Difference between revisions of "Night"

From Erfwiki
Jump to navigation Jump to search
m (Proposed Canon)
(Proposed Canon)
 
Line 9: Line 9:
  
 
Unit's [[Move]] drops to zero at the end of turn, even if they had some left over, so it's always zero at Night. Rules of acting [[turn#Acting Off-Turn|off-turn]] are in place, so spells costing juice cannot be cast.{{erf|2|33a}}  
 
Unit's [[Move]] drops to zero at the end of turn, even if they had some left over, so it's always zero at Night. Rules of acting [[turn#Acting Off-Turn|off-turn]] are in place, so spells costing juice cannot be cast.{{erf|2|33a}}  
 +
 +
Currently, it is unknown how long a night lasts, or whether it is fixed or not.
  
 
[[Category:Proposed Canon]]
 
[[Category:Proposed Canon]]
 
[[Category:Erfworld Mechanics]]
 
[[Category:Erfworld Mechanics]]

Latest revision as of 09:29, 14 June 2018

Nobby erfwiki.png This article is a stub. You can help Erfwiki by expanding it.


Do Dwagons dream of eclectic sheep?

Proposed Canon

Night or night time is the period after all sides have ended their turn for the day, at which point the sun sets. Night ends at dawn, and sides can once again start taking turns.

Units sleep at night, and not sleeping or not sleeping enough can impair their performance the next day.

Unit's Move drops to zero at the end of turn, even if they had some left over, so it's always zero at Night. Rules of acting off-turn are in place, so spells costing juice cannot be cast.Erf-b2-p33aSame-site.PNG

Currently, it is unknown how long a night lasts, or whether it is fixed or not.