Dark Knight

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

Description
Dark Knights are a powerful offensive class with high offensive stats; because they wield both a blade and dark magic in battle, they can attack in close quarters or from a range. Dark Knights have solid Magic Defense, making them good to use against enemy magic-users. They also have average Defense that can reduce the damage of physical attacks they are hit with. The weakness of a Dark Knight lies in their abysmally low Agility stat, which prevents them from evading most attacks.

Skills
Skull Crusher: The Dark Knight class' patented sword technique, they swing their sword in such a powerful manner that it can smash through the skulls of their victims.* TP Cost: 50

Duskwave: The Dark Knight sends out a shockwave of dark energy that nullifies all enemy magics, but the Dark Knight also takes 50 damage when using this.* TP Cost: 40

Dark Vision: The Dark Knight is immune to the Blind status ailment and can see great distances in darkness and dark places.* Passive

Necromantic: The Dark Knight learns a single death magic spell.* TP Cost: 20

Shadow Runner: The Dark Knight can 'teleport' through shadows by melding with them; can be used to bypass obstructions, flank enemies, or travel quickly from one place to another.* TP Cost: 50

Darknecide: The Dark Knight binds their own soul to an enemy's, and if they fall in battle the enemy will fall as well.* TP Cost: 80

Dark Volley: The Dark Knight will catch and hurl back dark magic spells directed at them or an ally. If catching a spell directed at an ally, the Dark Knight must be within ten feet of the ally.* TP Cost: 40

Overview
Dark Knights are good to have in any campaign because of their high offensive stats and solid defensive stats, as well as their mix of melee and ranged weapons.

The Skull Crusher is an offensive skill that deals an extreme amount of damage to a single enemy target.

Duskwave will prevent all enemy magic from working for the remainder of the battle, putting magic-users out of commission, but the Dark Knight will also take 50 recoil damage from this.

Dark Vision is a passive skill that gives the Dark Knight immunity to the Blind status ailment and also allows them to see better than most other classes in the dark.

Necromantic allows the Dark Knight to learn a single death magic spell, and can be used multiple times so that they can eventually learn all of the death magic spells; this secondary type of magic increases their repertoire and allows them to deal with enemies in a new way.

The Shadow Runner skill can be used in combat to flank enemies, but is also useful outside of combat for travelling to an objective quickly, getting past an obstacle, or for executing a surprise attack.

Darknecide is a useful skill that can work well against powerful bosses; it binds the Dark Knight's soul to the target, and if the Dark Knight falls in battle, the enemy target will fall as well; this can also be a sort of failsafe to remove an enemy from battle when faced with overwhelming numbers.

Dark Volley allows the Dark Knight to reflect an enemy dark magic attack back at them, and when used will automatically trigger during enemy phase the first time a dark magic attack is directed at the Dark Knight or an ally. Note that this skill only works on dark magic spells.

Inventory

 * Sword (AR: 13)


 * Twisted Staff (AR: 10)


 * 800 gold

Starting Spells
Fear: A magic spell that evokes fear in a target. MP: 30

Gleipnir: Cause pre-existing shadows to bend and morph in order to take a desired shape. MP: 0

Mire: Conjure a pit of black liquid that slows the movement of those who walk through it. Can be placed on the ground anywhere the user can visibly see. MP: 20

Miasma: A concentrated orb of dark magic that is hurled towards a single target; can travel up to 80 feet, will snuff out light sources that it passes as it flies. MP: 30