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Stalwart warriors who wield swords and shield.

Final Fantasy XII: The Zodiac Age description

Knight is a License Board in the Zodiac versions of Final Fantasy XII. It is represented by the zodiac sign of Leo. Knight is a physical job who wields swords and some white magicks.

Knight has access to 137 licenses, which require 8,546 LP to unlock, as well as up to 10 additional licenses through summon licenses costing 635 LP, and 3 additional licenses costing 305 LP through Quickening licenses.

Profile[]

The Knight equips heavy armor and uses swords and greatswords as its primary weapons. It can use some white magick, though primarily focuses on physical attacking. The job has consistently the highest damage output among physical attackers, especially with the right buffs. It can use all heavy armor, and learns all three Shield Blocks, giving it high evasion.

Knight has few means to deal with flying enemies, can only acquire one Swiftness augment, and cannot learn Potion Lore.

In The Zodiac Age the player can unlock two license boards for each party member.

Knight with Bushi: Bushi's katana does damage based on both Strength and Magick Power. Bushi has high Magick Power and equips magick-boosting mystic armor, but has mediocre Strength. Knight has good Strength and Strength-boosting heavy armor, allowing one to boost damage done with katana. Knight unlocks some good white magicks, and Bushi can enhance its Magick Power. Bushi and Knight combination allows the character to equip White Robes (50% damage boost for Holy) and Excalibur (strong Holy-elemental weapon) at the same time, and to unlock three Swiftness licenses, making the character excellent against the undead, and any enemy that doesn't resist Holy.

Another good combination is with Time Battlemage that has three Swiftness licenses, ability to use crossbows for ranged damage, and has some Magick Power to make better use of Knight's white magick, making for a strong attacker that still has many support abilities. Giving this combination to a female party member means they start with Cure, and can unlock the other healing spells with Espers. This combination can thus be used to build a "Paladin" without needing to pair Knight with the White Mage (although this combination can also be good, especially since it gives access to the White Robes-Excalibur set up). Pairing Knight with Black Mage can make something akin to a powered up Red Mage, making the Knight's White Magick more useful and giving them ranged fighting capabilities before getting access to Telekinesis by using magick. Knight-Black Mage can equip heavy armor for boosted defense and cast Faith on themselves, and also enables the excellent Excalibur-White Robes combination.

Knight-Monk combination can unlock many useful spells, including Bravery and Faith, the latter making the character's magick more usable even without Magick Lores. Monk's maximum Battle Lore and high combo add offensive options to Knight's defense.

When paired with a Shikari, Monk, or other light armor user, the character can use Brave Suit (auto Bravery) with maxed out Strength for impressive damage without needing to buff. Both Monk's poles and Shikari's ninja swords combo well, and Knight has access to the Genji Gloves to maximize combos.

Shikari can make Knight's peerless defense superlative, as daggers together with shields raise evasion far higher than even the Wyrmhero Blade. However, the toughest bosses and marks tend to ignore evasion.

Due to the Knight's primary weapons' reliance on Strength stat and its ability to use high level white magicks, a character with naturally high Strength and Magick stats, such as Ashe, can be a good candidate for the job. However, by the endgame, everyone can reach max stats with leveling up and best equipment.

Chaos, Zodiark, and a Quickening, side by side, together block off Excalipur, Revive, and +390 HP. Only one of the three need be purchased to gain access, and only the Quickening access exists until the Espers are obtained.

License Board[]

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1 Aug.
2 Tch. Aug. Aug. Qck. Smn
3 Aug. Arm. Aug. Arm. Aug. Arm. Aug. Arm. Aug. Arm.
4 Mgk Gmb. Aug. Wp.1 Arm. Wp.1 Arm. Wp.1 Arm. Wp.1 Aug.
5 Mgk Smn Gmb. Arm. Arm. Arm. Arm. Qck.
6 Gmb. Aug. Wp.1 Smn Aug. Wp.1 Aug.
7 Gmb. Arm. Arm. 2nd Aug. Smn Arm. Wp.1
8 Gmb. Aug. Wp.1 Wp.1 Arm. Smn Aug.
9 Aug. Aug. Aug. Arm. Esn. Acc. Acc. Aug. Wp.1
10 Gmb. Aug. Aug. Gmb. Tch. Acc. Acc. Wp.1 Aug. Smn
11 Gmb. Aug. Acc. Acc. Qck. Aug. Wp.1 Arm. Wp.1 Arm.
12 Gmb. Tch. Acc. Acc. Smn Aug. Aug. Arm. Aug. Wp.1 Aug.
13 Gmb. Aug. Smn Acc. Acc. Smn Aug. Tch. Aug. Aug. Arm. Smn Tch.
14 Wp.1 Acc. Acc. Acc. Acc. Acc. Acc. Wp.1 Arm. Aug. Arm. Wp.1
15 Acc. Acc. Acc. Acc. Acc. Acc. Acc. Smn Qck. Smn
16 Smn Aug. Tch. Wp.1
17 Mgk Mgk
18
19
Legend
Aug. Augment
Qck. Quickening
Smn Summon
Acc. Accessory
Arm. Armor
Wp.1 Weapons 1
Wp.2 Weapons 2
Wp.3 Weapons 3
Tch. Technick
Gmb. Gambit
Mgk Magick
Esn. Essentials
2nd Second Board

License list[]

Equipment[]

Name Description LP cost
Swords (1) Allows character to equip Broadsword. 15
Swords (2) Allows character to equip Longsword and Iron Sword. 25
Swords (3) Allows character to equip Zwill Blade and Ancient Sword. 35
Swords (4) Allows character to equip Lohengrin and Flametongue. 50
Swords (5) Allows character to equip Demonsbane and Icebrand. 55
Swords (6) Allows character to equip Platinum Sword and Bastard Sword. 60
Swords (7) Allows character to equip Diamond Sword and Runeblade. 70
Swords (8) Allows character to equip Deathbringer and Stoneblade. 80
Swords (9) Allows character to equip Durandal and Simha. 90
Greatswords (1) Allows character to equip Claymore. 50
Greatswords (2) Allows character to equip Defender and Save the Queen. 70
Greatswords (3) Allows character to equip Ultima Blade. 80
Greatswords (4) Allows character to equip Ragnarok. 100
Excalibur Allows character to equip Excalibur. 135
Excalipur Allows character to equip Excalipur. 150
Tournesol Allows character to equip Tournesol. 225
Bloodsword Allows character to equip Blood Sword. 50
Karkata Allows character to equip Karkata. 80
Heavy Armor (1) Allows character to equip Leather Helm, Bronze Helm, Leather Armor, and Bronze Armor. 25
Heavy Armor (2) Allows character to equip Sallet, Iron Helm, Scale Armor, and Iron Armor. 30
Heavy Armor (3) Allows character to equip Barbut, Winged Helm, Linen Cuirass, and Chainmail. 35
Heavy Armor (4) Allows character to equip Burgonet, Golden Helm, Shielded Armor, and Golden Armor. 40
Heavy Armor (5) Allows character to equip Close Helm, Bone Helm, Demon Mail, and Bone Mail. 50
Heavy Armor (6) Allows character to equip Diamond Helm and Diamond Armor. 55
Heavy Armor (7) Allows character to equip Steel Mask and Mirror Mail. 60
Heavy Armor (8) Allows character to equip Platinum Helm and Platinum Armor. 65
Heavy Armor (9) Allows character to equip Giant's Helmet and Carabineer Mail. 70
Heavy Armor (10) Allows character to equip Dragon Helm and Dragon Mail. 80
Heavy Armor (11) Allows character to equip Magepower Shishak and Maximillian. 90
Heavy Armor (12) Allows character to equip Grand Helm and Grand Armor. 110
Shields (1) Allows character to equip Leather Shield and Buckler. 15
Shields (2) Allows character to equip Bronze Shield and Round Shield. 20
Shields (3) Allows character to equip Golden Shield, Ice Shield, and Flame Shield. 25
Shields (4) Allows character to equip Diamond Shield, Platinum Shield, and Dragon Shield. 30
Shields (5) Allows character to equip Crystal Shield and Kaiser Shield. 35
Shields (6) Allows character to equip Aegis Shield and Demon Shield. 40
Shields (7) Allows character to equip Venetian Shield. 65
Shell Shield Allows character to equip Shell Shield. 90
Ensanguined Shield Allows character to equip Ensanguined Shield. 100
Zodiac Escutcheon Allows character to equip Zodiac Escutcheon. 235
Genji Armor Allows character to equip Genji Shield, Genji Helm, Genji Armor, and Genji Gloves. 190
Accessories (1) Allows character to equip Orrachea Armlet. 5
Accessories (2) Allows character to equip (Final Fantasy XII)Bangle and Firefly. 20
Accessories (3) Allows character to equip Diamond Armlet and Argyle Armlet. 25
Accessories (4) Allows character to equip Battle Harness and Steel Gorget. 35
Accessories (5) Allows character to equip Tourmaline Ring and Embroidered Tippet. 35
Accessories (6) Allows character to equip Golden Amulet and Leather Gorget. 35
Accessories (7) Allows character to equip Rose Corsage and Turtleshell Choker. 40
Accessories (8) Allows character to equip Thief's Cuffs and Gauntlets. 45
Accessories (9) Allows character to equip Amber Armlet and Black Belt. 30
Accessories (10) Allows character to equip Jade Collar and Nishijin Belt. 40
Accessories (11) Allows character to equip Pheasant Netsuke and Blazer Gloves. 45
Accessories (12) Allows character to equip Gillie Boots and Steel Poleyns. 60
Accessories (13) Allows character to equip Berserker Bracers and Magick Gloves. 60
Accessories (14) Allows character to equip Sage's Ring and Agate Ring. 70
Accessories (15) Allows character to equip Ruby Ring and Bowline Sash. 70
Accessories (16) Allows character to equip Cameo Belt and Cat-ear Hood. 70
Accessories (17) Allows character to equip Bubble Belt and Fuzzy Miter. 80
Accessories (18) Allows character to equip Sash and Power Armlet. 80
Accessories (19) Allows character to equip Indigo Pendant and Winged Boots. 100
Accessories (20) Allows character to equip Opal Ring and Hermes Sandals. 115
Accessories (21) Allows character to equip Quasimodo Boots and Nihopalaoa. 130
Accessories (22) Allows character to equip Germinas Boots and Ring of Renewal. 160
Ribbon Allows character to equip Ribbon. 215

Magick[]

Name Description LP cost
White Magick 6 Allows character to cast Curaga and Regen. 50
White Magick 7 Allows character to cast Cleanse and Esuna. 60
White Magick 8 Allows character to cast Confuse and Faith. 70
White Magick 9 Allows character to cast Bravery and Curaja. 80

Technicks[]

Name Description LP cost
Souleater Consume HP to deal damage to one foe. 35
First Aid Restore HP to one HP Critical ally. 20
Infuse Fully consume user's MP, changing one ally's HP to 10 times that amount. 30
Revive Fully consume user's HP, reviving and fully restoring HP of one KO'd ally. 40
Sight Unseeing Unleash an attack only available when blind. 40
Telekinesis Deal ranged damage with melee weapons. 80

Augments[]

Name Description Amount LP cost
+30/70/110/150/190/230/270/310/350/390 HP Increases max HP by 30/70/110/150/190/230/270/310/350/390. 10 20/30/40/50/60/70/80/90/100/115
Potion Lore 1-2 Potions restore 10%/15% more HP. 2 20/35
Battle Lore Increases physical attack damage. Str+1 12 30/30/30/30/50/50/50/50/70/70/70/70
Shield Block Increases chance to block using shield by 5%. 3 30/45/75
Swiftness Reduces action time by 10%. 1 30
Martyr Gain MP after taking damage.[note 1] 1 30
Adrenaline Increases strength when HP critical. 1 65
Inquisitor Gain MP after dealing physical damage.[note 1] 1 70
Headsman Gain MP after defeating a foe.[note 2] 1 30
Focus Increases strength when HP is full. 1 30
Last Stand Increases defense when HP critical. 1 30
Spellbound Increases duration of status effects. 1 30
Gambit Slot Adds an additional gambit slot. 10 15/20/25/30/35/40/45/50/70/100

Espers and Quickenings[]

Name Licenses unlocked LP cost
Quickening None 50
Quickening None 75
Quickening None 100
Quickening Revive, +390 HP, and Excalipur 125
Belias Potion Lore 1 20
Mateus White Magick 6 and White Magick 7 30
Zalera None 30
Adrammelech None 35
Shemhazai Potion Lore 2 50
Hashmal White Magick 8 and White Magick 9 50
Cúchulainn Battle Lore 50
Zeromus None 65
Exodus +350 HP 65
Famfrit None 100
Chaos +390 HP, Revive, and Excalipur 100
Ultima Telekinesis and Battle Lore 115
Zodiark Excalipur, Revive, and +390 HP 200

Notes[]

  1. 1.0 1.1 Damage 1–499=1 MP
    Damage 500–1499=2 MP
    Damage 1500–2599=3 MP
    Damage 3000–4999=4 MP
    Damage 5000–5999=5 MP
    Damage 6000–6999=7 MP
    Damage 7000-7999=10 MP
    Damage 8000–8999=15 MP
    Damage 9000–9998=20 MP
    Damage 9999+ =30 MP
  2. MP recovery = Enemy's level / 4
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