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*[[Siege_engine|Siege Engines]]
*[[Siege_engine|Siege Engines]]
*Aerial Infantry ([[Archons]],[[Goyles]])
*Aerial Infantry ([[Archons]],[[Goyles]])
*Navy Units ([[Galleon]])
Some units types, like [[Men]], and possibly [[Hobgobwins]], have different classes.
Some units types, like [[Men]], and possibly [[Hobgobwins]], have different classes.

Revision as of 11:59, 3 August 2009



Proposed Canon

Everything that fights is a Unit.Erf-b1-p040aSame-site.PNG Units may be grouped into stacks.


Units come in classes. Classes determine unit abilities and limitations. Known classes include:

There are classes of special significance:

Unit Stats and Abilities

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. [1]

Every Unit has four statistics (stats) visible to warlords and castersErf-b1-p040aSame-site.PNG:

Units may also have a fifth visible statistic:Erf-b1-p050Same-site.PNGErf-b1-p145Same-site.PNG

Units also have two hidden statistics:

Units may also have one or more Natural (or Special) Abilities.

Natural Abilities

Some units have abilities that can achieve unconventional results, and can be used when not on Turn.[3] These abilities are named Natural AbilitiesErf-b1-p040aSame-site.PNG and are sometimes referred to as Special Abilities.

Ability Description
FlightErf-b1-p040aSame-site.PNG Flying units can Move through the air without falling.
Water Water units can Move through the water without drowning.Erf-b1-p060Same-site.PNG
ForestErf-b1-p062Same-site.PNG Forest units can attack in forests.
Dance FightingErf-b1-p127Same-site.PNG Dance fighting units sing and dance while fighting.Erf-b1-p111Same-site.PNG

Units that are Dance Fighting gain a bonus while in combat.Erf-b1-p125Same-site.PNG Units without Dance Fighting can be led through MagicErf-b1-p128Same-site.PNG or innate abilityErf-b1-p127Same-site.PNG of the leader.

Light Light units can enter tunnels.Erf-b1-p098aSame-site.PNG
SiegeErf-b1-p046aSame-site.PNG The ability to breach walls.Erf-b1-p126Same-site.PNG
Mount Can be ridden by humanoid units
HealingErf-b1-p022Same-site.PNG Unit can heal wounded allied Units
Fabrication Allows a Unit to create Coins
LeadershipErf-b1-p040aSame-site.PNG A Unit with Leadership:
CasterErf-b1-p084aSame-site.PNG A Caster:

Royal and Noble Units

Royal and Noble Units have slightly stronger stats and Level faster than normal Units.Erf-b1-p079aSame-site.PNG Cities ruled by Royals may pop Nobles and more Royals.



Some units types, like Men, and possibly Hobgobwins, have different classes.

  • Engineer-class infantry

Some units types don't have classes, but do have descriptors and may have multiple forms, like Golems.

Garrison units may have special classes in addition to their basic class.

  • Henchman
  • Lackey
  • Bodyguard

Natural Abilities

  • Tunnel Capable (Spidew/Sourmander) - A Heavy Unit capable of entering tunnels
  • Tunnel Fighter (Gobwin/Marbit) - Provides a bonus at fighting in tunnels (These could be the same Ability, applied to Heavy and Light Units respectively.)
  • Breath Weapon - Allows the Unit to use a short/medium range "breath" attack before or instead of melee.

Regeneration speculation

Regeneration may be preventable by fire damage, or simply an incredibly overwhelming amount of damage. Both were dealt to Bogroll and he did not regenerate.

Possibly the Regeneration mechanic is that any sub-lethal damage is healed very rapidly, but that any attack powerful enough to kill the unit will not be regenerated. There have been two twolls damaged in Erfworld book one, most notably Bogroll, but also a twoll apparently killed in one blow by Jillian (page 10 frame 5). This is only pertinent if all (or at least most) twolls regenerate, of course.


1. ^  WoT-6012585
2. ^ Ibid.
3. ^  WoT-5931853
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