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|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.}} | {{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.}} | ||
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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 make 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. | 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 make 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. | ||
− | Deep Elves have a | + | Deep Elves 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}} | ||
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==History== | ==History== | ||
− | *In [[0.26]], their [[Bows]] [[aptitude]] was increased from +1 to +3. This | + | *In [[0.26]], their [[Bows]] [[aptitude]] was increased from +1 to +3. This transferred to a +3 aptitude to all [[Ranged Weapons]] in [[0.29]]. |
{{species}} | {{species}} | ||
[[Category:Elf]] | [[Category:Elf]] |
Revision as of 16:02, 25 June 2023
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
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, Venom Mage
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 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 make 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.
Deep Elves 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 |
Strategy
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 Fighters for challenge games.
History
- In 0.26, their Bows aptitude was increased from +1 to +3. This transferred to a +3 aptitude to all Ranged Weapons in 0.29.
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 |