User:Dreadnaut Easy/Custom NPC

Dreadnaut Gmalus (Lvl100)
Even a mere bound manifestation of the great force that spans the vast universe is an inexorable ravager that threatens existence itself.

The first of the Four Fundamentals, Gmalus is deployed in the Forge of Origins, a beautiful galaxy/space-themed zone that uses multiple hazards, traps, and a continuous damage-over-time debuff spell that spans the entire zone on top of the many varied auras available to the Aurævalour path. Due to his inherent tankiness, Gmalus forces invading players into a long, frustrating battle of attrition that continually threatens their squishier supports, DPS, and healers, forcing them to drain consumables and mana to stay healthy and in fighting shape, as well as exhausting their mental reserves, stressing and tilting them out.

Classes:

 * Golem (15), Colossus (10), Titanforged (5)
 * Talismancer (15)


 * Warrior (15), Guardian (10), Shield Lord (5)
 * Shield Savant (5)


 * Standard Bearer (10), Aurævalour (5)


 * Pandæmonium Paragon Lvl 5

Gears:

 * Wit's End (Divine Class; Orb; Weapon Slot – Construct)


 * True Essence of Void (Divine Class; Lifeblood Slot – Construct)


 * Consecrated Empyrean Steel Integument (Divine Class; Integument Slot – Construct)

Skills/Abilities:

 * Pandæmonium Nova – the signature ability of the Pandæmonium Paragon; a huge AoE aura that removes a small set percentage of the maximum health of all affected enemy per second; HP removal damage type

Sparktacus Megas (Lvl100)
Blink, and life fades.

Sparktacus fights using powerful magical attacks, mass debuffs, and speed, kiting the enemies around the Forge of Creation’s hazard zones explicitly designed to maximize guerilla tactics. He is supported by several Lvl65 Tinker mercenaries (imperfect copies made for free by the guild item ). They lay stasis traps and mines left and right to further frustrate the invaders.

Sparktacus’ fast-paced, frenetic fighting style is designed to complement Gmalus’ slow grind, because after the Forge of Creation comes the Forge of Origins and the fighting style needed to defeat Sparktacus is the fighting style that Gmalus punishes the most, forcing invaders to rapidly switch gears, both the equipment one and the psyche one –a rather tough challenge.

Classes:

 * Automaton (15), Android (10), Runedroid (5)
 * Bard (15), Dreadminstrel (10), Tremor Trobadour (5)
 * Mage (15), Sorcerer (10), Wizard (10), Archmage (5)

Gears:

 * Dissonant Lullaby (Divine Class; Mantle)

Inspiration:
Sparktacus is designed to be a representation of one of the four fundamental forces (electromagnetism).

Gu, the Great Unmaker (Lvl100)
''Gu is but a droplet of the one true Eternal Unmaker. Bound to the service of the Great Ones who sought to nurture creation, in the capacity of a correction –err fluid to be precise– there’s not a thing in creation Gu can’t unmake. Innocent and goofy looking in its non-combat state, Gu still exudes decay and, when called to battle, it assumes its true form: shapeless, eternal cosmic ooze that engulfs the enemy in a swift tidal wave that rends all bonds and devours all hope.''

Gu specializes in wholly poisons, a rarity in high levels due to the fact that poisons are the easiest status condition, damage type, and debuff to counter and poison immunity is often the easiest immunity to come by. Still, due to its prestige class, , Gu can still fight with poisons that burn like acid. Immunity or not, nothing can survive being seared from the inside out. Gu relies on corrosion debuffs, paired with the slime trait of being highly resistant to physical weapons, to discourage contact-based weapons and fighting styles. It spawns lesser stationary slimes to act as poison-spiting turrets.

It also has the special ability of spawning a number of lesser oozes based on the number of enemies attacking it once it reaches a certain health threshold. There are three such thresholds, excluding full health and zero health. The number of attackers it takes to bring down Gu’s health from full health to the first threshold spawns an equivalent number of lesser oozes that can threaten the back lines of a raid party. The same goes for the number of attacks it takes to bring Gu down from the first to the second threshold and the second to the third threshold. Bringing Gu down to zero from the third threshold doesn’t spawn the mobs.

Classes:

 * Slime (15), Greater Ooze (10), Elder Ooze (5)
 * Alchemist (13)
 * Apothecary (7)
 * Voodoo Vagabond (15),
 * Mage (15), Venomancer (10), Plague Aberration (5)
 * World Blight (5)

Gears:

 * 5ml Eitr (Divine Class; Poison/Weapon Slot – Amorphous)


 * Blessings of the River Styx (Legendary Class; Integument Slot – Amorphous)

Inspiration:
The third of the Four Fundamentals, Gu represents the Weak Force. The name Gu is both a wordplay of the epithet "Great Unmaker" and the gu poison (Chinese mythology).

H’nehn (Lvl100)
Even the ravages of Death and Time must struggle mightily against the incarnation of the tremendous force that binds the miniscule that is the very foundation of the universe.Technically the most powerful NPC, or rather the one with the highest magical potential due to its latent stats and attributes, Nen focuses its tremendous magical abilities in the capacity of a healer and support, its holy spells empowered greatly by its racial class peak: Seraph. After all, there is no greater healer in the game than a Seraph Thaumaturge with a karma value of 500.

Its primary role as the guardian of the most important zone, the Repository, is to provide unrelenting heals, buffs, and revives to the powerful mercenaries amassed by the guild and assigned solely to the defense of the Repository at the expense of weakening all other zones bereft of such mercenaries and must make do with lower leveled ones. Nen’s zone is designed to be capable of repelling enemies indefinitely, until the guild can respond again or call its allied guilds for help. While the Labyrinth has been invaded and beaten a few times, the Repository enjoys the distinction of being an unconquered zone.

Classes:

 * Angel (15), Cherubim (10), Seraph (5)
 * Prodigy (5)
 * Cleric (15), High Priest (10), Hierarch Lvl 5
 * Bard Lvl 15, Balladeer Lvl 10, Laureate Lvl 5
 * Thaumaturge Lvl 5

Gears:

 * Armamentarium: Pair Dadeni (Artifact Class Item; Cauldron)


 * Empyrean Lodestar (Divine Class; Cloth Armor)

Skills/Abilities:

 * Benediction – grants the user high health regeneration, an instant self-dispel every 12 seconds and an instant heal for a set amount of value every 7 seconds.


 * Benevolence Aura – even merely standing in its presence rejuvenates health; grants greatly increased health regeneration.

Inspiration:
Nen is final member of the Four Fundamentals, representing the strong force. H’nehn is a reference to both the nitrogen-nitrogen triple bond (N≡N) and a further derivation ([H-N≡N-H]2+) when the triple bond is read as “E”, and hi-nehm, a word of power in Rick Riordan’s Kane Chronicles which means “join”.

Illustris Daemon (Lvl100)
The Eye of Lucemine.

Easily the most powerful physical combatant and indeed the most powerful physical offense class NPC in the Labyrinth, the Illustris Daemon is now even stronger, wielding the terrifying weapon and the exemplar armor set of the first guildmaster, Lucemine, as befitting her only creation and therefore heir. While the path of a Redeemer -a Seraph at that- has prohibitive restrictions (even going so far as to hinder allies with negative karma values), compared to the wider variety and use of negative karma class counterparts, it also turns Illustris into a nigh unstoppable enforcer of the Light that all negative karma beings must simply tuck tail and run away from. The Illustris Daemon isn't the typical watered-down modern image of angels. It is the angels of old repute come again: indomitable, immovable, all-powerful –an absolutely fucking terrifying physical manifestation of righteous might on Earth.

Illustris is the guardian of the Lumen Lattice, and therefore she indirectly guards the Repository, whose only point of access lies in the Lattice.

Classes:

 * Angel (15), Cherubim (10), Seraph (5)
 * Warrior (15) Swashbuckler (10), Blademaster (5)
 * Sword Saint (5)
 * Sword Dancer (5)
 * Cleric (15), Paladin (10), Redeemer (5)

Gears:

 * Rend Reality (Divine Class; Zweihander) - a pure, clear glass sword so sharp that it is thought to be capable of sundering the very fabric of space-time.
 * Perfect Providence (Divine Class; Armor) - liquid metal full body armor that clings to the user's desired shape and protects the user by actively sending out liquid metal pockets against incoming attacks right before they strike.

Skills/Abilities:

 * Righteous Blade (active; self-buff) – imbues the sword with the power of the Light for X seconds; the user gains greater attack power bonuses the more negative the enemy's karma value is.
 * Light Incarnate (aura) – deals a small, continuous direct HP removal type damage per second to units with negative 100 karma or greater in a large AoE radius; mitigates a set percentage of damage dealt by units with karma values negative 100 or greater; affects allies and enemies.
 * Lightclad (passive) – dazzles in light which grants evasion to magical and physical damage
 * Benediction (passive) – grants high health regeneration, an instant self-dispel every 12 seconds and an instant heal for a set amount of value every 7 seconds.