Class: Sorcerer (typically)
Tag: FLAY
Tall mauve slimy beasts with the head of an octopus, mind flayers are not much to look at. They also have no strength or vitality to speak of, yet they are greatly feared. Why? Their psionic powers are formidable, and their telepathic powers let them know their prey.
The mind flayer does not speak! They communicate by telepathy, with other telepaths, and with certain others.
Among the townspeople, Adria the witch can understand his telepathic requests. Wirt's mind is weak so he is easily penetrated. Pepin heals all who visit, but does not understand Mind Flayers. (Not buying from Pepin.) Griswold hates Mind Flayers, but would not miss a chance for profit. He marks up everything 50% for flayers. (Drop an additional 50% hidden by the house to South of Gris.)
Among other variants, Netherspawn have limited telepathic powers and can converse. Diakons have mind reading capability, and can also. BAR, MM, and similar classes have built up their immunity to mental attacks, and are incapable of conversing with Flayers. For other, more neutral classes, communication is possible with players who are weaker and more defenseless (clvl-10)
Communication by natural signals is possible at any time (Hotkeys can be used, even if typing is not allowed). Meta-communication, player-to-player not about the current game is allowed. The phrase "You notice that [player name] has no vocal organs" or similar is used to clue in those confused by silence.
Even when communication is possible it is sparse, and frequently impressionistic. "You feel the need to cast a firewall" or "You sense anger from your pincushioned partner"
Although not universally known or used, the reticence of the Mind Flayers have led to common signals to communicate.
The Mind Flayer is physically extremely weak. He does not curse his body, but neither does he depend on it. No lvl up points are ever distributed to physical attributes until magic is maxed. (Elixirs of any kind are fine. And be sure to visit Quiet Shrines to boost your vitality, so that the MS bug is not accidentally abused.)
LoL is a natural, but tough, dual role for the Mind Flayer. (LoL-FLAY fun, but not required.)
Armor
Robes, cloaks, capes are strongly preferred, and plate
(even NLP) is never allowed. Scavenger's Carapace, which is an animal hide, is allowed.
Mail may only be worn if it gives resistance or -dfe.
Helms
A Helm, the largest possible (but never a crown) is worn
to hide their ugly features.
Jewelry
This lack of toughness leads to a fondness for damage from
enemy reducers (-dfe). With Scavenger's Carapace, Osmosis
helm, two RoEs and Protector (not a useful setup :) this can
be as much as -30.
Jewels may be worn for +mana/magic and resist benefits at all times. +str may be worn if it allows such an item to be worn. +Dex/+vit/+hp may be worn only if the jewel also benefits magic (so +all is allowed), or if it is used to help combat the MS bug.
Shields
Their psionic shield (MS) is critical. A physical shield
may only be used if it gives resistance or -dfe.
Weapons
The mind is the weapon. A weapon may worn for a bonus, but never swung, even against stoned creatures.
The Mind Flayer's focus in on mental spells, so his choices are quite limited.