Amz pixPal pixBar PixNec pixSor pix (go to) Realms Beyond Diablo Home
Realms Beyond Diablo Section Banner
Elf - by Morgane                   
Links
Realms Beyond Diablo Forum
the Forge Forum
Tips and Strat Guide to Hardcore and Ironman
Variants master list and rules
Playing styles
Tips, Guides and Analyses
Tales of tribulation and heroic deeds
Treasury for both Diablo and D2 articles
Guildhall of the Realms Beyond Diablo
Reserved Button 12
 
 


Elf
(Rogue) - The Wild or Forest Elf is much more hardy than their High Elf ancestors. They are disdainfully called 'wild' by the High Elves because they willingly renounced Elven civilization following the war with the Dark Elves. The Forest Elves returned to the land, scattering outward over the centuries, until their original home was a distant memory. One of the wildernesses they settled bordered the town of Tristram.

Allowed weapons: A Wild Elf may carry and equip any bow. In addition, a non-luminous dagger or shortsword may be carried. No weapon or item that reduces lightradius may be used.

Allowed armour: Leather armours up to and including ringmail may be used. Chain or Ring mail with a suffix of Light or Radiance may be used even if it has a prefix. This type of Mail is called Elven Chainmail, and is highly sought after. Likewise, a cap or crown with a +light effect may also be worn. A shield is never carried, but may be employed during a recovery attempt, or to protect a comrade in arms.

Allowed Jewelry: Any jewelry with a +light effect may be worn. Items and uniques: An Elf may only use a -mana, -magic, -life or -vitality item equivalent to their level or less. For example an elf would need to be 10th level to use a device that reduced vitality by 10. Light: In the interest of accuracy with the bow, Elves try to extend their light radius as much as possible, because they don't see very well underground. An Elf will equip the first available +light item they find, even if it is an axe or club, until they can exchange it for a +light garment or bow. This process continues with the Elf equipping luminous equipment in all available slots, until at least +120% light is achieved.

Amber: An elf confronted with the powerful magics of Hell/Hell sometimes resorts to using equipment embellished with Amber. Made of fossilized tree sap, Amber represents the spirits found in the wilds, and so it is a good defence from the destructive energies of Black Magic. In no case would an Elf reduce their light radius to less than +80% to employ Amber.

Magic and spells: Although they are literate and can read scrolls and books, elves distrust these things because they feel written knowlege led to the long and terrible war that shattered elven society. This attitude extends to Magical technologies embedded into spell staves as well. However, Magics concerned with pathfinding such as Phase, Town Portal, and (when available) Warp, Search, Escape, Firewall and similar spells, may be learned and read. In any case, an Elf will read a Resurrect scroll over a fallen comrade.

Shrines: If an Elf happens upon a shrine in the Dungeon they may study or loot it to gain or risk its benefit, if any. If you wish to start an Elf character and have it recognizable to others, add the tag (ELF) somewhere in your name. For example, the original Elf is named Irian(ELF).

 

Divider

 

High Elven Adventurers (any class) These rules cover characters of any standard or variant class who are of Elven blood, including Half-Elves. By their nature, they are usually more cosmopolitan and worldly than their previously described cousins. They operate just like anyone of their chosen profession except for the following changes. Stats: +1 to magic and +1 to dex are applied per every 5 stat points when using level up points unless the stat is already maxed. Light: Elven adventurers retain the need for intense light to see normally.
Lvls 1-10 As much light as possible
Lvls 11-20 +80% minimum
Lvls 21-30 +60% minimum
Lvls 31-50 +40% minimum

Items and uniques: An Elf may only use a -mana, -magic, -life or -vitality item equivalent to their level or less. For example an elf would need to be 10th level to use a device that reduced vitality by 10. If you wish to create a character who is Elven, but not a 'wild' Elf, there is no need to use a tag in your name. This is because their 'Elfness' is just part of the character, not the reason for it. For example: Franz, the elven Muscle Mage would write his name as Franz(MM). If he wanted to show everyone how deeply cool he is, he could write it as Franz(ELF-MM).

 

Divider

 

Dark Elves / Drow (any class) - See the "Dark Elves / Drow 2nd edition" rules, posted separately.

Designer's notes: Three Elves for three different kinds of player. The first is an encapsulated variant class designed to be efficient and challenging while staying interesting. A clear adaptation of The Luminous Archer and Charis' Elf variant. The rules are easily memorized, so nothing has to be looked up while you play. The Amber rules are a difficulty adjuster. It has been extensively playtested including a 3@30. The original Elf Irian is currently level 40 or so.

The second (High Elf) is closer to the original concept. It is intended to add a layer of complexity and personality to an existing character, but it is a serviceable if easy variant on its own. It has been as playtested as the Wild Elf, and has been applied to a myriad of variants in many mods with great success.

The third is designed to appeal to the kinds of people who play Netherspawn, and is a blatant attempt to generate interest in the fine Thief, Summoner, and Ninja variants. It is currently under playtest but seems quite favourable in result. Thanks to Charis, Elfiran, King of Pain, MacFrugal, Dr. Disaster, Freya and many others for offering feedback over many months. Morgane

Jul 02 1999

 

Back to top
 
Back to Variants Index
  Diablo Variants Master List