User:Eanki/Custom NPC

Dreadnaut Gmalus (Lvl100)
''Even a mere bound manifestation of the great force that spans the vast universe is an inexorable ravager that threatens existence itself. Gmalus is the essence of gravity given form in a body worthy of the great titans of old.''

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

Classes:

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


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


 * Standard Bearer (10), Aurævalour (5)


 * Pandæmonium Paragon Lvl 5

Gears:

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


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


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

Skills/Abilities:

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

Sparktacus Megas (Lvl100)
Blink, and life fades.

''Sparktacus is a masterpiece of engineering. His stealth capabilities are heralded as great feats in the field of optics and electromagnetism, and his superhuman intellect a testament to the growing power of artificial intelligence.''

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

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

Classes:

 * Automaton (15), Android (10), Runedroid (5)
 * Bard (15), Dreadminstrel (10), Tremor Trobadour (5)
 * Rogue (15), Assassin (10), Thief (10), Death Knell (5)

Gears:

 * Dissonant Lullaby (Divine Class; Mantle)
 * Ukonvasara (Artifact Class; one-handed warhammer)

Inspiration:

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

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

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

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

Classes:

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

Gears:

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


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

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

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

Background:
Technically the most powerful NPC, or rather the one with the highest magical potential due to its latent stats and attributes, Nen focuses its tremendous magical abilities in the capacity of a healer and support, its holy spells empowered greatly by its racial class peak: Seraph. After all, there is no greater healer in the game than a Seraph Thaumaturge with a karma value of 500.

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

Classes:

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

Gears:

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


 * Empyrean Lodestar (Divine Class; Cloth Armor)

Skills/Abilities:

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


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

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

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 physical combat NPC in the Labyrinth, Memento Mori is now even stronger, wielding the terrifying weapon and the exemplar armor set of the first guildmaster, Lucemine, as befitting her only creation and therefore heir. While the path of a Redeemer -a Seraph at that- has prohibitive restrictions (even going so far as to hinder allies with negative karma values), compared to the wider variety and use of negative karma class counterparts, it also turns Mori into a nigh unstoppable enforcer of the Light that all negative karma beings must simply tuck tail and run away from.

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

Classes:

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

Gears:

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

Skills/Abilities:

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

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 ranger abilities while supporting her summons with powerful heal-over-time spells of the druid class and confounding enemies with entangling roots.

Classes:

 * Chimaera (5)
 * Druid (15), Nature's Herald (10), Grove Protector (5)
 * Beast Tamer (15), Packmaster (10), Primal Warcaller (5)
 * Lord of the Wild (5)
 * Rogue (15), Ranger (10), Marksman (5)

Gears:

 * Rustic Rainbow Circlet (Divine Class; Headgear)
 * Dragonbone Longbow (Legendary Class; Longbow)

Morana Mære (Lvl100)
''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 dangerous NPC in the Labyrinth. The crux of her might is , 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 .

Classes:

 * Frost Virgin (15), Verglas Sovereign (10), Gelid Heart (5)
 * Prodigy (15)
 * Mage (15), Elementalist Ice (10), Incarnate Ice (5)
 * Calamity Ice (5)
 * Shieldmancer (10), Omnishield (5)
 * Talismancer (5)

Gears:

 * Wrath & Ruin (Legendary Class; Bracer)
 * Consecrated Cosmic Teardrops: Stalwart Majesty (Divine Class; Cloth Armor)
 * Itztlacoliuhqui’s Broom (Artifact Class; Wand)

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  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)
 * Prodigy (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 Infinite Endeavors (Divine Class; Amulet) – provides one of the highest raw mana points in the game.
 * Red Orchid Spidersilk Sandals (Relic Class; Footwear) – greatly enables unhindered movement.

Inspiration:

 * The seven colors of the rainbow
 * 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.