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 [[Deep elf (monster)]].''
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{{version031}}
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''This page deals with the player race; for those deep elves met as monsters, see [[List of deep elves]].''
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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.}}
  
'''Deep Elves''' are 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 and weaker than other elves and losing all colouration. They are poor at hand-to-hand combat but excellent at fighting from a distance.
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==Innate Abilities==
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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]].
  
== Innate abilities ==
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==Preferred Backgrounds==
* Deep Elves receive a bonus when using elven weapons and armour.
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*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]
  
== Preferred backgrounds ==
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==Level Bonuses==
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*+1 [[intelligence]] every 4th level.
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*20% less [[hit points]] than average.
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*+4 [[willpower]] per level.
  
Deep elves prefer to become [[Enchanter]]s, [[Wizard]]s, [[Conjurer]]s, [[Summoner]]s, [[Necromancer]]s, [[Fire Elementalist]]s, [[Ice Elementalist]]s, [[Air Elementalist]]s, [[Earth Elementalist]]s, and [[Venom Mage]]s.
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==Starting Equipment and Skills==
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Deep Elves receive all the skills and equipment listed for their background.
  
== Level bonuses ==
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==Difficulty of Play==
*Deep elves get an Intelligence increase every 4 levels starting at level 4.
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{{Easy}}
*Deep elves have 20% less HP than [[Human|average]].
 
*Deep elves have 30% higher MP than average.
 
*Deep elves get 4 magic resistance per level.
 
  
== Starting equipment and skills ==
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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 start with the equipment and skills listed for their background, with the following exceptions:
 
  
* All equipment is of elven quality, where such variants exist.
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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.
  
== Difficulty of play ==
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{{species_aptitudes|Deep Elf}}
  
{{Moderate}}
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==History==
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{{CBA|0.32|Deep Elves' Air Magic aptitude will be changed from 0 to +1.}}
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*Prior to [[0.26]], Deep Elves' [[Bows]] aptitude was only +1.
  
Deep Elves are a moderately difficult race to play, because of their similarity to the stereotypical "RPG mage": low HP, over-reliance on mana points, and little ability to use armour and most physical weapons. Despite these disadvantages, Deep Elves have by far the best overall aptitudes for magic, and have high attributes as well.
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{{species}}
  
{{aptitudes
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[[Category:Elf]]
|arm = -2
 
|ddg = +2
 
|sth = +2
 
|stb = +1
 
|shd = -2
 
|t&d = 0
 
|inv = 0
 
|evo = +1
 
|exp = 140
 
|fgt = -2
 
|sbl = 0
 
|lbl = -1
 
|axs = -2
 
|m&f = -3
 
|pla = -3
 
|stv = 0
 
|u_c = -2
 
|thr = +1
 
|slg = -2
 
|bws = +1
 
|crb = -1
 
|spc = +4
 
|coj = +1
 
|hex = +3
 
|cha = +4
 
|sum = +1
 
|nec = +2
 
|trl = +1
 
|trm = +1
 
|fir = +1
 
|ice = +1
 
|air = +1
 
|ear = 0
 
|poi = +1
 
}}
 
 
 
== Strategy ==
 
 
 
<!-- taken from http://www.thewholeclan.com/will/crawl/index.php/Deep_Elf -->
 
Deep Elves are the masters of [[spellcasting]] in ''[[Crawl]]''. They make superlative spellcasters in all schools of magic. Played with care, this magical ability more than compensates for their extreme physical fragility (but certain hybrid classes like [[Enchanter]]s are still very difficult for a Deep Elf). Experienced players may also choose to play Deep Elves as [[Fighter]]s for challenge games.
 
 
 
[[Deep Elf Air Elementalist/Summoner/Necromancer guide]]
 
 
 
[[Category:Species]]
 

Latest revision as of 22:07, 21 February 2024

Version 0.31: 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 0
Ranged Weapons 3 Experience -1 Earth Magic 1

History

  • In 0.32, Deep Elves' Air Magic aptitude will be changed from 0 to +1.
  • Prior to 0.26, Deep Elves' Bows aptitude was only +1.
Species
Simple Hill OrcMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced Vine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy