The Fool
by Meshuggah


Class: Warrior
Tag: FOOL

Introduction

The Fool is pretty much a bare-necessities warrior, but there's also a number of rules, restrictions and quests involved. The Fool is ment to be a warrior that makes his way down the levels by knowledge and skill. He neither uses armor nor magic 'cause he only puts his trust in what he can accomplish with his own two arms.

Rules

Dex first, all the way up. Then Str and Vit. Magic last. Dex elixirs cannot be accepted as gifts.

Fools and Sons of Barons go very well along. A Fool will have a hard time refraining from amazed exclamations when he's co-oping with Mages (or spell users in general). Fools can be a little suspicious to SNOBs and cowar...err..people in plate.

Items

Armor and Helm
Neither armor nor helm can be worn.

Shields
Yup. Fools take pride in wearing as small a shield as possible. AC1 Buckler of the ages is a highly priced item. +AC% prefixes are no-no's

Weapons
One handed weapons. Metheoric, Weird and Strange are popular prefixes among Fools, preferably with a Hasty suffix. (King's series is not disallowed though) Just stick to the pre-/suffix rules below.

Enchantments Bans
+Str, +Mag and +All are strictly forbidden. So are +Mana, -LR and +Spell-level(s)

Uniques
Fool's Crest: The holy helm of the Fool. The Fool may use this helm when he's facing greater danger (dlvls 13-16). This helm makes the Fool more resistant to damage, but it also puts him into a sedated state. (Speed/Haste/Swiftness off when using FC)

The Fool can use Fool's Crest in Nightmare and Normal Hell if he finds it himself. He will only accept Fool's Crest as a gift when he's about to do Hell/Hell.

Quest Items
Thinking Cap, Mindcry, Wisdom's Wrap, +Mag/Mana jewels. If you find any of these, save them.

Shrines

All must be used, including Ornate, Sacred, Fascinating, Goatshrines and Cauldrons. (Just make sure your co-opers give their permission). You don't need to touch mysterious shrines once your dex is maxed.

Spells

Fools can only use scrolls without magic requirement (i.e. ID, TP, Healing, Res and MS)

Quests

1) Entering Tristram / The Butcher
Enter town-square and drop all your belongings, except your two pots, on the ground. You cannot use the NPCs services until this and the next quest are completed. Enter the dungeon with your bare fists ready, keep your eyes open for useable items. When your Dexterity is maxed, you shall immediately proceed to kill the Butcher. (If no shield has been found, you may use your trusty ol' buckler in town.) Once this is done, return to town and get a good night's sleep. (i.e. start a new game)

2) Day two in Tristram / King Leoric
This day you will start just as you did the previous. Enter the dungeon bare handed in search for useable items. The very first blunt weapon you find mustn't be used until you face King Leoric in mortal combat, where it must be used ;-) (If no blunt has been found, proceed down the dungeon or start a new game.) Once Leo is history, you have full access to the townsfolk's services.

3) The Fool's Quest
Once the Fool maxes his Mag-stat and feels that his mind will not develop any further without enchanted items, but he refuses to realize just that. He'll save all Magic elixirs he can find (not buy) and once every ten elixirs, he'll sneak away, down all ten bottles, put on his secretly kept gear (TC, MC, WW, Magic jewelry) and go down the steps into the Dungeon. He will make his way down using only the 3 spells he unwillingly has learned during his life (HB, CB, Fbolt) and next time he surfaces will be for item-recovery and/or to tell the world of his deed.


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