Difference between revisions of "Love"

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[[Category:Erfworld Mechanics]]
[[Category:Erfworld Mechanics]]
[[Category:Proposed Canon]]
[[Category:Proposed Canon]]

Revision as of 12:14, 27 March 2012

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Brand new page, need help adding references. Ideally this page should become a list of various theories about Love by different characters, with proper references.

Proposed Canon

"Love is its own thing. And it, uh, really messes with the dice."

Love is a topic mentioned and debated frequently in Erfworld, and no one seems to know or agree what force governs it, nor how strongly and in what ways exactly it effects other mechanics. Various characters (usually Casters) have put forth different theories to explain and define Love and how it works.


Love can be thought of as a "natural" magical stat that is shared by two (or possibly more) units. Love could be either positive or negative, depending on the units involved. As described in date-a-mancy, different unit pairings tend to either be favorable or unfavorable, and also tend to be either strong or weak. This implies the action of two separate values, love and chemistry (or compatibility). Compatibility is fairly self-explanatory, two units on opposing sides would normally have a fairly negative compatibility by default. Ideologies can also affect compatibilities (such as Stanley's religious views regarding his own conquest and annihilation of royal sides.) Compatibility sets a default direction in which the Love stat should work. Sometimes love seems to work against the units apparent compatibilities (or lack thereof), while other times those stats seem to work together. Luck may also affect love.

Many seem to believe that a high positive value for love might trump loyalty or duty even at higher values. (such as Jillian believing she can turn Ansom, or Tramennis trying to turn Ossomer) (Article is a work in progress, below sections will be filled as the author(s) find proper references)





Deals with unit pairings and their compatibility. Could be used to understand those pairings and their outcome (Duncan's date-a-mancy item). May also be used to affect those pairings, making some pairings more desirable.