Gildas .jpg

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

Overview[edit | edit source]

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

Skills[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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


References[edit | edit source]

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