Unit

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(Unit Stats and Abilities)
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Everything that fights is a Unit.{{erf|1|040a}} Units may be grouped into [[stack]]s.
Everything that fights is a Unit.{{erf|1|040a}} Units may be grouped into [[stack]]s.
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==Classes==
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==[[Class|Classes]]==
Units come in classes. Classes determine unit abilities and limitations. Known classes include:
Units come in classes. Classes determine unit abilities and limitations. Known classes include:
*[[Stabber]]-class infantry
*[[Stabber]]-class infantry
 +
**Swordsmen
 +
**Spearmen
*[[Piker]]-class infantry
*[[Piker]]-class infantry
*[[Archer]]-class infantry
*[[Archer]]-class infantry
 +
*[[Digger]]-class infantry
*[[Knight]]-class infantry
*[[Knight]]-class infantry
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*[[Heavy Unit]]s
There are classes of special significance:
There are classes of special significance:
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Units also have some hidden statistics:
Units also have some hidden statistics:
*[[Loyalty]] - how strongly a Unit is aligned with its [[Ruler]]{{Erf|1|084a}}
*[[Loyalty]] - how strongly a Unit is aligned with its [[Ruler]]{{Erf|1|084a}}
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*[[Experience]] - How far a Unit has progressed towards gaining its next [[Level]].{{Ref|2|2}} Experience is (usually) gained by [[croaking]] enemies.
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*[[Score]] - A theoretical stat which determines where a Unit will go after death, without needing to be judged by the Titans first. The existance of this stat is debated, and believers in Score are called Scorists.
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+
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[[Units]] may also have one or more Natural (or Special) Abilities.
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===Natural Abilities===
===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.
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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."
{| border="1" cellpadding="5" style="background:gray; color:black; text-align:left"
{| border="1" cellpadding="5" style="background:gray; color:black; text-align:left"
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|- style="background:white; color:black"
|- style="background:white; color:black"
-
|| Water
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|| [[Water Capable|Water]]
|| Water units can [[Movement|Move]] through the water without drowning.{{erf|1|060}}
|| Water units can [[Movement|Move]] through the water without drowning.{{erf|1|060}}
|- style="background:white; color:black"
|- style="background:white; color:black"
-
|| [[Forest capable|Forest]]{{erf|1|062}}
+
|| [[Forest-capable]]{{erf|1|062}}
|| Forest units can attack in forests.
|| Forest units can attack in forests.
|- style="background:white; color:black"
|- style="background:white; color:black"
-
|| Dance Fighting{{erf|1|127}}
+
|| [[Dance-Fighting]]{{erf|1|127}}
|| Dance fighting units sing and dance while fighting.{{erf|1|111}}
|| Dance fighting units sing and dance while fighting.{{erf|1|111}}
-
Units that are Dance Fighting gain a bonus while in combat.{{erf|1|125}}
+
Units that are Dance Fighting gain a bonus, a multiplier, while in combat.{{erf|1|125}}
Units without Dance Fighting can be led through [[Magic]]{{erf|1|128}} or innate ability{{erf|1|127}} of the leader.
Units without Dance Fighting can be led through [[Magic]]{{erf|1|128}} or innate ability{{erf|1|127}} of the leader.
|- style="background:white; color:black"
|- style="background:white; color:black"
-
|| Light
+
|| [[Heavy Unit|Heavy]]{{erf|1|077a}}
-
|| Light units can enter tunnels.{{erf|1|098a}}
+
|| Heavy units are stronger than normal units, but may not ride mounts, and have restricted access to tunnels depending on the base unit type.
|- style="background:white; color:black"
|- style="background:white; color:black"
-
|| [[Heavy Unit|Heavy]]{{erf|1|077a}}
+
|| Light
-
||
+
|| Light units can enter tunnels.{{erf|1|098a}} This may simply include non-heavy units (rather than a special ability).
|- style="background:white; color:black"
|- style="background:white; color:black"
-
|| Siege{{erf|1|046a}}
+
|| [[Siege Unit|Siege]]{{erf|1|046a}}
|| The ability to breach walls.{{erf|1|126}}
|| The ability to breach walls.{{erf|1|126}}
|- style="background:white; color:black"
|- style="background:white; color:black"
-
|| [[Regeneration]]{{erf|1|040a}}
+
|| [[Digging]]
-
||  
+
|| The ability to dig through earth and city walls.
|- style="background:white; color:black"
|- style="background:white; color:black"
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|- style="background:white; color:black"
|- style="background:white; color:black"
-
|| [[Fabrication]]
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|| [[Fabrication]]{{erf|1|040a}}
-
|| Allows a Unit to create [[Coin]]s
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|| Allows a Unit to create [[Coin]]s and other items, is a form of natural [[Dollamancy]].
 +
 
 +
|- style="background:white; color:black"
 +
|| [[Breath Weapon]]
 +
|| Allows the Unit to use a short/medium range "[[Yellow Dwagon|breath]]" attack before or instead of melee.
 +
 
 +
|- style="background:white; color:black"
 +
|| Remote Visual Link
 +
|| Unit's [[Commander]] is able to see through the Unit's eyes from afar.
|- style="background:white; color:black"
|- style="background:white; color:black"
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*confers a bonus to units under their command.{{erf|1|040a}}
*confers a bonus to units under their command.{{erf|1|040a}}
*prevents Units it is leading from auto-attacking units of [[Alliance|non-allied]] [[side]]s.{{erf|1|040a}}
*prevents Units it is leading from auto-attacking units of [[Alliance|non-allied]] [[side]]s.{{erf|1|040a}}
-
*is subject to the [[Thinkamancy#Natural_Thinkamancy|Natural Thinkamancy]] (Duty){{erf|1|084a}}
+
*is subject to the [[Natural Thinkamancy]] (Duty){{erf|1|084a}}
*can see Unit stats.{{erf|1|040a}}
*can see Unit stats.{{erf|1|040a}}
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*confers a bonus only to units with an association to their type of [[Magic]].{{erf|1|040a}}
*confers a bonus only to units with an association to their type of [[Magic]].{{erf|1|040a}}
*prevents Units it is leading from auto-attacking units of [[Alliance|non-allied]] [[side]]s.{{erf|1|040a}}
*prevents Units it is leading from auto-attacking units of [[Alliance|non-allied]] [[side]]s.{{erf|1|040a}}
-
*is subject to the [[Thinkamancy#Natural_Thinkamancy|Natural Thinkamancy]] (Duty){{erf|1|084a}}
+
*is subject to the [[Natural Thinkamancy]] (Duty){{erf|1|084a}}
*can see some Unit stats.{{erf|1|040a}}
*can see some Unit stats.{{erf|1|040a}}
|}
|}
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==Royal and Noble Units==
+
==[[Royalty and Nobility|Royal and Noble Units]]==
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.
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.
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=== Royals speculation ===
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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.
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It would seem that royals are able to better contemplate strategic data.{{blog|2009|07|summer-updates-017}} This is corroborated by Stanley's apparent idiocy when it comes to tactics and [[Jillian]]'s immediate thought-transfer to army-raising when reminded she was queen.
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 +
==[[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=
=Speculation=
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==Classes==
==Classes==
-
*[[Heavy Unit]]s
 
*[[Siege_engine|Siege Engines]]
*[[Siege_engine|Siege Engines]]
*Aerial Infantry ([[Archons]],[[Goyles]])
*Aerial Infantry ([[Archons]],[[Goyles]])
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*[[Gobwin]] Fighters
*[[Gobwin]] Fighters
*[[Twoll]] Heavies
*[[Twoll]] Heavies
-
*[[Marbit]] Axemen
+
*[[Marbit]]
 +
:*[[Axeman|Axemen]]
 +
:*[[Crossbowman|Crossbowmen]]
*[[Uncroaked]] Infantry
*[[Uncroaked]] Infantry
 +
*[[Dwarfy]] Scrapers
[[Garrison_Ability|Garrison]] units may have special classes in addition to their basic class.
[[Garrison_Ability|Garrison]] units may have special classes in addition to their basic class.
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==Natural Abilities==
==Natural Abilities==
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*Tunnel Capable ([[Spidew]]/[[Sourmander]]) - A Heavy Unit capable of entering tunnels
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* Tunnel Capable ([[Spidew]]/[[Sourmander]]/[[Dwarfy]]) - A Heavy Unit capable of entering tunnels
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*Tunnel Fighter ([[Gobwin]]/[[Marbit]]) - Provides a bonus at fighting in tunnels (These could be the same Ability, applied to Heavy and Light Units respectively.)
+
* 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.)
-
*Breath Weapon - Allows the Unit to use a short/medium range "[[Yellow Dwagon|breath]]" attack before or instead of melee.
+
* Armored{{erf|1|077}} - Probably increases the Unit's Defence. Armor may also be [[Equipment]] instead of an ability.
-
*Armored{{erf|1|077}} - Probably increases the Unit's Defence.
+
* Mountain Capable ([[Western Giant]]/[[Dwarfy]]) - Unit capable of moving through Mountain Hexes. Can or cannot enter High Mountains.
-
 
+
* Poison ([[Spidew]]) - Since all poison, both magical and mundane, are Flower Power, units with the Poison rule may possess Natural Flower Power. Poisons may have different kinds of damaging effects, such as instant kills or draining hits over time even when not in combat.
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===Regeneration speculation===
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-
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.
+
-
 
+
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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.
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=References=
=References=

Revision as of 00:29, 17 October 2012

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:

  • Loyalty - how strongly a Unit is aligned with its RulerErf-b1-p084aSame-site.PNG
  • Score - A theoretical stat which determines where a Unit will go after death, without needing to be judged by the Titans first. The existance of this stat is debated, and believers in Score are called Scorists.

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.

HeavyErf-b1-p077aSame-site.PNG Heavy units are stronger than normal units, but may not ride mounts, and have restricted access to tunnels depending on the base unit type.
Light Light units can enter tunnels.Erf-b1-p098aSame-site.PNG This may simply include non-heavy units (rather than a special ability).
SiegeErf-b1-p046aSame-site.PNG The ability to breach walls.Erf-b1-p126Same-site.PNG
Digging The ability to dig through earth and city walls.
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.
  • Poison (Spidew) - Since all poison, both magical and mundane, are Flower Power, units with the Poison rule may possess Natural Flower Power. Poisons may have different kinds of damaging effects, such as instant kills or draining hits over time even when not in combat.

References

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