FAIRY
These small humanoids are cute and cuddly, floating in the air looking harmless and at peace.And so they are, they are often brought into battle to soothe the tired warrior and to take his mind off the battle.
They are elusive creatures that like the life in the forrest, but if you befriend one (giving it sweets or singing to it) it will become a constant companion.
FAIRY STATS
HP:33 (+3 to itself every other turn)
POWER: +3 heal every other turn (+3 upon intitiation also)
ARMOR:0%
BLOCKING:0%
RECOVERY:2
MOVEMENT:5 (float) not teleport like wisp
Yes indeed this is another healer! but done in a way that is a viable alternative to the cleric, but before i go into detail look at the screenie for area of effect.
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the +3 heal keeps on par with the clerics heal power
example:
cleric heal +12,pass pass, pass,(4 turns to heal 12) on 5th he can heal again! for 24 total!
fairy heal +3,+3,+3,+3 (4 turns to heal 12) 5th turn she heals +3 for a total of +15 on 5th turn.
She has several PRO'S and CON'S over the CLERIC
PRO'S
1. Better movement
2. More durrable (self heal)
3. Constant heal
4. 0n 5th heal (if still in focus) you do not need to re-cast like cleric.
5. Faster recovery.
6. Able to deliver critical hp faster than a cleric.And at crucial times.
CON'S
1. Is a focus spell (hence it can be broken)
2. Allies need to be within a 3 square radius of fairy for initiation of effect.
( UNITS CAN WALK AWAY AND FOCUS IS KEPT!)
3. Cannot mass heal like a cleric while sitting backrow.
4. Actualy heals less per 5th turn than cleric.
How do these improvments stack up now?
The self heal mechanism is just right, not too powerful.. the fairy needs to wander into danger to be as effective as a cleric (IF LONE HEALER) so i think it balances out...... A scout tandem would kill it quikly... just that a lone scout could not end its life soo quik unlike a cleric. So with a few knights surrounding it protecting it from a folowup mele attack this unit could handle a lone scout sniper easily here is my THEORY.
Scout moves in attacks fairy for 18 (33-18=15)fairy self heals +3(fairy's health now is 18)scout waits,fairy self heals+3(hp now 21)scout waits,fairy self heals +3(hp now 24) scout moves in to attack (24-18= 6)
So i think fairy is durrable and can't be pegged off as easily due to high movement and self heal. still vulnerable ( but not as vulnerable as the lone scout focusing his energies on the fairy!)



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j/k



The safest spot, meaning that dead units stay dead, would be at the end of the fairy's player's turn.






