Drow version 1.0 (feedback welcome)

Drow version 1.0 (feedback welcome)

Joined: October 23rd, 2000, 8:36 am

February 12th, 2002, 9:05 am #1

<font size=+1>Drow</font>
By PrinceOfOuch and Griselda
"Treachery. Deceit. Death. This is the way of the drow."
The Drow are a race of brutally savage elves who devote their lives to furthering the will of the Spider Queen Lloth. Due to Lloth's nature the drow have developed into a truly evil race, feared and despised by any surface dweller. Needless to say, if ever you meet a drow on any of your journeys, you are probably long dead before you know that they are there.

"Never underestimate your enemies, never overestimate your friends."

General-

-The drow will never speak to a townsperson unless his or her head is covered.

-At least 2 points per level must be allocated to energy and/or dexterity. Dexterity must be 1.5 times higher than vitality before vitality can be raised, because elves are swift, but are frailer than most other races.

-The drow avoid "holy" sounding items and spells such as Holy Bolt and Angel's Staves.

-The drow cannot stand the intense sunlight of the deserts around Lut Gholein. They will not venture through these areas in the daylight except when it is necessary to complete the quests in each difficulty. They will also drink profuse amounts of liquids (all kinds of potions, antidotes, anything they can drink) while exposed to desert sunlight (even when all globes are full). They gladly take refuge in the shade of nearby bushes and architecture, and do not have to drink when their bodies are shaded. While traversing the desert, the drow will always return to town for more potions if he or she does not have enough to fill every belt slot. In addition, the drow's equipment will not hold up to desert sunlight. The items weaken, and cannot be repaired (only ethereal items may be worn in desert sunlight). The drow can move freely through the desert, without restrictions, when the sun is not shining.

-A drow will never slay a spider, unless attempting the Spider Quest! Without a second thought, they will find an alternate route into the Durance of Hate. Single player drow and adventurous multiplayer drow will attempt to open the chest containing Khalim's Eye without damaging Sszark or any other spider in that area. The drow will also not tolerate a spider being killed while she or he is on the level. If the drow is not on the level, she figures it is none of her business, but will warn the other character that their actions invite Lloth's wrath. A drow who finds a Spider Bow is favored by Lloth, and will keep it equipped in the first or second slot as soon as they are able to do so. This special item must be found, and can never be given as a gift.

The Spider Quest-
If a drow does slay a spider, she or he is cursed by Lloth, and may not continue to play as usual until the Spider Quest is completed successfully. The Spider Quest is always a solo quest. Lloth demands that cursed drow test themselves vs. the power of the spiders she controls. Although it is normally forbidden to kill a spider, the drow who has slain one inadvertently must prove to be stronger than the spiders. Paradoxically, "sacrificing" more spiders is the only way to accomplish this, and Lloth certainly enjoys demanding sacrifice! The cursed drow must remove all potions from her or his backpack, kill any mercenaries, and enter the Spider Forest from Kurast. A full belt of potions may be worn. The cursed drow may not return to town until all the monsters (including the Spiders) have been slain in the Spider Forest, The Arachnid Lair, and the Spider Cavern. Any magical items that are found during this quest must be sacrificed to Lloth (left on the ground). In addition, upon completing the quest, the drow must remove their most prized piece of equipment, and sacrifice it by leaving it on the slain body of Sszark. If you fail, you may attempt the quest again, but you cannot continue "normal" adventuring until completing this quest. If a drow becomes cursed before reaching Kurast, she or he may play normally until defeating Duriel. At that point, Lloth suddenly withdraws her favor and demands the Spider Quest be completed.

Drow who are not cursed may attempt the Spider Quest for glory or Lloth's favor, but they may not go back to adventuring as normal until they succeed at this quest! If you are not cursed, but choose to do the quest, you must begin the quest as soon as you begin Act 3.

Stealth-

The Drow come from a world of darkness and extreme danger. They have survived by learning to use stealth and secrecy to their advantage. Their dark vision is far superior to that of humans, and they have mastered the art of moving silently after living for countless generations in the underdark.

-Metal gloves, boots, and armors make too much noise, and inhibit the natural dexterity of the drow. These will not be used unless otherwise specified. The main exception to this is the helm. Most drow who come to the surface choose to conceal their identity by wearing a helm (of any material) that covers their face (anything but circlets and crowns).

-The drow will never wear an item that increases their light radius, and prefer items that lower light radius.

-The drow will never cast a spell that calls attention to their location- auras and energy shield, for example. If partied, a drow may grudgingly accept a party member who uses an aura, but the drow will stay close to the party and not venture out while the aura is active, except to move outside of aura range. The drow will never hire an act 2 mercenary.

-Likewise, the drow will only use spells that do not draw a traceable line of fire, unless in the presence of monsters or party members who use the same spells. The intent here is to sow confusion amongst enemies, and confuse onlookers as to the origin of the attack. So, skills that are not allowed because they draw a traceable line of fire can be used while in the presence of friends or foes that use the same skills

-The drow enjoys remaining in darkness while illuminating the enemy, and enjoys curses, inner sight, etc.

Multiclassing- Some may choose to multiclass, and other variants (excluding the obvious mismatches like Angels) may be "of drow descent." In that case, you may choose to follow only the "general" and "stealth" rules for the drow. Drow characters who are not playing another variant will usually choose a class- Drow Assassin, Fighter, Mage, or Cleric.


<font size=+1>Drow Assassin (DA)- Assassin, Necromancer</font>
"He who does not walk quietly does not walk for long."


Skills-

Assassin-
Martial Arts-
None.
Traps- Blade Sentinel, Blade Fury, and Blade Shield are not used because they may betray the DA?s true location.
Shadow Disciplines- This is where the drow assassin truly "shines." Cloak of Shadows is a favorite skill, and must be raised to minimum of level 5, plus at least 1 point for every 5 levels thereafter. Shadow warrior and Shadow master are not allowed.

Necromancer-
Curses-
Curses are particularly effective because they call attention to the opponents in addition to the effect of the curse. Dim vision is required to be raised to a minimum of level 5, plus at least 1 point for every 5 levels thereafter.
Poison and Bone Spells- The DA will not use Teeth, Bone Armor, Bone Wall, Bone Spear, Poison Nova, and Bone Spirit because these draw a traceable line of fire or surround the drow's body.
Summoning- Lloth does not grant the power of summoning to a mere assassin!

Items-
The DA find shields too cumbersome, and will not use them.

<font size=+1>Drow Fighter- Barbarian, Assassin, Paladin</font>
"If ever you see a drow smile, you are already dead."

Skills-

Barbarian-
Masteries-
The drow fighter seeks to excel in one or two varieties of weapons, and will choose no more than two types of weapon mastery. If two weapons are chosen, the drow fighter will keep both weapon masteries at the same level whenever possible.
The drow are dexterous, but not thick-skinned. Only one point will be put into Iron Skin. Drow are much more resistant to magical attacks than humans are. Natural resistance must be raised to level 5 by level 35, and at least one point is added for every five levels thereafter.
Combat Skills- The drow fighter will not use throw or double throw, as these may give away the fighter's position. Leap and Leap Attack are only used when the sound of the leap is not likely to be noticed above the din of battle, or when there are no enemies within sight.
War Cries- The drow will not call attention to himself by uttering warcries, but he may use Find Potion, Find Item, and Grim Ward.

Assassin-
Shadow Disciplines-
While the DA prefers to slink around wrapped in a Cloak of Shadows, the Drow Fighter prefers to enhance her own resistance to attack with Fade. All shadow discipline skills are permitted, except for Shadow Warrior, and Shadow Master.
Martial Arts- Fists of Fire, Claws of Thunder, Dragon Tail, and Phoenix Strike are not used because they draw too much attention to the assassin's attack.
Traps- This drow is a fighter, and prefers to use her own weapon?s attack instead of a trap. No traps are used.

Paladin-
Auras-
None.
Combat Skills- All are allowed except for Holy Bolt, Blessed Hammer, Holy Shield, and Fist of the Heavens.

Items-
-After level 12, the Barbarian Fighter will only use weapon classes in which he has at least 5 points of mastery.
-The drow fighters can wear metal armors, but need 1.5 times the normal strength requirement. Metal boots and gloves are not worn.
-Shields require 1.5 times the normal strength requirement.
-Drow favor fighting skill, elegance and speed above all else, thus a faster weapon is better then one that does more damage, in most cases.


<font size=+1>Drow Mage- Necromancer, Sorceress</font>
"To walk apart from House and Queen is to walk into the grave."

Skills-

Necromancer-
Summoning Tree-
All summoning spells are allowed. A clay golem is called a Mane, a lesser tana'ri force, and requires no golem mastery to be summoned. A blood golem, or Marailith, requires 5 points of golem mastery in order to be summoned. A Glabrezu (iron golem) requires 10 points of golem mastery, and a Balor (fire golem) requires 15 points of golem mastery.
Poison and Bone Skills- The drow mage will not use Poison Dagger; he will not lower himself to do an assassin's work! The mage will not use Teeth, Bone Armor, Bone Wall, Bone Spear, Poison Nova, or Bone Spirit because these draw a traceable line of fire or surround the drow's body, unless in the presence of friends or foes who are using these spells.
Curses- Curses are particularly effective because they call attention to the opponents in addition to the effect of the curse. Dim vision is required to be raised to a minimum of level 5, plus at least 1 point for every 5 levels thereafter.

Sorceress-
Ice Tree-
Most of these spells draw a traceable line of fire; only Blizzard and Cold Mastery are allowed, unless in the presence of friends or foes who use the skills.
Lightning Tree- The mage will only use Charged Bolt, Static Field, Teleport, Telekinesis, and Lightning Mastery. Other spells draw a traceable line of fire or draw too much attention to the mage?s body, unless in the presence of friends or foes who use the skills.
Fire Tree- Hydra, the summoning of a Yochol, is revered for clerics; a mage would be slain for attempting such an act of blasphemy. The mage may use Warmth, Fire Wall, Meteor, or Fire Mastery. Other fire skills (not hydra!) may be used in the presence of friends or foes who use these skills.

Items-
-After level 24, a drow mage will not use a weapon other then staff, wand or orb. A drow mage will not use a shield.
- Gloves hinder casting, and will not be used.

<font size=+1>Drow Cleric- Sorceress, Druid</font>
"Lloth be praised! All victory is her doing!"

-Only females are allowed to be clerics, so all druid clerics are of course female (and get very offended, possibly violent, if referred to as "he.")

Skills-

Sorceress-
Lightning Tree-
Static Field and Teleport only. Static field, the cleric's faerie fire, can only be cast one time against a monster, unless that monster is fire immune.
Cold Tree- Blizzard only (no mastery). After level 30, Blizzard will only be cast against fire immune opponents. Prohibited "line of fire" cold spells may be cast while in the presence of friends or foes that use those spells (but only against fire immune opponents after level 30!).
Fire Tree- The summoning of a Hydra, or Yochol, is the ultimate power in the hands of a cleric. The sorceress will always put at least one point into fire mastery or hydra each level up that she is able to do so. All other skills are secondary to her desire to reach maximum level in Hydra and Fire Mastery. Warmth is also permitted. A priestess who is not of high enough level to summon a Yochol may cast fire spells that a Drow Mage can cast. After level 30, the Drow Cleric will never cast a fire spell other than Hydra.

Druid-
Shape Shifting-
None.
Summoning- The priestess will never cast Oak Sage, Heart of Wolverine, or Spirit of Barbs.
Elemental Skills- Fissure, Twister, Volcano, Tornado, Hurricane, and Armageddon are allowed. The chaos and confusion that is caused by these spells negates any chance that they would cause attention to the caster. When the priestess first learns Hurricane, she believes herself to be invincible within the eye of her protective storm cloud. Only time and experience will teach her how to effectively deal damage while protecting herself.

Items- The cleric will only use a snake whip (flail); the power of the whip shows the power of the cleric. If the cleric has not found a whip, another weapon may be used until reaching level 30.

Special thanks to Morgane for creating the D1 elves, and also for the feedback on the D2 update. Also thanks to KingOfPain, Xandar, and Bolty for their patience with Grizt while she was getting into her role.

Report from the Surface
Quote
Like
Share

Joined: October 23rd, 2000, 8:36 am

February 12th, 2002, 10:42 am #2


They hide pretty well, don't they?
In fact, you could probably walk right past one and not even know she was there, unless of course she wanted you to know.

Grizt, my drow mage, is currently level 50-something and just made Champion. A more complete report will have to wait until I've had some sleep, but I thought I'd put up some pictures to show what I mean by "shade" in the desert, and to give a visual feel to the preferred playstyle of the drow.


While standing in this type of shade,
the drow may be hot, but will not
have to drink extra potions.





In fact, you can hide a whole town
portal back there, if you need to!



<table width=60%>
<tr><td>
</td></tr>
<tr><td><font size=-1>The drow likes to look far and take advantage of hiding places in all areas of the game. There are fun ones in all towns and acts, you just have to find them!</font></td></tr></table>
edit- trying to fix the images
Last edited by beyond on March 31st, 2002, 1:48 am, edited 1 time in total.
Quote
Like
Share

Dr Douglass
Dr Douglass

February 12th, 2002, 6:12 pm #3

A few comments.

Throwing mastery for fighters. Drow do use throwing weapons. But not the fighters. The Assassins do. Much like Jarlaxle in the Homeland series. These are always highly toxic weapons, usually darts or small thin daggers.

Most Drow are both handed. Especially the fighters. Duel weilding would almost be a requirement.

Clerics and Drow Mages can and will use bucklers, and, because of natural effinity for magic, are one of the few races that can cast spells while wearing ecumbering armor. Drows are fond of ring, chain, and scale mail. The sign of all Drow Clerics though are whips. Maybe a flail could be substituted? The flail would of course, have to be poisonous. Possibly a Venom rune word flail would be good here?

I noticed you did not mention anything about crossbows. Almost all drow, even lowly peasant types, are trained in the crossbow for homeland defense. Nobles trained in fighting are highly respected for their use of crossbows. These are small light models, even used by mages and clerics, and, once again, poisoned.

And one last thing. Drow HATE fire. They have a natural weakness to it, and, the bright light blinds them. I do not think to many Drows would even use the fire tree, with the exception of an occasional fireball, but, even those are frowned upon for the huge flash of light. Diablo has no Fairie fire spells, so, I dunno how to impliment that. Charged bolt would probably be the closest thing Diablo has.

Metal boots and gloves.... You are right, they are out. However, Drow are fond of mesh. Metal mesh. Maybe things like chain gloves and chain boots? Even the lowliest of Drow spell casters are better armored than most of the best human fighters. Something needs to reflect this somehow. Being a fragile race they have come up with a million ways to shelter their thin skin.

Also, the bow is the weapon of stinking humans, the cowardly surface elves, and, the disgraceful Driders. Now self respecting Drow would ever touch a bow, no matter what it was called. Bows are noisy clumsy weapons that can not be muffled.

Now if a Drow had an alignment shift, some things would be considerably different as well. But that is far to complex for me to even start trying to figure out
Quote
Share

Dr Douglass
Dr Douglass

February 12th, 2002, 7:08 pm #4

Yochols are creatures of the Lightning Sphere. Not fire. Yochols are most easily destroyed by fire, and, are nearly immune to lightning.

Drow spells are lightning based, Lightning bolts and Chain Lightning being favoured.

One more thing I just thought of. With Lightning spells like the one's above being weapon speed dependant, flails would be a good weapon to use. A Steel rune worded flail would give lots of IAS.

Weather manipulation is an unknown element to the Drow, living in caves, so, things like Blizzard and Thunderstorm would be quite strange to them, having never seen them before. Glacial Spike or Ice Blast could be used as Hold Person. Frost Nova to slow and chill would emulate the Drow's natural speed burst and would make he or she faster than their foes.

Drow do summon, and, get bonuses when taking on the Summoner specialized Mage. They summon things like cave worgs and dark dire wolves, and, direcorbies. The druid alas, does not have the skill, Summon Direcorbie. (Maybe Ravens might work here? lol)

Drows are also one of the few species in D&D that also have a chance to develope Psionics other than humans. (Surface elves have a .01% chance to gain Psionic abilities. Drow have a better chance than Humans. 10%!) So possibly a pure mentalist Assassin might be possible to fit the role here. Shadow could be summon Astral Warrior. Mind Blast could be the Control Cone that Mind Flayers and other Psionists would use. BoS and Fade could be Astral Phasing. Venom of course, well, what Drow could pass up the chance to poison somebody.

And there are male Drow Clerics, just not in Menzobaranzan. (Underdark city. I hope I spelled that right) Matron Baenre had all the male clerics killed during the Times of Troubles. (Also all male mages were killed to. Almost all males were killed. They had to raid other drow cities later to replinish stock methinks.)

Also, one area is strong for a Drow Male to procede in. Wizardry. Drow males can achieve higher levels as mages than females can. (In D&D terms) Gromph was listed as a level 23 Wizard in the Forgotten Realm's Creature Compendium. He also had massive bonus to all Lightning based spells, and, had Advanced Chain Lightning on Permanancy sphere. (Meaning in simple terms, he could cast this indefinately with out ever having to go back to his spell book to remember it.) Drow females can only reach level 12. However, male clerics can only reach level 4, while females are unlimited. I have no idea how this factors in with Diablo though.

Hmmm this is becoming over complicated. Disreguard this info. If we really tried to delve into this we could drive our selves crazy.
Quote
Share

Joined: October 23rd, 2000, 8:36 am

February 12th, 2002, 8:33 pm #5

There are a million different elements at work, and I agree we could work on the details forever if we did want to go crazy.

On the one hand, this is an update from the D1 rules, which were known for their "no line of fire" and "don't cast anything that would call attention to your character" rules. In D1 terms, this was a sensible way to kill most of the powerful spells in the game, and develop the role of the character at the same time. I wanted to see that rule brought into any version of a D2 drow. But, that means sacrificing most of the lightning and cold trees (which actually is similar to what happened with the D1 drow), and, by default, placing an emphasis on fire for the sorc.

But, we were also trying to consider Forgotten Realms/D&D information on the drow, and maintain the challenge of the variant itself, and sometimes these sources were contradictory.

One example might be armors. In D&D terms, it might be more accurate to allow heavier armors and bucklers for the mages. However, in playtesting, I can tell you that the sorceress mage does not need restrictions lifted, especially ones that would help her the most through normal and nightmare difficulty.

Also, many of the lightly armored characters are likely to have a pretty high dexterity, due to the "dex needs to be 1.5X vit" rule, and I'm determined not to let them get anything useful from all those dex points. evil grin I think dex is Grizt's highest stat, giving her blocking wouldn't force her to work quite so hard on her happy feet. Plus, that would open up another slot for affixes. Maybe allowing mesh boots and gloves, when gloves were allowed, would be a good idea.

I wasn't aware that drow had such an aversion to regular bows. PoO had suggested crossbows, but I hadn't remembers that from my reading at all. We can put a "crossbows and spider bows only, if using a bow" rule into the general rules. But, it means that I started out Grizt all wrong. Because of the possibility that a blizzard/meteor mage wouldn't have any offensive spells until level 24, I didn't spend any skill points on Grizt until she was 18. 24 was doable, but would have probably forced me to stay in act3 a bit longer than I would have wanted to (I chose cb/meteor to save Blizz for a cleric, when I make one). Without a shield, she needed a ranged attack badly, so I gave her a bow (not knowing about the drow dislike for them). I also kept my rogue mercenary with me, so that she could draw attention away from me during this phase.

Forcing the sorc to use a crossbow instead of a regular bow might make her put more points to str right off the bat than she otherwise would, but she would be able to get the str for a crossbow by lvl 5 if she wanted. Then, she'd just have to hope that a crossbow would drop, which could be annoying for a pure char. I think I will put in the rule, and I know PoO wants to, so I'm really just thinking out loud here.

The flail is substituted for the whip for the cleric. Is that what you were asking?

I see no reason not to put throw/double throw back in, especially since crossbows will be allowed (even if it's not a 'standard' fighter skill, at least it could then by up to the player).

The two assassins are probably the classes that I'm the least sure about at this point, mostly because I probably know less about assassins than other classes. I expect Venom to be very popular among both DA and Fighter assassins, but I'm still not sure how else to restrict or make them distinctive (require dual wielding for them? Make one a thrower of some sort?). The psionicist is a good idea, but seems like it would be separate from the 2 current classes for assassins. There was also talk of making a drow ranger with the pally, but maybe that would work best as a dual class drow fighter with the current ranger rules?

Also, I know KoP's DA was planning to use one martial arts skill, mostly for show, but I couldn't remember which one when I restricted martial arts. If he's read this far, maybe he will remember.

There are a ton of classes to playtest here, and so far only the Drow Mage has made it out of normal difficulty. If anyone wants to take up one of the classes, I'd be very interested in hearing how you're doing!

-Griselda
Quote
Like
Share

Dr Douglass
Dr Douglass

February 12th, 2002, 8:59 pm #6

I am still thinking on this one, but, I can think of one Aura. Conviction. Drow have an inate ability to cause fear, making the enemy falter. (This is greatly multiplied to surface elves)

Thorns might also work if it was looked at as Martyr's Shield. Holy freeze... Mass hold person?

Adamantite (Spelling here?) is a natural conductor of electricity. Holy shock? If a Pally was to use Auras in a Drow context, it would have to be auras that would effect him and him alone, or, effect his enemies. Nothing like Fanatism or things that would effect a whole party.

Also, with Necromancers, as Drow, they would never ever summon a fire elemental. Drow are aligned with earth. Flesh golems are summoned for some tasks, but, most commonly Earth Elementals or Steel or Adamantite Golems are created. Any Drow that summoned a bright flaming living ball of fire would become a pariah for bringing brightness and light into the homeland, and, Mr Sparky's fire aura would attract to much attention. Rogue Wizards are HATED by Drow, almost as much as traitors. (Like Drizzit) Wizards poking around in the wrong sorts of spheres are quickly hunted down and dispatched.

Also, one other thing. Fire resistance items should not be worn by Drow. Resist all would be fine, but, specific fire resistant items would be counter productive for Drow's natural weakness and fear or fire. On the other hand, Drow should look for as many Lightning resist or Lightning absorb items they could get their hands on.

Drow are very fond of magical masks when visiting the surface world. Even Drizzit wore an enchanted mask that altered his face, his skin tone, and his general appearance. I can't remember the name of it for the life of me though.
Quote
Share

Joined: October 23rd, 2000, 8:36 am

February 12th, 2002, 9:46 pm #7

<font size=+1>Drow</font>
By PrinceOfOuch and Griselda
"Treachery. Deceit. Death. This is the way of the drow."
The Drow are a race of brutally savage elves who devote their lives to furthering the will of the Spider Queen Lloth. Due to Lloth's nature the drow have developed into a truly evil race, feared and despised by any surface dweller. Needless to say, if ever you meet a drow on any of your journeys, you are probably long dead before you know that they are there.

"Never underestimate your enemies, never overestimate your friends."

General-

-The drow will never speak to a townsperson unless his or her head is covered.

-At least 2 points per level must be allocated to energy and/or dexterity. Dexterity must be 1.5 times higher than vitality before vitality can be raised, because elves are swift, but are frailer than most other races.

-The drow avoid "holy" sounding items and spells such as Holy Bolt and Angel's Staves.

-The drow cannot stand the intense sunlight of the deserts around Lut Gholein. They will not venture through these areas in the daylight except when it is necessary to complete the quests in each difficulty. They will also drink profuse amounts of liquids (all kinds of potions, antidotes, anything they can drink) while exposed to desert sunlight (even when all globes are full). They gladly take refuge in the shade of nearby bushes and architecture, and do not have to drink when their bodies are shaded. While traversing the desert, the drow will always return to town for more potions if he or she does not have enough to fill every belt slot. In addition, the drow's equipment will not hold up to desert sunlight. The items weaken, and cannot be repaired (only ethereal items may be worn in desert sunlight). The drow can move freely through the desert, without restrictions, when the sun is not shining.

-A drow will never slay a spider, unless attempting the Spider Quest! Without a second thought, they will find an alternate route into the Durance of Hate. Single player drow and adventurous multiplayer drow will attempt to open the chest containing Khalim's Eye without damaging Sszark or any other spider in that area. The drow will also not tolerate a spider being killed while she or he is on the level. If the drow is not on the level, she figures it is none of her business, but will warn the other character that their actions invite Lloth's wrath. A drow who finds a Spider Bow is favored by Lloth, and will keep it equipped in the first or second slot as soon as they are able to do so. This special item must be found, and can never be given as a gift.

The Spider Quest-
If a drow does slay a spider, she or he is cursed by Lloth, and may not continue to play as usual until the Spider Quest is completed successfully. The Spider Quest is always a solo quest. Lloth demands that cursed drow test themselves vs. the power of the spiders she controls. Although it is normally forbidden to kill a spider, the drow who has slain one inadvertently must prove to be stronger than the spiders. Paradoxically, "sacrificing" more spiders is the only way to accomplish this, and Lloth certainly enjoys demanding sacrifice! The cursed drow must remove all potions from her or his backpack, kill any mercenaries, and enter the Spider Forest from Kurast. A full belt of potions may be worn. The cursed drow may not return to town until all the monsters (including the Spiders) have been slain in the Spider Forest, The Arachnid Lair, and the Spider Cavern. Any magical items that are found during this quest must be sacrificed to Lloth (left on the ground). In addition, upon completing the quest, the drow must remove their most prized piece of equipment, and sacrifice it by leaving it on the slain body of Sszark. If you fail, you may attempt the quest again, but you cannot continue "normal" adventuring until completing this quest. If a drow becomes cursed before reaching Kurast, she or he may play normally until defeating Duriel. At that point, Lloth suddenly withdraws her favor and demands the Spider Quest be completed.

Drow who are not cursed may attempt the Spider Quest for glory or Lloth's favor, but they may not go back to adventuring as normal until they succeed at this quest! If you are not cursed, but choose to do the quest, you must begin the quest as soon as you begin Act 3.

Stealth-

The Drow come from a world of darkness and extreme danger. They have survived by learning to use stealth and secrecy to their advantage. Their dark vision is far superior to that of humans, and they have mastered the art of moving silently after living for countless generations in the underdark.

-Metal gloves, boots, and armors make too much noise, and inhibit the natural dexterity of the drow. These will not be used unless otherwise specified. The main exception to this is the helm. Most drow who come to the surface choose to conceal their identity by wearing a helm (of any material) that covers their face (anything but circlets and crowns).

-The drow will never wear an item that increases their light radius, and prefer items that lower light radius.

-The drow will never cast a spell that calls attention to their location- auras and energy shield, for example. If partied, a drow may grudgingly accept a party member who uses an aura, but the drow will stay close to the party and not venture out while the aura is active, except to move outside of aura range. The drow will never hire an act 2 mercenary.

-Likewise, the drow will only use spells that do not draw a traceable line of fire, unless in the presence of monsters or party members who use the same spells. The intent here is to sow confusion amongst enemies, and confuse onlookers as to the origin of the attack. So, skills that are not allowed because they draw a traceable line of fire can be used while in the presence of friends or foes that use the same skills

-The drow enjoys remaining in darkness while illuminating the enemy, and enjoys curses, inner sight, etc.

Multiclassing- Some may choose to multiclass, and other variants (excluding the obvious mismatches like Angels) may be "of drow descent." In that case, you may choose to follow only the "general" and "stealth" rules for the drow. Drow characters who are not playing another variant will usually choose a class- Drow Assassin, Fighter, Mage, or Cleric.


<font size=+1>Drow Assassin (DA)- Assassin, Necromancer</font>
"He who does not walk quietly does not walk for long."


Skills-

Assassin-
Martial Arts-
None.
Traps- Blade Sentinel, Blade Fury, and Blade Shield are not used because they may betray the DA?s true location.
Shadow Disciplines- This is where the drow assassin truly "shines." Cloak of Shadows is a favorite skill, and must be raised to minimum of level 5, plus at least 1 point for every 5 levels thereafter. Shadow warrior and Shadow master are not allowed.

Necromancer-
Curses-
Curses are particularly effective because they call attention to the opponents in addition to the effect of the curse. Dim vision is required to be raised to a minimum of level 5, plus at least 1 point for every 5 levels thereafter.
Poison and Bone Spells- The DA will not use Teeth, Bone Armor, Bone Wall, Bone Spear, Poison Nova, and Bone Spirit because these draw a traceable line of fire or surround the drow's body.
Summoning- Lloth does not grant the power of summoning to a mere assassin!

Items-
The DA find shields too cumbersome, and will not use them.

<font size=+1>Drow Fighter- Barbarian, Assassin, Paladin</font>
"If ever you see a drow smile, you are already dead."

Skills-

Barbarian-
Masteries-
The drow fighter seeks to excel in one or two varieties of weapons, and will choose no more than two types of weapon mastery. If two weapons are chosen, the drow fighter will keep both weapon masteries at the same level whenever possible.
The drow are dexterous, but not thick-skinned. Only one point will be put into Iron Skin. Drow are much more resistant to magical attacks than humans are. Natural resistance must be raised to level 5 by level 35, and at least one point is added for every five levels thereafter.
Combat Skills- The drow fighter will not use throw or double throw, as these may give away the fighter's position. Leap and Leap Attack are only used when the sound of the leap is not likely to be noticed above the din of battle, or when there are no enemies within sight.
War Cries- The drow will not call attention to himself by uttering warcries, but he may use Find Potion, Find Item, and Grim Ward.

Assassin-
Shadow Disciplines-
While the DA prefers to slink around wrapped in a Cloak of Shadows, the Drow Fighter prefers to enhance her own resistance to attack with Fade. All shadow discipline skills are permitted, except for Shadow Warrior, and Shadow Master.
Martial Arts- Fists of Fire, Claws of Thunder, Dragon Tail, and Phoenix Strike are not used because they draw too much attention to the assassin's attack.
Traps- This drow is a fighter, and prefers to use her own weapon?s attack instead of a trap. No traps are used.

Paladin-
Auras-
None.
Combat Skills- All are allowed except for Holy Bolt, Blessed Hammer, Holy Shield, and Fist of the Heavens.

Items-
-After level 12, the Barbarian Fighter will only use weapon classes in which he has at least 5 points of mastery.
-The drow fighters can wear metal armors, but need 1.5 times the normal strength requirement. Metal boots and gloves are not worn.
-Shields require 1.5 times the normal strength requirement.
-Drow favor fighting skill, elegance and speed above all else, thus a faster weapon is better then one that does more damage, in most cases.


<font size=+1>Drow Mage- Necromancer, Sorceress</font>
"To walk apart from House and Queen is to walk into the grave."

Skills-

Necromancer-
Summoning Tree-
All summoning spells are allowed. A clay golem is called a Mane, a lesser tana'ri force, and requires no golem mastery to be summoned. A blood golem, or Marailith, requires 5 points of golem mastery in order to be summoned. A Glabrezu (iron golem) requires 10 points of golem mastery, and a Balor (fire golem) requires 15 points of golem mastery.
Poison and Bone Skills- The drow mage will not use Poison Dagger; he will not lower himself to do an assassin's work! The mage will not use Teeth, Bone Armor, Bone Wall, Bone Spear, Poison Nova, or Bone Spirit because these draw a traceable line of fire or surround the drow's body, unless in the presence of friends or foes who are using these spells.
Curses- Curses are particularly effective because they call attention to the opponents in addition to the effect of the curse. Dim vision is required to be raised to a minimum of level 5, plus at least 1 point for every 5 levels thereafter.

Sorceress-
Ice Tree-
Most of these spells draw a traceable line of fire; only Blizzard and Cold Mastery are allowed, unless in the presence of friends or foes who use the skills.
Lightning Tree- The mage will only use Charged Bolt, Static Field, Teleport, Telekinesis, and Lightning Mastery. Other spells draw a traceable line of fire or draw too much attention to the mage?s body, unless in the presence of friends or foes who use the skills.
Fire Tree- Hydra, the summoning of a Yochol, is revered for clerics; a mage would be slain for attempting such an act of blasphemy. The mage may use Warmth, Fire Wall, Meteor, or Fire Mastery. Other fire skills (not hydra!) may be used in the presence of friends or foes who use these skills.

Items-
-After level 24, a drow mage will not use a weapon other then staff, wand or orb. A drow mage will not use a shield.
- Gloves hinder casting, and will not be used.

<font size=+1>Drow Cleric- Sorceress, Druid</font>
"Lloth be praised! All victory is her doing!"

-Only females are allowed to be clerics, so all druid clerics are of course female (and get very offended, possibly violent, if referred to as "he.")

Skills-

Sorceress-
Lightning Tree-
Static Field and Teleport only. Static field, the cleric's faerie fire, can only be cast one time against a monster, unless that monster is fire immune.
Cold Tree- Blizzard only (no mastery). After level 30, Blizzard will only be cast against fire immune opponents. Prohibited "line of fire" cold spells may be cast while in the presence of friends or foes that use those spells (but only against fire immune opponents after level 30!).
Fire Tree- The summoning of a Hydra, or Yochol, is the ultimate power in the hands of a cleric. The sorceress will always put at least one point into fire mastery or hydra each level up that she is able to do so. All other skills are secondary to her desire to reach maximum level in Hydra and Fire Mastery. Warmth is also permitted. A priestess who is not of high enough level to summon a Yochol may cast fire spells that a Drow Mage can cast. After level 30, the Drow Cleric will never cast a fire spell other than Hydra.

Druid-
Shape Shifting-
None.
Summoning- The priestess will never cast Oak Sage, Heart of Wolverine, or Spirit of Barbs.
Elemental Skills- Fissure, Twister, Volcano, Tornado, Hurricane, and Armageddon are allowed. The chaos and confusion that is caused by these spells negates any chance that they would cause attention to the caster. When the priestess first learns Hurricane, she believes herself to be invincible within the eye of her protective storm cloud. Only time and experience will teach her how to effectively deal damage while protecting herself.

Items- The cleric will only use a snake whip (flail); the power of the whip shows the power of the cleric. If the cleric has not found a whip, another weapon may be used until reaching level 30.

Special thanks to Morgane for creating the D1 elves, and also for the feedback on the D2 update. Also thanks to KingOfPain, Xandar, and Bolty for their patience with Grizt while she was getting into her role.

Report from the Surface
While the report from the surface was written by Grizt, and her other letters home may be received at some point, this note is from me.

Grizt is a drow mage (sorceress), although her skill in magic took some time to develop. I didn't spend any skill points until she was 18, to see how doable that would be considering most allowed drow spells are 18 and up. I also didn't use any item-granted skills during that time. At level 18 (act 3 IIRC), I put 10 points into charged bolt, and kept it there until beginning Nightmare difficulty (at which point I began to pump CB and LMastery in earnest) At level 24, I began to build meteor, but that is secondary to her skill in charged bolt. She loves to cast cb around corners and through walls and doors when she can.

Grizt used a bow for her younger levels. With the proposed rule change to prohibit bows, she'd have used a crossbow (if found) or perhaps some sort of throwing weapon or +charged bolt item if she didn't intend to take CB).

The "dexterity must be 1.5 vit" rule has really had an impact on her stat point distribution! First of all, she will never be able to achieve a useable DR due to item restrictions, and she can't use a shield. So, I just raised strength to 41 (for duskdeep). But, because of the 1.5 dex rule, every point to vit comes at a steep price (although she needs all the hitpoints she can get). She can't ignore energy, either, because there aren't a lot of points left for warmth after fire and lightning mastery. At level 52, her current stats are 41, 130, 87, 122. (actually, she could use another point to dex to be "purely" legal). Fully dressed, that gives her 368 life and 439 mana.

I've played her pure, to ensure that the variant would be fun for untwinked characters. One nice side effect is that it didn't hurt her too much to have to remove her items for the desert!

So far, she has:
Duskdeep (before finding that, she was partial to bone helms)
Stealth studded leather
plain War Staff with +2 meteor and +2 lightning mastery (ugh, I know!)
tangerine heavy boots
coral/colossus belt (yes, just a "belt")
burning/brilliance ammy
great wyrm's/wizardry ring
garnet ring

She also gets a little bit of life and mana from charms. Resists (except cold) are all positive in NM, but are going to really start hurting in Hell. The lack of defense and hitpoints is also likely to really start to hurt about now.

The real highlight for me has been the quirky personality of the drow. I envision her on a quest for power. She goes on the humans' errands in an attempt to gain power over the Prime Evils, not to save the world. But, my personal desire for good coop balances that a bit. In her mind, she'll just "deal with" her party members after they've helped her to gain the power that she so desires. Every now and then she does get a bit grumpy and drops a meteor on the barbarians she's supposed to save, and she can be a bit "grabby" with the shrines that aren't forbidden.

Crossing the desert was a lot of fun; I could really feel the heat as I tried to keep my character cool. I do appreciate the people who were patient with Grizt as she crossed the desert in normal and NM. I did the NM desert a second time, but to cross it again I TP'ed my coop partner down to the Lost City, so that he'd turn out the lights, before we began in the Dry Hills. I don't think Grizt would ever hit the Tainted Sun altar if it weren't for the promise of even greater magic in the Arcane Sanctuary!

The "don't kill spiders" rule was written about when I started NM. After only parking a few in Act 1, it became a real challenge in Act 3. I was able to get Khalim's eye out from under Sszark, but only after multiple deaths, teleporting around naked and luring the mobs off the chest. I could have gotten the eye without any deaths if I'd have remembered to leave a space open in my inv for it (d'oh!). This will be much more challenging for non-sorceresses, but hopefully also fun!

There was also a huge crowd of Spiders guarding Lam Esen's tome, but luckily spiders can't see very well. It was a bit hairy getting spider mobs parked in the rooms on either side of the entrance, and there wasn't much room left to battle Sarina, but challenges like that are what makes the character fun, IMO.

She's played through most of NM with ShoseeXan, a S/S amazon. This combo works well in that Xan can tank, and Grizt has the artillery damage. I think that their biggest challenge (from Grizt's perspective anyway) in NM was probably De Seis; Diablo was distracted and unusually receptive to Faerie Fire (static), and even the Ancients and Baal made the mistake of paying attention to the flashy Amazon, and not noticing the deadly drow at their backs. I look forward to seeing how this progresses as the going starts to really get tough.

-Griselda

edit- those spelling mistakes that only appear after you've hit post, no matter how many times you proofread
Last edited by Grizelda on February 12th, 2002, 9:50 pm, edited 1 time in total.
Quote
Like
Share

Joined: October 23rd, 2000, 8:36 am

February 12th, 2002, 9:53 pm #8

I am still thinking on this one, but, I can think of one Aura. Conviction. Drow have an inate ability to cause fear, making the enemy falter. (This is greatly multiplied to surface elves)

Thorns might also work if it was looked at as Martyr's Shield. Holy freeze... Mass hold person?

Adamantite (Spelling here?) is a natural conductor of electricity. Holy shock? If a Pally was to use Auras in a Drow context, it would have to be auras that would effect him and him alone, or, effect his enemies. Nothing like Fanatism or things that would effect a whole party.

Also, with Necromancers, as Drow, they would never ever summon a fire elemental. Drow are aligned with earth. Flesh golems are summoned for some tasks, but, most commonly Earth Elementals or Steel or Adamantite Golems are created. Any Drow that summoned a bright flaming living ball of fire would become a pariah for bringing brightness and light into the homeland, and, Mr Sparky's fire aura would attract to much attention. Rogue Wizards are HATED by Drow, almost as much as traitors. (Like Drizzit) Wizards poking around in the wrong sorts of spheres are quickly hunted down and dispatched.

Also, one other thing. Fire resistance items should not be worn by Drow. Resist all would be fine, but, specific fire resistant items would be counter productive for Drow's natural weakness and fear or fire. On the other hand, Drow should look for as many Lightning resist or Lightning absorb items they could get their hands on.

Drow are very fond of magical masks when visiting the surface world. Even Drizzit wore an enchanted mask that altered his face, his skin tone, and his general appearance. I can't remember the name of it for the life of me though.
Any drow that I saw walking around alone and lit up like a Christmas tree would be first on my hitlist! I do like a good mask, though.

-Grizt
Quote
Like
Share

PrinceOfOuch
PrinceOfOuch

February 13th, 2002, 4:28 am #9

While the report from the surface was written by Grizt, and her other letters home may be received at some point, this note is from me.

Grizt is a drow mage (sorceress), although her skill in magic took some time to develop. I didn't spend any skill points until she was 18, to see how doable that would be considering most allowed drow spells are 18 and up. I also didn't use any item-granted skills during that time. At level 18 (act 3 IIRC), I put 10 points into charged bolt, and kept it there until beginning Nightmare difficulty (at which point I began to pump CB and LMastery in earnest) At level 24, I began to build meteor, but that is secondary to her skill in charged bolt. She loves to cast cb around corners and through walls and doors when she can.

Grizt used a bow for her younger levels. With the proposed rule change to prohibit bows, she'd have used a crossbow (if found) or perhaps some sort of throwing weapon or +charged bolt item if she didn't intend to take CB).

The "dexterity must be 1.5 vit" rule has really had an impact on her stat point distribution! First of all, she will never be able to achieve a useable DR due to item restrictions, and she can't use a shield. So, I just raised strength to 41 (for duskdeep). But, because of the 1.5 dex rule, every point to vit comes at a steep price (although she needs all the hitpoints she can get). She can't ignore energy, either, because there aren't a lot of points left for warmth after fire and lightning mastery. At level 52, her current stats are 41, 130, 87, 122. (actually, she could use another point to dex to be "purely" legal). Fully dressed, that gives her 368 life and 439 mana.

I've played her pure, to ensure that the variant would be fun for untwinked characters. One nice side effect is that it didn't hurt her too much to have to remove her items for the desert!

So far, she has:
Duskdeep (before finding that, she was partial to bone helms)
Stealth studded leather
plain War Staff with +2 meteor and +2 lightning mastery (ugh, I know!)
tangerine heavy boots
coral/colossus belt (yes, just a "belt")
burning/brilliance ammy
great wyrm's/wizardry ring
garnet ring

She also gets a little bit of life and mana from charms. Resists (except cold) are all positive in NM, but are going to really start hurting in Hell. The lack of defense and hitpoints is also likely to really start to hurt about now.

The real highlight for me has been the quirky personality of the drow. I envision her on a quest for power. She goes on the humans' errands in an attempt to gain power over the Prime Evils, not to save the world. But, my personal desire for good coop balances that a bit. In her mind, she'll just "deal with" her party members after they've helped her to gain the power that she so desires. Every now and then she does get a bit grumpy and drops a meteor on the barbarians she's supposed to save, and she can be a bit "grabby" with the shrines that aren't forbidden.

Crossing the desert was a lot of fun; I could really feel the heat as I tried to keep my character cool. I do appreciate the people who were patient with Grizt as she crossed the desert in normal and NM. I did the NM desert a second time, but to cross it again I TP'ed my coop partner down to the Lost City, so that he'd turn out the lights, before we began in the Dry Hills. I don't think Grizt would ever hit the Tainted Sun altar if it weren't for the promise of even greater magic in the Arcane Sanctuary!

The "don't kill spiders" rule was written about when I started NM. After only parking a few in Act 1, it became a real challenge in Act 3. I was able to get Khalim's eye out from under Sszark, but only after multiple deaths, teleporting around naked and luring the mobs off the chest. I could have gotten the eye without any deaths if I'd have remembered to leave a space open in my inv for it (d'oh!). This will be much more challenging for non-sorceresses, but hopefully also fun!

There was also a huge crowd of Spiders guarding Lam Esen's tome, but luckily spiders can't see very well. It was a bit hairy getting spider mobs parked in the rooms on either side of the entrance, and there wasn't much room left to battle Sarina, but challenges like that are what makes the character fun, IMO.

She's played through most of NM with ShoseeXan, a S/S amazon. This combo works well in that Xan can tank, and Grizt has the artillery damage. I think that their biggest challenge (from Grizt's perspective anyway) in NM was probably De Seis; Diablo was distracted and unusually receptive to Faerie Fire (static), and even the Ancients and Baal made the mistake of paying attention to the flashy Amazon, and not noticing the deadly drow at their backs. I look forward to seeing how this progresses as the going starts to really get tough.

-Griselda

edit- those spelling mistakes that only appear after you've hit post, no matter how many times you proofread
*Throwing mastery for fighters. Drow do use throwing weapons. But not the fighters. The Assassins do. Much like Jarlaxle in the Homeland series. These are always highly toxic weapons, usually darts or small thin daggers.*

Other than Jarlaxle i do not remeber reading of another drow who used throwing weapons. they were in the rules previously, but we decided against it(dont remeber why at the moment)

*I noticed you did not mention anything about crossbows. Almost all drow, even lowly peasant types, are trained in the crossbow for homeland defense. Nobles trained in fighting are highly respected for their use of crossbows. These are small light models, even used by mages and clerics, and, once again, poisoned. *

had this in, and it was required for all classes to carry one, but it too was taken out for some reason (we've been working on this for a while, dont remeber many of the reasons for things weve done besides the fact that it was like gris said an update of D1 rules)

we had considered alot of the things in your "One More Thing" post in the first stages of making this variant but decided that the Hydra can best simulate a Yochol.
Male Drow clerics exist, but they are usually a different religion, as far as i have read, Lloth will only accept female clerics.

*Drows are also one of the few species in D&D that also have a chance to develope Psionics other than humans*

dont know if we should now, but could possibly create a psionics class under Clerics (house Obloth i think, 3rd house of Menzoberranzan, was a Psionics house).

*Weather manipulation is an unknown element to the Drow, living in caves, so, things like Blizzard and Thunderstorm would be quite strange to them*

but drow, being attuned to magic, after some time on the surface, would be able to pcik up the use of these spells.

*Metal boots and gloves.... You are right, they are out. However, Drow are fond of mesh. Metal mesh. Maybe things like chain gloves and chain boots? *

tried to add that a few times, but as Gris explained Grizt did not need restrictions lifted, so we took out this.

*Now if a Drow had an alignment shift, some things would be considerably different as well*

possibly adding what slight rules changes may happen to play as a 'good drow'.

*PoO had suggested crossbows, but I hadn't remembers that from my reading at all*

most drow in every book, except for drizzt, jarlakle, and the clerics carried a crossbow, thats why i tried to get that in.

*There are a ton of classes to playtest here, and so far only the Drow Mage has made it out of normal difficulty*

if only i had my cd key, would probablly go for playtesting the fighter.

*Also, with Necromancers, as Drow, they would never ever summon a fire elemental. Drow are aligned with earth*

as i explained (kind of), these are not golems, but demons, and drow do seem to like demons.
Quote
Share

Joined: November 29th, 2000, 9:05 pm

February 13th, 2002, 9:01 pm #10

<font size=+1>Drow</font>
By PrinceOfOuch and Griselda
"Treachery. Deceit. Death. This is the way of the drow."
The Drow are a race of brutally savage elves who devote their lives to furthering the will of the Spider Queen Lloth. Due to Lloth's nature the drow have developed into a truly evil race, feared and despised by any surface dweller. Needless to say, if ever you meet a drow on any of your journeys, you are probably long dead before you know that they are there.

"Never underestimate your enemies, never overestimate your friends."

General-

-The drow will never speak to a townsperson unless his or her head is covered.

-At least 2 points per level must be allocated to energy and/or dexterity. Dexterity must be 1.5 times higher than vitality before vitality can be raised, because elves are swift, but are frailer than most other races.

-The drow avoid "holy" sounding items and spells such as Holy Bolt and Angel's Staves.

-The drow cannot stand the intense sunlight of the deserts around Lut Gholein. They will not venture through these areas in the daylight except when it is necessary to complete the quests in each difficulty. They will also drink profuse amounts of liquids (all kinds of potions, antidotes, anything they can drink) while exposed to desert sunlight (even when all globes are full). They gladly take refuge in the shade of nearby bushes and architecture, and do not have to drink when their bodies are shaded. While traversing the desert, the drow will always return to town for more potions if he or she does not have enough to fill every belt slot. In addition, the drow's equipment will not hold up to desert sunlight. The items weaken, and cannot be repaired (only ethereal items may be worn in desert sunlight). The drow can move freely through the desert, without restrictions, when the sun is not shining.

-A drow will never slay a spider, unless attempting the Spider Quest! Without a second thought, they will find an alternate route into the Durance of Hate. Single player drow and adventurous multiplayer drow will attempt to open the chest containing Khalim's Eye without damaging Sszark or any other spider in that area. The drow will also not tolerate a spider being killed while she or he is on the level. If the drow is not on the level, she figures it is none of her business, but will warn the other character that their actions invite Lloth's wrath. A drow who finds a Spider Bow is favored by Lloth, and will keep it equipped in the first or second slot as soon as they are able to do so. This special item must be found, and can never be given as a gift.

The Spider Quest-
If a drow does slay a spider, she or he is cursed by Lloth, and may not continue to play as usual until the Spider Quest is completed successfully. The Spider Quest is always a solo quest. Lloth demands that cursed drow test themselves vs. the power of the spiders she controls. Although it is normally forbidden to kill a spider, the drow who has slain one inadvertently must prove to be stronger than the spiders. Paradoxically, "sacrificing" more spiders is the only way to accomplish this, and Lloth certainly enjoys demanding sacrifice! The cursed drow must remove all potions from her or his backpack, kill any mercenaries, and enter the Spider Forest from Kurast. A full belt of potions may be worn. The cursed drow may not return to town until all the monsters (including the Spiders) have been slain in the Spider Forest, The Arachnid Lair, and the Spider Cavern. Any magical items that are found during this quest must be sacrificed to Lloth (left on the ground). In addition, upon completing the quest, the drow must remove their most prized piece of equipment, and sacrifice it by leaving it on the slain body of Sszark. If you fail, you may attempt the quest again, but you cannot continue "normal" adventuring until completing this quest. If a drow becomes cursed before reaching Kurast, she or he may play normally until defeating Duriel. At that point, Lloth suddenly withdraws her favor and demands the Spider Quest be completed.

Drow who are not cursed may attempt the Spider Quest for glory or Lloth's favor, but they may not go back to adventuring as normal until they succeed at this quest! If you are not cursed, but choose to do the quest, you must begin the quest as soon as you begin Act 3.

Stealth-

The Drow come from a world of darkness and extreme danger. They have survived by learning to use stealth and secrecy to their advantage. Their dark vision is far superior to that of humans, and they have mastered the art of moving silently after living for countless generations in the underdark.

-Metal gloves, boots, and armors make too much noise, and inhibit the natural dexterity of the drow. These will not be used unless otherwise specified. The main exception to this is the helm. Most drow who come to the surface choose to conceal their identity by wearing a helm (of any material) that covers their face (anything but circlets and crowns).

-The drow will never wear an item that increases their light radius, and prefer items that lower light radius.

-The drow will never cast a spell that calls attention to their location- auras and energy shield, for example. If partied, a drow may grudgingly accept a party member who uses an aura, but the drow will stay close to the party and not venture out while the aura is active, except to move outside of aura range. The drow will never hire an act 2 mercenary.

-Likewise, the drow will only use spells that do not draw a traceable line of fire, unless in the presence of monsters or party members who use the same spells. The intent here is to sow confusion amongst enemies, and confuse onlookers as to the origin of the attack. So, skills that are not allowed because they draw a traceable line of fire can be used while in the presence of friends or foes that use the same skills

-The drow enjoys remaining in darkness while illuminating the enemy, and enjoys curses, inner sight, etc.

Multiclassing- Some may choose to multiclass, and other variants (excluding the obvious mismatches like Angels) may be "of drow descent." In that case, you may choose to follow only the "general" and "stealth" rules for the drow. Drow characters who are not playing another variant will usually choose a class- Drow Assassin, Fighter, Mage, or Cleric.


<font size=+1>Drow Assassin (DA)- Assassin, Necromancer</font>
"He who does not walk quietly does not walk for long."


Skills-

Assassin-
Martial Arts-
None.
Traps- Blade Sentinel, Blade Fury, and Blade Shield are not used because they may betray the DA?s true location.
Shadow Disciplines- This is where the drow assassin truly "shines." Cloak of Shadows is a favorite skill, and must be raised to minimum of level 5, plus at least 1 point for every 5 levels thereafter. Shadow warrior and Shadow master are not allowed.

Necromancer-
Curses-
Curses are particularly effective because they call attention to the opponents in addition to the effect of the curse. Dim vision is required to be raised to a minimum of level 5, plus at least 1 point for every 5 levels thereafter.
Poison and Bone Spells- The DA will not use Teeth, Bone Armor, Bone Wall, Bone Spear, Poison Nova, and Bone Spirit because these draw a traceable line of fire or surround the drow's body.
Summoning- Lloth does not grant the power of summoning to a mere assassin!

Items-
The DA find shields too cumbersome, and will not use them.

<font size=+1>Drow Fighter- Barbarian, Assassin, Paladin</font>
"If ever you see a drow smile, you are already dead."

Skills-

Barbarian-
Masteries-
The drow fighter seeks to excel in one or two varieties of weapons, and will choose no more than two types of weapon mastery. If two weapons are chosen, the drow fighter will keep both weapon masteries at the same level whenever possible.
The drow are dexterous, but not thick-skinned. Only one point will be put into Iron Skin. Drow are much more resistant to magical attacks than humans are. Natural resistance must be raised to level 5 by level 35, and at least one point is added for every five levels thereafter.
Combat Skills- The drow fighter will not use throw or double throw, as these may give away the fighter's position. Leap and Leap Attack are only used when the sound of the leap is not likely to be noticed above the din of battle, or when there are no enemies within sight.
War Cries- The drow will not call attention to himself by uttering warcries, but he may use Find Potion, Find Item, and Grim Ward.

Assassin-
Shadow Disciplines-
While the DA prefers to slink around wrapped in a Cloak of Shadows, the Drow Fighter prefers to enhance her own resistance to attack with Fade. All shadow discipline skills are permitted, except for Shadow Warrior, and Shadow Master.
Martial Arts- Fists of Fire, Claws of Thunder, Dragon Tail, and Phoenix Strike are not used because they draw too much attention to the assassin's attack.
Traps- This drow is a fighter, and prefers to use her own weapon?s attack instead of a trap. No traps are used.

Paladin-
Auras-
None.
Combat Skills- All are allowed except for Holy Bolt, Blessed Hammer, Holy Shield, and Fist of the Heavens.

Items-
-After level 12, the Barbarian Fighter will only use weapon classes in which he has at least 5 points of mastery.
-The drow fighters can wear metal armors, but need 1.5 times the normal strength requirement. Metal boots and gloves are not worn.
-Shields require 1.5 times the normal strength requirement.
-Drow favor fighting skill, elegance and speed above all else, thus a faster weapon is better then one that does more damage, in most cases.


<font size=+1>Drow Mage- Necromancer, Sorceress</font>
"To walk apart from House and Queen is to walk into the grave."

Skills-

Necromancer-
Summoning Tree-
All summoning spells are allowed. A clay golem is called a Mane, a lesser tana'ri force, and requires no golem mastery to be summoned. A blood golem, or Marailith, requires 5 points of golem mastery in order to be summoned. A Glabrezu (iron golem) requires 10 points of golem mastery, and a Balor (fire golem) requires 15 points of golem mastery.
Poison and Bone Skills- The drow mage will not use Poison Dagger; he will not lower himself to do an assassin's work! The mage will not use Teeth, Bone Armor, Bone Wall, Bone Spear, Poison Nova, or Bone Spirit because these draw a traceable line of fire or surround the drow's body, unless in the presence of friends or foes who are using these spells.
Curses- Curses are particularly effective because they call attention to the opponents in addition to the effect of the curse. Dim vision is required to be raised to a minimum of level 5, plus at least 1 point for every 5 levels thereafter.

Sorceress-
Ice Tree-
Most of these spells draw a traceable line of fire; only Blizzard and Cold Mastery are allowed, unless in the presence of friends or foes who use the skills.
Lightning Tree- The mage will only use Charged Bolt, Static Field, Teleport, Telekinesis, and Lightning Mastery. Other spells draw a traceable line of fire or draw too much attention to the mage?s body, unless in the presence of friends or foes who use the skills.
Fire Tree- Hydra, the summoning of a Yochol, is revered for clerics; a mage would be slain for attempting such an act of blasphemy. The mage may use Warmth, Fire Wall, Meteor, or Fire Mastery. Other fire skills (not hydra!) may be used in the presence of friends or foes who use these skills.

Items-
-After level 24, a drow mage will not use a weapon other then staff, wand or orb. A drow mage will not use a shield.
- Gloves hinder casting, and will not be used.

<font size=+1>Drow Cleric- Sorceress, Druid</font>
"Lloth be praised! All victory is her doing!"

-Only females are allowed to be clerics, so all druid clerics are of course female (and get very offended, possibly violent, if referred to as "he.")

Skills-

Sorceress-
Lightning Tree-
Static Field and Teleport only. Static field, the cleric's faerie fire, can only be cast one time against a monster, unless that monster is fire immune.
Cold Tree- Blizzard only (no mastery). After level 30, Blizzard will only be cast against fire immune opponents. Prohibited "line of fire" cold spells may be cast while in the presence of friends or foes that use those spells (but only against fire immune opponents after level 30!).
Fire Tree- The summoning of a Hydra, or Yochol, is the ultimate power in the hands of a cleric. The sorceress will always put at least one point into fire mastery or hydra each level up that she is able to do so. All other skills are secondary to her desire to reach maximum level in Hydra and Fire Mastery. Warmth is also permitted. A priestess who is not of high enough level to summon a Yochol may cast fire spells that a Drow Mage can cast. After level 30, the Drow Cleric will never cast a fire spell other than Hydra.

Druid-
Shape Shifting-
None.
Summoning- The priestess will never cast Oak Sage, Heart of Wolverine, or Spirit of Barbs.
Elemental Skills- Fissure, Twister, Volcano, Tornado, Hurricane, and Armageddon are allowed. The chaos and confusion that is caused by these spells negates any chance that they would cause attention to the caster. When the priestess first learns Hurricane, she believes herself to be invincible within the eye of her protective storm cloud. Only time and experience will teach her how to effectively deal damage while protecting herself.

Items- The cleric will only use a snake whip (flail); the power of the whip shows the power of the cleric. If the cleric has not found a whip, another weapon may be used until reaching level 30.

Special thanks to Morgane for creating the D1 elves, and also for the feedback on the D2 update. Also thanks to KingOfPain, Xandar, and Bolty for their patience with Grizt while she was getting into her role.

Report from the Surface
Here is the latest chapter. Action heats up in Lut Gholein, and no shade in sight for our brave hero and his leather clad bodyguard . . . once they leave Warriv's caravan in the West Parking Lot . . .

http://www.lurkerlounge.com/dcforum/DCF ... 510.html#2

Quote
Like
Share