Veil
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=Speculation= | =Speculation= | ||
It is not clear whether regular [[Units]] have less chances to blow a Veil or whether they can blow a Veil at all. | It is not clear whether regular [[Units]] have less chances to blow a Veil or whether they can blow a Veil at all. | ||
| + | |||
| + | Some non-warlord unit types ([[Archons]]) can apparently see through veils{{erf|1|131}}. | ||
[[Category:Erfworld Mechanics]] | [[Category:Erfworld Mechanics]] | ||
[[Category:Proposed Canon]] | [[Category:Proposed Canon]] | ||
[[Category:Speculation]] | [[Category:Speculation]] | ||
Revision as of 18:28, 1 June 2009
Proposed Canon
A Veil is a magic SpellErf-b1-p064 cast by a Foolamancer to hide Units or citiesErf-b1-p107
. The Unit is given the appearance of something else; in the case of trying to hide, something innocuous is usually best. (Ie. A city may appear to be a forest.) It is not possible to make something completely invisible: the size of the veil is proportional to the size of the original unitErf-b1-p115
: it is easier to veil a human than a dwagon.
Limitations of the Spell:
- In order to be able to Veil units Foolamancer must be in the stack that is being veiled.Erf-b1-p064
- The spell cannot be cast on the enemy's Turn, like all spells.Erf-b1-p064
- Foolamancer must not be linked with other casters.Erf-b1-p064
- When veiling cities, only one city can be veiled at a time.Erf-b1-p107
The Caster verbalizes Crypsis.Erf-b1-p114
Enemy Warlords may be able to pierce a Veil if they are present in the same hex and observing the Veiled Units, but they must notice something odd about the Units.Erf-b1-p115 The more Units that are in a veiled stack and the more enemy warlords are in the hex the higher are chances of blowing the veil.Erf-b1-p107
Speculation
It is not clear whether regular Units have less chances to blow a Veil or whether they can blow a Veil at all.
Some non-warlord unit types (Archons) can apparently see through veilsErf-b1-p131.