《Let's Play: Chronicles of Zurefgar》Intermission: Elves
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Ugh… where should I start…
I do not fancy elves, I mean… Well, they are the stereotypical tall, sharp eared, magical, and aesthetically more pleasing race in many fantasy genres and often being the older or eldest race around. That is not much different in Zurefgar, to be honest. My deskmate told me that their peace and isolation from pretty much most of the world was shaken due to the orcish rampage when they are under the influence of the demonic thingy.
Anyway, the elves have lower popularity among the playerbase. They are still above the rakhs and dwarves but I am not sure if they are more or less popular than the undeads. Yes, they are pretty and all but they lack the overpowered-ness of the human, the ‘oomph’ factor of the orcs, and the edginess of the plagued ones.
However, do not forget that elves still have the mystics class that really draws a lot of players. And also, I cannot blame anyone if they want to appear prettier by taking this race.
Typical to the common elven depiction in fantasies, the elves in Zurefgar have increased dodge rating contribution from Agility or Dexterity due their racial passive, [Elusiveness]. Unlike other races, elves do not have that one special weapon that can be wielded by all classes. Instead, they receive the [Inheritance] passive which increases their critical strike chance on the weapon that they choose. Finally they have the riding bonus passive, [Beast Soother], that increases their mounted speed. This made them exceptionally good at chasing retreating enemies.
I do think that elven tempest paladins are really pushed towards the offensive with the [Righteous Arcane] passive that increases their offensive and buff spells at the expense of severely reduced healing capabilities. Yes, this is why you will not see any of those elven tempest paladins bother with trying to heal people, unlike their human counterparts.
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You might be shocked to hear this, but elven warriors are surprisingly great. It is their [Elusiveness] that enabled them to play a very strong tank or bruiser version of the class. Further they have the active ability [Fervour of the Protector] that increases their defensive stats temporarily depending on how many wounded allies are around.
Their priests get a nice unique buff that encourages them to use both holy and shadow magic with [Salvation in Light and Darkness]. This empowers their spells if they use the opposing element prior. Though this might seem a more offensive take on priests, that might not always be the case. Priests could use a debuff spell or some dark buff spell before casting their healing spell, which turned out to be somewhat effective in a lot of situations.
Now, their hunters had [Natural Affinity] which increases the effect of the mimic being used. On the other hand, [Fatal Accuracy] gave their rogues increased critical strike damage to opponents afflicted by negative status effects.
Interestingly enough, their warlocks behave as the opposite of human warlocks. [Pursuit of Truth] empowers their spell if their path taken only focuses on one type of spell. Their wizards, however, took a completely different take with [Natural Understandings] which empowers their spells if they took diverging paths.
Funnily enough, their mystics do not receive any race specific ability. Perhaps because the developers thought the class was already too overpowered.
.
.
.
My… who am I kidding? [Wild Passion] increases the effect of Harmony or the energy or mana spent on their main form if their mystics choose to focus on one form.
~AVK~
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