Eladrin

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Eladrin are chaotic angels in dNethack. Each type has a humanoid form and an energy form. They will shift to the energy form once their HP drops below 50%, and may return to their humanoid forms once their HP goes back above 50%. Eladrin typically don't drop their equipment when changing to their energy form, and will re-equip their weapons and armor automatically as they return to their humanoid forms. Eladrin are typically highly resistant to physical damage. In their humanoid form, they are protected by their armor, in energy form they take 1/4 base weapon damage. All Eladrin but Tulani can appear in throne rooms, with an elvenking/elvenqueen presiding over. Some of the types of Eladrin are generated on the Planes as well.

Coure Eladrin

mote of light

Noviere Eladrin


7 Noviere are always generated on the Plane of Water.

water dolphin

Bralani Eladrin

2 Bralani are always generated on the Plane of Earth.

singing sand

Firre Eladrin

4 Firre are always generated on the Plane of Fire.

It shouldn't be any surprise that there are eladrins who devote
themselves to art, music, and magic. The firres (pronounced
feers) are creatures who live for beauty; their lives are
consumed by a fiery passion for art of any kind, and they
strive to make their own existence a living image of wonder
and delight.

The firre eladrins live as wandering minstrels and bards in
Arborea, attending the courts of more powerful eladrins or
tarrying to entertain a circle of coures in a forgotten dell.
Their pursuit of beauty leads them to any place where art,
skill, or grace is held in high esteem. A body could run
across a firre traveling the Outlands or visiting the palaces
of neutral-aligned powers just as easily as he'd find one in
Arborea. Firres have a deep love and appreciation of mortal
art, and often embark on lengthy sojourns on the Prime
Material Plane to seek out works of excellence.

In their demihuman, firre eladrins resemble stocky elves with
brilliant red hair and fiery red eyes. At first glance, a
firre might be taken for a half-elf, but her eyes give her
away; they have no iris or pupil, and glow brightly with the
firre's inner flame. Firres can also transform themselves
into man-size pillars or balls of fire.
[ Monstrous Manual, Planescape Appendix 2 ]

dancing flame

Shiere Eladrin


The shiere knights are the second most dangerous eladrin type in the Tower, as they have powerful crystal equipment.

The warriors of Arborea are the shieres, graceful eladrin
knights who fight with skill, strength, and honor. They're
the defenders of the eladrin courts, a shining host that
seeks out evil intruders and ensures that no darkness will
trouble the Queen of Stars or her people. By night the
shieres gather together in bright companies to ride the
wilds of Olympus and drive away any who would do the folk
of Arborea harm.

The shieres appear to be exceptionally tall high elves of
some kind. They're long-limbed and slender, with lanky
frames and long, narrow faces and hands. A shiere's as
strong as the mightiest mortal warrior despite his slender
build. All shieres are very fair-skinned, with pale golden
or silver hair and piercing eyes of blue, green, or violet.

Unlike the other eladrins, shieres're bound more permanently
into their demihuman form and can change shape only into a
harmless ball of faerie-light, similar to that of a coure
eladrin.
[ Monstrous Manual, Planescape Appendix 2 ]

ball of light

Balls of light have no attacks and do nothing but run away.

Balls of light may multiply if struck in melee by non-cold resistant monsters. In this case both monsters will eventually shift back to humanoid form.

Ghaele Eladrin

The ghaeles are the knights errant of the eladrins. Wherever
evil and tyranny raise their ugly heads, the ghaeles respond.
Working behind the scenes, they quietly muster resistance and
offer guidance to any creatures of good heart with the courage
to stand against their oppressors. More than any other
eladrins, the ghaeles are accustomed to working from behind
the veil.

Ghaeles resemble tall, athletic high elves. They might easily
be taken noble elves if not for their pearly, opalescent eyes
and radiant aura. Of course, a ghaele may be wearing any
manner of mortal guise when encountered away from Arborea.
Ghaele eladrins can also take the form of an incorporeal cloud
of luminous energy.
[ Monstrous Manual, Planescape Appendix 2 ]

luminous cloud

Tulani Eladrin

Tulani are the most dangerous eladrin in the Tower. They have powerful equipment, and cast 9d6-damage random element spells (chosen from fire, cold, and shock).

Tulani make good pets, as they are human sized and start with good equipment. They are not generated with a weapon of any kind, so you may need to give them a mattock or two-handed sword. If you've cleared the Chaos Quest and aren't planning on using it, Masamune (intelligent silvered tsurgi) might be a good choice. 1 Tulani is always generated on the Plane of Water.

The greatest of the eladrins are the tulani, or faerie lords.
Their courts are scattered throughout Olympus, never staying
in the same place more than one night. The tulani are
peaceful in nature and take up arms only when Arborea itself
is threatened or the direst of emergencies requires their
attention.

Tulani're creatures of unearthly beauty and grace; their
voices are living music, and their faces shine so brightly
that mortals find it difficult to look at them. In form
they're tall, stately elven lords dressed in shimmering
robes of shifting color. A tulani is surrounded by a magical
aura that evil creatures cannot bear to be near. Tulani
eladrins can also take the form of an incorporeal globe of
eldritch colors, 5' in diameter.

Visitors to Arborea who seek out the tulani courts soon find
out that the eladrins aren't easy to find when they want to
avoid someone. When a cutter finally gets to meet with a
tulani, he's wise to keep his bone-box shut and mind his
manners. The tulani don't tolerate insolence or disrespect
from mortals, but are gracious hosts when their guests
behave themselves.
[ Monstrous Manual, Planescape Appendix 2 ]

ball of radiance

Like balls of light, balls of radiance can multiply when struck by non-cold resistant monsters.

A pet ball of radiance can be very useful, as it can multiply into a horde. Balls of radiance are less useful against enemies that resist shock damage, as that is their primary attack, much less useful against enemies that resist fire and shock, and useless against enemies with all three energy resistances.

Encyclopedia entry (Eladrin)

The eladrins are the native race of Arborea, just as the
devils are associated with the Nine Hells and the demons with
the Abyss. They're wild and free beings who exult in their own
existence and live a life of song and celebration. The eladrins
aid all people of good hearts against the forces of evil, but
seek to do so with individual acts of kindness or heroism.
[ Monstrous Manual, Planescape Appendix 2 ]