- Mercenary: Appears in the Monastery at the start of Chapter 4. (Unavailable for Heretic God; appears as an NPC.)
- Permanent: After completing Heretic God, if her Happiness is 1 or higher.
At first, the worth of Saphira as a unit may not be immediately apparent. Though stat-wise she is comparable to Izerna, the latter is available from the start of the game, thus having had some time to develop herself, and the player doesn't need to pay to use her. Saphira also starts with a Holy skill of 0, meaning that even the most basic Holy magic has a failure rate for her, and her skills, Miracle and Self-Heal, are extremely situational. However, upon promotion (which is automatic upon her joining permanently), Saphira improves enormously - she gains 4 Mind, and two massively useful skills, Resistance and Silence. The former will grant +5 in all magic resistances to all allies within three hexes, making her a useful "support-bot" even if she can't do anything. The latter will prevent all use of dark magic for three turns - even by the final boss - and considering how many powerful magic-users there are in the later chapters, Saphira is worth using there for that alone. A promoted Saphira is also the only unit who can use the powerful Starlight magic. If you want to use Saphira, make sure to get her promoted, and to level up her Holy rank beforehand so that she won't have a failure rate with higher-level Holy magic.