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.


A hybrid tank-healer class that performs the job of absorbing damage very well. However, since enemies always try to target the weakest character in reach, they don't tend to tank as often as preferred. Phalanx and Rampart Aura are a useful combo, but it often fails 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: The Knight's Mark is available at any shop from Chapter 1.

Knight F Portrait
Notable Characters:
  • Folcurt (Semi-Unique)
  • Tamuz (Generic)
  • Voltare (Generic)
  • Leonar (Guest)
Knight M Portrait

Basic Ability:

Move Move Type Jump (up/down) Base RT Melee Attack (empty) Ranged (empty)
4 Agile 2/3 36 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 297
MP 81
STR +117
VIT +119
DEX +116
AGI +116
AVD +123
INT +113
MND +121
RES +121


Skill Lvl SP Cost TP Cost Notes/Use
Divine Magic 1 50 MP {Instill Light, Heal I-IV, Hearten}
Phalanx 5 150 50 Reduces damage by 90% until next turn
Recruit 5 220 40 Attempt to recruit Human and Winged Units
Rampart Shadow 12 290 75 Creates a shadow that shares the effect of Rampart Aura
Sanctuary Shadow 16 370 70 Creates a shadow that shares the effect of Sanctuary
Guardian Force 20 440 50 Diverts 50% of damage taken by nearby allies to Unit


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


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



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