User:Eanki/Custom NPC

The customized NPCs of the guild base can be divided into two main groups:
 * 1.) The developer-designed game bosses gifted to the guild which is further divided into:
 * 1.1.) The seven raid bosses of the Omnishield Observatory back when it was still a dungeon; a suitably nerfed version of them was gifted to the guild when it conquered the dungeon and made it the guild's base of operations.
 * 1.2.) A mini-boss.


 * 2.) The custom-created NPCs made by the players which can be further divided into combatant (Guardians) and support/flavor:
 * 2.1.) Guardians:
 * 2.2.) Support/Flavor:

Kobayashi Dreadnaut (Lvl 90)
The Dreadnaut is a stalwart sentinel of the Great Ones and its scrutinizing gaze scour ever outward, into the long dark night beyond light, alert for the first stirrings of the void.

Background:
The Dreadnaut is one of the former dev-designed raid bosses of the Omnishield Observatory before the guild conquered the dungeon and made it their base. It was designed as an aspect of time and time is its greatest asset.

It is overspecialized into an extremely defensive build that deal limited damage. To compensate and deal damage, it utilizes a unique array of skills, a continuous damage-over-time aura that can span the entire zone, and fixed damage-over-time AoE attacks.

The Dreadnaut 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, in hopes of stressing and tilting them out. The longer the battle goes on, the greater the stress and the greater the chances of mistakes that will cost the invaders dearly.

It's the anti-fun. Win or lose, it's designed to make its enemies reconsider their choices and to rid them of any sense of accomplishment or euphoria in their victory and replace it with a desperate desire to go to sleep and scream into a pillow, drained and lifeless.

Racial Classes:

 * Golem Lvl ?
 * Colossus Lvl ?
 * Titanforged Lvl ?

Job Classes:

 * Guardian Lvl 15 [Base]
 * Avenger Lvl 10 [High]
 * Royal Guard Lvl 10 [High]
 * Shield Savant Lvl 10 [High]
 * Sworn Shield Lvl 10 [High]
 * Vanguard Lvl 10 [High]
 * Verlorene Haufen Lvl 5 [Rare]

Active:

 * Burst of Resolve – the user releases a percent of its physical damage in an AoE; low cooldown spammable physical-damage spell.
 * Defensive Stance – the user enters a defensive stance which temporarily lowers its evasion, movement speed and attack speed while raising its physical and magical defenses.
 * Great Stomp – the user stomps the ground and stuns all nearby enemy units for a couple of seconds; deals damage based on a percentage of the user’s Strength.
 * Resolution – the unit casts a basic self-dispel; removes most dispellable negative buffs from itself.

Passive:

 * Backtrack – every 20 seconds, the unit automatically undoes all the damage and debuffs it received in the last 4 seconds.
 * Colossal Resolve – the unit passively casts [Burst of Resolve] and [Resolution], without costing anything or putting the active spells on cooldown, whenever the damage the unit receives exceeds a set amount within a six second window; damage counter resets every six seconds; ensures that trying to unload maximum damage to burst down the unit is extremely detrimental.
 * Greater Autorepair – the construct passively repairs itself, regenerating HP, even in combat.
 * Impervious – provides very potent damage block, reducing the auto-attack damage the unit takes by a set amount.

Aura:

 * Time Dilation – toggle on/off; the unit slows down the movement of all enemy units caught within the wide aura centered on the user; it also speeds up the unit and nearby allies; since it’s a chronomancy type magic, it affects both organic and non-organic as well as ethereal units without fail.
 * Time Grind – toggle on/off; the unit embodies the unrelenting ravages of time; large AoE radius aura that causes affected enemy units to lose a small percentage of their max health over time.

Special Traits:

 * Raid Boss Immunity – the unit is designed as a raid boss entity; it takes greatly reduced duration on all forms of non-channeled fixed-duration debuffs and status effects; all debuffs and status applied on it are reduced in potency; it is immune to all forms of possession and mind-control; it is immune to forced necromancy-type resurrection; it cannot be resurrected by a player-based resurrection spell; it is immune to all instant kill spells; it is immune to nearly all World Class items.

Inspiration:

 * Kobayashi Maru, the eponymous ship of Starfleet's no-win scenario trial designed to test character (Star Trek).

Phantomime Sparktacle (Lvl 90)
Space is an illusion

Background:
Phantomime Sparktacle is a raid boss that relies on constantly spamming illusory minions in its image –its illusions containing the barest fraction of its strength- to overwhelm its enemies. Its greatest strength is in the chaos it creates as it blends seamlessly in the ranks of its illusory minions.

Moranna Mære may be considered the most powerful NPC but Phantomime Sparktacle scales with enemy strength the best. The more powerful its enemies are, the more powerful it grows because its [Mirror Mirror] illusions now deal more damage. It also now has powerful targets to doppel into and copy, creating even greater chaos on the battlefield.

Appearance:
Phantomime’s appearance resembles the early 21st internet creepypasta Slenderman. It sports a spectral shadowy long coat and a more substantial top hat –in fact the top hat is the most substantial part of Phantomime. In its left hand is an ivory cane that transforms into a shadowy spear when it enters combat.

Phantomime and its illusions in their default forms trail eerie afterimages.

Racial Classes:

 * Doppelgänger Lvl ? –
 * Greater Doppelgänger Lvl ? –
 * Elder Doppelgänger Lvl ? –

Job Classes:

 * Illusionist Lvl15 –
 * Kabuki Lvl 15 –
 * Magician Lvl 15 –
 * Prima Actor Lvl 10 –
 * Illusionist Adept Lvl 10 –
 * Grand Phantasm Lvl 5 –

Active:

 * Mirror Image – the caster creates four illusions of itself; each illusion cannot cast active spells or use item actives; each illusion deals only a small percentage of the caster’s base damage and takes amplified damage from enemies.
 * Mirror Mirror – the caster creates illusions of enemy units caught in the AoE to attack them; each illusion deals only a small percentage of the target's base damage and takes amplified damage; lasts 5 seconds or until killed.
 * Morph – the doppelganger mimics a unit; when [Mirror Image] is used while the caster is morphed into another unit the illusions created are based on the morphed unit’s stats and abilities.
 * Stardust – the caster releases a loud explosive spell in a small AoE; confuses enemy units caught in the explosion; spammable spell.

Passive:

 * Master of Illusions – the unit covers itself in a veil of illusions where nothing is ever what it seems; shrouds and shifts the unit's hitbox; an enemy slashing at the arm for example could very well be slashing smoke if the unit's hitbox shifts to the empty space outside his arm.
 * Phantasm – the unit always has 9 illusions of itself; when one illusion is destroyed, another one immediately spawns; each illusion cannot cast active spells or use item actives; each illusion deals only a very small percentage of the caster’s base damage and takes massively amplified damage from enemies; the illusions take and immediately adapt into whatever form the unit takes.

Special Traits:

 * Raid Boss Immunity – the unit is designed as a raid boss entity; it takes greatly reduced duration on all forms of non-channeled fixed-duration debuffs and status effects; all debuffs and status applied on it are reduced in potency; it is immune to all forms of possession and mind-control; it is immune to forced necromancy-type resurrection; it cannot be resurrected by a player-based resurrection spell; it is immune to all instant kill spells; it is immune to nearly all World Class items.

Morana Mære (Lvl 90)
''Mære is one of the many scattered fragments of the faintest of echo of the eternal entity that awaits the end of the universe; a mere whisper of conscious energy of the power fated to grow stronger and stronger as the cosmos draw its final desperate shudder -and then full stop. Equilibrium, at last.''

Background:
Mære is a Celestial –a dev-designed raidboss-exclusive race of immense power– created to be the final and the most powerful raid boss originally guarding the Omnishield Observatory back when it was a raid dungeon; and, by extension, the single most powerful entity in the Observatory from then til now.

Mære is overspecialized in one element and it comes with insane synergy and perks. The ice element boasts defensive-inclination combined with frost-based crowd-control abilities, potent single target ice shards, massive AoE damage-over-time wintry conditions, and massive AoE blizzard of nukes. The crux of Mære’s might is [Glacial Citadel], which immobilizes and encases the Celestial in a near impenetrable crystalline structure, turning It into a magical turret, raising Its defenses and resistances and amplifies Its magical abilities, as well as Its ace: ramping up the values of what is possibly the most broken aura in all of YGGDRASIL: [Heart of Winter].

Aura:

 * Heart of Winter (aura) – an extremely debilitating aura-based debuff with a massive AoE radius; slows down movement, cripples both health and mana regeneration, lowers enemy resistances in both physical and magical aspects, and imposes increased manacost and cooldown penalty on the usage of spells and skills.

Special Trait:

 * Raid Boss Immunity – the unit is designed as a raid boss entity; it takes greatly reduced duration on all forms of non-channeled fixed-duration debuffs and status effects; all debuffs and status applied on it are reduced in potency; it is immune to all forms of possession and mind-control; it is immune to forced necromancy-type resurrection; it cannot be resurrected by a player-based resurrection spell; it is immune to all instant kill spells; it is immune to nearly all World Class items.

Inspiration:

 * Mære is the representation of the heat death of the universe.
 * Her name is a reference to Morana/Marzanna, goddess of winter and death (Slavic Mythology).

Gmalus Maximus (Lvl 90)
Even a mere bound manifestation of the great force that spans the vast universe is an inexorable ravager that threatens existence itself.

Background:
Gmalus is a Primal Star Elemental, a race renowned for their formidable physical and magic resistances, easily one of the highest among primarily magic-wielding races, and the powerful chaotic energies that empower their attacks.

The first of the Four Fundamentals (based on the fundamental forces of the universe), Gmalus isn’t the most powerful magical battery in the guild base’s arsenal. Its spells won’t decimate entire high level raid parties in seconds or burst one player down immediately. Its damage output relies on slowly accumulating over time, and the longer the encounter the more dangerous it becomes. It kites opponents while wearing them down with long cast-range, massive area-denial damage-over-time spells of the warlock classes, waiting for the perfect chokepoint and moment to chain [Vacuum] into [Meteor Storm] into [Cataclysmic Nova] into [Gravity Well] then some. It can wait. It has a whole Labyrinth to work with.

The Luminiferous Labyrinth is an especially tricky area: three large floors worth of a three-dimensional maze with perfectly transparent randomly shifting walls and multiple chutes to frustrate progress. It's the masterpiece cornerstone defense of the guild base.

Appearance:
Normally, Star Elementals are amorphous pitch black creatures dotted with small luminous spots and streaks of reddish-violet like the universe is painted across their bodies. The raid boss Gmalus, however, belongs to a rare variant of the Star Elemental racial line, one armored in celestial shards that gave It a vaguely humanoid hulking shape.

Racial Classes:

 * Star Elemental Lvl ?
 * Elder Star Elemental Lvl ?
 * Primal Star Elemental Lvl ?

Job Classes:

 * Metamagician Lvl 15
 * Sorcerer Lvl 15,
 * Warlock Lvl 15
 * Celestial Pact Warlock Lvl 10
 * Master Warlock Lvl 10
 * Pandæmonium Paragon Lvl 5

Active:

 * Cataclysmic Nova – the area of the spell’s AoE is subjected to a cascade of chaotic energies, dealing considerable damage per second in pulses.
 * Chaos Blast – basic single target nuke; deals initial damage and stun before [Daze] and a small damage-over-time.
 * Chaotic Burst – the user unleashes a powerful blast of energy centered on him that knocks back all targets caught outwards.
 * Chaotic Upheaval – a long duration AoE spell that deals small but constant percent-base damage-over-time.
 * Gravity Well – the user greatly slows down enemies caught in the AoE area for a couple of seconds, crushing them down and dealing a small amount of percent-base damage based on the maximum health of opponent(s).
 * Meteor Storm – rains down several meteors into an area, damaging and stunning everyone caught within the AoE.
 * Slipstream – the caster applies an acceleration buff to itself; increases movement speed and attack speed; reduces the cast-points and backswings of spell-casting to zero.
 * Starburst – an AoE spell that deals tremendous amount of damage in an area.
 * Supernova – a delayed AoE spell that slowly scours everything caught in the AoE before exploding and dealing considerable [Stun] then [Daze] and damage to targets.
 * Vacuum – an AoE spell that forcibly drags enemy units to the center of the AoE and stunning them upon collision when there are multiple units affected; zero cast point; interrupts enemy channeling spells.

Passive:

 * Pandæmonium – the signature ability of the Pandæmonium Paragon; a huge AoE aura-based skill that continuously removes a small set percentage of the maximum health of all affected enemy per second; HP removal damage type.
 * Siphon Essence – the user continually drains small percent-base hit points per second from targets within a considerable AoE around the user, healing the user.
 * Void Dispersion – the user mitigates a small percentage of all damage received.

Special Trait:

 * Raid Boss Immunity – the unit is designed as a raid boss entity; it takes greatly reduced duration on all forms of non-channeled fixed-duration debuffs and status effects; all debuffs and status applied on it are reduced in potency; it is immune to all forms of possession and mind-control; it is immune to forced necromancy-type resurrection; it cannot be resurrected by a player-based resurrection spell; it is immune to all instant kill spells; it is immune to nearly all World Class items.

Inspiration:

 * Fundamental Forces: Gravitation
 * Gmalus, silent "g", is a reference to the genus Malus, which is a reference to famous apple story of Sir Isaac Newton

Prima Reina (Lvl 90)
The Storyteller sings of the grand unfolding saga of the universe so masterfully and accurately that one cannot help but wonder whether it is chronicling the events around it into music or its music is shaping the events around it.

Background:
Prima Reina is located in the Serenata Sanctum, a room located inside the Luminiferous Labyrinth, where it utilizes the insane variety of buffs and debuffs of the bard classes to boost the combat capabilities of the mercenary units within the zone. It is an entirely optional encounter that forces invaders into a Sophie’s Choice: attack and waste time in the Serenata Sanctum within the Labyrinth or leave Prima Reina casting its primary songs that covers the entire Labyrinth.

The primary songs, aka the centerpiece songs, are weaker than the bard classes’ secondaries but they have the advantage of a very massive AoE spanning almost the entirety of Labyrinth, one that doesn’t rely on a line-of-sight to take effect. Prima Reina could be safe and protected inside the Sanctum and still apply buffs to allies and debuffs to enemies within the Labyrinth, undispellable at that.

For a bard this level (and a developer-designed raid boss no less), five primaries can be at play at any one time. Primaries are continually channeled aura-like spells that only end when the bard chooses another primary song to play while exceeding the current limit of songs being played or Prima Reina turns it all off. As such, they are continually re-applied during the duration of the cast that they practically cannot be dispelled. Invaders who ignore the optional encounter are forced to fight Gmalus and other units defending the Labyrinth with the primary songs on. Invading the Serenata Sanctum however, runs the risk of giving the guild more time to gather and prepare.

Should invaders opt to take the bard down, the secondaries, short range but more potent songs with effects that are dispellable once the songs end, are in play within the Sanctum. Here, Prima Reina is propped into a chandelier-like stage hanging from the ceiling, which offers a measure of protection from (debuffed) invaders approaching below, meaning they can’t directly attack the bard and must contend first with the powerful mercenary summons and Prima Reina’s personal mob units being buffed by songs left and right.

Racial Classes:

 * Celestial Lvl ? –

Job Classes:

 * Orator Lvl 15 –
 * Empath Lvl 15 –
 * Bard Lvl 15 –
 * Concertmaster Lvl 10 –
 * Balladeer Lvl 10 –
 * Laureate Lvl 5 –
 * Dreadminstrel Lvl 10 –
 * Tremor Trobadour Lvl 5 –

Special Traits:

 * Raid Boss Immunity – the unit is designed as a raid boss entity; it takes greatly reduced duration on all forms of non-channeled fixed-duration debuffs and status effects; all debuffs and status applied on it are reduced in potency; it is immune to all forms of possession and mind-control; it is immune to forced necromancy-type resurrection; it cannot be resurrected by a player-based resurrection spell; it is immune to all instant kill spells; it is immune to nearly all World Class items.

Mob Unit: Lullaby
The Lullaby can be aptly described as 3D stick figures. They are ink-black humanoid creatures with no discernible features like eyes or mouths and they wield equally ink-black -but not any less sharp- weapons vaguely shaped like longswords.

Inspiration:

 * Fundamental Forces: Electromagnetism

Gu, the Great Unmaker (Lvl 90)
''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.''

Background:
The third of the Four Fundamentals, representing the Weak Force, the great slime Gu specializes wholly in plague and poisons. Counters, resistances, and immunities to plagues and poisons may be easy to come by, but a slime on the classification level of [World Blight] can overpower almost everything.

Gu fights with poisons that burn like acid and diseases that infect and corrode even steel. 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 can spawn lesser stationary slime-like poison-spiting turrets to aid it while it sprays noxious corrosive gases and spit poison streams.

Special Traits:

 * Raid Boss Immunity – the unit is designed as a raid boss entity; it takes greatly reduced duration on all forms of non-channeled fixed-duration debuffs and status effects; all debuffs and status applied on it are reduced in potency; it is immune to all forms of possession and mind-control; it is immune to forced necromancy-type resurrection; it cannot be resurrected by a player-based resurrection spell; it is immune to all instant kill spells; it is immune to nearly all World Class items.

Mob Unit: Malevolent Devourer
Gu has a special way of spawning its default mob units: it spawns a number of Devourers 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 Devourers that can threaten the back lines of a raid party. The same goes for the number of attackers 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.

Inspiration:

 * Fundamental Force: Weak Force
 * The name Gu is both a wordplay of the epithet "Great Unmaker" and the gu poison (Chinese mythology).

H’nehn (Lvl 90)
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.

Background:
The final member of the Four Fundamentals and technically the most powerful NPC in the Observatory, or rather the one with the highest magical potential due to its latent stats, attributes and synergies, Nen focuses its tremendous magical abilities in the capacity of a healer and support.

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.

Active:

 * Breath of Life – a powerful mass resurrection spell that brings back allied units to life in fighting shape with full health and mana, without penalties; 24h cooldown.
 * Cleansing Wave –
 * Darkest Before Dawn – the caster applies an undispellable short-duration buff to all allied units nearby; the buff repeatedly heals the benefactor in five pulses (five times) and the greater the number of negative buffs the benefactor suffers from, the stronger the heal is; the fifth healing pulse applies a strong dispel on the benefactor; powerful, long cooldown AoE heal.
 * Mass Purification –
 * Mass Resurrection –
 * Purification –
 * Repel –
 * Resurrection –
 * Soothing Hymn –

Passive:

 * Dazzling Gleam –
 * Inner Light –

Special Traits:

 * Raid Boss Immunity – the unit is designed as a raid boss entity; it takes greatly reduced duration on all forms of non-channeled fixed-duration debuffs and status effects; all debuffs and status applied on it are reduced in potency; it is immune to all forms of possession and mind-control; it is immune to forced necromancy-type resurrection; it cannot be resurrected by a player-based resurrection spell; it is immune to all instant kill spells; it is immune to nearly all World Class items.

Inspiration:

 * Fundamental Force: 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”.

Lewdicrous Penny (Lvl 75)
“We shoot it ‘til it dies.”

Background:
A former mini-boss gifted to the guild, Penny is a blatant copy of Harley Quinn in her iconic harlequin suit from the animated series, with a dash of Pennywise The Clown. Her weapon is an even more iconic one, the AK-47 rifle. Despite her slightly silly appearance and small stature, she is a very consummate ranged combatant.

On the offensive side, her attack deals low but fixed damage and, being formerly a mini-boss, her rifle ammunition is unlimited; she can whittle down enemies via the Death With A Thousand Cuts philosophy. On the defensive side, despite her relatively low hit-points and middling defenses, she has the highest Dexterity stats in the Observatory and an extremely small hitbox, which, combined with her status as a dev-designed mini-boss, increases her survivability to ridiculous levels.

Active:

 * Strafe – increases her attack speed by x% for 10s; 25s cooldown.

Passive:

 * Greater Fervor – every attack on the same target increases attack speed by a set amount up until a set attack speed cap bonus; changing target (or death of the target) resets the buff.
 * Level Pierce – the unit deals fixed bonus damage depending on how large the level difference between it and the target; in the case of the target being the same level as the user or higher, there is no bonus damage; this is the only direct damage buff the unit can have; there’s no other damage manipulating buff or debuff that affects her damage value directly so the only way to increase or decrease her damage output is through increasing or decreasing her attack speed.
 * Pierce – the unit’s attack ignore every type of resistances and immunities.
 * Sense of Security – when the unit hasn’t been hit by any attacks in at least the last 10 seconds, she gains an attack speed buff; the way it’s designed is that the buff is on most of the time and is only lost when the unit is hit; it will then be regained if the unit hasn’t taken any direct attacks in the last 10 seconds.

Racial Traits:

 * Homunculi Healing Factor – grants greatly increased health regeneration.

Special Traits:

 * Mini Boss Immunity – the unit is designed as a mini boss entity; it takes reduced duration on all forms of non-channeled fixed-duration debuffs and status effects; all debuffs and status applied on it are slightly reduced in potency; it is immune to all forms of possession and mind-control; it is immune to forced necromancy-type resurrection; it cannot be resurrected by a player-based resurrection spell; it is immune to all instant kill spells.

Memento Mori (Lvl 100)
''The Eye of Lucemine is the manifestation of the Magna’s righteous might and the indomitable enforcer of her will. Endless in scrutiny, with its light all-pervading, the Eye scours the land for evil and snuffs it wherever it may be. All evil must rush to flee or perish in heartbeat, for the Eye 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. Its countenance is a reminder to all those who bear witness that the Light is not just some soft, benevolent force. It is a primordial force of vast power and great indifference. It will not suffer being trifled with.''

Background:
The Eye of Lucemine follows the paths of the Templar and the Inquisitor, counterparts of the paladin class with more inclination towards dishonorable means. While less powerful in a vacuum compared to the Paladin-Redeemer path, they have less restrictions and wider array of strengths.

Mori boasts high status resistances and magic resistances, combined with self-healing, high regeneration, powerful damage steroids, and near-perfect race and class synergy to create a terrifying, nigh unstoppable holy warrior that all enemies (especially negative karma beings) must simply tuck tail and run away from.

When called to battle, Mori can alternate between two weapons designed for different opponents: [Triumph of Heaven] is used against physical-based classes because it bypasses physical defense and deals magic damage, while [Gáe Dearg] is used against mages which would have enough magic resistance but low physical defense.

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

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Strength: 8
 * Constitution: 9
 * Dexterity: 7
 * Intelligence: 7
 * Willpower: 10+
 * Charisma: 3

Classes:

 * Angel Lvl 15 –
 * Cherubim Lvl 10 –
 * Seraph Lvl 5 –
 * Holy Knight Lvl 15 –
 * Inquisitor Lvl 15 –
 * Templar Lvl 15 –
 * High Templar Lvl 10 –
 * Holy Inquisitor Lvl 10 –
 * Grand Templar Lvl 5 –

Gears:

 * Triumph of Heaven (Class: Artifact; Type: Energy Blade; Slot: Weapon) –
 * Triumph is an incorporeal blade of pure light energy: the blade can pass through solid objects and leaves no actual physical trace of its wrath, save for the bodies that either disintegrate or simply stopped moving like a puppet with its strings cut. It also can’t block or parry however.
 * Triumph deals holy-type magical damage on hit rather than physical damage and ignores physical defense but it is resisted by magic resistance.
 * Gáe Dearg (Class: Artifact; Type: Spear; Slot: Weapon) –
 * Gáe Dearg is a mage’s bane. It burns away a small set amount of an opponent’s mana both per initial hit and per second of contact afterwards and deal the amount of mana removed as bonus damage. The only small comfort a mage can take is that when there is no more mana to burn, it doesn’t deal any more bonus damage.
 * Empyrean Embrace V8EI (Class: Divine; Type: Plate Armor; Slot: Body) –
 * Lucemine had bestowed 8 different base armors to Mori, all of them named Empyrean Embrace. Variant 8A would be the final armor the Magna would bestow on her creation. The 8EI is the latest upgraded version of 8A that Eanki would implement to keep the armor highly competitive.
 * The item grants extremely high physical and magical protection. It also raises all of the user’s stats considerably.
 * Malleus Maleficarum (Class: Artifact; Type: Gauntlet; Slot: Hand) –
 * The Hammer of Witches is an artifact that would make any mage squirm. It has the ability [Seal Magic], which prevents a target from casting an active spell for three seconds. It also raises its wielder’s Constitution and Willpower and protects its wielder from a targeted single-target spell once every six seconds.

Active:

 * Divine Providence – the user turns invulnerable to all damage types for 10 seconds; 24h cooldown.
 * Divine Shield – reduces all the damage the unit receives for the next 10s based on a set percentage of her Willpower and Faith Mastery.
 * Holy Light – single-target heal/nuke; heals a living unit or damages an undead or demonic unit; heal and damage values are based on a percentage of the user’s Willpower.
 * Holy Purge – applies a [Purge] on hit, dispelling every easily dispellable positive buffs the target has; deals bonus damage to summoned units; low cooldown.
 * Judgment – deals heavy damage, with the caster’s Willpower and Faith Mastery as damage multipliers, to all enemies in a large area around the caster; deals residual damage-over-time for 5 seconds afterwards; instantly kills all lower level demonic and undead non-boss and non-hero category units; greatly increases the caster’s threat/aggro level.
 * Mass Purification – applies [Purification] on all units in the spell’s AoE; does not put [Purification] on cooldown.
 * Purification – dispels negative buffs on self or ally; when used on enemies, dispels positive buffs.
 * Reckoning – forces a target to attack the caster for a couple of seconds.
 * Righteous Might – the user increases greatly increases her threat generation.
 * Silencing Gaze – prevent the target from casting any spells for 4 seconds; dispellable with any dispel.
 * Smite – a powerful single target attack that stuns the target for 6 seconds.
 * Taunting Light – forces all nearby enemy units to attack the user for a couple of seconds.

Passive:

 * Detect Evil – the unit gains true sight of any creature with negative karma values bar the most powerful forms of invisibility.
 * Divine Blade – the unit deals a bonus holy-type magic damage, with her Willpower as multiplier, on top of her regular physical damage every time she attacks.
 * Empyrean Emissary – the unit gains immunity to demonic and death magic and abilities Tier 5 and below and gains increased resistance to the ones that are Tier 6 and above.
 * Holy Zeal – the unit gains x% haste for every evil-aligned unit nearby; buff limit of up to 5 enemies.
 * Justified – the unit gains a small increase in damage the more negative the target’s karma value is compared to the unit.
 * Vanquish Evil – the unit deals heavy increased damage to non-hero and non-boss category undead and demonic units.

Racial:

 * Benediction – grants high health regeneration, an instant self-dispel every 12 seconds and an instant heal for a set amount of value every 7 seconds.
 * Take Wing – toggle on/off; allows the unit to take flight.
 * True Form – the unit becomes invulnerable to all magic for 5 seconds; applies a powerful self-dispel.
 * Wings of Liberty – the unit turns immune to all movement restriction effects for 4 seconds.

Inspiration:

 * Sekmeth, the Eye of Ra (Egyptian mythology).

Lakapati (Lvl 100)
''Apokalyptic Omen, they had called it. A terrifying immortal construct, part man, part dragon, part lion, with flesh transmuted into empyrean steel. When it was incapacitated in a mighty battle the earth embraced it, devoured it, and over the eons, even empyrean steel must bow down to the might of the tremendous forces of the Earth Mother. Slowly, steel gave way to earth, and roots, and life. Slowly, the veins of alchemical might gave way to the lifeblood of the earth. And now a creature made in imitation and awe, or perhaps in mockery of nature, this unnatural fusion of disparate creatures slowly turned into something more.''

''Apokalyptic Omen, they had called it. No more. It was now flesh and blood, empowered by great veins of nature’s magical energies. It is now a herald of the life, bringing with it the promise of summer and better times from the wilds to the great wide yonder.''

Background:
Lakapati fights by calling forth timed summons –myriad powerful beasts and reanimated plants– then attacking from behind their cover with her druidic magic while supporting her summons with powerful heal-over-time spells of the druid class and confounding enemies with entangling roots.

While normally a magic caster, her auto-attack involves hitting people with powerful vine-whips, which deals physical damage. The unique aspect of this interaction is that her physical damage through her vine-whip is dependent on her Intelligence, a stat normally associated with magic damage, and not her Strength, the stat that governs physical damage.

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Strength: 5
 * Constitution: 8
 * Dexterity: 4
 * Intelligence: 6
 * Willpower: 10+
 * Charisma: 6

Classes:

 * Treant Lvl 15 –
 * Beast Tamer Lvl 15 –
 * Druid Lvl 15 –
 * Beastmaster Lvl 10 –
 * Nature’s Attendant Lvl 10 –
 * Nature's Herald Lvl 10 –
 * Nature’s Protector Lvl 10 –
 * Packmaster Lvl 10 –
 * Lord of the Wild Lvl 5 –

Gears:

 * Rustic Rainbow Circlet (Divine Class; Headgear)
 * Mystic Dragonbone Staff (Legendary Class; Magic Staff)

Active:

 * Take Root – basic racial skill that turns the treant into a stationary tree state, a magical turret if you will, raising its defenses, resistances, attack range, and boosting its magical spells and skills.
 * Tranquility Rain – a channeled spell that continually restores the HP of all nearby allies.
 * Spawn of Nature – the caster summons reanimated plant monsters from magically conjured seeds around her body.
 * Vigil Vine Impaler (Lvl 24) –
 * Bloodrose Terror (Lvl 27) –
 * Madcap Smashroom (Lvl 35) –
 * Lesser Brain Shroom (Lvl 35) –
 * Bloom Bulb (Lvl 40) –
 * Sunfury Bulb (Lvl 40) –
 * Bombard Triffid (Lvl 45) –
 * Vigil Vine Skirmisher (Lvl 65) –
 * Greater Sunfury Bulb (Lvl 70) –
 * Savage Snapdragon (Lvl 80) –
 * Draconian Peashooter (Lvl 85) –
 * Devil's Dodder (Lvl 90) –
 * Summon Beast – summons contract-bound wild beasts.
 * Stormwyrm Devourer (Lvl 90) – a great storm dragon; swift melee fighter.
 * Earthwyrm Geomancer (Lvl 90) – a great earth dragon; powerful earth-based spellcaster.
 * Emberwyrm Ravager (Lvl 90) – a great fire dragon; brutal melee fighter.
 * Winterwyrm Shaman (Lvl 90) – a great ice dragon; powerful ice-type sorcerer
 * Tidefury Terror (Lvl 85)) – a colossal, heavily armored turtle with a huge, sharp beak.
 * Diamondback Basilisk (Lvl 82) –
 * Greatmaw Ravager (Lvl 82) –
 * Colossal Razorclaw Badger (Lvl 80) –
 * Snapjaw Raptor (Lvl 70) –
 * Razorback Snapper (Lvl 67) –
 * Grizzled Companion Bear (Lvl 61) –
 * Elder Direwolf (Lvl 60) –
 * Armored Rhinoceros (Lvl 49) –
 * Vicious Warhawk (Lvl 34) – a fast, flying hawk that can relay what it sees to its summoner, allowing her to scout far behind her normal line-of-sight.

Passive:

 * Nature’s Blessing/Nature’s Wrath – toggle skill; allows the user to switch between two forms: Nature’s Helper boosts defensive/support type spells while Nature’s Wrath is offensive in nature; Lakapati’s cosmetic data crystals changes her appearance as well when Nature’s Wrath is toggled: her bark turns dark brown and black, her leaves emit viscous shiny goo, and her flowers turn from pinkish to a malevolent shade of magenta and violet.

Illustris Daemon (Lvl 100)
 

Background:
The Illustris Daemon is used by the guild to scry and spy on other guilds to keep tabs of their strengths and capabilities, as well as evaluate the strength and intentions of some parties that may mill in or approach the vicinity of the guild base to predict invasions. It also helps prevent the guild from being spied on.

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Strength: n/a
 * Constitution: 6
 * Dexterity: 6
 * Intelligence: 8
 * Willpower: 10+
 * Charisma: 1

Classes:

 * Wraith Lvl 15 –
 * High Wraith Lvl 10 –
 * Spectral Wraith Lvl 5 –
 * Tracker Lvl 15 –
 * Scout Lvl 15 –
 * Sentry Lvl 10 –
 * Scryer Lvl 15 –
 * Clairvoyant Lvl 10 –
 * Omniscience Lvl 5 –

Gears:

 * Masterwork Stargazer (Divine Class; Lens) –

Racial:

 * Wraith Fade – the unit is permanently invisible unless it is attacking or casting spells which break invisibility; fade time is 3 seconds so when the unit does not attack or cast spells for 3 seconds, it automatically turns invisible again.

Lai Ling (Lvl 100)
''Lai Ling eschews discipline and training. Where others curb their bloodlust to think clearly, she instead embraces hers, believing that it’s the one thing that’s been keeping her alive and victorious all these years.''

Background:
Lai Ling follows the path of the berserker, which means that the lower her health goes, the more deadly she becomes. She relies on the regenerative capabilities and vampiric racial perks to keep her alive as she wades and weaves in and out of battle, a total one-man-army. Overwhelming odds does not faze her. The greater the number of enemies, the more damage she outputs as her cleaving attacks spill out damage though multiple enemies all at once.

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Strength: 10+
 * Constitution: 9
 * Dexterity: 10
 * Intelligence: 6
 * Willpower: 9
 * Charisma: 1

Racial Classes:

 * Oni Lvl 15
 * Vampirism Lvl 15

Job Classes:

 * Berserker Lvl 15
 * Warrior Lvl 15
 * Acrobat Lvl 15
 * Blademaster Lvl 10
 * Champion Lvl 10
 * Juggernaut Lvl 5

Gears:

 * Nightmare Nuzzle (Class: Legendary; Type: Nuzzle; Slot: Head) –
 * Nightmare Nuzzle allows the user to lifesteal and heal herself from a small percentage of the damage she inflicts on her primary target. The item’s lifesteal stacks additively with other sources of lifesteal. It also boosts certain [Berserker] abilities.
 * Edge of Sanity (Class: Divine; Type: Axe; Slot: Weapon) –
 * Edge of Sanity is a runic [Stygian Steel] weapon of mass murder, heavily enchanted to pierce through racial resistances (e.g. it can damage ethereal units and werewolves without the need for silver).
 * It also grants [Pain Spill], an ability that magically, passively applies a considerable percent of the weapon’s damage into a cone AoE in the direction the axe is swung, allowing the user to damage multiple enemies with a single swing of her weapon without necessarily physically hitting them. [Pain Spill] deals physical damage. It applies the damage spill individually to each unit and accounts for individual resistances before dealing damage to each particular unit.
 * Ogre Strength (Class: Legendary; Type: Gauntlet; Slot: Hand) –
 * The garishly decorated gauntlet set is crafted from rather relatively common but still very high level dungeon drops. It greatly increases the user’s Strength and mastery of two-handed weapons.

Active:

 * Battle Cry – the user increases her attack speed and damage for a couple of seconds.
 * Disarm – the user disarms an enemy for a couple of seconds, preventing the target from auto-attacking; any spells and skills disarmed targets deal which is based on their weapon damage is severely reduced as if they were not wielding a weapon at all.
 * Leap – the user leaps, covering a considerable distance; on landing, the user astonishes enemies in a small AoE, lowering their attack damage by a small percentage; the user is very vulnerable while leaping; zero cooldown; the skill is usable again for as long the user’s feet are on something solid that can support her.
 * Shukuchi – the user can move so fast unimpeded that she seemingly teleports a short distance to the naked eye; the user teleports a short distance.
 * Wild Charge – the user closes the gap between her and the target, dealing a percentage of the distance covered as damage multiplier; increases the user’s movement and attack speed for two seconds after.
 * Great Slash – the user slashes the target, dealing x times her equipped weapon’s damage.
 * Pain Tolerance – the user ignores x% (multiplier is based on the user’s Constitution) of all damage she receives for the next 5 seconds.
 * Rampage – the user taps her inner beast, making her immune to movement restriction spells & debuffs for a couple of seconds; removes currently applied movement debuffs on cast.
 * Bladestorm – the user deals x times her equipped weapon’s damage to every enemy unit nearby
 * Cleaving Strike – strikes all enemies in front of the user, for a cone-shaped area of effect, dealing x% of her equipped weapon’s damage.
 * Cowering Growl – applies the [Fear] debuff to all enemies in a small area in front of the user and causes them to momentarily flee away from the user for a couple of seconds.
 * Hearty Smash – the user smashes into a target, dealing a percentage of her strength as damage multiplier; causes [Daze] and momentarily disorientates the target; interrupts enemy spell-cast and channeling; cooldown automatically resets every time it interrupts a channeling/spell-casting enemy.
 * Beast Within –

Passive:

 * Berserker’s Fervor – the user’s attack speed and damage increases the lower her health is.
 * Berserker’s Vitality – the lower the unit’s health, the greater her health regeneration is; the amount of healing she receives is boosted by x% that increases the lower her health is.
 * Blade Ballet – every 10th attack of the unit on the same target deals a critical hit.
 * Crippling Blow – the user’s autoattack to joint areas cripples the primary target, slowing down their attack speed and movement speed.
 * Juggernaut – increases the user’s maximum health by x% and the damage mitigated by [Pain Tolerance] by x%.
 * Limber – increases resistance to [Paralysis] and other movement impeding debuffs.
 * Mastery: Parry – if the user parries a melee attack as she would in real life, the damage received by the user is significantly reduced by 90%; parry disables the opponent's ability to attack for 1 second.
 * Momentary Madness – the user’s damage output is increased for 3 seconds every time she is hit with a critical strike.
 * Momentary Respite – the user heals for a small set percent of her maximum health per second for every 5 seconds she doesn’t take damage.
 * Moment of Heroism – the unit is not immediately killed when it has more than 1 HP; it will always have 1 HP left against a killing blow; the user then becomes invulnerable for 3 seconds, delaying death, with all her skills automatically off cooldown; the user immune to all forms of magic and damage; the user cannot get healed, buffed, debuffed, or regenerate health once she enters [Moment of Heroism]; she always dies once it ends.
 * Overwhelming Odds – the user gains x% haste for every enemy within an AoE; gains buff up to a limit of 5 enemies.
 * Reckless Abandon – grants the unit increasingly higher resistances to magical attacks the lower her health falls; if her health goes back up, the resistance bonuses decrease.
 * Zanshin – state of alertness; grants the unit the ability to see the AI-projected trajectory lines of an incoming attack 4 seconds before it lands when not in combat; useful for countering ambushes.

Racial Passive:

 * Bathed in Blood – whenever the unit kills an organic, living target that’s not a player or a raid boss, she is healed for x% of the target’s maximum health.
 * Vampiric Drain – grants the unit lifesteal; she heals herself from a small percentage of the damage she inflicts on her primary target.

Tinkmeister (Lvl 100)
 

Background:
Tinkmeister is the first line of the defense of the guild base. It guards the aerial approach to the guild by laying mines and traps left and right and creating numerous automated gun turrets, timed mechanical summoned “creatures” intended to engage the enemies as they make the extremely vulnerable approach of [Mass Fly] or the guild-provided elevators towards the floating Observatory.

When the first line is breached and the enemies land, Tinkmeister retreats inside the Observatory into the mazes of the Engineering floor where the narrow corridors and sharp corners provide potent kill zones for turrets.

Due to the setup, Tinkmeister is considered one of the top most dangerous NPCs of the guild, as it forces invaders to take a slow, careful approach. Tinkmeister is not powerful enough to decimate entire raid parties at the drop of a hat but it has enough ammunition to heavily punish the careless and the reckless. Ergo, caution must be exercised and caution takes time. Even if it is defeated, it has bought the guild enough precious time to rally a spirited defense at the very least.

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Strength: 5
 * Constitution: 8
 * Dexterity: 7
 * Intelligence: 10+
 * Willpower: n/a
 * Charisma: 1

Classes:

 * Automaton Lvl 15 –
 * Android Lvl 10 –
 * Runedroid Lvl 5 –
 * Blacksmith Lvl 15 –
 * Engineer Lvl 15 –
 * Master Blacksmith Lvl 10 –
 * Master Engineer Lvl 10 –
 * Technomancer Lvl 10 –
 * Tinker Lvl 10 –

Gears:

 * Masterwork Plasteel Goggles (Divine Class; Head Slot) – engineering goggles that provides protection as well as boosts to blacksmith and engineering endeavors;
 * Uchide no kozuchi (Artifact Class; Production Hammer) – an artifact said to be able to tap out anything the wielder wishes for; used in production activities; boosts engineering and blacksmithing skills.

Active:

 * Call Down – the user calls down an artillery barrage on an area, dealing massive explosive damage to any units caught in them.
 * Create Turret – the user creates a turret that expires after some time; turret is treated as an immobile automaton.
 * Repair – a healing spell that works only on mechanical constructs and structures.
 * Mass Repair – applies the current values of [Repair] to an AoE, healing allied constructs.
 * Pocket Factory: Rockets – summons a timed Lvl 85 floating factory that continually manufactures [Clockwork Rocket], a timed summon which seeks targets and attack them by suicidal explosion that deals damage in an AoE with half the damage as physical and the other half as magical.

Aura:

 * Master of Engineering – grants the user an auto-repair aura which regenerates the health of all nearby constructs.



Macho Shoujo Armaggedon (Lvl 100)
“What doesn’t kill me is going to die.”

Background:
Created by an MMA nut and armed with various martial arts disciplines, Arm is an earth-element dragonkin proficient with unarmed combat and is easily the most powerful single-combat non-raid boss category custom NPC in the Observatory. On the offensive, she puts her insane Strength and Dexterity stats into unrelenting attacks aided by the low cooldown skills of the brawler classes, the elemental earth magic innate to her kind, and the grappling skills that keep her enemies close to her so she can attack with impunity. On the defensive, she boasts prodigious regenerative capabilities, courtesy of the healing factor perk of her race, ramped up to eleven; it’s this same healing factor that makes her immune to the ravages of senescence. She also possesses an immense HP pool and considerable Intelligence –able to keep cool and plan on the fly– as well as the many innate resistances.

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Strength: 10
 * Constitution: 10+
 * Dexterity: 6
 * Intelligence: 7
 * Willpower: 8
 * Charisma: 2

Racial Classes:

 * Earth Dragonkin Lvl 15 –

Job Classes:

 * Brawler Lvl 15 –
 * Acrobat Lvl 15 –
 * Grappler Lvl 15 –
 * Striker Lvl 15 –
 * Pugilist Lvl 10 –
 * Master Striker Lvl 10 –
 * Asura Lvl 5 –

Gears:

 * Jötunn Champion’s Power Gauntlet (Class: Artifact; Type: Fist Weapon; Slot: Weapon)
 * Jötunn Champion’s Power Bracer (Class: Artifact; Type: Bracer; Slot: Accessories)
 * Jötunn Champion’s Power Belt (Class: Artifact; Type: Belt; Slot: Trunk)
 * Jötunn Champion’s Power Anklet (Class: Artifact; Type: Anklet; Slot: Leg)

Active:

 * Leap – the user leaps, covering a considerable distance; on landing, the user astonishes enemies in a small AoE, lowering their attack damage by a small percentage for a few seconds; the user is very vulnerable while leaping; zero cooldown; the skill is usable again for as long the user’s feet are on something solid that can support her.
 * Martial Challenge – single target taunt; forces the target to attack the user.
 * Shukuchi – the user can move so fast unimpeded that she seemingly teleports a short distance to the naked eye; the user teleports a short distance.
 * Taunting Shout – basic AoE taunt spell; forces enemies to attack the user; increases the user’s threat generation.

Passive:

 * Pulverize – toggle on/off; the user's spell damage output increases for every physical spell-cast she connects; each successive spells need to be performed 1.2 seconds after the previous one or there is no stack; up to 5 stacks; toggles don’t count as spell cast.

Seven Who Are One (Lvl 50)
The Seven Ribbons of Memento Mori.

Background:
The Seven eschews attack power in favor of solid defenses and prodigious amount of mana and mana regeneration. They are each armed with the [Ribbon of Hathor], an artifact class scepter that allows them to perform a channeled stun by shackling the target, which only ends once they either stop the channeling, they run out of mana, they get interrupted/killed, or when the target dies. When the seven [Ribbons of Hathor] are used together, they have the added effect of being able to shackle even a raid boss for as long as the casters have the mana to maintain the channeling spell.

The seven look the same and the only way to differentiate between them is their slight coloration tints in certain edges, matching the colors of their respective Ribbons (red for Valor, green for Viridis, yellow for Vividus, blue for Virtous, orange for Vigil, violet for Verus, indigo for Vertere). The different colors of the Ribbons are merely cosmetic effects added by the guild and serve no other purpose.

Classes:

 * Angel Lvl 15
 * Priest Lvl 15
 * Channel Lvl 10
 * Adept 10

Gears:

 * Ribbon of Hathor (Artifact Class; Scepter) – a powerful item said to be used in binding and banishing evil.
 * Erudite Circlet (Relic Class; Headgear) – provides high mana regeneration and high raw mana.
 * Pendant of Possibilities (Legendary Class; Amulet) – provides high raw mana points to the user.
 * Spidersilk Sandals (Relic Class; Footwear) – greatly enables unhindered movement.

Inspiration:

 * The seven colors of the rainbow
 * The seven metals of antiquity
 * The ribbons of the Seven Hathors, priestesses of Hathor, the kinder aspect of Sekmeth, the Eye of Ra (Egyptian mythology).

Nexus (Lvl60)
Knowledge is security

Background:
Essentially just a flavor NPC to "manage and care" for the guild's massive stockpile of data, it now acts as a repository of knowledge for the New World and the old, a chief assistant researcher, and the primary counsel in matters of academe, diplomacy, and security. Its primary job is overseeing the collection and compilation of stories in the New World in the hopes that they will provide insight into the many cultures and races, a clearer picture of the progression of their social, political, and economic aspects, as well as gathering information from the myths and legends to paint a rough canvas of the capabilities of this world.

It leads and manages the Archive, the Observatory's primary ground-based intelligence network in the New World.

Classes:

 * Automaton Lvl 15
 * Android Lvl 10
 * Runedroid Lvl 5
 * Scribe Lvl 15
 * Scholar Lvl 10
 * Luminary Lvl 5

Background:
The six intelligent NPCs were designed to “lead” the Omnishield’s security forces, for flavor reasons back in YGGDRASIL. They fulfill this directive well in the New World, to a point where Eanki is confident enough to entrust to each General an entire army and a zone of operations.

Classes:

 * Automaton Lvl 5
 * Android Lvl 1
 * Commander Lvl 9

Gears:

 * Erudite Mantle (Class: Relic; Type: Ceremonial Cloth; Slot: Armor) – increases intelligence stat.


 * Galvorn Pickelhaube+ (Class: Relic; Type: Pickelhaube; Slot: Head) – production item enchanted to increase intelligence stat; provides head protection.
 * Threadbare Cloak of Invisibility (Class: Relic; Type: Cloak; Slot: Back) – when used, turns the wearer invisible; the unit is permanently invisible unless it is attacking or casting spells which break invisibility; fade time is 9 seconds so when the unit does not attack or cast spells for 9 seconds, it automatically turns invisible again.

Specialties:

 * Marius –
 * Sulla –
 * Radius –
 * Primus –
 * Helena –
 * Damon –

Inspiration:
The names are a reference to the named robots in Karel Čapek's Rossum's Universal Robots (1920), where the term robot was first coined.

The Three Kveldriða (Lvl 15)
Courtesans are basic courtesy.

Background:
Funny story. During the glory years a guild member was off to get married to another member of the guild and a surprise bachelor party was set to occur within the game itself. Shenanigans were planned, money was spent, three NPCs were created for the occasion (and in anticipation of future occasions), and a groom was thoroughly embarrassed.

In the New World however, they are the only available custom NPCs Eanki could use to form an adventuring party that would not draw any undue attention, either through appearances or power levels, and so they take on new roles: fighters and adventurers.

With it come new items Eanki had chosen or ordered to be crafted for their personal use.

Classes:

 * Homunculi Lvl 5 [Racial] –
 * Courtesan Lvl 5 [Basic]
 * Bard Lvl 3 [Basic]
 * Acrobat Lvl 2 [Basic]

Gears (Default):
All three sisters have the same gears in YGGDRASIL.
 * Shimmering Sundress (Class: Uncommon; Type: Sundress; Slot: Body)
 * The Shimmering Sundress is a white knee-length sundress laden with aesthetic data crystals that allows it to come alive with a variety of patterns and colors depending on the user’s dancing movements.


 * Black Netherdrake Choker (Class: Rare; Type: Leather Choker; Slot: Accessories)
 * The Black Netherdrake Choker is a bizarrely comfortable as a light breeze and hauntingly beautiful pitch black dragon-leather choker with faint shimmers of purple and blood red winking in and out of existence on its surface. It is crafted from the alchemically-treated leather taken from the throat area of a [Black Netherdrake].


 * Shimmersilk Slippers (Class: Uncommon; Type: Slippers; Slot: Foot)
 * The Shimmersilk Slippers are extremely comfortable, durable, and fashionably elegant and simple footwear crafted from the shimmering silk threads of the caterpillar stage of the [Matriarch Butterfly].

Gears (Adventure Persona):
All three sisters have the same five items on top of their personalized adventurer panoply.
 * Emberwyrm Boneblade (Class: Legacy; Type: Swordsword; Slot: Weapon)
 * The Emberwyrm Boneblade acts as their backup melee weapon. It deals an additional instance of elemental [Fire] damage to its attacks and has a simple enchantment that raises the user’s proficiency with one-handed blades slightly. It cannot raise the user’s proficiency with one-handed blades beyond the max value cap set by the game.


 * Iron Will (Class: Artifact; Type: Magic Ring; Slot: Ring)
 * Iron Will is a simple mithril ring adorned with an enchanted schist obtained as a quest reward from the Goddess Geyfun.
 * It provides considerable mental resistances and near-limitless stamina to the user.


 * Planewalker’s Winged Sandals (Class: Uncommon; Type: Leather Sandal; Slot: Foot)
 * The Planewalker’s Winged Sandals are extremely comfortable unisex sandals made from [Cloudstreak Wyvern] leather hide; with them on, the user can make powerful short burst jumps.


 * Adventure Essentials (Class: Relic; Type: Ring; Slot: Ring)
 * Adventure Essentials is the final piece of the three sisters' panoplies, crafted after Eanki decided to give his new adventurers one more edge, raising their combat prowess through the raw stats the ring grants.
 * It increases the user’s Strength, Dexterity, Constitution, Intelligence, and Willpower.

Abby:
Abby your crying shoulders.

Appearance & Traits:
Abby is a pale-skinned freckled beauty with piercing blue eyes and auburn hair. She is typically the most level-headed and focused of the three, though she’s prone to fits of rage when things don’t go her way.

Gears (Adventurer Persona):

 * Runic Dreadwood Dueling Shield (Class: Legacy; Type: Dueling Shield; Slot: Two Hand Weapon/Shield Hybrid)
 * Abby’s primary weapon is a beautifully decorated dueling shield made from dreadwood enchanted with protective and strengthening runes and tipped on both ends with wicked 25cm long [Adamantite] triangular spikes.


 * Favored Gladiator’s Practice Gauntlets (Class: Uncommon; Type: Gauntlet; Slot: Hand)
 * The Favored Gladiator’s Practice Gauntlets grant the user five temporary levels in the Gladiator class as long she has it equipped. In exchange, she must temporarily give up five levels from one of her job classes, which will be returned once she takes the gauntlets off.


 * Stalwart Heart (Class: Rare; Type: Brigandine; Slot: Body)
 * Stalwart Heart is composed of a durable [Felwood Spider] spidersilk cloth base lined with [Adamantite] plates and further reinforced with magical enchantments that also increases the user’s magic resistances, mental resistances, and HP regeneration on top of increasing her physical resistances.


 * Championship Belt of Veraxes (Class: Artifact; Type: Belt; Slot: Accessories)
 * The Championship Belt of Veraxes is a low-level artifact class item from a minor tournament held during some of the earliest days of the game when items like it were considered desirable by top-end players, before major game updates slowly pushed it into obsolescence.
 * It grants the user considerable Strength and Willpower.

Candice:
Candice be the feeling when you fall in love at first sight?

Appearance & Traits:
Candice is a pale-skinned and black-haired beauty with mischievous emerald eyes. She is a quirky and funny weirdo, a terrible flirt, and is positively brimming with energy and enthusiasm, even occasionally and randomly doing a little dance sequence that involves her shaking her hips and turning gracefully in place – a real genki.

Gears (Adventurer Persona):

 * Parabellum Peashooter (Class: Artifact; Type: Magic Revolver; Slot: Weapon)
 * The Parabellum Peashooter is a relatively common yet highly valued artifact item drop. It’s a magic revolver that never runs out of ammunition, although it has to “magically reload” for four seconds after six shots are fired. The drawback is that its magically-conjured rounds deal lower damage on average and the gun itself is saddled with a measly effective range of 100m and a middling tier muzzle velocity.


 * Hawkeye Rangefinder Goggles (Class: Rare; Type: Goggles; Slot: Head)
 * The Hawkeye Rangefinder Goggles is a treasured equipment crafted for shooting enthusiasts. It aids the user by increasing her proficiency with a pistol-type weapon even without investing levels in any of the ranger classes.


 * Choice Cotton Dress Shirt (Class: Rare; Type: Cloth Armor; Slot: Body)
 * Made from cotton harvest from the [Arboris Cotton] plant, this dress shirt provides increased greatly increased magic resistance and increased defense from range weapons. It is also enchanted to raise the user’s Dexterity considerably.
 * Eaglesong Bracer (Class: Rare; Type: Bracer; Slot: Hand)
 * The Eaglesong Bracer is a leather bracer made from [Sacred Bloodred Cow] leather enchanted with fluids from a magic vial said to contain alchemically-distilled saliva of a [Stormfury Eagle].
 * It raises the user’s Dexterity, mental resistances, and marksmanship proficiency considerably.

Joanna:
Joanna be my girl tonight?

Traits:
Joanna is a pale-skinned platinum blonde with light purplish eyes. She is a terrible tease when given the chance although most of the time she’s quiet and reserved. The thing that most describes her would be a curious teen who’s been cooped up in a tower all her life and learning and dreaming about the outside world through books, a reflection of her creator who was a frail and sickly child with extremely overprotective parents and non-existent social life outside her small circle of online friends.

Gears (Adventurer Persona):

 * Touch of Malice (Class: Legacy; Type: Magic Gloves; Slot: Weapon, Main Hand)
 * Touch of Malice is modeled closely after Eanki’s own magic glove, [Magus Apex], but greatly downscaled in power levels. It’s enchanted to fire a bolt of arcane energy (of comparable level to a level 35 mage casting the 3rd tier spell [Lightning]) at a target whenever the user casts a spell against said target, in effect acting as a second passive-cast offensive spell that doesn’t cost the user mana or generate increased threat levels. This allows the user, not a very high level mage by design, to deal considerable magic damage whenever she casts say a basic [Slow] spell.


 * Touch of Mercy (Class: Rare; Type: Magic Gloves; Slot: Weapon, Offhand)
 * Touch of Mercy is a magic healing glove that restores small amount of HP in pulses every second, through physical contact. The user needs to physically touch a wounded ally to start mending said ally’s wounds. This limits the glove’s effectiveness in hectic combat but it allows the user to perform healing tasks even without investing a single level in the healer classes.


 * Freya’s Gratitude (Class: Artifact; Type: Pendant; Slot: Accessories)
 * Freya’s Gratitude is a low level artifact item acquired as a quest reward from the Goddess Freya. It lends the user five temporary levels in the Enchanter class as long she has it equipped. In exchange, she must temporarily give up five levels from one of her job classes, which will be returned once she unequips the dress.


 * Trappings of a Faerie Queen (Class: Rare; Type: Dress; Slot: Body)
 * The Trappings of a Faerie Queen is a salmon-red simple short-sleeved knee-length dress made from a [Greater Fae Spider] spidersilk. It raises the user’s physical resistances, magic resistances, and mental resistances considerably

Inspiration:
Yes, I made this solely to rip-off puns. If you know the song this is in reference to, you're welcome for having it stuck in your head.