FANDOM


4 195
1 317
An excellent front-line warrior, able to use healing magic. Nothing stops an enemy advance like a knight in their path. A capable defender and strong attacker.

OverviewEdit

A hybrid tank-healer class that performs the job of absorbing damage very well. However, since enemies always try to target the weakest unit in reach, they tend not to tank as often as preferred. Phalanx and Rampart Aura are a useful combo, but often fail to protect allies effectively. Using Phalanx almost guarantees the survival of the Knight, but in doing so, directs attention towards your other units, which is the opposite of what you want from a tank. They are a sturdy, but limited support class.

Can be Used by: Human & Skeleton (Note - Undead cannot use any Divine Magic spells in this class).

How to Unlock: Classmarks are sold by general shops from Chapter 2 onward.

Knight F Portrait
Notable Characters
Knight M Portrait
Equipment

Basic Ability

Move Jump RT Melee Ranged
4 Agile 2/3 36 Punch Cast Stones

Core Stats

Attribute Level 1 Growth Rate Level 50
HP 38 297
MP 81
STR 15 117
VIT 17 119
DEX 14 116
AGI 14 116
AVD 16 123
INT 11 113
MND 14 121
RES 19 121
ATK 1 5
DEF 5 9

SkillsEdit

Skill Lvl SP Cost TP Use Notes/Use
Divine Magic 1 50 MP {Instill, Heal & Hearten}
Phalanx 5 150 50 Reduce damage taken by 90% until next attack turn
Recruit 5 220 40 Attempt to recruit Human and Winged units
Rampart Shadow 12 290 75 Create a shadow of the caster with Rampart Aura
Sanctuary Shadow 16 370 70 Create a shadow of the caster with Sanctuary
Guardian Force 20 440 50 Redirects 50% of all damage taken by allies within a 2 tile radius to the unit until next attack turn

AbilitiesEdit

Skill Lvl SP Cost Notes/Use
Parry 12 240 Second chance to block melee attacks
Deflect 12 240 Second chance to block ranged attacks
Overpower 20 400 Ignore a target's Parry and Deflect
Rampart Aura I-IV 3/14/25/36 50/330/530/710 4/8/13/18 tile aura that stops enemy units from advancing past the unit
Trajectory 1 50 Highlights path of ranged attacks
Counterattack I-III 4/13/22 120/330/500 Counter physical attacks at 25/50/75% Normal damage
Knockback I-III 4/13/22 90/310/480 25/50/75% chance to knock attacked target back one space
Strengthen I-IV 6/17/28/39 120/370/560/740 Increase ATK stat by 10/20/30/40%
Fortify I-IV 3/14/28/36 120/370/560/740 Increase DEF stat by 10/20/30/40%
Resistance I-II 10/22 200/440 Increase RES stat by 10/20%
Truestrike I-IV 4/16/28/40 90/370/580/770 Increase melee accuracy by 10/20/30/40%
Trueflight I-III 7/19/31 120/390/600 Increase ranged accuracy by 10/20/30%
Spellstrike I-II 8/19 90/350 Increase magic accuracy by 10/20%
Dodge I-IV 5/17/29/41 120/390/600/790 Increase melee avoidance by 10/20/30/40%
Sidestep I-III 9/22/34 150/400/610 Increase ranged avoidance by 10/20/30%
Spell Ward I-II 9/21 150/400 Increase magic avoidance by 10/20%
Constitution I-IV 8/19/30/41 200/420/610/790 Increase HP stat by 10/20/30/40%
Insight I-II 9/21 170/420 Increase MP stat by 10/20%
Expand Mind I-II 13/23 220/420 Increase MP restoration by 10/20%
Channeling I-II 11/23 200/420 Reduce MP costs by 5/10%
Swiftfoot I 23 460 Increase Move by 1
Jump I 23 500 Increase Jump by 1
Wade I-II 11/21 220/420 Allows movement through water at a cost of 2/1 Move while in water
Steadfast 17 370 Cannot be knocked back
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows the use of more powerful/effective items
Tactician I-II 15/30 370/630 Increase TP accumulation by 20/40%

TransferableEdit

Skill Notes/Use
Spellstrike III Increase magic accuracy by 30%
Sanctuary I-II Undead units cannot (I) stop next to the unit (II) advance past the unit
Max TP I-IV Increase max TP by 25/50/75/100
Reflect Magic I-II Reflects 10/20% of damage taken by magical attacks
Absorb MP I-II Absorb 20/40% of MP spent by enemies on the unit
Treasure Hunt I-II Improves quality of found hidden items

[1]

ReferencesEdit