User:Eanki

''“Here, let me show you a nifty trick. I shall make you and your armies... disappear.”''

-Eanki

Eanki is the third guildmaster of Wander & Wonder. He specializes in magic-based crowd-control & DPS and is the guild's chief strategist and theorycrafter. A win condition unto himself, Eanki shapes entire battles and metas deftly.

Stats
The stats are rated from 1 (poor) to 10 (excellent), with a plus sign indicating the best stat of the player.

Primary:

 * Strength: 4
 * Constitution: 9
 * Dexterity: 7
 * Intelligence: 10+
 * Willpower: 10
 * Charisma: 7

Secondary/Derived:

 * Physical Damage: 3
 * Physical Defense: 7
 * Magic Output: 10
 * Magic Defense: 10
 * Mental Resistance: 10
 * Status Resistance: 9
 * HP: 7
 * MP: 10
 * HP Regeneration: 6
 * MP Regeneration: 10

Guild
Wander & Wonder is a relatively unknown but largely successful hard core raid guild in an equally hardcore PvE raid server.
 * Average world guild ranking: #72


 * Total members in its history: 119

Core to the combat strength of the guild was the unique item-granted ability [Soul Lock], an ability of one of the [Palpitant Cores of Reality] that were eventually incorporated into the guild weapon. [Soul Lock] locks an item to a user, making it undroppable. This allowed the guild's members to walk around in their best gears without fear of consequence.
 * Highest number of members at any one time: 88

The guild is part of the VI Pact, an alliance of six of the server's most accomplished raiding guilds. The purpose of the alliance is to deter all but the most powerful guilds from attacking in fear of coordinated retribution and allow its member guilds to raid in peace without the fear of their guild base getting attacked.

Personality
There is no false modesty about Eanki. He's a former RTS legend topping the leaderboards of one long-running game before transitioning to a pubstar MOBA carry in the country's small-time national amateur tournaments and eventually had a deep run in an amateur Olympic-style international tournament where he was praised for his stable plays, his micro, his ability to always squeeze farm to build the proper items, and his late-game decision-making. He's good. He knows it.

In fact, Eanki has truly played only a handful of games in his life. He has a penchant for going into optimal builds, often prolonging the time he spends in every game. He's the kind of guy that EV-trains and IV breeds Pokemon, not because he's competing in the Pokemon VGC, but because it's a game mechanic and he can do it.

In RTS games he has shown aptitude for both the proven slow and steady, overwhelm and push tactics that relies on a cool head and solid resource management, and the spontaneous blitzkrieg that relies on reading the flow of battle as it changes from moment to moment. It's a skill he carries into MOBA and into the MMORPGs he eventually settled into when life and academe caught up to him and he couldn't keep up with the meta of his other two go-to games. Here, at least, he is in a forgiving environ surrounded by friends (real life and online) who just want to explore whole new worlds.

Interests
As a biologist, he holds an academic interest in monster anatomy and physiology and often obsess over the feasibility of monster designs, often arguing loudly that simple and effective is better than pointy, over-designed crap. One of his favorite monsters is the amorphous slime, who he thinks is the ultimate minion in a medieval battlefield since it can act as pike infantry (who wants to charge into a wall of sentient mass of acid?), heavy cavalry (do you want an armored horseman and a separate finicky mount or one whole creature of acid goo to charge down enemy lines?), and siege units (just lob 'em over the walls).

In his spare time, he reads fantasy novels, draw designs for his own future fantasy novel, or read select books about historical warfare. Otherwise, he is known to engage in debates regarding Star Trek's Prime Directive, deeply intrigued by the idea that we shouldn't play god with the universe and how it's one of the grayest, and one of the most case-by-case basis reliant argument/debate one can participate in.

Classes

 * Alchemist Lvl 15 [Base] –
 * the path of potions, elixirs, and transmutations.


 * Master Alchemist Lvl 10 [High] –
 * the alchemist now moves beyond the many limits of basic transmutation; he alone has access to two divine class ingredients: [Empyrean Steel] and [True Mercury].


 * Quintessence Lvl 5 [Rare] –
 * the alchemist completes his apotheosis from the mortal lead, the prima materia, to the divine gold, the immortal ultima materia; his quest for the mythical Philosopher Stone ends here, now that he is the Philosopher Stone made manifest.
 * Mage Lvl 15 [Base] –
 * an avid scholar and practitioner of arcane magic; his power stems from his study of magical tomes rather than being naturally born with it like sorcerers; a sorcerer can still take up the mage path but gives up the metamagician class; mages are required to invest in at least one of the eight schools of magic to proceed, gimping their spell versatility.
 * Sorcerer Lvl 15 [Base] –
 * a magic user with innate talent for magic and can continue to prosper in magic without considerable study of magical tomes; learns less amount of spell than mages (giving mages advantage in versatility initially) but compensates with the ability to take the metamagician path and does well without needing to take up any of the eight schools of magic, possibly trumping the versatility of mages later on.
 * Abjurer Lvl 10 [High] –
 * abjuration school of magic; mage specializing in protective magic; uses barriers defensively and offensively.
 * Battlemage Lvl 10 [High] –
 * magic caster who dabbles in martial arts and uses magic to aid his physique; uses his improved physique to aid in combating fatigue and in perfecting the somatic components of spell-casting.
 * Evoker Lvl 10 [High] –
 * evocation school of magic; mage specializing in manipulating energy to produce a desired effect; masters of area-wide destruction magic.
 * Archmage Lvl 5 [Rare] –
 * the pinnacle of arcane magic; removes the limit of the number of spells the user can learn and allows the user to learn every arcane spells available for as long as he has enough skill points to invest in them (of course, the jack-of-all-spells or specialist dilemma still arises); sets several basic spells and abilities to a higher level.
 * World Guardian Lvl 5 [Rare] –
 * the quasi-immortal archmage champion and defender of the mortal plane; sets several basic spells and abilities to a higher level; sets the cast point and backswing of all the user's spells to zero.


 * Runemaster Lvl Adept (New World only)
 * Runes are the binary code of the universe. It’s the language of creation. Every object and phenomena is defined by a rune or a combination of runes. By overlaying them in one’s body, one can activate a rune say for hardness and turn a part of his body as hard as diamond or activate the combination of runes that defines a desert to become the center of a raging, oppressive heat that will tire an opponent faster. He can rewrite the runes of an opponent's body and turn the bones brittle as dried leaves or make an ally's stronger than steel. Through careful use of runes, the body becomes a microcosm of the universe.

Consumable Items:

 * Acid Bomb – can be thrown into an area to spawn a noxious acid cloud that continually deal small amounts of damage to units standing in it; lowers armor of affected units and corrodes equipment.
 * Alchemical Cocktail – a powerful AoE explosive cocktail that also deals the [Daze] status, causing affected units to have poor hitbox perception, making them more likely to miss some attacks.
 * Greater Sleep Potion – a potent single-target potion that puts the target to sleep.
 * Healing Spray – elixir with minor AoE heal; can be thrown into an area to heal units standing within the AoE.
 * Intoxicating Cask – a magical cask that sprays outwards in a sizeable AoE upon landing and intoxicates affected units when thrown; drunken units have a significant chance of missing their attacks because their hitbox perception is lowered.
 * Potion of Mana Rejuvenation – slightly increases the user's mana regeneration rate for 20s.

Active:

 * Transmutation (Lvl: Quintessence) – allows the caster to transmute lower level ingredients into more valuable, higher level ones, as well as change the elemental properties of one ingredient into another; at the [Quintessence] level, the spell is upgraded to its maximum potential that it doesn't have its daily spell limit anymore and its channeling time is also removed, making it an instant cast spell; this allows [Transmutation] to be used in combat as oppose to being grounded to production uses pre-Quintessence level.
 * Transmutation (Upgrade) – upgrades a baser ingredient.
 * Transmutation (Element) – changes an item/ingredient's elemental type.
 * Transmutation (Degrade) – degrades an ingredient to a baser form.
 * Portal – opens a portal into another place; channeling spell.
 * Flash (Lvl: World Guardian) – the user teleports a short distance away; cooldown is reduced to just 1 second since it is one of the basic spells improved by the [World Guardian] class.
 * Arcane Alacrity – applies a set percent-base cooldown reduction on the next spell the user casts.
 * Arcane Bolt (Lvl: World Guardian) – the user casts a basic single target nuke with low cooldown, cast-point, and mana-cost; deals a small percentage of the user’s Intellect as damage multiplier; one of the basic spells improved by the [World Guardian] class which sets it to Tier 8 magic from being a Tier 1 basic spell and removes its cooldown.
 * Mana Shield (Lvl: World Guardian) – improves the values of the normal mage-class [Mana Shield] with a better World Guardian category values; toggle on/off; creates an undispellable shield (because it is a toggle spell) that absorbs a percentage of the incoming damage in exchange for a near-equivalent value of the user's mana; a tricky spell that can either protect the user or drain all of his mana for casting spells.
 * Siphon Mana – the user drains a small set amount of mana from an enemy unit and transfers it to himself; its underwhelming power is offset by its low cooldown.
 * Banish – the caster banishes the target in limbo for a few seconds; allows him to set up spells in advance and wreck the target when he is released from limbo; the user can also cast the spell to save an ally from dying, though he leaves the ally open to being combo’d as soon as the spell ends; due to griefing problems, the ally can choose not to accept the save or to get out freely and end the spell prematurely.
 * Fly – the user takes flight.
 * Hex – a single target disable that turns an enemy into a harmless sheep; the weaker the enemy in comparison to the wielder, the longer the duration unless the caster undo it or a dispel of comparable power removes it; practically permanent on units level 10 or less; duration is greatly lessened to just a couple of seconds against raid bosses and then some extra seconds for players; the limit is necessary to prevent high level players griefing low level newbies; raid instance is refreshed once the raid party leaves a zone, preventing the user from turning dungeon mobs into harmless critters and leaving them around to troll the next raid party.
 * Null Bolt – the user combusts a set amount of the target’s mana (calculated by x% of the users Intellect as multiplier), removing that amount and dealing it as damage to the target; does not damage the target more than the amount of mana that was removed from him so when the target has lower mana than the bolt’s max value, the target losses less life than usual; low cooldown, spammable nuke.
 * Telekinesis – the user lifts a target, disabling him in air for a few seconds before being automatically dropped once the spell ends; stuns target upon contact with the ground.
 * Arcane Barrage – the user deals the values of the current level of [Arcane Bolt] to multiple randomly-chosen enemy units; does not put [Arcane Bolt] into cooldown.
 * Arcane Bind – ensnares a target in magical tendrils that deals damage if the target struggles; disable spell; dispellable.
 * Invisibility – the target (user or ally) becomes invisible and its threat meter is lowered; invisibility is broken by benefactor spell-casting and attacking; the duration of the buff is not broken however and the invisibility is reapplied when the benefactor does not attack or cast spells for 3 seconds; 1.3 seconds fade time.
 * Empowered Protection Circle (Lvl: World Guardian) – replaces the normal [Protection Circle]; the caster wards a small area, creating a protected space that also lowers threat generation of the caster or an ally when they cast spells within the small protective AoE; the circle offers seven layers of shielding, with each layer capable of intercepting a set amount of damage before fading away and exposing the next layer.
 * Mass Invisibility – the user turns himself and nearby allies invisible; uses the values of the current level of [Invisibility].
 * Mass Siphon Mana – the user drains a small set amount of mana from multiple enemy units caught in the AoE and transfers it to himself; uses the current values of [Siphon Mana]; does not put [Siphon Mana] into cooldown.
 * Mass Telekinesis – the user lifts a group of enemies, disabling them, and then dropping them, causing them to get stunned; applies the damage values, lift disable, and stun duration of current level of [Telekinesis].
 * Silence – prevents a target from casting spells/abilities.
 * Arcane Storm – deals the values of the current level of [Arcane Bolt] to all enemy units caught in the AoE centered on the caster; does not put [Arcane Bolt] into cooldown.
 * Counterspell – the ace spell of the archmagi; the archmage’s understanding of magic grows such that he understands the somatic nature of the enemy’s spell and counter him before he finishes casting his spell; allows the user to interrupt enemy spell-casting; deals a percent of the mana the enemy uses to cast the interrupted spell as damage; a rather instant cast, zero cooldown interrupt spell.
 * Enforce Planar Law – the World Guardian invokes one of the oldest and most binding of laws, one governing travel across different planes of existence; greatly damages enemy extra-planar entities (e.g. angels, elementals, and eldritch abominations); instantly removes most extra-planar summoned units; does not deal damage to any unit native to the mortal plane.
 * Forceful Gust – the user unleashes a burst of magical energy, pushing back enemies caught in the spell’s target cone.
 * Funeral Pyre – the user calls forth a magical flaming conflagration that deals continuous damage-over-time to units standing within its very large AoE.
 * Mass Arcane Bind –applies the current values of [Arcane Bind] to enemy units caught in an AoE; does not put [Arcane Bind] into cooldown.
 * Mass Hex – temporarily turns enemies in an AoE into harmless sheep for a short period of time; applies the current values of [Hex].
 * Mind Blast – deals a percentage of the user’s Intellect as damage multiplier and knocks back the target; distance is proportional to damage.
 * Rend – the user blasts a target with powerful magic that deals a significant initial damage based on a percentage of the user's Intellect, followed by small extended damage-over-time; DoTs stack, up to three stacks.
 * Cataclysmic Fury – the user deals tremendous amount of burst damage in an AoE.
 * Mine Trap: Mana Bomb – the caster sets up a mine trap that activates on contact with enemy units, dealing explosive magical damage in a wide area; combos well with AoE setup spells.
 * Null Storm – the user sets a delayed-activation AoE spell that destroys a portion of mana of all enemy units caught within the AoE by applying the current level of [Null Bolt]’s mana burn.
 * Mass Banishment – the caster imprisons all enemies in the AoE in limbo, disabling them for the duration of the current level of [Banish], or until the user stops the spell; a powerful combo setup that allows the user and his allies to combine multiple AoE damage spells and devastate entire raid parties as soon as they are released from limbo.
 * Mass Silence – prevents enemy units caught in the AoE from casting spells/abilities; applies the current level of [Silence]; does not put [Silence] into cooldown.
 * Nullifying Gust – a magical gust of wind knocks back all enemies caught in a line for a couple of seconds and dispels their positive dispellable buffs; applies a 1 second stun on enemy units upon landing; removes all negative dispellable debuffs from allies the gust passed through too but does not knock them.
 * Sanctuary of the World Guardian – the most powerful protective circle in the abjuration school of magic; the caster surrounds himself in a one-man protective circle that offers twelve layers of shielding, with each layer capable of intercepting a set amount of damage before fading away and exposing the next layer; the layers recharge, although it’s too slow for high level combat pacing.
 * Superheated Winds – the caster unleashes a powerful AoE spell centered on him that rapidly expands outwards; can immediately cull a significant portion of weaker mobs by rapidly superheating the air around them and even those in their body.
 * Time Heals All Wounds – the caster undo all the damage he received in the past couple of seconds; ze long cooldown panic button.

Super Tier:

 * Quintessential Equivalence – “as above, so below”; the user creates a small replica of an area and any thrashing the user does to the replica happens to the actual area and affects the units caught within the area; deals no actual damage to dungeons and guild bases.
 * Searing Sunbeam – a six-second channeled beam of light from the sky that scorches everything in a large AoE; deals HP removal type damage based on x% of a target's maximum health, per second; can be moved/redirected.
 * Twilight of Heroes –
 * World Law – prevents enemies standing within a very large AoE from using any magic spells; the silence effect is continually reapplied to the affected area, making it undispellable.

Passive:

 * Alchemical Affinity – the user’s constant exposure to potent alchemical reagents gives him considerable resistance to chemical-based attacks.
 * Arcane Affinity (Lvl: World Guardian) – the user has a greater understanding of arcane magic that he can take measures to guard himself against one; grants considerable resistance against arcane magic.
 * Arcane Blade – toggle on/off; the user activates a one-handed energy blade; deals arcane magical damage on hit rather than physical damage and ignores physical defense but it is resisted by magic resistance; the blade can pass through solid objects and leaves no actual physical trace.
 * Arcane Overload (Lvl: Archmage) – toggle on/off; the user’s first auto-attack after every spell-cast is overcharged and deal bonus damage to the primary target as well as additional splash damage with X percent of the user’s damage dealt to targets within a small AoE of the primary target; toggles and autocasts don’t count as spell cast.
 * Barrier of Purifying Flames – encases the user in a barely visible barrier of magical flames; deals a small damage-per-second to nearby enemies (toggle on/off); reduces the magic damage the unit receives by a small percentage of his Willpower.
 * Blood of Panacea – healing blood said to boost the unit regeneration capabilities such that he can continually regenerate the damage brought about by aging and decay, granting him quasi-immortality; greatly increases the unit's health regeneration and grants immunity to most poison and diseases.
 * Empyrean Luminary – grants the user greater resistances to mental attribute spells.
 * Equivalent Exchange (Lvl: Quintessence) – spell lifesteal; heals the user for a small set percentage of the damage they dealt using spells; spell lifesteal is calculated by a percentage of the actual damage done to units; if a spell's damage exceeded the target's current health and killed it, the heal is based on the target's remaining health.
 * Enhanced Focus – increases low light vision and allows the user to detect lower level stealth units.
 * Familiar Training – opens up a familiar slot in the unit's equipment screen and allows the unit to "equip" a familiar.
 * Magic Knowledge (Lvl: World Guardian) – increases the number of spells the user can learn; increases the magic damage output of the user's mage-scholar path spells by a small percentage; reduces the magic damage the unit receives by a small percentage of his Intelligence.
 * Magical Resonance – grants the user occasional short surges of magical energy for a couple of seconds wherein if the user manages to time a spell-cast during the extremely short time period of the surge, his spell deals critical magic damage.
 * Mind Reader – increases the user’s perception of enemy hitbox area.
 * Overpowering Might – the user’s magical spells slowly erode the target’s magic resistance by 1% every spell attack for up to 10 stacks; every 2 seconds that the enemy doesn’t take damage from the user’s spells decreases the stack by 1%.
 * Prismatic Barrier (Lvl: World Guardian) – the unit mitigates all damage received by a small set percentage of his Intelligence.
 * Prismatic Cloak – lowers the user’s threat generation and increases his evasion by slightly lowering his hitbox area.
 * Words of Power (Lvl: World Guardian) – greatly boosts the potency of the user’s magical spells.

Aura

 * Arcane Presence – toggle on/off; increases the mana regeneration of the unit and all nearby allies considerably.
 * Brilliance Aura – toggle on/off; slightly increases the magic damage and magic resistance of the unit and all nearby allied spell-casters.
 * Quintessence Aura – toggle on/off, ally only; decreases manacost and cooldown of spells and skills 10th tier and below; provides boosts to physical and magical spells 10th tier and below; restores a small set amount of mana with every spell-cast; toggles don’t count as spell cast.
 * Time Dilation – toggle on/off; the user lightly slows down the movement of all enemy units caught within the small aura centered on the user; speeds up the unit and nearby allies.
 * Vast Presence – toggle on/off; decreases the magic resistance and status resistances of nearby enemy units; value increases the closer the enemy is to the unit.
 * World Order – applies 5 different, additive effects to enemy units caught in the aura's AoE:
 * Lvl 1: toggle on/off, enemy only; reduces the damage and defenses of enemy extra-planar summoned units (e.g. angels, elementals, and eldritch abominations).
 * Lvl 2: toggle on/off, enemy only; reduces the duration of unnatural magic (e.g. demonic, necromancy, theurgy); affects classes and units who call on the power of extra-planar entities (diabolists, warlocks, shamans, and clerics); cleric beliefs are rooted in the divine which is considered extra-planar/not part of the mortal plane.
 * Lvl 3: toggle on/off, enemy only; increases the manacost of unnatural magic (e.g. demonic, necromancy, theurgy) used by enemies.
 * Lvl 4: toggle on/off, enemy only; decreases the damage output of nearby enemy units that do not naturally belong to the mortal plane; affects anomalies like undead and demons, as well as extra-planar visitors like angels, elementals, eldritch abominations.
 * Lvl 5: toggle on/off, enemy only; negates actions tampering with the natural laws (e.g. chronomancy, World Items, resurrection, etc.).

Item Granted Abilities

 * Imperfect Copy [Right Reality] – allows the wielder to create a less potent duplicate of items (excluding Artifact, Legendary, Divine, Guild, and World Class items and ingredients) or creatures (Lvl 75 or less); copies of timed summons are also timed and will expire after the normal summon duration; copies (and buffs/debuffs or summoned creatures they may grant) carry the epithet "Imperfect Copy" and suffer slightly nerfed stats; channeling spell with channel time directly proportional to item/creature level.
 * Soul Lock [Right Reality] – an extremely unfair, game changing spell mechanic; Soul Lock locks an item to its user, ensuring the item cannot be dropped or stolen; has a sub-ability that removes the lock, allowing the item to be gifted.
 * Level Death [Right Reality] – one of the core jewels is said to allow the user to manipulate time; allows the user to remove the experience points of a player all the way back to Level 1; channeling spell; takes a very long time to reduce a Level 100 to Level 1, making it extremely impractical in combat; can only be used against players; useful in reducing an ally levels when the ally wants to try new classes/builds.

YGGDRASIL:
Eanki's preferred basic combat spells are [Transmutation] and [Counterspell], combined with [Flash] for better positioning. He can easily transmute the element in an enemy's weapon into an elemental type that deals less damage, or transmute their armor into ones that he deals with better. He can even degrade the equipment's materials.

In teamfight PvP, he utilizes crowd-control abilities like [Mass Banish] to set up devastating combos timed to hit the moment the enemy party drops out of [Mass Banish]. While he typically casts a couple of delayed activation or long duration AoE spells to add damage when the enemy party is released from [Mass Banish], his finisher and also his most infamous spell is the 9th tier spell [Superheated Winds], a flashy and powerful nuke that resembles a thermobaric explosion. The spell has a two-second channel time before being released, making setups like [Mass Banish] crucial in getting it off.

One of his nicknames, Red Flower, is a tribute to the beautiful blood red effects of the spell's rapidly expanding bubble of death.

Weakness:
Like most players of the magic class paths, Eanki is very weak against highly agile melee physical DPS classes who can get in close. Being a mage, he cannot efficiently equip plate or mail armor, which means he leaves a lot of critical spots on his body unprotected, a very ideal scenario for any remotely competent physical DPS fighter. They also cripple his ability to cast spells when they manage to stick to him in close ranges as they can constantly interrupt his spell-cast, especially the long cast-time AoE spells.

He can mitigate his glaring weakness with careful use of [Flash] to reposition himself and protection circles to give him a chance to fire back while shielded. But it requires him to get everything right 100% percent of the time. His opponent only needs to get it right once.

New World:
Eanki's combat style has evolved after a fashion in the transition to the New World due to the changes brought about by the new reality. Now, his prodigious imagination can only amplify his magic output.

Further adding to his strengths is the fact that, after cannibalizing his guild member's gears, he now boasts an almost exclusively divine-tier collection of gears.

Portal Combat:
[Portal], a simple but time-consuming channeled teleportation spell that allows one player at a time to pass through, now becomes one of the most dangerous spells in his arsenal. In YGGDRASIL, [Portal] required the caster to set the coordinates of the destination, which takes time. In the New World, he only has to think of the destination. He can use the spell as a shield, using it to teleport an enemy's spell before it hits him and even to set the destination point to send the spell back at the enemy caster. He can use it offensively, throwing a spell into the portal to surprise an enemy or using the portal to collapse and cut off an enemy's extremities; since the use of [Portal] in cutting off bodies was not a factor in YGGDRASIL's game mechanics and engine, it is not treated as damage and therefore it cannot be healed by an YGGDRASIL spell. Only a very hard reset (death) can potentially restore a unit back to full.

With [Portal], he can also send an attacking enemy to a place where he stockpiled several alchemical explosives designed to go off all at once. A hundred explosives stacked together, dealing the explosive reagent's damage multiplied a hundredfold, allows him to one-shot most tanky, non-tank category physical attackers if they have no way to turn invulnerable -giving him a trump card against the agile melee physical DPS classes that would have utterly annihilated him in-game.

Art of War:
While far from being a military historian, Eanki still possesses a solid grasp of historical tactics and doctrine, incorporating it into making the forces under his command a formidable army. He hopes to build an organization where every unit is used to their maximum efficiency.

Quotes
"Justice serves to protect society by correcting or removing aberrant behaviors that are detrimental to a well-functioning society. That it satisfies or fails to satisfy what you think you, as the victim, felt you deserved is not part of the equation. Nor should it ever be.”

''“Mercy is the luxury of the strong. The weak would just cut you down as you kneel, terrified that you’ll hold a sword when you rise back up.”''

''"To be a good person, to lead a good life, and to do what’s right always, every damn day, is the single greatest testament of strength. To be that person is to have strength and fortitude beyond measure. Any person can work and fight for a better tomorrow when the work is just for a day, when there’s an end, when there’s a goal. Fighting a massive opponent in a day is okay. It’s only for a day. But it doesn’t work like that. Tomorrow keeps coming. The fight keeps coming and it grinds you down day in and day out. Your opponent is legion. Your opponent is abstract. Your opponent is insurmountable and even unknowable at times. The real challenge is to be the person who continually labors for every moment of every day knowing that there is no end to the work. When you die, a new generation takes over and it’s their turn to work every damn day. And you just have to believe it’s worth it. Because it is. Trust me."''

Contact Me
Catch me @Eanki, MyAnimeList.