User:Eanki/Custom NPC

Kobayashi Dreadnaut (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 and the embodiment of the concept of time, 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 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.

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.

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Primary:
 * Strength: 9
 * Constitution: 10+
 * Dexterity: 4
 * Intelligence: 4
 * Willpower: n/a
 * Charisma: 1


 * Secondary/Derived:
 * Physical Damage: 9
 * Physical Defense: 10+
 * Magical Output: 1
 * Magic Defense: 10
 * Mental Resistance: Immune
 * Status Resistance: Immune

Classes:

 * Golem Lvl 15
 * Colossus Lvl 10
 * Titanforged Lvl 5
 * Guardian Lvl 15
 * Avenger Lvl 10
 * Royal Guard Lvl 10
 * Shield Savant Lvl 10
 * Sworn Shield Lvl 10
 * Vanguard Lvl 10
 * Verlorene Haufen Lvl 5

Gears:

 * Ogrewhelm Backbreaker (Class: Divine; Type: Two-Hand Club; Slot: Weapon) –
 * A simple wooden club made from [Yggdrasil Wood] imbued with [Jotunn’s Blood] and lovingly decorated in runes, Backbreaker provides tremendous attack damage and increases the user’s Strength and Constitution.
 * Ægishjálmr (Class: Legendary; Type: Magically-generated Defense Field; Slot: Protection) –

Active:

 * Burst of Resolve – the user releases a percent of its weapon’s 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.
 * Hope’s Bastion – the ultimate panic button and one of the most powerful defensive spell available to tank classes; the user becomes fully invulnerable and takes no damage for 10 seconds; interrupts channeling; applies a strong dispel on the user; 24h cooldown.
 * Resolution – the unit casts a basic self-dispel; removes most dispellable negative buffs from itself.

Passive:

 * 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.

Racial:

 * Gaze of the Titan – the unit embodies the overpowering presence of the titan lords and deals small but continuous HP removal damage per second to enemy units within a large AoE radius centered on the unit.
 * Greater Autorepair – the construct passively repairs itself, regenerating HP, even in combat.


 * Impervious – provides damage block, reducing the physical damage the unit takes by a set percentage of it's Constitution.

Inspiration:

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

Phantomime Sparktacle (Lvl 100)
Space is an illusion

Background:
Moranna Mære may be considered the most powerful NPC but Phantomime Sparktacle scales the most. The more powerful its enemies are, the more powerful it grows because its [Mirror Mirror] illusions now deal more damage. It also now has powerful targets to doppel into and copy to make sure its [Mirror Image] illusions are based on stronger enemies rather than based on its own abysmal combat stats.

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


 * Secondary/Derived:
 * Physical Damage: 2
 * Physical Defense: 5
 * Magical Output: 10+
 * Magic Defense: 10
 * Mental Resistance: 10
 * Status Resistance: 9

Classes:

 * Doppelgänger Lvl 15 –
 * Greater Doppelgänger Lvl 10 –
 * Elder Doppelgänger Lvl 5 –
 * 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) –

Active:

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

Passive:

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

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 its survivability is raised considerably 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.

The most optimal build Eanki theorycrafted was that of a tanky but mobile frontline spellcaster with multiple sustain options, massive AoE damage-over-time spells, and significant crowd control.

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

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

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Primary:
 * Strength: 4
 * Constitution: 9
 * Dexterity: 4
 * Intelligence: 10+
 * Willpower: n/a
 * Charisma: 1


 * Secondary/Derived:
 * Physical Damage: 2
 * Physical Defense: Mostly Immune
 * Magical Output: 10
 * Magic Defense: 10+
 * Mental Resistance: Immune
 * Status Resistance: Immune

Classes:

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

Gears:

 * Wit's End (Class: Artifact; Type: Orb; Slot: Weapon) –
 * Null Field (Class: Divine; Type: Magically-generated Defense Field; Slot: Protection) –

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 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.

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 she is chronicling the events around her into music or her music is shaping the events around her.

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 [Wererabbit of Caerbannog] and [Palpitant Mana Sphere] mercenary units within the zone. She 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, 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, she 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 her songs left and right.

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


 * Secondary/Derived:
 * Physical Damage: 1
 * Physical Defense: 6
 * Magical Output: 10+
 * Magic Defense: 8
 * Mental Resistance: 10
 * Status Resistance: 10

Classes:

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

Gears:

 * Dissonant Lullaby (Divine Class; Harp) –

Inspiration:

 * 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 can spawn lesser stationary targetable slime-like poison-spiting turrets to aid it while it sprays noxious corrosive gases and spit poison.

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.

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Primary:
 * Strength: 2
 * Constitution: 10+
 * Dexterity: 5
 * Intelligence: 6
 * Willpower: 2
 * Charisma: 1


 * Secondary/Derived:
 * Physical Damage: 2
 * Physical Defense: Mostly Immune
 * Magical Output: 10+
 * Magic Defense: 10
 * Mental Resistance: Immune
 * Status Resistance: Mostly Immune

Classes:

 * Slime Lvl 15 –
 * Greater Ooze Lvl 10 –
 * Elder Ooze Lvl 5 –
 * Plague Mage Lvl 15 –
 * Venomancer Lvl 15 –
 * Warlock Lvl 15 –
 * Master Warlock Lvl 10 –
 * Plaguemonger Lvl 10 –
 * World Blight Lvl 5 –

Gears:

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



Inspiration:

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

H’nehn (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 in the Observatory, or rather the one with the highest magical potential due to its latent stats, attributes and synergies, Nen focuses its tremendous magical abilities in the capacity of a healer and support, its 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.

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


 * Secondary/Derived:
 * Physical Damage: 1
 * Physical Defense: 5
 * Magical Output: 10+
 * Magic Defense: 10
 * Mental Resistance: 10
 * Status Resistance: 10

Classes:

 * Angel Lvl 15 –
 * Cherubim Lvl 10 –
 * Seraph Lvl 5 –
 * Cleric Lvl 15 –
 * Empath Lvl 15 –
 * Priest Lvl 15 –
 * Hierarch Lvl 10 –
 * High Priest Lvl 10 –
 * 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:

 * Fundamental Force: Strong Force
 * H’nehn is a reference to both the nitrogen-nitrogen triple bond (N≡N) and a further derivation ([H-N≡N-H]2+) when the triple bond is read as “E”, and hi-nehm, a word of power in Rick Riordan’s Kane Chronicles which means “join”.

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

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

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

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

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Primary:
 * Strength: 9
 * Constitution: 9
 * Dexterity: 7
 * Intelligence: 9
 * Willpower: 10+
 * Charisma: 6


 * Secondary/Derived:
 * Physical Damage: 9
 * Physical Defense: 9
 * Magical Output: 9
 * Magic Defense: 9
 * Mental Resistance: 10
 * Status Resistance: 9

Classes:

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

Gears:

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

Active:

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

Passive:

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

Racial:

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

Inspiration:

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

Lakapati (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 reanimated plants– then attacking from behind their cover with her druidic magic while supporting her summons with powerful heal-over-time spells of the druid class and confounding enemies with entangling roots.

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

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Primary:
 * Strength: 2
 * Constitution: 7
 * Dexterity: 4
 * Intelligence: 10+
 * Willpower: 9
 * Charisma: 7


 * Secondary/Derived:
 * Physical Damage: 1
 * Physical Defense: 7
 * Magical Output: 10+
 * Magic Defense: 8
 * Mental Resistance: 9
 * Status Resistance: 9

Classes:

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

Gears:

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

Active:

 * Take Root – basic racial skill that turns the treant into a stationary tree state, a magical turret if you will, raising its defenses, resistances, attack range, and boosting its magical spells and skills.
 * Tranquility Rain – a channeled spell that continually restores the HP of all nearby allies.
 * Spawn of Nature – the caster summons reanimated plant monsters from magically conjured seeds around her body.
 * Verdant Vigil –
 * Pumpkinhead Terror –
 * Madcap Smashroom –
 * Petulant Triffid –
 * Evergreen Daydream –
 * Sunfury Snapdragon –
 * Draconian Peashooter –
 * Summon Beast – summons contract-bound wild beasts.
 * Stormwyrm 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 Helper boosts defensive/support type spells while Nature’s Wrath is offensive in nature; Lakapati’s cosmetic data crystals changes her appearance as well when Nature’s Wrath is toggled: her bark turns dark brown and black, her leaves emit viscous shiny goo, and her flowers turn from pinkish to a malevolent shade of magenta and violet.

Illustris Daemon (Lvl 100)
 

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

Stats:
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat.
 * Primary:
 * Strength: n/a
 * Constitution: 6
 * Dexterity: 5
 * Intelligence: 10+
 * Willpower: 9
 * Charisma: 1


 * Secondary/Derived:
 * Physical Damage: None
 * Physical Defense: Immune
 * Magical Output: 10+
 * Magic Defense: 10
 * Mental Resistance: Mostly Immune
 * Status Resistance: Immune

Classes:

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

Gears:

 * Masterwork Stargazer (Divine Class; Lens) –

Racial:

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

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

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

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


 * Secondary/Derived:
 * Physical Damage: 10+
 * Physical Defense: 7
 * Magical Output: 1
 * Magic Defense: 8
 * Mental Resistance: Immune
 * Status Resistance: Mostly Immune

Classes:

 * True Vampire Lvl 15
 * Ascendant Vampire Lvl 10
 * Elder Vampire Lvl 5
 * Berserker Lvl 15
 * Gladiator Lvl 15
 * Acrobat Lvl 15
 * Blademaster Lvl 10
 * Champion Lvl 10
 * Asura Lvl 5

Gears:

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

Active:

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

Passive:

 * Berserker’s Fervor – the user’s attack speed and damage increases the lower her health is.
 * Berserker’s Vitality – the lower the unit’s health, the greater her health regeneration is; the amount of healing she receives is boosted by x% that increases the lower her health is.
 * Blade Ballet – every 10th attack of the unit on the same target deals a critical hit.
 * Crippling Blow – the user’s autoattack to joint areas cripples the primary target, slowing down their attack speed and movement speed.
 * Juggernaut – increases the user’s maximum health by x% and the damage mitigated by [Pain Tolerance] by x%.
 * Limber – increases resistance to [Paralysis] and other movement impeding debuffs.
 * Mastery: Parry – if the user parries a melee attack as she would in real life, the damage received by the user is significantly reduced by 90%; parry disables the opponent's ability to attack for 1 second.
 * Momentary Madness – the user’s damage output is increased for 3 seconds every time she is hit with a critical strike.
 * Momentary Respite – the user heals for a small set percent of her maximum health per second for every 5 seconds she doesn’t take damage.
 * Moment of Heroism – the unit is not immediately killed when it has more than 1 HP; it will always have 1 HP left against a killing blow; the user then becomes invulnerable for 3 seconds, delaying death, with all her skills automatically off cooldown; the user immune to all forms of magic and damage; the user cannot get healed, buffed, debuffed, or regenerate health once she enters [Moment of Heroism]; she always dies once it ends.
 * Overwhelming Odds – the user gains x% haste for every enemy within an AoE; gains buff up to a limit of 5 enemies.
 * Pulverize – toggle on/off; the user's spell damage output increases for every physical spell-cast she connects; each successive spells need to be performed 1.2 seconds after the previous one or there is no stack; up to 5 stacks; toggles don’t count as spell cast.
 * Reckless Abandon – grants the unit increasingly higher resistances to magical attacks the lower her health falls; if her health goes back up, the resistance bonuses decrease.
 * Zanshin – state of alertness; grants the unit the ability to see the AI-projected trajectory lines of an incoming attack 4 seconds before it lands when not in combat; useful for countering ambushes.

Racial Passive:

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

Tinkmeister (Lvl 100)
 

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

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

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

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


 * Secondary/Derived:
 * Physical Damage: 2
 * Physical Defense: 6
 * Magical Output: 10+
 * Magic Defense: 6
 * Mental Resistance: Immune
 * Status Resistance: Immune

Classes:

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

Gears:

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

Active:

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

Aura:

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

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 [Heart of Winter].

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


 * Secondary/Derived:
 * Physical Damage: 1
 * Physical Defense: 8
 * Magical Output: 10+
 * Magic Defense: 10
 * Mental Resistance: Immune
 * Status Resistance: Immune

Classes:

 * Ice Elemental Lvl 15 –
 * Elder Ice Elemental Lvl 10 –
 * Primal Ice Elemental Lvl 5 –
 * Elementalist (Ice) Lvl 15 –
 * Sorcerer Lvl 15 –
 * Elementalist Adept (Ice) Lvl 10 –
 * Channel Lvl 10 –
 * Sorcerer Adept Lvl 10 –
 * Calamity (Ice) Lvl 5 –
 * Sorcerer Excelsior Lvl 10 –

Gears:

 * Itztlacoliuhqui’s Edict (Class: Artifact; Type: Broomstick-shaped Wand; Slot: Weapon) –
 * Gelid Heart (Class: Divine; Type: Talisman; Slot: Accesory) –
 * Stalwart Sovereign (Divine Class; Type: Cloth; Slot: Protection) –

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).

Collidescope (Lvl 90)
 

Background:
Collidescope was one of the raid bosses of the Observatory before it was conquered by the guild. The guild was given the option to retain it and they did.

The former raidboss is basically a weapons platform, equipped with several autocannons with infinite supply of ammo and the ability to engage more than one target at a time. Its raid boss status gives it a hefty amount of survivability, allowing it to focus on one thing alone: keeping the slug stream going. It is a DPS machine, pure and simple.

Collidescope's weapons include a personal 50-mm autocannon, two built-in shoulder-stowed automatic grenade launcher tubes capable of using different warhead configurations, and eight floating 35-mm rotary autocannon turrets perfectly stowed in 1 meter by 1 meter spheres trailing behind the raid boss. Each turret is capable of independently engaging targets, allowing the unit to deal damage to nine different opponents if need be, plus laying area damage with the grenade launchers. It can also opt to spam abilities that calls forth rocket and artillery barrages to either deal impressive amounts of damage that would make AoE-focused mages bow their head down in shame or lay down special effects that would give it more advantage.

Come what may, it is certainly guaranteed to be an explosive presence on the battlefield.

While it is usually deployed with Tinkmeister, the transition to the New World saw it gain more prominence as Eanki gears for massive conflicts he may have to face in the future, where the ability to immediately cull a significant portion of the enemy forces could make all the difference in the world.

Tempest Arbiter (Lvl 90)
 

Background:
Arbiter is the second raid boss of the Observatory that the guild kept.

It is a thinking automaton that takes on the form of a definitely-heavier-than-air self-propelled "airship" aesthetic configured for war. It measures at 25m long, 12m wide, and 6m high. It has four independently-targeting 35-mm rotary autocannon turrets at the dorsal spine and four more at the ventral spine, giving the raid boss wide, overlapping fields of fire that covers all directions. It also has two fixed forward 75-mm cannons for area bombardment along with spells that mimic bombing runs, making it a destructive force in the battlefield. And since it has been designed with unlimited ammunition due to its raid boss duties, it can keep hammering away at enemies until they are no more.

The ship also surprisingly has a crew compartment and guild members would often describe Arbiter as a "flying yacht but with guns". This gives it the capacity to serve as a prestige transport in situations where a show of power is imperative.

Seven Who Are One (Lvl 30)
The Seven Ribbons of Memento Mori.

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

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

Classes:

 * Angel (15)
 * Priest (15)

Gears:

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

Inspiration:

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

Nexus (Lvl60)
Knowledge is security

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

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

Classes:

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

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

Classes:

 * Automaton Lvl 5
 * Android Lvl 1
 * Commander Lvl 4

Gears:

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


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

Specialties:

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

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

The Three Kveldriða (Lvl 5)
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.

Classes:

 * Kitsune Lvl 2
 * Courtesan Lvl 3

Appearance & Traits:

 * Abby [Lvl 5] – Abby your crying shoulders.
 * Candice [Lvl 5] – Candice be the feeling when you fall in love at first sight?
 * Joanna [Lvl 5] – Joanna be my girl tonight?

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.