Arc Knight

These arcane knights of power and mysticism have enduring health and can assist, whilst killing anyone they please.

Arc Knights start with the following stats:

Arc Knight

Hp: 175

Mp: 90

En: 90

Attack: 7

DEF: 2

Arc Knights can obtain the following skills:

L.1--Starts With: Arcane Slash(25 En): +20 Attack. +5 Attack if enemy does not have an element. -5 damage if enemy has an element. +5 attack a level. +5 non-elemental bonus attack a level. -3 elemental damage a level(sorry, lol).

L.2--New Skill: Mystic Mind(30 Mp): Heal self for 100 Hp. +10 Hp a level.

L.4--New Skills: Fiery Blade(45 Mp, 20 En): Blade is enchanted with fire, increasing fire elemental damage by 20. Icy Blade(45 Mp, 20 En): Blade is enchanted with ice, increasing ice elemental damage by 20. L.6--New Skill: Life Condensation(110 Mp, 60 En): Enemy suffers 90 damage a turn for four turns.

L.7--New Skills: Feline Mind(75 Mp, 20 En): Full accuracy for seven turns. Mysticism(100 Mp): All magical abilities receive +20. +5 a level.

L.9--New Skill: Thunder Mind(90 Mp): Attack an enemy for 1.5x damage and stun them for their next attack.

L.13--New Skill: Ice Flow(65 Mp): Freeze an enemy, skipping their next turn. Costs 20 Mp a turn to continue. +10 Mp more each turn. Stacks. If enemy retaliates, its +10 more again. That also stacks. L.17--New Skill: Rush(130 En): Get two turns for your next three turns, at the cost of 75 En a turn, all your DEF, and 100 Hp.

L.23--New Skill: Geyser Tear(120 Mp, 120 En): Rip the ground, sending cracks in all directions. Steaming water spurts out of each corner, dealing 350 damage to all enemies. +25 Damage a level.

L.25--New Skill: Enlarge(45 Mp, 140 En): Enlarge your weapon, doubling it's damage for three turns. NOTE: Your whole Attack does not double, only the weapon's damage it gives does.