KNIGHT MP Progression (a KNIGHT cannot have more than 4 MP of a given spell level)
  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
L1 - - - - - - - - - - - - - - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 -
L2 - - - - - - - - - - - - - - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 -
L3 - - - - - - - - - - - - - - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 -
Weapons: Usable by KNIGHTS – 34 shown
Rare weapons can only be found as treasure, not purchased; enchanted items cast spells when used in combat; legendary weapons can be earned via sidequest; ultimate weapons are uniquely powerful treasures
Name
The base damage dealt by the weapon; this is added to half of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's absorb
Damage
This value is added to the wielder's base hit % to determine the overall accuracy of the weapon's attacks; the base chance to hit is approximately 84% plus half of this value, modified by the target's evasion; a character gains an extra hit for every 32 points of hit % they have
Hit %
The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's damage rating to their normal damage (this extra damage ignores absorb)
Crit
Price
The amount of gold received when selling this weapon in a shop
Value
If used as an item in combat, some weapons can cast a particular magic spell free of cost
Spell
Equipped By
Bane (Sword) 22 +20 18.9% - 30,000 G BANE Kn, Ni, RW
CatClaw 22 +35 17.9% 65,000 G 32,500 G - Kn, Ni, RW, BW
Coral (Sword) 19 +15 12.9% - 4,000 G - Fi, Th, RM, Kn, Ni, RW
Defense 30 +35 16.4% - 20,000 G RUSE Kn, Ni, RW
Dragon (Sword) 19 +15 11.4% - 4,000 G - Fi, Th, RM, Kn, Ni, RW
Falchon 15 +10 8.0% 450 G 225 G - Fi, Th, RM, Kn, Ni, RW
Flame (Sword) 26 +20 10.4% - 5,000 G - Fi, RM, Kn, Ni, RW
Giant (Sword) 21 +20 11.9% - 4,000 G - Fi, RM, Kn, Ni, RW
Great (Axe) 22 +5 7.5% - 1,000 G - Fi, Kn, Ni
Hand (Axe) 16 +5 4.0% 550 G 275 G - Fi, Kn, Ni
Ice (Sword) 29 +25 10.9% - 7,500 G - Fi, RM, Kn, Ni, RW
Iron (Hammer) 9 +0 3.0% 10 G 5 G - Fi, WM, Kn, Ni, WW
Iron (Staff) 14 +0 6.0% 200 G 100 G - Fi, BB, Kn, Ni, Ma
Large (Dagger) 7 +10 5.5% 175 G 87 G - Fi, Th, RM, BM, Kn, Ni, RW, BW
Light (Axe) 28 +15 14.9% - 5,000 G HRM2 Fi, Kn, Ni
Long (Sword) 20 +10 7.0% 1,500 G 750 G - Fi, RM, Kn, Ni, RW
Masmune 56 +50 20.4% - 30,000 G - All classes
Power (Staff) 12 +0 14.4% - 6,172 G - Fi, BB, WM, BM, Kn, Ni, Ma, WW, BW
Rapier 9 +5 2.5% 10 G 5 G - Fi, Th, RM, Kn, Ni, RW
Rune (Sword) 18 +15 13.9% - 2,500 G - Fi, Th, RM, Kn, Ni, RW
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Armor: Usable by KNIGHTS – 38 shown
Rare armors can only be found as treasure, not purchased; enchanted armors casts spells when used in combat; ultimate armors are uniquely powerful treasures
Name
The slot that the armor protects; you can have no more than one piece of armor equipped per slot
Type
Each physical hit you take will have its damage reduced by this amount; the absorb value of multiple pieces of armor is cumulative
Absorb
All types of armor (except most shields) incur a penalty to the wearer's evasion rate; each two points of evade % lost result in a 1% smaller chance to evade attacks; multiple penalties are cumulative
Evade %
Any elemental resistances this armor provides; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage
Resistance
Price
The amount of gold received when selling this armor in a shop
Value
If used as an item in combat, some pieces of armor can cast a particular magic spell free of cost
Spell
Equipped By
Aegis (Shield) Shield 16 - Poison - 20,000 G - Kn
Buckler Shield 2 - - 2,500 G 1,250 G - Fi, Th, RM, Kn, Ni, RW
Cap Helmet 1 −1 - 80 G 40 G - All classes
Chain (Armor) Armor 15 −15 - 80 G 40 G - Fi, RM, Kn, Ni, RW
Cloth Armor 1 −2 - 10 G 5 G - All classes
Copper (Bracelet) Armor 4 −1 - 1,000 G 500 G - All classes
Copper (Gauntlet) Gloves 2 −3 - 200 G 100 G - Fi, Kn, Ni
Dragon (Armor) Armor 42 −10 Fire, Cold, Lightning - 30,000 G - Kn
Flame (Armor) Armor 34 −10 Cold - 15,000 G - Fi, Kn, Ni
Flame (Shield) Shield 12 - Cold - 5,000 G - Fi, Kn, Ni
Gloves Gloves 1 −1 - 60 G 30 G - All classes
Gold (Bracelet) Armor 24 −1 - 50,000 G 25,000 G - All classes
Heal (Helmet) Helmet 6 −3 - - 10,000 G HEAL Kn, Ni
Ice (Armor) Armor 34 −10 Fire - 15,000 G - Fi, Kn, Ni
Ice (Shield) Shield 12 - Fire - 5,000 G - Fi, Kn, Ni
Iron (Armor) Armor 24 −23 - 800 G 400 G - Fi, Kn, Ni
Iron (Gauntlet) Gloves 4 −5 - 750 G 375 G - Fi, Kn, Ni
Iron (Helmet) Helmet 5 −5 - 450 G 225 G - Fi, Kn, Ni
Iron (Shield) Shield 4 - - 100 G 50 G - Fi, Kn, Ni
Opal (Armor) Armor 42 −10 Lightning - 30,000 G - Kn
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Spells: Usable by KNIGHTS – 9 shown
Exclusive spells can only be learned and cast by a single class; advanced spells can only be learned and cast by advanced classes; ultimate spells are available only from the hidden shop in Lefein; bugged spells have either no effect or an unintended negative effect when you use them, and should be avoided
Name
Type Level Price
Healing spells and damaging spells that are not resisted have a hit point effect between one and two times this number, or half that when resisted (damage can be further modified by elemental weaknesses or resistances)
Power
A modifier to the likelihood of the spell being resisted; there is a base chance to hit of approximately 74% plus half this value, modified by the target's magic defense
Hit %
Target
The status ailment cured of inflicted by the spell if it is not resisted
Status
The elemental nature of the spell; weakness to the element makes the spell approximately 20% more likely to hit and adds a 50% bonus to any damage dealt, while resistance halves damage and nearly guarantees that the spell will be resisted (for a net of 1/4 normal damage)
Element
Learned By
AFIR White 3 1,500 G - - All allies - - RM, WM, Kn, RW, WW
ALIT White 2 400 G - - All allies - - RM, WM, Kn, RW, WW
CUR2 White 3 1,500 G 33 - One ally - - RM, WM, Kn, RW, WW
CURE White 1 100 G 16 - One ally - - RM, WM, Kn, RW, WW
FOG White 1 100 G - - One ally - - RM, WM, Kn, RW, WW
INVS White 2 400 G - - One ally - - RM, WM, Kn, RW, WW
LAMP White 2 400 G - - One ally Darkness - RM, WM, Kn, RW, WW
MUTE White 2 400 G - +115 All foes Silence Status RM, WM, Kn, RW, WW
RUSE White 1 100 G - - Caster - - WM, Kn, RW, WW