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 single target damage and control and is the guild's chief 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 - 50
 * Agility - 70
 * Magic Proficiency - 100
 * Magic Resistance - 95
 * Status Resistance - 95
 * Special Ability – 25

Appearance
Eanki is a brown-skinned human with a 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 golden lorica hamata mail armor. On his waist is a sarong wrap, weaved from gold threads. Completing the look is a maroon knee-length skirt.

In combat, his skin glows faint gold.

Guild
Wander & Wonder is a small but relatively successful hard core raid guild in an equally hardcore PvE raid server.
 * Average world guild ranking: #300


 * Total members in its history: 325


 * Highest number of members at any one time: 119
 * World Items: 2

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.

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 one can participate in.

Racial Classes:

 * Alchemical Quintessence (Level 5/5) –

Job Classes:

 * Alchemist (Level 15/15) –
 * Druid (Level 15/15) –
 * Ley Walker (Level 15/15) –
 * Sorcerer (Level 15/15) –
 * Master Alchemist (Level 10/10) –
 * Adept Sorcerer (Level 10/10) –
 * Master Sorcerer (Level 10/10) –
 * Sorcerer Supreme (Level 5/5) –

Path of the Alchemist:
The Path of the Alchemist is one of potions, elixirs, and transmutations. While other dedicated brewer and potion-maker classes can exceed the alchemist class in the first two categories, especially in the sheer variety of the potions they can make compared to an alchemist, 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 of his class (Alchemical Quintessence), he alone has access to two rare ingredients: [Quintessteel] 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 Alchemical Quintessence, he is said to have a radiant glow, radiate warmth, and is a picture of health and vitality. He is practically immune to all but the most powerful ailments, sickness-based debuffs, poison, and decay.

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.

Alchemical Quintessence:
At the absolute peak of the Alchemical Path, the Quintessence, just a few steps below Apotheosis, completes his journey 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. He has shed the imperfect mortal shell, the lead metaphor, through rigorously honing body and mind and achieve something akin to divine perfection.

The class acts as both a job class and a state of being; ergo it is also a racial class that supplants the user’s original race with a boosted version.

The greatest strength of the Quintessence is his [Alchemical Blood] passive which means any status buffing potion he personally makes and drinks does not expire. It lasts forever because it becomes part of his lifeblood. As long as the potions do not conflict with each other, they all stack additively. A [Potion of Vigor] and a [Potion of Satyr Vigor] stacks additively for example, but a [Potion of Vigor] and a [Greater Potion of Vigor] does not stack since they are the same base potion; in this instance where two potion effects conflict, the potion with the higher bonus is retained –the [Greater Potion of Vigor].

His [Alchemical Blood] passive also increases the effect duration of the potions he did not personally make but he drank, anywhere from an extra 8 hours to 24 hours.

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 because of three factors: 1.) the spells held by sorcerer classes have the highest and most efficient value scaling modifiers in the game; 2.) the sorcerer has metamagic and can even change the base element of a spell he casts, changing the elemental properties of the spell and allowing him to adapt to different elemental affinities and resistances he might encounter which helps offset the fact that they have the least amount of active skills; and 3.) the sorcerer can, at will, casts his tier 7 and lower spells as if they were tier 8 or higher spells, making them that much more potent at the cost of an increased mana consumption and potentially increased cooldown upon casting.

Among the most potent of sorcerer spells are his cantrips. Cantrips are inherently simple spells with the highest scaling modifiers even among sorcerer spells. They are chosen from a list of basic spells and when designated and placed in the Cantrip Slot, they now have a unique quirk in that they become tier-less magic; that is, cantrip spells aren’t tier magic spells. They’re spells the sorcerer decides to know intimately and thus they level with the sorcerer. A low level sorcerer capable of only Tier 3 magic will have his cantrips be only as potent as Tier 3 at the highest. A fully invested sorcerer capable of Tier 10 magic can have cantrips of Tier 10 quality. He can, at will, choose whether he wants his spell to have the potency (and corresponding cost) of a Tier 1 spell or a Tier 9 spell. Cantrips are almost universally less powerful than their high-tier Tier Magic equivalent spells but they are also low cooldown and low manacost, causing them to edge out Tier Magic in efficiency even if they can’t in power. However, despite their scaling ability, the cantrips are not necessarily the most powerful or useful spells at a sorcerer’s disposal. And that’s where the sorcerer must make careful choices.

To offset this disadvantage, a sorcerer has access to 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 –metamagic modifications that the sorcerer can attach to any of his spell, modifying that spell. Modifications can include even changing the base element of the spell, giving it different elemental properties and corresponding effects. The sorcerer can mix and match his spells and metamagic modifications, giving him enormous flexibility even with a reduced spell repertoire.

Sorcerer Archetype: Ley-Bloom:
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 Ley-Bloom sorcerer is a curious specimen who was conceived and given life at a point in space and time where the ley lines of the Weave of Magic met. This sorcerer archetype features a lot of instant hit spells that only affects their intended target, with virtually no collateral damage. While he excels at single target forms of damage and control, his mass target damage spells lags behind.

In this New World, with the aid of his thoughts, his magic is even more precise.

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 [Quintessteel] 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)
 * It restores mana based on a percentage of the spell damage the caster inflicted.
 * Apex: Arsenal Magus (Class: Divine; Type: Magic Pistol)
 * The [Quintessteel] pistol is curious weapon that closely resembles the Heckler & Koch P2000SK. It fires a projectile made out of mana temporarily solidified and launched straight towards enemies at high projectile speeds of 920 meters per second. Each projectile costs a small amount of mana instead of ammunition, inflicts the user’s normal physical attack damage, and is capable of proccing all of his attack modifiers. The projectile disappears after three seconds of contact with a solid object or after it has traveled anywhere between 500 meters to a maximum of 1000 meters, depending on the range adjustment the wielder inputs. The longer the range the wielder sets, the higher the mana cost for each shot is.
 * 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 Shimmermail (Class: Artifact; Type: Lorica Hamata Mail)
 * Pulsating Ember Soul (Class: Artifact; Type: Magic 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: Magic 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: Magic 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, reduces fall damage received by the wielder, 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.
 * The item greatly enables unhindered movement, reduces fall damage received by the wielder, 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:

 * Pure Crush –
 * an instant cast and instant hit spell that violently crushes and compresses the target from all available angles at the atomic level but does not affect his/her surroundings; since the spell damage type pure, it cannot be resisted but it also cannot be boosted with anything except the main spellcasting stat of the caster.
 * 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.
 * Conversion: Health-Mana –
 * the caster chooses how much hit points he gives up and gains the equivalent amount of mana; this spell does not cost mana to cast.
 * Conversion: Mana-Health –
 * the caster chooses how much mana he gives up and gains twice the equivalent amound of hit points; this spell does not cost mana to cast.
 * Enfeeble –
 * reduces the target’s damage output and impairs the target’s movement by a percentage for 10s; successive casts stack additively.
 * Faerie Fire –
 * sends out a small orb of light to orbit a target for 60s or until it is dispelled;
 * the target is illuminated, making them visible even when they try to hide or turn invisible; every time the illuminated target takes damage from the caster or his party, the orb of light also deals an extra attack of pure damage and a 0.1 second mini-stun.
 * Faerie Lock –
 * sends out a small orb of light to orbit a target for 60s or until it is dispelled; every time the illuminated target casts a spell, the orb of light deals a pure damage attack on him/her.
 * Flash Step–
 * instant, short distance zero manacost teleportation with a 1 second cooldown


 * Gale Blast –
 * unleashes a blast of powerful wind that deals blunt physical damage but it is boosted by the caster’s spellcasting stat, not his Physical Attack stat; 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.
 * Heel Turn –
 * if the target is not amorphous, the spell swiftly turns him/her around a full 180 degrees; low cooldown, low manacost.
 * 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.
 * Stupefy –
 * a one second cooldown non-damaging single target spell that interrupts enemy spellcasting by befuddling them for 0.3 seconds.

Flux Tier:
Spells in this list can be casted as any tier via metamagic modification, with an attendant increase in effects potency, duration, manacost, and cooldown the higher the tier the spell is casted as.


 * Atrophy Mind –
 * if the target is an organic living creature, severely reduces its magical attack until this spell is dispelled; the more mana the caster uses to cast this spell, the higher the tier the dispel must be to remove its effects; because the target’s magical abilities are compromised, the dispel must come from another caster or from an item.
 * Atrophy Muscles –
 * if the target is an organic living creature, severely reduces its physical attack until this spell is dispelled; the more mana the caster uses to cast this spell, the higher the tier the dispel must be to remove its effects.
 * Brute Blast –
 * an instant hit spell that envelops the target with a thin layer of magic that then violently explodes inward, dealing damage; the spell is more powerful the larger the positive difference between the magic proficiency stat of the caster and the target; if the target is an inanimate object, the magic proficiency stat is assumed to be zero.
 * Charge: Minus –
 * designates a target as Minus; anytime he/she is near another unit with Plus, his/her damage output and agility are increased; the higher the tier the caster chooses to cast this spell as, the higher the buffs.
 * Charge: Plus –
 * designates a target as Plus; anytime he/she is near another unit with Minus, his/her damage output and agility are increased; the higher the tier the caster chooses to cast this spell as, the higher the buffs.
 * Contrary Healer –
 * any health restoration spell the target casts is instead treated as damage, dealing full unreduced damage to the target’s target; lasts until it is dispelled.
 * Crash! –
 * targets a magic spell and destroys it; useful against magic spells that persists or have a travel time slow enough for the user to react to.
 * Crippling Addiction –
 * forces the target to consume five more of the last consumable he/she took or he/she takes pure damage for each instance he/she ignores.
 * Curse of Backfire –
 * the next damaging magic spell the target tries to cast backfires and damages him/her instead.
 * Disable Spell –
 * the next spell the target casts cannot be casted again for the next 30 seconds.
 * Equalize HP –
 * takes the current hit points of the caster and the target, adds it, and then divides it by 2, with the quotient now the new current hit points of both the target and the caster; if the quotient exceeds the max HP of the receiver, the excess HP is added as bonus HP for the next hour; does not affect raid bosses.
 * Equalize MP –
 * takes the current mana points of the caster and the target, adds it, and then divides it by 2, with the quotient now the new current mana of both the target and the caster; if the quotient exceeds the max MP of the receiver, the excess MP is added as bonus MP for the next hour; does not affect raid bosses.
 * Frozen Time –
 * the target is frozen solid via chronomancy in the position he/she is at the moment the spell is cast and is invulnerable; duration depends on how much mana the caster chooses to cast the spell with; does not affect raid bosses.
 * Heavy Blast –
 * an instant hit spell that envelops the target with a thin layer of magic that then violently explodes inward, dealing damage; the spell is more powerful the larger and heavier the target is.
 * Magic Weakness –
 * lowers the magic resistance of all enemy units caught in the spell's large Area of Effect.
 * Mana Blank –
 * cripples the target’s magic sense; the target cannot see his/her current mana points until this debuff is dispelled; the higher the tier the spell is casted as, the stronger the dispel magic needed.
 * Mental Alacrity –
 * applies a set percent-base cooldown reduction on the next spell the receiver of this buff casts; the spell can be a mass buff spell, or rather, it has the secondary option to be an area-of-effect spell that applies the buff to the caster and all his party members within a medium size AoE; if the caster uses the mass target options, the spell uses more mana with the formula being its default manacost multiplied by the number of units given the buff at its casting.


 * Nerve Sever –
 * “disables the target’s ability to feel or show pain”, not showing the target or his/her party the target’s actual hit points to mislead them on how much damage the target took; lasts until it is dispelled; the higher the tier the spell is casted as, the stronger the dispel magic needed.
 * Opposite Move –
 * when the target moves a part of his/her body in one direction, it moves in the opposite direction; lasts until it is dispelled; the higher the tier the spell is casted as, the stronger the dispel magic needed.
 * Power Blast –
 * conjures a powerful explosive shockwave in front of the target, forcefully pushing he/she/it back.
 * Power Rend –
 * the target is violently shredded at the atomic level from the inside out.
 * Reject Summon –
 * deals heavy pure damage to any summoned unit.
 * Swift Blind –
 * an instant hit spell that blocks the target’s sense of sight; duration depends on how high the tier the spell is casted as.

Metamagic:


 * Hidden Debuff –
 * any debuff spell with this metamagic modification is very hard to detect and the target of the debuff need to actually expend proper spell detections to detect if he/she has it.
 * Layered Cast –
 * a metamagic modification that allows the caster to cast three single target spells at the same time.
 * Link Cast –
 * magically links one target with another; the next single target spell the caster casts on either one is also immediately casted on the other.

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;
 * the spell has zero cooldown.

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 spell can target multiple enemies, or rather, it has the secondary option to be an area-of-effect spell that banishes all enemies in a medium size AoE; if the caster uses the mass target options, the spell uses more mana with the formula being its default manacost multiplied by the number of enemies caught in the spell at the moment of its casting.
 * 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.
 * Dread Wings of the Twilight Raven –
 * conjures and sends forth 24 sharp projectiles of hardened mana that deals cutting, piercing, and elemental air magic damage.
 * 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.
 * Mark of Beast Fury –
 * increases the target’s Physical Attack but also increases all damage he takes.
 * Mark of Savage Beast –
 * increases the target’s Physical Attack stat but silences him; silenced target cannot cast any spells of the type with a clause that says [Verbal Component].
 * 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;
 * the spell can target multiple enemies, or rather, it has the secondary option to be an area-of-effect spell that polymorphs all enemies in a medium size AoE; if the caster uses the mass target options, the spell uses more mana with the formula being its default manacost multiplied by the number of enemies caught in the spell at the moment of its casting.
 * 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.
 * Stigmata of Azure Frost –
 * every time the target takes magical damage, the stigmata applies a 0.6s stun; stun duration is refreshed if the stun instance is still in effect when another instance is activated by the act of the target receiving more magic damage; stigmata lasts 60s or until dispelled.
 * Stigmata of Velvet Death –
 * every time the target takes physical damage, the stigmata applies a potent magic damage to the target; stigmata lasts 60s or until dispelled.

Tier 9:

 * Foggy Terrain –
 * through the knowledge of natural processes, the caster magically sparks the necessary steps to blanket an area in a heavy non-magical fog;
 * size and coverage of the fog can be anywhere from two city blocks to city-wide phenomenon depending on the caster's choice;
 * since the fog itself is treated as non-magical, it cannot be dispelled by spells of the dispel magic variety (natural processes may have been initiated by magical means but the end product is still created by the natural process itself, not the magic that initiated it).
 * 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.
 * Maw of Fenrir Wolf –
 * conjures a dozen spike-like projectiles, each dealing a minor piercing damage, a powerful magical damage, and a debuff that slightly reduces the stats of the target after one second;
 * stat reduction persists until cleansed by a powerful dispelling magic and/or artifact or death and resurrection; stat reduction can stacked 12 times.
 * Midsummer Night’s Dream –
 * conjures a large AoE magical mist that heavily reduces the aggression level of enemies caught up in it and severely weaken their magic defense and status resistances.
 * 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;
 * 25% of the total mana burned is granted to the caster's to restore his mana pool; when the incoming mana exceeds the caster's current mana pool, it only restores as much mana as he has at max capacity and the rest of the mana that overflows is added to the caster temporarily, allowing him to have more mana than his mana pool total, but the excess mana is removed after 20s.
 * Ra’s Scorching Beam (Tier 9) –
 * from the palm of his hands, the caster sends forth a powerful beam of light with elemental attribute of fire and holy type damage, dealing bonus damage to any creature weak to fire or holy magic and dealing even more to those weak to both.
 * Roar of Lion Might –
 * a mighty roar erupts from the caster; the roar increases the damage of the caster and his party as well as any units they summoned;
 * those not of the caster’s party or their summoned creatures can be terrified by the roar which can cause them to involuntarily “flee” away from the caster for 5 seconds (that is, the game engine takes over their avatars momentarily and make it so that their avatars flee away); this gives a two-fold advantage in that the party’s damage is buffed and fleeing enemies present their flanks to attack.
 * does not affect units, both allies and enemies, with the property of [Lack Sense of Hearing].

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 60 seconds; ze long cooldown panic button with a 24-hour cooldown period before the spell can be used again.
 * Wrath of the Sun Blessed –
 * 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.
 * Nutcrack Mauler –
 * Summon Type I: ten Level 21 Nutcrack Lesser Maulers
 * Summon Type II: six Level 45 Nutcrack Heavy Maulers
 * Summon Type III: four Level 75 Nutcrack Elite Maulers
 * Bloodrose Vigil –
 * Summon Type I: ten Level 24 Lesser Bloodrose Vigils
 * Summon Type II: six Level 45 Greater Bloodrose Vigils
 * Summon Type III: four Level 75 Elite Bloodrose Vigils
 * Pumpk the Impaler –
 * Summon Type I: ten Level 25 Pumpk the Lesser Impalers
 * Summon Type II: six Level 60 Pumpk the Greater Impalers
 * Summon Type III: four Level 75 Pumpk the Ruthless Impalers
 * Madcap Smashroom –
 * Summon Type I: eight Level 35 Lessser Madcap Smashrooms
 * Summon Type II: four Level 70 Punitive Madcap Smashrooms
 * Summon Type III: two Level 85 Merciless Madcap Smashrooms
 * Brain Shroom –
 * Summon Type I: six Level 30 Lesser Brain Shrooms
 * Summon Type II: four Level 60 Greater Brain Shrooms
 * Summon Type III: two Level 75 Ascended Brain Shrooms
 * Sunfury Strider –
 * Summon Type I: six Level 40 Lesser Sunfury Striders
 * Summon Type II: four Level 75 Sunfury Superstriders
 * Summon Type III: two Level 85 Sunfury Warstriders
 * 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 –
 * calls 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:

 * Arcane Quickening –
 * decreases the cooldown of all spells with more than 6 seconds cooldown by 5 seconds; applies before all buff and debuff type spell cooldown manipulations.
 * Bloom Into Ley –
 * increases the unit’s physical constitution and haste directly proportional to the amount of mana the unit has.
 * 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.
 * Echolocation Sense –
 * notifies the player if there are invisible corporeal creatures within 200 meters of him; when the invisible creature reaches 50 meters from the player, a faint shimmer of red lights forms the silhouette of the creature.
 * 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.
 * Fey Companion –
 * fey creatures summoned by or are aiding the sorcerer gains bonus magic defense and status resistances.
 * Fey Friend –
 * gains greatly reduced threat level in the eyes of fey creatures.
 * Fey Savvy –
 * gains increased magic defense and status resistance against fey magic intended to harm the unit.
 * Fortress of the Mind –
 * the unit is immune to telepathy and telepathy-based spells.
 * 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.
 * Myriad Elements –
 * gains 96% damage resistance to a single element for 24 hours; the sorcerer decides which element it is, but once set it cannot be changed until after 24 hours.
 * Nature’s Guise –
 * toggle on/off; in the presence of nearby vegetation, the unit automatically fades invisible and gains increased magic resistance; one second fade time.
 * 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 100 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.
 * Proficient Spellcasting –
 * reduces the cast point of the sorcerer’s tier magic spells; at max skill point investment, which this ability currently is, sets the cast point of the sorcerer’s tier magic spells to zero.
 * 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%.
 * Spell Critical –
 * when casting damage spells, there’s a 17% chance to deal 75% more damage with that spell.
 * 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

Tomes of Knowledge:
Section contains the passive abilities Eanki gained by poring over tomes of knowledge via his Scholar class and learning their secrets, with corresponding levels (minimum of 1, maximum of 5) indicating how much he has "learned" concerning the subject.

Aura:

 * 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.


 * 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.

Racial Traits:

 * Protection From Self Harm –
 * toggle on/off; the caster is protected from the negative effects of his own spells reflected back to him.

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 [Banish] to set up devastating combos timed to hit the moment the enemy party is released from the spell's hold.

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 potentially interrupt his spell-casting.

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.

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.

[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.

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."''