

"Only knight's commanders are granted the title of white knight. In both defense and offense they are far superior to common knights."
Overview[]
This class is an upgraded version of the Knight but is weaker than a Knight in defence. Has a powerful ability to speed up allies while still being able to also attack in the same turn. Paralysis Blade is also useful, as it is a guaranteed 'Stun' effect (unless Stunproof), lasts for a few turns, and can affect many enemies in counterattack too. Taking damage does speed up TP accumulation, for which White Knights have various uses. It is however quite a slow class, which is further compounded when using 'Velocity Shift' on allies meaning that White Knights often fall behind in combat. They have an interesting selection of weapons, spells & skills dropping the Knight's 'Lightguard' and 'Instill Light' for more status and healing spells. The class is overall well-balanced.
Can be Used by: Gildas, Mirdyn, Ozma and Ravness
How to Unlock: Receive 5 Classmarks upon recruiting Gildas and/or Mirdyn (depending on Chapter Route).
Equipment
- Fists
- Swords (1H)
- Swords (2H)
- Axes: 1-handed only
- Spears
- Hammers
- Cudgels: Baldur and Damasc Mace only
- Crossbows: 1-handed only
- Thrown: Lobber 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 | Agile | 2/3 | 34 | Punch | Cast Stones |
Core Stats:
Attribute | Base Rating | Level-Up Growth | Level 50 Rating |
HP | |||
MP | |||
STR | |||
VIT | |||
DEX | |||
AGI | |||
AVD | |||
INT | |||
MND | |||
RES | |||
ATK | |||
DEF |
Skills[]
Skill | Lvl | SP Cost | TP Cost | Notes/Use |
Divine Magic | 1 | 50 | MP | Heal, Awaken (not II), Innervate, Awaken Stone, Singing Light, Cleanse (not II), Hearten |
Paralysis Blade | 3 | 120 | 30 | Allows melee attacks to inflict 'Stun' for a few turns |
Recruit | 5 | 220 | 40 | Attempt to recruit a Human or Winged Unit |
Rampart Shadow | 11 | 290 | 75 | Creates a Shadow obstacle with the 'Rampart Aura' effect |
Sanctuary Shadow | 15 | 370 | 70 | Creates a Shadow obstacle with the 'Sanctuary' effect |
Velocity Shift | 18 | 440 | 50ALL | Reduces RT of adjacent ally units by TP divided equally between them. |
Guardian Force | 19 | 440 | 50 | Redirects 50% of damage to nearby ally units to White Knight for a turn. |
Abilities[]
Skill | Lvl | Cost | Notes/Use |
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 | 4/15/26/37 | 50/330/530/710 | 4/8/13/18 square aura that stops any units from advancing past equipped unit. |
Counterattack I-IV | 4/13/22/31 | 120/330/500/650 | Counters physical attacks at 25/50/75/100% Normal damage |
Knockback I-III | 4/13/23 | 90/310/480 | 25/50/75% chance to knock attacked target back one space |
Strengthen I-IV | 5/16/27/38 | 120/370/560/740 | Increases ATK stat by 10/20/30/40% |
Fortify I-IV | 5/16/27/38 | 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 | 8/19/31 | 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-IV | 13/23 | 220/420 | Increases MP restoration by 10/20% |
Channelling I-IV | 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 | 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. |
Trajectory | 1 | 50 | Highlights path of ranged attacks. |
Sanctuary I-II | 12/37 | 240/690 | Undead units cannot (I) stop next to equipped unit, (II) move past equipped unit. |
Transferable[]
Skill | Notes/Use |
Spellstrike III | Increases magic accuracy by 30% |
Tactician I-II | Increases TP accumulation by 20/40% |
Absorb MP I-II | Absorb 20/40% of MP spent by enemies on equipped unit |
Reflect Magic I-II | Reflects 10/20% of damage taken by magic attacks back |
Treasure Hunt I-II | Improves quality of found hidden items |
Max TP I-IV | Increases max TP by 25/50/75/100 |