]&lt;br /&gt;
*[[Lady_Phat-Singh|Lady Phat-Singh]]&lt;br /&gt;
*[[Tarfu]]&lt;br /&gt;
*[[Ensign Toast|Ensign Toast]]&lt;br /&gt;
*[[Vinny_Doombats|Vinny Doombats]]&lt;br /&gt;
*[[Sir_Webinar|Sir Webinar]]&lt;br /&gt;
&lt;br /&gt;
===[[Chief Warlord]]===&lt;br /&gt;
&lt;br /&gt;
*[[Prince Ansom]] (both for Jetstone and Gobwin Knob)&lt;br /&gt;
*[[Caesar Borgata]]&lt;br /&gt;
*[[K.C.]]&lt;br /&gt;
*[[Manpower the Temporary]] (before Croaking)&lt;br /&gt;
*[[Prince Ossomer]]&lt;br /&gt;
*[[Parson Gotti]] (before Ansom)&lt;br /&gt;
*[[Stanley_the_Tool|Stanley the Plaid]] (before becoming a Ruler)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Erfworld]]&lt;br /&gt;
[[Category:Unit]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Category:Characters</id>
		<title>Category:Characters</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Category:Characters"/>
				<updated>2009-10-13T11:55:51Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Ruler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character is any person or individual. Page's regarding characters may also be included in this category without having the subject of one specific person.  Below characters are grouped by several taxonomies followed finally by a list of all pages in the category arranged alphabetically.&lt;br /&gt;
&lt;br /&gt;
==By Side==&lt;br /&gt;
&lt;br /&gt;
===[[CharlesComm]]===&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[Charlie]]&lt;br /&gt;
*Troops:&lt;br /&gt;
**[[Archons]]&lt;br /&gt;
***[[Jaclyn]] (deceased, uncroaked by Gobwin Knob, destroyed)&lt;br /&gt;
***[[Patty]] (deceased, decrypted by Gobwin Knob)&lt;br /&gt;
***[[Maxene]] (deceased, decrypted by Gobwin Knob)&lt;br /&gt;
***[[LaVerne]] (deceased, decrypted by Gobwin Knob)&lt;br /&gt;
&lt;br /&gt;
===[[Parson's_World|Earth]]===&lt;br /&gt;
&lt;br /&gt;
*[[Ashna]]&lt;br /&gt;
*[[Carl]]&lt;br /&gt;
*[[Hamstard]]&lt;br /&gt;
*[[Parson_Gotti|Parson Gotti]]&lt;br /&gt;
*[[Ross]]&lt;br /&gt;
*[[Takashi]]&lt;br /&gt;
&lt;br /&gt;
===[[Faq]]===&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[King_Banhammer|King Banhammer]] (former, deceased)&lt;br /&gt;
**[[Jillian_Zamussels|Queen Jillian Zamussels]] (current)&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Jack_Snipe|Jack Snipe]] (former, captured by Gobwin Knob)&lt;br /&gt;
**[[Predictamancer_of_Faq]] (presumed deceased)&lt;br /&gt;
**[[Wanda_Firebaugh|Wanda Firebaugh]] (former, captured Gobwin Knob)&lt;br /&gt;
*Warlords:&lt;br /&gt;
**A Warlord named either Danny or Dave.&lt;br /&gt;
&lt;br /&gt;
===[[Gobwin Knob]]===&lt;br /&gt;
&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[King Saline IV]] (former, deceased)&lt;br /&gt;
**[[Stanley_the_Tool|Stanley the Tool]] (current)&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Jack_Snipe|Jack Snipe]] (Captured from Faq)&lt;br /&gt;
**[[Maggie]]&lt;br /&gt;
**[[Misty]] (deceased)&lt;br /&gt;
**[[Sizemore_Rockwell|Sizemore Rockwell]]&lt;br /&gt;
**[[Wanda_Firebaugh|Wanda Firebaugh]] (Captured from Faq)&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Prince_Ansom|Prince Ansom]] (Chief Warlord) (deceased, Decrypted, originally from Jetstone)&lt;br /&gt;
**[[Archduke_Ferdinand|Archduke Ferdinand]] (deceased, uncroaked, presumed destroyed)&lt;br /&gt;
**[[Sir_Leeroy_Jenkins|Sir Leeroy Jenkins]] (deceased, uncroaked, destroyed)&lt;br /&gt;
**[[Manpower_the_Temporary|Manpower the Temporary]] (former Chief Warlord) (deceased, uncroaked, destroyed)&lt;br /&gt;
**[[Parson_Gotti|Parson Gotti]] (former Chief Warlord) (Summoned)&lt;br /&gt;
**[[Lady_Phat-Singh|Lady Phat-Singh]] (deceased, uncroaked, destroyed)&lt;br /&gt;
**[[Ensign Toast|Ensign Toast]] (deceased, uncroaked, presumed destroyed)&lt;br /&gt;
*Troops:&lt;br /&gt;
**[[Dwagon]]s:&lt;br /&gt;
***[[Banana]]&lt;br /&gt;
**[[Twoll]]s&lt;br /&gt;
***[[Bogroll]] (Former Henchman, lackey to Parson Gotti) (Deceased)&lt;br /&gt;
***[[Zhopa]]&lt;br /&gt;
**[[Hobgobwin]]s:&lt;br /&gt;
***[[Mung]] (henchman) (presumed deceased)&lt;br /&gt;
***[[Vurp]] (Knight-Class)&lt;br /&gt;
&lt;br /&gt;
===[[Jetstone]]===&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[King_Slately|King Slately]]&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Dora]] (deceased; uncroaked by Gobwin Knob, destroyed)&lt;br /&gt;
**[[Prince_Ansom|Prince Ansom]] (former Chief Warlord) (deceased; decrypted by Gobwin Knob)&lt;br /&gt;
**[[Prince Ossomer]] (Current Chief Warlord)&lt;br /&gt;
**[[Sir_Webinar|Sir Webinar]] (deceased; uncroaked by Gobwin Knob, destroyed)&lt;br /&gt;
*Diplomat&lt;br /&gt;
**[[Prince Tramennis]]&lt;br /&gt;
&lt;br /&gt;
===[[Magic Kingdom]]===&lt;br /&gt;
&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Janis]] ([[Hippiemancer]])&lt;br /&gt;
**[[Ken]] ([[Dollamancer]])&lt;br /&gt;
**[[Vanna]] ([[Turnamancer]], formerly of Unaroyal)&lt;br /&gt;
**[[Jeftichew]] ([[Carnymancer]], formerly of Unaroyal)&lt;br /&gt;
**[[Bowie]] ([[Changemancer]], formerly of Unaroyal)&lt;br /&gt;
**[[Spenser]] ([[Findamancer]], formerly of Unaroyal)&lt;br /&gt;
&lt;br /&gt;
===[[Sofa King]]===&lt;br /&gt;
&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Duke Nozzle]] (Deceased, presumably Decrypted by Gobwin Knob)&lt;br /&gt;
&lt;br /&gt;
===[[Transylvito]]===&lt;br /&gt;
&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[Don_King|Don King]]&lt;br /&gt;
&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Bunny]] ([[Thinkamancer]])&lt;br /&gt;
&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Al Frappacino|Al Frappacino]]&lt;br /&gt;
**[[Caesar_Borgata|Caesar Borgata]] (Chief Warlord, Heir Designate)&lt;br /&gt;
**[[Dewy_Tulips|Dewy Tulips]]&lt;br /&gt;
**[[Leather_Valese|Leather Valese]]&lt;br /&gt;
**[[Vinny_Doombats|Vinny Doombats]]&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
** [[Benjamin]]: Presumed to be a Moneymancer or Mathamancer&lt;br /&gt;
&lt;br /&gt;
===[[Unaroyal]]===&lt;br /&gt;
*Ruler:&lt;br /&gt;
**[[Queen Bea]] (Deceased)&lt;br /&gt;
&lt;br /&gt;
*Casters:&lt;br /&gt;
**[[Vanna]] ([[Turnamancer]], residing in the Magic Kingdom)&lt;br /&gt;
**[[Jeftichew]] ([[Carnymancer]], residing in the Magic Kingdom)&lt;br /&gt;
**[[Bowie]] ([[Changemancer]], residing in the Magic Kingdom)&lt;br /&gt;
**[[Spenser]] ([[Findamancer]], residing in the Magic Kingdom)&lt;br /&gt;
**A [[Thinkamancer]] who's name and fate are unknown.&lt;br /&gt;
&lt;br /&gt;
*Warlords:&lt;br /&gt;
**[[Princess Cruz]] (former Heir, deceased, Decrypted by Gobwin Knob, destroyed)&lt;br /&gt;
**[[K.C.]] (former Chief Warlord, deceased, Decrypted by Gobwin Knob)&lt;br /&gt;
**&amp;quot;[[Scarlet]]&amp;quot; (deceased, presumably Decrypted by Gobwin Knob)&lt;br /&gt;
&lt;br /&gt;
*Troops&lt;br /&gt;
**[[Stabber]]&lt;br /&gt;
***[[Wrigley]] (deceased, presumably Decrypted by Gobwin Knob)&lt;br /&gt;
&lt;br /&gt;
==By Occupation==&lt;br /&gt;
&lt;br /&gt;
===[[Caster]]===&lt;br /&gt;
&lt;br /&gt;
*[[Bunny]]&lt;br /&gt;
*[[Jack_Snipe|Jack Snipe]]&lt;br /&gt;
*[[Janis]]&lt;br /&gt;
*[[Maggie]]&lt;br /&gt;
*[[Misty]]&lt;br /&gt;
*[[Ken]]&lt;br /&gt;
*[[Sizemore_Rockwell|Sizemore Rockwell]]&lt;br /&gt;
*[[Wanda_Firebaugh|Wanda Firebaugh]]&lt;br /&gt;
&lt;br /&gt;
===[[Ruler]]===&lt;br /&gt;
&lt;br /&gt;
*[[King_Banhammer|King Banhammer]]&lt;br /&gt;
*[[Charlie]]&lt;br /&gt;
*[[Don_King|Don King]]&lt;br /&gt;
*[[King Saline IV]]&lt;br /&gt;
*[[King_Slately|King Slately]]&lt;br /&gt;
*[[Stanley_the_Tool|Stanley the Tool]]&lt;br /&gt;
*[[Jillian Zamussels]]&lt;br /&gt;
*[[Queen Bea]]&lt;br /&gt;
&lt;br /&gt;
===[[Warlord]]===&lt;br /&gt;
&lt;br /&gt;
*[[Al Frappacino|Al Frappacino]]&lt;br /&gt;
*[[Dewy_Tulips|Dewy Tulips]]&lt;br /&gt;
*[[Dora]]&lt;br /&gt;
*[[Archduke_Ferdinand|Archduke Ferdinand]]&lt;br /&gt;
*[[Jillian Zamussels]]&lt;br /&gt;
*[[Leather_Valese|Leather Valese]]&lt;br /&gt;
*[[Sir_Leeroy_Jenkins|Sir Leeroy Jenkins]]&lt;br /&gt;
*[[Manpower_the_Temporary|Manpower the Temporary]]&lt;br /&gt;
*[[Parson_Gotti|Parson Gotti]]&lt;br /&gt;
*[[Lady_Phat-Singh|Lady Phat-Singh]]&lt;br /&gt;
*[[Tarfu]]&lt;br /&gt;
*[[Ensign Toast|Ensign Toast]]&lt;br /&gt;
*[[Vinny_Doombats|Vinny Doombats]]&lt;br /&gt;
*[[Sir_Webinar|Sir Webinar]]&lt;br /&gt;
&lt;br /&gt;
===[[Chief Warlord]]===&lt;br /&gt;
&lt;br /&gt;
*[[Prince Ansom]] (both for Jetstone and Gobwin Knob)&lt;br /&gt;
*[[Caesar Borgata]]&lt;br /&gt;
*[[Manpower the Temporary]] (before Croaking)&lt;br /&gt;
*[[Prince Ossomer]]&lt;br /&gt;
*[[Parson Gotti]] (before Ansom)&lt;br /&gt;
*[[Stanley_the_Tool|Stanley the Plaid]] (before becoming a Ruler)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Erfworld]]&lt;br /&gt;
[[Category:Unit]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Natural_Thinkamancy</id>
		<title>Natural Thinkamancy</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Natural_Thinkamancy"/>
				<updated>2009-10-13T10:47:03Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Pledge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
[[Thinkamancy]] is the [[magic]] of the mind -- the effects of this [[Magic#Disciplines|Discipline]] affect thoughts and attitudes. Natural Thinkamancy is Thinkamancy that is performed without the casting of a [[spell]]. There are two basic types of Natural Thinkamancy.&lt;br /&gt;
&lt;br /&gt;
The first type of Natural Thinkamancy is a variety of [[Unit#Natural_Abilities|Natural Ability]]. Natural Abilities that affect the mind are considered Natural Thinkamancies. The ability of [[Vinny Doombats|Vinny's]] [[doombats]] to show him what they are seeing{{erf|1|049}} is an example of this type of natural Thinkamancy.&lt;br /&gt;
&lt;br /&gt;
The second type of Natural Thinkamancy is a group of [[magic|magical]] effects that are inherent to [[Unit]]s in the [[Erfworld]] universe. These Natural Thinkamancies are not [[spell]]s, but instead are constantly-active effects.{{erf|1|084a}} The more pervasive type of Natural Thinkamancy, common to all units, is a set of compulsions that ensure the people of Erfworld perform their duties without disrupting the world with too much overt backstabbing. These compulsions are [[Obedience]], [[Loyalty]], and [[Duty]]. The effects can often be very subtle. A [[Unit]] influenced by a Natural Thinkamancy will think that all its thoughts are its own, since they are presented to the Unit with ideas behind them. There are many more Natural Thinkamancies besides these three.&lt;br /&gt;
&lt;br /&gt;
==Obedience==&lt;br /&gt;
&lt;br /&gt;
[[Obedience]] forces [[Units]] to obey orders. Disobeying orders is possible under limited circumstances. The disobedient unit must believe the order goes against higher orders, or the Ruler's best interest.&lt;br /&gt;
&lt;br /&gt;
==Loyalty==&lt;br /&gt;
&lt;br /&gt;
[[Loyalty]] is a hidden stat -- no [[Warlord]] can see it. Loyalty determines whether a [[Unit]] desires to serve the current Ruler. This determines how likely a Unit is to defect or switch [[Sides]], or betray the Ruler. Captured Units have notoriously low Loyalty to their new Side, and so are often compelled via [[Thinkamancy]] [[Spell]]s to become loyal to the new Ruler.&lt;br /&gt;
&lt;br /&gt;
There are one known and one suspected case of betrayal by [[Units]]. In the known case, [[Wanda]] betrayed [[Faq]] to [[Stanley the Tool|Stanley the Plaid]], although she believed that Stanley would lose. In the suspected case, Stanley may have betrayed [[King Saline IV]] by instigating a [[Gobwin]] attack while Stanley was away with all the [[side|side's]] [[caster|casters]] and at least some of its [[dwagon|dwagons]]. In both cases, an [[Arkentool]] was involved in some way. Wanda believed that she would gain the [[Arkenhammer]] as a result of her action (in which case her &amp;quot;betrayal&amp;quot; might have been a net benefit to her side). Stanley had attuned to the Arkenhammer well before his betrayal.&lt;br /&gt;
&lt;br /&gt;
==Duty==&lt;br /&gt;
&lt;br /&gt;
[[Duty]] affects only [[Unit]]s with the [[Leadership]] or [[Caster]] [[Unit#Natural_Abilities|Natural Abilities]]. Duty forces these [[Units]] to act in favor of the Ruler without specific orders on what the Ruler wants done. For instance, a [[Warlord]] that discovered a Stack slacking off would be compelled to force the Units back to work.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
The fact that the [[Arkentool]]s have involvement with betrayal suggests that the &amp;quot;higher power&amp;quot; referenced in Obedience may include other than worldly creatures. Stanley, for instance, belives he has a destiny forged by the [[Titans]], and the belief that he is being guided by the Titans permitted Stanley to become disobedient. Wanda believes that she is being manipulated by Fate, and so was permitted to betray her [[Ruler]], since she felt that Fate was a higher power than her Ruler.&lt;br /&gt;
&lt;br /&gt;
==Pledge==&lt;br /&gt;
&lt;br /&gt;
A Pledge is a solemn vow given by a Unit to do or refuse to do some specified actions. A Pledge is much harder to break than a simple promise.{{blog|2009|10|summer-updates-043}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Natural_Thinkamancy</id>
		<title>Natural Thinkamancy</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Natural_Thinkamancy"/>
				<updated>2009-10-13T10:46:15Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
[[Thinkamancy]] is the [[magic]] of the mind -- the effects of this [[Magic#Disciplines|Discipline]] affect thoughts and attitudes. Natural Thinkamancy is Thinkamancy that is performed without the casting of a [[spell]]. There are two basic types of Natural Thinkamancy.&lt;br /&gt;
&lt;br /&gt;
The first type of Natural Thinkamancy is a variety of [[Unit#Natural_Abilities|Natural Ability]]. Natural Abilities that affect the mind are considered Natural Thinkamancies. The ability of [[Vinny Doombats|Vinny's]] [[doombats]] to show him what they are seeing{{erf|1|049}} is an example of this type of natural Thinkamancy.&lt;br /&gt;
&lt;br /&gt;
The second type of Natural Thinkamancy is a group of [[magic|magical]] effects that are inherent to [[Unit]]s in the [[Erfworld]] universe. These Natural Thinkamancies are not [[spell]]s, but instead are constantly-active effects.{{erf|1|084a}} The more pervasive type of Natural Thinkamancy, common to all units, is a set of compulsions that ensure the people of Erfworld perform their duties without disrupting the world with too much overt backstabbing. These compulsions are [[Obedience]], [[Loyalty]], and [[Duty]]. The effects can often be very subtle. A [[Unit]] influenced by a Natural Thinkamancy will think that all its thoughts are its own, since they are presented to the Unit with ideas behind them. There are many more Natural Thinkamancies besides these three.&lt;br /&gt;
&lt;br /&gt;
==Obedience==&lt;br /&gt;
&lt;br /&gt;
[[Obedience]] forces [[Units]] to obey orders. Disobeying orders is possible under limited circumstances. The disobedient unit must believe the order goes against higher orders, or the Ruler's best interest.&lt;br /&gt;
&lt;br /&gt;
==Loyalty==&lt;br /&gt;
&lt;br /&gt;
[[Loyalty]] is a hidden stat -- no [[Warlord]] can see it. Loyalty determines whether a [[Unit]] desires to serve the current Ruler. This determines how likely a Unit is to defect or switch [[Sides]], or betray the Ruler. Captured Units have notoriously low Loyalty to their new Side, and so are often compelled via [[Thinkamancy]] [[Spell]]s to become loyal to the new Ruler.&lt;br /&gt;
&lt;br /&gt;
There are one known and one suspected case of betrayal by [[Units]]. In the known case, [[Wanda]] betrayed [[Faq]] to [[Stanley the Tool|Stanley the Plaid]], although she believed that Stanley would lose. In the suspected case, Stanley may have betrayed [[King Saline IV]] by instigating a [[Gobwin]] attack while Stanley was away with all the [[side|side's]] [[caster|casters]] and at least some of its [[dwagon|dwagons]]. In both cases, an [[Arkentool]] was involved in some way. Wanda believed that she would gain the [[Arkenhammer]] as a result of her action (in which case her &amp;quot;betrayal&amp;quot; might have been a net benefit to her side). Stanley had attuned to the Arkenhammer well before his betrayal.&lt;br /&gt;
&lt;br /&gt;
==Duty==&lt;br /&gt;
&lt;br /&gt;
[[Duty]] affects only [[Unit]]s with the [[Leadership]] or [[Caster]] [[Unit#Natural_Abilities|Natural Abilities]]. Duty forces these [[Units]] to act in favor of the Ruler without specific orders on what the Ruler wants done. For instance, a [[Warlord]] that discovered a Stack slacking off would be compelled to force the Units back to work.&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
The fact that the [[Arkentool]]s have involvement with betrayal suggests that the &amp;quot;higher power&amp;quot; referenced in Obedience may include other than worldly creatures. Stanley, for instance, belives he has a destiny forged by the [[Titans]], and the belief that he is being guided by the Titans permitted Stanley to become disobedient. Wanda believes that she is being manipulated by Fate, and so was permitted to betray her [[Ruler]], since she felt that Fate was a higher power than her Ruler.&lt;br /&gt;
&lt;br /&gt;
==Pledge==&lt;br /&gt;
&lt;br /&gt;
A Pledge is a solemn vow given by a Unit to do or refuse to do some specified actions. A Pledge is much harder to break than a simple promise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Mount</id>
		<title>Mount</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Mount"/>
				<updated>2009-10-13T10:35:43Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
A [[non-humanoid]] [[unit]] that can be ridden by a [[Heavy Unit|non-Heavy]] [[humanoid]] unit for increased mobility and apparently combat bonus or protection. Many mounts are also able combatants in their own right and some are [[flying unit|flying units]].&lt;br /&gt;
&lt;br /&gt;
The unit and their mount still count as separate units for damage purposes. An unit can be knocked off their mount by a decent attack, or have it destroyed from under them.&lt;br /&gt;
&lt;br /&gt;
==Known Units==&lt;br /&gt;
&lt;br /&gt;
Known mounts include:&lt;br /&gt;
&lt;br /&gt;
*[[Dwagon]]{{erf|1|003}}{{erf|1|006}}{{erf|1|031}}&lt;br /&gt;
*[[Gwiffon]]{{erf|1|007}}{{erf|1|009}}&lt;br /&gt;
*[[Sourmander]]{{erf|1|010}}{{erf|1|097}}&lt;br /&gt;
*[[Spidew]]{{erf|1|001}}{{erf|1|002}}{{erf|1|111}}{{erf|1|123}}{{erf|1|129}}&lt;br /&gt;
*[[Unipegataur]]{{erf|1|103}}{{erf|1|119}}{{erf|1|120}}(at least, when [[uncroaked]])&lt;br /&gt;
*[[Weiner-Rammer]]{{erf|1|133}}&lt;br /&gt;
*[[Tchotchke]]{{erf|1|025}}&lt;br /&gt;
*[[Megalogwiff]]&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
*[[Holla]]s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Mount]]&lt;br /&gt;
[[Category:Non-humanoid]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Holla</id>
		<title>Holla</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Holla"/>
				<updated>2009-10-13T10:34:56Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: Created page with '=Speculation=  Hollas are Heavy Mount Units. Their apparence and abilities are yet unknown.  ==Known Users==  *Unaroyal    Category:Unit [[Category...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Speculation=&lt;br /&gt;
&lt;br /&gt;
Hollas are [[Heavy_Unit|Heavy]] [[Mount]] [[Unit]]s. Their apparence and abilities are yet unknown.&lt;br /&gt;
&lt;br /&gt;
==Known Users==&lt;br /&gt;
&lt;br /&gt;
*[[Unaroyal]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Mount]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Heavy_Unit</id>
		<title>Heavy Unit</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Heavy_Unit"/>
				<updated>2009-10-13T10:33:20Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: /* Possible Heavy Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Heavy units are a [[Class]] of [[unit]] that have the &amp;quot;Heavy&amp;quot; [[Unit#Natural Abilities|natural ability]] and are considered the most powerful non-[[Commander]] units. Most heavy units are restricted from entering [[Tunnels]]. Also, they can't ride a [[Mount]].&lt;br /&gt;
&lt;br /&gt;
Heavy units may spontaneously pop in [[Ruins]].&lt;br /&gt;
&lt;br /&gt;
==Known Heavy Units==&lt;br /&gt;
&lt;br /&gt;
*[[Twoll]]s&lt;br /&gt;
*[[Spidew]]s&lt;br /&gt;
*[[Dwagon]]s&lt;br /&gt;
*[[Sourmander]]s&lt;br /&gt;
*[[Tchotchke]]s&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
Heavy Units may be unable to enter many terrain types besides Tunnels.&lt;br /&gt;
&lt;br /&gt;
==Possible Heavy Units==&lt;br /&gt;
&lt;br /&gt;
*[[Golem]]s&lt;br /&gt;
*[[Gwiffon]]s&lt;br /&gt;
*[[Gump]]s&lt;br /&gt;
*[[Unipegataur]]s&lt;br /&gt;
*[[Megalogwiffs]]&lt;br /&gt;
*[[Parson]]&lt;br /&gt;
*[[Holla]]s&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Jeftichew</id>
		<title>Jeftichew</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Jeftichew"/>
				<updated>2009-10-13T10:25:50Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: Created page with '=Proposed Canon=  Jeftichew is a Carnymancer formerly in the service of Unaroyal, now residing in the Magic Kingdom.    Category:Characters [[Category:Proposed Ca...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Jeftichew is a [[Carnymancer]] formerly in the service of [[Unaroyal]], now residing in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Bowie</id>
		<title>Bowie</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Bowie"/>
				<updated>2009-10-13T10:25:06Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: Created page with '=Proposed Canon=  Bowie is a Changemancer formerly in the service of Unaroyal, now residing in the Magic Kingdom.    Category:Characters [[Category:Proposed Canon...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Bowie is a [[Changemancer]] formerly in the service of [[Unaroyal]], now residing in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Spenser</id>
		<title>Spenser</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Spenser"/>
				<updated>2009-10-13T10:24:34Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: Created page with '=Proposed Canon=  Spenser is a Findamancer formerly in the service of Unaroyal, now residing in the Magic Kingdom.    Category:Characters [[Category:Proposed Cano...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Spenser is a [[Findamancer]] formerly in the service of [[Unaroyal]], now residing in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Vanna</id>
		<title>Vanna</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Vanna"/>
				<updated>2009-10-13T10:21:15Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: Created page with '=Proposed Canon=  Vanna is a Turnamancer formerly in the service of Unaroyal, now residing in the Magic Kingdom.    Category:Characters [[Category:Proposed Canon]...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Vanna is a [[Turnamancer]] formerly in the service of [[Unaroyal]], now residing in the [[Magic Kingdom]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Unaroyal</id>
		<title>Unaroyal</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Unaroyal"/>
				<updated>2009-10-13T10:16:21Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Unaroyal is a [[side]] in the [[Royal Crown Coalition]]. Its [[infantry]] units are clad in red and orange livery.{{erf|1|128}} Their banner seems to be a black torus with white lettering, on a red and orange field.&lt;br /&gt;
&lt;br /&gt;
It sent 1714 troops into battle, led by the Warlord known as [[Scarlet]]. This was the third largest force after the [[Marbits]] and [[Jetstone]]. They were wiped out in the battle and the volcano eruption that followed.&lt;br /&gt;
&lt;br /&gt;
Following the destruction of their forces, Unaroyal's [[Thinkamancer]] informed [[Transylvito]]'s Thinkamancer, [[Bunny]], of the loss.{{erf|1|138}}&lt;br /&gt;
&lt;br /&gt;
Unaroyal shares a border with [[Jetstone]] near the cities of [[Bridgestone]] and [[Firestone]].&lt;br /&gt;
&lt;br /&gt;
Unaroyal borders [[Gobwin Knob]], possibly near [[Warchalking]], which they took from Gobwin Knob before losing it (and several other cities) back to them.  Their [[capital]] cities are roughly 200 [[hex]]es apart.&lt;br /&gt;
&lt;br /&gt;
The Side of Unaroyal has now been destroyed by [[Queen Bea]] commiting suicide.{{blog|2009|10|summer-updates-043}}&lt;br /&gt;
&lt;br /&gt;
==Cities of Unaroyal==&lt;br /&gt;
&lt;br /&gt;
*[[City of Unaroyal]] - capital&lt;br /&gt;
*[[Unabrow]]&lt;br /&gt;
*[[Unatard]]&lt;br /&gt;
*[[Unavac]]&lt;br /&gt;
&lt;br /&gt;
==Known Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Queen Bea]] - [[Ruler]] - destroyed&lt;br /&gt;
*[[Princess Cruz]] - heir - [[Decrypted]] and destroyed&lt;br /&gt;
*[[K.C.]] - Chief Warlord - now Decrypted and serving [[Gobwin Knob]]&lt;br /&gt;
*[[Vanna]] - [[Turnamancer]]&lt;br /&gt;
*[[Jeftichew]] - [[Carnymancer]]&lt;br /&gt;
*[[Bowie]] - [[Changemancer]]&lt;br /&gt;
*[[Spenser]] - [[Findamancer]]&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
Seems to be on relatively good terms with Transylvito.&lt;br /&gt;
&lt;br /&gt;
They took [[Warchalking]] from [[Manpower the Temporary|Lord Manpower the Temporary]] at the beginning of book one.  That would fit with them occupying the city during the summer update, and may point to them having marbits as natural allies.&lt;br /&gt;
&lt;br /&gt;
==Real World References==&lt;br /&gt;
&amp;quot;Unaroyal&amp;quot; is likely a pun on the tire manufacturer [http://www.uniroyaltires.com/ Uniroyal], particularly given their livery -- the &amp;quot;black torus&amp;quot; is probably a tire. the names of their cities seem to begin with &amp;quot;Una&amp;quot; and resemble an english word (ex: unibrow/Unabrow, unitard/Unatard). Also, the cities on their border with Jetstone are named after Bridgestone and Firestone, tire manufacturers which merged in the 1980s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Side]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Unaroyal</id>
		<title>Unaroyal</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Unaroyal"/>
				<updated>2009-10-13T10:12:29Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
Unaroyal is a [[side]] in the [[Royal Crown Coalition]]. Its [[infantry]] units are clad in red and orange livery.{{erf|1|128}} Their banner seems to be a black torus with white lettering, on a red and orange field.&lt;br /&gt;
&lt;br /&gt;
It sent 1714 troops into battle, led by the Warlord known as [[Scarlet]]. This was the third largest force after the [[Marbits]] and [[Jetstone]]. They were wiped out in the battle and the volcano eruption that followed.&lt;br /&gt;
&lt;br /&gt;
Following the destruction of their forces, Unaroyal's [[Thinkamancer]] informed [[Transylvito]]'s Thinkamancer, [[Bunny]], of the loss.{{erf|1|138}}&lt;br /&gt;
&lt;br /&gt;
Unaroyal shares a border with [[Jetstone]] near the cities of [[Bridgestone]] and [[Firestone]].&lt;br /&gt;
&lt;br /&gt;
Unaroyal borders [[Gobwin Knob]], possibly near [[Warchalking]], which they took from Gobwin Knob before losing it (and several other cities) back to them.  Their [[capital]] cities are roughly 200 [[hex]]es apart.&lt;br /&gt;
&lt;br /&gt;
==Cities of Unaroyal==&lt;br /&gt;
&lt;br /&gt;
*[[City of Unaroyal]] - capital&lt;br /&gt;
*[[Unabrow]]&lt;br /&gt;
*[[Unatard]]&lt;br /&gt;
*[[Unavac]]&lt;br /&gt;
&lt;br /&gt;
==Known Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Queen Bea]] - [[Ruler]] - destroyed&lt;br /&gt;
*[[Princess Cruz]] - heir - [[Decrypted]] and destroyed&lt;br /&gt;
*[[K.C.]] - Chief Warlord - now Decrypted and serving [[Gobwin Knob]]&lt;br /&gt;
*[[Vanna]] - [[Turnamancer]]&lt;br /&gt;
*[[Jeftichew]] - [[Carnymancer]]&lt;br /&gt;
*[[Bowie]] - [[Changemancer]]&lt;br /&gt;
*[[Spenser]] - [[Findamancer]]&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
Seems to be on relatively good terms with Transylvito.&lt;br /&gt;
&lt;br /&gt;
They took [[Warchalking]] from [[Manpower the Temporary|Lord Manpower the Temporary]] at the beginning of book one.  That would fit with them occupying the city during the summer update, and may point to them having marbits as natural allies.&lt;br /&gt;
&lt;br /&gt;
==Real World References==&lt;br /&gt;
&amp;quot;Unaroyal&amp;quot; is likely a pun on the tire manufacturer [http://www.uniroyaltires.com/ Uniroyal], particularly given their livery -- the &amp;quot;black torus&amp;quot; is probably a tire. the names of their cities seem to begin with &amp;quot;Una&amp;quot; and resemble an english word (ex: unibrow/Unabrow, unitard/Unatard). Also, the cities on their border with Jetstone are named after Bridgestone and Firestone, tire manufacturers which merged in the 1980s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Side]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;br /&gt;
[[Category:Real World References]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Decrypted</id>
		<title>Decrypted</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Decrypted"/>
				<updated>2009-10-13T10:05:05Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|430|&lt;br /&gt;
[[File:Wandas_army.JPG|thumb|right|400px|Wanda decrypts an RCC army]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Decrypted&amp;quot; is the term given to the upgraded [[uncroaked]] (or &amp;quot;popped again&amp;quot;) [[Wanda Firebaugh|Wanda]] creates after attuning to the [[Arkenpliers]]. Decrypt is used as a verb (he was decrypted), an adjective (a decrypted unit), and a noun (decrypted retain their stats), similar to the usage of [[uncroaked]]. Decrypted superficially appear to be alive, lacking the physical evidence of the trauma that [[croaked]] them.&lt;br /&gt;
&lt;br /&gt;
Unlike uncroaked units, decrypted units do not decay.{{erf|1|145}}&lt;br /&gt;
&lt;br /&gt;
Many [[unit]]s that could not be uncroaked can be decrypted. (For example, [[Wiener Rammers]] can be decrypted.)&lt;br /&gt;
&lt;br /&gt;
Decrypted units have zero upkeep cost.{{erf|1|145}}&lt;br /&gt;
&lt;br /&gt;
When destroyed, Decrypted turn to dust like the [[Uncroaked]].{{blog|2009|10|summer-updates-043}}&lt;br /&gt;
&lt;br /&gt;
=Speculation=&lt;br /&gt;
&lt;br /&gt;
The unit is enslaved to either Wanda, [[Parson]], [[Stanley]], or the [[Gobwin Knob]] [[side]], and may suffer a major mental attitude adjustment (e.g. &amp;quot;You were correct, of course. Royalty is obsolete.&amp;quot;{{Erf|1|145}}) possibly due to a change in its Natural [[Thinkamancy]] or a choice made by [[Wanda]] at the time of decryption; otherwise, the Unit retains all of its previous [[Unit#Statistics|stats]], [[Unit#Natural Abilities|abilities]], and [[Level|levels]], but it may suffer a demotion if it was of a high rank and that position is already occupied by another [[Unit]].&lt;br /&gt;
&lt;br /&gt;
As with [[Uncroaked|uncroaking]], uniforms and insignia are changed when the uncroaked join their new side.  Decrypted seem to gain Wanda's insignia {{erf|1|144}} rather than the insignia of their chief warlord {{erf|1|116}}, but this is [[Wanda]]'s choice for units she creates {{blog|2009|08|summer-updates-026}} rather than a feature of decryption itself.  Units like [[Wiener-Rammers]] with no uniform may suffer a change of color in skin or fur.{{erf|1|146}}&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
Decryption, in the real world, is used as the opposite of encryption, that is protecting data by turning it into a seemingly random sequence of symbols by means of a cypher and a key. Decryption is the opposite process, which takes useless gibberish and turns it into useful information, paralleling the process of taking a useless corpse and turning it into a useful creature. The same term is sometimes also used for removing desired content from protected sources (such as DVDs, music files and books). In this case, Wanda might have gained the ability to effectively remove the &amp;quot;DRM&amp;quot; from enemy units, allowing her to raise them without penalties and under her control.&lt;br /&gt;
&lt;br /&gt;
This makes the term a double pun, the 1st one being on &amp;quot;getting the unit out of a crypt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Real World References]]&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

	<entry>
		<id>http://www.erfworld.com/wiki/index.php/Decrypted</id>
		<title>Decrypted</title>
		<link rel="alternate" type="text/html" href="http://www.erfworld.com/wiki/index.php/Decrypted"/>
				<updated>2009-10-13T10:04:20Z</updated>
		
		<summary type="html">&lt;p&gt;88.148.224.48: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImageStackRight|430|&lt;br /&gt;
[[File:Wandas_army.JPG|thumb|right|400px|Wanda decrypts an RCC army]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Proposed Canon=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Decrypted&amp;quot; is the term given to the upgraded [[uncroaked]] (or &amp;quot;popped again&amp;quot;) [[Wanda Firebaugh|Wanda]] creates after attuning to the [[Arkenpliers]]. Decrypt is used as a verb (he was decrypted), an adjective (a decrypted unit), and a noun (decrypted retain their stats), similar to the usage of [[uncroaked]]. Decrypted superficially appear to be alive, lacking the physical evidence of the trauma that [[croaked]] them.&lt;br /&gt;
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Unlike uncroaked units, decrypted units do not decay.{{erf|1|145}}&lt;br /&gt;
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Many [[unit]]s that could not be uncroaked can be decrypted. (For example, [[Wiener Rammers]] can be decrypted.)&lt;br /&gt;
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Decrypted units have zero upkeep cost.{{erf|1|145}}&lt;br /&gt;
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When destroyed, Decrypted turn to dust like the [[Uncroaked]].&lt;br /&gt;
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=Speculation=&lt;br /&gt;
&lt;br /&gt;
The unit is enslaved to either Wanda, [[Parson]], [[Stanley]], or the [[Gobwin Knob]] [[side]], and may suffer a major mental attitude adjustment (e.g. &amp;quot;You were correct, of course. Royalty is obsolete.&amp;quot;{{Erf|1|145}}) possibly due to a change in its Natural [[Thinkamancy]] or a choice made by [[Wanda]] at the time of decryption; otherwise, the Unit retains all of its previous [[Unit#Statistics|stats]], [[Unit#Natural Abilities|abilities]], and [[Level|levels]], but it may suffer a demotion if it was of a high rank and that position is already occupied by another [[Unit]].&lt;br /&gt;
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As with [[Uncroaked|uncroaking]], uniforms and insignia are changed when the uncroaked join their new side.  Decrypted seem to gain Wanda's insignia {{erf|1|144}} rather than the insignia of their chief warlord {{erf|1|116}}, but this is [[Wanda]]'s choice for units she creates {{blog|2009|08|summer-updates-026}} rather than a feature of decryption itself.  Units like [[Wiener-Rammers]] with no uniform may suffer a change of color in skin or fur.{{erf|1|146}}&lt;br /&gt;
&lt;br /&gt;
=Real World References=&lt;br /&gt;
&lt;br /&gt;
Decryption, in the real world, is used as the opposite of encryption, that is protecting data by turning it into a seemingly random sequence of symbols by means of a cypher and a key. Decryption is the opposite process, which takes useless gibberish and turns it into useful information, paralleling the process of taking a useless corpse and turning it into a useful creature. The same term is sometimes also used for removing desired content from protected sources (such as DVDs, music files and books). In this case, Wanda might have gained the ability to effectively remove the &amp;quot;DRM&amp;quot; from enemy units, allowing her to raise them without penalties and under her control.&lt;br /&gt;
&lt;br /&gt;
This makes the term a double pun, the 1st one being on &amp;quot;getting the unit out of a crypt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Real World References]]&lt;br /&gt;
[[Category:Unit]]&lt;br /&gt;
[[Category:Proposed Canon]]&lt;br /&gt;
[[Category:Speculation]]&lt;/div&gt;</summary>
		<author><name>88.148.224.48</name></author>	</entry>

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