"Only knight's commanders are granted the title of white knight. In both defense and offense they are far superior to common knights."


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).


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


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.


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.


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