Personal tools
You are here: Home Games and Gaming Magic Realm AMRSG Files Characters Elf
Document Actions

Elf

by AG last modified 21-07-2006 20:28

The Elf is an elusive and graceful warrior and magician. With his Light Bow he is a deadly match for anything less than an armored Heavy foe, and with a Medium Bow he can face any opponent. He has the speed to escape numerous opponents.

Chits

Move:

L2*

L3*

M4

Fight:

L3*

M3*

M4

Magic:

III2*

III3*

III3*

III4*

VII3*

VII4*

Stats

Weight/Vulnerability: Light

Spells: Two Spells (Type III or Type VII)

Equipment: Light Bow

Starting Gold Value: 16

Special: Elusiveness (extra Hide phase), Archer (roll one die for Bow and Crossbow missile rolls)

Start: Inn

Ally: Woodfolk

Friendly: Bashkars

Unfriendly: Order, Scholar

Enemy: Lancers

Strategy

The Elf can make Gold magic with his Type III chits. Control Bats, Peace With Nature and Protection From Magic are all Type VII/Gold spells.

Premonition is Type VII/Grey. Elven Grace, Faerie Lights, Illusion, Lost, Persuade and See Hidden Signs are all Type III/Gold.

Try picking See Hidden Signs and Protection from Magic. Take VPs in Treasures and Spells. Seek out the Altar in particular and any Treasure sites in general. Start with 3 III chits enchanted to Gold magic, and enchant any Woods tile near treasure sites. If the Lost Castle is in the Deep Woods or the Crag, celebrate! Cast Protection from Magic early and often. Use See Hidden Signs to get extra Searches. Stay hidden! One turn of four phases will return a single colour chit and a single Magic chit (H*, R, R, Ex, E), but use tile magic as often as possible. As soon as you have a few treasures, seek out the Woodfolk, sell your treasure, buy their Medium bow (8 gold base) and hire them (6 gold base). Even without treasure, you can afford the Medium bow at price x2 if you sell your Light bow first. This will require an average of 4 Trade phases to achieve (25% chance of a 3 or less on any single phase). But you will need to find the Woodfolk first (S Campfire or House on a Monster Roll of 2).

At the House you might encounter the Soldiers (neutral), the Patrol (neutral) or the Woodfolk. At the S Campfire you might encounter the Woodfolk, Lancers (enemy) or Bashkars (friendly). Probably best to hang around the House rather than the Campfire, but remember to stay hidden. You get the bonus phase anyway - there is no excuse for not recording it.

Stop Press! Peace With Nature is a Permanent spell! Ideal for the Deep Woods - enchant the tile and you will never be bothered by any monsters summoned by Sound or Warning chits. Only the T monsters guarding the treasure sites will be any kind of problem, and if you have your Medium bow, you can Ambush them.

Sources of spells: Scroll of Nature, Good Book, Glimmering Ring, Glowing Gem, Altar, Statue, Shaman neutral.

Return to the beginning...


Powered by Plone CMS, the Open Source Content Management System

This site conforms to the following standards: