Difference between revisions of "High Elf"

From CrawlWiki
Jump to: navigation, search
(0.12 manual text)
Line 1: Line 1:
'''High Elves''' are a tall and powerful [[Elf|elven]] [[species]] who advance in levels very slowly, requiring 50% more [[experience]] as [[Human]]s do. They share the same attributes as [[Elf|common elves]] in most respects, but their strengths and weaknesses tend to be more pronounced.
+
{{version012}}
 +
{{flavour|This is a tall and powerful Elven species who advance in levels slowly, requiring half again as much experience as Humans. They have good intelligence and dexterity, but suffer in strength. Compared with Humans, they have fewer HP but more magic. Among all Elves, they are best with blades and bows. They are not very good with necromancy or with earth or poison magic, but are highly skilled with most other forms of magic.}}
  
 
== Innate abilities ==
 
== Innate abilities ==
* High Elves gain a bonus when using elven weapons and armour.
+
* High Elves gain a bonus when using elven weapons and armour. For High Elves, elven armour impedes spellcasting less than other armours and improves their effective [[Armour]] skill. They are slightly more accurate with elven weapons.
  
 
== Preferred backgrounds ==
 
== Preferred backgrounds ==
 
 
High Elves are the among the most versatile species in the game. They can excel at being [[Fighter]]s, [[Gladiator]]s, [[Hunter]]s, [[Priest]]s, [[Skald]]s, [[Warper]]s, [[Arcane Marksman | Arcane Marksmen]], [[Wizard]]s, [[Conjurer]]s, [[Fire Elementalist]]s, [[Ice Elementalist]]s, and [[Air Elementalist]]s.
 
High Elves are the among the most versatile species in the game. They can excel at being [[Fighter]]s, [[Gladiator]]s, [[Hunter]]s, [[Priest]]s, [[Skald]]s, [[Warper]]s, [[Arcane Marksman | Arcane Marksmen]], [[Wizard]]s, [[Conjurer]]s, [[Fire Elementalist]]s, [[Ice Elementalist]]s, and [[Air Elementalist]]s.
  
 
== Level bonuses ==
 
== Level bonuses ==
 
 
*High elves get an Intelligence or Dexterity (equal chance) increase every 3 levels starting at level 3.
 
*High elves get an Intelligence or Dexterity (equal chance) increase every 3 levels starting at level 3.
 
*High elves have 10% less HP than [[Human|average]].
 
*High elves have 10% less HP than [[Human|average]].

Revision as of 08:44, 11 June 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.
This is a tall and powerful Elven species who advance in levels slowly, requiring half again as much experience as Humans. They have good intelligence and dexterity, but suffer in strength. Compared with Humans, they have fewer HP but more magic. Among all Elves, they are best with blades and bows. They are not very good with necromancy or with earth or poison magic, but are highly skilled with most other forms of magic.

Innate abilities

  • High Elves gain a bonus when using elven weapons and armour. For High Elves, elven armour impedes spellcasting less than other armours and improves their effective Armour skill. They are slightly more accurate with elven weapons.

Preferred backgrounds

High Elves are the among the most versatile species in the game. They can excel at being Fighters, Gladiators, Hunters, Priests, Skalds, Warpers, Arcane Marksmen, Wizards, Conjurers, Fire Elementalists, Ice Elementalists, and Air Elementalists.

Level bonuses

  • High elves get an Intelligence or Dexterity (equal chance) increase every 3 levels starting at level 3.
  • High elves have 10% less HP than average.
  • High elves have 20% more MP than average.
  • High elves gain 4 magic resistance per level.

Difficulty of play

SimpleIntermediateAdvanced

High Elves are a rather easy species to play, because of good aptitudes in most combat and magic related skills, a large mana pool, very good attributes, and a small bonus when using elven equipment. However, they are third only to Demigods and Demonspawn as slowest levelers.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 0 Armour -1 Spellcasting 1
Short Blades 2 Dodging 1 Conjurations 1
Long Blades 2 Stealth 2 Hexes 0
Axes -2 Stabbing -1 Charms 2
Maces & Flails -2 Shields -1 Summonings -1
Polearms -2 Traps 0 Necromancy -2
Staves 0 Translocations 1
Unarmed Combat -2 Transmutation 1
Fire Magic 0
Throwing 1 Ice Magic 0 Invocations 1
Slings -2 Air Magic 2 Evocations 1
Bows 3 Earth Magic -2
Crossbows 0 Poison Magic -2 Experience -1