These arcane defenders devote themselves to controlling the battlefield. Utilizing mysterious, eldritch training, Void Knights forge mystical pacts with forces from beyond. These covenants allow them to stand steadfast in a devastating barrage or even reflect the attack back at its caster.
[Passive] Void: Reduces damage taken by 9%. Taking magic damage gives a 30% chance to obtain a Pact. Max 10 Pacts. Pacts last for 2 turns before obtaining another. Pacts last for 2 more turns after unlocking "Efficient Conversion". Edit
[Passive] Void Presence: Damaging abilities generate additional threat based off of the Void Knight's max health/M-DEF. (Late game)
[Passive] Efficient Conversion: Pacts now last for 2 more turns. (Mid game)
Accords: Choose one, then choose another after 5 turns. You know the drill. Edit
Accord of Resilience: Increases DEF by 2% and M-DEF by 6%, and ALL elemental resistances by 9%. Increases incoming single target healing and absorption cast by others by 30%. (Early game.)
Accord of Shifting: SPD is increased by 5%. Damage taken from magic attacks is reduced by 5%.
Accord of Power: Increases STR and Weapon Damage by 40%. Increases Block Chance by 5%.
Accord of the Rift: Increases incoming healing effectiveness by 10%, and damage dealt by the Void Knight by 20%. Grants the effects of the accords of Resilience, Shifting and Power. 10 turn cooldown. Lasts for 5 turns. (End game.)
Summons: Teleports targets to you. Edit
Rift Summon: Teleports the enemy to the Void Knight. Immobilizes the target for one turn. Forces the enemy to attack the Void Knight for 2 turns. Awards an Attack Point. 4 turn CD.
Void Summon: Teleports the 3 closest enemies near the targeted enemy to the Void Knight. Immobilizes affected enemies for one turn. Forces them to attack the Void Knight for 2 turns. Awards an Attack Point. 6 turn CD.
Abyss Summon: Same effects as Void Summon, but now it increases the Void Knight's maximum health by 8% per target successfully hit for 3 turns.
Reckless Strike: Deals low physical dark dmg. Awards one attack point.
Devouring Blow: Deals medium physical dark dmg, and an additional 10% per attack point.
Void Propulsion: Conjure an indomitable dark magic to hurl the enemy 3 tiles back. Awards one attack point. 2 turn CD.
Otherworldly Propulsion: Conjures an indomitable dark magic to hurl the enemy 3 tiles back. Awards one attack point. Can be used up to 3 times within 4 turns before going on cooldown, unless you use another ability.
Furious Rage: Interrupts a charging ability. 2 turn CD.
Spark: Forces the enemy to attack the Void Knight for 1 turn. 2 turn CD.
Discharge: Consumes up to 3 pacts to deal medium physical Dark DMG. 2 turn CD.
Eldritch Discharge: Consumes up to 3 pacts to deal medium physical Dark DMG. If you consume 3 pacts, this ability wont go on cooldown.
Darkened Tempest: Deals low magic Dark DMG to enemies in a 3x3 radius around the Void Knight. Generates significant threat. Awards 1 attack point. 2 turn CD.
Otherworldly Burst: Forces up to 3 enemies to attack the Void Knight for 2 turns. 4 turn CD.
Ragestorm: Deals medium magic Dark DMG to enemies in a 3x3 radius around the Void Knight. Consumes up to 3 pacts. Awards an attack point.
Fusion of Flesh: Absorbs 85% of incoming damage, up to 75% of the Void Knight's maximum health for 2 turns. 5 turn CD.
Rift Reversal: Magic attacks used against the Void Knight are reflected back against the attacker.
1 Attack Point: 1 attack reflected.
2 Attack Points: 2 attacks reflected.
3 Attack Points: 3 attacks reflected.
6 turn CD.
Spellbreaker: Removes 1 Curse. Applies 1 Pact to the Void Knight. 2 turn CD.
Unstable Reaction: Deals heavy magic dark dmg to up to 5 enemies in a 3x3 around the Void Knight for 3 turns. 4 turn CD. Consumes 1-2 Pacts every turn. Deals 15% more damage each Attack Point stored.
Power Shield: Consume up to 5 Pacts to reduce incoming damage by 4% per pact consumed for 1 turn. Adds an absorption shield that protects 5% of the Void Knight's max health, per pact consumed, on the 3 closest allies.
[ULTIMATE MOVE] Unstable Void: Increases the Void Knight's damage by 20%, in addition to reducing the damage that he/she takes by 5%. Increases Max Health by 10%. Gives the effect of Void. Lasts for 5 turns. 15 turn CD.
[ULTIMATE MOVE] Volatile Void: Same effects as Unstable Void, but now, taking damage has a 10% chance to increase Avoid Chance by 100% for 1 turn. This ability also passively protects you from other Godly Skills. Lasts for 5 turns. 15 turn CD.