- Final Fantasy VII Revelation knights of the round refers to the iconic Knights of Round Summon Materia.
- Location: Find the hidden Round Island in the northeast portion of the world map.
- Requirement: Reach Round Island with a Gold Chocobo.
- Ultimate End: Calls thirteen knights who deliver a powerful, multi-hit attack.
- Best use: Reserve the summon for difficult encounters because it costs 250 MP.
Final Fantasy VII Revelation Knights of the Round Overview
Knights of the Round is the strongest Summon Materia in the original Final Fantasy VII. Its summon sequence calls thirteen medieval knights, each using a different weapon or magical attack before the final knight appears with Excalibur. Their combined assault is named Ultimate End, a long, multi-hit attack that targets every enemy.
The summon draws heavily from the Arthurian Knights of the Round Table. The game does not officially identify every knight, although the final figure is commonly associated with King Arthur. This distinction matters when separating confirmed game information from fan interpretation.
The most reliable reference for the original summon’s profile and mechanics is the Knights of Round article on Final Fantasy Wiki, which documents its acquisition method, ability data, and notable equipment effects.
| Feature | Details |
|---|---|
| Materia type | Summon Materia |
| Summon name | Knights of Round |
| Attack name | Ultimate End |
| MP cost | 250 MP |
| Number of attackers | Thirteen knights |
| Damage type | Heavy non-elemental damage |
| Target | All enemies |
| Acquisition area | Round Island |
| Travel requirement | Gold Chocobo |
The knights are inspired by Arthurian legend, but the original game does not confirm that they are Cetra or ancient warriors connected to Jenova’s sealing.
Thirteen Knights
Each knight contributes a distinct attack animation, creating one of the longest summon sequences in the original game.
Ultimate End
The final ability combines thirteen heavy hits and ignores the target’s Magic Defense.
Hidden Island
The Materia rests on Round Island, an isolated location that requires a Gold Chocobo to reach.
How to Obtain Knights of the Round
Knights of the Round is found on Round Island, a hidden island located in the northeast region of the original world map. The island is deliberately inaccessible to standard vehicles and cannot be reached by simply sailing or flying to it. The required route depends on Chocobo breeding and preparation.
The central objective is to raise a Gold Chocobo, which can cross terrain that ordinary Chocobos cannot. Once the Gold Chocobo is available, travel to the island and inspect the Materia resting inside the cave. The acquisition itself is simple; preparing the transportation method is the time-consuming part.
| Stage | Objective | Required result |
|---|---|---|
| 1 | Advance through the world map | Chocobo systems become available |
| 2 | Breed and raise Chocobos | Produce a Gold Chocobo |
| 3 | Locate Round Island | Identify the hidden northeastern island |
| 4 | Cross difficult terrain | Use the Gold Chocobo to reach the cave |
| 5 | Enter the cave | Pick up the Knights of Round Materia |
Prepare for Chocobo Breeding
Unlock access to the Chocobo breeding facilities and gather the items, races, and suitable Chocobos needed for advanced breeding. The exact preparation can require patience, so organize your inventory before starting repeated races.
Develop a Gold Chocobo
Breed toward a Gold Chocobo using the available breeding paths. Race the parent Chocobos when necessary, then verify that the resulting Chocobo can cross mountains and water.
Search the Northeast World Map
Ride the Gold Chocobo toward the isolated island in the northeast. Round Island is small and easy to overlook, so scan the coastline and unusual terrain carefully.
Enter the Round Island Cave
Dismount or enter the cave area as required by the game version. The Knights of Round Materia is inside and can be collected immediately once the location is reached.
Do not plan around the Highwind alone. The island’s terrain is the key restriction, and the Gold Chocobo is the intended way to reach the Materia.
| Travel option | Can reach Round Island? | Practical assessment |
|---|---|---|
| Highwind | No | Cannot land on the island’s restrictive terrain |
| Standard Chocobo | No | Lacks the required terrain access |
| Sea vehicle | No | Cannot approach the hidden cave directly |
| Gold Chocobo | Yes | Intended transportation method |
Ultimate End Damage and Combat Function
Ultimate End costs 250 MP and strikes all enemies with thirteen successive attacks. The attack is non-elemental, cannot be reflected, and ignores Magic Defense. These properties make it valuable against enemies that resist ordinary magic or rely on strong defensive statistics.
The source data lists the ability’s power as 80, with each hit described as five times the base magic damage. The attack can reach very high totals against a single target, although actual results depend on character statistics, equipment, enemy defenses, and version-specific mechanics.
Knights of the Round is powerful enough to defeat most ordinary enemies in a single use. It is less efficient against the toughest optional superbosses and is not a substitute for understanding defensive preparation, status protection, healing, and limit-based strategies.
| Combat property | Effect on battle |
|---|---|
| MP cost | 250 MP, making repeated use expensive |
| Element | Non-elemental |
| Hit count | 13 attacks |
| Magic Defense | Ignored by the attack |
| Reflection | Cannot be reflected |
| Area of effect | Hits all opponents |
| Animation | Very long compared with other summons |
| Quadra Magic | Does not work with Quadra Magic |
Use Knights of the Round when high burst damage matters more than MP efficiency. For routine encounters, faster and cheaper commands may save time and resources.
Best Against
High-defense enemies, large groups, and encounters where reliable non-elemental damage is more useful than elemental matching.
Less Efficient Against
Long battles where MP recovery is limited, or fights where the extended animation creates unnecessary downtime.
Key Limitation
The summon cannot be combined with Quadra Magic, limiting some multi-cast setups available to other spells and summons.
Materia Stats, Growth, and Character Builds
Equipping Knights of the Round changes the user’s statistics. The Materia provides +20% MP, +8 Magic, and +8 Magic Defense, but also applies a -10% HP change. These bonuses make it especially attractive for characters already designed around magical attacks.
The Materia requires substantial AP to master. Its listed growth thresholds are 50,000 AP for level two, 200,000 AP for level three, 300,000 AP for level four, and 500,000 AP for level five. Because the total investment is high, decide whether you are building for immediate combat power or long-term Materia progression.
| Materia level | AP required |
|---|---|
| Level 1 | 0 |
| Level 2 | 50,000 |
| Level 3 | 200,000 |
| Level 4 | 300,000 |
| Level 5 | 500,000 |
| Stat effect | Value | Build implication |
|---|---|---|
| HP | -10% | Reduces durability and increases the value of healing |
| MP | +20% | Supports expensive summons and spell-heavy setups |
| Magic | +8 | Improves magical damage and healing potential |
| Magic Defense | +8 | Adds defensive value against magic-based attacks |
Cloud, Red XIII, Yuffie, Cait Sith, and Vincent can all make effective use of the Materia when their builds already support magic. The ideal choice depends on your party composition and whether the character’s other equipment offsets the HP reduction.
Barret has a separate reason to use Knights of the Round: the Materia can hold a large amount of AP, which helps develop the Missing Score ultimate weapon. Repeatedly mastering the Materia and equipping mastered copies can support that weapon’s progression, although this approach is focused on long-term optimization rather than immediate spellcasting.
A high-Magic character usually gains more practical value from the Materia’s MP and Magic bonuses, while an AP-focused Barret setup serves a different optimization goal.
Before Using the Materia:
- Confirm the active character can afford the 250 MP cost
- Check whether the battle justifies the long summon animation
- Review the equipped character’s HP after the -10% change
- Consider whether the Materia should be assigned for magic or AP growth
- Keep an alternative low-cost attack available for routine enemies
Strategy, Secrets, and Fan Interpretation
Knights of the Round is memorable not only because of its damage, but also because of its presentation. Every knight uses a different weapon or spell-like attack, including swords, lances, rods, maces, hammers, tridents, staves, naginatas, axes, and Excalibur.
The final knight is generally interpreted as King Arthur, while fan discussions often associate other weapons with figures such as Gawain and Lancelot. Those associations are understandable because of Arthurian tradition, but they should be described as interpretation rather than confirmed in-game identities.
The summon has also attracted theories connecting the knights to the Cetra. That theory is not supported as official story information. The game’s director rejected the idea that players should read the Knights of the Round as the Cetra who sealed Jenova. For a fan wiki article, the safest approach is to distinguish the confirmed gameplay profile from speculative lore.
| Topic | Confirmed information | Interpretation to treat cautiously |
|---|---|---|
| Number of knights | Thirteen appear in Ultimate End | Individual names are not fully confirmed |
| Final knight | Uses Excalibur and has a grander entrance | Commonly identified as King Arthur |
| Arthurian influence | The summon is based on the Round Table legend | Exact one-to-one character mapping is uncertain |
| Cetra connection | Not established by the game | Theory rejected by the director |
| Animation skip | A version-specific glitch can shorten the sequence | Results may vary by release |
When documenting Knights of the Round, label Arthurian names as associations unless the game or an official reference explicitly confirms them.
The summon also has an unusual place in completion goals. Obtaining it unlocks the associated Knights of the Round achievement in the PC rerelease and the Roundtable Destruction trophy in the PlayStation 4 release. These rewards recognize acquisition rather than mastery, so you do not need to reach the highest Materia level simply to record the collection milestone.
For a practical playthrough, obtain the Materia when you are ready to invest in Chocobo breeding and optional exploration. Its power is valuable, but the process of acquiring it is more involved than collecting most other Summon Materia.
Knights of the Round FAQ
Q: Where do I find Knights of the Round in Final Fantasy VII?
The Materia is located inside a cave on Round Island, a hidden island in the northeast area of the original world map. You need a Gold Chocobo to reach the island.
Q: What does Ultimate End do?
Ultimate End summons thirteen knights who attack all enemies in sequence. It deals heavy non-elemental damage, cannot be reflected, and ignores Magic Defense.
Q: How much MP does Knights of the Round cost?
The summon costs 250 MP. Because the cost is high, reserve it for difficult battles or situations where its burst damage justifies the resource expenditure.
Q: Are the Knights of the Round the Cetra?
No official story confirmation supports that idea. The director specifically rejected the theory that the knights are the Cetra who sealed Jenova, so the connection should not be presented as canon.
The summon’s animation behavior, achievement names, and trophy availability can differ between releases. Check the specific version you are documenting before applying platform-specific details.