Keeper of the Light

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Keeper of the Light
Keeper of the Light icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
16 + 2.3
15 + 1.6
23 + 3.2
Level 0 1 15 25 30
Health 200 520 1160 1620 1840
Health regen 0 1.6 4.82 7.12 8.27
Mana 75 351 879 1263 1455
Mana regen 0 1.15 3.39 4.99 5.79
Armor -1 1.5 5.23 7.9 9.23
Att/sec 0.59 0.68 0.81 0.9 0.95
Damage 18‒25 41‒48 85‒92 117‒124 133‒140
Magic resistance 25%
▶️ Movement speed 330
▶️ Attack speed 100
Turn rate 0.5
Vision range 1800/800
Attack range 600
Projectile speed 900
Attack animation 0.3+0.85
Base attack time 1.7
Damage block 0
Collision size 24
Legs
Gib type Default

Ezalor, the Keeper of the Light, is a ranged intelligence hero famous for his reputation as a one-man support team. Supporting his allies in need, and pushing unguarded lanes with ease, Ezalor is a very valuable ally for any team. Having a variety of useful abilities, he can channel a powerful globe of intense light that can heavily damage an army of enemy creeps in the lane, allowing for an easy push. He can also restore mana and reduce cooldown for himself and his allies as well as blind his enemies with an intense light that also damages and displaces them. His Ultimate hypnotizes enemies in an AoE periodically, allowing his allies to follow over with their attacks around this immensely powerful crowd control. Keeper of the Light requires patience, confidence, and selfless behavior to play him well, as he is played as a support instead of a killer caster like most Intelligence gankers. His set of abilities also requires good timing, reflexes, and knowledge to use well.

Bio[edit]

Keeper of the Light minimap icon.pngEzalor, the Keeper of the Light
▶️ "They say twas I who carried the first light into the universe. They might be right, I can't quite recall."
Upon a pale horse he rides, this spark of endless suns, this Keeper of the Light. Ezalor long ago escaped the Fundamental plane, separating from the other ancient forces to which he was bound within the great Primordial harmony. He is a power grown sentient in the dawn of the universe, and now rides forth in all planes at once, one step ahead of pursuing chaos, bearing his gift with him at the end of a radiant staff. His majestic truth lies hidden beneath the outward appearance of a slightly doddering old man who barely stays in the saddle. However, when faced with the challenge of chaos, or the forces of darkness, his primordial light bursts forth, and his full power is revealed, transforming him once again into a force to be reckoned with.

Abilities[edit]

Illuminate
Illuminate icon.png
Affects
Enemies
(Upgradable by Aghanim's Shard. Allies)
Damage
Magical
Channels light energy, building power the longer it's channeled. Once released, a wave is sent forth that deals damage and gives vision in its path. The longer it is channeled, the more damage is dealt.
Cast Animation: 0.3+0
Cast Range: 1800 (Talent 2000)
Travel Distance: 1550 (Talent 1750)
Wave Radius: 375
Max Channel Time: 2/2.7/3.4/4.1
Damage Increase per Second: 100
Max Damage: 225/325/425/525 (Talent 385/485/585/685)
Damage as Heal: 0% (With Aghanim's Shard 40%)
Cooldown: 11
Mana: 100/125/150/175
Aghanim's Shard upgrade: Causes Illuminate to heal for 40% of its damage during daytime.
Partially pierces spell immunity. Damage on enemies is blocked. Heal on allies is not.
Modifiers
Buff modifier_keeper_of_the_light_illuminate: Dispellable with death only.
Ezalor's hidden light reveals itself in marvelous fashion.

Notes:

  • The wave travels at a speed of 1050, taking 1.48 (Talent 1.67) seconds to travel the full distance.
  • Can hit units up to 1925 (Talent 2125) range away (travel distance + radius).
  • The damage increases by 3.75/4.01/4.17/4.27 for every 0.03 seconds, starting as the 0.3 second cast time begins.
    • The damage increasing talent does not alter this. The talent's bonus is added after the scaling damage is calculated.
    • This means it can deal a minimum of 30 (Talent 190) damage.
    • This also means that the maximum damage is reached after 1.7/2.4/3.1/3.8 seconds of channeling.
  • With Aghanim's Shard icon.png Aghanim's Shard, Illuminate also heals allies during daytime.
    • Checks the current daytime upon releasing the wave. Cannot heal during the nights caused by Dark Ascension and Eclipse.
    • The heal value is based on the calculations of the damage value, so they scale in the same way.
    • Therefore, the heal increases by 1.5/1.6/1.67/1.71 for every 0.03 seconds, starting as the cast time begins.
    • This means it can heal a minimum of 12 (Talent 76) health.
    • Cannot heal invulnerable allies or couriers.
  • During the channeling, vision fields get created in a line in front of Ezalor.
    • The vision fields provide 375 range flying vision and last for 10.34 seconds each.
    • The first vision field spawns 150 range in front of Ezalor. The following ones spawn 150 range away from the previous vision fields.
    • The vision fields are spawned in 0.5 second intervals, starting 0.5 seconds after channeling start, resulting in up to 3/4.4/5.8/7.2 fields.
    • When the channeling gets canceled, it stops spawning vision fields. This does not affect the travel distance of the wave.
    • When fully channeled, all vision fields together reach up to 825/1035/1245/1455 range away with their vision.
  • The horses only spawn when the spell is channeled for the full 2/2.7/3.4/4.1 seconds and only have a visual purpose.
  • Has a cast range of 1925/2050/2175 (Talent 2125/2250/2375) and a travel distance of 1675/1800/1925 (Talent 1875/2000/2125) during Spirit Form.
    • Can hit units up to 2050/2175/2300 (Talent 2250/2375/2500) range away during Spirit Form.


Release Illuminate
Does not proc any on-cast effects when cast.
Q
T
Release Illuminate icon.png
Ability
No Target
Release the channel early.
Cast Animation: 0+0
Cooldown: 0

Notes:

  • Interrupts Keeper of the Light's channeling spells upon cast.


Illuminate (Spirit Form)
Illuminate (Spirit Form) icon.png
Affects
Enemies
(Upgradable by Aghanim's Shard. Allies)
Damage
Magical
Channels light energy, building power the longer it's channeled. Once released, a wave is sent forth that deals damage and gives vision in its path. The longer it is channeled, the more damage is dealt.
Cast Animation: 0.3+5.53
Cast Range: 1800 (Talent 2000)
Travel Distance: 1550 (Talent 1750)
Wave Radius: 375
Max Charge Time: 2/2.7/3.4/4.1
Damage Increase per Second: 100
Max Damage: 225/325/425/525 (Talent 385/485/585/685)
Heal Percentage: 0 (With Aghanim's Shard 40%)
Cooldown: 11
Mana: 100/125/150/175
Aghanim's Shard upgrade: Causes Illuminate to heal for 40% of its damage during daytime.
Partially pierces spell immunity. Damage on enemies is blocked. Heal on allies is not.
Modifiers
Buff modifier_keeper_of_the_light_spirit_form_illuminate: Dispellable with death only.
Ezalor's hidden light reveals itself in marvelous fashion.

Notes:

  • Upon cast, an image of Ezalor is spawned at his location, which channels the Illuminate for him. Ezalor can act freely during this.
  • Aside from that, same notes as for Illuminate apply.


Release Illuminate (Spirit Form)
Does not proc any on-cast effects when cast.
Q
T
Release Illuminate (Spirit Form) icon.png
Ability
No Target
Release the channel early.
Cast Animation: 0+0.53
Cooldown: 0

Notes:


Solar Bind
Solar Bind icon.png
Affects
Enemies
Weakens an enemy's magical resistance, and applies a slow that increases in strength the more the target moves.
Cast Animation: 0.2+1.24
Cast Range: 700/750/800/850 (Talent 900/950/1000/1050)
Magic Resistance Reduction: 15%/20%/25%/30%
Move Speed Slow per 100 Moved Distance: 4%/5.5%/7%/8.5%
Duration: 7
Cooldown: 23/20/17/14
Mana: 60/80/100/120
Modifiers
Debuff modifier_keeper_of_the_light_radiant_bind: Dispellable with any dispel.

Notes:

  • Checks the target's current position once upon cast and then in 0.1 second intervals, resulting in 71 checks.
  • For each 10 distance moved, the slow value increases by 1.5%/2%/2.5%/3%.
  • On each check, it compares the target's current position with its position on the last check and updates the slow value if the accumulated distance exceeds 10.
  • If the target moved a distance greater than 1300 between a check, the slow value is not increased.
  • This is how strong the movement speed slow is when the affected unit travels certain distances:
    • 300 Distance: 12%/16.5%/21%/25.5% movement speed.
    • 600 Distance: 24%/33%/42%/51% movement speed.
    • 900 Distance: 36%/49.5%/63%/76.5% movement speed.
    • 1200 Distance: 48%/66%/84%/102% movement speed.
    • 1500 Distance: 60%/82.5%/105%/127.5% movement speed.
  • There is not cap to the slow value, it can continue to grow indefinitely. The status debuff's description shows how strong the slow currently is.
  • The particle effects get stronger the higher the slow gets, capped at 100% slow. The volume of the sound effect on the target increases while moving.
  • Reduces most enemy heroes' total magic resistance to 14%/10%/6%/2%, assuming basic 25% magic resistance and no other sources of magic resistance.
  • These are the cast ranges on each level with each level of Spirit Form.
    • Spirit Form Level 1: 825/875/925/975 (Talent 1025/1075/1125/1175) cast range.
    • Spirit Form Level 2: 950/1000/1050/1100 (Talent 1150/1200/1250/1300) cast range.
    • Spirit Form Level 3: 1075/1125/1175/1225 (Talent 1275/1325/1375/1425) cast range.


Chakra Magic
Chakra Magic icon.png
Affects
Allies
Restores mana to the target unit and reduces cooldowns of all abilities currently on cooldown by a fixed amount.
Cast Animation: 0.3+1
Cast Range: 900 (Talent 1100)
Mana Restored: 100/180/260/340
Current Cooldowns Reduction: 3/4/5/6
Cooldown: 20/18/16/14 (Talent 16/14/12/10)
In the same vein, Ezalor bestows his harmony among others.

Notes:

  • Only reduces cooldowns of every non-ultimate ability, including passive abilities.
    • Also reduces the recharge time of currently recharging charge-based spells.
  • Has a cast range of 1025/1150/1275 (Talent 1225/1350/1475) during Spirit Form.


Blinding Light
Blinding Light icon.png
Affects
Enemies
Damage
Magical
A blinding light flashes over the targeted area, knocking back and blinding the units in the area, causing them to miss some attacks. Knockback is 400 range over 0.4 seconds,
Cast Animation: 0.3+1.07
Cast Range: 600 (Talent 800)
Radius: 600
Knockback Distance: 400
Damage: 100
Miss Chance: 40% (Talent 70%)
Knockback Duration: 0.4
Miss Duration: 4
Stun Duration: 0 (Talent 1.2)
Cooldown: 18 (Talent 10)
Mana: 150
Does not pierce spell immunity. Knockback and blind persist if debuffs were placed before spell immunity and when not dispelled.
Modifiers
Debuff modifier_blinding_light_knockback: Dispellable with any dispel.
Debuff modifier_keeper_of_the_light_blinding_light: Dispellable with any dispel.
Debuff modifier_bashed: Dispellable with strong dispels.
The Primordial light turns the tides of battle in favor of Ezalor and his allies.

Notes:

  • Knocks units back at a speed of 1000. Knockback distance is always 400, no matter how far the unit is from the center.
  • Units are not disabled during the knockback. They can still turn, attack, cast spells and use items. Channeling spells are not interrupted.
  • Can push units over impassable terrain. Any tree a knocked back unit collides with gets destroyed.
  • Blinding Light first applies the debuff, (Talent then the stun), and then the damage.
  • Has a cast range of 725/850/975 (Talent 925/1050/1175) during Spirit Form.


Ignis Fatuus
Keeper of the Light Ignis Fatuus model.png
Ward
Level 0
Duration 15.25
Health 4/5/6
Health regeneration 0
Armor 0
Magic resistance 0%
Status resistance 0%
Turn rate 0.5
Collision size 24
Vision range 1800800 (G)
Bounty 100/125/150
Experience 0
Model scale 1
Notes Phased

Will-O-Wisp
Will-O-Wisp icon.png
Affects
Enemies
Summons Ignis Fatuus at the targeted area. Alternates on and off, drawing enemies closer with its mesmerising flicker.
Cast Animation: 0.1+1.27
Cast Range: 800 (Talent 1000)
Radius: 725
Attacks to Destroy: 6
Enemy Pull Speed: 60
Number of Flickers: 5
Initial Delay: 1
Off Duration: 1.85
On Duration: 1.3
Wisp Duration: 14.9
Cooldown: 60
Mana: 250
Modifiers
Buff modifier_keeper_of_the_light_will_o_wisp_aura: Undispellable. Persists death.
Debuff modifier_keeper_of_the_light_will_o_wisp: Dispellable with strong dispels.
Though he would not claim to 'know' them, Ezalor holds an uncanny influence over many powerful creatures always willing to come to his aid.

Notes:

  • The wisp starts flickering 1 second after cast, and then every 3.15 seconds, up to 5 (Talent ) times.
  • While flickering, moves enemies towards the wisp, and locks their facing angle on it. Does not disable enemies in any other way.
  • Only attacks from heroes (including clones, excluding illusions) can damage the wisp.
  • Destroys trees within the radius upon cast.
  • Destroys trees within a 200 radius around affected enemies at the end of the pull.
  • When casting Will-O-Wisp multiple times, each wisp works independently from each other.
  • Has a cast range of 925/1050/1175 (Talent 1125/1250/1375) during Spirit Form.


Spirit Form
Spirit Form icon.png
Ability
No Target
Affects
Self
Ezalor temporarily turns his body luminescent, gaining bonus movement speed, cast range, allows Illuminate to be channeled by a separate spirit, and grants the Recall and Blinding Light abilities.
Cast Animation: 0+1.46
Movement Speed Bonus: 20%/25%/30%
Cast Range Bonus: 125/250/375
Duration: 40 (Talent 55)
Cooldown: 90/80/70
Mana: 75/125/175
Modifiers
Buff modifier_keeper_of_the_light_spirit_form: Dispellable with death only.
In a flash of light, Ezalor reveals his true nature.

Notes:

  • Spirit Form interrupts Ezalor's channeling spells upon cast.
  • Gets replaced by Recall when cast, due to lack of abiliy slots.


Recall
Recall icon.png
After a short delay, teleports the targeted friendly hero to your location. If the targeted friendly hero takes player based damage during this time, the ability is interrupted.
Cast Animation: 0.3+1.17
Cast Range: Global
Teleport Delay: 3
Cooldown: 15
Mana: 150
Modifiers
Buff modifier_keeper_of_the_light_recall: Dispellable with any dispel.
Walk towards the light.

Notes:

  • Targeting the ground chooses the closest allied hero to the targeted point.
  • If Keeper of the Light or the target dies, the spell effect is interrupted.
  • Checks received damage before any sort of reductions, meaning it gets interrupted even by 0 damage instances.
  • Self-inflicted damage does not cancel the effect. Only damage coming from a player (including allies) or Roshan icon.png Roshan cancels it.
  • Gives the target a stop command after teleporting it, effectively canceling channeling spells.
  • The disable help function prevents an allied Ezalor from casting this spell on you.


Talents[edit]

Hero Talents
+160 Illuminate Damage25+1.2s Blinding Light Stun
-4s Chakra Magic Cooldown20+15s Spirit Form Duration
+200 Cast Range15-8s Blinding Light Cooldown
+20 Movement Speed10+30% Blinding Light Miss
Notes:

Recent Changes[edit]

Version
Description
  • Increased Illuminate max damage from 200/300/400/500 to 225/325/425/525.
  • Rescaled Solar Bind cooldown from 22/20/18/16 to 23/20/17/14.
  • Increased Chakra Magic mana restored from 80/160/240/320 to 100/180/260/340.
  • Talents:
Level 15 right talent: -6s Blinding Light cooldown increased to -8s.
  • Reduced Illuminate mana cost from 150/160/170/180 to 100/125/150/175.
  • Chakra Magic can no longer be cast on enemies to make them lose 4.5%/5%/5.5%/6.5% of current mana per 100 range moved for 5 seconds.
  • Blinding Light is no longer a basic ability.
  • Added Solar Bind to the 2nd ability slot.
Solar Bind
Reduces a target enemy's magic resistance, and slows their movement speed that increases in strength as the target moves.
Cast time: 0.2
Cast range: 700/750/800/850
Magic resistance reduction: 15%/20%/25%/30%
Movement speed slow per 100 distance moved: 4%/5.5%/7%/8.5%
Duration: 7
Mana cost: 60/80/100/120
Cooldown: 22/20/18/16
Notes: If the target moved a distance greater than 1300 between a check, the slow value is not increased.
Spirit Form
Temporarily turns luminescent, gaining movement speed and cast range. Allows Illuminate to be channeled by a separate spirit, and grants the Recall and Blinding Light abilities.
Movement speed bonus: 20%/25%/30%
Cast range bonus: 125/250/375
Duration: 40
Mana cost: 75/125/175
Cooldown: 90/80/70
Notes: When cast, the ability gets hidden, Blinding Light appears in the 4th ability slot, and Recall appears in the ultimate ability slot.
Recall
After a short delay, teleprots the targeted allied hero to Ezalor. If the ally takes damage, the teleport is interrupted.
Cast time: 0.3
Cast range: Global
Teleport delay: 3
Mana cost: 150
Cooldown: 15
Notes: Replaces Spirit Form upon cast, and stays until it expires. Can be ground-targeted, choosing the closest ally to the targeted point. The teleport cancels when the target takes player-based damage, or when Keeper of the Light is dead as the buff expires. Disablehelp prevents an allied Keeper of the Light from casting this on you.
  • Blinding Light
    • Now appears in the 4th ability slot during Spirit Form.
    • Rescaled cast range from 475/550/625/700 to 600.
    • Reduced enemy miss chance from 70% to 40%.
    • Rescaled damage from 50/100/150/200 to 100.
    • Increased knockback distance from 350 to 400.
    • Rescaled duration from 3/4/5/6 to 4.
    • Rescaled cooldown from 20/18/16/14 to 18.
    • Rescaled mana cost from 130/145/160/175 to 150.
  • Reworked Aghanim's Scepter icon.png Aghanim's Scepter upgrade:
    • Old: Allows Illuminate to heal allies during the day for the same amount as its damage values, and causes Illuminate to not require channeling.
    • New: Grants Keeper of the Light minimap icon.png Keeper of the Light the Will-O-Wisp ability.
    • Will-O-Wisp
      • Now applies non-disabling forced movement on enemies, instead of a stun. [?]
      • [U] Multiple instances of Will-O-Wisp no longer pulsate at the same rate, and now work all based on when they were individually cast.
      • [U] No longer has an extra 0.75 seconds duration at the end of the last flicker. [?]
      • Reduced cooldown from 130 to 60.
      • Reduced mana cost from 250/350/450 to 250.
      • Increased number of flickers from 3/4/5 to 5.
      • Increased attacks to destroy from 4/5/6 to 6.
      • Increased enemy pull speed from 35 to 60.
  • Added Aghanim's Shard icon.png Aghanim's Shard upgrade for Keeper of the Light minimap icon.png Keeper of the Light:
    • Causes Illuminate to heal allies for 40% of its damage values during daytime.
  • Talents:
Level 10 right talent changed: -2.5s Blinding Light cooldown ➜ +30% Blinding Light miss chance.
Level 15 right talent changed: +2 Will-O-Wisp flicker ➜ -6s Blinding Light cooldown.
Level 20 right talent changed: +150 Will-O-Wisp radius ➜ +15s Spirit Form duration.
Level 25 left talent changed: +160 Illuminate damage/heal ➜ +160 Illuminate damage.
Level 25 right talent changed: +3 Will-O-Wisp flicker ➜ 1.2s Blinding Light stun.
  • Reduced Illuminate max channel time from 2/3/4/5 to 2/2.7/3.4/4.1. [?]
  • Will-O-Wisp now stuns and forcibly moves enemies towards it, instead of hypnotizing.
  • Talents:
Level 20 left talent changed: +250 Chakra Magic mana ➜ -4s Chakra Magic cooldown.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango provides health regeneration while laning, which mitigates harass damage by lane opponents. Keeper of the Light can share it with allies if needed.
  • Healing Salve icon.png Healing Salve also restores health early on to you and teammates.
  • Iron Branch icon.png Iron Branch gives some attributes, and can be used to build Magic Wand or Mekansm.
  • Observer Ward icon.png Observer Ward gives vision around the map, and helps Keeper of the Light get into a good position to use Illuminate.

Early game:

  • Tranquil Boots (Active) icon.png Tranquil Boots gives Keeper of the Light more movement speed for little expense. The passive regeneration keeps his health at full, allowing him to be self-sustaining as he can replenish his mana with Chakra Magic.

Mid game:

  • Force Staff icon.png Force Staff can be used for mobility, saving teammates, or forcibly displacing enemies, particularly effective when combined with and Blinding Light.
  • Glimmer Cape icon.png Glimmer Cape may save Keeper of the Light and allies with invisibility and magic resistance. Also, he can activate it before or during channeling of Illuminate and Town Portal Scroll.

Late game:

  • Refresher Orb icon.png Refresher Orb enable Keeper of the Light to use Will-O-Wisp twice for longer hypnotizes time or enlarge the targeted area.
  • Ghost Scepter icon.png Ghost Scepter grants immunity against physical damage so Keeper of the Light can survive against enemy carries.
  • Scythe of Vyse icon.png Scythe of Vyse provides a large boost to attributes and excellent mana regeneration, allowing Keeper of the Light to use Chakra Magic on teammates more frequently instead of on himself. The Hex it offers is very powerful on Keeper of the Light, as he otherwise lacks an instant hard disable.

Situational items:

  • Mekansm icon.png Mekansm synergizes well with Keeper of the Light's support abilities, as he can heal his teammates as well as restore their mana. The overall attributes and armor also provide Keeper of the Light with considerably more survivability, while Chakra Magic covers the item's high mana cost.
  • Rod of Atos icon.png Rod of Atos grants more survivability and a larger mana pool. Its root makes chasing or escaping from single enemies much easier due to its long cast range and low cooldown.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity gives Keeper of the Light a sustainable mana pool and increased movement speed, allowing him to be much more active on the battlefield. The active ability dispels debuffs such as silences while making Keeper of the Light temporarily invulnerable, or disables an enemy long enough for Illuminate to charge up damage.
  • Aghanim's Scepter icon.png Aghanim's Scepter removes the channel on Illuminate, making it easier to charge to full power, and allows Illuminate to heal during the day, keeping allied units healthy during fights and pushes.
  • Solar Crest icon.png Solar Crest gives Keeper of the Light armor, attributes, and mana regeneration. As a ranged support, you have the ability to reduce an enemy's or Roshan's armor for your team to capitalize on, or give an ally more armor to extend their survivability.
  • Pipe of Insight icon.png Pipe of Insight resists and shields Keeper of the Light and teammates against magical damage so they can survive and contribute to teamfights.
  • Lotus Orb icon.png Lotus Orb improves Keeper of the Light's armor and regeneration. The basic dispel and active ability increase survivability of him and his allies by removing debuffs and may dissuade the enemies from using targeted abilities.
  • Aether Lens icon.png Aether Lens increases Keeper of the Light's cast range, letting him support allies from a safer distance away.

Gameplay[edit]

Roles: Support Support Nuker Nuker Disabler Disabler Jungler Jungler
Complexity: ★★☆
Playstyle: What appears to be a frail old man on his steed is, in truth, a Fundamental, the Keeper of the Light. Ezalor's staff Illuminates the darkest corners, banishing evil from the realm. He replenishes his companions with Chakra Magic, while casting a Blinding Light over the land, causing attacks to miss. Heads turn to stare at a mysterious shimmering orb, unable to look away as the Keeper's allies encircle foes hypnotized by the flickering lights of the Will-O-Wisp.


Audio[edit]

History[edit]

Equipment[edit]

Trivia[edit]

  • Ezalor's design in Dota 2 makes several references to Gandalf, an iconic character from The Lord of the Rings book series.
    • His clothing is almost purely white, similar to Gandalf's attire.
    • Illuminate's wave animation are a group of stampeding white horses. This is similar to the spell Gandalf cast on the torrent of water, at the ford of Bruinen, in the first book, The Fellowship of the Ring. Additionally, it has similarities to his reinforcements at Helm's Deep during the second book, The Two Towers. This is also depicted in the splash art, with Ezalor taking Gandalf's place at the head of the charge.
    • The Mana Leak cast line ▶️ "You shall not cast!" is a reference to one of Gandalf's most famous quotes: "You shall not pass!"[1]
    • The unused Mana Leak cast line ▶️ "Run! Run, I say!" is a reference to another one of Gandalf's famous quotes: "Fly, you fools!"[2]
    • The respawn lines ▶️ "Ezalor... I think that's my name" is likely a reference to Gandalf "respawning" as The White: "Gandalf? ... Yes ... That was my name ... Gandalf the Grey."
    • One of Ezalor's cosmetic items, the Wise Cap of the First Light makes him look even more like Gandalf.
  • The lines ▶️ "Kundalini!" and ▶️ "The serpent of illumination stirs!" come, as well as the term "Chakra" are derived from Hinduism. Kundalini is described as a dormant inner strength, or "sleeping serpent waiting to be awakened".
  • Enigma minimap icon.png Enigma, Chaos Knight minimap icon.png Chaos Knight, Keeper of the Light minimap icon.png Keeper of the Light, and Io minimap icon.png Io together represent the four fundamental forces of the universe with Keeper of the Light representing the electromagnetic force, the force responsible for light.
    • Io's lore mentions "the great twin riders Dark and Light," referring to Chaos Knight (weak interaction) and Keeper of the Light (electromagnetism) uniting under the electroweak interaction.
  • The rivalry line ▶️ "And chaos fled!" may be a reference to an official bug that can occur when fighting the final boss of Final Fantasy, Chaos, as you can win the fight without damaging him (he simply just fled).
  • His rare line ▶️ "I'll tell thee everything I can, there's little to relate." and ▶️ "Very gladly will I drink your honor's noble health." are quotes of the poem by "Haddock's Eyes" by Lewis Carroll, a poem about a very odd old man.[3]
  • His rare line ▶️ "I'll forego green girdles and questing beasts, for all such knightly trifles pale before the light." is a reference to the book The Sword in the Stone.

Gallery[edit]

References[edit]