The Knight

Level: 60

HP: 7,800 (15,600)

Attack: 270

Pure Nail: 900 (1,470) [7,350]

Dark Pure Nail: 900 (1,570) [10,990] {21,980} {27,475}

Awoken Dream Nail: 1,200 (1,770) [8,850]

Shade Soul: 100 (570) [2,850] {5,700}

Abyss Shriek: 300 (770) [3,850] {7,700}

Descending Dark: 500 (970) [4,850] {9,700}

Defense: 90

Agility: 195 (240 Avoid)

Skill: 200

Speed: 195 (215)

Movement: 7 (10 Flying-type)

Items:

Pure Nail+++: +20 Speed. The ultimate weapon of Hallownest. Crafted to perfection, this ancient nail reveals its true form. Base 300 (900) Magic/Absorb/Slash-type damage.

Awoken Dream Nail+++: The power of the Dream Nail has fully awoken, allowing entry into certain protected memories. This blade may only strike once, but it may be used to enter a unit’s mindscape. This weapon deals double damage in psychic planes or mindscapes. Unlocks “Dreamgate“. Base 600 (1,200) Psychic/Energy/Blade-type damage.

Crystal Heart: The energy core of an old mining golem fashioned around a potent crystal.The crystal’s energy can be channeled to launch the bearer forward at dangerous speeds. If this unit is moving in a straight line and does not pass over any terrain, they may move up to 3x their movement. If this unit crashes into another unit, both units will take 5% of this unit’s HP as damage for each space traveled. Must be grounded or clinging to terrain to use.

Mantis Claw: A claw made from chitinous bone. Allows the wearer to cling to walls and leap off of them. This will allow the unit to take no movement penalty while in trees or rocks. Unlocks “High Jump“.

Monarch Wings: Wings of ethereal matter that shimmer in the darkness. Grants this unit Flying-type movement and increases their movement by +3.

Shade Cloak: +20 Avoid. A jet-black cloak formed from the substance of the Abyss. Allows the wearer to dash through enemies and their attacks without taking damage. Unlocks “Dodge Roll”. Increases “Dodge Roll” chance by +30%. If this unit successfully activates “Dodge Roll”, the unit who attacked will lose 10% of their HP as Dark-type damage.

Void Heart: Legendary Item. An emptiness that was hidden within, now unconstrained. Unifies the void under the bearer’s will. Creatures of the abyss will no longer attack this unit and will even fight alongside them. This unit’s Dark-type damage is impossible to consume. Doubles Dark-type damage and doubles HP on top of other HP boosting items if this unit is Ascended Dark.

Godtuner: A device that resonates with beings of great power. Seek the gods. Tune their power. Through their strength, ascend. Glows bright upon defeating mighty foes. Doubles the amount of Skill Points gained from Deific units.

Isma’s Tear (Consumed): Fruit formed from a single hardened tear. Once ingested it provides protection from acid. Prevents weapon or armor wear and grants resistance to Poison-type damage.

Abilities:

Seal Soul: The Knight Innate Ability. This character may absorb the essence of a single enemy. This will trap the enemy within this unit, meaning they will be neither dead nor alive. This removes any influence the trapped unit had in the world or over any units. It is impossible to escape. The enemy will be freed if this unit falls in battle. Costs 8 exp

Focus: The Knight Signature Ability. This unit will gain soul each time it strikes a foe. Each successful strike will give this unit 1 Soul Point. Six points will fully fill a Soul Vessel and this unit has 4 Soul Vessels. This unit may use 1 Soul Vessel to heal 1/3 of their HP or may use 2 Soul Vessels to double the total damage of any Soul Spells. Costs 5 exp

Shade: The Knight Signature Ability. If this unit falls in battle, it will leave behind a Shade. This Shade will have 25% of this unit’s stats and is immune to statuses. This Shade will prevent all levels and items from being lost while this Shade still lives. If this unit returns and kills the Shade, they will not lose the levels or items from death; however, if this unit dies while a Shade is out, they will level down 6 and be locked in the Nexus for double the normal time. The Shade deals half damage to this unit. Costs 2 exp

Great Slash: Nail Art. This unit may take a turn to charge. If they are hit, this ability will fail and this unit must try again. If successful, this unit will deal x3 times the damage of a normal Nail Strike, ignore all defense, and will hit all units up to 2 spaces in front of this unit. This ability can trigger abilities such as “Cleave” and “Dismember“. Costs 4 exp

Dash Slash: Nail Art. This unit may take a turn to charge. If they are hit, this ability will fail and this unit must try again. If successful, this unit may travel forward up to half of their movement and strike a unit. If the target unit uses “Dodge Roll”, this unit will simply move up to them and strike. Deals x3 the damage of a normal Nail Strike and ignores all defense. Costs 4 exp

Cyclone Slash: Nail Art. This unit may take a turn to charge. If they are hit, this ability will fail and this unit must try again. If successful, this unit will strike every adjacent enemy 5 times at 50% damage. Each damage, dodge, and block calculation will be done separately. Ignores all defense. Costs 4 exp

Abyss Shriek: Soul Spell. This unit may unleash a massive burst of abyssal magic above them. This can be used to strike flying foes, even those using “Soar“. This spell is also treated like an AoE, so it cannot be dodged (except with “Extreme Evasion“). Hits twice and only twice. May ground flying units. Deals 50% damage without Soul Vessel. Base 300 Dark/Magic-type damage. Costs 5 exp

Descending Dark: Soul Spell. This unit may encase themselves with abyssal magic and crash down to the ground. This may be used to crash down on top of a unit and push them away. The landing blast of this spell will push back all units within 2 spaces back to the third and fourth space. If a unit is landed on, that unit will take double damage. Must be Flying, Gliding, Levitating, etc. to use. Deals 50% damage without Soul Vessel. Base 500 Dark/Magic-type damage. Costs 4 exp

Shade Soul: Soul Spell. This unit may expel a burst of abyssal magic from themselves. This blast has 3 range and will strike all units within a straight line. Base 100 Dark/Magic-type damage. Costs 3 exp

Dark Weapon: This unit may take a turn to augment their weapon. This will add Dark-type damage and skill to their weapon. Increases Dark-type damage by 25%. Costs 5 exp

Dodge Roll: If this unit has higher skill than the unit attacking them, they have a 30% chance to roll a space away and completely avoid the attack. If they attempt to do the dodge roll, they cannot defend with their shield. Regardless, after each series of attacks, they can choose to roll a space away from their current space. This can allow for escaping out of the attacker’s range, or even rolling into counterattack range. 4 (0) exp

Dreamgate: this unit may leave a Dreamgate on the map. They may take a turn to warp back to the Dreamgate at any point. This warp will fail if this unit is hit while attempting to warp. The Dreamgate can be destroyed by Magic and Psychic-type attacks and can only be seen by those with high Magic or Psychic-type skill. Costs 5 (0) exp

Extreme Evasion (II): +25 Agility both when attacking and when being attacked. Attacks that “Always Hit” must calculate accuracy and may miss. 10 exp

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. 2 (0) exp

Parry/Riposte: If this unit is attacked by a unit of the same size class or smaller using a melee weapon, and this unit has higher skill, they may attempt to parry the attack. They have a 50% chance to succeed. If they fail, they take the full damage without using their shield to defend. If they do succeed, they nullify the attack (and all subsequent attacks from that enemy), and attack with a guaranteed 2x damage hit. 5 exp

Proficiency:

1AA Sword: 100

1AA Dark: 100

1AA Magic: 100

1AA Absorb: 100

1AA Psychic: 100

1AA Energy: 100

Weak to Pierce-type. Resist Dark. Immune to Light.

Caps:

HP: Tiny
Attack: 600
Defense: 300
Agility: 395
Skill: 400
Speed: 395
Movement: 7

Leave a comment