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, support, & DPS and is the guild's chief strategist and theorycrafter.

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

Stats

 * HP - 70
 * MP - 100
 * Physical Attack - 20
 * Physical Defense - 70
 * Agility - 80
 * Magic Proficiency - 100
 * Magic Resistance - 100
 * Status Resistance - 95
 * Special Ability – I’ve haven’t got a clue; maybe it’s about specially conferred racial abilities; 90(?); 90 is a good ability score, I guess; I don’t know what that does to my character or how it helps him; the author really needs to actually establish a solid magic and class system with Brandon Sanderson’s Three Laws of Magic in mind, and not rely on making everything so vague and confusing so he can freely pull stuff out of his ass without conflict or contradiction

Appearance
Eanki is a hairy brown-skinned human 180cm tall with short, if a tad unkempt, black hair. His right eye is an unremarkable hazel brown but his left eye is clearly artificial in its lustrous gray color, accompanied by lustrous gray markings -the Eye of Horus. He wears a small embroidered tribal vest over a lorica hamata mail armor. On his waist is a sarong wrap, weaved from gold threads. Completing the look is a maroon knee-length skirt.

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


 * Total members in its history: 325

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. The other ace of the guild is the World Item [Myriad Horizons], which granted their floating guild base, the Omnishield Observatory, movement (albeit slow) and a powerful invisibility shroud. With it, their guild base is never at any one place long enough for would-be raiders to formulate a successful plan of attack, provided it can even be seen.
 * Highest number of members at any one time: 119

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 dungeons and explore the map in peace without the fear of their guild base getting attacked.

Personality
There is no false modesty about Eanki. [...]

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 shield wall (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.

Racial Classes:

 * Werebear Level 10 [Base] –
 * World Soul (Level 5) [Rare] –

Job Classes:

 * Scholar (Level 15) [Base] –
 * Druid (Level 15) [Base] –
 * Monk Lorekeeper (Level 10) [High] –
 * Sorcerer (Level 15) [Base] – Archetype: Fey-Blessed
 * Adept Sorcerer (Level 10) [High] –
 * Master Scholar (Level 10) [High] –
 * Grand Scholar (Level 5) [Rare] –
 * Sorcerer Supreme (Level 5) [Rare] –

World Soul:
The World Soul is one of the special racial rank that’s not reliant on species but on deeds and feats. In this case, it was achieved through a rigorous pursuit and study of the natural world and its attendant magic and mysteries. He is now an ageless organism stepped in nature magic and the natural order such that he becomes a sentient manifestation of it, indistinguishable from nature spirits. Seeds line his arms, pockets of mana, half-buried in the flesh, gathering sustenance from him and in turn aiding him when he needs them.

Path of the Sorcerer:
The Path of the Sorcerer is the path innately talented or blessed spellcasters tread. It is a path naturally suited to sowing magical devastation owing to the way both their spells and cantrips scale much better and more efficiently with levels in the magic path and skill point investments, as well as their ability to use metamagic. By simply being higher level, a sorcerer’s low tier magic spells and cantrips can still deal significant damage in the late-game scenario.

However, by undertaking the sorcerer path, the player punishes himself with reduced skill points gained per level. Unlike mages, 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 efficiently scaling up the spell power of his cantrips and magic spells as well as lowering the cooldown and mana cost of said magic spells the lower their tier level are. This means that at max level, he learns potentially far less spells than any other magic caster specialized classes and he can’t afford to waste his skill points. It matters more which spells he picks because he can’t pick plenty like a wizard can.

These are also skill points which may be needed so he can invest in his metamagic spells, non-damaging spells and abilities that buffs or changes certain characteristics of his own spells or his allies’ spells. Metamagic comes in two forms: the first are the active ones that can be cast on both the caster as a self-buff or on an ally; the second are passives which modify the Sorcerer’s own spell repertoire all the time.

Sorcerer Archetype: Fey-Blessed
A sorcerer can gain his innate talent or gift through a variety of ways and what he sets/chooses as his archetype greatly defines what his strengths are and what his spell list would tend to resemble.

The Fey-Blessed sorcery is associated with nature magic and the natural laws, blurring the lines between a sorcerer and a druid.

Path of the Scholar:
The Path of the Scholar is a path centered around two core mechanics: Additionally, the Scholar also gains bonus damage against and bonus damage reduction from non-raidboss/NPC species encountered and “studied” before. He also “gathers” more information the more he fights an NPC creature, or, to be more precise, the game’s HUD slowly feeds him info the more he fights a creature.
 * 1.) players who undertake this path makes their Magic Proficiency stat their primary damage modifier; a Fighter class player, for example, who treads the path of the scholar, is defined not by the strength of his blows but of his knowledge of leverage, energy, momentum, and other laws and concepts of physics; or so it says in the flavor texts;
 * 2.) the player can “consume” various tomes he can craft and “read” to give himself additional attributes, stats, and modifiers.

Path of the Monk:
A monk’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.

Like most brawler classes, the monk class boasts powerful, low-cooldown single-target physical attack skills, high health regeneration, high constitution, and high status resistances.

The Monk Lorekeeper:
The Monk Lorekeeper is a unique path of the monk in that it is a magic-base class/specialization that honors the Western monk’s historical role and contribution in the preservation and dissemination of knowledge.

The Lorekeeper is primarily a roleplaying class that gets bonus lore contents and information when it comes to histories and backstories of places and monsters. But it is not without combat merit. The fact that the class has access to bonus lore contents means they also have easier access to tomes and books that can empower the scholar and mage classes. They also have access to less powerful versions of very rare high level spells straight out of the game’s own lore/myths, with the justification being that since they study lore, they can study how to replicate the spells used by the heroes of lore. And the final boon to the class is they get bonus damage and defenses against the NPC creatures of the game’s myths and legends on top of an ability which pops up a near-transparent HUD overlay that can slowly tell them what elemental weakness or damage types work better against the legendary creature they’re currently fighting the longer they fight it. If that particular species has been encountered and defeated before, the HUD pops up the relevant information almost instantaneously.

World Items:

 * Wadjet (Class: World; Type: Artificial Eye)
 * 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].

Guild Item:

 * Right Reality (Class: Guild; Type: Magic Staff)
 * 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:

 * Seed of Infinite Endeavors (Class: Artifact; Type: Accessory)
 * The item is part of the World Soul class quest chain. It is a small magical primal seed partially embedded in the World Soul's throat.
 * It restores mana based on a percentage of the spell damage the caster inflicted.
 * Item cannot be dropped, stolen, or transferred. When the player gives up his World Soul class, this item is immediately and permanently destroyed.
 * Magus Apex (Class: Divine; Type: Magic Glove, 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 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: Clothing Set)
 * Hard as dragon skin, soft as a lover's kiss, the clothing set (tribal vest, sarong wrap, and skirt) 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.
 * Sol Apex (Class: Artifact; Type: Lorica Hamata Mail)
 * Pulsating Ember Soul (Class: Artifact; Type: 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 Status Resistances tremendously, allowing him to greatly guard against various enchantments.
 * Rumination & Remembrance (Class: Legendary; Type: 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. It also increases the wielder's health and mana regeneration tremendously for 10s after ressurection.
 * Freya's Fable Obscurus (Class: Artifact; Type: Ring)
 * The Fable Obscurus is a powerful high level artifact quest reward granted by the Goddess Freya that conceals the power level of the user from nearly all forms of divination and detection, surrendering only the desired, often misleading, info the user chooses by way of the ring’s intricate menu.
 * Planewalker's Spidersilk Slippers (Class: Legendary; Type: Slippers)
 * The item greatly enables unhindered movement and it slightly lowers the duration of and provides resistance from movement slows and restriction spells. It also grants the user a spell that instantly teleports him back to a secure location either on command or after a set time has passed.

Cantrips:

 * Conjure: Spidersilk –
 * the cantrip is often referred to as the Spiderman cantrip because it allows the caster to roleplay Spiderman;
 * the user magically conjures spidersilk threads from his hands which he can use for a variety of actions, acting as an extended hand to grab, pull, or subdue.
 * Conjure: Vine Whip –
 * the vine whip version of [Conjure: Spidersilk] except that the vine whip can be used as a whip, duh, and a tool for crushing and/or suffocating;
 * the vine whip deals physical type blunt damage, although the damage base and multiplier is the sorcerer’s magic proficiencies;
 * these vines could be modified by adding poisonous thorns and barbs that deal additional piercing type damage on top of the vine’s blunt damage.
 * Gale Blast –
 * unleashes a blast of powerful wind that deals both blunt physical damage and air elemental damage; it also knocks a target away from the caster;
 * the caster can also use this to maneuver while in flight or boost his jumping height.
 * Hurl Stone –
 * conjures and hurls a rounded stone (non-homing) projectile the size of a tennis ball at a velocity of 200km/h;
 * deals blunt type physical damage that can also stun a target for 2s if hit in a vital area like the head; the damage modifier is, naturally, magic proficiency because it is the magic that moves the stone;
 * by spending additional mana, the caster can turn the projectile into a burning one that deals an additional instance of fire or frost damage.
 * Ice Shard –
 * fires a shard of magically conjured ice that deals both physical piercing damage and elemental frost magic damage.
 * Levitate Object –
 * magically lifts an object and release it at will; the initial lift costs mana and it costs mana per second to continually lift the object.
 * Sunbeam –
 * the World Soul’s primary cantrip; the caster a ray of pure energy at a target; damage scales with the caster’s magic proficiency and spell power;
 * the spell is classified as a special channeling spell: there is a mana cost to cast it and, every second after the initial cast, the spell costs additional mana to maintain until the caster cancels the channel.

Tier 1:

 * Harvest Wood – the user can safely draw a set amount of lumber from a [Tree] type plant without causing unnecessary harm (or, more accurately, “destroy” the harvested tree which then “regrows” at the pace dictated by the game engine, usually with the higher tier trees requiring the longest to “regrow”); the lumber can be used as ingredient for various crafts


 * while it’s not what the spell is designed for, Eanki uses it to indirectly detect non-tree entities trying to disguise themselves as trees because a harvest indicator in his HUD overlay tells him which tree can be harvested; a creature that tries to disguise as a tree won’t have that indicator;
 * a more broken use he has for it, one the developers greatly overlooked, is that it can be used to indirectly detect invisible units too because invisible units standing in front of a tree won’t trigger the indicator for that tree in his HUD; with that, he can even judge the size of the creature from how many trees’ harvest indicators were obscured.
 * Heal Wood – the caster accelerates, to some extent, the rate of regrowth of [Tree] type plants destructively harvested.
 * Tree Stride – a teleport spell that needs trees to work; the caster magically teleports into a nearby tree and can emerge from that tree or teleport into another viable tree a short distance away; by using the spell to move from tree to tree, the caster can cover large distances with little chance of detection from normal unaided eyes; when a tree the caster is "in" is destroyed, the caster magically emerges from that tree and is stunned for two seconds; one second cooldown.

Tier 3:

 * Mental Alacrity – applies a set percent-base cooldown reduction on the next spell the user casts.

Tier 6:

 * Magic Weakness – lowers the magic resistance of all enemy units caught in the spell's large AoE.

Tier 8:

 * Bamboo Pierce – swiftly conjures and sends out a one meter long bamboo stake with magically hardened tip.
 * Coconut: Cannon – magically conjures and sends out a coconut fruit hard as any cannonball with devastating velocity.
 * Entangling Prison – wraps the target in a powerful nigh invulnerable vine prison for a few seconds; this allows the caster to set up spells in advance and wreck the target when the vine prison expires; 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.
 * Null Bolt – the user combusts a set amount of the target’s mana, 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.
 * 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.

Tier 9:

 * Forceful Gust – the user unleashes a burst of magical wind, pushing back enemies caught in the spell’s target cone; dispels their positive dispellable buffs.
 * Mass Alacrity – the caster raises the magic damage output and slightly lowers the spell cooldown of all allied units covered in the spell's massive AoE.
 * Mass Entangling Prison – the caster imprisons all enemies in the AoE in entangling vines, disabling them for the duration of the current level of [Entangling Prison], 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 entanglement.
 * Mass Polymorph – temporarily turns enemies in an AoE into harmless sheep for a short period of time; applies the current values of [Polymorph].
 * 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:

 * 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.
 * Time Heals All Wounds – the caster undo all the damage he received in the past 10 seconds; ze long cooldown panic button.
 * Wrath of the Earth Mother – the caster unleashes a powerful AoE spell centered on him that rapidly expands outwards.

Summoning Spells:

 * Spawn of Nature – the caster summons reanimated plants to fight for him.
 * Bloodrose Vigil –
 * Summon Type I: ten Level 24 creatures
 * Summon Type II: six Level 45 creatures
 * Summon Type III: four Level 60 creatures
 * Pumpkinhead Terror –
 * Summon Type I: ten Level 25 creatures
 * Summon Type II: six Level 50 creatures
 * Summon Type III: four Level 65 creatures
 * Madcap Smashroom –
 * Summon Type I: eight Level 35 creatures
 * Summon Type II: four Level 60 creatures
 * Summon Type III: two Level 70 creatures
 * Brain Shroom –
 * Summon Type I: six Level 30 creatures
 * Summon Type II: four Level 55 creatures
 * Summon Type III: two Level 65 creatures
 * Bloom Bulb –
 * Summon Type I: six Level 40 creatures
 * Summon Type II: four Level 68 creatures
 * Summon Type III: two Level 80 creatures
 * Terrorvine the Impaler –
 * Summon Type I: eight Level 30 creatures
 * Summon Type II: six Level 60 creatures
 * Summon Type III: two Level 80 creatures
 * Savage Snapdragon –
 * Summon Type I: four Level 70 creatures
 * Summon Type II: two Level 85 creatures
 * Draconian Peashooter (Lvl 85) –
 * Summon Type I: two Level 75 creatures
 * Summon Type II: one Level 89 creature
 * Devil's Dodder (Lvl 90) –
 * Summon Type I: one Level 90 creature
 * Special Summon: Earthen Spirit Bear – a special ability of the World Soul is to call forth a primal nature spirit in the form of a powerful bear made of hard earth with solidified energy claws.
 * Summon: Greater Hornet Swarm – summons a basketball-sized spherical hive that continually creates [Giant Hornet] mobs, up to a hundred hard limit, that, while easy to kill, have tricky and extremely small hitboxes, erratic movements to further confound enemies, as well as painful poisoned strikes; all summoned [Giant Hornet] mobs specific to that hive die when the hive is destroyed; the hive is considered an organic living entity that can be healed and protected; it cannot be resurrected however, only resummoned; the hive is a timed summon with a 1-hour duration.

Wildshape:

 * Crow Form
 * Perch Form
 * Pike Form​​​​​​

Super Tier:

 * 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:

 * Druidic Reconstitution – as the druid grows in level, he slowly gains animalistic stats and abilities:
 * Spider-climb – allows the druid to easily scale vertical surfaces.
 * Fly-sense – grants the druid an advance warning of any incoming attack so he can react a millisecond faster, giving off the appearance of reflexes matching that of a real world fly; in the New World, this manifests into something even better, something akin to a sixth sense, leading to even better reaction times for the player.
 * Heat-sense – grants the druid the ability to sense, track, and differentiate heat signatures of living and non-living things.
 * Gorilla Strength – increases the druid’s physical abilities by a percentage.
 * Rabbit’s Foot – increases the druid’s luck, with mostly the only real pronounced effects being in material drop rates and gacha rolls; in the New World, this seems to make the druid actually really lucky.
 * Cat’s Grace – like a cat that falls on its feet seemingly not even inconvenienced, the druid takes significantly reduced fall damage.
 * Raptor Sight – like a bird-of-prey, the druid gains sharper sight, represented in-game by giving the player a high definition overlay that enhances colors and contrasts in the game’s landscapes; he also gains increased resistance to sight obscuring attacks and debuffs.
 * Owl Sight – increases the druid’s Lowlight Vision abilities, allowing him to see better in lowlight conditions.
 * Underwater Breathing – the druid does not need air to breathe in underwater environs; his oxygen HUD meter is replenished by oxygen in the water for as long as the water condition is Oxygen Satisfactory to Oxygen Rich.
 * Empowered Defense – the unit gains increased Physical Defense based on a percentage of his Magic Proficiency.
 * Empowered Movement – the unit gains increased Agility based on a percentage of his Magic Proficiency.
 * Intelligent Reading – the unit consumes tomes faster
 * Energy Overload – toggle on/off; the user’s first normal attack after every spell-cast is overcharged and deal bonus damage to the primary target and splash damage with x% of the damage dealt to the primary target splashed to additional targets within a small AoE of the primary target; toggles and autocasts don’t count as spell cast.
 * Living Armor – lowers the duration of debuffs and enemy statuses received by the unit; increases the unit’s health regeneration.
 * Mind’s Eye – increases the user’s perception of enemy hitbox area.
 * Nature’s Power – increases the damage of the unit by x% for every tree-type vegetation in a large AoE; gains buff up to a limit of 10 trees.
 * Prismatic Barrier – the unit mitigates all damage received by a small set percentage of his Magic Proficiency.
 * Prismatic Cloak – lowers the user’s threat generation and increases his ability to evade attacks by lowering his hurtbox area.
 * Resistance Erosion – 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%.
 * Sun-Blessed Sorcery – when the caster is under direct sunlight, his mana regeneration increases drastically.
 * Synergistic Spirit – every nature creature the caster creates/summons gains bonus health and haste equivalent to a percentage of the caster’s magic proficiency

Aura:
Radiant Majesty – toggle on/off; when toggled on, a large glowing horizontal halo of light appears 25cm behind the caster’s back, trailing him wherever he goes and filling a large area with light; the light is treated as sunlight and activates/deactivates any items, spells, abilities, or creature/race quirks and traits affected by the presence/absence of sunlight.
 * Natural Order – toggle on/off; negates actions tampering with the natural laws (e.g. chronomancy and resurrection) in a small area around the unit; affects both allies and enemies, so care must be taken with positioning so as to avoid hampering allies; the aura has a 0.2 second linger duration when the unit dies; when the unit dies, the aura stops having an effect, allowing allies to resurrect the unit.
 * Natural Vitality Aura –
 * toggle on/off; increases the health regeneration of the unit and all nearby allies.
 * toggle on/off; increases the mana regeneration of the unit and all nearby allies.
 * toggle on/off; raises the magic resistance of the unit and all nearby allied spell-casters.
 * toggle on/off; decreases manacost and cooldown of spells and skills 10th tier and below.
 * toggle on/off; restores a small set percentage of mana with every spell-cast; toggles don’t count as spell cast.

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 teamfight PvP, he utilizes crowd-control abilities like [Mass Entangling Prison] to set up devastating combos timed to hit the moment the enemy party is released from the spell's hold. 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 Entangling Prison], his finisher and also his most infamous spell is the 10th tier spell [Wrath of the Earth Mother], 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 Entangling Prison] 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 Step] to reposition himself and careful use of deduction to predict how the enemy will react. But it requires him to get everything right 100% percent of the time. His opponent only needs to get it right once.

Another option is to simply transform into his werebear's Hybrid Form. While in this form

After acquiring [Wadjet], his weaknesses are mitigated to an extent, but his normal form is still a cloth-and-light-mail 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.

[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 bow-wielding warrior-adventurer Arturios Megas is Eanki’s alter ego. By wielding a low rarity shortbow without any proficiencies in range weapons, Eanki hopes to mask his power and blend in somewhat with the power levels of the New World natives, hoping that it’s enough to pass as an ordinary high ranking adventurer.

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.