The Fairy
by Dr.Disaster

Class: Rogue
Tag: FAY

Introduction

Fairies are magical creatures, real tiny (about one foot tall), weak and fragile by nature. But their unbelievable agility and magical forces make them very powerful allies in the fight against the creatures of darkness. In general they live in deep forests away from any humans. The very few encounters with them are always beneficial although Fairies like to play little jokes on the "large clumsy people" as they call humans.

Rules

Any Fairy has the ability to move quickly by magical means. Therefore a Book of Phasing and a reading glass (+24 mag and up) are given to them at birth.

Since Fairies are weak and fragile they can never apply level up points to strength or vitality. Instead they seek to build up their magic and dexterity, which they increase each by at least one point per level up until maxed.

Any item without a strength requirement goes, plain or magical. On unique items see under quests. Items with +hp, +str, +vit, -light and +resists represented by colors (i.e. blue, cobalt, garnet ...) are not allowed while items with +mag and +dex are highly preferred, even more than +all items. Also preferred are bows of swiftness or bows with enchanted arrows. In addition all gear comes from the dungeon since Griswold/Adria can't forge items small enough for a Fairy while Wirt won't import them ... well it's still rumored how/where Adria and Wirt get their stuff ... but sometimes a Fairy was seen driving a hard bargain (and they CAN be really persistent!) with them to buy an artifact that was very likely made by their kin.

Being non-human, elixirs do not effect a Fairies body. Hand them friendly humans you meet. They'll be grateful for it.

Fairies only trade among their own kin, never with other classes. They can sell items for gold which they mostly spent for books, scrolls, potions and repairs (when needed). Gifts except a free drink from other classes are hardly accepted. Indeed! there is almost no greater insult to assume a Fairy might need better equipment. Depending on a Fairies tempering her reactions can be *very* different, ranging from magically soiled and smelly underwear to a deadly attack! However ... sometimes an offered gift is of such beauty to a Fairy that she decides to test it's worthiness.

Items

Armor
If any, Fairies use light armor. Anything up to and including Hard Leather Armor is ok.

Helms
Caps, Skull Caps and Crowns are a Fairy's delight.

Jewelry
Anything goes as long as it has no +hp, +str, +vit or -light.

Weapons
Fairies prefer ranged attacks, be it darts thrown, arrows fired or spells wielded. Well another rumor says that some very hilarious individuals also like to tickle their opponents to death (go into melee) in case they can gather some nice gear. Main weapons are the short bow plus short, long and composite staffs. Dagger, club, small axe and buckler are also valid.

Shrines

Creepy, Quiet, Sacred, Fascination, Ornate, Tainted, goat shrines and cauldrons are avoided at all cost. Use the remaining ones as you like.

Spells

Fairies have a simple philosophy: "As long as it moves fast, makes you move fast, helps to play tricks or heals it's a Fairy spell." Spells that do not meet this philosophy are Charged Bolt, Inferno, Firewall, Guardian and Mana Shield (special, see below). Stone Curse may be used only vs. one monster to play him a little trick i.e. TeleFlash it. Apocalypse may be used only to play tricks i.e. cast it on unaware critters over a wall.

Quests

1) The Quest of Acceptance
When a gift is offered to a Fairy that really catches her eyes she may decide to take it through the Quest of Acceptance. In preparation the Fairy unequips all of her normal gear and equips ONLY the offered artifact. In addition she needs to know from which dungeon area and difficulty the item was retrieved. In case it was purchased the mystical tome of Jarulf can tell where such things may be found. Then the Fairy sets off to a new dungeon of the told difficulty (if purchased: highest possible). Her goal is to venture through the dungeon area the gift came from and reach the next area (in case you start in hell area: kill Diablo) without dying or restocking! When the Fairy succeeds the artifact has proven beneficial and is finally accepted. In case of failure or death the gift has failed the Fairy and shall remain forever within the dungeon as a sign of warning to others.

2) The Quest of Weakness The goal of this quest is to reach strength zero. This can be done with Mystical Shrines, Fountains of Tears or Tainted Shrines that are used by other players. Once the Fairy has ventured beyond the needs of physical strength she can use all unique items that meet the general limits listed above.

3) The Quest of Pain
The goal of this quest is to reach vitality zero. This can be done with Mystical Shrines, Fountains of Tears or Tainted Shrines that are used by other players. Once the Fairy has freed herself of the limitations of mortality she gains access to the Mana Shield spell.

4) The Quest of Tricks
This quest is quite variable, being more a general life style of the Fairy kin then a task to accomplish. Playing a trick could be...

- Kill a chasing monster with an 180° turn of Elemental while you turn your back to it
- Move out of reach (i.e. over a grate) but not out of sight of a monster
- Maneuver a critter into a dungeon trap and activating it
- Think up similar things, the Crazy Guy/Gal in the Woods is a good example here :-)

For each successfully played trick on a boss monster the Fairy can purchase and use one item (beside her usual books, scrolls and potions) from the shops in town.