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Proposed Canon

Some units have abilities that can achieve unconventional results, and can be used when not on Turn.Erf-b1-p46aSame-site.PNG These abilities are named Natural Abilities.

A unit's specials can be modified by Weirdomancy. Some magic items are auto-specialled, granting specials to units that touch them.

Erfworlders are intrinsically limited in their learning ability. A few specials, such as dance fighting, appear to be trainable. But for the most part, while the information behind knowledge based specials such as seafarer can be taught to other units, this will not enable them to acquire the relevant stats. When Gobwin Knob first acquired access to firearms, Parson was able to use them somewhat proficiently without the aid of an auto-special. But all the native Erfworlders found themselves almost completely unable to use them without the auto-special, and practice did not help. Even units with the pre-existing archery specials were only a little better and were unable to learn archer specialist, rifle.

When viewed by Parson 3D Glasses, these abilities under the four basic statistics under the heading Special.

List of Specials

Ability Description Units Sources
Acid A form of attack that can eat away at enemies and their equipment. Sourmanders
Archery Archer-class units have a much greater chance of hitting targets with projectiles than non-archers. Archers, some Woodsy Elves, some Shady elves Erf-b1.5-p6Same-site.PNG
Archer specialist, knives A specialized variant of archer-class units specialized on throwing knives. Albert Zamusselss Hvs.tCF 40
Capture Allows the unit to capture and imprison units. The special comes with a capacity that decides how many units it can imprison and a second capacity to determine how many it can transport. Double eagles, Gwiffons, Megalogwiff WB2014 Duke Forecastle - Part 8
Caster A Caster:
  • can cast Magic spells.
  • can lead stacks by giving them instructions.
  • confers a bonus only to units with an association to their type of Magic.
  • prevents Units it is leading from auto-attacking units of non-allied sides.
  • is subject to the Natural Thinkamancy (Duty)
  • can see some Unit stats.
Casters Erf-b1-p040aSame-site.PNG
Dance-Fighting Dance fighting units sing and dance while fighting.

Units that are Dance Fighting gain a bonus, a multiplier, while in combat. Units without Dance Fighting can be led through Magic or innate ability of the leader.

Warlords Erf-b1-p127Same-site.PNG
Digging The ability to dig through earth and city walls. Diggers, Marbits, Gobwins, Felgercarbs
Drain life Allows to drink blood in place of rations. Transylvito Vampires
Fabrication Allows a Unit to create Coins and other items, is a form of natural Dollamancy. Twolls Erf-b1-p040aSame-site.PNG
Fire Can create a controlled Fire. Red dwagons LIAB 99a
Fire Resistance Immunity to Fire. Red dwagons LIAB 99a
Flyer Flying units can Move through the air without falling. Dwagons, Vampires, Archons, gwiffons, megalogwiffs, buttresses, Hippo-crates, Double eagles Erf-b1-p040aSame-site.PNG
Forest-capable Forest units can move through and attack flying units in forests. Gumps, Woodsy Elves, Rangers Erf-b1-p062Same-site.PNG
Heir An heir will become ruler of a side immediately upon the ruler croaking or abdicating. If the new ruler's side owns at least one city, then the side continues as before. If it has no uncontested cities of its own, then the side falls and the new ruler becomes a barbarian. Heirs Wiki Canon
Leadership A Unit with Leadership:
  • can lead stacks by giving them instructions.
  • confers a bonus to units under their command.
  • prevents Units it is leading from auto-attacking units of non-allied sides.
  • is subject to the Natural Thinkamancy (Duty)
  • can see Unit stats.
Warlords, Archons Erf-b1-p040aSame-site.PNG
Luckamancy reserve Stores luckamancy. The special comes with a capacity that decides how much luckamancy it can store. Double eagles WB2014 Duke Forecastle - Part 8
Mountain-capable Mountain units can move through and attack in mountains. Giants LIAB Prologue 28
Seafarer Provides their full move to the ship move if they are part of the crew. Units without this special only provide one move and add to the attack power of a ship's Shockmancy beam weapons. Offsetting these advantages is the fact that they are apparently unable to tame feral units. Seafarers, Warlords WB2014 Duke Forecastle - Part 1
Scouting A Scout:
  • can chose to engage units or not without the orders of a warlord.
  • detect threats and report them to the side, without being detected.
Scouts, Toy soldiers Hvs.tCF 43
Water-capable Water units can Move through the water without drowning. Seafarers Erf-b1-p060Same-site.PNG

Parson has mentioned Poison and Regeneration has possible natural abilities.Erf-b1-p040aSame-site.PNG Archons are said to have some form of limited Foolamancy, Thinkamancy, Shockamancy and Dollamancy.


It has been implied that units that can optionally pop with random specials, such as warlords, recieve penalties to balance out the advantages of their special. For example, Seafarer warlords are unable to tame and are burdened by superstition to an almost crippling degree. And Jillian has implied that warlords without specials are "solid".IPTSF Text 29

List of Likely Specials

Ability Description Units
HealingErf-b1-p022Same-site.PNG Unit can heal wounded allied Units. Altruist Elves, Lofty Elves
Aquatic Unit is incapable of drowning, can dive to the depths of sea hexes, and has no move penalty in water. However, this special come with penalties when the unit is removed from the water and may even make land movement impossible. Quakken
Breath Weapon Allows the Unit to use a short/medium range "breath" attack before or instead of melee.
In terms of game mechanics, a Yellow Dwagons battlecrap is also considered a breath attack.
Remote Visual Link Unit's Commander is able to see through the Unit's eyes from afar. Doombats
Farming Allows the unit to increase output of farms, akin to courtiers managing a City. Farmer
Tunneling A unit capable of using natural Dirtamancy to dig tunnels. Spidew, Gobwin, Marbit
Tunnel-capable A Heavy Unit capable of entering tunnels. Spidew, Sourmander
Tunnel Fighter Provides a bonus at fighting in tunnels (These could be the same Ability, applied to Heavy and Light Units respectively. Gobwin, Marbit
ArmoredErf-b1-p077Same-site.PNG Probably increases the Unit's Defence. Armor may also be Equipment instead of an ability. Plated Dwagons
Poison 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. Spidew
SiegeErf-b1-p046aSame-site.PNG The ability to breach walls.Erf-b1-p126Same-site.PNG
Mount Can be ridden by humanoid units. Dwagons, Sourmanders, High Horse
Beam weapon Shoots shockamancy blasts similiar to the ones shot by a ship. Gun whalesWB2014 Duke Forecastle - Part 25


Ability Description Units
Mimic Allows the unit to Copy another's special. Copycat