Contents
- 1Biodata
- 2Power Progression
- 3Appearance
- 4Personality
- 5Abilities & Skills
- 5.1Energy Shield
- 5.2Holy Shield and Paladin Armament
- 5.3Flame Demon Physiology
- 5.4Fire Grand Knight Command
- 5.5Special Vision
- 5.6Melee Projectile Reflection
- 5.7Spartan Kick
- 5.8Healing and Restorative Medicine
- 6Equipment
- 7Relationships
- 8Story Role / Major Arcs
- 8.1Journey to Kazimierz
- 8.2Black Iron Knight
- 8.3Sector Zero and the Infected
- 8.4Dungeon Expeditions
- 8.5Nearl Alliance and Tournament
- 8.6Kazimierz Crisis and Departure
- 8.7Utica and the Witch King Remnants
- 9Notable Quotes
- 10Trivia
Biodata
| Feature | Information |
|---|---|
| Name | Gregor (格雷戈) |
| Alias(es) | Black Iron Knight; Flame Demon; leader of the Fire Grand Knights 107 190 |
| Species/Race | Sarkaz (as registered in Kazimierz) 101 |
| Gender | Male |
| Affiliation | Dark Starters; Rhine Lab (public registration) 110 193 |
| Occupation/Role | Paladin; competitive knight; protector of Ifrit; Fire Grand Knight leader 123 190 |
| Status | Active |
| First Appearance | Chapter 39: “This Is Sarkaz” 39 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Controlled combat techniques | 42 | Develops methods that do not rely solely on his skill, seeking power he can control rather than berserk strength. Uses Meteor Volcano against a large monster group. 42 |
| Energy Shield and Explosive Flying Shield applications | 104 | Expands a spherical force field that neutralizes an incoming arrow; later uses an arrow as ammunition for Explosive Flying Shield, producing a distant fire explosion. 104 |
| Paladin sword-and-shield martial discipline | 123 | Accepts the Grand Knight’s duel and learns through its silent instruction. His Paladin shield transforms into a knightly sword and shield after the victory. 123 |
| Fire Grand Knight command and core reserve | 124 | Revives and commands a Fire Grand Knight with precise obedience. Learns to store energy in monster cores, accumulating a reserve of 100 cores. 124 |
| Flame Demon command over Fire Grand Knights | 190 | Revives Fire Grand Knights by flooding their cores with energy, absorbs them into himself, and deploys them to suppress unrest across the Grand Knight Territory. 190 |
| Cytoplasm humanoid form | 192 | Uses Cytoplasm to assume a humanoid body and regain direct speech, though reverting to his Paladin form would leave him berserk. 192 |
| Beheaded/Paladin combat loadout | 204, 206 | Operates with both Beheaded and Paladin capabilities; gains melee projectile reflection and employs the invincible Spartan Kick. 204 206 |
Appearance
Gregor is an exceptionally tall, horned Sarkaz usually concealed in heavy black armor. In Kazimierz, his silhouette and armor earned him the public identity of the Black Iron Knight. 101 107 183
- Stands roughly three meters tall in armored form. 183
- Wears dark, imposing armor that conceals his body and face; his horns remain visible. 99 107
- Often mounts Ten Percent Off, a television-like robot, on his head as a translator. 87 99
- His heat can distort the air and melt footprints into reinforced arena flooring. 107
- In his Cytoplasm form, he has a pale, robust humanoid body with black flames in place of a head; cross-shaped starlight serves as his pupils. 192
Personality
Gregor is direct, protective, and often uncomfortable with attention or complicated social situations. He is notably poor with directions and reading, but does not disguise either weakness when help is needed. 101 104 106 174
He distrusts uncontrolled strength. Though overwhelmingly powerful, he deliberately develops restraint and worries that berserk power can only lead to slaughter. His concern is not merely for himself: he fears losing control would leave him unable to protect his companions. 42 123
His compassion extends to people society has discarded. He provides food to Sector Zero’s Infected children, seeks a path to improve the Infected’s circumstances, protects frightened tournament contestants without killing them, and believes kindness deserves a proper response. 113 132 183 193
Abilities & Skills
Energy Shield
Gregor’s Paladin skill creates a defensive domain that erases incoming projectile attacks.
- Can expand into a spherical field that neutralizes attacks before they reach him or nearby allies. 104
- Ordinary bullet spells are erased at the field’s boundary. 204
- Absorbing too much damage increases the danger of his power entering a berserk state. 204
- The Grand Knight’s domain demonstrated that his shield can protect allies within its area, not only himself. 123
Holy Shield and Paladin Armament
Following his duel with the Grand Knight, Gregor’s original Paladin shield transformed into a knightly sword and full-body shield. 123 124
- Uses the shield for both defense and offense, applying swordsmanship principles through shield strikes and redirections. 153
- Can form weapons from lava, including a battleaxe. 123 125
- Uses the Holy Shield to protect allies from large-scale attacks, including Vane’s Supernova. 208
Flame Demon Physiology
Gregor can generate extreme heat, flames, and molten lava, with his body enlarging as his power rises.
- Melts weapons lodged in his body and withstands sustained attacks in the arena. 107
- Releases flames forcefully enough to drive back crowds of reporters. 108
- Can enter a massive Flame Demon state for high-intensity combat. 125
- Must manage his energy carefully to avoid losing control. 42 123
Fire Grand Knight Command
Gregor can revive Fire Grand Knights from monster cores and command them with exceptional responsiveness.
- A revived Fire Grand Knight follows simple orders such as moving, stopping, and attacking designated targets. 124
- His summons respond more quickly and precisely than Vera’s comparable revival. 124
- He later absorbs and deploys Fire Grand Knights as a force to contain riots throughout Kazimierz. 190
Special Vision
Gregor possesses a perception ability that detects hidden threats and abnormal energy.
- Sees through a Shapeshifter’s disguises. 99
- Uses energy vision to scan occupied rooms and assess danger. 105
- Detects hidden attackers and rising heat beneath a road before an ambush can strike a convoy. 143
Melee Projectile Reflection
Gregor can reflect projectile spells by striking them with a melee weapon.
- Reflected Hex Staff arcs back along their original path after being cut with his sword. 204
- Uses the same principle against Witch King remnant casters, returning their Arts attacks to their source. 214
Spartan Kick
As Beheaded, Gregor can perform an invincible flying kick.
- The kick launches enemies away; collisions with walls or other targets cause additional damage. 206
- Its invincibility window lets him create openings against stronger opponents. 206
Healing and Restorative Medicine
Gregor can provide powerful healing through both a magical Sarkaz technique and potions.
- Restores Saria’s severed arm with a magical Sarkaz technique. 105
- Provides a potion that rapidly heals Cyril Nearl, whose recovery is confirmed by medical examination. 152
- Prioritizes medical resources for Ifrit’s condition when possible. 101 204
Equipment
- Ten Percent Off — Television-headed robot used as Gregor’s translator; also used by Ifrit for music and cartoons. 45 100
- Holy Shield — Paladin shield transformed through the Grand Knight’s farewell into a knightly sword-and-shield set. 123 204
- Dark Grand Knight’s Sword — Sword associated with the Dark Grand Knight’s martial skill; Gregor uses it for his duel with Jian. 193 204
- Black armor — Conceals his appearance, protects his body, and can reshape into more ordinary knight armor. 99 110
- Monster cores — Stores energy in Fire Grand Knight cores, maintaining a reserve of 100. 124
Relationships
- Ifrit — Gregor’s ward and closest responsibility in Kazimierz. He seeks Inhibitors for her, protects her from reporters, and respects her right to decide where she lives. 101 105 108
- Saria — Initially confronts Gregor over Ifrit’s custody; they reach an understanding centered on Ifrit’s welfare. Gregor later heals Saria’s arm and works with her to treat Cyril Nearl. 105 143
- SilverAsh — Travel companion and friend. SilverAsh brings Gregor to Kazimierz, assists with his registration, and remains his ally despite knowing his identity as the Flame Demon. 100 101 105
- Jian — The Black Knight and Gregor’s eventual traveling companion. They first meet while capturing Rom, later duel as champions, and leave Kazimierz together. 104 193
- Vera, Gorth, and Vane — His siblings and core companions. Gregor acts as their cautious backbone, prioritizing their safety and coordinating their dungeon expeditions. 42 208
- Shintelaiya — Hired guide who later offers to serve as Gregor’s driver and bodyguard for protection from the Armorless Union. 111 112
- Sona — Infected leader of a Sector Zero community. Gregor earns her trust by feeding the children and later agrees to enter the arena ahead of her to keep her safe. 113 175
- Margaret Nearl — Sparring partner and student in martial technique. Gregor challenges her overly straightforward style and helps inspire her adaptation of swordsmanship to the lance. 153 161
- Ebenholz — Young Count of Utica whom Gregor protects from the Witch King remnants. Gregor encourages him to grow and live well, then arranges martial training under Jian. 221 236
Story Role / Major Arcs
Journey to Kazimierz
Gregor travels toward Kazimierz while caring for Ifrit, eventually encountering SilverAsh’s caravan. He joins the Kjerag group in exchange for passage, registers as a non-Infected Sarkaz, and seeks help for Ifrit’s condition. 39 100 101
Black Iron Knight
After accidentally replacing a missing arena contestant, Gregor defeats the Rusty Knight and becomes known throughout Kazimierz as the Black Iron Knight. The victory brings unwanted media attention, public prejudice, and Business Federation scrutiny. 106 107 108 110
Sector Zero and the Infected
Searching for Jian, Gregor enters Block Zero with Ifrit and Shintelaiya. He aids Sona’s underground community, confronts the reality faced by Kazimierz’s Infected, and begins seeking political means to change their situation. 112 113 132 143
Dungeon Expeditions
Gregor joins Vera, Gorth, and Vane in dungeon exploration. He receives the Grand Knight’s lesson and transformed Paladin armament, gains control over Fire Grand Knights, and defeats the Ashen Fire Dragon with his companions. 123 124 125 126
Nearl Alliance and Tournament
Gregor heals Cyril Nearl and gains the Nearl family’s support. He spars with Margaret, enters the knight tournament to accelerate its end, and refuses to kill frightened contestants despite their attack on him. 152 153 179 183
Kazimierz Crisis and Departure
During the Grand Knight Territory’s crisis, Gregor uses Fire Grand Knights to suppress unrest. After the Business Federation falls, he regains a humanoid form, says farewell to his allies, defeats Jian in their formal duel without killing her, and leaves Kazimierz with her. 190 192 193
Utica and the Witch King Remnants
Gregor travels to Utica with Jian and Ceobe to confront Witch King remnants. He protects Ebenholz, dismantles the remnants’ forces, and offers the boy a path toward becoming stronger without treating him as a tool. 214 215 236
Notable Quotes
“Power that cannot be controlled can only be used for slaughter.” 42
“If the arbiters themselves have lost justice, where can those under their protection find peace?” 144
“I just... don’t want to bow my head to it.” 208
“Grow up well. Live well. It’s that simple.” 221
Trivia
- Gregor cannot read and relies on others when written information is necessary. 101
- He repeatedly gets lost, even when traveling by air through Kazimierz. 104 174
- He initially needed Ten Percent Off to communicate verbally; after assuming his Cytoplasm form, he could speak directly. 45 192
- His public notoriety led to tabloid rumors that he and Jian were living together. 132