User:Eanki

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

-Eanki

Eanki is the third guildmaster of Wander & Wonder. He specializes in magic-based crowd-control & DPS and is the guild's chief strategist and theorycrafter.

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

Appearance
Eanki is of the Satyr race, which in YGGDRASIL is more a faun, and/or resembling the Greek God Pan in appearance and in essence. That is to say, he is a half-human, half-goat. His upper body half that of a toned, brown-skinned human -if a little bit hairy on the abdomen- with the exception of a ram's horn on his head, resting lightly on the curls of his 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 for a look that resembles the Eye of Horus. He wears a small, embroidered tribal vest and on his waist is a sarong wrap, weaved from gold threads. Starting from his kneecaps, he has the trademark goat-legs of the faun complete with brown, shaggy fur.

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: 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.

Racial Classes:

 * Satyr Lvl 15 [Base] –

Job Classes:

 * Druid Lvl 15 [Base] –
 * Forest Ranger Lvl 15 [Base] –
 * Marksman Lvl 15 [Base] –
 * High Druid Lvl 10 [High] –
 * Nature's Attendant Lvl 10 [High] –
 * Nature's Herald Lvl 10 [High] –
 * Archdruid Lvl 5 [Rare] –
 * World Soul Lvl 5 [Rare] –

New World Only:

 * Runemaster Lvl Adept

Fey Druidism:
The Satyr as a race, despite not being grouped with the Fey, is one steeped in fey sorcery and attuned so fully to the rhythmic pulses of life and the elements that make it possible.

In light of this, the levels invested in the racial progression of the Satyr race are counted towards levels in the Druidic Path. The Druidic Path is, therefore, a natural and powerful progression for a Satyr.

The primary strength and drawback of the build is the way the Fey version of Druidism works: that is, it’s an innate gift of the race. It is not a path to be studied, unlike human or elven druidism. It’s something fey creatures innately and intimately know. It’s akin to Sorcery rather than Magecraft, ergo it carries the burden of the Sorcerer path.

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 have zero cooldown. However, despite their Tier 10 status, they are not necessarily the most powerful or useful 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. 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 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 Fey creature, such as a Satyr, with the Druid job class is burdened similarly. He gains the same reduced points per level a sorcerer does, because, like the sorcerer, a fey druid has his own cantrips, and to increase the tier of his cantrips, he has his own version of [Sorcerous Talent]. At the end of his progression, he has just one spell more than what a max level sorcerer would have.

Like the sorcerer, his two most important stats are Intelligence and Willpower. The higher a fey druid’s Willpower is, the more potent his spells become, and the higher his Intellect is, the lower his spells’ mana costs become and the more control he gains over his spells. This leads to two general builds: the first one is the common heal & damage 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 fey druids because most players planning to be spellcasting crowd-controllers generally go for the higher versatility and number of spells of the wizard classes or the study-acquired druidism of the humanoid races. But a crowd-control fey druid is not without perks. His spell repertoire maybe very limited but they are undoubtedly powerful.

World Soul:
The World Soul is a now ageless organism stepped in nature magic such that he becomes a sentient manifestation of it, indistinguishable from nature spirits. Seeds line his arms, half-buried in the flesh, gathering sustenance from him and in turn aiding him when he needs them. Even in the most inhospitable places, places a normal druid would struggle due to the lack of vegetation, a World Soul is not fazed. For in his person lies the ability to create a veritable forest such that there is never any place where he cannot call on nature in all its might.

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:

 * Seed of Infinite Endeavors (Class: Artifact; Type: Accessory; Slot: Neck)
 * 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 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 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.
 * 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.
 * Freya's Veil Obscurus (Class: Artifact; Type: Ring; Slot: Ring)
 * The 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.
 * 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)
 * 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)

> Basic:

 * Portal – a basic spell; opens a portal into another place; channeling spell.
 * Flash Step – the user teleports a short distance away.
 * Shapeshift (Druid): Gorilla Form – the druid shapeshifts into a powerful melee gorilla, whose strength scales directly proportional to the user; due to not taking the Shapeshifter job class, this is Eanki's only Transformation spell.

> Cantrips:

 * Energy Bolt – the user casts a basic zero cooldown single target nuke; essentially an energy beam, noticeable only by the heat haze/shimmer it creates in its path, that sears enemies like sunlight magnified; deals a small percentage of the user’s Willpower as damage multiplier.
 * Enforce Seal Magic – prevents a target from casting spells/abilities for a few seconds.
 * Rejuvenate – regenerates the target’s health and mana by x% of the caster’s Willpower stat value per second for 20 seconds.
 * Sprout – the user casts out a magical seed which swiftly grows into a small tree in the span of a few seconds; generally useless on its own, except as possible path blocker; its utility is primarily aiding the other spells of the druid class.
 * Verdant Bind – ensnares a target in tough, regenerating magical vines that deals damage physical crushing damage; does not affect ethereal units; dispellable; zero cooldown.

[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
 * Eanki can harvest general lumber from his [Sprout] (if he wants to harvest specific wood types however, he has to actually go and search for the trees that drops them); because Eanki’s [Sprout] is a cantrip, the quality and tier of the lumber he harvests from it depends on the tier of the cantrip (which, in this case, is Tier 10);
 * 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 8]:

 * 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.
 * 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 10]:

 * 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]:

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

[Tier 8]:

 * 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.
 * 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 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.
 * Mass Polymorph – temporarily turns enemies in an AoE into harmless sheep for a short period of time; applies the current values of [Polymorph].

[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]:

 * Bamboo Pierce – swiftly conjures and sends out a one meter long bamboo stake with magically hardened tip.
 * Coconut: Strike – magically conjures and sends out a coconut fruit hard as any cannonball with devastating velocity.
 * 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 8]:

 * Coconut: Broadside – sends out a mass [Coconut: Strike] to blanket an area.
 * Mass Bamboo Pierce – swiftly conjures and sends out a volley of [Bamboo Pierce] projectiles to an area.

[Tier 9]:

 * 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.
 * Wrath of the Earth Mother – the caster unleashes a powerful AoE spell centered on him that rapidly expands outwards.

> Summoning Spells:

 * Seed Summon: Peashooter – summons a banana-sized pea pod, gently curved to vaguely resemble a flintlock pistol’s shape, onto the caster’s hand which can shoot steel-like pea projectiles with deadly velocity and accuracy; costs a small amount of mana each time a projectile is fired.
 * Seed Summon: Power Club – summons a hardwood baseball bat onto the caster’s hand.
 * Spawn of Nature – the caster summons reanimated plants to fight for him.
 * Vigil Vine Impaler (Lvl 24) –
 * Bloodrose Terror (Lvl 27) –
 * Madcap Smashroom (Lvl 35) –
 * Lesser Brain Shroom (Lvl 35) –
 * Bloom Bulb (Lvl 40) –
 * Sunfury Bulb (Lvl 40) –
 * Bombard Triffid (Lvl 45) –
 * Vigil Vine Skirmisher (Lvl 65) –
 * Greater Sunfury Bulb (Lvl 70) –
 * Savage Snapdragon (Lvl 80) –
 * Draconian Peashooter (Lvl 85) –
 * Devil's Dodder (Lvl 90) –
 * 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.

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:

 * 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.
 * Equivalent Exchange – spell lifesteal; heals the user for a small set percentage of the damage they dealt using spells; spell lifesteal is calculated by a percentage of the actual damage done to units; if a spell's damage exceeded the target's current health and killed it, the heal is based on the target's remaining health.
 * Living Armor – lowers the duration of debuffs and enemy statuses received by the unit; increases the unit’s health regeneration.
 * Marksmanship – increases the damage and profiency of all projectile weapons and spells the unit uses.


 * 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 Willpower.
 * Prismatic Cloak – lowers the user’s threat generation and increases his ability to evade attacks by lowering his hitbox 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%.
 * Synergistic Spirit – every nature creature the caster creates/summons gains bonus health equivalent to x% of said summoned creature’s maximum health, where x is a percentage of the caster’s Intelligence stat; summoned creatures also gain a small bonus increase in damage and attack speed based on a percentage of the caster’s Willpower.

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.

Racial Traits:

 * Expert Footing – satyrs have excellent sense of balance and can easily traverse rough, uneven terrains or climb and find footholds on steep surfaces; they can perform activities such as mountain climbing without specialized equipment and without the burden of equipment weights.
 * Satyr’s Vigor – satyrs have extremely high stamina and enhanced health regeneration; health regeneration granted by this ability is inhibited by fire or acid damage.
 * Willed Physique – satyrs gain increased Strength, Constitution, and Dexterity based on a small percentage of their Willpower stats.

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 melee fighter gorilla form. While in this form he can't use most of his spells, the powerful brawler form he turns into can hold it's own against mid-tier high level players.

After acquiring [Wadjet], his weaknesses are mitigated to an extent, but his normal form is 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 serves to amplify his magic output even further.

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-type, 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 [Seed of Infinite Endeavors], [Freya's Veil Obscurus], [Pulsating Ember Soul], and [Rumination & Remembrance]], 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.