Unit

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(Unit Stats and Abilities)
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*[[Ruler]]
*[[Ruler]]
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IJWTS wow! Why can't I think of tnhigs like that?
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==Unit Stats and Abilities==
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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}}
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Every Unit has four statistics (stats) visible to [[warlord|warlords]] and [[caster|casters]]{{erf|1|040a}}:
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*[[Move]] - Distance a Unit can [[Movement|move]] during its [[Turn]]
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*[[Hits]] - Amount of damage a Unit can take before [[croaking]]
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*[[Combat_(stat)|Combat]] - Offensive [[combat]] value. Sometimes referred to as Attack.
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*[[Defense]] - Defensive combat value.
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[[Units]] may also have a fifth visible statistic:{{Erf|1|050}}{{Erf|1|145}}
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*[[Level]] - Relative strength of the Unit. Level is affected by [[Experience]].
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Units also have some hidden statistics:
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*[[Loyalty]] - how strongly a Unit is aligned with its [[Ruler]]{{Erf|1|084a}}
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===Natural Abilities===
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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. When viewed by a [[commander]], these appear under the four basic statistics under the heading "Special."
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{| border="1" cellpadding="5" style="background:gray; color:black; text-align:left"
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! nowrap |Ability
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! nowrap |Description
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|- style="background:white; color:black"
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|| [[Flying unit|Flight]]{{erf|1|040a}}
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|| Flying units can [[Movement|Move]] through the air without falling.
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|- style="background:white; color:black"
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|| [[Water Capable|Water]]
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|| Water units can [[Movement|Move]] through the water without drowning.{{erf|1|060}}
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|- style="background:white; color:black"
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|| [[Forest-capable]]{{erf|1|062}}
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|| Forest units can attack in forests.
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|- style="background:white; color:black"
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|| [[Dance-Fighting]]{{erf|1|127}}
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|| Dance fighting units sing and dance while fighting.{{erf|1|111}}
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Units that are Dance Fighting gain a bonus, a multiplier, while in combat.{{erf|1|125}}
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Units without Dance Fighting can be led through [[Magic]]{{erf|1|128}} or innate ability{{erf|1|127}} of the leader.
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|- style="background:white; color:black"
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|| Light
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|| Light units can enter tunnels.{{erf|1|098a}}
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|- style="background:white; color:black"
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|| [[Heavy Unit|Heavy]]{{erf|1|077a}}
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||
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|- style="background:white; color:black"
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|| [[Siege Unit|Siege]]{{erf|1|046a}}
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|| The ability to breach walls.{{erf|1|126}}
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|- style="background:white; color:black"
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|| Poison{{erf|1|040a}}
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||
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|- style="background:white; color:black"
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|| Fire{{erf|1|040a}}
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||
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|- style="background:white; color:black"
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|| [[Mount]]
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|| Can be ridden by [[humanoid]] units
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|- style="background:white; color:black"
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|| [[Healing]]{{erf|1|022}}
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|| Unit can heal wounded [[Alliance|allied]] Units
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|- style="background:white; color:black"
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|| [[Fabrication]]{{erf|1|040a}}
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|| Allows a Unit to create [[Coin]]s and other items, is a form of natural [[Dollamancy]].
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|- style="background:white; color:black"
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|| [[Breath Weapon]]
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|| Allows the Unit to use a short/medium range "[[Yellow Dwagon|breath]]" attack before or instead of melee.
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|- style="background:white; color:black"
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|| Remote Visual Link
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|| Unit's [[Commander]] is able to see through the Unit's eyes from afar.
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|- style="background:white; color:black"
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|| [[Leadership]]{{erf|1|040a}}
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|| A Unit with Leadership:
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*can lead stacks by giving them instructions.{{erf|1|040a}}
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*confers a bonus to units under their command.{{erf|1|040a}}
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*prevents Units it is leading from auto-attacking units of [[Alliance|non-allied]] [[side]]s.{{erf|1|040a}}
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*is subject to the [[Natural Thinkamancy]] (Duty){{erf|1|084a}}
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*can see Unit stats.{{erf|1|040a}}
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|- style="background:white; color:black"
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|| [[Caster]]{{erf|1|084a}}
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|| A [[Caster]]:
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*can cast [[Magic]] spells.
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*can lead stacks by giving them instructions.{{erf|1|040a}}
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*confers a bonus only to units with an association to their type of [[Magic]].{{erf|1|040a}}
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*prevents Units it is leading from auto-attacking units of [[Alliance|non-allied]] [[side]]s.{{erf|1|040a}}
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*is subject to the [[Natural Thinkamancy]] (Duty){{erf|1|084a}}
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*can see some Unit stats.{{erf|1|040a}}
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|}
==[[Royalty and Nobility|Royal and Noble Units]]==
==[[Royalty and Nobility|Royal and Noble Units]]==

Revision as of 07:23, 12 April 2011

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:

Natural Abilities

Some units have abilities that can achieve unconventional results, and can be used when not on Turn.[2] These abilities are named Natural AbilitiesErf-b1-p040aSame-site.PNG and are sometimes referred to as Special Abilities. When viewed by a commander, these appear under the four basic statistics under the heading "Special."

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
Forest-capableErf-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, a multiplier, 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.
Breath Weapon Allows the Unit to use a short/medium range "breath" attack before or instead of melee.
Remote Visual Link Unit's Commander is able to see through the Unit's eyes from afar.
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.

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 Warlords and Overlords.

Parson

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.

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/Dwarfy) - A Heavy Unit capable of entering tunnels
  • Tunnel Fighter (Gobwin/Marbit/Dwarfy) - Provides a bonus at fighting in tunnels (These could be the same Ability, applied to Heavy and Light Units respectively.)
  • ArmoredErf-b1-p077Same-site.PNG - Probably increases the Unit's Defence. Armor may also be Equipment instead of an ability.
  • Mountain Capable (Western Giant/Dwarfy) - Unit capable of moving through Mountain Hexes. Can or cannot enter High Mountains.

References

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