LanternMan has a rudimentary skeletal Navi framework, with little to no additional textures or meshes, save for a ragged, dirty cloth that is draped over roughly the top two thirds of his body. His other most defining feature is what appears to be a total lack of a head, face, or other identifiable central processor. Instead, clutched in his hand is a oddly shaped lantern that burns with an eerie light, giving the impression that it is always watching you from any angle. It is from this lantern that LanternMan's soft, reedy voice emanates.
LanternMan is not alive, so clearly he is an expert on not living (i.e. dying.) He believes himself to be part of the transition between life (the real world) and death (the net). He takes this duty very seriously, and attempts to 'burn the impurities of the afterlife' (viruses) away so that eventually he can lead all humans to their peaceful eternity.
Lantern of Souls - (Regular Attack is a hit with the lantern [(Attack+Rapid*5) [color=gray]Normal[/color] Damage], Charge Attack is a small ball of fire [(Attack+Charge*20) [color=red]Fire[/color] Damage.]
LANTERNMAN.EXE SIGNATURE ATTACK: Soulscorch: LanternMan's flame of life is sustained by the burning of his soul, not oxygen. While this would sound disadvantageous to most, LanternMan can channel this power outwards for brief moments, resulting in an extremely potent weapon. A small burst of soul burning flames engulf a single target, dealing 30 Fire damage to the target and anything unfortunate enough to be positioned close to it. Channeling the power also burns away LanternMan's soul at an increased rate, causing him to lose 15 HP, as well. In addition, he must wait two turns before he is able to channel the power again.
LANTERNMAN.EXE SIGNATURE ATTACK: Pureflame: LanternMan's soul burns so hot that it can cause impurities and negative effects to be incinerated, effectively granting two instances of a Status Cure. LanternMan can direct his soulfire towards an ally, if he wishes. Regardless, he loses 15 HP as part of his soul melts away, and he must wait two turns before he can burn his soul again.