help > class > fey
Fey
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The creatures of the Fey were brought into being 
by Nature in order to combat the increasing disregard 
that the elder races had for Nature.  Humans, Dragons, 
Monsters, Dwarves, and even the Elves have lost their 
way and desecrate the Earth that gives them life.

In her Rage, Nature has spawned the Fey creatures, the Ent,
Unicorn, Will o' Wisp, the Sirene, the Sylph, and the
Changeling.

All Fey creatures must start at level 1.  All Fey creatures
have the quintessence skill.  Note: Fey may only party with
Mother Of All beings.  If a Fey even attempts to join in a party
with any other faction, the Mother may strike the blasphemer.
The Fey guild is unified and no member shall attack another
member or risk the Mother's wrath.

To play an Ent, Sirene, Sylph, Wisp, Changeling, or Unicorn,
select fey as a race and choose fey as a class.

You will be transported to the guild to select the appropriate subclass.

Fey must join the Mother of All faction for the jihad.  They
have no choice but to worship the Mother.

This means that a fey may only party with those that only
worship the Mother.

The Fey Guild is located: 2e, 5s, 2e, 2n, sail dixton, 4s, 2u, 2s, 
sw, s, sw, s, 4w, sw, s, sw, 2s, 4se, cross stream, w, down, east
from the Center of Mainland Town.
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Fey receive the following combat adjustments based on terrain:

Town 	-10	Building      -10	Road      -5     
Cemetary -5     Cultivated     -5       Ship      -5
Bridge   -5     Dimension      -5        
They receive a +5 bonus in all other terrain types

All fey subclasses have the terrain modifiers of the fey race.
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Updated 06/2002 Brand
Updated 8/5/03 -Marisil-