Difference between revisions of "Deep elf blademaster"
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+ | ''For a list of all deep elf monsters, see [[list of deep elves]].'' | ||
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− | + | {{Flavour|A champion of the deep elves, who scorns magic and is devoted to the study of the sword. A blademaster wields two weapons with astonishing dexterity and speed.}} | |
− | {{Flavour| | ||
==Useful info== | ==Useful info== | ||
− | '''Deep elf blademasters''' reside on the last floor of the [[Elven Halls]]. They dual-wield two short swords, sometimes [[quickblade]]s, and are | + | '''Deep elf blademasters''' reside on the last floor of the [[Elven Halls]]. They dual-wield two short swords, sometimes [[quickblade]]s, and are half again as fast as most players. |
==Tips and tricks== | ==Tips and tricks== | ||
− | They hit hard, but more importantly they hit fast! They are capable of hitting you several times per turn and it's difficult to escape. Powerful summons and [[Haste]] are very useful | + | They hit hard, but more importantly, they hit fast! They are capable of hitting you several times per turn and it's difficult to escape. Powerful summons and [[Haste]] are very useful, but distance is your most important ally. |
If you are a magic user, start backing up and making a "kiting" retreat as soon as they come into [[LOS]], preferably using a hallway as a bottleneck. | If you are a magic user, start backing up and making a "kiting" retreat as soon as they come into [[LOS]], preferably using a hallway as a bottleneck. | ||
− | Unlike the other denizens of the Elven Halls, blademasters actually have quite good EV. If possible, it is best to use attacks that bypass EV. | + | Unlike the other denizens of the Elven Halls, blademasters actually have quite good EV. If possible, it is best to use attacks that bypass EV. [[Fireball]] works quite well, and in an open area can even be used in melee range (target the fireball a knight's move away from yourself). Cloud spells also work but will usually take a while: make sure you have a way to maintain distance, or a backup attack if the blademaster closes to melee range. |
[[category:Elf]] | [[category:Elf]] |
Revision as of 23:45, 9 June 2013
For a list of all deep elf monsters, see list of deep elves.
deep elf blademaster e | |
---|---|
HP | 89-117 |
HD | 16 |
XP | 3627 |
Speed | 15 |
AC | 0 |
EV | 25 |
Will | 128 |
Attack1 | 25 (hit: plain) |
Attack2 | 25 (hit: plain)
|
Resistances | None |
Vulnerabilities | None |
Habitat | Land |
Intelligence | High |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | elf, elf |
Flags | Fighter Speaks A user has suggested the deletion of this page. Reason: Replaced by Template:Two weapons flag Warm-blooded |
A champion of the deep elves, who scorns magic and is devoted to the study of the sword. A blademaster wields two weapons with astonishing dexterity and speed. |
Useful info
Deep elf blademasters reside on the last floor of the Elven Halls. They dual-wield two short swords, sometimes quickblades, and are half again as fast as most players.
Tips and tricks
They hit hard, but more importantly, they hit fast! They are capable of hitting you several times per turn and it's difficult to escape. Powerful summons and Haste are very useful, but distance is your most important ally.
If you are a magic user, start backing up and making a "kiting" retreat as soon as they come into LOS, preferably using a hallway as a bottleneck.
Unlike the other denizens of the Elven Halls, blademasters actually have quite good EV. If possible, it is best to use attacks that bypass EV. Fireball works quite well, and in an open area can even be used in melee range (target the fireball a knight's move away from yourself). Cloud spells also work but will usually take a while: make sure you have a way to maintain distance, or a backup attack if the blademaster closes to melee range.