First post on here don't kill me.
Just a little idea I've come up with regarding a new(ish), stronger version of the Knight.
Lore:
Something goes wrong when the Knight fights the Radiance. Intending to fight the basic Radiance inside the HK, as instructed by the Pale kings will, he uses the dream nail. But when arriving to the dream world, the Absolute Radiance greets him. The infection has grown to the point the she's gotten the followers required to restore her strength from when she first brought the king and Hallownest to it's knees. But the knight knows this is the end of the line, failing here means the destruction of free will itself. Despite the odds, the unprepared Knight overcomes the Absolute BS that is Absolute Radiance, and survives. Now in the real world with Hornet and the HK, it no longer has purpose, the task given to it by Hallownest and the Pale king has been completed. It simply wanders back to Dirt mouth and sits on the bench, the residents discuss what to do with it, eventually Elder bug with his Pale Orchid walks up to the ghost. Giving it one word for a new order: "Live", the Knight gets up, looks at Elder bug, and for the first time exhibits something resembling personality, a slight head tilt.
Two years later, the knight has grown greatly, not nearly as much as his older sibling, HK, but still he still towers over Hornet, additionally his head shape is identical to the HK, the crack in HK's shell and height are the only way to tell them apart. He's become just as deadly as the Shade lord, not through the amount of void power he possesses, but through having learned to focus his strength. He's not around Hallownest as much. He and Hornet being the new (unofficial) King and Queen decided to remove their fathers spell that removed the minds and memories of those who leave Hallownest. He often visits. Elder bug has and the nail masters have amassed large gardens of rare and exotic flowers. Hornet noticed another large culmination of flowers on a random grave in the queens gardens, on the Traitor lords corpse, and on the shell of another vessel in the ancient basin. The newly named 'Pale wanderer' had last been seen going in the direction of what we the community know is FarLoom.
Abilities:
Void tendrils: after getting such a hard time from them in the Abyss, the Pale Wanderer has figured out how to grow six void tendrils from his back.
Nail arts: he can follow up attacks with his void tendrils
Cyclone slash: The original nail art hit 3-4 times with the knights nail, the void tendrils act as 6 extra pure nails for the Pale Wanderer, allowing the attack to hit a total of 21-28 times.
Great slash: Now hits enemies with 7 great slashes
Dash slash: hits 7 times
Monarch wings: He can now use the tendrils as extra wings, giving him 5 total jumps (normal, monarch wings, 3 pairs of tendrils)
Armor: Before departing on his many adventures beyond Hallownest the knight explored the depths of the void, nobody knows how, but he seems to have come across an ancient armor design, which he's recreated from the shadow of his tendrils.
Transformation: The Pale Wanderer can sacrifice his void tendrils to morph the void in them into armor. Enemies that deal 1 mask damage now deal half (you know how when the knight is hit the masks split before disappearing? It's like that, a mask with a crack in it, focus still heals one full mask of damage), enemies with 2 masks of damage deal 1 when in this armored state.
Nail arts: The Pale Wanderer has found out he can make his armor brittle and weak when charging a nail art.
Great slash: shards of armor will fly in all directions when the nail art is used, each shard will do half the damage of the Pure nail
Cyclone slash: Shards also fly in all directions, as with all the nail arts, the slash itself does objectively better than the shards of armor.
Dash: shards of armor go in all directions at the end of the dash slash
Cool down: it will take 3 seconds for the Pale Wanderer to regenerate his armor, tendril mode can't be accessed in the cool down either, so you can't change to tendril and back to try and cheese the cool down for the armor
Spells in general: Shards of armor/Tendrils lash out , just creates small death cones behind shade soul, above Desolate dive, and to the sides of Abyss shriek.
Parry: The Pale Wanderer drew a poor picture of himself parrying trying to tell Hornet he wants to learn how, after getting frustrated trying to figure out what he's telling her, she drags him to Dirtmouth for help from everyone. After a lengthy game of Charades and everyone learning the Knight was never actually taught to write, he learned to parry and write.
Submitted November 10, 2019 at 09:03PM by xyile https://ift.tt/36LdirT
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