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Revision as of 04:49, 9 November 2011 by HistoricAccount Muzzafar (Talk | contribs) (Scouting veil (item) added)

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Proposed Canon

A Veil is an effect that makes units or cities less detectable by enemy.


A veil can be created by a magic SpellErf-b1-p064Same-site.PNG cast by a Foolamancer on a Unit or cityErf-b1-p107Same-site.PNG. The Unit is given the appearance of something else; in the case of trying to hide, something innocuous is usually best. (E.g. a city may appear to be a forest.) It is not possible to make something completely invisible: the size of the veil is proportional to the size of the original unitErf-b1-p115Same-site.PNG: it is easier to veil a human than a dwagon.

Limitations of the Spell:

The Caster verbalizes Crypsis.Erf-b1-p114Same-site.PNG

Enemy Warlords may be able to pierce a Veil if they are present in the same hex and observing the Veiled Units, but they must notice something odd about the Units.Erf-b1-p115Same-site.PNG The more Units that are in a veiled stack and the more enemy warlords are in the hex the higher are chances of blowing the veil.Erf-b1-p107Same-site.PNG

Some veils are more difficult than others; hiding in trees is easier than hiding in the open air, with the sun making shadows. Maintaining a veil over a long period can take more juice.

Spotting units get one spot check during the veiled units' turn, and a new spot check at the beginning of their own turn.

Practitioners of Foolamancy (Foolamancers and Archons) can see through other units' veils.

Scouts have a better than average chance to spot veiled troops; this chance increases with level.


A scouting veil is an item (likely a Magic Item) worn as a piece of clothing that creates the same effect. These are fragile items and are easily destroyed.


It is not clear whether regular Units have less chances to blow a Veil or whether they can blow a Veil at all.