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.) Two of the raid bosses of the Omnishield Observatory back when it was still a dungeon; given as a gift to the guild when it conquered the dungeon and made it the guild's base of operations.
 * 1.2.) Two other raid bosses acquired at different points in time.
 * 1.3) 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, each with a designated roleplay "role" in mind as well:
 * Observer – Illustris Daemon
 * Navigator – Prima Reina
 * Seed-Keeper –
 * Recycler – Gu
 * Researcher – Robot of Caerbannog
 * Engineer –
 * Enforcer – Memento Mori
 * Explorer – Phantomime Sparktacle
 * 2.2.) Support/Flavor

Morana Mære [Level 90]
''Mære is one of the many scattered fragments, 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 Primal Shard –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 possibly the most broken aura in all of YGGDRASIL: [Heart of Winter].

Appearance:
Mære appears as a ghostly apparition, a levitating elfin figure in wrapped entirely by a cool sheer white dress. Her head is triangular pyramid, that is, a pyramid with a triangular base, with each triangle of the pyramid body an equilateral triangle with each sides of equal length. The pyramid is crystalline and transparent but when light shines through a side, it exits on other sides as almost otherworldly entrancing light, giving the Celestial Shard its sparkling appearance.

Active:

 * Ice Shard –
 * fires a rapid concentrated stream of magically-conjured, supernaturally sharp shards of ice; deals physical damage and applies a slow debuff on hit.
 * Flash Freeze –
 * instantly freezes every target in a medium AoE with the exception of the raid boss’ unique mob unit; frozen units have reduced physical and magic resistance;
 * deals damage, via x% of each individual target’s maximum health, per second for as long as they are frozen.

Passive:

 * Contact Freeze –
 * when hit by weapons and attacks that relies on physical contact, the gear the attacker used takes a hit on its durability and then a cold debuff is applied on the offending unit.
 * Fade Through –
 * reduces all forms of damage the user receives by a considerable amount.
 * Winter Majesty –
 * Mære's normal attack is a ranged magic bolt of pure energy that deals magic damage; this particular instance of magic damage is unique in that it is not reduced by magic resistance but it is also not boosted by reducing enemy magic resistance either; it only deals 100% damage, 100% of the time;
 * it is also further balanced by the fact that the damage is not as powerful as a mana-costing spell anyway;
 * each attack has an additional effect of eroding a target’s magic resistance by x% per second of constant hit; debuff stacks up to 10 stacks; every 2 seconds that the enemy doesn’t take damage from her bolt decreases the stack by one;
 * when hitting a target with a max stack [Flash Freeze] debuff, the duration of the debuff is refreshed;
 * while her normal attacks won't benefit from the additional effects of lowering enemy magic resistance, her other spells would.

Aura:

 * Heart of Winter –
 * 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.
 * Shatter Threshold –
 * any unit in the huge AoE aura that goes down to 10% remaining health or below immediately dies.
 * Winter’s Murmur –
 * deals continuous damage per second on all enemies in a large AoE centered on the unit; damage dealt is pure and based on a set percentage of each individual target’s maximum health value.

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 [Level 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 former raid boss of the Observatory 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 Level ?
 * Elder Star Elemental Level ?
 * Primal Star Elemental Level ?

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 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

H’nehn [Level 90]
 

Background:
The Naga nicknamed “Nen” was a dev-designed raid-boss set to join the first guild that managed to find and complete the long and obscure questline associated with it. The quest was long, arduous, and largely inefficient because the other rewards were insultingly subpar for the amount of effort they take but the reward at the end, H’nehn, was worth it. It is often regarded as technically the second most powerful NPC in the guild base due to its latent stats, attributes, and synergies. Its magical abilities are tremendously potent, except that they’re used for healing and not damage.

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 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:

 * 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”.
 * The naga of mythology with a touch of Dungeons & Dragons’ snake-but-with-a-human-visage is the chosen race for Nen due to:
 * 1.) the Naga’s divinity and benevolence;
 * 2.) the single snake in Rod of Asclepius, the symbol of Asclepius, the Greek God of Medicine; and finally, and most influentially,
 * 3.) Ouroburos.

Kobayashi Dreadnaut [Level 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 a copy of the original dev-designed world boss, one of the rogue mechanical “clock-themed” constructs said to help maintain the great machinery of Time –according to its flavor text at least. This copy was awarded to the guild after they achieved the first kill of the Dreadnaut across all servers. It is a feat made possible through two mechanics. The first is that the Dreadnaut is a world boss. A world boss is out in the open world, without a dungeon of its own, so any player/party/guild can attack the players currently doing the world boss and it was in the best interest of all guilds to disrupt other guilds as they were trying to kill the world boss because the devs said beforehand that the guild who achieved the first clear gets their very own Dreadnaut. The second one is a crucial oversight by the devs with the Paladin path skill [Reckoning] which gives the paladin an echoed attack, dealt by an afterimage, after receiving a critical hit. They didn’t make a stack limit so the guild leader of Wander & Wonder, Lucemine, went around harmless mobs unarmored and took as many critical hits as possible for days without hitting back. In the end, she had almost 10,000 [Reckoning] stacks built up which means that after her initial/first normal attack on the Dreadnaut, she unleashed all 10,000 stacks of [Reckoning] “echoed attacks”, essentially attacking the world boss with 10,000 normal attacks in the span of a single instant, infamously solo killing the boss while her guildmates distract the other guilds and causing [Reckoning] to be swiftly hotfixed twenty minutes later.

The clock-themed golem 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.

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 ?

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 every normal physical 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 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:

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

Illustris Daemon [Level 100]
 

Background:
The Illustris Daemon was initially planned by Eanki as a roleplay NPC, a beautiful doll-like android meant to be the eternally lovely oracle that “hosts the Spirit of Delphi”. It wasn’t long though before he realized what potential “she” could have and so he went back to the drawing table and redesigned her. He approached the then-guildmaster, Magna Lucemine, in secret to propose the idea. The Magna called a council with him, Hari Maw, and Innervation to discuss the matter before Eanki was given the go ahead to create his first and only NPC Guardian for the Observatory.

And so, “she” was born.

The Illustris Daemon acts as an immensely powerful invisibility detection that covers the whole guild base from her perch in the hidden room of the Stargaze Sanctum, ensuring that nobody can just sneak in undetected. She is the guild’s most deeply guarded secret, one that only the four people in the council of her creation know about. Even her perch is cut off from the rest of the guild and only the four people have access to that room.

In the port to the New World, her status remains the same. She’s the designated overseer of the guild’s Guardians, meaning that none of the Guardians have to “oversee” her and know of her existence. Even Prima Reina, who acts as the “official Overseer” to the rest of the Guardians, doesn’t know about Illustris’ existence. Eanki intends to keep it that way. Doubly so, since now she holds another job: scrying the outside world.

Classes:

 * Racial Classes:
 * Automaton Level 15 –
 * Android Level 10 –
 * Advanced Android Level 5 –
 * Job Classes:
 * Diviner Level 15 [Base] –
 * Sentry Level 15 [Base] –
 * Scryer Level 15 [Base] –
 * Adept Scryer Level 10 [High] –
 * Clairvoyant Level 10 [High] –
 * Far Seer Level 5 [Rare] –

Gears:

 * Masterwork Stargazer (Class: Divine; Type: Telescope; Slot: Weapon)
 * Hel's Helm of Invisibility (Class: Artifact; Type: Helm; Slot: Head)

Active:

 * Scry –
 * the user observes a faraway area; channeled spell; channeling stops only when canceled; all of the unit’s sight-based passives work during the duration of Scry.

Passive:

 * Shade Sight –
 * grants the unit sight beyond sight;
 * one of the most powerful means of invisibility detections.

Prima Reina [Level 100]
 

Background:
Prima Reina is located in the Serenata Sanctum, a room located inside the Luminiferous Labyrinth, where she 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 her 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, 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 the songs 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.

Appearance:
Standing at 150cm, Prima Reina is a beautiful and hauntingly delicate figure with eyes of emerald, pale white skin, and platinum white hair. She wears an immaculate white unadorned sundress that reaches to her knee. A veil of white silk obscures her face and at her neck lightly rests a lustrous gray torc. Various bracelets adorn her arms, while her feet are bare, as is typical of cloud nymphs.

Classes:

 * Racial Classes:
 * Half-Blood Level 15:
 * Stone Giant Level 8 + Cloud Nymph Level 7


 * Job Classes:
 * Orator Level 15 –
 * Empath Level 15 –
 * Bard Level 15 –
 * Concertmaster Level 10 –
 * Balladeer Level 10 –
 * Laureate Level 5 –
 * Dreadminstrel Level 10 –
 * Tremor Trobadour Level 5 –

Phantomime Sparktacle [Level 100]
 

Background:
Phantomime Sparktacle relies on constantly spamming shadowy minions in its image –its illusions containing the barest fraction of its strength- to overwhelm its enemies. It even has ability to morph into another form, taken from an enemy or an ally. This allows it to borrow a significant portion of the target's combat strength which benefits both it and its illusory minions. Its greatest strength is in the chaos it creates as it blends seamlessly in the ranks of its illusory minions.

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 Level 15 –
 * Greater Doppelgänger Level 10 –
 * Elder Doppelgänger Level 5 –

Job Classes:

 * Illusionist Level15 [Base] –
 * Kabuki Level 15 [Base] –
 * Fighter Level 15 [Base] –
 * Prima Actor Level 10 –
 * Illusionist Adept Level 10 –
 * Grand Phantasm Level 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 small percentage of the caster’s base damage and takes amplified damage from enemies;
 * the illusions take and immediately adapt into whatever form the unit takes.

Inspiration:

 * Dota 2: Phantom Lancer, Terrorblade, Morphling

Gu, the Great Unmaker [Level 100]
''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 great slime Gu specializes wholly in plague and poisons and, while counters, resistances, and immunities to plagues and poisons may be the easiest –comparatively- to come by, an Elder Ooze on the classification level of [World Blight] can overpower almost everything. Gu is a very close range melee fighter that sticks on enemies and coats them with venom that corrodes even steel and any enemy who is not engaged by its slime body can still be harmed with noxious fumes that burn like acid emanating from Gu. On the defensive, 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.

Appearance:
Gu has two distinct forms: a Bound form where it assumes a humanoid form and its poisons are somehow not emanating from it; and an Unbound form where it is a formless transparent blob the size of a small two-story house.

Classes:

 * Racial Classes:
 * Slime Level 15 –
 * Greater Ooze Level 10 –
 * Elder Ooze Level 5 –
 * Job Classes:
 * Alchemist Level 15 –
 * Alchemist Adept Level 10 –
 * Venomancer Level 15 –
 * Plague Mage Level 15 –
 * Plaguemonger Level 10 –
 * World Blight Level 5 –

Inspiration:

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

Memento Mori [Level 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.''

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 Path of the Paladin, 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.

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

Appearance:
Memento Mori is a two-meter tall white plate armor-clad white humanoid creature with a lion's head and a mane of golden light. On her back lies four incorporeal energy wings that can vanish and reappear at will.

Classes:

 * Angel Lvl 15 –
 * Cherubim Lvl 10 –
 * Cherubim Lionheart Lvl 5 –
 * Holy Marksman Lvl 15 –
 * Inquisitor Lvl 15 –
 * Templar Lvl 15 –
 * High Templar Lvl 10 –
 * Holy Inquisitor Lvl 10 –
 * Grand Templar Lvl 5 –

Gears:

 * Phantasmal Pistol: Heavenly Fist (Class: Divine; Type: Magic Pistol) –
 * The Phantasmal Pistol Heavenly Fist closely resembles the Heckler & Koch P30SK compact pistol.
 * It allows the wielder to attack at range with a projectile made out of mana temporarily solidified and launched straight towards enemies at high projectile speeds of 950 meters per second. Each projectile costs a minute amount of mana instead of ammunition, inflicts the user’s normal physical attack damage, and is capable of proccing all attack modifiers the wielder has. The projectile disappears after three seconds of contact with a solid object or after it has traveled anywhere between 500 meters to a maximum of 1000 meters, depending on the range adjustment the wielder inputs. The longer the range the wielder sets, the higher the mana cost for each shot is.
 * 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.
 * Malleus Maleficarum (Class: Artifact; Type: Gauntlet; Slot: Hand) –
 * The Hammer of Witches is a mage’s bane; when equipped, it grants the wielder’s normal attacks the ability to burn away a small set amount of an opponent’s mana on weapon contact and per second of continued contact afterwards, starting after one second of uninterrupted contact;
 * It deals the amount of mana removed as bonus pure 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.
 * The wielder’s normal attacks also deal massive bonus pure damage to summoned units.

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 the unit's 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 Faith Mastery and Devotion.
 * 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 Devotion 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 –
 * 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 those with invisibility granted by World Items.
 * Divine Blade –
 * the unit deals a bonus holy-type magic damage, with her Faith Mastery as multiplier, on top of her regular physical damage every time she attacks.
 * Holy Zeal –
 * the unit gains x% Haste for every evil-aligned unit nearby; buff limit of up to 100 enemies.
 * Justified –
 * the unit gains a proportionally scaling increase in damage the more negative the target’s karma value is compared to the unit.

Aura:

 * Vanquish Evil –
 * any sufficiently weak non-player character and non-raidboss category undead and demonic units automatically die when placed under this aura's effect; Memento Mori's Faith Mastery is raised by x% for every still-surviving non-allied undead and demonic units under the aura's effect.

Racial:

 * Benediction –
 * grants high health regeneration and an instant self-dispel every 12 seconds.
 * Empyrean Emissary –
 * the unit gains immunity to demonic and death magic and abilities Tier 6 and below and gains increased resistance to the ones that are Tier 7 and above.
 * 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 is extremely resistant to all movement restriction effects when in flight.

Inspiration:

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

Lai Ling [Level 100]
 

Background:
Created by an MMA nut and armed with various martial arts disciplines, Lai Ling is an Undead Sasquatch proficient with unarmed combat and is easily the most powerful melee single-combat non-raid boss category custom NPC in the Observatory. On the offensive, she puts her insane Physical Attack and Agility stats into unrelenting attacks aided by the low cooldown skills of the brawler classes, aided by grappling skillsets to 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, an immense HP pool, and several innate resistances of the undead as a whole.

Appearance:
She’s a six foot tall undead Monkey King if the pop culture Monkey King had winter white fur instead of gold.

Personality:
Lai Ling is a silent, disciplined, and calculating opponent. Now, free from the game’s coding restrictions and limitations, she gets to be in her element: guerilla style ambush-and-burst. She prefers to dictate the pace of the battle and will swiftly disengage when things go hairy. She cheats and she fights dirty. She fights to win.

Classes:

 * Sasquatch (Undead) Level 15 –
 * Greater Undead Sasquatch Level 10 –
 * Crypt Lord Sasquatch Level 5 –
 * Brawler Level 15 –
 * Acrobat Level 15 –
 * Grappler Level 15 –
 * Striker Level 15 –
 * Master Striker Level 10 –

Gears:

 * Jötunn Champion’s Power Gorget (Class: Artifact; Type: Gorget)
 * The Power Gorget is the head protection component of the high level dungeon drop set Jötunn Champion’s War Chest. It projects an immensely powerful invisible forcefield to protect the head of its wielder from physical and magical damage.
 * Jötunn Champion’s Power Gauntlet (Class: Artifact; Type: Magic Gauntlet)
 * The Power Gauntlet is the weapon component of the high level dungeon drop set Jötunn Champion’s War Chest. It empowers unarmed fist attacks and enhances the wielder’s grabbing proficiency.
 * Enchanted Empyrean Steel Quarterstaff (Class: Divine; Type: Quarterstaff)
 * Lai's Quarterstaff is a purely damage-focused Divine class weapon made entirely out of empyrean steel and acts as her primary weapon, instead of the Power Gauntlet which she uses mostly as her offhand weapon and statstick.
 * Jötunn Champion’s Power Bracer (Class: Artifact; Type: Bracer)
 * The Power Bracer immensely increases the wielder’s Hit Points and Physical Attack. It also empowers the wielder’s shockwave-based attacks.
 * Jötunn Champion’s Power Belt (Class: Artifact; Type: Belt)
 * The Power Belt greatly improves its wielder’s proficiencies and masteries in martial arts endeavors.
 * Jötunn Champion’s Power Anklet (Class: Artifact; Type: Anklet)
 * The Power Anklet immensely increases the wielder’s Agility and reduces the penalties and duration of movement-affecting debuffs save those of channeled spells.

Active:

 * Bulwark –
 * the ultimate defensive spell and panic button of the brawler classes; the user takes no damage for 10 seconds and regenerates 2% of her max health per second in that 10-second period;
 * immobilizes the user;
 * the user cannot attack or cast spells; interrupts channeling; 24hr cooldown.
 * 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 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.
 * Provoke –
 * single target taunt; forces the target to attack the caster for 10 seconds;
 * during that time, the target cannot cast spells, use item active spells, or do anything else except attacking the caster;
 * interrupts the target’s channeling spells; 15s cooldown.
 * Provoke All –
 * the area-wide taunt equivalent of [Provoke] that lasts for only five seconds;
 * increases the user’s threat generation for 10 seconds.
 * Shock Blast –
 * hits a target with a powerful shockwave that causes [Daze] and deals a mediocre sonic damage; 5s cooldown.
 * 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; 10s cooldown.

Passive:

 * Adaptive Form –
 * toggle attack/agility; the unit can freely switch up to 50 points of her stats from Physical Attack into Agility or Agility into Physical Attack even in the middle of combat.
 * Armor Breaker –
 * the unit’s normal attacks reduce an opponent’s armor’s durability faster than normal attacks.
 * Bone Crusher –
 * the unit deals bonus physical damage to any enemy unit with a skeletal frame;
 * if the targeted unit is simply just a skeleton, i.e. undead skeletons, the unit deals an even higher bonus physical damage
 * Combat Mastery: Knockback –
 * the user knocks back a target when landing a blow to the head using bludgeon type weapons (punches, elbows, and kicks count as bludgeon type weapons);
 * disorients and screws up a target’s sight and perception for as much as 3s.
 * Combo Attack –
 * toggle on/off; the user's skill damage output increases for every active physical skill she connects; each successive skills need to be performed 1.5 seconds after the previous one or there is no stack; up to 15 stacks; toggles don’t count as spell cast.
 * Counterblow –
 * when the unit successfully deflects an attack and then immediately lands a counterattack on the attacker within 1.2s, that attack deals bonus physical damage and stuns the target for 2s.
 * Crippling Blow –
 * when the unit attacks a corporeal target, any blows to areas anatomically designated as the target’s joints causes crippling percentage-based penalty to the target’s Agility stat for several seconds.
 * Crushing Grip –
 * when the unit catches an enemy in a grip, she deals small percentage based damage per second starting at 1 second after the grip begins and ending the moment the target escapes the grip; damage type is physical.
 * Disarming Blow –
 * any straight blows the unit lands on an opponent’s weapon “disarms” that opponent by momentarily locking that weapon, preventing the target from physically attacking using that weapon for five seconds and greatly lowering the damage output of spells and skills that counts current weapon attack power into the damage equation.
 * Gear Havoc –
 * the unit’s normal attacks reduce an opponent’s gear durability faster than normal attacks.
 * Guts –
 * the unit is extremely resistant against instant kill attacks.
 * Locked Grip –
 * any corporeal target the unit securely grabs cannot free themselves via the use of magic or turn incorporeal for five seconds.
 * Paralyzing Blow –
 * when facing organic living enemies, the unit can occasionally see certain highlighted areas light up; when she hits the enemy in that area, she deals a blow that puts the target under [Paralysis]; duration and potency can vary with the user’s skill proficiencies and enemy resistance;
 * assuming optimum enemy status resistance, she can only inflict 1.11s paralysis;
 * poor enemy status resistance can cause up to 16s of paralysis;
 * units of lesser level than the striker and of considerably less status resistance can be permanently paralyzed until saved by a powerful healing or through death and resurrection.
 * Steelskin –
 * any increase in the user’s HP stat increases her armor and magic resistances by a set percentage.
 * Swift Striker –
 * [Slow] debuffs applied on the unit have reduced potency.

Seven Who Are One [Level 75]
The Seven Ribbons of Memento Mori.

Background:
The Seven Who Are One is essentially just one dev-designed mini-boss that split itself to 7 perfect clones of slightly reduced power with a shared HP and MP bar.

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, 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.

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).

Lucy [Level 75]
 

Background:
Lucy was created by Innervation to help process lore texts in the hopes that such brute force raw data approach to information gathering might give some clues about hidden quests and other related easter eggs.

In the New World, "she" now acts as a repository of knowledge for this world and the old, as well as Eanki's chief assistant researcher and a primary counsel in matters of academe, diplomacy, and security. She oversees 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.

To that end, she leads and manages the Archive, the Observatory's primary ground-based intelligence network in the New World.

Classes:

 * Automaton Level 15
 * Greater Automaton Level 10
 * Advanced Automaton Level 5
 * Scribe Level 15
 * Scholar Level 15
 * Lorekeeper Level 15

Background:
The Six Great Generals was a gimmick the guild tried to field test for a bigger project. The field test involves one great AI brain that controls six inert automaton avatars, thereby existing as six separate entities but under one brain. It was an endeavor inspired by the Seven Who Are One.

Unlike the Seven however, the Six had separate HP bars –the HP bars on each automaton avatars and the HP bar of the AI Brain. They didn’t take the HP bar, stats, skills, abilities, racial traits, and proficiences of the Overmind. Essentially, the Six Great Generals are made up of the one Overmind that controls the six bodies so the Overmind can have six physical bodies existing in 6 different locations. Each of the six bodies is a weak level 10 unit that merely acts as mouthpiece and they were essentially completely useless in YGGDRASIL aside from being cool flavor NPCs.

But it is this one “brain” feature that makes them suddenly extremely useful to Eanki in this New World: he has an Overmind –a supercomputer- in charge of his armies who can command 6 army groups far out in the world while still essentially in the safety of the guild base, reporting to him constantly if he so requires. And if one of the Six dies, it’s a level 10 unit. The cost of resurrection is so low it won’t make a dent on his finances if they die a hundred times. If they get captured, it was also not a problem. The Overmind can simply disconnect from the captured unit and trigger a 3s self-destruct sequence on the captured unit. Again, their resurrection is cheap.

Racial Classes (For the Overmind):

 * Automaton Level 15
 * Artificial Intelligence Level 10
 * Advanced Intelligence Level 5

Job Classes (For the Overmind):

 * Scholar Level 15
 * Commander Level 15
 * Channel Level 15

Gears (For the Level 10 Avatars):

 * Erudite Enforcer (Class: Uncommon; Type: Ceremonial Uniform)


 * Mithril Pickelhaube (Class: Rare; Type: Pickelhaube)
 * Threadbare Cloak of Invisibility (Class: Relic; Type: Cloak; Slot: Back)
 * The Cloak turns every part of the body the wearer covers with it invisible. In this state, the unit is permanently invisible unless it is attacking or casting spells which temporarily disrupts the cloak's invisibility enchantments.
 * The fade time is 9 seconds so when the unit does not attack or cast spells for 9 seconds, the cloak automatically turns the covered parts of the unit invisible again.

Inert Avatars:

 * 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 [Level 10]
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, the "sisters" 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: adventurers.

With it come new items Eanki had chosen or ordered to be crafted for their personal use. Chief among these items is the cornerstone of the trio: a level 40 power armor that gives them physical abilities of a level 40 human as long as they have the armor on. It does not make them level 40 characters however, it just makes them have the physical trappings of one. The power armor just acts as their external skin and if someone manages to puncture that skin, their level 10 bodies are now open to attack.

Classes:

 * Racial Classes:
 * Homunculi Level 5/15
 * Job Classes (YGGDRASIL):
 * Bard Level 5/15

Gears (Default):
All three sisters have the same gears in YGGDRASIL.
 * Shimmering Sundress (Class: Rare; Type: Sundress)
 * 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.
 * It increases the user’s proficiency with charm spells and abilities.


 * Black Netherdrake Choker (Class: Rare; Type: Leather Choker)
 * 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].
 * It increases the user’s proficiency with charm spells and abilities.


 * Shimmersilk Slippers (Class: Rare; Type: Slippers)
 * 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]. It increases the user’s proficiency with charm spells and abilities.
 * Trappings of a Faerie Princess (Class: Rare; Type: Stockings)
 * The Trappings of a Faerie Princess is a sheer white stockings made from a [Greater Fae Spider] spidersilk. It increases the user’s proficiency with charm spells and abilities.

Gears (Adventurer Persona):
All three sisters have the same five items on top of their personalized adventurer panoply.


 * Bronze Adventurer (Class: Rare; Type: Power Armor)
 * The Bronze Adventurer is a power armor curiously designed to look like a Super Sentai armor. Eanki used data crystals to change its appearance to something more suited to a more medieval world: gray Gothic armor. The only distinctive design choice Eanki made is turn the helmet into a transparent fishbowl-shaped "forcefield" helmet in response to the sisters' complaint that it was hard to see with the helmet on when it was initially redesigned into a medieval helm.
 * The armor also has an active spell, [Feather Fall], which slows down the wielder’s fall, ensuring that he/she reaches the ground safely (no mana cost, 60s cooldown).


 * Amulet of Recall (Class: Rare; Type: Necklace) –
 * Amulet of Recall grants its user the ability to be instantly teleported to a certain designated save point, giving her a free get-out-of-jail card.
 * Silver Infused Practice Sword (Class: Uncommon; Type: Arming Sword)
 * The one-handed arming sword acts as their backup melee weapon. Since it is magically infused with silver dust, it can harm creatures weak to silver. It also temporarily raises the user’s proficiency with one-handed blades slightly when wielded as a weapon.
 * 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)
 * Iron Will is a simple mithril ring adorned with an enchanted schist obtained as a quest reward from the Goddess Geyfun.
 * It provides the user mental resistances.


 * F5 Thermobaric Grenade (Class: Legendary; Type: Hand Grenade) –
 * The trio's ace in the hole are the six grenades each of them carry, frontline weapons even for level 100 players, capable of sowing devastation on a small area. These are their panic weapons when they meet a foe they cannot injure with the rest of their arsenal.
 * Bracer of Spell Warding (Class: Uncommon; Type: Bracer)
 * The Bracer of Spell Warding is a dull gold nondescript bracer that magically projects an invisible outer layer of “skin shield” that reduces magic damage the user receives.
 * Bottled Smoke of Deceit (Class: Uncommon; Type: Magic Bottle)
 * For a small mana cost, the caster can create a considerable smokescreen. While the bottle is magical in nature, the smokescreen isn’t treated as such.
 * Bottomless Water Canteen (Class: Uncommon; Type: Magic Bottle)
 * The Bottomless Water Canteen is a half-liter stainless steel bottle that refills its water content back to full by absorbing moisture in the air at a regular 1-hour interval.
 * Adventure Sigil (Class: Relic; Type: Magic Tattoo)
 * Adventure Sigil is the final piece of the trio's panoplies, a small tattoo on each side of their belly, given after Eanki decided to give his new adventurers one more edge, raising their combat prowess through the sheer raw stats the tattoo grants.
 * It increases the user’s physical strength, durability, and Agility. These enhancements do not affect the three when they are wearing their power armor since the tattoo modifies their bodies and their bodies' physical attributes are not what they use when they do anything physical with their power armor on.

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. She also happens to be the only one of the group who can be a passable swordswoman so the primary task of DPS falls to her.

Gears (Adventurer Persona):

 * Baleful Longsword (Class: Common; Type: Longsword)
 * Despite its low rarity, the Baleful Longsword is a high physical damage longsword that, crucially for Abby, does not need high proficiency in two-handed weapons to be really effective. The only drawback it has is that it has no additional effects.

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.

If Eanki played favorites, she would be his champ but the reality of it is that she has the least grasp of combat between the trio. So he made her the healer and the rudimentary exorcist of the group to balance out their combat duties: Abby takes care of physically hitting targets, Joanna hits things weak to magic, and Candice keeps away ghosts and other lesser undead just by existing because her shield is heavily enchanted to repulse them.

Gears (Adventurer Persona):

 * Holy Dreadwood Dueling Shield (Class: Legacy; Type: Dueling Shield)
 * Candice’s primary weapon is a beautifully decorated dueling shield made from dreadwood enchanted with protective and strengthening enchantments and tipped on both ends with wicked 25cm long [Adamantite] triangular spikes.
 * When not in use, she can strap it to her back or just impale one of its points on the ground to magically make it stand and keep projecting its repulsive aura over an area.
 * Touch of Mercy (Class: Rare; Type: Magic Glove)
 * Touch of Mercy is a magic healing glove that acts as a low level [Cure Wounds] without costing mana. The glove needs to physically touch a wounded ally to start mending said ally’s wounds. This limits its effectiveness in hectic combat but it allows the user to perform minor healing tasks when outside of combat even without investing a single level in the healer classes.

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.

Because the trio were made by three different people, their stats investment differ from each other. Joanna has the best stats for a magic class so, by default, she became the acting mage.

Gears (Adventurer Persona):

 * Taser Wand (Class: Rare; Type: Taser)
 * The Taser Wand is a surprisingly high damage taser pistol whose appearance is altered by data crystals to look like a bulky wooden wand. It fires a small arrowhead projectile connected to the gun by a thin but really tough nearly invisible line. The arrowhead flies at a velocity of 90 meters per second and will retract like clockwork back to the "gun" when it hits something and fails to penetrate, penetrate something for two seconds and delivered a powerful electric burst, or reach its maximum range of 300 meters -essentially making it a short range "infinite ammo" gun. Its damage type is [Piercing] with an additional instance of electric magical damage equivalent to a tier 3 lightning spell.
 * It also has data crystals to change the appearance of its arrowhead and the line that connects it, making them look like a bolt of purple lightning.
 * Glove of Lesser Dispel (Class: Rare; Type: Magic Glove)
 * Glove of Lesser Dispel allows the user to cast a 5th tier dispel without cooldown or spending mana. What the caster spends instead are the dispel charges in glove. The glove has 10 charges, which replenishes every 24 hours.
 * Wand of Conjure Firebolt (Class: Uncommon; Type: Magic Wand)
 * Wand of Conjure Firebolt allows the user to cast the 3rd tier spell [Firebolt] without mana cost but it has a long one-hour cooldown before becoming usable again.

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.