Forever Never

“Forever Never was born from crystalized light magic further influenced by its user’s eternally sorrowful, unfeeling nature. Such influence has gradually whittled what would’ve been deadly to an elegant, delicate transparent power that many find difficult to see. In fact, this affliction has rendered her invisible and undetectable to anyone outside the Visibility Fields she creates.”
- Ingame description of Forever Never
Forever Never is a Level C Fantasy Tube present in Tube Wars. It is obtained by using the Unexpected Button as a Half-Fantasia while at Junior Rank or higher. The Unexpected Button can be crafted from 1 Play Button, 50 Portal Crystals and 6 Shine Orbs. Play Buttons can appear somewhat rarely from item spawn circles, Portal Crystals spawn in clusters around portals, and Shine Orbs can appear in spawn circles in Heaven, or sometimes from chests.
Forever Never is a fairly strategic Tube to use due to its low stats except for energy and ranged power. It is meant to be played sneakily and defensively, with several moves that affect others’ ability to see the user or what’s happening, which range from selective invisibility to complete blinding effects. Its damage relies mainly on DPS and is minimal on its own, meaning it is at its deadliest in its fully developed state if the target fails to dodge most of the incoming damage, which, that said, is relatively easy to do as long as they keep moving.
==Strengths & Weaknesses==
Strengths	Weaknesses
*Able to confuse and disorient enemies easily
*Unlikely that the user will get ambushed or “random attacked” due to the Visibility Field mechanic
*Perfect for startling opponents
*Able to do well at any range
*Lots of blinding moves and a few good stuns
*Has a skill that turns the user and any nearby allies invisible	
*Poor melee capability
*Modest damage
*Only one attack works effectively at long range
*Below average movement speed
*Limited aerial capability
*Most moves can be evaded
==Background Info==
Forever Never is the Tube of Kassie Gloom (Based off of the Youtuber Gloom), the “Grand Protector” of the Fantasy World portal in Britain, situated at the top of the Great Forbidden Mountain Range. She is afflicted with a perpetual depression and emotionlessness, leaving her constantly soft spoken and with the inability to show any positive emotion; this is the result of some trauma, tragedy and despair she had experienced during the Great Fantasm War. Now she relies on her crystalline magic in order to display her inner thoughts and feelings. She leads a legion of angels and demons who guard the rest of the mountain from intruders, but is very rarely seen or noticed herself as her mental state, as well as her inexperience with fantasia skills, have rendered her invisible, undetectable and inaudible to those outside of the “Visibility Fields” she can create, which can vary in size, with one always around the portal she normally guards.
Kassie Gloom first debuted in the first Tube Warriors book, The Shattered Moon, first encountered just doing her job at keeping humanity out of the portal when R.D. Daniel arrives, getting stopped by her right before he could jump into the portal. After a short speech from her, Daniel demands to be let through the portal, but Gloom denies his access. Following the slightly disappointingly short battle that follows (In Daniel’s opinion at least), Gloom understands that Daniel is far from an ordinary human and grants him access through the portal, along with giving some very deceiving information about the perpetrators inside. Much, much later, it turns out she was called to the Great Rainbow Garden one night to participate in an ancient ritual which shattered the moon.
The Tube around the wielder’s arm resembles a single silver ribbon that forms a 3D spiral around their left arm, stretching from their elbow to their wrist, with white crystals along its center as well as a white glow and edges. When summoned, the wielder gains a white glowing outline on their character and similar-colored sparkle particle effects within 2 studs around them. 
==Basic Attacks & Skills==
===Passive/Z: Visibility Fields===
Normally, the user is “nonexistent” (Invisible, intangible, undetectable, invincible). In this state, they cannot use any of their moves, nor can they regenerate health, energy or stamina, and can only move around and jump; on their screen, their character may just appear transparent. By pressing Z, they can place a dome/sphere-shaped Visibility Field (Which only they can see) wherever their cursor is, inside of which they will become “existent” (Visible, tangible, detectable, harmable) again and can then use their moves. They can have up to three of their own Visibility Fields active at a time, and trying to place a fourth will cause the earliest of the existing three to disappear; all three will disappear when the user is KO’d, resets or leaves/rejoins. They will also fail to form properly if their borders make contact with that of another of the user’s. Each Visibility Field is roughly 60 studs in diameter and will briefly cause wave distortion effects on the screens of players who enter and exit them, regardless of whether or not the user is inside of them or not. Certain Tubes, such as the Z-Boots, have the ability to sense the user’s presence even outside the Visibility Fields in the form of a just barely visible shadow that follows them as they move.
Attempting to place a Visibility Field inside of one of their existing ones will make the latter bigger instead of creating a new one, adding 30 studs to its diameter; a single field can get as big as 120 studs in diameter at maximum. Placing a Visibility Field outside the larger field will cause the bigger one to shrink down to its previous size.
===Passive: Automatic Gliding===
User automatically begins gliding when they begin falling instead of having to activate it manually, with their feet giving off white sparkles and being circled by four white crystals. Upon touching down to the ground, or hitting the spacebar while still in the air, the crystals and sparkles disappear, and they will begin to fall down normally if they are still in the air.
===LMB (Before Lv. 100): Slap===
User cycles between two close range slaps upon click, each dealing 20 → 24 Alternative damage (28 → 32 on critical hits).
===LMB (After Lv. 100): Glimmer Blades===
User cycles between 3 close range slaps with three glowing white crystals at the end of each hand, each dealing 30 → 50 Solid damage (38 → 58 on critical hits).
===LMB (Clash) (After Lv. 100 if Guardian Angels is unlocked): Identity Crisis===
Shatters the crystals in the user’s hands, resulting in a brief burst of light that deals 33 → 55 Energy damage to the enemy they clashed with (41 → 63 on critical hits), blinding them with a white screen for a split second, and stunning them for a second. Any enemies that were within 6 studs of the user will also receive these effects. This can happen once every 60 seconds.
===RMB: Rapid Crystals/Ambush Crystals/Scatter Crystals===
User cycles between the following moves upon click:
*Quickly holds out their right arm and fires a stream of 5 glowing crystals that each deal 9.5 → 20.5 Solid damage (18 → 29 on critical hits) and shatter on impact.
*Holds their arms out in a wide ‘A’ formation as 5 bright-glowing crystals (Increases to 7 at Level 150) fly out upwards from behind their back in a fan formation, then fire at their target from above them. The crystals, besides the visual difference, function mainly the same as those in the previous attack.
*Quickly holds out their left arm and fires 3 even brighter, fast-traveling crystals (With a 0.20 second delay between each), which each deal 7 → 18 Solid damage (15 → 26 on critical hits) and create a horizontal spread of 12 smaller light crystals around where they land, which can cover around a 25-stud radius, dealing 5 → 17 Solid damage per crystal (14 → 25 on critical hits). The spreads become more dense with 20 small crystals at Grade 2 (Level 75), and a fourth crystal is fired at Grade 3 (Level 175).
===Q: Angel Cocoon===
User surrounds themselves in a white, see-through crystal that reduces the damage from the next attack more than normal blocking; that attack will cause the crystal to shatter, dealing 20 → 32 Solid damage to enemies close enough (28 → 40 on critical hits). If the attack was a melee attack, the attacker will be dazed with bright light screen obstructions for 2 seconds afterwards. After shattering once, the crystal will not form again for 35 seconds (Reduced to 27 seconds after Level 150, then to 15 seconds after Level 250).
===Ctrl: Approach===
User hovers slightly above the ground as their feet begin to sparkle, allowing them to move quicker than walking. 
This Tube is incapable of unmounted flight.
==Transparent Wish==
Transparent Wish is Forever Never’s first Special. It allows the user to create and telekinetically manipulate narrow light crystals, most of which are white, though a select few are a different color. These can either be transparent and difficult to see, or blindingly bright, though they tend to be either sharp or fragile.
===1: Glimmering Storm===
User launches roughly 25 tiny, transparent white crystals that will float in the air for a second, then gain a glow with bright white light as they turn into cursor-guided projectiles that shatter upon impact with miniature light explosions, each dealing a 2 → 4.5 Solid damage (10 → 15 on critical hits). At Grade 2 (Level 100), 30 crystals are fired instead, and in a larger spread. {CD: 5.5 sec. | Energy Cost: 45} 
===2: Stand In A Daze===
10 transparent grey crystals appear wherever the user’s cursor roams, spinning in a 12-stud diameter circle, yet seemingly having no effect. A second later, the crystals disappear; a second after that, a dome-shaped (Or completely spherical if the target is airborne) swarm of approximately 20 light crystals appears, surrounding each and every opponent who came in contact with the initial crystals or was caught inside the circle, remaining still in the air for just over half a second before attempting to fire at the target’s general location. Each crystal deals 2.5 → 4.2 Solid damage on contact (11 → 13 on critical hits), but isn’t destroyed until it travels for too long or hits a solid surface. At Grade 2 (Level 50), a second swarm of crystals appears a split second after the second one, and at Grade 3 (Level 150), a third is added after the second; in addition, all swarms are larger with 25 crystals. {CD: 8 sec. | Energy Cost: 50}
===3: Spiral Sanctuary===
7 bright crystals, each being one of 7 colors, appear in random locations around the user at different elevations and distances from them (Cannot exceed 25 studs in distance, or two players in height). After a split second windup, the crystals will begin to revolve around the user at extreme speeds, leaving trails of light. Any enemies standing in the ring while this is happening will take 6 → 8.2 Solid damage per fifth of a second (14 → 17 on critical hits) and have their controls reversed for 1.5 seconds (Resets with every hit). After a second, the crystals stop moving, remain motionless for another split second, then fire at the user’s target as projectiles, dealing 5 → 7.2 Solid damage each (13 → 15.2 on critical hits). At Grade 2 (Level 100), the crystals become slightly bigger, increasing the move’s range by 5 studs, and will orbit for 1.5 seconds instead. {Cast Time: 0.5 sec. | CD: 6 sec. | Energy Cost: 65}
===4: Broken As I Am===
User locks in place as a giant, spinning and very brightly glowing crystal appears above their head and their body emits rapid streaks of light. After a split second, the crystal begins spewing a total of 20 small crystals in random locations within a 27 stud circular radius around them, each dealing 7 → 11.4 Solid damage (15 → 20 on critical hits) to enemies who get hit by them whilst piercing through them, only stopping once they’re lodged in whatever surface they hit. Getting hit by one of the crystals also stuns enemies for 1.5 seconds. A split second after all crystals have been fired, they and the big crystal will explode in bright bursts of light, dealing 45 → 61.5 Solid damage (53 → 70 on critical hits) per explosion and applying a 2 second blind effect. Right after this happens, the Visibility Field the move was casted inside will immediately disappear. At Grade 2 (Level 150), the radius is increased to 35 studs, and the amount of crystals fired is increased to 30. At Grade 3 (Level 250), enemies within the radius are stunned without even needing to be hit by the crystals, the stun itself lasts for 2.5 seconds, and the final burst only has a 50% chance to delete the Visibility Field. {Cast Time: 0.75 sec. | CD: 10 sec. | Energy Cost: 95}
===X: Transparent Wish===
Requires Level 150 to use. User holds a tiny, yet bright crystal in between their hands as a bigger, transparent one encases their body and lifts them off the ground. Surrounded by orbiting crystals of three different sizes, the user is then able to slowly, continuously fly in any direction they point, invincible to all damage and deflecting most projectiles that hit them. Then, after 3 seconds (Or when the user clicks), the crystal will shatter and the user will teleport straight to where their cursor is. Anyone within 10 studs of the crystal when this happens will be blinded for 2 seconds. Resource regeneration is paused while inside the crystal. At Grade 2 (Level 175), the crystal lasts for a total of 4 seconds, and 5 at Grade 3 (Level 250); in addition, Grade 3 also allows the crystal to float at a slightly faster speed. {Cast Time: 0.25 sec. | CD: 6 sec. | Energy Cost: 40}
==Guardian Angels==
Guardian Angels is Forever Never’s second Special. It allows the user to shape, refract and manipulate light, including to form spells. Some crystals can still be found within some moves, but don’t serve much purpose other than for visuals.
===5: Aethereal Glare===
User summons a small crystal from their hand which floats on its side in front of them, then shatters, firing a fast-traveling beam of bright light that deals 48 → 70 Energy damage (56 → 78 on critical hits) and creates an extremely bright flash of light upon impact with an enemy, blinding them and anyone caught in the flash for 4 seconds. The user is able to move while casting this spell, as well as aim it right before it fires. {Cast Time: 0.5 sec. | CD: 6 sec. | Energy Cost: 45}
===6: Gyrating Dance===
Trademark Technique. User creates five orbs of light that begin to orbit in a ring around them for 12 seconds. When an enemy or projectile touches one of the orbs, it will explode in a burst of light, destroying projectiles and dealing 40 → 62 Energy damage (48 → 70 on critical hits) to enemies while also blinding them for a split second. The move will enter cooldown once all orbs are gone, but they will stay with the user even after leaving a Visibility Field. The number of orbs summoned increases to 7 at Grade 2 (Level 75), and at Grade 3 (Level 150), the ring is larger with 12 orbs, with a second, smaller ring of 6 orbs inside, spinning in the opposite direction. {CD: 8 sec. | Energy Cost: 50}
===C: Invisible Eyes===
Requires Level 75 to use. User throws a ball of light into the air above them, which then shines a ray of light upon them and all alliance members within 20 studs of them, turning them completely invisible (But not invincible) for 10 seconds. Pressing C again ends the invisibility early with a brief flash of light from each affected player, blinding enemies caught for a split second. At Grade 2 (Level 175), the duration increases to 15 seconds. {Cast Time: 1.25 sec. | CD: 30 sec. | Energy Cost: 80}
===7: You're Not Welcome===
Requires Level 250 to use. The caster opens their hands and holds them out to their sides as they begin to slowly levitate into the air, surrounded by three rings of spinning crystals. A total of 15 larger crystals begin appearing in the air around them as they rise, each one shattering a split second after it appears and shooting a light beam at where the user’s cursor was when the first fired. A 30-stud radius around the selected area will apply a black fog effect to all enemies inside and reverse their controls whenever they try to leave it, preventing them from escaping. If they’re airborne, they will be stunned altogether. Each beam that makes impact contributes to a pulsating orb of light above the impact area which, once all 15 have fired, the user throws a crystal at, making it explode. The blast blinds enemies for 5 seconds, launches them away with a long stun, and deals 360 → 520 Energy damage (Incapable of critical hits) to them. There is a 120 stud range on this attack, though the user can also click to make the first shot stop in midair. Energy regen is paused until finished, and the Visibility Field in which it was casted will be removed afterward. {Cast Time: 1 sec. | CD: 100 sec. | Energy Cost: 250}
==Around One O'Clock==
Around One O’Clock is Forever Never’s third Special. It allows Allows the user to create more elaborate or complex Visibility Fields, as well as orbs of light to utilize them with. This Special is never acquired first.
===8: Lightfall===
Must have an existing Visibility Field to use, can only be used on owned Visibility Fields. Selected Visibility Field becomes visible to other players and glows bright pale yellow, then begins shrinking at a slow, then gradually accelerating speed until it eventually disappears. Enemies hit by the walls will be dealt 27 → 38 Alternative damage (35 → 46 on critical hits) as their screens will briefly flash white. After use, the user cannot create another Visibility field for 5 seconds. Ascending to Grade 2 (Level 100) makes the affected Visibility Field shrink faster, and at Grade 3 (Level 250), it happens near-instantly. {CD: 25 sec. | Energy Cost: 20}
===V: Secrecy Bubble===
The Visibility Field the user is standing inside becomes a solid dome/sphere, preventing anything from escaping or entering until it turns back to normal after 10 seconds. During that duration, the space inside the field goes black with several orbs of light slowly floating throughout it. These orbs will pop upon contact with entities, dealing 15 → 19.4 Alternative damage (23 → 28 on critical hits) to enemies and healing alliance members by 13 → 17.4 health each. {CD: 35 sec. | Energy Cost: 80}
===B: Imagination Walker===
Requires Level 100 to use. User envelops themself in a clear, cloak-like substance. For the next 15 seconds, they will gain a bright, illuminating body glow inside their Visibility Fields, and become visible (Yet translucent) outside of them. That said, they will still remain unable to be affected or interact, and anyone who touches them will gain a wavy distortion on their screen. They can use this move again while active to deactivate it early. {Cast Time: 1 sec. | CD: 40 sec. | Energy Cost: 75}
===N: World No One Knows===
Requires Level 250 to use. User removes all of their Visibility Fields and becomes visible to all entities, but also creates a 100-stud diameter dome/sphere around themself that traps all enemies caught inside and shines constant spotlights upon them. The sky also turns black inside this zone. All enemies affected will have their defense and damage halved and cannot fly, regenerate resources, or use any of their special attacks or skills, rendering them nearly helpless, whilst the user is meanwhile surrounded by two rings of small crystals with one ring of light orbs above them, surrounding them in light. All of this lasts for 20 seconds before the dome shatters spectacularly and the caster’s visibility criteria goes back to what it was before. You’re Not Welcome cannot be used while this ability is active. {Cast Time: 2 sec. | CD: 120 sec. | Energy Cost: 200}
==Tips and Strategies==
*If you leave a Visibility Field while using a move, the move will not be cancelled.
*The transparent crystals in Stand In A Daze can be difficult to see most of the time, meaning this move can easily take enemies by surprise.
**You are able to use it outside of Visibility Fields as long as you are aiming inside of one, so use this to your advantage.
*Most moves will allow others to be used while they are still active; just watch your energy when throwing multiple spells at once.
*Strategic Visibility Field placement makes it easy to ambush enemies or avoid combat. The borders can also go through walls and obstacles.
*Lightfall can be used outside of Visibility Fields— Play unpredictably if your opponent seems to expect that you’ll rush in from somewhere.
*Users of this Tube are highly considered to be ghosts rather than humans.
==Link to Original Doc.==
View the original doc. to see color palette:
https://docs.google.com/document/d/1vBcpC-X2s60e9tX7evzemxGKdrySnUhbWCJJlM1SuBA/edit?usp=sharing
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