Difference between revisions of "Deep Elf"
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''This page deals with the player race; for those deep elves met as monsters, see [[List of deep elves]].'' | ''This page deals with the player race; for those deep elves met as monsters, see [[List of deep elves]].'' | ||
− | {{flavour| | + | {{flavour|The Deep Elves are a species of Elves who long ago fled the overworld to live in darkness underground. There, they developed their mental powers, evolving a natural gift for all forms of magic, and adapted physically to their new environment, becoming weaker and losing all colouration. They are poor at melee combat and physical defense, although they are capable at using bows in ranged combat.}} |
==Innate Abilities== | ==Innate Abilities== | ||
− | *Deep Elves | + | *'''[[Mana Regeneration]]:''' Deep Elves have double the normal mana regeneration rate. |
+ | Deep Elves have a base [[Strength]] of 5, [[Intelligence]] of 12 and [[Dexterity]] of 10 (before Background modifiers). They have two extra base [[magic points]]. | ||
==Preferred Backgrounds== | ==Preferred Backgrounds== | ||
− | + | *'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Alchemist]] | |
− | *'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[ | ||
==Level Bonuses== | ==Level Bonuses== | ||
*+1 [[intelligence]] every 4th level. | *+1 [[intelligence]] every 4th level. | ||
− | *20% less [[ | + | *20% less [[hit points]] than average. |
− | * | + | *+4 [[willpower]] per level. |
− | |||
==Starting Equipment and Skills== | ==Starting Equipment and Skills== | ||
− | Deep Elves | + | Deep Elves receive all the skills and equipment listed for their background. |
− | |||
==Difficulty of Play== | ==Difficulty of Play== | ||
+ | {{Easy}} | ||
− | + | Deep Elves are archetypical "mage" characters - great at all types of magic, but frail. Not complicated, but still moderately difficult to play. Being fragile isn't great in a permadeath game, since this can turn bad situations into perilous ones. So while their magic aptitude is strong in its own right, a prospective Deep Elf should remain vigilant. | |
− | + | They also have a great [[Ranged Weapons]] aptitude, the best in the game (tied with [[Kobold]]), which allows them to be decent [[Hunter]]s or [[Hexslinger]]s. | |
{{species_aptitudes|Deep Elf}} | {{species_aptitudes|Deep Elf}} | ||
− | == | + | ==History== |
− | + | *Prior to [[0.32]], Deep Elves did not have the [[Mana Regeneration]] mutation, and their [[Air Magic]] aptitude was +0. | |
− | Deep Elves | + | *Prior to [[0.26]], Deep Elves' [[Bows]] aptitude was only +1. |
− | + | {{species}} | |
− | |||
− | [[Category: | + | [[Category:Elf]] |
Latest revision as of 00:15, 30 August 2024
This page deals with the player race; for those deep elves met as monsters, see List of deep elves.
The Deep Elves are a species of Elves who long ago fled the overworld to live in darkness underground. There, they developed their mental powers, evolving a natural gift for all forms of magic, and adapted physically to their new environment, becoming weaker and losing all colouration. They are poor at melee combat and physical defense, although they are capable at using bows in ranged combat. |
Contents
Innate Abilities
- Mana Regeneration: Deep Elves have double the normal mana regeneration rate.
Deep Elves have a base Strength of 5, Intelligence of 12 and Dexterity of 10 (before Background modifiers). They have two extra base magic points.
Preferred Backgrounds
- Mages: Hedge Wizard, Conjurer, Summoner, Necromancer, Fire Elementalist, Ice Elementalist, Air Elementalist, Earth Elementalist, Alchemist
Level Bonuses
- +1 intelligence every 4th level.
- 20% less hit points than average.
- +4 willpower per level.
Starting Equipment and Skills
Deep Elves receive all the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Deep Elves are archetypical "mage" characters - great at all types of magic, but frail. Not complicated, but still moderately difficult to play. Being fragile isn't great in a permadeath game, since this can turn bad situations into perilous ones. So while their magic aptitude is strong in its own right, a prospective Deep Elf should remain vigilant.
They also have a great Ranged Weapons aptitude, the best in the game (tied with Kobold), which allows them to be decent Hunters or Hexslingers.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | -2 | Armour | -2 | Spellcasting | 3 |
Dodging | 2 | ||||
Maces & Flails | -3 | Shields | -2 | Conjurations | 1 |
Axes | -2 | Stealth | 3 | Hexes | 3 |
Polearms | -3 | Summonings | 1 | ||
Staves | 0 | Invocations | 1 | Necromancy | 2 |
Unarmed Combat | -2 | Evocations | 1 | Translocations | 1 |
Throwing | 0 | Shapeshifting | 0 | Alchemy | 1 |
Fire Magic | 1 | ||||
Short Blades | 0 | Ice Magic | 1 | ||
Long Blades | -1 | Air Magic | 1 | ||
Ranged Weapons | 3 | Experience | -1 | Earth Magic | 1 |
History
- Prior to 0.32, Deep Elves did not have the Mana Regeneration mutation, and their Air Magic aptitude was +0.
- Prior to 0.26, Deep Elves' Bows aptitude was only +1.
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |