(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/Sentinels: they usually travel in pairs, non-aggresive but will attack if proveked
Abilities:
Mantra of Recovery: (Elite Spell) for 26 seconds spells that the Flesh Golem has cast recharge 89% faster
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Fire Storm: (Spell) Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 47 fire damage each second.
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Phoenix: (Spell) A fiery Phoenix rises at the Flame Sentinel's location and flies out to it's target, exploding on impact. This explosion strikes it's target and nearby foes for 104 fire damage. If the Flame Sentinel is Overcast, allies in the blast radius are healed for 104 Health.
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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: (Enchantment Spell) For 8 seconds, foes adjacent to target ally take 31 holy damage each second.
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Dwayna's Sorrow: (Enchantment Spell) For 30 seconds, target ally and all nearby allies are enchanted with Dwayna's Sorrow. If an ally dies while under the effects of Dwayna's Sorrow, the Scuttle Fish's allies are healed for 68.
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Healing Light: (Elite Spell) Heal target ally for 124 Health. If the Scuttle Fish's target has an enchantment, it gains 4 Energy.
Healing Touch: (Spell) Heal target touched ally for 78 Health. Health gain from Divine Favor is doubled for this spell.
Creeping Carp:Fish like assassins they excel at catching people that run
Abilities:
Dash: (Stance) For 3 seconds, the Creeping Carp runs 50% faster.
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Expunge Enchantments: (Skill) Target foe loses 1 enchantment. All of the Creeping Carp's other non-attack skills are disabled for 3 seconds. For each skill disabled in this way, target touched foe loses 1 additional enchantment.
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Jagged Strike:(Lead Attack) If Jagged Strike hits, the Creeping Carp's target suffers from Bleeding for 26 seconds.
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Siphon Speed: (Hex Spell) For 18 seconds, target foe moves 33% slower and the Creeping Carp moves 33% faster. This spell has half the normal range. This spell recharges 50% faster if cast on a moving foe.
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Siphon Strength: (Elite Hex Spell) For 25 seconds, target foe deals 65 less damage with attacks and all of the Creeping Carp's attacks against that foe have an additional 33% chance of being a critical hit.
Wild Strike:(Off-Hand Attack) Must follow a lead attack. If it hits, this attack strikes for an extra 45 damage and any stance being used by target foe ends. 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: (Spell) Nearby foes are struck for 130 earth damage. Knocked down foes are struck for 91 additional earth damage.
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Crystal Wave: (Spell) Foes adjacent to the Crystal Guardian are struck for 94 damage but are cured of any negative conditions. Each condition removed deals 19 damage.
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Shock: (Skill) Target touched foe is knocked down and struck for 80 lightning damage. This skill has 25% armor penetration.
Stun Immunity:can not be stunned
Crystal Spider: Crystal like spiders that protect the Crystal Lake they are powerful spell casters
Abilities:
Energy Burn: (Spell) Target foe loses 14 Energy and takes 9 damage for each point of Energy lost.
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Hex Breaker: (Stance) For 110 seconds, the next time the Crystal Spider is the target of a hex, that hex fails and the caster takes 60 damage.
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Illusion of Weakness: (Enchantment Spell) the Crystal Spider loses 316 Health. Illusion of Weakness ends if damage drops if it's Health below 25% of it's maximum. When Illusion of Weakness ends, the Crystal Spider gains 316 Health.
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Shatter Enchantment: (Spell) Remove an enchantment from target foe. If an enchantment is removed, that foe takes 134 damage.
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Shatter Hex: (Spell) Remove a hex from target ally. If a hex is removed, foes near that ally take 156 damage.
Stun Immunity: cannot be stunned
Torment Claw: a massive claw that appears at the most unlikely moments.
Abilities:
Fingers of Chaos: (Monster Skill) For 5 seconds, Torment Claw's attacks: cannot miss Rangers; Remove enchantments from Healers;cause conditions (fire,poison,etc) on warriors;Interrupt Elementalists; and lose a hex when attacking Necromancers.
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Torment Slash: (Monster Skill) All enemies directly in front of the Torment Claw are struck for 150 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: (Enchantment Spell) For 30 seconds, target ally and all nearby allies are enchanted with Dwayna's Sorrow. If an ally dies while under the effects of Dwayna's Sorrow, the Tears of Dwayna's allies are healed for 68.
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.
