The Rogue
The Fairy Variant
by Dr Disaster

The Fairy is still a fairly new variants and is still being developed. As such, the rules will be updated asap. Last update was June 05, 1999. Soon to be updated ... ...

 

The Rules (version 1.02)

Origin: Fairies are magical creatures, real tiny (about one foot tale), 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 benefitial although Fairies like to play little jokes on the "large clumsy people" as they call humans.

In Diablo, the rogue is perfect for the Fairy Variant.

Birth: 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.

Point distribution: 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.

General limits: any item without a strengh requirement goes, plain or magical. On unique items see under quests. Items with +hp, +str, +vit and -light are not allowed while items with +mag and +dex are highly prefered, even more than +all items. Also prefered 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 persistant!) with them to buy an artifact that was very likely made by their kin.

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.

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

Helms: Caps, Skull Caps and Crowns are a Fairies delight.

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

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.

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

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

Trading and Gifts: Fairies only trade among their own kin, never with other rasses. 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 rasses 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 veeery different, ranging from magicaly 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.

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The Quests

The Quest of Acceptance
When a gift really catches a Fairy's eye she can only accept it when she takes it through the Quest of Acceptance. During this quest Stone Curse and Mana Shield (after a finished Quest of Pain) are not allowed! Speaking of difficulty: normal is fine, trust me ;)

She unequips all of her normal gear and equips ONLY the offered artifact. In addition she needs to know from which dungeon area the item was retrieved; in case it was purchased the mystical tome of Jarulf can tell where such things may be found. The dungeon area in question is linked to the amount of supplies that can be brought down:
- Cathedral: one belt / 8 pots (confirmeed)
- Catacombs: two belts / 16 pots (this iis just guess-work right now, it still needs testing)
- Caves: four belts / 24 pots (this is jjust guess-work right now, it still needs testing)
- Hell: six belts / 48 pots (confirmed)<

Her goal is to venture alone through the area the gift came from and reach the next area without dying, restocking or repairs (when the gift is not a jewel). Once you reached the next dungeon area you can port up to town; you don't need to find the stairs first.
Note about hell area: Killing Diablo is  required   here! Since items are not droped when your char dies on lvl16 it's allowed(!) to come back down and try again ... BUT you are still NOT allowed to restock, repair or receive Pepin's free healing. Once you run out of pots it's game over!

When the Fairy succeeds the artifact has proven benefitial 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.


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.


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.


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
    * manover a critter into a dungeon trap and activating it
    * think up similar things, the CGW 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.

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