User:Eanki/Custom NPC

Dreadnaut Time (Lvl100)
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 oldest of the NPC guardians, the Dreadnaut is overspecialized into an extremely defensive build that deal limited damage. To compensate and deal damage, it utilizes a continuous damage-over-time debuff spell that can span the entire zone on top of the percent-based and fixed damage-over-time auras available to the Aurævalour path.

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 embodiment of time buys the guild time.

Classes:

 * Golem Lvl 15
 * Colossus Lvl 10
 * Titanforged Lvl 5
 * Guardian Lvl 15
 * Sworn Shield Lvl 10
 * Shield Savant Lvl 10
 * Verlorene Haufen Lvl 5
 * Standard Bearer Lvl 15
 * Exemplar Lvl 10
 * Aurævalour Lvl 5

Gears:

 * Focusing Lens (Relic Class; Weapon Slot – Construct)
 * Palpitant Quicksilver (Divine Class; Lifeblood Slot – Construct)
 * Consecrated Empyrean Steel Integument (Divine Class; Integument Slot – Construct)

Sparktacle (Lvl 100)
Space is an illusion

Classes:

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

Gears:

 * Gloves of Deceit (Legendary Class; Magic Gloves) –
 * Heinous Hoodwink Hat (Legendary Class; Headwear) –
 * Immaculate Cloak of Subterfuge (Legendary Class; Cloth) –

Gmalus Maximus (Lvl 100)
''In the long, uneventful vigil of the Great Ones, there was once a strange stirring in the night beyond the stars that shook the atmosphere of the Observatory: a minute wisp of intelligence and curiosity in a place thought to be bereft of any. And it was slowly being consumed by the eternal void from whence it spawned.''

''A great council was called and the Great Ones debated for days on end about the risks and rewards of their planned endeavor but in the end curiosity got the better of them and they decided to liberate that wisp of sentience, excise it from the void it grew in, and to give it to one of their own ranks, Eanki, to nurture and grow as if it was his own child. And grow it did. It was fused to the core of a dying star and incubated there, hatching into a strange, wonderful fusion of void and celestial matter as the star goes supernova.''

It was called Gmalus, master of celestial pact magic, a creature of the void and light raised to oppose the void that tried to consume and snuff it in its infancy.

Background:
In theory, the Void Elemental is an amazing NPC-exclusive race for magically-inclined paths. It has the least amount of elemental weaknesses and possesses several racial skills that ups its survivability more than most. When all of its racial levels are acquired it’s the least glass-cannon mage and it can afford to stand in the front lines with tanky non-tank category physical-class fighters.

In practice, the Void Elemental is an extremely restrictive race with few available job classes and ridiculous and, at times, extremely difficult racial progression requirements. Information blackout prevents this from becoming a general knowledge. This leads to the guild deciding to go into the most optimal build available: a tanky-ish spellcaster with massive AoE damage-over-time spells.

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 the whole Labyrinth to work with.

Classes:

 * Void Elemental Lvl 15
 * Elder Void Elemental Lvl 10
 * Primal Void Elemental Lvl 5
 * Abjurer Lvl 15
 * Evoker Lvl 15,
 * Warlock Lvl 15
 * Celestial Pact Warlock Lvl 10
 * Master Warlock Lvl 10
 * Pandæmonium Paragon Lvl 5

Gears:

 * Wit's End (Divine Class; Orb; Weapon Slot – Elemental)
 * True Essence of Void (Divine Class; Lifeblood Slot – Elemental)
 * Null Field (Divine Class; Protection Slot – Elemental)

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.
 * 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 hit points per second from targets within a small AoE around the user, healing the user.
 * Void Dispersion – the user mitigates a small percentage of all damage received.

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 (Lvl100)
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:
The 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 [Wererabbit of Caerbannog] and [Blazing Ember Soul] 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 the 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, three 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 or turns it all off. As such, they are continually re-applied during the duration of the cast that they 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, the 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 being buffed by its’ songs left and right.

Classes:

 * Automaton Lvl 15 –
 * Android Lvl 10 –
 * Runedroid Lvl 5 –
 * Bard Lvl 15 –
 * Concertmaster Lvl 10 –
 * Balladeer Lvl 10 –
 * Laureate Lvl 5 –
 * Dreadminstrel Lvl 10 –
 * Tremor Trobadour Lvl 5 –
 * Technomancer Lvl 15 –

Gears:

 * Dissonant Lullaby (Divine Class; Harp) –

Inspiration:

 * Second of the four fundamental forces (electromagnetism).

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

Background:
The third of the Four Fundamentals, Gu specializes wholly in plague and poisons, a rarity in high levels due to the fact they are the easiest status condition, damage type, and debuff to counter and immunity is often the easy to come by. Still, due to its prestige class, [World Blight], Gu can still fight 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 spawns lesser stationary slimes to act as poison-spiting turrets.

It also has the special ability of spawning a number of lesser oozes based on the number of enemies attacking it once it reaches a certain health threshold. There are three such thresholds, excluding full health and zero health. The number of attackers it takes to bring down Gu’s health from full health to the first threshold spawns an equivalent number of lesser oozes that can threaten the back lines of a raid party. The same goes for the number of 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.

Classes:

 * Slime Lvl 15 –
 * Greater Ooze Lvl 10 –
 * Elder Ooze Lvl 5 –
 * Venomancer Lvl 15 –
 * Plague Mage Lvl 15 –
 * Plaguemonger Lvl 10 –
 * World Blight Lvl 5 –
 * Witch Doctor Lvl 15 –
 * Voodoo Vagabond Lvl 10 –

Gears:

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


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

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

H’nehn (Lvl100)
Even the ravages of Death and Time must struggle mightily against the incarnation of the tremendous force that binds the miniscule that is the very foundation of the universe.

Background:
The final member of the Four Fundamentals and technically the most powerful NPC, 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 holy spells empowered greatly by its racial class peak: Seraph. After all, there is no greater healer in the game than a Seraph Thaumaturge with a karma value of 500.

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

Classes:

 * Angel Lvl 15 –
 * Cherubim Lvl 10 –
 * Seraph Lvl 5 –
 * Cleric Lvl 15 –
 * Priest Lvl 15 –
 * High Priest Lvl 10 –
 * Hierarch Lvl 10 –
 * Exarch Lvl 10 –
 * Omnishield Lvl 5 –
 * Thaumaturge Lvl 5 –

Gears:

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


 * Empyrean Lodestar (Divine Class; Cloth Armor)
 * Aeon Circlet of Divinity (Divine Class; Circlet)

Skills & Abilities:

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


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

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

Memento Mori (Lvl100)
''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:
Easily the most powerful single-combat NPC in the Labyrinth, 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.

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

Classes:

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

Gears:

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

Passive:

 * 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.
 * Lightclad – dazzles in light which lowers enemy accuracy.
 * Light Incarnate – deals a small, continuous direct HP removal type damage per second to units with negative 100 karma or greater in a large AoE radius; mitigates a set percentage of damage dealt by units with karma values negative 100 or greater; affects allies and enemies.
 * Righteous Blade – imbues the sword with the power of the Light; the user gains greater attack power bonus the greater the difference between the user and the enemy's karma values.

Inspiration:

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

Lakapati (Lvl100)
''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 treants– 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.

Classes:

 * Treant Lvl 15 –
 * Druid Lvl 15 –
 * Nature’s Attendant Lvl 10 –
 * Nature's Herald Lvl 10 –
 * Nature’s Protector Lvl 10 –
 * Beast Tamer Lvl 15 –
 * Beastmaster 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.
 * Spawn Treants – the caster summons treants from magically conjured seeds around her body.
 * Evergreen Daydream –
 * Pumpkinhead Terror –
 * Verdant Vigil –
 * Sunfury Snapdragon –
 * Draconian Peashooter –
 * Summon Creature – summons contract-bound wild beasts.
 * Earthwyrm Devourer –
 * Earthwyrm Geomancer –
 * Emberwyrm Ravager –
 * Tidefury Terror –
 * Diamondback Basilisk –
 * Greatmaw Ravager –
 * Colossal Razorclaw Badger –
 * Snapjaw Raptor –
 * Razorback Snapper –
 * Grizzled Companion Bear –
 * Elder Direwolf –
 * Armored Rhinoceros –
 * Vicious Warhawk –

Passive:

 * Nature’s Blessing/Nature’s Wrath – toggle skill; allows the user to switch between two forms: Nature’s Help is a defensive/support type 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.

Classes:

 * Wraith Lvl 15 –
 * High Wraith Lvl 10 –
 * Spectral Eidolon 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) –
 * Huliðshjálmr (Relic Class; Helm) – a Helm of Invisibility

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.

Classes:

 * True Vampire Lvl 15
 * Brawler Lvl 15
 * Berserker Lvl 15
 * Mercenary Lvl 15
 * Swashbuckler Lvl 15
 * Blademaster Lvl 10
 * Champion Lvl 10
 * Asura Lvl 5

Gears:

 * Common Sense (Legendary Class; Fist Weapon Main Hand) –
 * Reasonable Discourse (Legendary Class; Fist Weapon Offhand) –
 * Nightmare Nuzzle (Legendary Class; Mask) – allows the user to lifesteal and heal herself from a small percentage of the damage she inflicts on her primary target; stacks additively to other sources of lifesteal.
 * Abyssal Axe (Legendary Class; Axe) –
 * Timewarp Talisman of Haste (Legendary Class; Amulet) –

Active:

 * Battle Cry – the user increases his 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 him.
 * Shukuchi – the user can move so fast unimpeded that he 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 – with every attack, the unit has a chance to spin in place and inflict her weapon damage to every enemy unit nearby.
 * Combat Mastery: Parry – melee attacks against the user have a chance to be parried, reducing their damage dealt by x%.
 * Crippling Blow – the user’s autoattack has a chance to maim 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.
 * Momentary Madness – the user’s damage output is increased for 3 seconds every time she is hit with a critical strike.
 * Momentary Respite [Skirmisher] – 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; makes the user immune to roots, slows, stuns, and daze, as well as mental attacks and statuses; the user cannot get healed or regenerate 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.
 * Pulverize – toggle on/off; grants a small chance to deal a set amount damage in a small AoE radius every spell-cast of physical spells; toggles don’t count as spell cast.
 * Reckless Abandon – grants the unit increasingly higher resistances to mental attacks the lower her health falls; if her health goes back up, the resistance bonuses decrease.
 * Weapon Mastery – grants the unit critical strike chance.
 * Zanshin – state of alertness; grants the user considerable [Evasion].

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.

Classes:

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

 * 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.

Morana Mære (Lvl 100)
''Mære is the faintest of echo of the eternal entity that awaits the end of the universe, a mere avatar fated to grow stronger and stronger should the cosmos draw its final desperate shudder -and then full stop. Equilibrium, at last.''

''She had mingled with the beings who sought to nurture the known universe and grudgingly she has grown to admire and respect them yet in the end she's still the Reaper of the Universe they raised and cared for when all else fails and the great darkness from beyond the stars stir. There was no shred of malevolence in her -she who will deliver the Universe its mercy blow and have it restart again from zero. Only indifference. Only a sense of inevitability. And maybe a shred of loneliness.''

They'd told her once: "There is hell in hello".

Background:
Mære is newest addition to the guardian's ranks and is considered the most powerful. She overspecializes 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 shards, massive AoE damage-over-time wintry conditions, and massive AoE avalanche of nukes. The crux of her might is [Glacial Citadel], which immobilizes and encases her in a near impenetrable crystalline structure, turning her into a magical turret, raising her defenses and resistances and amplifies her magical abilities, as well as her ace: ramping up the values of what is possibly the most broken aura in all of YGGDRASIL, [Heart of Winter], an extremely debilitating aura-based debuff with a massive AoE radius.

Classes:

 * Ice Elemental Lvl 15 –
 * Elder Ice Elemental Lvl 10 –
 * Primal Ice Elemental Lvl 5 –
 * Evoker Lvl 15 –
 * Abjurer Lvl 15 –
 * Elementalist (Ice) Lvl 15 –
 * Elementalist Adept (Ice) Lvl 10 –
 * Incarnate (Ice) Lvl 10 –
 * Calamity (Ice) Lvl 5 –

Gears:

 * Itztlacoliuhqui’s Edict (Artifact Class; Orb; Weapon Slot – Elemental) –
 * Gelid Heart (Divine Class; Lifeblood Slot – Elemental) –
 * Stalwart Sovereign (Divine Class; Protection Slot – Elemental) –

Skills/Abilities:

 * 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.

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).

Seven Who Are One (Lvl30)
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 , 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 (15)
 * Priest (15)

Gears:

 * Ribbon of Hathor (Artifact Class; Scepter) – a powerful item said to be used in binding and banishing evil.
 * Circlet of Divinity (Legendary Class; Headgear) – provides high mana regeneration and high raw mana.
 * Pendant of Possibilities (Legendary Class; Amulet) – provides one of the highest raw mana points in the game.
 * 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).

Chief Archivist Dhweuty (Lvl50)
Knowledge is security

Background:
Essentially just a flavor NPC to manage and care for the Lab'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 my 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.

The Archive is basically my primary intelligence network in the New World. After all, to quote my country’s primary intelligence agency, “knowledge is security”.

Classes:

 * Automaton (15)
 * Android (10)
 * Scribe (15)
 * Scholar (10)

Background:
Highly intelligent flavor NPCs designed to “lead” the Labyrinth’s security forces, they were initially created to help offset the prevalence of slimes as our primary denizens and to add to the sci-fi vibes we were trying to create.

Classes:

 * Automaton (5)
 * Android (1)
 * Commander (4)

Items:

 * Erudite Mantle (Relic Class; Cloth Armor) – increases intelligence stat.


 * Galvorn Pickelhaube+ (Relic Class; Headgear) – production item enchanted to increase intelligence stat; provides head protection.

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.