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

Overview[]
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)
Equipment
- Swords (1H)
- Hammers: Caldia Fan only
- Bows: 1-handed only
- Crossbows: 1-handed only
- Shields: All except Dread Shield and Ogre Shield
- Body Armour: Heavy type, except Thanatos Armor
- Other Armour: Good access
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 | ||
ATK | 7 | ||
DEF | 7 |
Skills[]
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[]
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[]
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 |