Shattered Kingdoms

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PostPosted: Fri Feb 01, 2008 9:08 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Sprites and griffons run out of mana pretty quickly.

EDIT: Assuming they have stats that require trains that could otherwise be spent on mana trains. Mana trains might be helpful in that regard.


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PostPosted: Fri Feb 01, 2008 4:05 pm 
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Location: Powder Springs, GA
Anyone who's about to make a deep-elven character better have a warlock friend to brew iron-guard's for them!!

And make sure you find some elite item that can perma-shield you, that way bolt of glory won't kill you in two castings (or if you're a mercenary with HP trains, MAYBE four. Maybe.).

Oh, oh, oh. And don't get poisoned or plagued. It will, more than likely, be a fight for your life. When my GM mercenary is poisoned or plagued, unless I find a good place to rest, or a priest, it's quite potentially a death sentence if I was already injured.

AND ANOTHER THING. Don't get comfortable in public. You will be PK'd for merely being a deep-elf. Subsequent RP will involve someone typing 'spit' in regard to their hatred of your deep-elf.

If someone has a hammer of light in their hand, don't ask someone 'WTF?', just run. But not to an adjacent room. You're dead if you do that.

OH!!! Don't fight sorcerors!!! Color spray will OWN you. Don't bother trying to counter it somehow. Color spray will do bonus damage, has low mana cost, quick casting time, and will almost always blind you. If they're really pissed, they'll just petrify you. GG.

I really could go on. It's too easy.


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PostPosted: Fri Feb 01, 2008 7:16 pm 
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Joined: Tue Jun 05, 2007 4:55 pm
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Location: WI
Inzy wrote:
That's too nebulous, Cyra--

I think what others are so adamant about is the fact that the strengths do not justify the weaknesses.


"To be shaken out of the ruts of ordinary perception, to be shown for a few timeless hours the outer and inner world, not as they appear to an animal obsessed with survival or to a human being obsessed with words and notions, but as they are apprehended, directly and unconditionally, by Mind at Large— this is an experience of inestimable value to everyone and especially to the intellectual. "

Hehe, you made me think of that quote...Timothy Leary btw


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PostPosted: Tue Feb 05, 2008 1:53 am 
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[quote="Inzy"]Anyone who's about to make a deep-elven character better have a warlock friend to brew iron-guard's for them!!

And make sure you find some elite item that can perma-shield you, that way bolt of glory won't kill you in two castings (or if you're a mercenary with HP trains, MAYBE four. Maybe.).

Oh, oh, oh. And don't get poisoned or plagued. It will, more than likely, be a fight for your life. When my GM mercenary is poisoned or plagued, unless I find a good place to rest, or a priest, it's quite potentially a death sentence if I was already injured.

AND ANOTHER THING. Don't get comfortable in public. You will be PK'd for merely being a deep-elf. Subsequent RP will involve someone typing 'spit' in regard to their hatred of your deep-elf.

If someone has a hammer of light in their hand, don't ask someone 'WTF?', just run. But not to an adjacent room. You're dead if you do that.

OH!!! Don't fight sorcerors!!! Color spray will OWN you. Don't bother trying to counter it somehow. Color spray will do bonus damage, has low mana cost, quick casting time, and will almost always blind you. If they're really pissed, they'll just petrify you. GG.

I really could go on. It's too easy.[/quote]

haha this is so very true.. playing a deep elf you need to be spelled up or have lots of friends, if you dont its almost always suicide if you fight ANYONE alone as a merc...


For mages and stuff its a decent race with the High Int but what other people say you can get by it with wands/scrolls/vials/staffs... For a Merc
you have that great deep elf CON and way to low HP to stand a fight against anyone else who is as prepared as you.. Not to mention the lightie cabals that OWN the Deep elf Merc any time...

the RP however is great... Other then that, you will always need to be watchfull of your surroundings cause someone or there mother will PK cause your race...


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PostPosted: Mon Mar 03, 2008 12:59 am 
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Joined: Wed Mar 06, 2002 10:34 am
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Location: Los Angeles, CA
The poor deep-elf, gettin killed just cause he's a deep-elf. How racist.


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PostPosted: Mon Mar 03, 2008 8:30 pm 
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Joined: Tue May 31, 2005 9:16 am
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SK Character: NA - Inactive
Minette wrote:
There's a great number of ways to ward oneself from the deep-elven magical weaknesses. 24 int at creation isn't a joke, some races have to cast a religious/cabal spell to get that much, if that. It is incredibly powerful in all kinds of situations. There are also ways to deal with the iron weakness.

In short, some players ask for diversity, and this is diversity. Some races excel in certain classes than others. Would it be fun if all races can do it all? Did you know that gnomes can be mercenaries and rogues? Does anyone want to come up with well-reasoned arguments to 'balance' that one too?



Agree 100%


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PostPosted: Mon Mar 03, 2008 9:12 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Just like D&D, physical stats are always superior to mental stats. So, a 24 int will never, ever be as good as a good physical stat. With the plethora of glaring weaknesses, delves do get the staff. 24 int is nice, but that is all it is, nice. Don't we wish elves had as many glaring weaknesses as compared to delves. They might be more evenly matched.


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PostPosted: Tue Mar 04, 2008 12:06 am 
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Joined: Sat Aug 24, 2002 6:56 am
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Having played both deep-elf and elf characters I know that most of you are just full of [REDACTED].


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PostPosted: Tue Mar 04, 2008 3:50 am 
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Having played both elf and deep-elf characters, I just believe you are being unable to see the big picture :P


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PostPosted: Tue Mar 04, 2008 2:20 pm 
Having played a half-elf that pretended to be an Elf, I know that none of you know how to twink properly.


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