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Aquatic cousins of the Elves, they can breathe underwater.

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                        Sea-Elves [Aerandiri]

Also known as aquatic Elves, these creatures are akin to
mermen as land elves are akin to men. Found almost
exclusively among heavy weed beds in quiet, sheltered, salty
waters, they are great friends of the dolphins. The race
historically prefers to fashion caverns in lagoon bottoms and
reefs in which to live and work, but circumstances within the
Realms have forced them into the general populace.

The race is humanoid in appearance, with gill slits on the
throat and greenish-silver skin with white-blonde or silver
hair. Sea-Elves have an innate ability to find magical auras
as well as the inherent capacity to breathe underwater and
are somewhat resistant to cold.

Sea-Elves may follow the ways of the following classes:
Augurer Cleric Druid Fathomer Mage Thief Warrior

Sea-Elves gain experience on a scale of normal rate * 1.12.

The Sea-Elf Nation lies beyond the Ashen Forest and at the
edge of the Azure Sea.


  • Proficient abilities:
  • Imbued with: Aqua breath, Detect magic
  • Resistances: Cold
  • Experience gain rate: Normal rate * 1.12
  • Base Stats: 10 str 12 int 11 wis 12 dex 10 con 11 cha 12 lck.
  • Stat points left to assign: 14
  • Classes allowed: Augurer, Cleric, Druid, Fathomer, Mage, Thief, Warrior.
  • Hometown: Mathlaan Lagoon
  • Racial Skill: Siphon, Drains 10 Moves and 10 Mana from a target giving it to you, Requires water based room or room with a spring or fountain it.
  • Skill book: Coral Depths: #6 s;ne;s;s;se;e;e;s;sw;sw;s;e;e;u;#3 e;ne;#3 e;s;se;s;e;e;s;e;e;plunge;#4 n;e;#5 se;e;d;d;s;open rock;s;d;w;w;open w;w;w;open n;n
  • Totem Item: Dance of the dolphin


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