GamePress
Position
Attack Type

Tags

Archetype

Traits

Can heal allies by using the skill

Operator Description

Blemishine, Kazimierz knight, is the light of glory about to bloom.

Operator Quote

If unable to find her, please ask the operators of the Engineering Department.

Obtain Approach

Headhunting
Operator can only be obtained through Headhunting (Gacha).
Headhunting: Yes Recruitment: No
Release Date (CN) 10/15/2020
Release Date (Global) 4/8/2021

Potentials

Potential Item

Blemishine's Token A book of a knight's tale; an absurd legend, legendary absurdity.

Talent

When deployed, allies that have a Defensive Recovery skill also gain 1 SP when attacking
Info
Mercy
Lvl: 1
Blemishine can attack and will prioritize Sleep enemies; Increase ATK to 120% when attacking Sleep enemies
Info
Mercy
Lvl: 1
Blemishine can attack and will prioritize Sleep enemies; Increase ATK to 124% (+4%) when attacking Sleep enemies
Info
Mercy
Lvl: 1
Blemishine can attack and will prioritize Sleep enemies; Increase ATK to 140% when attacking Sleep enemies
Info
Mercy
Lvl: 1
Blemishine can attack and will prioritize Sleep enemies; Increase ATK to 144% (+4%) when attacking Sleep enemies
Info

Stats

Level:
HP
ATK
DEF
Arts Resist
10
Redeploy Time
70
DP Cost
18
Block
2
Attack Interval
1.2

Skills

SP Cost:
6
6
6
5
5
5
5
4
4
4
Initial SP:
0
0
0
0
0
0
0
0
0
0
SP Charge Type
Skill Activation
Duration
-
-
-
-
-
-
-
-
-
-
Skill Effect
The next attack deals 180% ATK as physical damage and restores the HP of a nearby ally for 100% of Blemishine's ATK
Can store 1 charge(s)
The next attack deals 185% ATK as physical damage and restores the HP of a nearby ally for 100% of Blemishine's ATK
Can store 1 charge(s)
The next attack deals 190% ATK as physical damage and restores the HP of a nearby ally for 100% of Blemishine's ATK
Can store 1 charge(s)
The next attack deals 200% ATK as physical damage and restores the HP of a nearby ally for 110% of Blemishine's ATK
Can store 1 charge(s)
The next attack deals 205% ATK as physical damage and restores the HP of a nearby ally for 110% of Blemishine's ATK
Can store 1 charge(s)
The next attack deals 210% ATK as physical damage and restores the HP of a nearby ally for 110% of Blemishine's ATK
Can store 1 charge(s)
The next attack deals 220% ATK as physical damage and restores the HP of a nearby ally for 120% of Blemishine's ATK
Can store 2 charge(s)
The next attack deals 230% ATK as physical damage and restores the HP of a nearby ally for 130% of Blemishine's ATK
Can store 2 charge(s)
The next attack deals 240% ATK as physical damage and restores the HP of a nearby ally for 140% of Blemishine's ATK
Can store 2 charge(s)
The next attack deals 260% ATK as physical damage and restores the HP of a nearby ally for 150% of Blemishine's ATK
Can store 3 charge(s)
Skill Range
Detailed Skill Info
atk_scale (Attack Scale) 1.8
heal_scale 1
ct 1
atk_scale (Attack Scale) 1.85
heal_scale 1
ct 1
atk_scale (Attack Scale) 1.9
heal_scale 1
ct 1
atk_scale (Attack Scale) 2
heal_scale 1.1
ct 1
atk_scale (Attack Scale) 2.05
heal_scale 1.1
ct 1
atk_scale (Attack Scale) 2.1
heal_scale 1.1
ct 1
atk_scale (Attack Scale) 2.2
heal_scale 1.2
ct 2
atk_scale (Attack Scale) 2.3
heal_scale 1.3
ct 2
atk_scale (Attack Scale) 2.4
heal_scale 1.4
ct 2
atk_scale (Attack Scale) 2.6
heal_scale 1.5
ct 3
SP Cost:
20
20
20
18
18
18
16
15
14
12
Initial SP:
0
0
0
0
0
0
0
0
0
0
SP Charge Type
Skill Activation
Duration
10 Seconds
10 Seconds
10 Seconds
10 Seconds
10 Seconds
10 Seconds
10 Seconds
10 Seconds
10 Seconds
10 Seconds
Skill Effect
ATK +40% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 15% of Blemishine's ATK every second
ATK +45% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 15% of Blemishine's ATK every second
ATK +50% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 15% of Blemishine's ATK every second
ATK +55% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 16% of Blemishine's ATK every second
ATK +60% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 16% of Blemishine's ATK every second
ATK +65% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 16% of Blemishine's ATK every second
ATK +70% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 17% of Blemishine's ATK every second
ATK +80% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 18% of Blemishine's ATK every second
ATK +90% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 19% of Blemishine's ATK every second
ATK +110% and all ground enemies within the same tile as herself are put to Sleep. Restores the HP of all nearby allies by 20% of Blemishine's ATK every second
Skill Range
Detailed Skill Info
atk 0.4
[email protected]_to_hp_recovery_ratio 0.15
atk 0.45
[email protected]_to_hp_recovery_ratio 0.15
atk 0.5
[email protected]_to_hp_recovery_ratio 0.15
atk 0.55
[email protected]_to_hp_recovery_ratio 0.16
atk 0.6
[email protected]_to_hp_recovery_ratio 0.16
atk 0.65
[email protected]_to_hp_recovery_ratio 0.16
atk 0.7
[email protected]_to_hp_recovery_ratio 0.17
atk 0.8
[email protected]_to_hp_recovery_ratio 0.18
atk 0.9
[email protected]_to_hp_recovery_ratio 0.19
atk 1.1
[email protected]_to_hp_recovery_ratio 0.2
SP Cost:
30
30
30
29
29
29
28
27
26
25
Initial SP:
15
15
15
15
15
15
15
15
15
15
SP Charge Type
Skill Activation
Duration
20 Seconds
21 Seconds
22 Seconds
23 Seconds
24 Seconds
25 Seconds
26 Seconds
27 Seconds
28 Seconds
30 Seconds
Skill Effect
ATK +50%, DEF +20%; Every attack deals an additional 50% ATK as Arts damage and restores the HP of a nearby ally besides herself for 60% of Blemishine's ATK
ATK +55%, DEF +20%; Every attack deals an additional 50% ATK as Arts damage and restores the HP of a nearby ally besides herself for 60% of Blemishine's ATK
ATK +60%, DEF +20%; Every attack deals an additional 50% ATK as Arts damage and restores the HP of a nearby ally besides herself for 60% of Blemishine's ATK
ATK +65%, DEF +25%; Every attack deals an additional 60% ATK as Arts damage and restores the HP of a nearby ally besides herself for 70% of Blemishine's ATK
ATK +70%, DEF +25%; Every attack deals an additional 60% ATK as Arts damage and restores the HP of a nearby ally besides herself for 70% of Blemishine's ATK
ATK +75%, DEF +25%; Every attack deals an additional 60% ATK as Arts damage and restores the HP of a nearby ally besides herself for 70% of Blemishine's ATK
ATK +80%, DEF +30%; Every attack deals an additional 70% ATK as Arts damage and restores the HP of a nearby ally besides herself for 80% of Blemishine's ATK
ATK +90%, DEF +40%; Every attack deals an additional 80% ATK as Arts damage and restores the HP of a nearby ally besides herself for 90% of Blemishine's ATK
ATK +100%, DEF +50%; Every attack deals an additional 90% ATK as Arts damage and restores the HP of a nearby ally besides herself for 90% of Blemishine's ATK
ATK +110%, DEF +60%; Every attack deals an additional 100% ATK as Arts damage and restores the HP of a nearby ally besides herself for 100% of Blemishine's ATK
Skill Range
Detailed Skill Info
atk 0.5
def 0.2
[email protected]_s_3_extra_dmg[magic].atk_scale 0.5
heal_scale 0.6
atk 0.55
def 0.2
[email protected]_s_3_extra_dmg[magic].atk_scale 0.5
heal_scale 0.6
atk 0.6
def 0.2
[email protected]_s_3_extra_dmg[magic].atk_scale 0.5
heal_scale 0.6
atk 0.65
def 0.25
[email protected]_s_3_extra_dmg[magic].atk_scale 0.6
heal_scale 0.7
atk 0.7
def 0.25
[email protected]_s_3_extra_dmg[magic].atk_scale 0.6
heal_scale 0.7
atk 0.75
def 0.25
[email protected]_s_3_extra_dmg[magic].atk_scale 0.6
heal_scale 0.7
atk 0.8
def 0.3
[email protected]_s_3_extra_dmg[magic].atk_scale 0.7
heal_scale 0.8
atk 0.9
def 0.4
[email protected]_s_3_extra_dmg[magic].atk_scale 0.8
heal_scale 0.9
atk 1
def 0.5
[email protected]_s_3_extra_dmg[magic].atk_scale 0.9
heal_scale 0.9
atk 1.1
def 0.6
[email protected]_s_3_extra_dmg[magic].atk_scale 1
heal_scale 1

RIIC Base Skills

(精打细算)
Room Type:
Workshop
When this Operator is assigned to the Workshop to process Elite materials, reduces the LMD cost.
(热心修补匠)
Room Type:
Workshop
When this Operator is assigned to the Workshop to process Elite materials, increases the byproduct production rate by 40%, and decreases the Morale consumption of recipes that cost 8 Morale or more by -4

Botzu's Quick Evaluation

+ Talent: Can attack Sleeping enemies for increased damage
+ Talent: Adds [On Attack] SP Charge for Operators on the team that have [Getting Hit] SP Charge skills
+ A well rounded operator that can fill multiple roles including tank, DPS and support
+ S3: Some of the most powerful healing potential in the game along with high dps and a DEF boost
+ S2: Increases ATK and inflicts Sleep on nearby enemies. Great AOE health regen that can heal Operators that can't be healed directly.
- All of her healing is tied to being attacked or attacking enemies so her healing can be inconsistent and she will be unable to heal when not engaging an enemy.
- S3: While Blemishine is great at keeping other Operators healed, she can't heal herself , and so can't tank damage without an additional healing source.

Operator Overview

Blemishine is Nearl’s sister and Whislash’s niece. When Nearl contracted Oripathy and was forced to leave Kazimierz, Blemishine had to step up and take her sister’s place as the lead knight of the family. This position has dragged Blemishine through a crushing grind of backstabbing gloryseekers, obsessive fans, and the massive corporate system the Kazimierz knighthood has become. Perhaps it’s no surprise that she has left it all behind and come to Rhodes Island, joining her disgraced sister as a very versatile 6* Healing Defender: she smites her enemies with physical and Arts DPS, provides HP and SP restoration for her allies, and gently lulls her opponents to Sleep.

The Sleep status stops its targets from moving or acting, but it also makes them invincible to incoming damage. Well, not anymore! Blemishine’s Mercy Talent allows her to attack Sleeping targets—in fact, she prioritizes them and has bonus ATK when striking them. This broadens the range of targets that Blemishine can hit, which is important because Blemishine is very attack-dependent for her Skills.

  1. Her S1, Surging Brilliance, is an automatic Skill that can hold multiple charges. It increases the damage of her next attack and also recovers the HP of a nearby ally.
  2. Her S2, Deterring Radiance, has the [Getting Hit] SP charge type and a fairly short duration. When activated, it inflicts Sleep on all enemies in the same tile as Blemishine; it buffs Blemishine’s ATK; and it regenerates HP to all nearby allies every second. This Skill is the only way for Blemishine to inflict Sleep, and it’s also the only way for her to heal allies without having a target in range to attack. (Also, because it is “regeneration,” it can heal Operators who can’t be directly healed, like Hellagur.)
  3. Her S3, Divine Avatar, also has the [Getting Hit] SP charge type. It massively increases her DPS, granting an ATK buff while also causing each hit to deal bonus Arts damage. In addition, it increases Blemishine’s DEF (rare for a Healing Defender) and heals a nearby ally (but not herself!) every time she attacks for the duration.

Two of Blemishine’s Skills have the [Getting Hit] SP charge type, which can be a bit risky on a Healing Defender, since it means they need to take hits before they can do any healing. It’s less of a problem for Blemishine thanks to her Sword and Shield Talent, which causes all deployed Operators with the [Getting Hit] SP type to gain SP while attacking as well (making her Liskarm’s best friend). Combined with her potent damage buffs and her extra square of attack range, Blemishine is a surprisingly damage-oriented Healing Defender.

In a way, this focus on attacking is Blemishine’s biggest weakness. Her burst healing is phenomenal, but S1/ S3 can only heal when she has an enemy to hit and S2/ S3 can only be charged while in combat. If she isn’t swinging her sword, Blemishine can’t contribute much to her team, which means that Blemishine isn’t always able to replace a Medic the way some Healing Defenders can (i.e., on maps with poison mist). Also, don’t forget that the Mercy Talent only allows Blemishine to attack Sleeping targets, not the rest of your Operators! Don’t put your enemies to Sleep in the middle of a SilverAsh schwing-schwing or an Eyja Volcano, or you’ll be one sad Doctor.

Does this emphasis on attacking make Blemishine a bad Operator? Absolutely not! With her enhanced attack range and terrific DPS, Blemishine is basically a Guard who can Block-3, heal allies, and crowd-control her opponents. She’s not a main healer like Saria: she’s a constant Holy Hand Grenade that happens to heal allies in her explosion radius. What’s not to love?

Newbie Tier List Explanation

Brings DPS, Blocking, healing, regeneration, SP recovery, and crowd control to the table. Strong and versatile, but Sleep can mess with other Operators and the way her abilities are spread across her Skills can make her awkward to use.

Skill Discussion

Skill
Mastery
Story
Advanced
S3M3 A+ S-
S2M3 A- A-

Blemishine is a pretty tough unit to rank. She has two very good skills that are both very worthy of mastery and are great in different situations. But her overall power level is a touch under the top tier of units which makes it difficult to suggest such an expensive investment.

On her launch I suggested S2 over S3 but I've since come around to favor S3 (thanks, yet again, to /u/Boelthor). Her S2 worked best as a pseudo-cornerstone unit, allowing her to hold low to moderate pressure lanes on her own. However the proliferation of incredibly powerful self sustaining units (most notably Mudrock and Mountain) have really reduced the value of that role. Meanwhile her S3 maintains her value as a good support DPS with the highest ST HPS in the game. This is especially valuable for Advanced players as attack down tags are very common in CC and her S3 is less effected by such tags. And on top of all that, when using her in a more typical team role, the sleep effect on S2 often hurts more than it helps.

Base Skill Analysis

Her E0 base Skill that removes crafting costs makes her the best value Operator to use when crafting T2 or T3 materials.  The E2 Skill improves it even more.  More info can be found on this page.

Operator Featured Articles

Skill Upgrade Costs

Level Requisites Materials
1 ➝ 2
Lv1
x5
2 ➝ 3
Lv1
x5
x6
x4
3 ➝ 4
Lv1
x8
x5
4 ➝ 5
Lv1
x8
x4
x3
5 ➝ 6
Lv1
x8
x6
6 ➝ 7
Lv1
x8
x3
x4
Skill Level Requisites Materials
1
Lv1 8h
x8
x4
x7
Lv1 16h
x12
x3
x6
Lv1 24h
x15
x6
x5
2
Lv1 8h
x8
x4
x7
Lv1 16h
x12
x4
x5
Lv1 24h
x15
x6
x6
3
Lv1 8h
x8
x4
x11
Lv1 16h
x12
x4
x7
Lv1 24h
x15
x6
x5

Overall Skill Cost

Elite Upgrade Costs

Level Materials
x30000
x5
x5
x7
x180000
x4
x4
x7

Overall Elite Cost

Total Cost

Operator Profile

Artist Ryuzakiichi
CV Kana Hanazawa
Gender Female
Place of Birth Kazimierz
Birthday July 15
Race Kuranta
Height 165cm
Infection Status Medical tests have confirmed that no infection is present.
Nation
Competition Knight Experience6 Months
Physical Strength Standard
Mobility Excellent
Physiological Endurance Standard
Tactical Planning Standard
Combat Skill Standard
Originium Adaptability Excellent

Profile

Maria Nearl, a young knight from Kazimierz and younger sister to Operator Nearl, has experience with knight sports and has demonstrated excellence in combat across a variety of tests. She now serves as a Defender Operator alongside Operator Nearl, as per her wishes.

Clinical Analysis

Increase Trust to 25.
Imaging tests reveal clear, normal outlines of internal organs, and no abnormal shadows have been detected. Originium granules have not been detected in the circulatory system and there is no sign of infection. At this time, this operator is believed to be uninfected.

[Cell-Originium Assimilation] 0%
Operator Blemishine shows no signs of Originium infection at all.

[Blood Originium-Crystal Density] 0.13u/L
Operator Blemishine rarely comes into contact with Originium.

The stark disparity between the Kazimierz city-state and its far-flung villages is almost unthinkable, and naturally, the Infected face ostracization and oppression. The frightening thing is most citizens know nothing about this. It can even be said that for some, they simply do not care at all. —Nearl

Archive File 1

Increase Trust to 50.
'Nearl's sister.' This is the first impression that most Rhodes Island operators have of Miss Blemishine. Indeed, though Miss Blemishine's personality seems much different from that of her magnanimous, upright sister, the heroic statures of the two knights on the battlefield as well as the intimacy they have in private speak to the familial love etched within their bloodline. However, perhaps due to her young age when Nearl was expelled from Kazimierz, Blemishine seems to have a deeper and more natural connection with Whislash, as opposed to the pure admiration and longing she carries for her older sister.
Blemishine is very outgoing, quickly striking it up with most operators. She even reveals her somewhat capricious side to those she is familiar with. When it comes to formal occasions or serious conversations, however, Blemishine is more than capable of conducting herself in the same way her sister does - noble and steady, with gravitas behind each sentence.
Though she now accompanies her sister on the front lines as a Defender Operator, protecting those who need it, Blemishine has another surprising interest. During her stay on the landship, Blemishine frequently made contact with Vulcan and Closure, and also visited other engineering enthusiasts such as Glaucus and Mayer. Reportedly, on several occasions, Blemishine wanted to ask if she could go to the Engineering Department to observe and study. Considering the prior times she was authorized and how she had gotten so engrossed with various workshops to the point of appearing MIA while being unable to extricate herself, these subsequent requests were tactfully rejected.
'Having her around feels just like having a sister around, but her passion for craftsmanship is a little overboard. After all, I'm no Kazimierz knight, and I can't answer a lot of her questions...' —Mayer
'Does this kid want to date an anvil or something?!' —Closure

Archive File 2

Increase Trust to 100.
Before joining Rhodes Island, Miss Blemishine, also known as Maria Nearl, chose to become a competition knight in order to restore her family's name. Those at Rhodes Island may perhaps be familiar with the name, Nearl, as the code name of Margaret Nearl, the Radiant Knight. However, in Kazimierz, the word 'Nearl' points to an enduring lineage of knights, a family line wreathed in boundless glory. For over a hundred years, this family has produced countless legendary knights — whether using tactical brilliance to subvert the ambitions of Leithanien nobles, or employing their outstanding talents to hold a border garrison that has never fallen. Even after the rise of the competition knights, legendary champions such as Margaret Nearl continued to defend the glory of the Nearl family — but the birth of the Radiant Knight would prove to be turning point for the Nearl family.
The Radiant Knight was exiled, and when the Knight Primus passed of old age, Młynar Nearl, the next in line to shoulder the burden of nobility, scoffed at Kazimierz's conception of 'nobility' and refused to become a competition knight. And thus, the Nearl family was left with no Knight Primus. Faced with constant pressure from the Knights Association, as a last resort, the youngest member of the family, Maria Nearl, went with her aunt Zofia to walk the path of a competition knight. Due to her veneration of her sister and aunt, as well as the elder knights she had known since childhood, Maria always held an idealistic view of what it meant to be a knight. Of course, Maria was clever enough to recognize her naivete, often considering whether or not there was some darker undercurrent that was not yet clear to her. But the tortuous complexity of Kazimierz's knight sports far exceeded what the young girl was capable of conceiving.
In her brief career as a knight, Blemishine was exposed to many things she had never witnessed before. The young Maria actually never thought too deeply about what it meant to be a knight— after all, she was acting out of consideration for her family, and was reluctantly pushed into becoming a knight out of a sense of responsibility. She took the initiative to assume both the glory and the obligations of her role, a testimony to her virtue, but perhaps because of her noble upbringing, she never seriously considered the relationship between what she saw, thought, and did. In modern society, noble sacrifices and selfless dedication are not as harrowing as they are described in literature, but Maria Nearl nevertheless embraced the simple rationale of 'seizing glory for the family' and called upon the spirit of dedication within her, becoming known as the 'unsociable competition knight.'

Archive File 3

Increase Trust to 150.
Kazimierz's commercialization of its ancient class of knights once invited criticism from other countries. But the birth of Kazimierz's knight sports, as well as the existence of knighthood as a whole, are more complicated than most outsiders realize.
Roughly 120 years ago, Kazimierz's nomadic cities were far less developed than they are today. When a noble knight died without an heir, leaving behind a large swath of land, the Kazimierz National Council auctioned off his property. Specifically, the noble's castle and the mobile platform it was built upon. While this was certainly not an uncommon occurrence in Kazimierz, what made this event remarkable was the winning bidder: not a knight representing some proud noble, but rather a subordinate of the deceased nobleman. A single knight-retainer had put forth a huge sum that rendered all the nobles in the room speechless. Furthermore, following notarization by the National Council, each piece of copper plate with which the retainer had purchased the land and the castle was determined to be legitimate income — the knight had handed the family business over to the retainer, who then made the business flourish. In the modern era in which countries jockey to establish connections, one can tell from a glance who has the ability to create wealth. In the following decades, the relationship between the merchant class and the retainers became more closely interconnected. The retainers were the ones who could truly create benefit for the country, able to build walls and even move city-states to defend the country. Due to the volatility between Kazimierz, Ursus, and Leithania, as well as the intrigue among powerful nobles, the knights had to rely on extremely wealthy guards to consolidate their positions and ambitions. After decades of cruel, bloody change, Kazimierz has finally arrived where it is today.
If the overthrow of Kazimierz's Elder regime and the establishment of the knights as the ruling class is Kazimierz's first historical turning point, then the upending of their rule by the mercantile-retainers in a practical sense and the formation of Kazimierz's oligarchical ruling class can undoubtedly be seen as a second turning point. Even the knights and nobles who are quite critical of this development do concede that modern entrepreneurs have made outstanding contributions to Kazimierz — from the forested countryside to the towering spires of the city-states, countless people rely on Kazimierz's corporate economy for food, housing, and transportation — 'It's the economy, stupid.'
The current knight sports industry is the result of this bloody social upheaval — the warrior-knights guarding the frontier have all but lost their political status as 'nobles.' Instead, they became warriors directly operating under the Adeptus Sprawiedliwi Kazimierz. Any legal Kazimierz citizen, former noble knight or otherwise, has the right to participate in the knight competitions, win titles, and earn distinctions of nobility, regardless of background. This sporting event, derived from ancient knightly tests of skill, has become an inseparable part of Kazimierz's economy, politics, and culture. Nevertheless, these changes are not palatable for all knights, and undercurrents continue to surge within Kazimierz.
'Unreasonable, you say? Everyone who found it unreasonable has been eliminated, creating this thoroughly reasonable history. Fortunately, I've accepted this truth. You understand this, don't you?' —Spokesman Malkiewicz's conversation with the Doctor during the Major

Archive File 4

Increase Trust to 200.
Maria herself chose to take the codename 'Blemishine.' Unlike Operator Whislash, who took on her title as a competition knight, and Operator Nearl, who adopted her family name, Blemishine discarded the shackles of her family and cast aside the intoxicating, gilded path of knighthood. Before her lies an expansive, but lonely, future. Maria understands her immaturity better than anyone else, so she has taken the name of 'Blemishine' to reflect the incompleteness of her light.
Maria has a favorite knight novel. In the novel, the protagonist experiences bizarre adventures on the way to completing his quest, and this occupies 95% of the book. At the end of the book, the middle-aged knight, no longer needed by his family, no longer favored by the Knight Order, and no longer burdened by his love affair, decides to leave. In a distant seaside country, he once again finds his home as a knight, charging against the waves again and again until his voice becomes hoarse, and he is eventually consumed by the ocean— this abrupt ending was once lambasted by more conservative readers, and this novel is the subject of many intense discussions within the circles of Kazimierz's literary critics. Some say the novel is trash, but others consider the ending a completion of the sublimation of chivalry.
Maria likes the novel for one simple reason - though many think the tale of puritanical, almost crazed sacrifice incompatible with Maria's personality, Maria found an answer to her own questions in the old novel penned during the early days of Kazimierz's knight sports: the meaning of meaning.
While sitting alone with the Doctor and reflecting on the occurrences in Kazimierz, Maria suddenly smiled and said: 'My sister is the knight who broke the waves.' From the perspective of Maria, younger sister of the Radiant Knight, we gain a glimpse of why Nearl, who always despised knight sports, chose to become Kazimierz's Radiant Knight and why she decided to return to her homeland, only to be exiled again after defeating a powerful enemy. If we treat her pure faith as a prayer of sorts, the Radiant Knight's series of shocking behaviors may actually be the exact same as those of the ancient Wanderer Knight who went to pay homage to the ancestors in front of the grave at the Lone Mountain.
Maria eventually decided to become her sister's protector, using her exceptional crafting talents to provide assistance to the Radiant Knight. Even Mechanist praised her augmented knight armor. She acted like a little sister when vying for Margaret's attention, and acted like a knight when receiving Zofia's training. She learned to put behind her the things that burdened her in the past. Now, she only wants to know what they, the knights of Kazimeriz, can see hand-in-hand, after the waves have washed away their lances and shields.

Promotion File

Upgrade to Elite LV2.
After signing the requisite paperwork, Blemishine happened to meet Operator Platinum in the corridor. Having joined a few days before Blemishine, Platinum was leaning against the wall as if waiting for her.
When the eyes of the two Kazimierz operators met, even the HR personnel could feel the tension between them. But it doesn't seem like Platinum harbors any particular animus for Blemishine, and Blemishine has also made it clear that she has 'no particular hostility' towards Platinum. The fact remains that Blemishine, who normally loves to laugh, has never smiled in front of Platinum. Anyone with a discerning eye can see the distance between them.
The internal situation within Rhodes Island is becoming more and more complex. While we are proud of our inclusivity, improper handling of interpersonal relationships can lead to conflict. It would be strange to expect the Knight-Assassin of the Armorless Union to develop bonds with Maria Nearl, who herself had been involved in this turmoil.
Since then, however, most of Platinum's attention seems to have been directed towards the Doctor. Though we still don't know what she wants from the Doctor and Rhodes Island, as long as she continues to maintain her current performance, she may be able to mend her relationship with a certain knight... maybe?

Voice Lines

Appointed as Assistant Though I wouldn't dare boast of my prowess with a sword or Originium Arts... If you ever have any problems with equipment maintenance, you can come talk to me!
Talk 1 Zofia is my distant aunt, as well as my swordsmanship instructor. It's thanks to her that I can survive in the knight sports scene, but my aunt sometimes— Gaah! I mean, my sister! Um, Doctor! Please don't tell her I let that slip, she's actually super sensitive about it!
Talk 2 Doctor, to be honest, I'm a much better craftsman than I am a knight! Whether it's repairing an alarm clock or forging armor, I can help! That's why, Doctor! Can you please take me to see Vulcan's and Closure's workshops? Pretty pleeease!
Talk 3 Those two Sarkaz ladies seem hard to talk to, but if my sister trusts them so much, they must be pretty awesome. The Radiant Knight fighting alongside the Sarkaz for the sake of the Infected... Woahh, doesn't that sound like a breaking news headline?
Talk after Promotion 1 I actually never got an official title like my sister's 'Radiant Knight.' 'Blemishine' is the codename I chose for myself... But if I was to continue down the path of knighthood, maybe Blemishine wouldn't be a bad name.
Talk after Promotion 2 Kazimierz's knight sports are nothing more than a huge commercial game, and we all eat out of its palm... I didn't realize it until after I came to Rhodes Island, but Kazimierz's sickness might run deeper than the fact that we've strayed from our knightly traditions... much, much deeper.
Talk after Trust Increase 1 Rhodes Island's operators are way more like the ancient knights in the novels than the competition knights. In fact, I've been pretty obsessed with these knight novels for a long time. Knights, enemies, adventures, and treasures. But anyone can get that stuff from knight sports, so they're not as big as they used to be.
Talk after Trust Increase 2 When I first saw my sister after all this time, it was like she was a totally different person. Instead of that dazzling, blinding light she used to give off, she was more like the gentle sun, warm and stalwart. Did she change for Rhodes Island? Then I want to see for myself what my sister found here!
Talk after Trust Increase 3 I couldn't become a real knight, but maybe that's why I was able to see the wider world. I might be seeing things a bit more clearly now. 'To be a knight is to be the noble light that illuminates the land.' Doctor, you will bear witness to my resolve.
Idle Doctor? Huh, you fell asleep? I wonder if you also have dreams~
Onboard Kazimierz knight, codename 'Blemishine.' Hehe, I've heard all about you from my sister, Doctor. You can just call me Maria if you want~
Watching Battle Record Wait, hold on... Ehhh? You can do it like that?
Promotion 1 A promotion...? For the glory of the Nearl family, I'll continue to give it my all!
Promotion 2 I just realized this, but it's all older folks around me, and don't really have any friends around to ask... So, Doctor? What do you think about this equipment I made for myself? Pretty cool, yeah? Does it look good on me?
Added to Squad Blemishine will not disappoint!
Appointed as Squad Leader S-squad leader? Me? But I don't have any experience with team battles...
Depart Leave the front to me!
Begin Operation Our family motto is, 'fear neither hardship nor darkness!'
Selecting Operator 1 All ready.
Selecting Operator 2 Pray for the coming battle.
Deployment 1 I'll never back down!
Deployment 2 The light holds resolute here!
In Battle 1 Light, heed me!
In Battle 2 I am here!
In Battle 3 Don't you worry!
In Battle 4 Repent!
4-star Result Small as it may be... our light persisted until the end!
3-star Result Each victory will become a light that illuminates the path forward. Good job, Doctor.
Sub 3-star Result This... this isn't over yet!
Operation Failure I'll protect the wounded. Take the others and retreat, quickly!
Assigned to Facility So this is the inside of Rhodes Island... I'd sure love to see the schematics.
Tap Woah! D-don't scare me like that...
Trust Tap Doctor! Shh! I snuck over here to hide from auntie Zofia. Hehe, let me take the day off!
Title Arknights.
Greeting Oh, hey there, Doctor.