M&FF: A Beginner's Guide

Story by Epic Quest on SoFurry

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#1 of Monsters and Fairy Folk

Curious about how Monsters and Fairy Folk is set up? This article will explain the playable classes, races, and some of the gaming terms used in the story!


Monster Classes: The Monster King believes the only way to rule is through force of arms, and so his military focuses heavily on overwhelming the enemy and destroying their resistance. As a result, their military is typically stronger than the Fairy Queen's, but is often lacking in strategy because of its reliance on force.

Barbarian - This class is the Warrior of the Monster King's forces. Their splicing modifications pump their muscle mass Olympic athlete levels, allowing them to overwhelm enemies with their strength. It also modifies them with 3 times the aggression levels of a normal human, making them much more savage in battle, but sacrificing their intelligence and reasoning in the process.

Shaman - This class is the Priest of the Monster King's forces. Their splicing modifications are copyrighted to the Monsters and Fairy Folk company, and mimic powers that some might call "magical." In addition to being able to heal injuries and cancel out pseudo-magical enhancements, the Shaman also has a limited degree of control over the elemental forces of wood and earth. The Shaman's primary role is a support unit in battle.

Witch / Warlock - This class is the Mage of the Monster King's forces. Their splicing modifications focus almost exclusively on "magic" abilities, while providing little focus on their physical empowerment. As a result, they operate much like a glass cannon. They can unleash incredible destruction, but they aren't capable of taking too many hits in battle. Witches are always female, and Warlocks are always male. The magic of a Witch or a Warlock focuses on psychic capabilities, limited weather manipulation, and control over over the elemental forces of Fire, Ice, and Darkness.

Assassin - This class is the Thief of the Monster King's forces. The Assassin is a specialist in the arts of stealth and subterfuge. Their job is to get behind enemy lines, kill a specific target, and get back out before anyone notices their presence. In the past, the Fairy Queen has been slain by an Assassin more commonly than any other class.

Death Knight - This class is the Champion of the Monster King's forces. The Death Knight combines melee prowess with "magic" in order to become a balanced fighter on the battlefield. The Death Knight is granted strong physical prowess, but is also granted a series of pseudo-magical abilities that neither the Shaman nor the Witch / Warlock has access to. Death Knights are also the rarest class in the Monster King's army, with only 1 out of every 50 members being chosen to join their ranks. As a result, they are considered the elite special forces of the Monster King's army.

War Chanter - This class is the Bard of the Monster King's forces. The War Chanter is a warrior poet who rallies their armies with battle hyms that inspire allies and terrify enemies. Their favorite instruments are the drums and the horn, often playing one such instrument with one hand while slashing away with a weapon in the other. War Chanters are used as a form of entertainment and relief when not in battle, helping to keep the troops in high spirits.

Monster King - The most powerful class in the Monster Army, the Monster King is the leader of the entire faction. If he is killed, the Fairies automatically win the war. The Monster King is always male, and has extremely high focus on physical enhancements. In terms of splicing modifications, the Monster King might be termed as a super soldier, having abnormal levels of strength, speed, and resilience. A true juggernaut on any battlefield.


Fairy Classes: The Fairy Queen believes that the war should be won with peace and stability as opposed to hatred and violence. Because of this, her army is typically weaker than the Monster King's, but they are much more balanced in their abilities to compensate.

Soldier - This is the Warrior class of the Fairy Queen's forces. Soldiers may not be as focused on brute force as the Barbarians, but they do have higher intelligence and reasoning, allowing them to use more effective strategies. They are still modified with a more athletic body, but not to the same extremes as a Barbarian.

Cleric - This is the Priest class of the Fairy Queen's forces. Clerics have pretty much the same build as the Shaman in the sense that they can heal wounds and negate "magic" with their splicing modifications, allowing them to serve as effective support units. In addition to being able to heal wounds and negate pseudo-magic, Clerics also have control over the elemental force of light and a limited control over fire, and can somehow cleanse the body of disease and poisons!

Sorcerer / Sorceress - This is the Mage class of the Fairy Queen's forces. Like the Witch / Warlock, they are heavily focused on using pseudo-magic abilities granted to them by advanced splicing modifications, but they aren't very good at taking hits. Sorcerers are always male, and Sorceresses are always female. The magic of a sorcerer or sorceress focuses heavily on the manipulation of the elemental forces of water, fire, lightning, ice, earth, metal, air, energy. Most Sorcerers, however, choose to specialize in one or two elements, with only the exceptionally talented ones being able to use all of them at once.

Rogue - This is the Thief class of the Fairy Queen's forces. Like their counterpart, the Rogue specializes in the arts of stealth and subterfuge, but they are more commonly employed as spies and scouts, rather than killers for hire. Rogues have often been the key to defeating the Monster King by stealing his plans for war and bringing them back to the commanding officers in the Fairy Queen's forces.

Paladin - This is the Champion class of the Fairy Queen's forces. A shining example of defense and chilvary, the Paladin seeks to root out and defeat evil wherever they find it. The Paladin is able to combine the heavy armored fighting skills with a variety of pseudo-magical abilities that neither the Cleric nor the Sorcerer / Sorceress has acess to. Paladins are also the rarest class in the Fairy Queen's forces, with only 1 in every 50 players being selected to join their ranks. As such, Paladins are considered the elite special forces of the Fairy Queen's army.

Minstrel - This is the Bard class of the Fairy Queen's forces. The Minstrel is a talented musician who specializes in the harp, lute, or flute. In contrast to the War Chanter, a Minstrel's songs are beautiful and captivating, easing the hearts and minds of their allies and instilling confusion and unrest in their enemies. Much like their counterpart, Minstrels are used to keep up the troops morale when not in battle, singing songs of battles past and future.

Fairy Queen - The most powerful class in the Fairy army, the Fairy Queen is the leader of the entire faction. If she is killed, the Monsters automatically win the game. In direct contrast to the Monster King, the Fairy Queen is always selected from a female player, and is extremely focused on magical abilities. Despite thousands of claims that such modifications could signal the next stage in human evolution, Monsters and Fairy Folk maintains their copyright on such enhancements and does not offer them to the public. Probably for the best, considering these enhancements can destroy whole cities if not properly controlled!


Terms of the Game: Within the game, players use certain terms of dialect to refer to players who have a particular style in how to play the game. Below you will find a description what each of these terms mean.

Dark Fae - When a member of the Fairy Queen's army voluntarily converts to the Monster King's forces, they become known as a Dark Fae. A traitor to their queen and their people, some Fairies turn to darkness because they wanted to be Monsters but weren't picked for it. Others are enticed by promises of power and status or they lose faith in the Queen's ability to lead. They are considered a dangerous threat to the queen, for they share secrets with the Monster King's forces. Dark Fae also retain their Fairy Class while in the Monster King's army, and can thus bolster his forces with smarter, more effective combat strategies. Paladins never convert into Dark Fae and are deemed incorruptible because of it.

Slave - When the Monster King's army fails to convert prisoners into Dark Fae, they often use them as slaves instead. Slaves serve the Monster King, but not by their own will, and so they are not counted as traitors or Dark Fae. Should the Fairy Queen's forces succeed in conquering a territory, the slaves are usually freed in the process, provided the Monster King doesn't kill them all, or drag them off when they retreat. Because they are still loyal to the Fairy Queen, Slaves are often forced to wear chains and other restraining devices to prevent them from fighting back.

Citizen - A non combatant in either the Fairy Queen's or Monster King's army. Citizens may not be out there on the front lines, but they still support their military in other ways. Some act as smiths and fashion weapons and armor for the army. Others prepare food to keep the army well fed, and others serve as traders, providing supplies and resources between villages and cities. In short, the Citizen's role is to keep the economy flowing while the army takes care of the fighting.

Tamed Monster - The opposite of a Dark Fae. When a member of the Monster King's army voluntarily converts to the Fairy Queen's forces, they become known as a Tamed Monster. Like the Dark Fae, a Tamed Monster is often someone who wanted to be in the Fairy Army but wasn't picked for it. Others become disheartened by the constant bloodshed they see while in the King's service, and wish for a more peaceful resolution to the conflict than simply laying waste to everything in sight. Regarded as not only a traitor to their people but also a coward and a weakling, Tamed Monsters face even greater scorn than Dark Fae. Tamed Monsters likewise retain their Monster Class, allowing them to add even greater offensive power to the Queen's forces. Death Knights never convert into Tamed Monsters and are deemed uncontrollable because of it.

Laborers - When the Fairy Queen's army fails to convert prisoners into Tamed Monsters, they often use them as Laborers instead. Laborers do not voluntarily serve the Fairy Queen and many consider them a ticking time bomb if kept in large groups for extended periods of time. Laborers are just a polite way of calling them "slaves" and they are often used to perform heavy duty work as a form of community service. Because they are still loyal to the Monster King, Laborers are often forced to wear chains and other restraining devices to prevent them from fighting back.

General - A high ranking member of the Fairy Queen's forces who has proven themselves in battle. Generals are often placed as the commanding officers of the military and it falls to them to coordinate the battle plans for the next skirmish with the Monster King's forces. In order to qualify for the role of General, a member has to survive the conquering of at least 3 cities. Not towns or villages, but actual cities. This proves they are experienced enough in large scale battles to know how best to operate.

Warlord - Simply put, the Warlord is the Monster King's version of a General. Having survived many battles and successfully conquered 3 cities during their career, the Warlord is considered worthy of leading divisions of the military into battle.

Adventurers: Not every player operates as a unified military force, and the two factions only have a limited number of players to station at each point on the map. In order to help make things run smoothly, they use Adventurers. These are independant squads of players who break away from the military formations to fulfill jobs that the main army doesn't have the resources, time, or manpower to handle personally. A small task force can travel faster and quieter than a large batallion, so they are considered a boon to their respective factions. Traditionally, an Adventurer party seeks out the approval of their faction's leader so he or she knows of their activities and can establish new strategies accordingly, but this is not a strict requirement.

Raider: Monsters who are tasked with Search and Destroy missions. Raiders charge into Fairy settlements, laying waste to everything around them. They take no prisoners and whatever riches they can't carry with them are burned to the ground when they leave. Raiders often work in packs and are usually comprised of Barbarians. Their task is to cause as much destruction to the Fairy Queen's people as they can, and bring their plunder back for the Monster King's forces to make use of.

Slave Hunter: Monsters who specialize in capturing enemies alive. Slave Hunters are perhaps the most civil (term used loosely) of the Monster King's forces, because they only resort to lethal force when they can see no other way to win. Their primary goal is to take prisoners who can be put to work as Slaves for the King's army.

Warden: Simply put they are the police officers of the Fairy Queen's army and are tasked with keeping the peace while the military handles the fighting. Wardens are often placed in charge of recently captured Monster settlements, and are in charge of indoctrinating the Laborers into the Fair Queen's rule. Wardens also guard prisons and chase down wanted fugitives who break the Queen's laws.


Playable Races: Even with their miraculous breakthroughs in genetic augmentation, Monsters and Fairy Folk scientists have only been able to create a limited number of races that each player can be. There are approximately 10 playable races for each faction, plus an additional 5 Neutral races who can join either Faction. Below, you will find a list of each race and a description on them.

Fairy Races: The following races are designated as members of the Fairy Queen's forces. A player is always placed in the Fairy Army when being turned into one of these races.

Elves - Among the most beautiful of the races, the Elves largely resemble humans with lean, athletic builds, pointed ears, and angular facial features. Long hair is a common trait among both genders, with males reaching down to their shoulders, and females reaching to their waist. Elves come in three different sub-cultures which are High Elf (specializes in magic, skin ranges from Caucasian to gold color), the Wood Elf (specializes in archery, skin ranges from light green to brown in color), the Sea Elf (specializes in melee combat, skin ranges in shades of blue and dark green), and Snow Elf (No specialty. Skin ranges in shades of pale white to icy blue).

Nymphs - Despite their reputation, Nymphs can be quite an effective opponent on the battlefield. Nymphs are an exclusively female race who resemble beautiful women and have a talent for the magical arts. All Nymphs possess an innate ability to produce narcotic pheromones that can enthrall the minds of the weak willed, but they also come in different elemental sub categories whcih are as the Wood Nymph (Specializes in Wood and Earth magic, usually has green skin), the Water Nymph (Specializes in Water and Ice magic, usually has blue skin), and the Fire Nymphs (Specializes in Fire and Wind magic, usually has red skin). Unfortunately their powers and looks come with a price, Nymphs have a sex drive that is approximately 10 times stronger than an ordinary human's. They are constantly thinking about sex, and have very little standards when it comes to choosing their partners. As a result, Nymphs often have to struggle hard to keep their minds focused on the task at hand, and not be distracted by their libido.

Satyr - Some have accused them of being the male counterpart to the Nymphs, even if they may not look like it. Satyrs are an exclusively male species who share the Nymph's enhanced sex drive. They have the upper body of a human, but the legs and horns of a goat, and most of them grow beards as well. Satyrs are often found in the company of Nymphs where the two races indulge in frequent orgies to satisfy their lustful impulses. Satyrs also have 12 times the alcohol tolerance of a normal human, allowing them to drink excessively without damaging their bodies. In contrast to a Nymph's specialization in magic, Satyrs are more proficient in the physical aspects of combat.

Fairy - Arguably the dominate race of the Fairy Queen faction. Fairies resemble Elves to a point but they have bright, vibrant skin tones that come in all shades of the rainbow, as well as a pair of large, insect-like wings that allow them to fly through the air. Fairies are roughly the size of young teenagers and so they are lacking in physical strength, but to compensate for this, they have very high magical affinity. Fairies are often chosen to become Sorcerers / Sorceresses or Clerics more than Rogues and Soldiers.

Centaur - A race of beings who have the upper body of a human, but the body of a horse from the waist down. Although they may belong to the Fairy Queen's army Centaurs are very skilled in the arts of combat and possess a strong code of honor and justice. They are often chosen to become Soldiers and occasionally Paladins. Because of their unusual body structure, Centaurs find it difficult to locate appropriate clothing for their lower bodies, and nudism is a common trait. Centaurs also have very keen eye sight, making them effective archers and spear-men.

Hobbit - Sometimes called Halflings, the Hobbits are a race of stout humanoids with thick hair covering the tops of their feet. The soles of their feet are tough as leather, removing the need for protective footwear. Hobbits resemble humans with naturally curly hair and stand around 3 feet tall. Some are fat, and others are lean, but they all have a love of food, drink, and pleasure. They are peaceful by nature, but possess a curiosity that drives them to adventure and wanderlust. Indeed, Hobbits are known to possess voracious appetites (thanks to a heightened metabolism from the splicing) that causes them to eat nearly 12 meals a day! Although Hobbits are too small to wield full sized weaponry, they have been able to modify smaller weapons to lethal effects. A dagger becomes a sword from their perspective, and a sling replaces the bow! Though small, they are quite agile, and can easily maneuver around the attacks of larger and slower opponents.

Ent - A race of anthropomorphic trees, the Ents blend into forests where they catch their enemies by surprise. The secret for how to transform flesh and blood into animated wood is a closely guarded secret among the company. Ents are quite large, easily reaching 15 feet tall, and are immensely strong. Unfortunately their wooden bodies are not as flexible as fleshy ones and this causes them to move at a relatively slow pace. Ents are the Fairy Queen's answer to the Giants, for they have the strength and size to match them in battle.

Dwarf - A stocky and yet powerful race of humanoids. Dwarves stand around 4 feet tall and are just as wide, but don't let their size fool you. A Dwarf's short stature comes from their densely compact muscle mass, which makes them far stronger than their size lets on. Male Dwarves are known to grow long beards reaching down to their stomachs in length, and they possess 20 times the alcohol tolerance of ordinary humans, putting even the Satyrs themselves to shame! Dwarves specialize in fighting opponents many times their size, especially if they can surprise them with their feats of strength. This has earned their race the nickname of "Giant Slayers" in some parts of the community.

Pixie - This race are cousins to the Fairies and are secretly referred to as "pedo bait" when it comes to sexual activity in the show. In appearance, Pixies have much in common, except their bodies are much smaller, taking on the size of children as opposed to teenagers. Pixies also have the personalities of children, being fond of pranks and games, and rarely taking matters seriously. They do not seem to have as strong a magical connection as Fairies do, so they find it easier to take on the role of being a Rogue or a Minstrel as opposed to a powerful Sorcerer or Cleric.

Unicorn - The epitome of grace and purity, the Unicorns serve as the example of what the Fairy Queen's forces strive to accomplish, and they are considered to be the polar opposite to the Hell Hounds. Unicorns resemble anthropomorphic horses with a single horn growing from their foreheads. Their is often white as the snow, but their hair on their mane and tail can match nearly any shade of the rainbow and sometimes comes in multiple hues! Unicorns possess a greatly diminished level of aggression, and as a result, they choose to avoid battle whenever possible. They will only take up a direct offensive when they can see no other choice. As a result, Unicorns are commonly made into Clerics or Minstrils, where they can avoid open conflict.


Monster Races: The following races are associated with the Monster King. A player is always placed in the Monster army when being turned into one of these races.

Giant - The strongest race in the Monster King's army, Giants resemble overgrown humans that stand 15 feet tall and possess tremendous strength. Their heavy bodies are quite slow, however, so smaller races can outmaneuver them if they pay attention. Giants are the Monster King's answer to the Ents, for both races have comparable size and strength.

Orcs - The meat of the King's army, Orcs are green skinned humanoids with bristly hair, a set of tusks, green skin, and hulking muscles. They can reach up to 8 feet tall, and even their women are enough to make human males feel inadequate. An Orc male, however, can put champion body builders to shame. Orcs possess several times the strength of an ordinary human, but along with that strength comes enhanced aggression levels. They are exceedingly violent and crude, not having the wisdom or intelligence for complicated thinking. As a result, Orcs are almost always chosen to serve as Barbarians, with only a fortunate few having being chosen for the other classes.

Goblins - Despite being weak, the Goblins are deceptively clever and use a variety of cruel methods in their combat. Poisons are only one of the many tools they have employed during war, and so they are often chosen to become Assassins or magic users, though rarely being made into Barbarians. Goblins are a short and scrawny race, only reaching about 3 feet tall and often weighing under 105 lbs. As a result, they can not wield the larger weaponry or wear heavy armor, but they are fast and agile to make up for their lack of offensive power. Their skin is often a muddy orange and they have floppy ears and pointed noses, along with sharp, carnivorous teeth.

Vampire - This nocturnal race is highly skilled in both magic and melee combat and has served as both Assassins as well as Witches and Warlocks in the past. Vampires vaguely resemble Elves in that they are exceptionally beautiful and have pointed ears. However, their skin is white as snow, their eyes glow red in the dark, and they have a pair of fangs. The Vampire is the Monster King's answer to the Nymphs, for they too have narcotic pheromones that can enthrall the minds of those around them, but unlike the Nymphs, they come in both genders! Vampires must feed upon fresh blood as part of their regular diet, and they are extremely photosensitive. Sunlight is enough to blind them temporarily, and causes their bodies to burn on contact. As a result, Vampires choose to hide during the day and only emerge at night. They are also extra vulnerable to Light based magic attacks, such as those used by the Clerics. Vampires have an accelerated healing factor allowing them to regenerate quickly, and their strength and speed are 10 times that of a normal human. Combining their martial prowess with their magical talent makes them one of the most potent races the Monster King has at their disposal.

Trolls - A race of humanoids that stand 7 feet tall and have skin coming in shades of blue, purple, green, gray, red, or white. Trolls also have sharp teeth because they are carnivorous and possess nearly insatiable appetites. Trolls will eat just about anything they can swallow, including people! Trolls possess an accelerated healing factor giving them regenerative powers, and they often have powerful muscles which affords them increased strength and resilience. They are often chosen to become Barbarians where their regenerative powers minimizes the need for a Shaman to patch up their wounds.

Minotaur - This exclusively male race has the head and legs of a bull, but the arms and torso of a man. Minotaur stand around 7 feet tall and all of them have weight lifting style builds. Despite their brutish appearance, Minotaur possess a nearly flawless memory capacity and are often placed in charge of guarding dungeons and labyrinths because of it. They also make keen military advisers and tacticians, being able to witness an enemy in battle only once and memorize their fighting style and strategies! Minotaur seem to have a fascination with body piercings, often having their nose or their nipples pierced with golden rings.

Dark Elf - According to the Monsters and Fairy Folk lore, Dark Elves were once part of a long forgotten sub race of Elves who betrayed the Fairy Queen for promises of wealth and power. Dark Elves have skin that comes in shades of ebony, purple, or pale blue and hair that comes in shades of silver, black, or white. The rest of their body has the standard Elf appearance. Dark Elves are among one of the smartest races in the Monster King's army, for they are well rounded in the arts of martial combat and magic alike, unlike the rest of the lumbering brutes he employs. Dark Elves are granted a heightened photo sensitivity where direct light hurts their eyes. As a result, they prefer to hide in the shadows, where their enhanced night vision allows them to see clearly in the dark.

Ogre - Thought to be a distant cousin of the Orcs. Ogres have skin that comes in shades of gray, purple, or blue. They stand at 9 feet tall and weigh over 400 lbs of muscle. They also have tusks, much like the Orcs, but in exchange for their obese strength, Ogres have severely diminished brain power. In terms of intelligence, an Ogre is comparable to a child which makes them very ill suited to following complex orders or strategies. As a result, the Monster King deploys Ogres as shock troops, rather than military commanders. All Ogres are made into Barbarians, they are too stupid to serve any other class.

Naga - A race of beings who have the upper body of a human, but a giant snake tail instead of legs. Despite their serpentine forms, Naga have a reputation for being one of the most beautiful races in the Monster King's army. They are naturally talented dancers and singers, which is probably why they fit in so well to the role of Assassin. Naga are often nudists, leaving their bodies fully exposed to the world. Their public indecency combined with their alluring charm has caused many within the Monster King's forces to take Nagas as concubines and entertainers to ease the stress of a long war.

Hell Hounds - The Monster King's answer to the Unicorns, they are everything the graceful equines are not. Hell Hounds resemble anthropomorphic dogs with molten red fur and are commonly modeled after a doberman or a rottweiler. They have a natural talent with Fire magic and have extremely high levels of aggression. When not in battle, they are constantly pacing around in an agitated state, trying to suppress their blood lust. When they are unleashed in battle, however, even the Monster King himself is unable to rein in their carnage. They fall upon their enemies like rabid, frothing maniacs. As a result, Hell Hounds often make excellent Barbarians and Death Knights, but are very poor choices for any other class.


Neutral Races: The following races have no designated faction, they can join either side. A player is randomly placed into the Fairy or Monster army when being turned into one of these races.

Demi Gods - The most powerful race in the entire game and also the rarest with only a 1% chance of being selected. There have even been entire seasons of the show where nobody was chosen to become one! Demi Gods are classified as being the children of the various religious pantheons according to the lore of Monsters and Fairy Folk. Demi Gods have a unique appearance and their abilities are enhanced 10 times the level of whatever their class normally grants. If a Demi God appears in either army, it is said to be an extreme asset to their respective masters, and if the King or Queen is chosen to become one, it is said to make the war a little one sided, considering how powerful the two classes already are. There has only been one instance in the entire show where both the King and Queen were Demi Gods. The third season battle resulted in a cataclysmic finale that obliterated half the island, causing the show to be shut down while they made repairs to the landmass!

Dragons - One of the most famous races in the game. Dragons are enormous, four legged reptiles who are approximately twice the size of a horse. Dragons come in many different sub races, each of which specializes in a particular form of elemental magic. The different species are Fire (fire magic), Water (water magic), Earth (earth magic), Thunder (lightning magic), Dark (shadow magic), Celestial (sight magic), Cloud (air magic), and Frost (ice magic). All Dragons except for the Earth and Water species have a set of leathery wings that can support them in flight. Water Dragons are amphibious with the power to survive both on land and underwater, while Earth Dragons make up for their lack of flight by being twice as physically strong as the other species. The backside scales of a Dragon are tough as steel, making a sneak attack virtually impossible. The scales on their underside, however, are soft as leather, being much more vulnerable to attack.

Beastmen - The furry population of Monsters and Fairy Folk. Beastmen resemble anthropomorphic animals and measure about the same size as humans. Beastmen have enhanced primal instincts which makes them more adept in combat roles than an ordinary human, but some adjust to their new lives by adopting a religious policy on the matter, becoming skilled Shamans and Clerics. Beastmen tend to live in a tribal based community, traveling together in groups instead of being scattered about. In order to help build tribes, the Machines are programmed with only a select number of animals during each season to make into Beastmen.

Halfbreed - These players were intentionally given a smaller dose of the splicing modifications which causes their bodies to stop transforming halfway through the procedure. This results in creating a player who has some human features, and some features of the respective species. Because of the extreme nature of some of these races, only a select handful are possible to become Halfbreeds. They are the Elves, Orcs, Giants, Beastmen, Dark Elf, and Vampire. Anything else risks disaster if the change is not completed.

Humans - These players do not have their species altered by the splicing injection, though they do have their abilities modified to reflect their class. In the game's lore, Humans are described as being a young and inexperienced race who have yet to choose a definitive side in the conflict. Some wish for a life of peace and prosperity, choosing to side with the Fairy Queen. Others are jealous of the Fae's immortality and desire power, so they side with the Monster King in hopes of obtaining it. It is no secret that few players actually want to be chosen as Humans, for such "enhancements" are bland and uninteresting. This actually helps to legitimize the feeling of jealousy that many in the Monster King's army display!