Knight

Class Skills

 * Chivalry skills do 50% additional damage when used on an appropriate target, but only add a "half step" (single circle) bonus to Spirits and Immortals (undead). However, Chivalry's effect stacks with innate weapon attributes or with Cleric/Wizard buffs, allowing up to 50% extra damage (double circle).
 * Chivalry skills ignore the target's special defenses, like Trained Defense (chance for half damage), Iron Defense and Illusion (damage interception), or Cicada Shell (chance to evade completely).
 * Confirmation requested: Iron Defense halves the user's defense and does not work against certain things, including: attacks that target an entire row or party, Samurai Slash skills, Chivalry skills, attacks made on a hidden party member.

Roles and Class Strategies
Much like the Fighter, the Knight's equipment abilities make them good choices for a starting or ending class when class changing. The Knight loses the Fighter's explosive offensive ability in exchange for more defensive skills, as well as better HP and MP growth.

Chivalry skills can be very potent when used correctly, but halved defense can be deadly if they're used without caution. This disadvantage can be covered with use of Iron Defense (from another Knight), Illusion, or defensive magic and Divinity skills, but another way to use Chivalry skills is to use them from the rear lines.

Because Chivalry skills pierce all enemy rows (without damage penalty), a back row party member can equip a longer range melee weapon like a spear, allowing them to deal multi-target damage from the relative safety of the back row. They will still be vulnerable to ranged attacks and magic, however.

Chivalry skills act as a pseudo-ranged attack, allowing melee characters to hit troublesome enemy targets, like treasure chest guards that often run to the back row.