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Fae

Starting Trait, Stats & Cities

Wind Walker

Target: Self
Duration: 36 seconds
Effects:
  • Increases in-combat movement speed of caster by 50%
  • Increases speed of caster by 50%

Starting Cities: Kelethin
Vision: Infravision
Starting Stats
Strength: 10
Agility: 30
Stamina: 10
Intelligence: 25
Wisdom: 25

Traits or Tradition Choices:

Below are the racial traditions for Fae. You will be able to select one trait / tradition at each of the following levels: 10, 20, 30, 40, 50, 60, 70 & 80.

Escaping Dive

A maneuver that reduces hate of the Fae with their current target, and blinks the Fae forward.
Target: Enemy
Casting: 0.5 seconds
Range: Up to 50.0 meters
Effects:
  • Applies Blink
  • Teleports target to a random location within 10 meters.
  • Decreases Threat to target by 81 – 99
  • Must be engaged in combat

Fae Fire

The fae envelops their surrounding enemies in a wave of flames with additional heat damage over time.
Target: Self
Power: 4
Casting: 2.0 seconds
Recast: 2 minutes
Duration: 6.0 seconds
Effect Radius: 10.0 meters
Max AOE Targets: 4
Resistability: 34% Harder
Effects:
  • Inflicts 5 – 7 heat damage on targets in Area of Effect
  • Inflicts 1 – 2 heat damage on targets in Area of Effect every 2 seconds

Aerial Dodging

Fae are extremely quick in combat. :If you are like the butterfly in strong wind, none will be able to catch you.” Enhancement, permanently placed upon you, which adds an additional 5 to your Defense skill.
Passive Spell
Effects:
  • Increases Ranged Crit Chance of caster by 1.0%
  • Increases Melee Crit Chance of caster by 1.0%
  • Increases Defense of caster by 5.0

Magic of the Fae

Fae are naturally magical creatures. Enhancement, permanently placed upon you, which increases your maximum Power pool by 3 percent.
Passive Spell
Effects:
  • Increases Max Power of caster by 3.0%

Glide

Combined with the Fae’s natural ability to slow their descent when falling, Glide allows the Fae to travel greater distance than before after jumping. Glide is inactive while on horseback.
Passive Spell
Effects:
  • Allows caster to jump farther
  • If not on a mount

Toxic Protection

Fae are naturally resistant to the hostile environments that can be found in the forest. Enhancement, permanently placed upon you, which provides an additional 3 percent to your Poison mitigation.
Passive Spell
Effects:
  • Increases Mitigation of caster vs poison damage by 3

Fae Flight

The Fae prefer hovering to walking to move around, allowing them to have increased movement in or out of combat.
Passive Spell
Effects:
  • Increases speed of caster by 5%
  • Increases in-combat movement speed of caster by 5%

Fae Dexterity

Fae are extremely dexterous and agile. “In a world where lives are ended in a blink of an eye, quick reflexes are what separate the swift from the dead.” Enhancement, permanently placed upon you, which provides an additional 5 Agility
Passive Spell
Effects:
  • Increases AGI of caster by 5.0

Magical Teachings

Fae have tradition of passing their knowledge of magic through the generations. Enhancement, permanently placed upon you, which increases your Scribing skill by 5.
Passive Spell
Effects:
  • Increases Scribing of caster by 5.0

Forest Knowledge

Fae are natural residents of the forest, and have mastered conservative use of the trees they use in their crafting. Enhancement, permanently placed upon you, which increases your Fletching skill by 5.
Passive Spell
Effects:
  • Increases Fletching of caster by 5.0



The stats for each tradition are for a level 1 character. Some stats may change with level. All information was retrieved in January 2008 and includes the RoK expansion.

EQ2-Guild @ 2008