Divine Male Portrait.png

"A mage-knight reincarnated through the use of an Ensanguined Rood, returning with powerful magics at their disposal."

Overview[edit | edit source]

Reportedly a big disappointment to many, but they have a lot of interesting skills. They can use damage spells, but they cannot learn Spellcraft so it is ineffective to rely solely on magic. Their access to weaponry is also restricted, but they have a vast amount of TP-skills to compensate. The Divine Knight can be very useful thanks to its special skills - Poignant Melody (mass Charm), Requiem (Heavy light damage to Undead units), and Day of Reckoning (MP/TP reset) can be amazingly effective, especially with this class' flight allowing for strategic placement. Additionally, as a 'Knight', this class has access to all levels of Rampart Aura if learned before hand, and as a hybrid it can learn Spell Ward IV, which is a unique combination that allows this class to frontline effectively.

The Divine Knight is effectively a late-game support class that can function well, once levelled enough to use its special skills. It can later change classes as if it were a regular Human, but changing back isn't easy. This class can scavenge skills from regular Humans, too, which is often overlooked, and leads to harsher condemnations of the class than it truly deserves.

Can be Used by: Technically any Ghost or Skeleton Unit but is a one-way conversion and therefore can be created from any non-unique humanoid: Human, Winged, Lizardman, Lamia, Orc, Fairy, Imp, Pumpkinhead.

How to Unlock: Using the 'Ensanguined Rood' item on an ally Skeleton or Ghost Unit on Floor 3 of the San Bronsa Ruins will convert them to a Divine Knight

Notable Characters:

  • None - Generic Only (Unique Characters cannot be made into Skeletons/Ghosts and therefore cannot become Divine Knights)


Basic Ability:

Move Move Type Jump (up/down) Base RT Melee(empty) Ranged (empty)
4 Fly 32/32 28 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 281
MP 103
STR +124
VIT +118
DEX +122
AGI +114
AVD +120
INT +125
MND +117
RES +127

Skills[edit | edit source]

Skill Lvl SP Cost TP Cost Notes/Use
Divine Magic 1 50 MP Missile, Indirect, Exorcism
Draconic Magic 1 50 MP Starfall, Gift of Restoration, Nullify Strike, Dodge Blades, Ballistics, Enlighten, Phantom Shell, Holy Shield, Sacrifice
Seraph's Pact 1 220 40 Attempts to recruit a Divine Unit.
Poignant Melody 4 150 50 Attempts to 'Charm' all nearby enemy units
Evilsbane 6 200 70 Increases melee damage dealt to Umbra units by ally units within 2 tiles
Silent Song 8 240 50 Attempts to 'Silence' all nearby enemy units
Rampart Shadow 11 290 75 Creates a shadow obstacle with the effects of 'Rampart Aura'
Requiem 15 390 50ALL A medium-range attack that deals heavy Light damage on undead units
Absolution 15 390 50 Negates the effects of 'Condemn'
Sanctuary Shadow 15 370 Creates a shadow obstacle with the effects of 'Sanctuary'
Day of Reckoning 25 560 50ALL Attempts to reset MP and TP of multiple targets.
Celestial Song 30 650 50 Removes the 'Zombie' condition from multiple units

Abilities[edit | edit source]

Skill Lvl Cost Notes/Use
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
Counterattack I-III 4/13/22 120/330/500 Counters physical attacks at 25/50/75% Normal damage
Knockback I-II 5/14 90/310 25/50% chance to knock attacked target back one space
Strengthen I-III 7/18/29 120/370/560 Increases ATK stat by 10/20/30%
Fortify I-IV 5/16/27/38 120/370/560/740 Increases DEF stat by 10/20/30/40%
Resistance I-IV 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-IV 7/18/29/40 90/350/550/720 Increases magic accuracy by 10/20/30/40%
Dodge I-IV 6/18/30/42 120/390/600/790 Increases melee avoidance by 10/20/30/40%
Sidestep I-III 9/22/34 150/400/610/800 Increases ranged avoidance by 10/20/30%
Spell Ward I-IV 8/20/32/44 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-III 8/19/33 200/420/610 Increases HP stat by 10/20/30%
Insight I-III 7/19/31 170/420/610 Increases MP stat by 10/20/30%
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.
Swiftfoot I-II 23 460 Increases Move by 1
Jump I-II 23 500 Increases Jump by 1
Trajectory 1 50 Highlights path of ranged attacks.
Sanctuary I-II 8/33 240/690 Undead units cannot (I) stop next to equipped unit, (II) move past equipped unit.

Transferable[edit | edit source]

Skill Notes/Use
Rampart Aura I-IV 4/8/13/18 square aura that stops any units from advancing past equipped unit.
Tactician I-II Increases TP accumulation by 20/40%
Reflect Damage I-II Reflects 10/20% of damage taken by physical attacks back
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
Max TP I-IV Increases max TP by 25/50/75/100


References[edit | edit source]

Community content is available under CC-BY-SA unless otherwise noted.