Difference between revisions of "Deep Elf"
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− | Deep Elves are | + | 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, as it turns bad situations into perilous ones. Their magic aptitude partially makes up for it, but a prospective Deep Elf player should remain vigilant. |
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. | 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== |
Revision as of 03:38, 19 September 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 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, as it turns bad situations into perilous ones. Their magic aptitude partially makes up for it, but a prospective Deep Elf player should remain vigilant.
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 |
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 |