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.

He is one of the pioneers of the relatively very rare Max Int Sorcerer, the crowd-control variant of the the sorcerer class.

A win condition unto himself, Eanki shapes entire battles and metas deftly and consummately.

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

Primary:

 * Strength: 6
 * Constitution: 9
 * Dexterity: 9
 * Intelligence: 10+
 * Willpower: 10
 * Charisma: 8

Secondary/Derived:

 * Physical Damage: 3
 * Physical Defense: 7
 * Magic Output: 10
 * Magic Defense: 10
 * Mental Resistance: 10
 * Status Resistance: 10
 * HP: 7
 * MP: 10
 * HP Regeneration: 8
 * 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.

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] –


 * Master Alchemist Lvl 10 [High] –


 * Quintessence Lvl 5 [Rare] –
 * Sorcerer Lvl 15 [Base] –
 * Metamagician Lvl 15 [Base] –
 * Magic Scholar Lvl 10 [High] –
 * Sorcerer Adept Lvl 10 [High] –
 * Sorcerer Excelsior Lvl 10 [High] –
 * Grand Sorcerer Lvl 5 [Rare] –
 * World Guardian Lvl 5 [Rare] –


 * Runemaster Lvl Adept (New World only)

Alchemist:
The Path of the Alchemist is one of potions, elixirs, and transmutations. While other dedicated brewer and potion-maker classes can match 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. And once he reaches the peak (10 levels) of the Master Alchemist rank, he alone has access to two rare ingredients: [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, poisons, and decay.

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. His search for the fabled Philosopher Stone ends here. He is 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 greatest strength of the Quintessence is his transmutation spell. Transmutation spells have a significant cooldown and limit per day that is lowered the more you put levels in the Alchemist classes. This cooldown is further lowered and the limit is relaxed when the user reaches Master Alchemist rank. The Quintessence, however, 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.

Sorcerer:
The Path of the Sorcerer is one that many innately talented spellcasters tread. It is a path naturally suited to sowing magical devastation owing to the way their spells scale with levels in the magic path. Unique sorcerer spells, his cantrips, start at Tier I magic but once the sorcerer invest more points and levels in his class and path progression, those cantrips increase in tier. When the sorcerer has about 70 levels in the magic classes, he is considered capable of Tier 10 magic and so his cantrips become Tier 10 spells as well; not only that, these cantrips typically has zero cooldown. Despite their Tier 10 status, they are not the most powerful spells at a sorcerer’s disposal. And that’s where the sorcerer must make careful choices.

By undertaking the sorcerer path, the player punishes himself with reduced points gained per level. A sorcerer earns only two points per level because the third point automatically goes to the innate Sorcerer passive spell [Sorcerous Talent] which is responsible for raising the tier level of his cantrips. This means that at max level, he learns far less spells than any other magic caster classes and he can’t afford to waste his spell slots.

A sorcerer’s two most important stats are Intelligence and Willpower. The higher a sorcerer’s Willpower is, the more powerful his spells become, and the higher his Intellect is, the lower his spells’ mana costs becomes and the more control he gains over his spells. This leads to two general sorcerer builds: the first one is the glass cannon build which prioritizes Willpower over Intelligence; the second one is a crowd-control build which prioritizes Intelligence over Willpower.

Crowd-control builds are far rarer among sorcerers because most players planning to be spellcasting crowd-controllers generally go for the higher versatility and number of spells of the wizard classes. But a crowd-control sorcerer is not without perks. His spell repertoire maybe very limited but they are undoubtedly powerful.

World Guardian:
The World Guardian is the magus champion and defender of the Mortal/Material Plane of Existence. It is a prestige class that is very unique class with regards to how it is implemented. The moment a first-time player registers in the game, his choices are immediately scrutinized by the game engine through a series of checklists which are very binary (either a player did this or a player didn’t do this) due to limitations in technology. The engine evaluates the player’s race choice, class choices, alignments, relationships, and quests. A lot of players immediate fail the World Guardian class requirements at the opening stage of choosing their race and job classes. The few that gets through are continuously tracked and before they hit max level, they then receive a message offering them the prestige class.

The greatest strength of the class is that they are gifted bonus raw stats resulting in them having the highest stat total of any player character in the game.

World Items:

 * Wadjet (Class: World; Type: Amulet; Slot: Head)
 * The Eye of Horus is a peerless protective amulet wielded by a god. It raises the user’s defenses and status resistances to insane levels, grants immunity to critical hits, provides an uninterruptable auto self-dispel every 5 seconds, and negates the effects of World Class Items intended to harm the user. It also grants the user two sub-abilities [Second Breath] and [Reincarnation].
 * Midas Touch (Class: World; Type: Magic Gloves; Slot: Weapon - Offhand)
 * When activated, Midas Touch turns units and players the wielder touches into solid gold, placing them in a statue-like stasis, making them easy targets. Their state can be reversed by contact with large amounts of fast-flowing water that "washes away the curse".
 * The touch does not affect raid bosses however, for reasons of game balance. Instead it applies a channeled slow through continuous contact.

Guild Item:

 * Right Reality (Class: Guild; Type: Magic Staff; Slot: Weapon)
 * Right Reality is a magic staff in the shape of a spear-like stylus. It is empowered with six of the ten [Palpitant Cores of Reality], extremely-difficult-to-obtain unique artifact jewels of power, each of which grants a unique spell to the user. They provide the core power to the stylus which is made with [Empyrean Steel] consecrated in [True Mercury] and topped with a [Bennu Feather] flourish to complete the look, creating a stylus with power capable of "rewriting" reality itself.

Regular Items:

 * Torc of Infinite Endeavors (Class: Artifact; Type: Necklace; Slot: Neck)
 * The item is part of the World Guardian class quest chain. It is a simple solid difficult-to-remove iron torc (that eerily resembles an iron collar) inlaid and decorated only with garishly set words of power, a reminder to the guardian that he is a servant first, not a master.
 * It increases the user’s Intelligence and Willpower and provides very heavy mana regeneration by restoring a percentage of the user’s maximum mana points per second.
 * Item cannot be dropped, stolen, or transferred. When the player gives up his World Guardian class, this item is immediately and permanently destroyed.
 * Magus Apex (Class: Divine; Type: Magic Gloves; Slot: Weapon - Main Hand)
 * The [Empyrean Steel] glove contains the gem-like [Original Essence], hardened mana of deeply primal origins dating back to the splitting of the elements.
 * When equipped, the item automatically fires a powerful bolt of arcane energy at an enemy the user hits with a spell, adding to the damage of the user's initial spell; if it's an AoE spell, then all targets hit by the AoE spell are also hit by the item; in effect, the item acts as a passive-cast offensive spell that doesn’t cost the user mana nor does it generate increased aggro.
 * Illustrious Imagery (Class: Divine; Type: Cloth Armor; Slot: Body)
 * Hard as dragon skin, soft as a lover's kiss, the cloth is a masterpiece woven from the high tier divine class ingredient [Cosmic Silk of the Eternity Weaver], the celestial beings said to maintain the fabric of creation. It raises the user's physical and magical defenses and improves his resistances to slashing, piercing, and blunt weapons. It also increases the user's Willpower, Charisma, and Dexterity.
 * Pulsating Ember Soul (Class: Artifact; Type: Ring; Slot: Ring)
 * The Ember Soul is a simple looking yet powerfully enchanted ring made of garnet clasped by red gold, a boon given by the Lady Hestia to those who would take up her call. It is said to remind its holder of home, hearth, and hope, raising the user’s Willpower tremendously, allowing him to greatly guard against mental enchantments.
 * Andvaranaut (Class: Artifact; Type: Ring; Slot: Ring)
 * Andvaranaut is a high level artifact that was said to be capable of producing gold. When worn, the item provides bonus gold in mercantile transactions and bonus gold bounty whenever the user kills monsters.
 * (Cannibalized Item; Former Owner: Minorin Meihem)
 * Rumination & Remembrance (Class: Legendary; Type: Ring; Slot: Ring)
 * Rumination & Remembrance is a beautiful ring made from [Tinkal Steel] securely clasping a [Teardrop of Remembrance]. It’s an item made in celebration of the completion of the guild weapon.
 * When equipped, the item reduces the penalties and costs of death and resurrection.
 * Hel’s Ring of Concealment (Class: Artifact; Type: Ring; Slot: Ring)
 * The Ring of Concealment is a powerful high level artifact quest reward granted by the Goddess Hel. It conceals the power level of the user from nearly all forms of divination and detection, giving only the desired, often misleading, info the user can manually choose to project using the menu.
 * Apokalypse Cometh (Class: Artifact; Type: Ring; Slot: Ring)
 * Forged by the Dark Titan Apokalypse to amplify his destructive potential, the ring enhances the capabilities of its wielder by raising all their base stats via percentage increase. A player with lower stats (i.e. lower level) would have a lower stat boost since the stat bonus is based on a percent of the already existing stat. The reverse is true: higher stats results in higher boosts.
 * (Cannibalized Item; Former Owner: Mourning Glory)
 * Companion Ooze (Class: Legendary; Type: Slime Exo-symbiont; Slot: Familiar)
 * The creature is a mini-AI exo-symbiont that aids the player by providing a mana reserve, a small percent-base stat boosts to all stats, and a mobile, living shield that grants increased defenses and resistances.
 * Magisterial Raven Cloak (Class: Divine; Type: Cloak; Slot: Back)
 * It’s a cloak made from pitch black [Magisterial Raven] feathers. It raises the user’s Intelligence and Willpower and boosts the user’s shapeshifting abilities. It also grants a sub-spell that allows the user to transform into a raven at will.
 * (Cannibalized Item; Former Owner: Santa Claws)
 * Golden Orchid Spidersilk Slippers (Class: Divine; Type: Slippers; Slot: Foot)
 * The item is made from [Golden Orchid Spidersilk], a divine class ingredient dropped by the [Golden Orchid Spider], the rarest and the most dangerous of the [Great Orchid Spider] class of monsters. It greatly enables unhindered movement and it slightly lowers the duration of and provides resistance from movement slows and restriction spells.
 * (Cannibalized Item; Former Owner: Mæracle)

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 durability.
 * 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 on skin contact or ingestion; much more potent when ingested.
 * 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.

> Basic:

 * 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.
 * Transmute (Upgrade) – upgrades a baser ingredient.
 * Transmute () – changes an item/ingredient's elemental type; i.e. [Transmute (Fire)] transmutes an ingredient's elemental type to fire.
 * Transmute (Degrade) – degrades an ingredient to a baser form.
 * Portal – opens a portal into another place; channeling spell.
 * Flash – the user teleports a short distance away; one second cooldown.

> Sorcerer Cantrips:

 * Arcane Bind – ensnares a target in magical tendrils that deals damage if the target struggles; disable spell; dispellable; zero cooldown
 * Arcane Bolt – the user casts a basic zero cooldown single target nuke; deals a small percentage of the user’s Willpower as damage multiplier
 * Arcane Seal Magic – prevents a target from casting spells/abilities; zero cooldown.

[Tier 3]:

 * Arcane Alacrity – applies a set percent-base cooldown reduction on the next spell the user casts.
 * Fly – the user grants an allied target or himself flight.

[Tier 6]:

 * 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.

[Tier 8]:

 * 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.
 * Mana Shield – 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.
 * Polymorph – 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.
 * Protection Circle (Sorcerer) – 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.
 * 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.
 * 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.

[Tier 10]:

 * 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.
 * Time Heals All Wounds – the caster undo all the damage he received in the past couple of seconds; ze long cooldown panic button.

[Tier 6]:

 * Mass Fly – the user and nearby allies take flight; uses the values of the current level of [Fly].
 * Mass Invisibility – the user turns himself and nearby allies invisible; uses the values of the current level of [Invisibility].

[Tier 8]:

 * Arcane Frenzy – the caster raises the magic damage output and slightly lowers the spell cooldown of all allied units covered in the spell's massive AoE.
 * Forceful Gust – the user unleashes a burst of magical energy, pushing back enemies caught in the spell’s target cone; dispels their positive dispellable buffs.
 * Magic Weakness – lowers the magic resistance of all enemy units caught in the spell's large AoE.
 * 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 Polymorph – temporarily turns enemies in an AoE into harmless sheep for a short period of time; applies the current values of [Polymorph].
 * 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].

[Tier 9]:

 * Nullifying Gust – a magical gust of wind knocks back all enemies around the user 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.

[Tier 8]:

 * Mind Blast – deals a percentage of the difference between the user and the target’s Intellect as damage multiplier and knocks back the target; distance is proportional to damage; if the enemy has higher intelligence than the user, the spell does no damage.
 * Null Bolt – the user combusts a set amount of the target’s mana (calculated by x% of the user's 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.

[Tier 9]:

 * Rend – the user blasts a target with powerful magic that deals a significant initial damage based on a percentage of the user's Willpower, followed by small extended damage-over-time; DoTs stack, up to three stacks.

[Tier 8]:

 * Scalding Wave – unleashes a wave of scalding water in a straight line that pushes caught units backward; applies both elemental [Fire] and [Water] damage.

[Tier 9]:

 * Cataclysmic Fury – the user deals tremendous amount of burst damage in an AoE.
 * Funeral Pyre – the user calls forth a magical flaming conflagration that deals continuous damage-over-time to units standing within its very large 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.

[Tier 10]:

 * Arcane Storm – deals the values of the current level of [Arcane Bolt] to all enemy units caught in the AoE centered on the caster; due to [Arcane Bolt] scaling as he invest more points and levels in his class and path progression, Arcane Barrage is also raised with it.
 * 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.
 * 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.

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.
 * 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, so one could theoretically dispel it in one server tick but it is immediately reapplied in the next server tick, making it practically undispellable.

Passive:

 * Alchemical Affinity – the user’s constant exposure to potent alchemical reagents gives him considerable resistance to chemical-based attacks.
 * Arcane Affinity – 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.
 * Arcane Overload – 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.
 * 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.
 * Enforcer of Planar Law – the World Guardian is protected by one of the oldest and most binding of laws, one governing travel across different planes of existence
 * greatly resists attacks made by or made possible by enemy extra-planar entities (e.g. angels, demons, elementals, and eldritch abominations), even including immunity to extra-planar magic Tier 6 and below; affects not only extra-planar races but 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.
 * greatly boosts his attacks against enemy extra-planar entities
 * Enhanced Focus – increases low light vision and allows the user to detect lower level stealth units.
 * Equivalent Exchange (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.
 * Familiar Mastery – opens up a familiar slot in the unit's equipment screen and allows the unit to "equip" a familiar.
 * Magic Knowledge – 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 – the unit mitigates all damage received by a small set percentage of his Willpower.
 * Prismatic Cloak – lowers the user’s threat generation and increases his evasion by slightly lowering his hitbox area.
 * Words of Power – 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.
 * toggle on/off; slightly increases the magic damage and magic resistance of the unit and all nearby allied spell-casters
 * toggle on/off; decreases the magic resistance and status resistances of nearby enemy units; value increases the closer the enemy is to the unit.
 * Quintessence Aura –
 * toggle on/off, ally only; decreases manacost and cooldown of spells and skills 10th tier and below.
 * toggle on/off; provides boosts to physical and magical spells 10th tier and below
 * toggle on/off; restores a small set amount of mana with every spell-cast; toggles don’t count as spell cast.
 * World Order – applies 5 different, additive effects to enemy units caught in the aura's AoE:
 * Lvl 1: toggle on/off, enemy only; instantly kills any low-level enemy extra-planar summoned units (e.g. angels, demons, elementals, and eldritch abominations) under the aura's effect.
 * Lvl 2: toggle on/off, enemy only; slightly 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; deals constant damage-over-time to nearby enemy units that do not naturally belong to the Mortal/Material Plane; affects extra-planar visitors like angels, demons, elementals, eldritch abominations.
 * Lvl 5: toggle on/off, enemy only; negates actions tampering with the natural laws (e.g. chronomancy, World Items, resurrection, etc.); has a smaller AoE than the rest of the aura's components.

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

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.

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 10th tier spell [Superheated Winds], a flashy and powerful nuke that resembles a thermobaric explosion. In fact, one of his nicknames, Red Flower, is a tribute to the beautiful blood red effects of the spell's rapidly expanding bubble of death. The spell has a two-second channel time before being released, making setups like [Mass Banish] crucial in getting it off.

[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 spellcaster, 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.

After acquiring [Wadjet], his weaknesses are mitigated to an extent, but he's still a cloth-armored spellcaster and any agile and competent physical DPS fighter will always give him a hard time.

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 panoply.

[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.

[Biology]

Eanki taps into the wealth of biological knowledge he has under his command, from creating a comprehensive encyclopedia detailing creature habitat, traits, uses, habits, and weaknesses, to creating actual biological chimeras. He is also working on cross-pollination and eugenics to create much stronger breed of plants that can survive the strain of summoning spell induced transformation/reanimation into more powerful [Death Vine] and [Treant] permanent summons.

Alter Ego: Arturios Megas
The warrior-adventurer Arturios Megas is Eanki’s alter ego, a way of interacting with the power levels of the New World, enough to pass as an ordinary high ranking adventurer. While he would much prefer to be a mage, his repertoire of spells is much too potent to disguise so he tried to masquerade instead into a melee fighter, with the logic that a mage with a carefully min-maxed mage’s stats playing pretend to be a warrior would make for a subpar warrior, one more in line with the power level of the New World human natives.

Now he has to brush up on his Arnis especially since he stopped practicing when he was 17 and his grandfather, a master of Filipino martial arts who had introduced him to it as a way to bond with him, passed away.

Gears:
Apart from [Wadjet], the basically un-removable [Torc of Infinite Endeavors], [Pulsating Ember Soul], and [Rumination & Remembrance], as well as his familiar, the [Companion Ooze], all of which Eanki retains in his alter ego, he switched his powerful panoply with newly crafted weaker items.
 * Maelstrom Mace (Class: Legacy; Type: Magic Wand; Slot: Weapon)
 * The Maelstrom Mace is in reality a [Galvorn Steel] magic wand designed to resemble a flanged mace. Eanki simply uses it as a mace that deals an additional instance of both [Explosive] and [Electric] type magic damage on top of the user’s regular physical-type attacks.


 * Maelstrom Mace Homing Bracer (Class: Common; Type: Leather Bracer; Slot: Hand, Main)
 * The Homing Bracer is an unadorned cowhide leather bracer enchanted with a simple homing spell that, when activated, returns [Maelstrom Mace] to the user’s hand. It is useful for instances when the user uses the wand as a throwing weapon or when he is disarmed.


 * Temple Guard’s Kettle Helm (Class: Rare; Type: Kettle Helm; Slot: Head)
 * The Temple Guard’s Kettle Helm is an [Orichalcum] Burgundian-style kettle helm designed to give its user considerable head protection without sacrificing visibility.


 * Vaunted Champion’s Round Shield (Class: Rare; Type: Round Shield; Slot: Shield)
 * The Vaunted Champion’s Round Shield is a very sturdy lustrous gray [Orichalcum] round shield with a large salmon red circumpunct drawn on it. When toggled on, the circumpunct glows faintly and draws the aggro of enemies caught in the short-range cone-shaped area-of-effect extending from its center.


 * Impervious Conqueror (Class: Legacy; Type: Cloth Armor; Slot: Body)
 * The Impervious Conqueror is a pitch black linothorax armor adorned with geometric patterns using gold threads. It is made from the rare [Malevolent Matriarch Spider] spidersilk.
 * It boosts the user’s physical defenses, magical resistances, and mental resistances considerably.

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.