| Undead | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Back to The Classes of Skure | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Undead began to prowl the landscape of Darlow when The Hunting Grounds first appeared. Now that Darlow is as dead as they are, undead are free to roam wherever they wish in search of whatever keeps them "alive". Some travel the lands in search of food, others are looking for an escape. Either way, undead are both feared and repulsed by just about anything or anyone who comes into close quarters with them. There are exceptions. In the earliest years of Darlow's downfall, Voleron's Minions took a sort of pity on many of the undead and drew them to the darkness. These undead have become even more violent and dangerous than the independents. With the aid of the undead, The Minions of Voleron have a new set of weapons to fight The Followers of Nexus. Surprisingly enough, some (quite few) of the undead have seen their kind enveloped by the darkness and have taken to the opposite side. Spirits and ghosts, mainly, have travelled to the realm of Nexus in search of finding meaning in their spiritual existences. With benevolence and kindness reigning supreme among The Followers, these undead have joined the ranks to fight The Minions for vengeance, for the good of the world, or for themselves. In any case, undead have become more numerous since Darlow fell and have indirectly organized themselves into a fighting force worthy of inclusion into both sides. |
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| Corporeal | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Skeleton | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| The bare bones of the undead army, skeletons take the front ranks as fighters of the dead. In many RPGs, skeletons are often deemed the weakest of the undead. In Skure, this is simply not the case. In addition to their high defense, attack and their ability to resist all ailments, skeletons are the only undead that can wield powerful weapons and wear all armour types, boosting their defense considerably. They also have a complete resistance to attacks from bows, since piercing their "body" is impossible. Being undead makes them weak to light, even if they are neutral. Their fragile bones also make them weak to earth damage. In terms of their progression, skeletons start off a little on the weak side. They end off being lethal, as their promotions give them a vast set of abilities and resistances. Skeletons cannot be of good alignment, though they can still join The Followers if they are neutral, unlike zombies or ghouls. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| HP: Low Attack: High Defense: Very High Speed: Normal Movement: Normal MP: None Level Rate: Fast Movement Type: Ground Promotions: Skeleton Lord (Level 15+), Wraith (Level 15 or 25+ with Dark Jewel and Diamond of Voleron) Resistances: Undead Status, Physical - Bows (-100%) Weaknesses: Earth (+50%), Light (+50%) Specialties: None |
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| Zombie | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Slow, dead. Perhaps. But zombies are soon found to be one of the deadliest fighting classes in Skure. A combination of massive HP, great attack, and powerful abilities make the zombie one of the most difficult to knock down physically and in close quarters. A direct attack from a zombie is deadly - inflicting basic poison after the mass amount of damage dealt. They are close to skeletons in terms of resistances and weaknesses (light, and fire instead of earth) and can regenerate every turn. The only drawback to the zombie class is that they are horribly slow, not just in speed, but also in movement. This forces them to constantly take the offensive. Zombies start off more powerful than the average class and end off even more so, although they grow quite slowly. They cannot be of good alignment and cannot join The Followers whatsoever. It should be stressed that zombies pass levels slowly in order to balance their promotions. Zombies after promotions become lethal |
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| HP: Extreme! Attack: Very High Defense: Normal Speed: Awful Movement: Very Slow MP: None Level Rate: Slow Movement Type: Ground Promotions: Poltergeist (Level 15+), Harrowed (Level 15 or 25+ with Dark Jewel and Psycho Symbol) Resistances: Undead Status Weaknesses: Fire (+50%), Light (+50%) Specialties: Basic Poison (30% - 1 damage), Regeneration (2HP + 1 every 2 levels) |
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| Ghoul | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Straight up - ghouls and zombies are not the same. Zombies are much larger and stronger. Ghouls, on the other hand, are disgusting, short abominations of rotting flesh that excretes an ooze that deals its own impact upon a successful attack. Statistically, ghouls are half way between skeletons and zombies. They have good HP, decent attack, decent defense and low speed and movement, although not nearly as slow as zombies. Their attack induces a couple of effects that make their enemy slower. It puts them to sleep and/or causes a drain in speed. Ghouls also regenerate. Taking all of their abilities into account, they can be an extreme nuisance in close combat, especially if they are teamed up with other melee warriors. Ghouls start off moderately weak but become excellence support warriors as they progress, sometimes even good assault warriors.. They have identical resistances and weaknesses to zombies, and also cannot be of good alignment nor can they fight alongside The Followers |
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HP: High Attack: High Defense: High Speed: Slow Movement: Slow MP: None Level Rate: Normal Movement Type: Ground Promotions: Wight (Level 15+), Ghast (Level 15 or 25+ with Eye of The Dead and Dark Jewel) Resistances: Undead Status Weaknesses: Fire (+50%), Light (+50%) Specialties: Sleep (35% - S6) , Speed Drain (40% - 20% drained), Regeneration (2 HP + 1 every 3 levels) |
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| Ethereal | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Ghost | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| The true forms of the lost souls in death, ghosts are scary and unpredictable. Much unlike their corporeal counterparts, ghosts live entirely in the ethereal, the spiritual, giving them the ability to fly. Cloaked in white with a protruding skull, they use their modest magic powers to irritate and damage their foes. Their attack has a strong chance of inducing sleep, so that they can afterwards deplete their energy until death. Ghosts are only one of two of the undead who must pick a side - good or evil (they cannot be neutral). Their alignment determines their morality in their endless existence. Good ghosts are around to aid those in need of help, often taking kindly to the living. Evil ghosts, on the other hand, loathe the living and enact whatever form of vengeance they can. Progression-wise, ghosts start off weaker than most classes because of their limited offense and magic. In time, though, they become very powerful, combining their magic and their future abilities as one |
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| HP: Low Attack: Low Defense: High Speed: Fast Movement: Fast MP: Normal (3 Mage components) Level Rate: Fast Movement Type: Fly (L, M) Promotions: Lich (Level 15+), Spectre (Level 15 or 25+ with Eye of The Dead & Psycho Symbol) Resistances: Undead Status, Light (-50% if Good) or Dark (-50% if evil) Weaknesses: Dark (+50% if good) or Light (+50% if evil) Specialties: Sleep (60% - S5) |
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| Spirit | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| A more enlightened form of undead, spirits are a force of good in the world of Skure. Many of the former Brotherhood were spirits, often helping travellers in their explorations. Spirits are veiled in long cloaks, completely masking their faces in darkness, allowing only two glowing eyes to protrude which match their personality and their powers. Spirits are the magic-users of the undead, excelling in dark and effect magic. Much like magic-users of the living world, they are somewhat inept at close combat, though they can equip staffs and robes. However, spirits have a higher endurance, at the expense of speed. They are very slow in mood, and are equally slow on the battlefield. Their biggest feature in addition to their undead status and magic is their ability to completely phase out of existence temporarily when they are physically attacked, avoiding all damage. This comes in very handy since they have been reputed to be ambushed rather easily. Because of their good nature, spirits cannot be evil. Although they can be neutral, spirits often tend towards the good of Nexus and often join the ranks of The Followers. Spirits are usually quite old when they die, "gifted" to return to the world as undead to spread what positive energy they can. It is because of this that they progress rather slowly. They start off like any other magic-users - relatively weak. In the end, spirits are arguably one of the most difficult of opponents. Their magic and defensive abilities combined make them nightmares in combat at high levels |
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| HP: Normal Attack: Low Defense: Low Speed: Normal Movement: Very Slow MP: High (4 Mage components) Level Rate: Slow Movement Type: Ground Promotions: Kindred Soul (Level 15+), Mystic (Level 15 or 25+ with Eye of The Dead, and Blessed) Resistances: Undead Status Weaknesses: Dark (+50%) Specialties: Phasing (20% + 1% every 3 levels) |
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| Shadow | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| From the dark side of the graves, shadows prowl the land of the living in search of victims of hate. Shadows have crossed over to evil in their mindlessness after their sudden departure from the world of life. Shadows move in just about any form they choose - solid, ethereal, or just as shadows of nothing. This state gives them a fantastic rate of movement, for they can disappear and reappear in another spot in an instant at any point along any level of surface (low flying). Their touch is wicked, depleting magic and absorbing the life force of their unfortunate victim. They are resistant to earth because of their attachment to it. In turn, they are weak to air because of its sharp penetration into their form. Shadows cannot be of good alignment, only neutral or evil, and more often the latter. They are cruel individuals. Their heightened abilities and nasty touch aid them in progressing very slowly. They begin powerful and stay relatively the same as they pass on to a higher form of dark spirit |
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| HP: Low Attack: Low Defense: High Speed: Normal Movement: Extreme! MP: None Level Rate: Very Slow Movement Type: Fly (Low) Promotions: Image (Level 15+), Dark Soul (Level 15 or 25+ with Eye of the Dead and Diamond of Voleron) Resistances: Undead Status, Earth (-50%), Dark (-75%) Weaknesses: Light (+50%) Specialties: Shadow Walker, Life Draining (30%), Magic Drain (25%) |
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