User:Eanki

"'Light to Paradise'? Nice. Okay, I shall take that as my secret name. Alright, now my turn... I name you 'Manifold Horizons.'"

 - Magna LucemineThe third guildmaster of Wander & Wonder, a relatively unknown but largely successful medium size hard core raid guild (average world ranking: #342; World Class Item total: 1) in an equally hardcore PvE raid server.

Guild Themes & Aesthetics
Egypt Eternal, with a dash of Forerunner/Preserver sci-fi shenanigans.

Personality
Known for both calculated plays and the occasional Leroy Jenkins, Eanki has played only a handful of games in his life. He has a penchant for optimal builds, often prolonging the time he spends in every game.

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 one moment to another.

As a biologist, he holds an academic interest in monster anatomy and physiology and often obsess over monster designs.

In his spare time, 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.

Classes

 * Alchemist Lvl 15 [Base]
 * Alchemist Adept Lvl 10 [High]
 * Luminary Lvl 5 [Rare]
 * Quintessence Lvl5 [Rare]
 * The Path of the Alchemist is one of potions, elixirs, and transmutations. While dedicated brewers and potion-makers far outclass the alchemist class in the first two categories, it is the unique capability to transmute objects that sets alchemists apart. Transmutation is the crowning jewel of the path of alchemy. It allows alchemists to transmute lower level ingredients into more valuable, higher level ones, as well as change the elemental properties of one ingredient into another. Once he reaches Luminary, he alone has access to two of the rarest ingredients in the game: Empyrean Steel and True Mercury.
 * The alchemist has a chance to create an extra product from transmutation, with the chances increasing the higher the level. He also gains multiple status and elemental resistances. Upon achieving Quintessence, he is said to have a radiant glow, radiate warmth, and is a picture of health and vitality. He is practically immune to ailments, sickness-based debuffs, and most poisons.
 * At the absolute peak of the Alchemist’s journey, the Quintessence completes his apotheosis from the mortal lead, the prima materia, to the divine gold, the immortal ultima materia. He doesn’t need a Philosopher Stone to perform transmutations anymore, and in fact his quest line reveals that the item is merely a crutch and not the real Stone. He is the real one, the Philosopher Stone made manifest. The journey of alchemy is not to find some miracle item and make gold out of lead but to shed the imperfect mortal shell, the lead metaphor, through rigorously honing body and mind to achieve something akin to divine perfection.
 * The Quintessence class is a path few treads for several reasons. One is that it’s an obscure path that few know. Even fewer consider it worth to go to due to its unreasonable requirements (i.e. honing mental and physical faculties to their peak which translates to taking and developing both physical and magical based classes almost equally, a detriment to min-maxing) and difficult quest lines in exchange for rather limited payoff.
 * The greatest strength of the Quintessence is his Transmutation spell. Usually, Transmutation requires the Philosopher’s Stone, an item granted to alchemists in one of their most basic quest line. The item has a significant cooldown and limit per day that is lowered the more you put levels in the Alchemist classes. Luminary grants the user all he needs from Alchemy as a production class, removing the daily limit and granting access to empyrean steel and true mercury. His Transmutation still has significant cooldown that it can’t be used efficiently for combat but it is enough from a production class’ point of view. The Quintessence weaponizes Transmutation, reducing its cooldown to a couple of seconds. In combat, he can change the elemental properties of his gear and his enemies at will. It allows him to adapt his gears’ offensive and defensive capabilities to his advantage and to cripple his opponents by putting them at a disadvantage.


 * Scribe Lvl 15 [Base]
 * The Path of the Scribe is the path of scroll creation. A magical scroll is one-time use item that can store a spell of a level proportional to the scroll’s quality and ingredient and be activated with little mana cost and casting time. This offers a high level scholar tremendous benefit in terms of versatility. Of course it has limitations as he cannot just use every high level spells of all other classes if he does not have the classes that can cast those spells. He can make the scrolls but he cannot use them. But he can give or sell them to the players with classes that can use said scrolls. He retains access to low- and mid- tier magics which, while inferior to simply having dedicated classes, still allows him to fill in the gaps of a raid party. He can also have more permanent scrolls by affixing weaker spells into high level, high quality scrolls.
 * He also gains bonus to deciphering lore content, maps, and is crucial in recipe-creation and related activities.
 * New World benefits include extremely fast and legible writing, and the ability to read and easily translate any written word.
 * Athlete Lvl 15 [Base] – a generic/universal class that aids and boosts all physical-based classes.
 * Brawler Lvl 15 [Base]
 * Monk Lvl 10 [Rare]
 * Zen Master Lvl 5 [Rare]
 * Poetic Fist Lvl 5 [Rare]
 * A warrior’s body is his weapon; his gears are merely an extension. The Path of the Monk requires the honing of body and mind to become a weapon. It is a path that exalts perfection of self through endless training and discipline.
 * The brawler classes boasts powerful, low-cooldown single-target physical attack skills while the monk path pairs it with a handful of support and area-of-effect spells that are serviceable but are considered generally inferior compared to dedicated support classes of equal level. Brawlers have high health regeneration, high constitution, and high status resistances. They can serve as secondary tanks and has decent aggro management. Drunken Brawler builds especially mitigates damage by drinking to numb pain.


 * 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.

Active

 * Transmutation – a basic skill available alchemists; allows alchemists to transmute lower level ingredients into higher level ones as well as change the elemental properties of one ingredient or item into another.
 * Hex – 5th tier disable, single-target; 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; duration is greatly lessened to just a couple of seconds against raid bosses; 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; practically permanent on most of the New World denizens.


 * Force Palm - 1st tier physical attack, melee, single target; the user’s ki explodes outward from the palm’s point of contact


 * Ki: Burst – 5th tier magical attack, ranged, single target.
 * Ki: Force Dispel – 5th tier dispel, AoE; dispels negative debuffs from allies and positive debuffs from enemies
 * Ki: Link – the user links with an ally for a couple of seconds and takes 50% of the damage the ally is supposed to take during the duration of the spell.
 * Ki: Shield – the user casts a shield on self or ally; the buff intercepts a small set amount of damage before it hits the benefactor of the buff.


 * Ki: Rejuvenate – 8th tier healing spell, close-range, single target, instant healing; notably inferior to comparable spells of dedicated healer classes, it is nonetheless serviceable in emergency situations.


 * Death Blow – 8th tier physical attack, melee, single target; powerful single target burst attack that stuns and knocks back the target


 * Create Homunculi - summoning spell;
 * Homunculi Guardian
 * Homunculi Steelsister
 * Homunculi Pathfinder


 * Call Chimaera - summoning spell; calls forth a chimaera of choice from the selection that was created and contract-binded by the user.
 * Apokalyptic Omen (numbers available: 6; numbers summoned at a time: 1)
 * Armageddon Warrunner (numbers available 8; numbers summoned at a time: 2)
 * Goldmane Exarch (numbers available 12; numbers summoned at a time: 4
 * Defensive Stance – basic defensive spell; the user assumes an immobile stance that raises his defenses; the user cannot attack or cast spells; interrupts channeling; zero cooldown.
 * Bulwark – the ultimate defensive spell and panic button of the brawler classes; the user takes no health damage for a couple of seconds; a large percent of the damage the user should have received is instead inflicted on the user’s mana pool at the end of the spell’s duration; immobilizes the user; the user cannot attack or cast spells; interrupts channeling; very long cooldown.
 * Absolute Awareness – the user continually expends a small amount of mana per second; detects stealth units; allows him to clearly the enemy’s health and mana values.
 * Poet of War – self-buff; lowers the cast point and backswing of physical martial skills/spells by a couple of milliseconds; enhances the user’s ability to burst chain multiple damage spells in a shorter period of time by shortening the total sequence of one spell attack animation; instead of landing three spells in two seconds, the user can potentially land four.
 * Touch of Panacea – potent single target healing and dispel spell; the presence of a short channel time combined with the extremely short cast range (contact between the user’s hand and the target’s body is required) makes it unsuitable for hectic combat situations.
 * Throw Acid Bomb – AoE damage over time spell; throws a flask of acid in an area to spawn a noxious acid cloud that continually deal small amounts of damage to units standing in it; corrodes enemy equipment.
 * Throw Alchemical Cocktail – single target; charges up an explosive flask for up to four seconds; duration of the stun on the target corresponds directly to the time it takes to charge the flask (2.4 seconds charge is equal to 2.4 second stun); damage increases with charge time; failure to throw the stun within the four-second window causes the flask to explode on the user, dealing the maximum stun time (4 sec) and damage.
 * Throw Healing Spray – minor AoE heal; throws an elixir into an area to heal allies.
 * Throw Intoxicating Cask – throws a magical cask that sprays outwards in a sizeable AoE upon landing and intoxicates enemies; drunken enemies have a significant chance of missing their auto-attacks.

Passive

 * Alchemical Affinity – the user’s constant exposure to potent alchemical reagents gives him higher resistance to chemical-based attacks.
 * Counterblow – toggle on/off; returns a small percentage of melee attack damage back to the attacker.
 * Crippling Blow – grants the user a chance to inflict [Daze]; [Daze] lowers an enemy’s accuracy by a small set percent.
 * Equivalent Exchange – 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.
 * Explosive Fist – toggle on/off, attack modifier; adds corresponding explosion damage (with a small splash AoE) to punching autoattacks and skills.
 * Limber – increases resistance to paralysis and other movement impeding debuffs.


 * Pulverize – toggle on/off; grants a small chance to deal explosive ki damage in a small AoE radius every spell-cast of monk class spells; toggles don’t count as spell cast.
 * Zanshin – state of awareness; increases low light vision and allows the user to detect lower level stealth units.

Aura

 * Intimidate Aura – toggle on/off, affects enemies only; gives a slight boost to the hate/threat generated by the user.
 * 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; grants a small chance to restore a set amount of mana with every spell-cast; toggles don’t count as spell cast.
 * Vitality Aura – toggle on/off, ally only; increases movement speed, attack speed, health regeneration and mana regeneration.

Item Granted Abilities

 * Imperfect Copy – granted by the guild item [Absolute Edict]; allows the wielder to create a less potent duplicate of items (excluding Legendary, Divine, Guild, and World Class items and ingredients); item 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 level.
 * Fly – granted by the [Scroll of Flight]; it is a low level spell and making it out of the high level material like [Wyrmhide] grants the user a scroll that’s infinitely reusable.

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.”

Contact Me
Catch me @le_halfhand_easy, MyAnimeList.