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EDIT NOTHING ABOVE THIS LINE! I mean it! --></noinclude>
EDIT NOTHING ABOVE THIS LINE! I mean it! --></noinclude>
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=Caster=
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{{Geography101}}
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{{Magic101}}
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{{city101}}
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Casters are [[unit]]s that can use [[scroll]]s and cast [[spell]]s. While certain [[unit]]s can use [[spell]]s or spell-like abilities (i.e. [[Archons]]), Casters are the only units in [[Erfworld]] that can learn and cast [[spell]]s beyond their unit's specific ability or spell set. Casters are further defined as being [[Commander]]s and being able to form [[caster link]]s. Casters are called by their class or discipline, so a caster who casts from [[Lookamancy]] is called an Lookamancer, and a caster who does general [[Hippiemancy]] would be called a Hippiemancer.
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{{ImageStackRight|240|
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[[File:Gobwin_Knob.JPG|thumb|right|400px|'The City of [[Gobwin Knob]] from [http://www.erfworld.com/book-1-archive/?px=%2F121.jpg Page 121.]']]
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}}
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==Using Magic==
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=Proposed Canon=
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Every caster belongs to a [[magic|magical]] discipline (e.g. [[thinkamancy]] or [[croakamancy]]) and can cast spells from that discipline. Some casters can only cast spells belonging to their discipline, while other casters can cast spells from multiple disciplines.{{erf|1|013}} Multi-discipline casters are uncommon and there may be limits on what spells they can cast and how successful those spells are.  
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Cities are fixed locations in Erfworld. They can produce units and provide [[Shmuckers]] for a [[side]]'s [[treasury]], and they also provide some defense in [[combat]].
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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}}. Casters can extend this limit by creating and using [[scroll]]s. Scrolls increase the versitility of casters by allowing them to cast spells they don't know or spells that are part of a discipline they can't otherwise cast from.{{erf|1|126}}.
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Some cities are [[capital]]s for [[Capital Sides]].
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==Caster Creation==
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Cities, like [[Units]], have Levels; the lowest being level 1 and the highest being level 5. A city's level determines, in large part, its size and the strength of its defenses. However, this does not take into account natural terrain modifiers. For example, [[Gobwin Knob (city)|Gobwin Knob]]'s terrain makes it a far tougher defensive position than other level 5 cities. In the same way, it is theoretically possible for a low-level city, due to its terrain, to be as tough as an unmodified Level 5. [[Shmuckers]] can be used to pay for the growth or change of a city. Damaged cities lose levels. Higher-level cities are better defended.{{Erf|1|133}} A city's level does not necessarily take into account its true defensive strength.
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Casters are created in the same way as warlords; when popping a warlord, there is a chance of getting a caster instead.  This inherently means that [[Ruler|Rulers]] can't control the number or type of Casters who pop in their cities. However, some Erfworlders believe that the [[Titans]] grant [[sides]] the Casters they truly need.
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==Commander==
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Cities come replete with buildings, but no civilian inhabitants; no 'populace.' Units popped in the city or brought in from outside may live in the buildings, and they may also be used for storage, but they are not houses with families, or shops, etc. They are popped empty and remain so until filled by the city's garrison.
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Like [[Warlord]]s, Casters are [[commander]]s and can lead [[units]] in combat. {{erf|1|084a|Parson's Klog #10}} However, they do not have the [[Leadership]] ability and do not grant a [[Leadership]] [[Combat#Combat_Bonuses|bonus]] to units under their direct command. Some casters can grant a special bonus to particular units. For example, Dirtamancers provide bonuses to [[golems]] under their command, and Croakamancers provide bonuses to [[uncroaked]] units.{{erf|1|084a|Parson's Klog #10}}
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==Caster Links==
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Capital cities are usually ruled by the [[ruler]] of a [[side]]. When a ruler dies without an [[heir]], the cities of that side become neutral. Units inside these cities are not allowed to [[Movement|move]], [[Combat|attack]], cast [[spell]]s: they are essentially frozen in time, at the mercy of attackers.
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''Main Article: [[caster link]]''
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A Thinkamancer can join one or two other casters together into a [[caster link]] allowing those casters to cast powerful spells,  multi-disciple spells, or create multi-disciple [[Magic_Item|magical items]] or scrolls. The most powerful spells and items (apart from those created and used by [[Titans]]) are created by linked casters.  
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Destroyed cities may be [[Claiming a City|claimed]] by either an [[Heir]]{{Erf|1|083}} or [[Warlords]] of another [[Side]]{{Erf|1|078}}. A destroyed city is not the same as a [[ruins|ruin]].
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<br>'''((([[Caster]])))'''
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===Unit Production===
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The [[ruler]] sets the [[unit]] production for the city. Each city can produce certain types of [[units]], depending on the [[side]] that built the city, and the level of that city.
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For example, Gobwin Knob cities can produce [[warlord]]s and [[spidew]]s at level two but can never produce [[gwiffon]]s.  Bigger units take longer to produce.{{Erf|1|043a}} Cities ruled by a royal can produce royals and nobles.
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A [[ruler]] may also pop an [[heir]] in this way, but this takes a tremendous number of turns.
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===Regent===
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''Main Article: [[Regent]]''
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A [[Warlord]] can be assigned to manage a city. Having a Regent Warlord boost city income and reduces [[unit]] [[upkeep]], among other things. To gain this bonus, the Warlord must walking around the city, observing or "supervising," as it were. <sup>[[First Intermission 35]]</sup>
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<br>'''((([[City]])))'''
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Revision as of 03:52, 11 June 2010

IMPORTANT!

Do your best to keep spoilers OUT of the Featured article! Leave them in the original article, but take them out of the template!

Erfworld Geography
City, Terrain Type, Special Locations, Notable Locations


Cities 101
Capital Cities, Port Cities, City Zones, Building, Regent, Claiming a City, Cities of Erfworld


'The City of Gobwin Knob from Page 121.'

Proposed Canon

Cities are fixed locations in Erfworld. They can produce units and provide Shmuckers for a side's treasury, and they also provide some defense in combat.

Some cities are capitals for Capital Sides.

Cities, like Units, have Levels; the lowest being level 1 and the highest being level 5. A city's level determines, in large part, its size and the strength of its defenses. However, this does not take into account natural terrain modifiers. For example, Gobwin Knob's terrain makes it a far tougher defensive position than other level 5 cities. In the same way, it is theoretically possible for a low-level city, due to its terrain, to be as tough as an unmodified Level 5. Shmuckers can be used to pay for the growth or change of a city. Damaged cities lose levels. Higher-level cities are better defended.Erf-b1-p133Same-site.PNG A city's level does not necessarily take into account its true defensive strength.

Cities come replete with buildings, but no civilian inhabitants; no 'populace.' Units popped in the city or brought in from outside may live in the buildings, and they may also be used for storage, but they are not houses with families, or shops, etc. They are popped empty and remain so until filled by the city's garrison.

Capital cities are usually ruled by the ruler of a side. When a ruler dies without an heir, the cities of that side become neutral. Units inside these cities are not allowed to move, attack, cast spells: they are essentially frozen in time, at the mercy of attackers.

Destroyed cities may be claimed by either an HeirErf-b1-p083Same-site.PNG or Warlords of another SideErf-b1-p078Same-site.PNG. A destroyed city is not the same as a ruin.

Unit Production

The ruler sets the unit production for the city. Each city can produce certain types of units, depending on the side that built the city, and the level of that city.

For example, Gobwin Knob cities can produce warlords and spidews at level two but can never produce gwiffons. Bigger units take longer to produce.Erf-b1-p043aSame-site.PNG Cities ruled by a royal can produce royals and nobles.

A ruler may also pop an heir in this way, but this takes a tremendous number of turns.

Regent

Main Article: Regent

A Warlord can be assigned to manage a city. Having a Regent Warlord boost city income and reduces unit upkeep, among other things. To gain this bonus, the Warlord must walking around the city, observing or "supervising," as it were. First Intermission 35


(((City)))

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