Humanoids
Back to The Classes of Skure
   Humans developed the only civilizations of Darlow which eventually gave rise to The Four Kingdoms: Dainan, Lirea, Anara, and Hassen. After Darlow died, humans split in their allegiances between Nexus and Voleron, despite the fact that religion was solely in the faith of the former. Now, humans take up arms primarily for Nexus with the intention of destroying The Minions and restoring Darlow to its living state. Some, however, have taken to the dark, many against their will; they now serve Voleron in the effort to bring The Cataclysm to Darlow for the first time. From the professions of Warriors, Warrior-Mages, and Magic-Users, the civilized humans have repeatedly demonstrated that they are cunning, intelligent, and a force to stand beside. Both The Followers and The Minions understand this.
    But the humanoids category is not limited to those of the civilized world. The beasts of the wild who have touched upon a shard have become sentient and have also pledged their allegiances to one side. These beasts will undoubtedly display their might in time. For now, the forces of either side will accept them, regardless of their full intentions.
    To the surprise of the rest of the world, there were actually humanoids that were in a semi-civilized state. Fairies drifted out of the forests once the trees began to die. The others, midgets, came out of the deep underground chasms and mountains in search of aid. They found that they could give aid instead.
    With so many varieties of physical forms and the members of the once civilized world, humanoids stand at the front of the war between Nexus and Voleron.
Warrior
Fighter
   The brute warriors of the humanoid category  at the complete "left" side, fighters are the front linesmen of the team, the soldiers of the army. They can equip any weapon except a bow, and the largest is preferred so that they can dish out the most damage. They can also equip any armour except robes, making them quite tolerant to hits. Fighters receive no magic and have no resistances or weaknesses. Their strong ability at hand-to-hand combat gives them the potential to use the special "Super Defense", giving them extra protection when defending (the default end-turn move). Fighters generally start strong and remain so throughout their careers. They can be of any alignment.
HP: High         Attack: High        Defense: Very High      Speed: Normal       Movement: Slow
MP:
None       Level Rate: Normal            Movement Type: Ground
Promotions:
Knight (Level 15+), Lord (Level 15 or 25+ with Jewel of Truth and Blessed)
Resistances:
None                                            Weaknesses: None
Specialties:
Super Defense
Thief
   The second of the humanoid warriors, thieves previously enlisted in the armies of The Kingdoms to secure a (temporary) stable lifestyle. Their ability in direct hand-to-hand combat does not compare well to fighters. Their speed, however, makes up for the lack of dueling considerably. Thieves are one of the speediest and fastest moving of the classes, and certainly the most of all the human professions. Using their backstabbing and stealth, thieves can easily sneak up on unsuspecting foes, often ending their pitiful lives prematurely. Thieves can be of any alignment (good thieves would be comparable to Robin Hood, although the archer class below may be more suitable). Because of their somewhat weak physical abilities, thieves start off relatively weak compared to other humanoids. They grow fast, though, and their promotions give them a big edge.
HP: Normal         Attack: Normal         Defense: Low       Speed: Very Fast      Movement: Fast
MP:
None       Level Rate: Fast         Movement Type: Climb     
Promotions:
Assassin (Level 15+), Ninja (Level 15 or 25+ with Dark Jewel and Mystic Book)
Resistances:
None                                           Weaknesses: None
Specialties:
Backstabbing, Stealth
Archer
   Where there are fighters in the front, there are archers in the rear. No army is complete without some long range attackers, and archers represent one of few that can physically attack long range; most ranged attackers are magic-users. While their statistics are low in compare to the other warriors, the range of the archer's weapon combined with their stealth ability can make them quite irritating. A few good shots from the flank or the rear and the average foe won'tbe standing for long.
    One thing to note with archers is that they are drastically weak in close quarters, as their bows have a limit on how short they can fire. They can equip daggers, but it does not help them much. Like the other warriors (and humanoids in general), archers can be of any alignment and join any rank. It is difficult to judge how strong or weak an archer is from beginning to finish, for it is more up to the tactics of the player to ensure they play their archer well. For this reason, the archer class is not recommended for the impatient.
HP: Normal         Attack: Normal         Defense: Low        Speed: Normal       Movement: Slow
MP:
None       Level Rate: Normal         Movement Type: Ground
Promotions:
Bowmaster (Level 15+), Sniper (Level 15 or 25+ with Dark Jewel)
Resistances:
None                                           Weaknesses: None
Specialties:
Stealth
Warrior-Mage
Paladin
   The noble paladin were a rare sight in the days of The Kingdoms. True to heart and mind, they have worshipped Nexus for just about their entire lives. All respect the paladin, for their benevolence is endless, fighting for the good of the whole, always. Paladins are comparable to fighters in their dueling statistics with added pluses and minuses. They can equip the same weapons and armour as fighters do and also robes. They have a bit of magic and two well-deserved abilities. Their constant worship of Nexus makes them completely immume to light damage; in turn they are weak to the forces of the dark. They are also tolerant of the living dead, giving them an added bonus when attacking those rising from the grave.
    The drawback for the paladin class is that they progress very slowly, for patience is needed for the noble paladin to learn his/her surroundings to the fullest. Their weakness to dark also hinders them when fighting The Minions, which they often do. These weaknesses are overcome as the paladin ages and learns. They start off about as strong as fighters, maybe a little more so, and stay equally strong. If it was not obvious earlier, paladins can be of good alignment and no other.
HP: High         Attack: High         Defense: High        Speed: Normal        Movement: Slow
MP:
Low (2 Cleric components)       Level Rate: Very Slow          Movement Type: Ground
Promotions:
Royal Knight (Level 15+), Templar (Level 15 or 25+ with Cross of Nexus and Blessed)
Resistances:
Light (-100% [from special])                  Weaknesses: Dark (+50% [from special])
Specialties:
Nexus Worshipper, Undead Tolerant
Samurai
   Combining the rare form of energy magi and the discipline of the warrior, samurai are actually a fairly unique class. Unlike the paladin, samurai suffer no weaknesses from their faith. Their meditation prevents them from succumbing to anything severe. In turn, they also resist nothing to a superior extent until they promote. Like fighters and paladins, they are proficient in melee combat, and their slight amount of magic gives them a bonus from a distance. They are also a little faster than the previous two mentioned, partly because their equipment is limited to swords and polearms, and no shields.
    The discipline of the samurai forces them to exert some patience in their careers - their progress is slow. In time, samurai become very dangerous. Mastering multiple forms of combat, they become fantastic at duels. Samurai cannot be evil.
HP: High         Attack: High         Defense: High        Speed: Normal       Movement: Normal
MP:
Low (2 Energy components)      Level Rate: Slow         Movement Type: Ground
Promotions:
Master (Level 15+), Mongol (Level 15 or 25+ with Jewel of Truth & Mystic Crest)
Resistances:
None                                           Weaknesses: None
Specialties:
Shadow Walker
Magic-User
Mage
   The absolute "right" side of the class spectrum, it is no surprise that mages are the way they are. This is no exaggeration; in hand-to-hand combat, mages are at the dead bottom of the totem pole. They have no amount of defense to take big hits, and their offense is even weaker. They are slow and easily hit. Why would anyone play a mage?
    The magic of the mage is unequalled in the starting classes. No other class, not even within The Followers or The Minions, receives such power (4 mage components and no limitations). It is with this that they become deadly. Mages make excellent rear assault warriors, always staying back to cause havoc on (usually) front lines of the enemy. The variety of magic at their disposal gives them ample opportunity to mix and use many spells that are otherwise unavailable to the others. For this, they are strong.
    Mages are limited to using staffs and wearing robes. They can be of any alignment and join any of the ranks. Because of their highly limited melee combat and time required to learn magic, mages begin very weak. In time, they are by far one of the more formidable of the many classes of Skure. Mages are one of the only classes renowned for fighting whole parties alone...and surviving.
HP: Low         Attack: Very Low         Defense: Low        Speed: Normal       Movement: Slow
MP:
Very High (5 Mage components)       Level Rate: Normal         Movement Type: Ground     
Promotions:
Warlock (Level 15+), Enchanter (Level 15 or 25+ with Mystic Book and Magic Hood)
Resistances:
None                                           Weaknesses: None
Specialties:
None
Cleric
   Clerics are certainly the physically strongest of the human magic-users. They can equip all blunt weapons and any type of armour. While not nearly as strong as fighters, clerics can last long in close combat because of their high magic use. They receive powerful magic to begin their quests, making them good front line warriors or, should they choose it, support units. Like paladins, clerics are also worshippers of Nexus, making them impervious to light and susceptible to dark.
    The cleric is a noble and respected class belonging to the religion of Nexus. It is for this that they must be of good alignment. Their progress is moderated by their eagerness to travel and spread good, and while they start off slightly stronger than most of the classes, they begin to taper off as they progress in their careers, despite their heavy magic. They work much better in large teams rather than alone.
HP: Normal         Attack: Normal         Defense: Normal        Speed: Normal       Movement: Slow
MP:
High (4 Cleric components)       Level Rate: Normal         Movement Type: Ground     
Promotions:
High Priest (Level 15+), Damadi (Level 15 or 25+ with Cross of Nexus, Magic Hood and Blessed)
Resistances:
Light (-100% [from Special])                                  Weaknesses: Dark (+50% [from Special])
Specialties:
Nexus Worshipper
Wizard
   The terror of the world of the magi, wizards combine both cleric and mage abilities to form one of the most devastating of the human professions. Wizards are notorious for standing alone in the face of doom, whereby doom is led astray. Their ability to use magic of the clerics and of the mages forms a very rare combination that shows itself much later in their progress. The downfall to wizards, naturally, is that they are the most inept class at hand to hand combat in the world of Skure. There is no need for detailed explanation; keep a wizard far away from the front lines. Always.
    It takes much time for wizards to learn both sides of the magic spectrum. This results in a very slow progression, which adds to their already severely hindered start. Undoubtedly, in time, they become magnificent magic users. Wizards can be of any alignment. They are limited to staffs and robes for equipment.
HP: Low    Attack: Very Low      Defense: Very Low     Speed: Normal    Movement: Slow
MP:
Extreme! (4 Mage & 3 Cleric components) Level Rate: Very Slow Movement Type: Ground
Promotions:
Sorcerer (Level 15+),
                 
Transmuter (Level 15 or 25+ with Mystic Book and Magic Hood)
Resistances:
None                                           Weaknesses: None
Specialties:
None
Beast
Stalker
   From the depths of the caves, the dark of the marshlands, and the dunes of the Dal'r desert, stalkers, once uncivilized beasts, have emerged with the shards of Nexus and Voleron to interact with the rest of the world. Standing upright at a slender 7 feet, weighing no more than 300 lbs, stalkers are quiet and deadly, as their name might give away. They appear humanoid with some notable exceptions. The head of a stalker is covered in spikes in no particularly ordered fashion. They have no identifiable mouth, only a set of upper teeth that hang out like fangs. Their eyes constantly glow when they are peering around in the darkness, and when sneaking up on victims they close them and use their heightened sense of hearing to detect movement. Their upper torso is covered in a plate-like armour, and the rest of their body is like stretchy leather, with the odd spike protruding here and there.They have long nails that retract like extended claws on their upper wrists. The most notable (and frightening) feature is the crescent-like spike that hangs out of the top part of the back of their head. It is no mystery as to why stalkers were feared. Now that they can interact, however, they have become excellent warriors alongside humans.
    Stalkers are very quick and can climb upon any surface, even upside down. They can use swords with proficiency but cannot wear armour. They are intelligent and can learn fully the language of the humans with aid from the shards. They originate from warm climates, and this makes them susceptible to cold. Their natural resistances are an asset in battle. They can be of any alignment and join any of the forces. Fighters enjoy seeing them standing beside them in the front ranks but more often stalkers prefer to sneak up on their prey.
HP: High         Attack: High         Defense: Normal        Speed: Very Fast       Movement: Very Fast
MP:
None       Level Rate: Slow         Movement Type: Climb
Promotions:
Dark Stalker (Level 15+),
                 
Vampire Stalker (Level 15 or 25+ with Psycho Symbol and the Head of a Leader)
Resistances:
Ailments (-33%)                                       Weaknesses: Cold (+50%)
Specialties:
Stealth, Shadow Walker
Slaughterer
   The distant and fearsome cousin of the stalker, slaughterers are, as their name might imply, nasty, menacing beasts. Slaughterers evolved from the same families of stalkers but migrated to forests and mountains of the southern areas of Skure. Slaughterers are about a foot shorter than stalkers at 6 feet, usually, weighing no more than 250 lbs; they are a little bit sturdier than their cousins. Their bodies are similar in that slaughterers also have a plating that protects them; slaughterers do no have the frightening crescent that juts out of the head of stalkers. The spikes that protrude are smaller and fewer, but this does not make the slaughterer any less fearsome. Slaughterers have a mass of messy, dirty, limp tangled hair (always brown) that covers their entire face to their neck, and sometimes longer. The only thing that can be seen of their face is the enormous (fist-size) red pupiless eyes that don't seem to bulge at all. Their claws are very much longer than stalkers, up to 2 feet, jagged, and sometimes barbed. These claws can gore their opponents, causing them to bleed to death unless healed. Slaughterers are experts at using their claws, often scoring a hit so strong that it is instantly fatal - a critical kill. They are fierce predators and not to be reckoned with, for they are not as intelligent as their stalkers cousins. Slaughterers are much fiercer..
    It is due to the aggressive, hungry, bloodlust nature of the slaughterers that they cannot be of good alignment. They are usually neutral, but can be evil. Slaughterers start off very strong, using their speed and strength. Their weakness to fire comes from the cool climates they live in. Heat, in general, angers them. Slaughterers cannot equip any armour, nor any weapon. They have their own.
HP: High         Attack: Very High         Defense: Low        Speed: Very Fast       Movement: Fast
MP:
None       Level Rate: Slow         Movement Type: Climb     
Promotions:
Hunter (Level 15+)
Resistances:
None                                           Weaknesses: Fire (+50%)
Specialties:
Bloodlust, Gore (40% - S7), Critical Kill (25% - S7)
Taro
   Roaming the highland plains and hills are the mighty, monstrous Taro. Standing no less than a solid 10 feet and usually weighing upwards of 1200 lbs, the Taro are indeed mighty. They are very furry, ranging in colours from a deep gray to light and dark brown, somewhat resembling bears in that fashion (although they never walk on all fours). Taro have short, lanky ears and slit-like eyes with no pupils. Their mouths are often concealed by their fur, but their shouts can be heard from miles away. Taro have large feet relative to their size and enormous fists. Their size, their strength, and their overall appearance give rise to the fact that taro are arguably the strongest hand-to-hand fighters in Skure. They are slow to dodge, but they can move well, climbing around when they can. They are ferocious protectors and extremely dangerous. The punch of the taro (mind the claws in the pictures; they have none) is so strong that it can instantly stun an unfortunate enemy. The punch is also a torrent of damage when a critical is struck. To top it off, taro do not respond well to pain, and often when they are physically hit they become angrier and angrier - rage.
    Despite the appearance of the taro, they are surprisingly gentle creatures when not in battle. They do not outright attack passersby, nor do they have particularly aggressive tendencies. For this, the taro cannot be of evil alignment; they often shy away from the shards of Voleron. This is not to say that the taro are pacifists - many have foes (very stupidly) underestimated them, only to be pounded into a mess. Their calmness combined with the heightened intelligence that they gain after obtaining the shards, in addition to their "soft, furry appearance" makes taro quite well respected, especially by The Followers, which they often join. Taro grow to be very old (upwards of 400 years Earth time) and mature slowly, resulting in a slow progress, one of few drawbacks. Nevertheless, the monsters of the highlands begin their lives very powerful and become even more so. They do not need to equip weapons or armour.
HP: Very High         Attack: Extreme!         Defense: High        Speed: Very Slow        Movement: Slow
MP:
None       Level Rate: Very Slow         Movement Type: Climb    
Promotions:
Monster (Level 15+), Wendigo (Level 15 or 25+ with Element Orb and Jewel of Truth)
Resistances:
Earth (-50%)                                          Weaknesses: None
Specialties:
Stun (25% - S9), Rage (30%), Heavy Critical
Fairy
   One of the smallest of the many classes of Skure are fairies. Standing at a slim 3 to 4 feet, fairies are upwards of being the fastest class in Skure, both in speed and in movement. They originate from the forests of the north and distant south, hidden from civilized society until the world fell apart, whereby they had to find help or perish. A society on their own, fairies are very social creatures, and their natural charisma along with their humanoid appearance, aside from the light blue or orange skin and glowing white eyes, not to mention their soft wings, gives them an edge in social situations. Fairies use magic from both the mage and cleric fields. Their small size makes them weak, but their ability to use magic and their immense speed, added to their stealth, make fairies more powerful than they appear. They are resistant to curses, but weak to the force of air because of their small size.
    Fairies from the north stumbled upon the shards of Nexus - these fairies became good. Those of the south found the shards of Voleron - these fairies became evil. Some fairies remain neutral, allowing for players to choose any alignment when playing this class. Small size and quick wit allow fairies to learn at an extraordinary pace. They can use knives and light armour, shields, and helms. They make great support units.
HP: Very Low         Attack: Low         Defense: Normal        Speed: Extreme!        Movement: Very Fast
MP:
Normal (2 Mage and 1 Clerical components)     Level Rate: Very Fast    Movement Type: Fly (Low, Mid)
Promotions:
Sylph (Level 15+)
Resistances:
Uncursable (-50%)                                          Weaknesses: Air (+50%)
Specialties:
Stealth
Midget
Warrior
   Don't let the silly name fool you and keep in mind that it is a human-made slang on Darlow. Midgets stand but a mere 1 foot high and weigh a thick 30 lbs. The midgets refer to themselves as "Kahgali" (pronounced "Kah-gaul-ie"). Before the shards fell, they were technologically comparable to the stone age, using primitive tools and weapons to etch out a pleasant living with their natural environment. They are quite social animals, fitting in nicely with the rest of the fighting forces that many have decided to join.
    Midgets are rarely seen without their super protective, thick, solid metal helmets on, but are reportedly ball-like with thick-limbs and fairly hairy with enormous, deep brown cat-like eyes. The warriors of the midgets appear no different in any way than midgets of other professions. They do wear heavier helms and seem to have more aggressive tendencies. The small size of all midgets makes the warrior class, despite its being a front line fighter, very low on HP. Their helmet, covering their whole  body (literally), makes their defense by far the highest of every class. They are nearly unbreakable in physical fights. Their weaknesses come from their susceptability to spells, although they do have decent resistances to the natural elements. Warriors can equip axes, boosting their attack. Their light size allows them to climb as well.
    Midgets come from 6 distinct parts of Skure and the Dal'r region mountains; they can be of any alignment. Warrior midgets, especially, make fantastic blocks for magic-users and any sort of flanking unit.
HP: Very Low         Attack: High         Defense: Extreme!        Speed: Normal       Movement: Slow
MP:
None       Level Rate: Fast          Movement Type: Climb     
Promotions:
Renegade (Level 15+), Samurai Helmet (Level 15 or 25+ with Jewel of Truth and Mystic Crest)
Resistances:
Elements (-33%)                                             Weaknesses: None
Specialties:
Super Defense
Basinet
   Read the warrior class above to get a detail on the midget (Kahgali) species.
    Basinets wear slightly lighter helmets than the heavy plate ones of the warriors. They wear basinets (no surprise). While they still use axes, a lighter load of armour allows these midgets to use a bit of magic, making them sort of the samurai of the midgets. They have virtually the same characteristics to warrior midgets in terms of resistances and weaknesses, as well as alignment, but they trade a bit of offense for their magic. Basinets cannot climb.
HP: Very Low         Attack: Normal         Defense: Extreme!      Speed: Normal       Movement: Slow
MP:
Low (2 Mage components)       Level Rate: Very Fast          Movement Type: Ground     
Promotions:
Helmet Royal (Level 15+)
Resistances:
Elements (-33%)                                            Weaknesses: None
Specialties:
Super Defense
Preacher
   Read the warrior class above to get a detail on the midget (kahgali) species.
   Preacher midgets are at the other end of the spectrum regarding the midgets as a whole. No, they do not walk around preaching the will of Nexus unless it is to their own people. They simply utilize magic. They still have massive defense, but their offense is lowered to allow a substantial increase in spell use. The combination of good defense and skilled magic actually makes this class quite powerful in one on one combat. Again, like basinets, preachers have the same abilities as warriors, including resistances, weaknesses, and alignment. Preachers, also, cannot climb. They use blunts and staffs instead of axes.
HP: Very Low         Attack: Low         Defense: Extreme!        Speed: High        Movement: Slow
MP:
High (3 Cleric and 2 Energy components)       Level Rate: Fast         Movement Type: Ground
Promotions:
Helmet Bishop (Level 15+)
Resistances:
Elements (-33%)                                           Weaknesses: None
Specialties:
Super Defense
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