E.P.

E.P. is an umbrella term that refers to special abilities that can manifest in individuals within the world of Knights College. E.P. can range from arguably useless to extremely specialized abilities. These abilities tend to be unique to their owners meaning its not possible to receive prior insight or tutoring on how they function. This means those who awaken their E.P. are also responsible for discovering how they work.

Unlocking an E.P.
Not everyone is capable of manifesting E.P. Those with the ability to develop E.P. must have had the inclination from birth. What's more. additional E.P. cannot be learned nor inherited. E.P. do not seem to possess a genetic component, and manifest at random amongst the population.

The only known way to have an E.P. manifest and become usable is to expose oneself to E.P. particles. These particles can be found in numerous at locations referred to as E.P. spots. Prolonged exposure aids in the maturing process of one's E.P. Once the E.P. has matured enough, the wielder must experience a "spontaneous discharge" in order for their ability to become active. According to Celio, this is usually achieved when the E.P. wielder undergoes an intense shift in their emotional state. Whether it be a result of grief, depression, anger, or excitement, the emotion needed is not strictly positive or negative.

E.P. particles are hazardous to those who do not posses and E.P of their own, and can result in the death of anyone from prolonged exposure. The particles are invisible to the naked eye making it near impossible to intentionally determine the locations of E.P. spots, which can prove hazardous to the general public. The Knights College itself is built on top of an E.P. spot. This doubles as an aid in the development of the E.P. for the students that board there, but also a natural deterrent excluding the general public.

Cardification
"Cardification" is the name of Argo Northrop's E.P.

Cardification functions as the game's user interface, as well as a narrative tool.

Julius' Unnamed E.P.
Julius Quignard's E.P. grants him the ability to give commands. So long as he knows the name to whom he is commanding, the target will be forced to obey exactly what is commanded of them. In his debuting chapter, Julius used this ability against Theo, commanding him to stop moving in order to effortlessly win in a sparring match against him. He later used his E.P. on Argo whilst explaining the true nature of its mechanics.

When under the affect of this E.P., the target is completely conscious and aware of their actions, but simply cannot resist the command. While under the affects of Jullius' E.P., Argo described the feeling as "automatic" as if he weren't even trying to resist. Even though neither Argo's reason nor ability to speak were hindered by Julius' request, he was still physically unable to restrain himself.

The target only seems to regain control of themselves when Julius willingly relinquishes control or when the target finishes their task. This is considered one of the strongest E.P., currently known, and has earned Julius much renown for his uses of it. The only known counters to this ability are the caster not knowing the name of the target, or simply decommissioning the caster before they can use the E.P as demonstrated by Theo. Targets lacking sentience and thus unable to comprehend Julius' commands, such as wild beasts, cannot be affected by this E.P.

Teleportation
Teleportation is the E.P. ability of Theo Prinz von Hirschreich. As the name suggests, this E.P. allows the user to travel from one place to another instantaneously. The mechanics and limitations to this E.P. are not well known as of yet, as Theo himself admits. Theo does not seem to be bound by any specific distance or location limits, as he has been shown capable of teleporting to places he has never been before in person many miles from his origin point.

Dragon Abilities
According to Lord Scheat, dragon abilities aren't technically considered E.P., but instead are just supernatural abilities present in all dragons. Dragons are capable of possessing these abilities as well as their own personal E.P.

Immortality
Both Lord Scheat and Lord Baten have been described as immortal beings. It is unknown if they are simply ageless or completely invulnerable, though both have been stated to have lived long lives exceeding many centuries.

E.P. Sensing
Scheat has demonstrated the ability to sense an individual's "E.P. potential." Though this ability does not give him knowledge on an individual's E.P. or how it may function, he is capable of predicting their ability to posses an E.P. and its potential strength before it manifests. This ability does not seem to be limited by range as Scheat was capable of recognizing Argo's potential from his home village, being many days of travel from the Knights College. The accuracy of Scheat's prediction can be increased however if he is in physical contact with the E.P. weilder. Baten claims to also have this ability.

Trivia

 * It is unknown what exactly E.P. stands for.
 * Argo's E.P. is the only one to have been given a specific name.
 * Despite this, the name is never used in-game and instead comes from Argo's character sheet on from the Knights College website.
 * Theo's E.P. is technically never given an official name. It goes unnamed both in-game and on the game website, but has been verbally described as "teleportation" by Dierdrich during the epilogue.
 * When Julius is first introduced, he describes his E.P. as "the ability to make people stop moving." It is later revealed by him that the reason he describes his E.P this way it's to downplay how truly powerful it is.
 * Dierdrich refers to Jullius' E.P. as "cheating," most likely due to the latter previously abusing it to win sparring matches.
 * It is unknown if Julius can make people think, say, or believe certain things with his E.P. Considering both Argo and Theo were still capable of their own thoughts and words however it is not likely.
 * Oscar, Grantly, and Hermann have yet to awaken their E.P.
 * It is still unknown what kind of E.P. Diederich and Baten possess.
 * The particles emitted from E.P. spots are needed to awaken one's E.P., though it is not known how long/much exposure is required for them to manifest.
 * Argo himself began manifesting his E.P. almost immediately after arriving at Knights College. In contrast, it took a few weeks for Paul 's E.P. to completely manifest, which resulted in his death. Theo also was not able to manifest his E.P. immediately, with it only activating on accident after spending three miserable days out at sea.
 * Direct and prolonged exposure to E.P. particles can prove fatal to those who do not poses an E.P of their own. Ironically enough, it was this exposure that caused Paul 's E.P to awaken, which killed him anyway.


 * Baten has stated he can swim to the bottom of the sea and back, implying he can breathe under water and withstand extreme environments. It is unknown if this also applies to Scheat.