Shattered Kingdoms
https://shatteredkingdoms.org/forums/

Delven Shaft?
https://shatteredkingdoms.org/forums/viewtopic.php?f=21&t=16288
Page 1 of 8

Author:  PoorCollegeKid [ Wed Dec 12, 2007 10:38 am ]
Post subject:  Delven Shaft?

Im new to SK but i went through the help files and saw deep elves and how much they get shafted. Sure they can be smart and dectect magic(which I find is useless) and faire fire, another useless spell that i have used maybe twice with my sprite. But they are weak and have pretty much every weakness. So many things are made from iron.

Is there a reason for this and how much does it affect the character themselves. It doesnt seem like magic resistance is useful at all to any "tank" deep-elf. So would would it be more benificial to make a casting deep-elf?

Author:  WarlordPayne [ Wed Dec 12, 2007 10:50 am ]
Post subject: 

Magic resistance is useful for any character, but yes deep-elves are generally casters. They have the highest intelligence and they have pretty sad physical stats. A lot of people seem to avoid deep-elves entirely because of how many, and how dangerous, their weaknesses are.

Author:  Achernar [ Wed Dec 12, 2007 11:24 am ]
Post subject: 

In every aspect deep-elves lose for warriors because of their low constitution. They have a decent dexterity, but nothing that's exceptional for a warrior class. I've tried swashbuckler with some success, but a human or half-elf swashbuckler is better stat-wise. Its all about the RP, baby! Oh, I also think scout might be interesting for deep-elf, but never tried.

Author:  Goldlantern [ Wed Dec 12, 2007 1:33 pm ]
Post subject: 

Deep-elven scouts are fine, so long as they're prepared with what's necessary to survive through the holy class of spells, and the iron class of weapons.

Author:  Cyra [ Wed Dec 12, 2007 2:33 pm ]
Post subject: 

Faerie fire is not useless, you're just not using it correctly.

The racial magic resistance is far more useful than you think considering how the code treats weapons that have magical attack types.

Low constitution? Give me a break, you're crunching tiny numbers here. A deep-elf mercenary isn't going to have a staggeringly lower amount of hpz than a human mercenary.

They also have bonuses against magic that is of the charm type, such as charm person, domination, etc.

Their weakness against iron is from I believe celtic legends that fey creatures fear common iron. Their weakness against light was to deflate the fact that they were a very superior race and needed a nerf, and then they have weaknesses against poison and plague which you'd only need to worry about if you're going to be fighting hellions and necromancers.

Author:  Morovik [ Thu Dec 13, 2007 12:33 am ]
Post subject: 

Deep-elves are a very attractive race, RP wise. But I do tend to think that they, just like centaurs, have too many weaknesses to be fully played from a new player. There were successful deep-elves in the past ,even of the fighter class. (Inzaarid and Delear the necromacerfor the win!)
If it was up to me, I would boost them by adding one more point to their dexterity.


[edit] Edited for clarification, I know that Delear was a necro, perhaps I was not clear with my writing.[/edit]

Author:  darktemplar_23 [ Thu Dec 13, 2007 12:55 am ]
Post subject: 

Delear was a necro.

Author:  Sinnoch [ Thu Dec 13, 2007 1:12 am ]
Post subject: 

What they really need is a natural resistance to any fort/negative energy save and they're fine as is.

The reason this brings them into line with elves is that elves get better stats in better places. Deep-elves just need a boost to FORT saves (what they lack the most due to low con) and they're fine.

Author:  Cyra [ Thu Dec 13, 2007 12:13 pm ]
Post subject: 

Deep-elves don't need any bonuses, they're fine as they are.

They need players that are less whiny.

Author:  Ceinwyn [ Thu Dec 13, 2007 3:20 pm ]
Post subject: 

:P

Page 1 of 8 All times are UTC - 8 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/