Prima Games eGuides Final Fantasy XII: The Zodiac Age eGuide

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Final Fantasy XII: The Zodiac Age eGuide Zodiac Job System

Knight

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.