The Wood Elf

race logoThe Wood Elf starts off in the tree city of Kelethin and begins hunting in Greater Faydark. What is the best strategy for playing a Wood Elf? What zones and cities should you take him to and which ones should you avoid? Which factions should you work on improving, and which factions should you be wary of decreasing? What are the best quests for the beginning Wood Elf? Where are the best shops? How should you role play your Wood Elf?

Post your strategies on how to best play a Wood Elf, and read, rate and coment on those posted by others.
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Indigo Brotherhood
# Aug 18 2000 at 6:49 AM Rating: Decent
Every time you kill a Crushbone orc, your faction with the Ingido Brotherhood is going to go down - and given the likelyhood of you killing a couple of hundred crushbones, it's probably a good idea to know who the Indigo Brotherhood are.

These bad boys are Dark Elves and the first time I ran into them was in West Commons, which is west of Freeport and home to the dungeon Befallen. There are at least two dark elves there who will KOS to good races and a least one of them cusses you out in the name of the Indigo Brotherhood. There is also an occasional Dark Elf along the coast to the right of Freeport Docks (East freeport) and one in a group of Dervishes in North Ro, south of Freeport.

Good advice to all Woodies heading Freeport way is to watch out for these lads and lassies, because they'll have your head in a wink. Kidzean Gix of West Commons is particularly nasty and much harder than he cons in my experience.
RE: Indigo Brotherhood
# Aug 18 2000 at 7:01 PM Rating: Decent
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56 posts
Actually you are KoS to inkies to start with. Your Dark Brethern hate you light luvin wood elfs just for being you. So dont think you will be able to stroll into Neriak just because you never killed an orc. The Indigo Brotherhood is the Warrior Guild, and other than the Ambassadors, you will never see one out of Neriak. All other inkies you see are dread guard outer(any guard, or dragoon outside of Neriak) the dead (Neriak's Necro/SK guild) and Ebon Mask (Neriak's Rogue Guild)
RE: Indigo Brotherhood
# Aug 18 2000 at 7:00 AM Rating: Default
Apologies for multiples - bad proxy messages and no confirmation. How about the option to delete your own posts? ;)
Wood Elf Warriors: Pros, Cons, & Tips
# Aug 17 2000 at 11:23 PM Rating: Excellent
I wasn't sure if this post would be more appropriate in the Wood Elf section or the Warrior section, so I posted it in both.

These comments are meant primarily for newbies, so I apologize if I come off as patronizing or seem to state the obvious.

It goes without saying that each race/class combo has it's pros and cons. Wood Elf Warriors are no exception, though their strengths are traits that are often underestimated as to their importance.

Pros:

1) You get to be both unique and useful. Not as unique as, say, a Gnome or Halfling Warrior, or a Barbarian Rogue, sure, but 9 times out of 10 you'll be mistaken for a Ranger when people see you - you it just won't occur to them that you wouldn't be. Wood Elves make awesome Druids and Rangers - and that's why Wood Elf Druids and Rangers are a dime a dozen. The ranks of the Emerald Warriors are swelling, but we are still relative minority. But check any poll on any web site that asked the question, "If you could have your pick, which 5 classes would you take for your party," and regardless of level or zone, I guarantee you Warrior will be on that list, in the Top 3. And they won't care that you aren't a Barbarian, Ogre, or Troll. No Druid or Ranger can honestly claim to be as essential or desired a component to a successful party as we can.

2) High Intelligence, especially relative to the Large races. This means skills max out quickly. It's a rare day that my combat skills don't all max out before I've reached the 3rd bubble of XP for a given level. How many Ogre Warriors can say the same?

3) Don't underestimate the usefullness of Dexterity. I started it off at 100. From the moment I hit 12th level and ever since, I literally inflict between 1-3 critical hits PER CREATURE in every combat.

4) Don't underestimate the usefulness of the Forage skill. Keep at it and it will pay off big and it will pay off soon. I bought 20 each of milk and bread to hold me over, and then hotkeyed Forage in a place where I could keep an eye on it. When I wasn't in combat, I'd hit that key religiously, like it was Sense Heading. By the time I had run out of bread and milk, I my backpack was brimming with water and gathered food. It's been about 5 levels since I spent any money on food. Now I only Forage every other level - otherwise, I'd have more food and water than I could carry.

5) Nor should you dismiss the tactical value of the Hide skill - though, as with Forage, you have to use it correctly to reap the full benefit. You will no doubt experience downtime while healing the likes of which you can't yet imagine. Sit down within sight, but not within aggro range, of a monster that doesn't /con indifferent to you. Then hide. Then target that monster and /con him until you get an indifferent result. It's the only way to be sure that your hide check succeeded. I can't tell you how many times I've sat at the Crushbone Entrance licking my wounds in concealment inches away from a train of Emporer Crush and his Legionnaires. Or how many times one of those trains squashed me like a bug because I forgot to make sure that my Hide check succeeded before I let my guard down.

6) As a Wood Elf, you start out with a fairly decent Charisma, and are a good race, so merchants won't ***** you over quite as royally as your Large counterparts, and your travel options aren't as limited.
On a related note, I've played 2 Wood Elf Warriors, one Agnostic and one a worshipper of Tunare. I highly recommend going with the latter option. Unlike Dark Elves, I have yet to see a situation where following Tunare would make me KOS to a faction that would leave me alone if I was Agnostic. But if you follow Tunare, your own people will regard you amiably instead of indifferently, driving the prices they charge you for goods WAY down. Ask any Gnome Necromancer - having low faction in your own hometown SUCKS.

Cons:

1) The fact that Wood Elf Warriors get the Bind Wound skill at 1st level instead of 5th, is insignificant. It just isn't useful until then. First of all, you won't be able to afford the bandages until after 5th anyway. Second, it isn't until the 6-10 level range that it takes long enough for you to heal to justify the expense. The infamous load of healing downtime doesn't really begin to plague warriors until this point. And chances are, you won't wind up falling below half your hit points before reaching 6th level anyway.

2) Strength & Stamina start just barely high enough to avoid penalties, and with the points alloted to you at character creation, you really have to make a choice between strong & tough or quick & agile. Personally, I went with the latter option, for two main reasons: First, it seems the more "elven" way to go. Second, even the strongest, toughest Wood Elf isn't likely to hold a candle to his Large counterparts. So you could either have slightly above average Strenght and Stamina, or nigh godlike Agility and Dexterity. I'd rather be the bigger fish in the smaller pond.

3) The Warrior's lack of ability to solo effectively at levels higher than about 20th is well-documented. The solution I recommend for this is finding or starting a guild of your liking. With a guild, you get a built-in support network of like-minded people to group with. Unless you have more than a handful of real-life friends who also play, it's too easy to wind up the only one online, getting stuck either grouping with people you can't stand or dying 4 or 5 times in a row trying to solo.

4) The Greater Faydark is a wonderful zone. You can go into town to sell your wares and restock your supplies without zoning. The monsters of a given level tend to stay in their assigned areas rather than wandering around unpredictably. There are enough landmarks to make it easy to navigate. It's centrally located with easy access to many of the best or most important zones in the game. So why, do you ask, do I list your starting zone in the "Cons" section? Because EVERYONE ELSE IN THE FRIGGIN GAME KNOWS ALL THIS TOO, AND THEY ALL SEEM TO POUR IN THE FIRST CHANCE THEY GET. I've played all hours of all days, and no matter what, the Greater Faydark has 4 times as many people as any other zone in the game. At peak time, we're talking around 100 people.
For levels 6-15, the Butcherblock Mountains can often make for much better hunting than CrushBone or the Orc Camps in the Greater Faydark. CrushBone does yield better loot, I'll admit. But the areas around the entrances to Greater Faydark and Dagnor's Cauldron, and immediately surrounding the crossroads, are chock full of easily-isolated creatures that don't attack first and don't affect faction standing. There are far fewer idiots biting off more than they can chew, which means fewer trains being dropped on your head. And it's a wide open space with more exits, which means it's easier to escape when someone does pull more named Dwarf Bandits than they can handle. These are very important factors if you're not in a group - you can take a lot more damage than you can dish out. So you aren't going to kill monsters quickly. So you need to make sure that as much of the battle takes place on your terms as possible.

That last statement may seem obvious, but remember, as a Warrior, what may just be common sense to another class can mean life or death for you.
Small Correction
# Aug 25 2000 at 12:58 PM Rating: Default
- Dexterity affects how quickly your melee skills rise.
- Intelligence affects how quickly your trade / non combat skills rise.

Wood elves have high DEX & INT

( P.S. You forgot a pro: wood elf warriors look damn good in platemail! :-)
Addendum
# Aug 17 2000 at 11:38 PM Rating: Decent
I don't recommend the Kelethin Warrior quest for Bone Chips, Ruined Wolf Pelts, Bat Fur, and Spiderling Eyes. The first 3 components are gained easily enough, but the Spiderling Eye drops so rarely it's nearly impossible to get one without buying it from a merchant (if you go this route for the faction increase, the merchants in Ak'Anon and Kaladim seem to have the most steady supply), which I don't recommend, because you won't even break even. It won't be long before the experience gained is trivial (the CrushBone Belt quest in Kaladim is much better for this). The only main advantage I see to this quest is that it raises faction standing with all the guards and merchants in Kelethin and Felwithe. If you follow Tunare like I suggest, you'll already be amiable to the Wood Elves at least indifferent to the High Elves, so for you the Wood Elf Warrior, this shouldn't really be an issue.
Addendum
# Aug 17 2000 at 11:26 PM Rating: Good
One more Pro:

Wood Elves can wear both Small and Medium Armor. The advantage to Medium armor is that Wood Elf merchants sell it, so you can find it for relatively cheap. The advantage to Small armor is that it is much lighter, making a high Strength less important.

The non-Elf races are restricted to wearing armor the same size as them.
If you want to be a rogue...
# Aug 17 2000 at 10:54 PM Rating: Default
Hail! I am Ladae. Believe it or not, Wood Elves make EXCELLENT rogues. Yes, Halflings do have better stats, but there are a few things Wood Elves have that (in my opinion.)
First off, Wood Elves can wear both MEDIUM and SMALL armor, which is very good, since at later levels, this is in affect, and people sell armor that is the wrong size for them for cheaper prices:) Also, Kelethin is a great (although cluttered) newbie zone, because the city is right there, you can get to level 8 on Orc Hill easily, and people are constantly auctioning stuff, making it easy to find decent armor and such.
Comapared to the other classes a Wood Elf can be, Wood Elves are pretty limited. Druids are good choices (although halflings make better druids, since armor isn't nearly as important as it is in melee classes), Ranger is an excellent choice, as they have VERY good stats (and the ability to wear small and medium armor, and we all know that only Woodies can do that). Warriors are often an unlooked class, but remember, AGI and DEX are very important (but often overlooked) stats. I believe that is all the classes they could be, but if your gunning for a rogue, go for the Elves, baby!
On another note, if you really DESPISE us Woodies, you could be a Teir'Dal Rogue. The stats are close to the same, and the Armor thing is the same, but you are evil and shunned in most places, if not downright attacked.
Barbarians make good rogues, but are lacking in DEX and AGI a bit, so put stuff in that. (They can wear LARGE and MEDIUM armor, so perhaps a warrior would be more effiecent, IMHO. Shamans are great too!)
Half-Elf rogues... I don't really know much 'bout them, except they can't equip any thing but Medium armor. Humans are about the same.
All in all, if you are gunning for an elf, and don't wanna "follow the rules" like everyone else, the rogue is the obvious choice for you!

---- Ladae, on Erollisi Marr
PS: I HAVE played a Halfling Rogue, but he didn't do much for me. I got him to 5 then deleted him. My Woodie is alot funner to me. See you in the Game.
RE: If you want to be a rogue...
# Apr 21 2002 at 6:52 AM Rating: Decent
Silly thing, you forgot bards.
RE: If you want to be a rogue...
# Jan 07 2001 at 5:46 AM Rating: Decent
Yeah Wood Elf Rogues are great, I have a level 8 and he rocks! If also played a halfling rogue and I think by far Wood Elfs are more fun. And thats all that matters.




Oddone
8th lvl Rogue
Erollisi Marr
Last!
# Aug 22 2001 at 9:19 PM Rating: Good
*****
16,160 posts
I've got last!

--Pusbag Infection
RE: Last!
# Feb 11 2002 at 5:15 PM Rating: Excellent
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198 posts
Dear Pusbag,

You may have last, but I have a pair of Pusbag Skin Pants in my closet.
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