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Units in Erfworld - Known information
Just for fun, I went though the currently available pages of Erfworld making notes of all creature statistics available. I've made a Open office calc document out of it.
For the moment, we know that units are defined by:
- Unit type [Infantry / Archer / Heavy (Siege?) / Flyer]
- Move in points & Movement type [flying / walking]
- Hits
- Combat
- Defense
- Leadership for warlord units
- Special [Tunnel fighting / Forest Capable / Healer]
Currently we have the flying movement of [erf0008] & [erf0052]:
Dwagons Fast - >56
Dwagons Slow - <56
Gwiffon / Gummy beasts - 52
Orlies - 44
Doom Bats - 22
We also have Bogroll's characteristics in full [erf0044]
Bogroll - 0 move [Garrison] - Hits 12 - Combat 5 - Defense 4 - Special : Regeneration
And finally we know the leadership rating of certain warlords:
Parson - 2
And assuming in [erf0056] that Jillian is talking about leadership ratings:
Jillian - 9
Webinar - 5
Dora - 2
We also know the following specials:
Marbits - Tunnel Fighting
Twoll - Regeneration (What does this do since units heal at the beginning of each turn? Is combat divided into "rounds"?)
Lofty Elves - Healer
Altruist Elves - Healer
Gumps - Forest capable
Woodsy Elves - Forest capable
Uncroaked - Low upkeep
Gobwin infantry - Tunnel fighting
Spidew - Poison
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Ashtar
Troll - Regeneration (What does this do since units heal at the beginning of each turn? Is combat divided into "rounds"?)
What's a "Troll"? Oh, wait, you mean "Twoll"? Gah! Everything in your world has stupid names!
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Ashtar
Webinar's "girlfriend" - 2
Weibnar's girlfriend's name is Dora.
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Re: Units in Erfworld - Known information
I imagine Regeneration heals a unit on the start of your opponents turns as well as your own.
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Re: Units in Erfworld - Known information
It would say it's highly probable that the spidews have a poison special ability. Parson mentions it specifically as a special ability in his klog and I can't think of any other unit he could be talking about.
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Re: Units in Erfworld - Known information
Thanks for the comments, I'll try to keep this up to date.
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Re: Units in Erfworld - Known information
Do the Lofty and Altruist Elves have the Special Ability Healer, or do they just have Healomancers?
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Revlid
Do the Lofty and Altruist Elves have the Special Ability Healer, or do they just have Healomancers?
I would assume they don't just rely on Healomancers, since healing is the only specific role assigned to both races. I think they have units that can heal, although it may not be a racial per se, just a feature of the units they're providing for the alliance.
All casters so far have been named, except for the 3-in-1 linked ones, for the obvious reason of their personalities and wills being suppressed.
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Ashtar
Twoll - Regeneration (What does this do since units heal at the beginning of each turn? Is combat divided into "rounds"?)
Units heal at the start of their own turn. Maybe regeneration heals also at the start of the enemy's turn?
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Requiem_Jeer
I imagine Regeneration heals a unit on the start of your opponents turns as well as your own.
Alternatively, it may allow a unit to "ignore" a wound (depending on the mechanic involved).
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Re: Units in Erfworld - Known information
i don't know how easy it is going to be to stat things out
jillian says"i am taking a few of the fastest" to me this means that even in like units groups they have different stats
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Glome
It would say it's highly probable that the spidews have a poison special ability. Parson mentions it specifically as a special ability in his klog and I can't think of any other unit he could be talking about.
I believe you are correct since on page 26 he asks Tool if spidews are the same as spiders and specifically mentions poisonous bites as an attribute of the Earth Spider and gets a confirmation that spidews have the same ability.
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Re: Units in Erfworld - Known information
Commenting on Ben_the_dragon's suggestion:
Could be that when units are created, they aquire traits at creation. In Battle for Wesnoth, we get a random selection from several traits like Quick (+move, -life), resilient (+life), intelligent (-xp to level up), Strong (+damage). This allows for units to be all from the same type but to be subtly different.
It does make a huge difference in the game, in the end you tend to find a combo a traits you favor or a unit that always seems to be at the right place at the right moment.
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Re: Units in Erfworld - Known information
Based on page 61 (55), warlords level up by "winning" battles (regardless of the actual casualty ratio).
No info yet on how many technical victories they need, though.
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Re: Units in Erfworld - Known information
Dosn't this mean that it might not be Rank or leadership Jillian was pulling, but level?
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Yenkaz
Doesn't this mean that it might not be Rank or leadership Jillian was pulling, but level?
Yep though i would estimate having higher of one would imply higher in all...
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Re: Units in Erfworld - Known information
So we know warlords level up with XP from won battles.
If Stanley is only worrying about warlords, my guess is that basic units cannot level up, that fits quite well with the full life every day concept.
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Ashtar
So we know warlords level up with XP from won battles.
If Stanley is only worrying about warlords, my guess is that basic units cannot level up, that fits quite well with the full life every day concept.
Or basic units level up some other way. My guess is that ordinary units level up by making a kill, but warlords only by winning a battle. That would mean that the dwagons did level up--a lot.
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Re: Units in Erfworld - Known information
Well, then, this new comic appears to confirm one of my original ideas about Erfworld: units use movement points in order to attack. "Hits" = "MP". Perhaps not, but that's what seems to be the case.
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Ultimatum479
Well, then, this new comic appears to confirm one of my original ideas about Erfworld: units use movement points in order to attack. "Hits" = "MP". Perhaps not, but that's what seems to be the case.
Huh? The dwagons that went on the raid are wounded because "archery gets their hitsies", not because they used Move.
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Re: Units in Erfworld - Known information
And we know they have separate Hits and Move stats anyway, because we were told that in a Klog--why would you need two separate stats if one is entirely dependent on the other?
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Re: Units in Erfworld - Known information
Regeneration could:
- Let a unit 'ignore' a wound, representing wounds that close up immediately (Warhammer)
- Let a unit heal at the start of the enemy turn.
- Let a unit have a chance of coming back once dead, or always come back if there isn't a specific damage type to finish it off. (See the rock dropped on Bogroll early on in the story)
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Re: Units in Erfworld - Known information
Quote:
Originally Posted by
Konig
(See the rock dropped on Bogroll early on in the story)
It was not a rock that was dropped on Bogroll...
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Re: Units in Erfworld - Known information
What was in fact, dropped on Bogroll doesn't bear talking about. Lets just say that Sizemore could have a professional interest in it and leave it at that.
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Re: Units in Erfworld - Known information
Today's strip implies bats can only "see" the hex they're in, at least when they're in heavy forest hexes.
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Re: Units in Erfworld - Known information
I keep going back and forth with myself over the dwagons move rate. Originally, I thought that the move rates between the A and B dwagons took into account that some of them were likely involved in the failed ambush attempt, and thus were closer to the column at the start of their turn (A dwagons), and that the rest would have to travel from GK and would then have less move left (B dwagons). But then Ansom and Jillian make it clear that even among similar units, move rates can differ, so it's possible, and even likely, that the group A dwagons can in fact move faster than their group B counterparts.
P.S. I just added the word 'dwagon' to my spelling dictionary and am seriously considering adding 'Ansom.' That is how powerful this comic is :smallwink: