Unit

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Units that are Dance Fighting gain a bonus while in combat.{{erf|1|125}}

Revision as of 01:47, 3 September 2009

Dwagon-model.jpg

Contents

Proposed Canon

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

Classes

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 some 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
HeavyErf-b1-p077aSame-site.PNG
SiegeErf-b1-p046aSame-site.PNG The ability to breach walls.Erf-b1-p126Same-site.PNG
PoisonErf-b1-p040aSame-site.PNG
FireErf-b1-p040aSame-site.PNG
Mount Can be ridden by humanoid units
HealingErf-b1-p022Same-site.PNG Unit can heal wounded allied Units
FabricationErf-b1-p040aSame-site.PNG Allows a Unit to create Coins and other items, is a form of natural Dollamancy.
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.

Royals speculation

It's possible free will is a innate trait to Royals, as most of the non-Ruler royals are described as ornery and contrary to their progenitor's wishes.

Speculation

Classes

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.
  • ArmoredErf-b1-p077Same-site.PNG - Probably increases the Unit's Defence. Armor may also be Equipment instead of an ability.

References

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