User:Eanki/Custom NPC

The customized NPCs of the guild base can be divided into two main groups:
 * 1.) The developer-designed game bosses gifted to the guild which is further divided into:
 * 1.1.) Two of the raid bosses of the Omnishield Observatory back when it was still a dungeon; given as a gift to the guild when it conquered the dungeon and made it the guild's base of operations.
 * 1.2.) Two other raid bosses acquired at different points in time.


 * 2.) The custom-created NPCs made by the players which can be further divided into combatant (Guardians) and support/flavor:
 * 2.1.) Guardians, each with a designated roleplay "role" in mind as well:
 * Observer – Illustris Daemon
 * Navigator – Prima Reina
 * Seed-Keeper – Lai Ling
 * Recycler – Gu
 * Researcher – Robot of Caerbannog
 * Engineer –
 * Enforcer – Memento Mori
 * Explorer – Phantomime Sparktacle
 * 2.2.) Support/Flavor

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

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

Mære is overspecialized in one element and it comes with insane synergy and perks. The ice element boasts defensive-inclination combined with frost-based crowd-control abilities, potent single target ice shards, massive AoE damage-over-time wintry conditions, and massive AoE blizzard of nukes. The crux of Mære’s might is possibly the most broken aura in all of YGGDRASIL: [Heart of Winter].

Appearance:
Mære appears as a levitating triangular pyramid, that is, a pyramid with a triangular base, with each triangle of the pyramid body an equilateral triangle with the lengths of each side at one meter. The pyramid is crystalline and transparent but when light shines through a side, it exits on other sides as almost otherworldly entrancing light, giving the Primal Shard its sparkling appearance.

Active:

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

Passive:

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

Aura:

 * Heart of Winter – an extremely debilitating aura-based debuff with a massive AoE radius; slows down movement, cripples both health and mana regeneration, lowers enemy resistances in both physical and magical aspects, and imposes increased manacost and cooldown penalty on the usage of spells and skills.
 * Shatter Threshold – any unit in the huge AoE aura that goes down to 10% health or below immediately dies.
 * Winter’s Murmur – deals continuous damage per second on all enemies in a large AoE centered on the unit; damage dealt is pure and based on a set percentage of each individual target’s maximum health value.

Special Trait:

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

Inspiration:

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

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

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

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

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

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

Racial Classes:

 * Star Elemental Level ?
 * Elder Star Elemental Level ?
 * Primal Star Elemental Level ?

Active:

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

Passive:

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

Special Trait:

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

Inspiration:

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

H’nehn [Level 90]
 

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

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

Active:

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

Passive:

 * Dazzling Gleam –
 * Inner Light –

Inspiration:

 * H’nehn is a reference to both the nitrogen-nitrogen triple bond (N≡N) and a further derivation ([H-N≡N-H]2+) when the triple bond is read as “E”, and hi-nehm, a word of power in Rick Riordan’s Kane Chronicles which means “join”.
 * The naga of mythology with a touch of Dungeons & Dragons’ snake-but-with-a-human-visage is the chosen race for Nen due to:
 * 1.) the Naga’s divinity and benevolence;
 * 2.) the single snake in Rod of Asclepius, the symbol of Asclepius, the Greek God of Medicine; and finally, and most influentially,
 * 3.) Ouroburos.

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

Background:
The Dreadnaut is a copy of the original dev-designed raid boss, one of the rogue mechanical “clock-themed” constructs said to help maintain the great machinery of Time –according to its flavor text at least. This copy was awarded to the guild after they achieved the fastest (and only) kill of the Dreadnaut in its opening day debut. It helped that the patch that introduced it got delayed and was introduced only three hours before the daily cycle resets.

The clock-themed golem was designed as an aspect of time and time is its greatest asset. It is overspecialized into an extremely defensive build that deal limited damage. To compensate and deal damage, it utilizes a unique array of skills, a continuous damage-over-time aura that can span the entire zone, and fixed damage-over-time AoE attacks.

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

The Dreadnaut forces invading players into a long, frustrating battle of attrition that continually threatens their squishier supports, DPS, and healers, forcing them to drain consumables and mana to stay healthy and in fighting shape, as well as exhausting their mental reserves, in hopes of stressing and tilting them out. The longer the battle goes on, the greater the stress and the greater the chances of mistakes that will cost the invaders dearly.

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

Racial Classes:

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

Active:

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

Passive:

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

Aura:

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

Special Traits:

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

Inspiration:

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

Illustris Daemon [Level 100]
 

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

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

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

Nothing will remain secret for long. Not under the unrelenting gaze of the eternal eyes that see everything.

Classes:

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

Gears:

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

Active:

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

Passive:

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

Prima Reina [Level 100]
 

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

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

For a bard this level, five primaries can be at play at any one time. Primaries are continually channeled aura-like spells that only end when the bard chooses another primary song to play while exceeding the current limit of songs being played or Prima Reina turns the songs all off. As such, they are continually re-applied during the duration of the cast that they practically cannot be dispelled. Invaders who ignore the optional encounter are forced to fight Gmalus and other units defending the Labyrinth with the primary songs on. Invading the Serenata Sanctum however, runs the risk of giving the guild more time to gather and prepare.

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

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

Classes:

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


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

Phantomime Sparktacle [Level 100]
 

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

Its greatest strength is its ability to morph into another form, taken from an enemy or an ally. This allows it to borrow a significant portion of the target's combat strength which benefits both it and its illusory minions.

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

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

Racial Classes:

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

Job Classes:

 * Illusionist Level15 [Base] –
 * Kabuki Level 15 [Base] –
 * Fighter Level 15 [Base] –
 * Prima Actor Level 10 –
 * Illusionist Adept Level 10 –
 * Grand Phantasm Level 5 –

Active:

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

Passive:

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

Inspiration:

 * Dota 2: Phantom Lancer, Terrorblade, Morphling

Gu, the Great Unmaker [Level 100]
''Gu is but a droplet of the one true Eternal Unmaker. Bound to the service of the Great Ones who sought to nurture creation, in the capacity of a correction –err fluid to be precise– there’s not a thing in creation Gu can’t unmake. Innocent and goofy looking in its non-combat state, Gu still exudes decay and, when called to battle, it assumes its true form: shapeless, eternal cosmic ooze that engulfs the enemy in a swift tidal wave that rends all bonds and devours all hope.''

Background:
The great slime Gu specializes wholly in plague and poisons and, while counters, resistances, and immunities to plagues and poisons may be the easiest –comparatively- to come by, an Elder Ooze on the classification level of [World Blight] can overpower almost everything. Gu fights with noxious fumes that burn like acid and diseases that infect and corrode even steel. Immunity or not, nothing can survive being seared from the inside out. On the defensive, Gu relies on corrosion debuffs, paired with the slime trait of being highly resistant to physical weapons, to discourage contact-based weapons and fighting styles.

Classes:

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

Inspiration:

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

Memento Mori [Level 100]
''The Eye of Lucemine is the manifestation of the Magna’s righteous might and the indomitable enforcer of her will. Endless in scrutiny, with its light all-pervading, the Eye scours the land for evil and snuffs it wherever it may be. All evil must rush to flee or perish in heartbeat, for the Eye isn't the typical watered-down modern image of angels. It is the angels of old repute come again: indomitable, immovable, all-powerful –an absolutely fucking terrifying physical manifestation of righteous might on Earth. Its countenance is a reminder to all those who bear witness that the Light is not just some soft, benevolent force. It is a primordial force of vast power and great indifference. It will not suffer being trifled with.''

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

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

When called to battle, Mori can alternate between two weapons designed for different opponents: [Heavenly Halberd] is preferred against heavily armored opponents because part of its damage bypasses physical defense and deals magic damage; [Gáe Dearg] is used particular against mages.

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

Appearance:
Memento Mori is a two-meter tall plate armor-clad white humanoid creature with a male lion's head and four incorporeal energy wings that can vanish and reappear at will.

Classes:

 * Angel Lvl 15 –
 * Cherubim Lvl 10 –
 * Elder Cherubim 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:

 * Heavenly Halberd (Class: Divine; Type: Magic Halberd; Slot: Weapon) –
 * The Heavenly Halberd deals powerful holy-type magical damage on hit on top of its high physical damage. The magic damage component 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.
 * 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 the unit's Faith Mastery.
 * Holy Light – single-target heal/nuke; heals a living unit or damages an undead or demonic unit; heal and damage values are based on a percentage of the user’s Faith Mastery and Devotion.
 * Holy Purge – applies a [Purge] on hit, dispelling every easily dispellable positive buffs the target has; deals bonus damage to summoned units; low cooldown.
 * Judgment – deals heavy damage, with the caster’s Devotion and Faith Mastery as damage multipliers, to all enemies in a large area around the caster; deals residual damage-over-time for 5 seconds afterwards; instantly kills all lower level demonic and undead non-boss and non-hero category units; greatly increases the caster’s threat/aggro level.
 * Mass Purification – applies [Purification] on all units in the spell’s AoE; does not put [Purification] on cooldown.
 * Purification – dispels negative buffs on self or ally; when used on enemies, dispels positive buffs.
 * Reckoning – 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 Faith Mastery as multiplier, on top of her regular physical damage every time she attacks.
 * Holy Zeal – the unit gains x% Haste for every evil-aligned unit nearby; buff limit of up to 5 enemies.
 * Justified – the unit gains a small increase in damage the more negative the target’s karma value is compared to the unit.

Aura:

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

Racial:

 * Benediction – grants high health regeneration and an instant self-dispel every 12 seconds.
 * Empyrean Emissary – the unit gains immunity to demonic and death magic and abilities Tier 6 and below and gains increased resistance to the ones that are Tier 7 and above.
 * Take Wing – toggle on/off; allows the unit to take flight.
 * True Form – the unit becomes invulnerable to all magic for 5 seconds; applies a powerful self-dispel.
 * Wings of Liberty – the unit turns immune to all movement restriction effects for 4 seconds.

Inspiration:

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

Seven Who Are One [Level 50]
The Seven Ribbons of Memento Mori.

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

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

Classes:

 * Angel Level 15
 * Priest Level 15
 * Channel Level 10
 * Adept Level 10

Gears:

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

Inspiration:

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

Nexus [Level 60]
Knowledge is security

Background:
Back in YGGDRASIL, Nexus was mostly created so that certain scroll creation needs can be catered to by a unit with levels in Scribe, because back then, before some crucial buffs to the class, no player in the guild wanted to take the Scribe production subclass.

In the New World, it now acts as a repository of knowledge for this 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
 * Advance Android Lvl 5
 * Scribe Lvl 15
 * Scholar Lvl 15

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

Classes:

 * Automaton Level 15
 * Android Level 1
 * Commander Level 9

Gears:

 * Erudite Mantle (Class: Relic; Type: Ceremonial Cloth; Slot: Armor)


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

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 [Level 10]
Courtesans are basic courtesy.

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

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

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

Classes:

 * Racial Classes:
 * Homunculi Level 5 [Racial]
 * Job Classes (YGGDRASIL):
 * Bard Level 5 [Basic]

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


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


 * Shimmersilk Slippers (Class: Rare; Type: Slippers; Slot: Foot)
 * The Shimmersilk Slippers are extremely comfortable, durable, and fashionably elegant and simple footwear crafted from the shimmering silk threads of the caterpillar stage of the [Matriarch Butterfly]. It increases the user’s proficiency with charm spells and abilities.
 * Trappings of a Faerie Princess (Class: Rare; Type: Stockings; Slot: Legs)
 * The Trappings of a Faerie Princess is a sheer white stockings made from a [Greater Fae Spider] spidersilk. It increases the user’s proficiency with charm spells and abilities.

Gears (Adventurer Persona):
All three sisters have the same five items on top of their personalized adventurer panoply.
 * Amulet of Recall (Class: Rare; Type: Necklace; Slot: Accessories) –
 * Amulet of Recall grants its user the ability to be instantly teleported to a certain designated save point, giving her a free get-out-of-jail card.
 * Silver Infused Practice Sword (Class: Uncommon; Type: Arming Sword; Slot: Weapon)
 * The one-handed arming sword acts as their backup melee weapon. Since it is magically infused with silver dust, it can harm creatures weak to silver. It also temporarily raises the user’s proficiency with one-handed blades slightly when wielded as a weapon.
 * It cannot raise the user’s proficiency with one-handed blades beyond the max value cap set by the game.


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


 * Messenger’s Winged Sandals (Class: Relic; Type: Leather Sandal; Slot: Foot)
 * The Messenger’s Winged Sandals are extremely comfortable unisex sandals made from [Cloudstreak Wyvern] leather hide.
 * It grants the user two temporary skills for as long as the sandals are equipped:
 * [Feather Fall], which slows down the wielder’s fall, ensuring that he/she reaches the ground safely (no mana cost, 8h cooldown).
 * [Fly], which allows the caster to tap into a weaker item spell version of the mage spell to have the flight ability temporarily for 2 minutes (small mana cost, 30 minute cooldown)


 * Power Belt (Class: Uncommon; Type: Belt; Slot: Torso) –
 * The championship belt inspired Power Belt is a low rarity gear with one of the most cost-efficient stats-to-cost ratio. It grants the user considerable Strength.
 * Bracer of Spell Warding (Class: Uncommon; Type: Bracer; Slot: Hand)
 * The Bracer of Spell Warding is a dull gold nondescript bracer that magically projects an invisible outer layer of “skin shield” that reduces magic damage the user receives.
 * Bottled Smoke of Deceit (Class: Uncommon; Type: Magic Bottle’ Slot: Weapon)
 * For a small mana cost, the caster can create a considerable smokescreen. While the bottle is magical in nature, the smokescreen isn’t treated as such.
 * Bottomless Water Canteen (Class: Uncommon; Type: Magic Bottle’ Slot: Weapon)
 * The Bottomless Water Canteen is a half-liter stainless steel bottle that refills its water content back to full by absorbing moisture in the air at a regular 1-hour interval.
 * Adventure Essentials (Class: Relic; Type: Ring; Slot: Ring)
 * Adventure Essentials is the final piece of the trio's panoplies, crafted after Eanki decided to give his new adventurers one more edge, raising their combat prowess through the sheer raw stats the ring grants.
 * It greatly increases the user’s Strength and Agility.

Abby:
Abby your crying shoulders.

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

Classes:

 * Racial Classes:
 * Homunculi Level 5 [Racial]
 * Job Classes (New World):
 * Bard Level 1 [Basic]
 * Fighter Level 4 [Basic]

Gears (Adventurer Persona):

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


 * Stalwart Heart (Class: Rare; Type: Brigandine; Slot: Body)
 * Stalwart Heart is composed of a durable [Felwood Spider] spidersilk cloth base lined with [Adamantite] plates and further reinforced with magical enchantments that also increases the user’s magic resistances on top of increasing her physical resistances in the areas covered by the armor.
 * Orichalcum Nasal Helm of Courage (Class: Uncommon; Type: Helm; Slot: head)
 * The Nasal Helm of Courage is a simple orichalcum cone helm with two enchantments: one to greatly resist [Fear] and similar mental attacks; the other provides magic defense on top of the regular protection from physical attacks the helm provides to the covered head area.

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

Appearance & Traits:
Candice is a pale-skinned and black-haired beauty with mischievous emerald eyes. She is a quirky and funny weirdo, a terrible flirt, and is positively brimming with energy and enthusiasm.

She's the ranged Fighter of the group. Eanki initially planned for her to be a Ranger but he decided that Fighter would be the most cost-efficient way to boosts her combat prowess.

Classes:

 * Racial Classes:
 * Homunculi Level 5 [Racial]
 * Job Classes (New World):
 * Bard Level 1 [Basic]
 * Fighter Level 4 [Basic]

Gears (Adventurer Persona):

 * Parabellum Peashooter (Class: Artifact; Type: Magic Pistol; Slot: Weapon)
 * The Parabellum Peashooter is a relatively common yet highly valued artifact item drop. It’s a magic flintlock pistol that never runs out of ammunition; instead it consumes a miniscule amount of mana from the user and transforms them into momentarily solid projectiles.
 * The drawback is that it takes a 1-second pause in between shots, and has a measly effective range of 100m before the momentarily solid mana projectile dissipates.


 * Combat Goggles (Class: Uncommon; Type: Goggles; Slot: Head)
 * The Combat Goggles grants the user resistance to attack components, spell components, and debuffs that may affect her sense of sight. It has two enchantments, one preventing the goggles from fogging up and the second granting additional durability to the goggles.
 * Gunnery Gloves (Class: Uncommon; Type: Gloves; Slot: Hand)
 * The Gunnery Glove is a smooth finger-less glove that increases the wielder’s proficiency with pistol-type weapons.
 * Choice Cotton Dress Shirt (Class: Uncommon; Type: Dress Shirt; Slot: Body)
 * Made from cotton harvested from the [Arboris Danaya Cotton] plant, this dress shirt provides greatly increased magic resistance to the areas covered by the cloth. It also enchanted to provide increased mana pool and mana regeneration.

Joanna:
Joanna be my girl tonight?

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

Because the trio were made by three different people, their stats investment differ from each other. Joanna has the best stats for a magic class so, by default, she became the mage. Or rather, the Magic Initiate, a class which, while not as potent as a specialized magic class, allowed her to draw spells from the Wizard, the Warlock, the Druid, and the Cleric pool for a chaotic mishmash of a spell repertoire best characterized as jack-of-all-magic weak-at-everything. But, hey, that's what items are for.

Classes:

 * Racial Classes:
 * Homunculi Level 5 [Racial]
 * Job Classes (New World):
 * Bard Level 1 [Basic]
 * Magic Initiate Level 4 [Basic]

Gears (Adventurer Persona):

 * Glove of Magic Missile (Class: Uncommon; Type: Magic Glove; Slot: Weapon, Main Hand)
 * Glove of Magic Missile allows the user to cast a 3rd tier magic missile spell (in a finger-gun pose) without cooldown or spending mana. What the caster spends instead are the magic missile charges in glove. The glove has 50 charges, which replenishes every 24 hours.
 * Wand of Conjure Firebolt (Class: Uncommon; Type: Magic Wand; Slot: Weapon)
 * Wand of Conjure Firebolt allows the user to cast the 3rd tier spell [Firebolt] without mana cost but it has a long one-hour cooldown before becoming usable again.


 * Touch of Mercy (Class: Rare; Type: Magic Gloves; Slot: Weapon, Offhand)
 * Touch of Mercy is a magic healing glove that acts as a low level [Cure Wounds] without costing mana. The glove needs to physically touch a wounded ally to start mending said ally’s wounds. This limits its effectiveness in hectic combat but it allows the user to perform minor healing tasks when outside of combat even without investing a single level in the healer classes.


 * Choice Cotton Dress Shirt (Class: Uncommon; Type: Dress; Slot: Body)
 * Made from cotton harvested from the [Arboris Danaya Cotton] plant, this dress shirt provides greatly increased magic resistance to the areas covered by the cloth. It also enchanted to provide increased mana pool and mana regeneration.

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.