Potential Core Nodes
|
1360 HP |
— |
|
Swiftness |
— |
|
Battle Lore x10 |
— |
|
Shield Block x3 |
— |
|
Adrenaline |
Doubles Physical damage dealt while in Critical status |
|
Focus |
Increases Physical damage dealt by 1.5x when HP is full |
|
Headsman |
Recover MP when dealing fatal damage to a Foe in the amount of Foe level divided by 4. |
|
Inquisitor |
Restores MP when dealing Physical damage. (See Damage to MP chart) |
|
Last Stand |
Halves Physical damage recieved when in Critical status |
|
Martyr |
Restores MP upon being damaged. (See Damage to MP chart) |
|
Spellbound |
Beneficial statuses last 50% longer |
|
Swords 1 |
Broadsword |
|
Swords 2 |
Longsword, Iron Sword |
|
Swords 3 |
Zwill Blade, Ancient Sword |
|
Swords 4 |
Lohengrin, Flametongue |
|
Swords 5 |
Demonsbane, Icebrand |
|
Swords 6 |
Platinum Sword, Bastard Sword |
|
Swords 7 |
Diamond Sword, Runeblade |
|
Swords 8 |
Deathbringer, Stoneblade |
|
Swords 9 |
Durandal, Simha |
|
Blood Sword |
Blood Sword |
|
Karkata |
Karkata |
|
Greatswords 1 |
Claymore |
|
Greatswords 2 |
Defender, Save the Queen |
|
Greatswords 3 |
Ultima Blade |
|
Greatswords 4 |
Ragnarok |
|
Excalibur |
Excalibur |
|
Tournesol |
Tournesol |
|
Heavy Armor 1 |
Leather Helm, Leather Armor, Bronze Helm, Bronze Armor |
|
Heavy Armor 2 |
Sallet, Scale Armor, Iron Helm, Iron Armor |
|
Heavy Armor 3 |
Barbut, Linen Cuirass, Winged Helm, Chainmail |
|
Heavy Armor 4 |
Golden Helm, Golden Armor, Burgonet, Shielded Armor |
|
Heavy Armor 5 |
Close Helmet, Demon Mail, Bone Helm, Bone Mail |
|
Heavy Armor 6 |
Diamond Helm, Diamond Armor |
|
Heavy Armor 7 |
Steel Mask, Mirror Mail |
|
Heavy Armor 8 |
Platinum Helm, Platinum Armor |
|
Heavy Armor 9 |
Giant’s Helmet, Carabineer Mail |
|
Heavy Armor 10 |
Dragon Helm, Dragon Mail |
|
Heavy Armor 11 |
Magepower Shishak, Maximillian |
|
Heavy Armor 12 |
Grand Helm, Grand Armor |
|
Genji Armor |
Genji Shield, Genji Armor, Genji Helm, Genji Gloves |
|
Shields 1 |
Leather Shield, Buckler |
|
Shields 2 |
Bronze Shield, Round Shield |
|
Shields 3 |
Golden Shield, Flame Shield, Ice Shield |
|
Shields 4 |
Diamond Shield, Dragon Shield, Platinum Shield |
|
Shields 5 |
Crystal Shield, Kaiser Shield |
|
Shields 6 |
Aegis Shield, Demon Shield |
|
Shields 7 |
Venetian Shield |
|
Shell Shield |
Shell Shield |
|
Ensanguined Shield |
Ensanguined Shield |
|
Zodiac Escutcheon |
Zodiac Escutcheon |
|
First Aid |
Restores HP to an ally in Critical condition. Not recommended. |
|
Infuse |
Expends all remaining MP to set HP to 10x spent MP. |
|
Sight Unseeing |
Requires user to be Blind to take effect. Takes a Foe to extremely low HP. Many enemies are immune. |
|
Souleater |
Deals damage to one Foe, costs 20% of user’s Max HP. |
missable Nodes
|
390 HP |
Locked |
Quickening OR Esper |
— |
|
Excalipur |
Locked |
Quickening OR Esper |
Excalipur |
|
Revive |
Locked |
Quickening OR Esper |
— |
|
350 HP |
Locked |
Esper |
— |
|
Battle Lore (70A) |
Locked |
Esper |
— |
|
Battle Lore (70C) |
Locked |
Esper |
— |
|
Potion Lore 1 |
Locked |
Esper |
— |
|
Potion Lore 2 |
Locked |
Esper |
— |
|
White Magick 6 |
Locked |
Esper |
Curaga, Regen |
|
White Magick 7 |
Locked |
Esper |
Cleanse, Esuna |
|
White Magick 8 |
Locked |
Esper |
Confuse, Faith |
|
White Magick 9 |
Locked |
Esper |
Bravery, Curaja |
|
Telekinesis |
Locked |
Esper |
Hits distant and/or flying enemies without needing to equip a ranged weapon. |
| Sign | Role | Weapon | Armor |
|---|---|---|---|
|
Leo |
Tank/Melee |
Swords/Greatswords |
Heavy, Shields |
The Knight is a master at both dealing damage and receiving it in turn. With the ability to equip Heavy Armor, all Shields, all three Shield Block licenses and both varieties of sword, a Knight can be used as a tank or a melee attacker. Greatswords are some of the mightiest weapons in the game when paired with their very respectable 10 Battle Lores, and One-Handed Swords allow them to defend with Shields. To top it all off, with the help of a few Espers, Knights gain access to some crucial healing options. This allows Knights to take on some of the healing burden and save MP for other characters. Knight is a cornerstone Job, one you may want to build the rest of your party around.
Knight has only one Swiftness License, so a paired Job that gives them all three and perhaps a Channeling or two can increase this Jobs potential. A Time Battlemage has both of these, and gives a Knight some status magicks to cast between healing and swinging their sword. However, this comes with the problem of doubling up on Heavy Armor, which is often good to spread across your team. Machinist also gives the Knight a little bit more actions in combat, but requires a lot of Espers to really be useful. The only way to go wrong with pairing the Knight Job is to overload this character with too many things to do in combat. As long as you’re willing to unlock their White Magick, the Knight Job is a powerful and full setup all on its own.
Given how good a Knight is at tanking, consider giving someone like Ashe, Vaan, or Basch this Job to take advantage of their higher HP totals. Ashe and Vaan have higher Magick Power, which will make their healing stronger. However, this aspect may be better served paired with another Job. The good news is that the Battle Lores and Heavy Armor will take care of any Strength concerns you may have, no matter who you choose for the role.