Name: Specter Knight
Bio: In life, Specter Knight was a cruel and cunning warrior. And although his blood is now icy cold, he is no less formidable as a phantasm. The most begrudgingly loyal knight of the Order, Specter Knight follows the Enchantress only because she is capable of magically extending his undeath. Clutching a grim Scythe in his shriveled claws, Specter Knight commands his weapon with uncommon cunning.
Passive: Darkness
Specter Knight can make use of several curios that he gathered from the depths of the Tower of Fate, these curios will consume darkness points, at the start of the fight Specter Knight has 10 darkness points and recharges 2 per turn until maxed.
Techniques (Curios)
- The Dread Talon: Specter Knight makes a powerful close range strike after a short delay and moves Specter Knight forward a short distance unleashing a powerful close range strike, deals 3 points of damage, consumes 2 darkness points. This attack can be charged, increasing the damage by 2 but also taking a turn and making it possible to interrupt.
- The Will Skull: Specter Knight will produce a flaming skull. After a short delay, Specter Knight will absorb the fire into his helmet and recover 4 points of stamina, consumes 3 darkness points.
- The Throwing Sickle: Specter Knight throws a sickle a long distance in front of him, deals 2 points of damage, consumes 1 darkness point.
- The Spider Scythe: Specter Knight throws a scythe toward the floor, where it travels along the surface, including up walls or across ceilings tracking his target having to roll twice to avoid damage, deals 3 points of damage on the first successful roll, consumes 2 darkness points.
- The Chronos Coin: Specter Knight flips a coin into the air, where it spins in place. While the coin is in the air, everything except him is slowed down greatly, for 2 turns makes any roll of 40 or lower a failure, consumes 5 darkness points.
- The Bounding Soul: Specter Knight releases a soul that bounces off of surfaces and after a while it splits in four pieces that target the nearest enemy, deals 1 point of damage per roll, consumes 3 darkness points.
- The Shadow Mirror: When used, a shadowy doppelganger is projected in front of Specter Knight, mimicking his movements and extending his attack range by proxy, this curio doesn’t consume darkness points at once, instead it consumes 1 darkness point per turn it’s still activated.
- The Barrier Lantern: When activated, the Barrier Lantern creates a circle of fire around Specter Knight, while circling Specter Knight, the Barrier Lantern, will block all incoming projectiles, and absorb them to become stronger, and also making the flames larger. The larger the flames surrounding Specter Knight, the more powerful the attack is when releasing it, absorbs next incoming attack and deals 2 points of damage plus the damage of the absorbed attack, consumes 5 darkness points.
- The Judgment Rush: Once activated, Specter Knight will freeze in midair, and swing around to slash at the nearest enemy, the attack continues until he gets a fail roll, deals 2 points of damage per successful roll and consumes 6 darkness points.
- The Skeletal Sentry: Upon use, Specter Knight throws a skull behind him, which transforms into a Boneclang upon touching the ground. The Sentry fires three piercing projectiles dealing 2 points of damage each, after firing two waves of projectiles (2 turns), the Sentry self-destructs. Consumes 7 darkness points.