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|This is an Elven species 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 (including necromancy and earth magic), and adapted physically to their new environment, becoming shorter, weaker, and losing all colouration. They are poor at melee combat and physical defense.}}
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{{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==
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*'''[[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]].
 
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]], [[Venom Mage]]
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*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Alchemist]]
  
 
==Level Bonuses==
 
==Level Bonuses==
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==Difficulty of Play==
 
==Difficulty of Play==
{{Moderate}}
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{{Easy}}
  
Deep Elves are a moderately difficult race to play, largely due to their frail nature. Their low aptitude in fighting mean even less health, and low weapon aptitudes makes most forms of melee a pipe dream. Despite these disadvantages, Deep Elves have by far the best overall aptitudes for magic, which complements their high intelligence.
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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.
  
Deep Elves have a surprisingly good Bows aptitude, which allows them to be decent [[Hunter]]s or [[Arcane Marksmen]].
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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}}
 
==Strategy==
 
<!-- taken from http://www.thewholeclan.com/will/crawl/index.php/Deep_Elf -->
 
Deep Elves are the masters of [[spellcasting]]. They make potent spellcasters in all schools of magic. Played with care, this magical ability can compensate for their physical fragility. Experienced players may also choose to play Deep Elves as [[Fighter]]s for challenge games.
 
  
 
==History==
 
==History==
*In [[0.26]], their [[Bows]] [[aptitude]] was increased from +1 to +3.
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*Prior to [[0.32]], Deep Elves did not have the [[Mana Regeneration]] mutation, and their [[Air Magic]] aptitude was +0.
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*Prior to [[0.26]], Deep Elves' [[Bows]] aptitude was only +1.
  
 
{{species}}
 
{{species}}
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[[Category:Elf]]

Latest revision as of 00:15, 30 August 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

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.

Innate Abilities

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

Level Bonuses

Starting Equipment and Skills

Deep Elves receive all the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

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

Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy