Difference between revisions of "Caster"

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(Caster Creation: Pop up to minimum casters per side)
(Caster Creation)
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** The odds of a caster popping decreases as the number of casters in the world increases
 
** The odds of a caster popping decreases as the number of casters in the world increases
 
** There is a hard limit on the number of casters in the world
 
** There is a hard limit on the number of casters in the world
** It may be that sides are limited to a minimum number of casters  For example, any fewer than two casters and while rare it is possible they can pop up to two casters.  Capture, however, would be more beneficial since it allows for more than the minimum number and it means the casters may have already leveled.
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** It may be that sides are limited to a minimum number of casters. For example, any fewer than two casters and while rare it is possible they can pop up to two casters.  Capture, however, would be more beneficial since it allows for more than the minimum number and it means the casters may have already leveled.
  
 
==Casters, Sides, and the Magic Kingdom==
 
==Casters, Sides, and the Magic Kingdom==

Revision as of 11:13, 25 November 2009

Canon

Caster Creation

Casters are created just like warlords; basically, when popping a warlord, you have some chance of getting a caster instead. This inherently means that popped casters are of a random type, as well.

Proposed Canon

Caster is the only unit class in Erfworld that can cast spells. Casters are also commanders and can lead units in combat.Erf-b1-p084aSame-site.PNG

Casters cannot be deliberately popped. Instead, every time the side pops a warlord, it has a chance to become a caster instead. Generally, a new side pops one caster in its first few warlords, but frequency then drops dramatically.

Use of Magic

Every caster belongs to a school of magic (e.g. thinkamancy or croakamancy) and can cast spells from that school. Casting spells uses a caster's juiceErf-b1-p104Same-site.PNG so there is a limit on the amount of magic a caster can perform during one turn Erf-b1-p090Same-site.PNG.

Casters are also able to use scrolls to cast spells; from their own schoolErf-b1-p125Same-site.PNG, to conserve juice, or to cast spells they don't know, such as from other schools of magic (apparently with varying efficiency)Erf-b1-p006Same-site.PNGErf-b1-p013Same-site.PNG.

Commander

Casters are Commanders and can lead units in combat.Erf-b1-p084aSame-site.PNG

However, they almost never do so since they are too rare and valuable to risk. Moreover, they do not have the Leadership ability and do not grant a Leadership bonus to units under their direct command. Some casters can grant a special bonus to particular units, presumably limited to those directly tied to their magical specialty; known examples are golems led by a Dirtamancer and uncroaked led by a Croakamancer.Erf-b1-p084aSame-site.PNG

Speculation

Caster Creation

Casters are extremely rare, largely because they cannot be popped intentionally.

After popping its first caster, popping another caster becomes much more unlikely.

Many sides seem to have Thinkamancers. They may be more commonly popped than members of other Disciplines.

Some additional possibilities on how casters' numbers might be restricted:

  • As a side has existed for more turns, the chance of popping a caster decreases.
  • Each time a side pops a caster, the chances of popping another decreases.
  • Perhaps non-royal sides can't pop Warlords (because they are not based on the principle of dynastic rule). They must obtain their warlords though promotion or capture. But this means they also can't pop casters, and must hire or capture them instead.
  • There is a limit on the number of casters in the world (could be based on each type)
    • The odds of a caster popping decreases as the number of casters in the world increases
    • There is a hard limit on the number of casters in the world
    • It may be that sides are limited to a minimum number of casters. For example, any fewer than two casters and while rare it is possible they can pop up to two casters. Capture, however, would be more beneficial since it allows for more than the minimum number and it means the casters may have already leveled.

Casters, Sides, and the Magic Kingdom

The Magic Kingdom is a special location that only casters can enter. Casters from active sides can enter and exit the Magic Kingdom via portals. However, some casters in the Magic Kingdom do not belong to sides on Erfworld. The number of casters in the Magic Kingdom may, at any given time, outnumber those on Erfworld. This also begs the question, do popped casters occur naturally in Erfworld, or are they pulled from the Magic Kingdom? Is the Magic Kingdom effectively a side of its own, or just a neutral ground for casters? Can a Ruler give orders to a caster in the Magic Kingdom?

Caster levelling

Leveling for casters may work differently then for other units. If casters need to kill enemy units to gain experience then leveling could be very difficult due to the fact that casters tend to be kept in capital cities. Some types, such as florists, might not even posses any magical means to croak another unit.

It is possible that casters gain experience by using magic or by simply participating in a battle in any way.