Deep elf conjurer
More actions
For a list of all deep elves, see list of deep elves.
{{#set:Monster glyph=e
}}
| deep elf conjurer e | |
|---|---|
| HP | 27-54 |
| HD | Hit dice::9 |
| XP | Monster experience::603 |
| Speed | 10 {{#set:Monster speed=10}} |
| AC | Monster AC::1 |
| EV | Monster evasion::12 |
| MR | 80 {{#set:Monster magic resistance=80}} |
| Attack1 | 5 (hit: plain)
|
| Max Chunks | Monster max chunks::4 |
| Type of Meat | Clean |
| Resistances | None |
| Vulnerabilities | Holy |
| Habitat | Land |
| Intelligence | Human {{#set:Monster intelligence=Human}} |
| Uses | Weapons & armour Starting equipment Open doors |
| Holiness | Natural |
| Size | Medium {{#set:Monster size=Medium}} |
| Type | elf, elf |
| Flags | Evil Speaks Warm-blooded |
| A deep elf well-versed in a variety of destructive magics. |
Useful Info
Deep elf conjurers are fragile deep elf Conjurations specialists which blast you with dangerous and irritating attack spells. They often appear in packs with other deep elves in the Elven Halls and sometimes in the Vaults, they are also featured in some baileys.
Spells
| Spell set I | ||
|---|---|---|
| Slot1 | Bolt of Fire (3d17) | Wizard flag |
| Slot2 | Bolt of Cold (3d17) | Wizard flag |
| Slot3 | Lightning Bolt (3d16) | Wizard flag |
| Slot4 | Bolt of Draining (3d17) | Wizard flag |
Tips & Tricks
It's hard to prepare for everything they can hit you with. Fire resistance, cold resistance, life protection... It's a lot to muster. Alternatively, you can just silence them, rendering them nearly harmless, or kill them at range. Like most deep elves, they're very fragile; two to three zaps from a wand of cold or wand of fire can take out multiple if you line them up first.
History
Deep elf conjurers were removed in 0.18.
Prior to 0.13 they had a second spell set, one which included such annoyances as Sticky Flame. They also had less HD.