(Disclamer: I do not own nether Guild Wars nor MGE 'The Lobby' however is mine)
The Lobby is a mirror dimension with a slower timeframe than the real world you could spend years in The Lobby but it would only feel like seconds in the real world
Appearance:'The Lobby' looks like a grey desolate wasteland with no trees or any type of foliage, the seas are dry, and few to find and some are even lava lake,s the sky is grey and dead with few tickles of sunlight here and there, the inhabitants are low nothing really 'Lives' here only spirits or other things that don't need to eat or drink
Biomes:
Lava lakes: as the title suggests a lake full of lava the only thing that lives here are Flesh Golems
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Lakes: very rare and shallow two things live here are Creatures called the Scuttle Fish and Creeping Carps
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Crystal Lakes: even more rare than actual Lakes this lake is rock solid but is filled with priceless gems but you will have to deal
with Crystal Guardians and Crystal Spiders to get them
Rest: a grey wasteland filled with Torment Claws, Flesh Golems, and Tears of Dwayna
Creatures:
Flesh Golem: they usually travel in pairs, non-aggresive but will attack if proveked
Abilities:
Mantra of Recovery: for 26 seconds spells that the Flesh Golem has cast recharge 89% faster
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Fire Storm: for 10 seconds a Fire Storm is created on Target's position foes in this zone are struck for major fire damage each second that they are in it
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Flame Burst: all nearby foes are struck with gargantuan fire damage
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Scuttle Fish: appear in groups with Creeping Carps usually healing them when they take damage oh and they can fly
Abilities:
Balthazar's Aura: For 8 seconds foes adjacent to target ally take major holy damage each second
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Dwayna's Sorrow: For 30 seconds target ally and nearby allies are enchanted with Dwayna's Sorrow if ally dies while under the effect of Dwayna's Sorrow Allies are healed a lot
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Healing Light: Heal Target ally for almost back to full, if Target is under the effects of an enchantment Target gains energy back
Healing Touch: Target gains back a lot of HP
Creeping Carp:Fish like assassins they excel at catching people that run
Abilities:
Dash: For 3 seconds Creeping Carp Runs 50% faster
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Expunge Enchantments: Target loses one enchantment, for 6 seconds all of the Creeping Carp's non-attack skills are disabled, for each skill disabled this way Target loses one extra enchantment.
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Jagged Strike:(Lead Attack) if Jagged Strike hits, Target starts to bleed heavily
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Siphon Speed: for 18 seconds Target moves 33% slower and the Creeping Carp moves 33% faster, this skill recharges 50% if the Target is moving when this spell was cast
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Siphon Strength: For 25 seconds, Target deals less damage with all attacks but the Creeping Carp gains an extra 33% to critical hit that Target with all attacks
Wild Strike:(Off-Hand Attack) Must follow a Lead Attack, if this hits, this attack deals extra major stabbing damage, if Target is in an Stance Target loses that Stance, this attack cannot be blocked
Crystal Guardian: Golems made of Crystal that guards the Crystal Lake with it's 'life' usually in groups with Crystal Spiders
Abilities:
Aftershock: Nearby foes are struck with huge earth damage, if foes are knocked down they are then are struck with extra major earth damage
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Crystal Wave: Foes adjacent to the Crystal Guardian are struck with major damage but are cured of any condition for each condition removed it deals extra damage
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Shock: Target is knocked down and is struck for huge lightning damage this attack ignores armor
Stun Immunity:can not be stunned
Crystal Spider: Crystal like spiders that protect the Crystal Lake they are powerful spell casters
Abilities:
Energy Burn: Target loses a lot of energy and is dealt huge amounts of psychic damage to how much energy was lost
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Hex Breaker: for the next 110 seconds the next time the Crystal Spider is the target of an hex that hex fails and the caster takes major psychic damage
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Illusion of Weakness: the Crystal Spider loses a lot of it's HP, Illusion of Weakness ends when the Crystal Spider's HP is less than 25% when then that happens the Crystal Spider gains that much HP when it first cast the spell.
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Shatter Enchantment: remove one enchantment from target and that Target takes huge psychic damage
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Shatter Hex: Remove Hex from Target foes near the Target take huge psychic damage
Stun Immunity: cannot be stunned
Torment Claw: a massive claw that appears at the most unlikely moments.
Abilities:
Fingers of Chaos: For 5 seconds, Torment Claw's attacks: cannot miss Rangers; Remove enhancements from Healers;cause conditions (fire,poison,etc) on warriors;Interrupt Elementalists; and lose a hex when attacking Necromancers.
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Torment Slash: All foes directly in front of the Torment Claw are struck for huge slashing damage... twice
Tears of Dwayna: small shadow creature that can hide anywhere they are usually are found with any creature found in this list helping them in combat
Abilities:
Dwayna's Sorrow: For 30 seconds target ally and nearby allies are enchanted with Dwayna's Sorrow if ally dies while under the effect of Dwayna's Sorrow Allies are healed a lot
Items:
Ebony Mirror: a Mirror that when looked at will reveal the location of where you at in 'The Lobby' to the real world currently owned by Nightmare
People that can use 'The Lobby':
Nightmare: Master of 'The Lobby', all of the creatures don't hunt him or attack and he can command them as well, 'The Lobby' bows to him and will let Nightmare do what ever he wants (ex, change just about anything but Nightmare doesn't care about making this place happy) he gets here via his teloportation, can bring atleast 2 other people with him as well
K'eth: His powers allows him to go anywhere at any time and also K'eth created 'The Lobby' when he created Nightmare and made it subservient to Nightmare, but if Nightmare is the master of 'The Lobby' then K'eth is the Grandmaster of 'The Lobby', K'eth usually goes here if he is bored and wants to see actual monsters or you know sick of monster girls and the Order and the like.
