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** CarryABigStick: Hammers provide them access to strong [[FireIceLightning ice, fire, or lightning]] elemental finishers.



** WeaponSpecialization: Hammers provide them access to strong [[FireIceLightning ice, fire, or lightning]] elemental finishers.

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** DropTheHammer: Hammers provide them access to strong [[FireIceLightning ice, fire, or lightning]] elemental finishers.


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** WeaponSpecialization: Hammers provide them access to strong [[FireIceLightning ice, fire, or lightning]] elemental finishers.
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* BalanceBuff: In the original, Golems had terrible only one skill, incredibly low HP and no ranged options, existing mainly to be sold to shops. In ''Reborn'', Golems have good HP, a good deal of skills that can hit multiple units and can throw boulders at other units for a ranged attack.

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* BalanceBuff: In the original, Golems had terrible only one skill, skill they could use, incredibly low HP and no ranged options, existing mainly to be sold to shops. In ''Reborn'', Golems have good HP, a good deal alot of skills that can hit multiple units and can throw boulders at other units for a ranged attack.

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* {{Gonk}}: Beast Tamers are not exactly the most attractive units out there.

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* {{Gonk}}: Beast Tamers are not exactly the most attractive units out there.there, being balding and unwashed with rough faces.



* AdaptationalAttractiveness: The male Beast Tamer is no longer bald or bearded in the remake. Instead, they're more like [[{{Hunk}} Hunks]] with a PermaStubble.

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* AdaptationalAttractiveness: The male Beast Tamer is no longer bald balding or bearded possessing WildHair with an unkempt BeardofBarbarism in the remake. Instead, they're more like [[{{Hunk}} Hunks]] with a PermaStubble.



Any lizard, lamia, and orc can turn into this class. A sturdy tank that can wield the heaviest equipment whilst also protecting themselves from harm.

In the original game, the class was known as Lizardman and was unsurpisingly exclusive to the Lizardman race. Lizardman could equipment and items, but could not reclass into different jobs.

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Any lizard, lizardman, lamia, and orc can turn into this class. A sturdy tank that can wield the heaviest equipment whilst also protecting themselves from harm.

In the original game, the class was known as Lizardman and was unsurpisingly exclusive to the Lizardman lizardman race. Lizardman could equipment and items, but could not reclass into different jobs.



* OurDragonsareDifferent: Unlike other versions of the game, Lizardman actually count as dragons in this version of the game which makes it useful to keep Dragon tamers near them to increase their power.



Any lizard, lamia, and orc can turn into this class. This offensive class moves far and hits very hard whilst having decent tanking abilities.

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Any lizard, lizardman, lamia, and orc can turn into this class. This offensive class moves far and hits very hard whilst having decent tanking abilities.



Any lizard, lamia, and orc can turn into this class. This magical class has many powerful offensive spells at its disposal.

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Any lizard, lizardman, lamia, and orc can turn into this class. This magical class has many powerful offensive spells at its disposal.


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Tropes pertaining to the Dragon in the original game:
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Tropes pertaining to the Dragon in both the PSP remake and ''Reborn'':


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Tropes pertaining to the Golem in the original game:
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Tropes pertaining to the Golem in both the PSP remake and ''Reborn'':
* BalanceBuff: In the original, Golems had terrible only one skill, incredibly low HP and no ranged options, existing mainly to be sold to shops. In ''Reborn'', Golems have good HP, a good deal of skills that can hit multiple units and can throw boulders at other units for a ranged attack.

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* EvilCounterpart: [[TheDreaded Dreadnoughts]] are knights brought back from the abyss through ungodly means. They typically [[DemonicPossession inhabit]] [[AnimatedArmor suits of armor]] to make up for their lack of a corporeal form.

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* EvilCounterpart: EvilCounterpart:
**
[[TheDreaded Dreadnoughts]] are knights brought back from the abyss through ungodly means. They typically [[DemonicPossession inhabit]] [[AnimatedArmor suits of armor]] to make up for their lack of a corporeal form.form.
** [[ScarySkeletons Wights]] are skeletal magic users and warriors brought out of the abyss by necromancy. They act just like Dreadnoughts with the undead status



* EvilCounterpart: Loremasters are [[EvilSorcerer evil mages]] who have a peculiar hobby of [[FlayingAlive taking human skin]] and using them as [[GenuineHumanHide covers]] for their [[TomeOfEldritchLore spellbooks]].

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* EvilCounterpart: EvilCounterpart:
**
Loremasters are [[EvilSorcerer evil mages]] who have a peculiar hobby of [[FlayingAlive taking human skin]] and using them as [[GenuineHumanHide covers]] for their [[TomeOfEldritchLore spellbooks]].spellbooks]].
** [[GhastlyGhost Wraiths]] are spirit warriors that wield dreadful magic summoned from the Abyss by necromancy. Wraiths act almost identical to Loremasters, but have the undead status all the time.



Any lizard, lamia, and orc can turn into this class.

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Any lizard, lamia, and orc can turn into this class. A sturdy tank that can wield the heaviest equipment whilst also protecting themselves from harm.

In the original game, the class was known as Lizardman and was unsurpisingly exclusive to the Lizardman race. Lizardman could equipment and items, but could not reclass into different jobs.

Tropes pertaining to the Lizardman in the original game:
* EvilCounterpart: The Gavial (mistranslated as Gabiar in the original translation), a more powerful lizardman with black scales that could also cast some spells.
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Tropes pertaining to the Trickster in both the PSP remake and ''Reborn'':
* EvilCounterpart: The Gavial returns as the Blood Gavial, which are Lizardmen with blood red skin known for their violent tendencies, even to its own kinds. Whilst Blood Gavials cannot cast spells, they have various dangerous skills at their disposal.



Any lizard, lamia, and orc can turn into this class.

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Any lizard, lamia, and orc can turn into this class. This offensive class moves far and hits very hard whilst having decent tanking abilities.

In the original game, the Juggernaut was known as the ''Goblin'' and was only available to Orcs, whom [[AdaptationNameChange were called goblins in that version]]. Like all demi-human classes prior to Reborn, Goblins were unable to reclass.

Tropes pertaining to the Goblin in the original game:
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* FemaleAngelMaleDemon: The demonic goblins are always masculine, contrasting with the femine Angels.
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Tropes pertaining to the Juggernaut in both the PSP remake and ''Reborn'':
* EvilCounterpart: The enemy army has access to Blue Orc juggernauts known as [[Literature/TheLordOfTheRings Uruks]], whom are described as a hybrid of orcs and humans created by Dark Magic, which appears to be a reference to the ''[[Film/TheLordOfTheRingsTheFellowshipOfTheRing Fellowship of the Ring]]''.



Any lizard, lamia, and orc can turn into this class.

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Any lizard, lamia, and orc can turn into this class. This magical class has many powerful offensive spells at its disposal.

In the original game, the Matriarch class is known as the ''Gorgon'', possesses the powerful "evil eye" skill, and is only available to Gorgons, the counterparts to Lamias in that version of the game. As a demi-human class, Gorgons cannot reclass.

Tropes pertaining to the Gorgon in the original game:
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* TakenForGranite: Any unit on the battlefield without a shield or petrification resistance granting equipment that is facing the same direction as a Gorgon will be turned to stone instantly.
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Tropes pertaining to the Matriarch in both the PSP remake and ''Reborn'':
* EvilCounterpart: The original Gorgon class, which is now unplayable, acts as the counterpart to the Matriarch class. The enemy Gorgon class retains the evil eye skill.
* {{Nerf}}: In ''Reborn'', the Gorgon class was turned into the Lamia Matriarch and lost the powerful ability, Evil Eye, which turned to stone any unit facing the direction of a gorgon unit.




Any faerie, imp, and pumpkin can turn into this class.

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Any faerie, imp, and pumpkin can turn into this class. The familiar focuses on empowering allies, whilst inflicting status effects on enemies.

In the original game, the familiar was two different classes, Faerie and Gremlin, the former focused on buffing allies and the latter focused on debuffing enemies. Only Faeries and Gremlins could be their respective classes, being unable to reclass as well.

Tropes pertaining to the Faerie and Gorgon in the original game:
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* EvilCounterpart: The Gremlin acted as such to the Faerie, having their own versions of cute and deep kiss which inflicted charm and petrify respectively whilst also draining HP, in contrast to the Faerie's version removing status effect and lowering wait time while recovering hp.
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Tropes pertaining to the Trickster in both the PSP remake and ''Reborn'':
* EvilCounterpart: Faerie Trickster's have an enemy counterpart called Banshees, which are described as dark faeries whose terrifying wails cause death. Gremlin tricksters have an enemy counterpart in the Incubus, said to be nimble flying terrors that use dreadful magic.



Tropes pertaining to the Dragon in the original game:
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Tropes pertaining to the Dragon in both the PSP remake and ''Reborn'':

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In the original game, [[AlwaysMale Wizards]] solely focus on offensive magic derived from the [[FourElementEnsemble four elements]] and [[CastingAShadow darkness]] whereas [[AlwaysFemale Witches]] specialize in applying StatusEffects to both enemies and allies.

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In the original game, [[AlwaysMale Wizards]] solely focus on offensive magic derived from the [[FourElementEnsemble [[NaturalElements four elements]] and [[CastingAShadow darkness]] whereas [[AlwaysFemale Witches]] specialize in applying StatusEffects to both enemies and allies.



* FourElementEnsemble: Sirens can use the power of the four elements to harm foes just like Wizards.

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* ExtraTurn: The Witch's Paradigm spell does just this for another unit.
* FourElementEnsemble: Wizards can utilize the power of the four main elements as needed.

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* ExtraTurn: The Witch's Paradigm spell does just this for another unit.
* FourElementEnsemble:
ElementalPowers: Wizards can utilize the power of the four main elements as needed.


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* ExtraTurn: The Witch's Paradigm spell does just this for another unit.

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Blade On A Stick is now a disambiguation page.


* BladeOnAStick: They specialize in using spears to skewer their foes and even have a WeaponTwirling animation for them when attacking first.



* WeaponSpecialization: They specialize in using spears to skewer their foes and even have a WeaponTwirling animation for them when attacking first.



* BladeOnAStick: As usual, they are the go-to units for spearplay and even have the appropriate finishers for them.
** ImpaledWithExtremePrejudice: Ruination does this, but with multiple spears from different angles.
** RazorWind: Scythe Wind sends out a powerful gust that [[DamageIncreasingDebuff lowers the target's defenses]].
** ShockAndAwe: Giga Tempest conjures a fierce lightning storm that damages multiple foes simultaneously. The splash damage radius can also ignore extreme elevation differences, making it a versatile move to use in areas like the Palace of the Dead.
** SinisterSilhouettes: Spiral Scourge attacks the target with numerous harmful phantoms that damage them three times in a row. Perfect for dealing with strong enemy leaders.



* BladeOnAStick: While not their preferred weapon, some players will equip Dragoons with spears to damage dragons without being counterattacked or hit two dragons simultaneously.



* BladeOnAStick: They are one of the few classes that can wield spears. This gives them access to the same finishers Rune Fencers and Valkyries make use of. Plus, the finisher Giga Tempest can be used in conjunction with the Dragonslayer and Beastslayer skills to devastate multiple monsters simultaneously.



* BladeOnAStick: Like Valkyries, they attack better with spears as their main weapon.

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An unlockable unique class for the Phoraena sisters in the Chaotic and Neutral Routes. Also available for Deneb Rove and Iuria Wolph in the PSP remake and ''Reborn''; the latter version also makes it unlockable on the Lawful route.

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An unlockable unique class for the Phoraena sisters in the Chaotic and Neutral Routes. Also available for Deneb Rove and Iuria Wolph in the PSP remake and ''Reborn''; the latter version ''Reborn'', which also makes it unlockable on the Lawful route.


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* CastingAShadow: The Wicce class changes Deneb's elemental affinity to Darkness.
* CharmPerson: Part of the Wicce's skill kit is "Witch's Smile", which has a chance at charming nearby foes if they're male.
* MagicStaff: As with the other caster classes, the Wicce has access to caster-only cudgels.


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* StatusBuff: The Wicce's bread and butter skill is an automatic self-buff named "Magic Time!", which grants both Spellcraft (magic attack power increase) and Spellstrike (magic attack accuracy increase).
* WhipOfDominance: The Wicce is the only pure spellcaster class in the game to get access to whips, which also plays into Deneb's role of being a charming MsFanservice HotWitch.

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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


** WhipItGood: Whips allow them to unleash a [[MakingASplash water]] elemental finisher with some range, but they cannot be used alongside another weapon type on account of them being two-handed.

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** WhipItGood: Whips: Whips allow them to unleash a [[MakingASplash water]] elemental finisher with some range, but they cannot be used alongside another weapon type on account of them being two-handed.



* WhipItGood: The Beast Tamer is the only generic class that prefers whips. Although the weapon type itself is lighter in general and allows users to bypass counterattacks from more direct combatants, it cannot pierce through multiple units like spears can.

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* WhipItGood: WeaponSpecialization: The Beast Tamer is the only generic class that prefers whips. Although the weapon type itself is lighter in general and allows users to bypass counterattacks from more direct combatants, it cannot pierce through multiple units like spears can.can.
* WhipOfDominance: The [[TheBeastmaster Beast Tamers]] & [[DragonTamer Dragon Tamer]] classes are the only generic class that can have [[WeaponSpecialization whips as the preferred weapon]]. The whips themselves are merely symbolic of the tamer status and have no particular ability that helps them control their beasts, nor are they characterized as cruel for wielding the whips.



* WhipItGood: The whip continues to be the Beast Tamer's preferred weapon which now comes with a nice array of finishing moves.

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* WhipItGood: WeaponSpecialization: The whip continues to be the Beast Tamer's preferred weapon which now comes with a nice array of finishing moves.

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* CantCatchUp: Wizards and Enchantresses eventually get overshadowed by other magic-based classes in later chapters. Unable to use summons or apocrypha spells like they did in the original game, their only saving grace in ''Reborn'' is their Conserve RT skill.

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* CantCatchUp: Wizards and Enchantresses eventually get overshadowed by other magic-based classes in later chapters. Unable to use summons or apocrypha spells like they did in the original game, their only saving grace in ''Reborn'' is their Conserve RT skill.skill, which makes them into the fastest caster class in the game.



* MagicStaff: The class still has access to caster-only cudgels, which grants them their only means of dealing divine damage via the cudgel finishers.



** DishingOutDirt: The intermediate earth spell [[ColonyDrop Meteor]] has a hefty MP cost, but can potentially deal more damage against enemies standing on low elevation.

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** DishingOutDirt: The intermediate earth spell [[ColonyDrop Meteor]] has a hefty MP cost, cost but can potentially deal more damage against enemies standing on low elevation.



* ArmoredButFrail: Despite being clad in armor, Knights actually have weaker defenses than many of the other melee-based classes. They tend to work well when used to assist other front line units or keep foes away from spellcasters.

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* ArmoredButFrail: Despite being clad in armor, Knights actually have weaker defenses than many of the other melee-based classes. They tend to work well when used to assist other front line front-line units or keep foes away from spellcasters.



* AlwaysAccurateAttack: Sharpshoot, when activated, causes their bullets to hit the target perfectly while dealing 100% critical damage. Course Correction offers the same primary effect, but foregoes criticals in favor of ignoring obstacles. Note that these skills only apply to fusils, not other weapon types.

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* AlwaysAccurateAttack: Sharpshoot, when activated, causes their bullets to hit the target perfectly while dealing 100% critical damage. Course Correction offers the same primary effect, effect but foregoes criticals critical hits in favor of ignoring obstacles. Note that these skills only apply to fusils, not other weapon types.



* GlassCannon: These units pack a punch in ''Reborn'', but can't take much damage especially against spellcasters.

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* GlassCannon: These units pack a punch in ''Reborn'', ''Reborn'' but can't take much damage especially against spellcasters.



* YouDontLookLikeYou: The remake gives male Fusiliers a completely new design complete with artwork and sprite while the original incarnation's appearance now belongs to Lindl.

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* YouDontLookLikeYou: The remake gives male Fusiliers a completely new design design, complete with artwork and sprite sprite, while the original incarnation's appearance now belongs to Lindl.



* CombatHandFan: Sirens can use fans as their preferred weapon, but only one type of fan exists in the game and it does not help raise their intelligence levels at all.

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* CombatHandFan: Sirens can use fans as their preferred weapon, but only one type of fan exists in the game game, and it does not help raise their intelligence levels at all.



** Warlocks in particular are more tricky to use as their debuff spells are less likely to land due to the class's less-than-stellar dexterity growth. While raising them as a Ninja beforehand might help with that, doing so compromises their potency in dealing massive damage with offensive draconic spells.

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** Warlocks in particular are more tricky trickier to use as their debuff spells are less likely to land due to the class's less-than-stellar dexterity growth. While raising them as a Ninja beforehand might help with that, doing so compromises their potency in dealing massive damage with offensive draconic spells.



* MarionetteMaster: The remake gives this class a wider array of skills to better control golems and unleash their true potential. Not only can they manipulate hostile golems into serving them, they also have the means of neutralizing the threat they pose through certain abilities.

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* MarionetteMaster: The remake gives this class a wider array of skills to better control golems and unleash their true potential. Not only can they manipulate hostile golems into serving them, but they also have the means of neutralizing the threat they pose through certain abilities.



** ResistantToMagic: Phantom Shell raises a target's resistance against magic, but has been deemed unnecessary enough for removal in ''Reborn''.

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** ResistantToMagic: Phantom Shell raises a target's resistance against magic, magic but has been deemed unnecessary enough for removal in ''Reborn''.



An advanced spellcaster with power over the dead, their unique magic and abilities revolve around supporting undead units or inflicting rare status ailments on foes. Previously an exclusive class for Nybeth in the original game, any human can turn into a Necromancer once Cressida joins the party.

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An advanced spellcaster with power over the dead, their unique magic and abilities revolve around supporting undead units or inflicting rare status ailments on foes. Previously an exclusive class for Nybeth in the original game, any human can turn into a Necromancer once Cressida joins the party.party in the PSP version and ''Reborn''.



* EvilCounterpart: They have one in Witch Kings and Queens, magic users who happen to be [[EvilerThanThou more vile]] than your average Necromancer. Their power is said to inspire [[TheDreaded equal parts fear and respect]].

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* EvilCounterpart: They have one in Witch Kings and Queens, magic users who happen to be [[EvilerThanThou more vile]] viler]] than your average Necromancer. Their power is said to inspire [[TheDreaded equal parts fear and respect]].



* MagicKnight: Divine Knights are efficient front line combatants with the added ability of casting offensive divine magic and certain draconic spells. This makes them ideal for dealing with both phantom and umbra units.

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* MagicKnight: Divine Knights are efficient front line front-line combatants with the added ability of casting offensive divine magic and certain draconic spells. This makes them ideal for dealing with both phantom and umbra units.
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** MaximumHPReduction: They can restore withered, addled, and cursed units with Decurse which has a [[MysteriousPurple purple shade]].

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** MaximumHPReduction: They can restore withered, addled, and cursed units with Decurse which has a [[MysteriousPurple purple shade]].shade.
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* PromotedToPlayable: Inverted. They were demoted to an enemy-only class in ''Reborn'', with the claim being that the class didn't work right with the changes made to the AI. Specifically, their ability to set traps. That said, a number of their skills were recycled into the other classes.

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* PromotedToPlayable: Inverted. They were demoted to an enemy-only class in ''Reborn'', with the claim being that the class didn't work right with the changes made to the AI. Specifically, their ability to set AI pathing with player-set traps. That said, a number of their skills were recycled into the other classes.

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* DemonicSpiders: Enemy Archers are this especially in siege battles where they usually have the high ground. Deploying a flying unit like Canopus is necessary to take them out quickly before they can target your spellcasters.


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** This is precisely why enemy Archers are a huge threat in siege battles as they can easily snipe from high areas without fear of being reached unless the player deploys winged units like Canopus to take them down.
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* EliteTweak: There are numerous ways to make any generic unit the strongest character in the game.
** In the original game, both the Necro and Retissue spells are necessary in creating a perfect unit whose entire stats are maxed out. Equip them with a Snapshot weapon derived from a similarly raised character and you have a party member who can officially break the game.
** While raising a character is more tedious in the remake, ''Reborn'' introduces stat charms that make boosting units a whole lot easier. Some areas like the Palace of the Dead even allow you to farm for them provided you win while fulfilling certain conditions.
** The Ogre Blade's Bodysnatch effect allows units to transfer and utilize skills that other classes would not be able to use under normal circumstances. For instance, a Warrior switching bodies with an enemy Dragoon allows the latter to equip the Mighty Impact skill. Note that attempting this method constantly will require the player to backtrack to the Palace of the Dead repeatedly for another Ogre Blade to make use of.


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* DemonicSpiders: Enemy Archers are this especially in siege battles where they usually have the high ground. Deploying a flying unit like Canopus is necessary to take them out quickly before they can target your spellcasters.


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* TheGoomba: Enemy Knights take on this role once Soldiers and Amazons are rendered almost obsolete in later chapters.


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* OutsideTheBoxTactic: Want to inflict obscene damage to multiple dragons or beasts? Activate the appropriate slaying skill, select an area of effect finisher like Brimstone Hail, and watch your Dragoon mutilate tons of large prey in mere seconds.
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* QuadDamage: In ''Reborn'', units can boost their stats by picking up blue cards that randomly appear throughout the battlefield. While enemies are able to pick them up, bosses in later chapters will start out with a [[TheComputerIsACheatingBastard full deck]] just to gain the upper hand.

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* QuadDamage: In ''Reborn'', units can immensely boost their stats by picking up blue cards that randomly appear throughout the battlefield. Up to 4 can be collected, so it's best to get one that works well for the unit's role. While enemies are able to pick them up, up as well, bosses in later chapters will start out with a [[TheComputerIsACheatingBastard full deck]] just simply to gain the upper hand.hand on players.

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* QuadDamage: In ''Reborn'', units can boost their stats by picking up blue cards that randomly appear throughout the battlefield. While enemies are able to pick them up, bosses in later chapters will start out with a [[TheComputerIsACheatingBastard full deck]] just to gain the upper hand.



* CrutchCharacter: Clerics will always be an invaluable unit throughout the game especially after acquiring multi-target healing spells. Their usefulness only wears off once players are confident enough in their ability to win battles without relying on HP restoration.

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* CrutchCharacter: Clerics will always be an invaluable unit throughout the game especially after acquiring multi-target healing spells. Their usefulness only wears off once players are confident enough in their ability to win battles and [[EscortMission rescue missions]] without relying on HP restoration.



* CoolHelmet: The female Dragoon has a rather stylized helmet that distinguishes her better from her male counterpart.



* ItemCaddy: Can play this role better than most units in ''Reborn'' due to their ability to sling items from a distance with the Lobber skill.



* TheUnfought: Subverted. Enemy Angel Knights can only be fought in the battle against Brantyn, though he will only resort to summoning them if he runs out of Terror Knights.



* DemonSlaying: The Divine Knight's Evilsbane skill allows them to imbue melee fighters with a buff that increases their damage output against umbra units.

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* DemonSlaying: The Divine Knight's Evilsbane skill allows them to imbue melee fighters with a buff that increases their damage output against umbra units. This alone makes the class worth using when venturing to demon-infested areas like the Palace of the Dead or the Pirate's Graveyard.



* LateCharacterSyndrome: This class is only accessible after unlocking the San Bronsa Ruins in Coda.

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* LateCharacterSyndrome: This class is only accessible after unlocking the San Bronsa Ruins in Coda.Coda since the Ensanguined Roods needed to transform into one are found there.
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* AdaptationalWeaponSwap: In the remake, some classes were reassigned weapon specialties that differed from those of their original counterparts.


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* HumansAreAverage: Human units tend to have stats that border more on average than any other species. However, they have access to the most amount of classes with some allowing them to specialize more on a particular role in battle.


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* MultiformBalance: In ''Reborn'', each unit is given up to four slots for items, spells, and skills. The beauty of this NecessaryDrawback is that it encourages players to be creative with applying theorycrafting ideas for their battalion as units who share the same class can have radically different builds and specialties.


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* TechPoints: In the PSP version, units could accumulate skill points from participating in battle to unlock new skills, though ''Reborn'' does away with it to lessen the amount of grinding.


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* AntiDebuff: They can remove random ailments with the Ease spell.


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* UnskilledButStrong: Despite lacking in grace and finesse, this class is undoubtedly a sturdy tank capable of taking and dishing out damage like no one's business.


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* AdaptationalWeaponSwap: Swordmasters swap their proficiency with regular swords to two-handed katanas instead.


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* AdaptationalWeaponSwap: Unlike in the original game, this class can no longer equip claws or fists. Instead, they are able to specialize in a wider ranger of different weapons with one-handed katanas as their preferred choice for melee combat.

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* WellTrainedButInexperienced: The PSP version allows new recruits to catch up so long as they happen to be in the same class that's been sufficiently trained by the player. However, they will not be as powerful as the more veteran members of the party on account of missing out on stat bonuses gained from leveling up or gathering tarot cards.



* SuaveSabre: Some of the swords they can use happen to be this.



* AntiStructure: In the PSP remake, Terror Knights can destroy barricades in one hit with the Squash skill, though this has since been removed in ''Reborn''.



* DieChairDie: In the PSP remake, Terror Knights can destroy barricades in one hit with the Squash skill, though this has since been removed in ''Reborn''.



* StatusBuff: Dragoons can bestow their slaying abilities to nearby allies on a lesser scale with the Dragonsbane and Beastbane skills. While the amount of TP needed to activate these skills is unreasonably high, ''Reborn'' alleviates that problem by turning them into auto skills.

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* StatusBuff: Dragoons can bestow their slaying abilities to nearby allies on a lesser scale with the [[WeaponOfXSlaying Dragonsbane and Beastbane skills.skills]]. While the amount of TP needed to activate these skills is unreasonably high, ''Reborn'' alleviates that problem by turning them into auto skills.


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* WeakButSkilled: Despite not being powerhouse damagers like Berserkers or durable tanks like Knights, this class is able to hold its own through a plethora of useful skills and abilities unique to them.


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* WeakButSkilled: Rogues may not be the strongest units in terms of pure strength, but their overall versatility is more than enough to make them effective fighters on both the front lines and the rear.

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* ProjectileSpell: Early on, this class will constantly be lobbing elemental missile spells to damage foes from a distance. While aiming them properly is tricky in the PSP version, it shouldn't be too difficult since their line of travel is similar to that of crossbow-type weapons. ''Reborn'' makes it easier to use missile spells by giving them a visible trajectory line like all indirect attacks.



* MagicEnhancement: In ''Reborn'', this class gains access to Nature's Touch which enhances their magic damage when using any elemental spell aside from light and darkness.



* ProjectileSpell: This class can use the same missile spells available to Wizards and other spellcasting units, but their mediocre intelligence means they won't do as much damage with them until near the end of the game.



* CarryABigStick: Being slow units anyway, Knights are perfectly suited for denting stronger foes with hammers and clubs.

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* CarryABigStick: Being slow units anyway, Knights are perfectly suited for denting stronger foes with hammers and clubs. They also have some rather nifty finishers to magnify their damage output.
** EarthquakesCauseFissures: Gaia Sunder shatters the target with a powerful quake that also [[DamageReduction reduces their physical might]].
** AnIcePerson: Tyrant's Mace hurls a ball of ice to damage foes.
** ShockAndAwe: Dancing Sprite summons lightning bolts that electrocute the target.
** StuffBlowingUp: Crimson Reach conjures a massive explosion that burns multiple enemies all at once.



* {{BFS}}: Terror Knights tend to favor two-handed swords due to their status as powerhouse units.

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* {{BFS}}: Terror Knights tend to favor two-handed swords due to their status as powerhouse units. As a result, they tend to gain access to some very powerful finishing moves.
** BlowYouAway: Cyclone Saber inflicts air elemental damage to foes from a short distance.
** ShockAndAwe: Lightning Strike and Grand Cross both inflict lightning damage towards victims, though the latter move is more powerful.
** SwordPlant: Sonic Blade does this to nearby foes and becomes stronger the more TP the user has.



** CleanCut: Mantis Strike lands several quick cuts that damage the target two times.
** DeathFromAbove: Infinity sends down falling rocks to crush the victim while dealing earth damage against them.
** AnIcePerson: Ice Prison encases the enemy within ice before causing it to shatter violently.
** PowerNullifier: Mistral Edge lands icy swipes that leave victims silenced temporarily.



* CombinationAttack: Berserkers are able to utilize the Pincer skill to perform combination attacks on targets with nearby allies. Notably enough, they happen to be the only class with four tiers of the skill in question, meaning they are the most likely to activate pincers in battle.

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* CombinationAttack: Berserkers are able to utilize the Pincer skill to perform combination attacks on targets with nearby allies. Notably enough, they these units happen to be the only class with four tiers of the skill in question, meaning they are the most likely to activate or chain multiple pincers in battle.



* PowerFist: Fists are one of the many weapon types Berserkers can specialize in.

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* PowerFist: Fists are one of the many weapon types Berserkers can specialize in. They also have the strength needed to properly maximize the damage output of fist finishers.
** PlayingWithFire: Flaming Fists engulfs the target within a pillar of fire.
** RapidFireFisticuffs: Rapid Strike pummels the enemy with several blows that result in them being [[TheParalyzer paralyzed]].
** ScreamingWarrior: Howling Rage unleashes a powerful war cry that severely harms the target from a short distance.
** SinisterSilhouettes: Retribution summons an evil spirit to inflict dark damage to foes via RedFilterOfDoom.



** BoundAndGagged: Wrenching Coil constrains the victim's body to [[SlowerThanASnail slow down their movements]].
** CleanCut: Swift Thrash launches several strikes that hit foes twice in a row.
** MakingASplash: Flood Lash fires a stream of water towards the opponent.
** TendrilsOfDarkness: Armageddon sends out multiple tendrils to lash out at the target.



* CameBackWrong: Their Living Corpse spell turns incapacitated allies into zombies. While still able to fight like before, zombified units cannot use light magic nor are they able to gain experience. However, their ability to rise up from defeat offers players a tactical advantage in more sluggish battles.



* TheHeretic: Due to the Order of Philaha's influence throughout Valeria, Necromancers tend to be abhored and vilified by the people. However, that hasn't stopped the Galgastani and Bakram from employing them for their own purposes.

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* TheHeretic: Due to the Order of Philaha's influence throughout Valeria, Necromancers tend to be abhored abhorred and vilified by the people.general public. However, that hasn't stopped the Galgastani and Bakram from employing them for their own purposes.



* HumanityEnsues: This can happen if the player chooses to reclass them. However, doing so means losing access to the Lich class, forcing the unit to have to use another Ring of the Dead again.



* SlowerThanASnail: Liches are considered the slowest class in the game. This is one reason why players prefer turning unique characters into this class instead due to their lower wait turn.

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* SlowerThanASnail: Liches are considered the slowest class in the game. This is one reason why players prefer turning unique characters into this class instead due to their lower wait turn. They can also inflict this trope on enemies with some of their minor spells.


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* HumanityEnsues: This can happen if the player chooses to reclass them. However, doing so means losing access to the Divine Knight class.

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* CriticalHitClass: Warriors easily fulfill this trope thanks to their Mighty Impact skill, giving them more longevity in later chapters.

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* CriticalHitClass: Warriors easily fulfill this trope thanks to their Mighty Impact skill, giving them more longevity in later chapters. This also makes them effective in utilizing BottomlessPits to kill off sturdier units like dragons or golems.



* HeroesPreferSwords: Subverted. Though Warriors can make use of both one-handed and two-handed swords, they are able to utilize other weapon types just as proficiently if given time.

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* HeroesPreferSwords: Subverted. Though Warriors can make use of both one-handed and two-handed swords, they are able to utilize other weapon types just as proficiently if given time. Nonetheless, players will want to give them one-handed swords due to their decent attack power and slightly lighter weight. Their finishers are also quite handy.
** BladeSpam: Rending Gale launches two fierce swipes that hit the target twice, making it useful early on.
** PetalPower: Cherry Ronde produces a flurry of cold CherryBlossoms that deal ice damage to foes.
** PoisonedWeapons: Vile Wound unleashes a toxic fog that both harms the target and poisons them at the same time.
** LightEmUp: Papillion Reel releases several streams of light that inflict divine damage on enemies.



* AutomaticCrossbows: Their crossbows tend to behave this way each time they attack. While lacking the homing and debuffing properties of bow finishers, their own arsenal of moves are no less effective for different reasons.
** ImpaledWithExtremePrejudice: Dullbind impales the target with multiple dark spikes that pin them down on the ground, preventing them from moving. ''Reborn'' nerfs it completely by making it into the first crossbow finisher players can get their hands on.
** LightEmUp: Sanctus Flare releases an explosion of light that stops the target in their tracks completely.
** SinisterSilhouettes: Death Wail unleashes three [[ShadowedFaceGlowingEyes shadows with glowing red eyes]] to engulf foes, damaging them thrice.
** StuffBlowingUp: Brimstone Hail launches several fiery explosions to devastate multiple targets and inflict fire damage on them. Due to the introduction of the union level caps in ''Reborn'', players are more likely to unlock it at the end of the second chapter, possibly to prevent it from breaking the game early.



** Witches are able to influence the elements in a more subtle fashion through spells named after the four goddesses. When used repeatedly, they can turn units of a certain element into powerhouse characters over time while diminishing the strength of individuals belonging to the opposing element.



* WeatherManipulation: With the Storm spell in their hands, Witches can conjure rain or snow to hinder foes depending on the situation.

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* WeatherManipulation: With the Storm spell in their hands, Witches can conjure rain or snow to hinder foes depending on the situation. This spell is also useful for trying to recruit a certain character in the fourth chapter.



* MagicStaff: This class mainly uses cudgels to defend themselves with, though they are barred from using those that have elemental attributes other than light.

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* MagicStaff: This class mainly uses cudgels to defend themselves with, though they are barred from using those that have elemental attributes other than light. They also synergize well with the weapon type's finisher due to all of them being attuned to the light element as well.
** DamageIncreasingDebuff: Pressure Whirl smothers multiple foes within swirling glyphs that both damage them and reduce their resistance against magic, making this particular finisher perfect for complementing an allied spellcaster's damage output.
** HolyHandGrenade: Trinity Pulse unleashes several beams of light to pierce the target repeatedly.
** SpamAttack: Raining Blows pummels the enemy several times with multiple quick strikes.
** StarPower: Wrathful Strike sends down a glowing spark that damages the target. In ''Reborn'', it works well as a self-defense move early on.



* AlchemicElementals: The ElementalEmbodiment of each summon spell used by the Rune Fencer and Valkyrie are derived from this trope. In addition to inflicting elemental damage, they also have crushing properties which helps them hurt armored foes even more.
** BlowYouAway: The elemental summon representing air is [[NatureSpirit Sylphide]].
** CastingAShadow: The elemental summon representing darkness is {{Hellhound}}. Notably, this is the only dark spell that can damage undead foes in the PSP remake.
** DishingOutDirt: The elemental summon representing earth is [[OurGnomesAreWeirder Gnome]].
** AnIcePerson: The elemental summon representing ice is {{Wendigo}}.
** LightEmUp: The elemental summon representing light is [[WillOTheWisp Wisplight]].
** MakingASplash: The elemental summon representing water is [[OurMermaidsAreDifferent Undine]].
** PlayingWithFire: The elemental summon representing fire is [[FierySalamander Salamander]].
** ShockAndAwe: The elemental summon representing lightning is {{Thunderbird}}.



* BladeOnAStick: As usual, they are the go-to units for spearplay and even have the appropriate finishers for them.
** ImpaledWithExtremePrejudice: Ruination does this, but with multiple spears from different angles.
** RazorWind: Scythe Wind sends out a powerful gust that [[DamageIncreasingDebuff lowers the target's defenses]].
** ShockAndAwe: Giga Tempest conjures a fierce lightning storm that damages multiple foes simultaneously. The splash damage radius can also ignore extreme elevation differences, making it a versatile move to use in areas like the Palace of the Dead.
** SinisterSilhouettes: Spiral Scourge attacks the target with numerous harmful phantoms that damage them three times in a row. Perfect for dealing with strong enemy leaders.



* ImpaledWithExtremePrejudice: The Ruination [[LimitBreak finisher]] allows them to do just this, but with multiple spears from different angles.


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* CarryABigStick: Being slow units anyway, Knights are perfectly suited for denting stronger foes with hammers and clubs.
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* CursedItem: Turning a Warrior into a cursed weapon will provide it with random damage properties, an elemental affinity to earth or fire (only in the PSP version), and racial bonuses against humans, beasts, or reptiles.


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* CursedItem: Turning an Archer into a cursed weapon will provide it with piercing properties, an elemental affinity to air, lightning, or ice (only in the PSP version), and racial bonuses against humans or divine beings.


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* CursedItem: Turning a Wizard or Enchantress into a cursed weapon will provide it with random damage properties, a random elemental affinity (only in the PSP version), and racial bonuses against phantoms or golems.


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* CursedItem: Turning a Cleric into a cursed weapon will provide it with crushing or slashing properties, an elemental affinity to light (only in the PSP version), and racial bonuses against divine beings.


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* CursedItem: Turning a Rune Fencer or Valkyrie into a cursed weapon will provide it with random damage properties, a random elemental affinity (only in the PSP version), and racial bonuses against humans, divine beings, faeries, or golems.


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* CursedItem: Turning a Knight into a cursed weapon will provide it with slashing properties, an elemental affinity to air, earth, fire, or light (only in the PSP version), and racial bonuses against humans.


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* CursedItem: Turning a Terror Knight into a cursed weapon will provide it with crushing or slashing properties, an elemental affinity to air, earth, lightning, or dark (only in the PSP version), and racial bonuses against umbra beings.


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* CursedItem: Turning a Berserker into a cursed weapon will provide it with crushing properties, an elemental affinity to lightning or water (only in the PSP version), and racial bonuses against humans or beasts.


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* CursedItem: Turning a Swordmaster into a cursed weapon will provide it with slashing properties, an elemental affinity to air or earth (only in the PSP version), and racial bonuses against humans or beasts.


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* CursedItem: Turning a Dragoon into a cursed weapon will provide it with piercing properties, an elemental affinity to earth or ice (only in the PSP version), and racial bonuses against dragons.


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* CursedItem: Turning a Ninja or Kunoichi into a cursed weapon will provide it with crushing or slashing properties, an elemental affinity to air or lightning (only in the PSP version), and racial bonuses against humans or reptiles.


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* CursedItem: Turning a Rogue into a cursed weapon will provide it with slashing or piercing properties, an elemental affinity to earth or water, and racial bonuses against divine beings, umbra beings, faeries, phantoms, or golems.


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* CursedItem: Turning a Beast Tamer into a cursed weapon will provide it with random damage properties, an elemental affinity to air or water (only in the PSP version), and racial bonuses against beasts or dragons.


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* CursedItem: Turning a Fusilier into a cursed weapon will provide it with crushing or piercing properties, an elemental affinity to fire or light (only in the PSP version), and racial bonuses against humans or dragons.


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* CursedItem: Turning a Warlock or Witch into a cursed weapon will provide it with random damage properties, an elemental affinity to earth or dark (only in the PSP version), and racial bonuses against golems.


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* CursedItem: Turning a Necromancer into a cursed weapon will provide it with random damage properties, an elemental affinity to dark (only in the PSP version), and racial bonuses against phantoms.


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* CursedItem: Turning a Lich into a cursed weapon will provide it with random damage properties, an elemental affinity to dark (only in the PSP version), and racial bonuses against umbra beings or phantoms.


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* CursedItem: Turning a Divine Knight into a cursed weapon will provide it with slashing or piercing properties, an elemental affinity to light (only in the PSP version), and racial bonuses against divine beings.

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* ArbitraryEquipmentRestriction: Averted in the original game, but played straight in both the PSP remake and ''Reborn''.



* CursedItem: Each human-sized class can be transformed into a unique weapon that reflects both their elemental affinity and a portion of their stats. This is done by means of a spell (in the original) or a cursed weapon's ability (in the remake). Seasoned players will often resort to MinMaxing a unit in order to create the [[InfinityPlusOneSword perfect weapon]].



* HyperspaceArsenal: The PSP version allows every playable unit to gain access to [[BagOfSharing both item and arcana inventories in battle]]. In ''Reborn'', each character can only carry a maximum of four items.



* MultiRangedMaster: Archers can equip just about any indirect weapon aside from fusils, though they are only able to wield two one-handed ones at a time.



* GlassCannon: Without making use of their skills, Swordmasters are unlikely to last long in the front lines, making them similar to their previous counterparts in that aspect.

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* GlassCannon: Without making use of utilizing their skills, Swordmasters are unlikely to last long in the front lines, making them similar to their previous counterparts in that aspect.



* WalkingArmory: In a way, Ninjas and Kunoichis are this when you consider the amount of tools they need to utilize their ninjutsu spells in the PSP version.



** They also have useless skill in Condemn which doesn't do much against enemy units since the computer is never given opportunities to resurrect living allies anyway.

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** They also have a useless skill in Condemn which doesn't do much against enemy units since the computer is never given opportunities to resurrect living allies anyway.

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* BalanceBuff: In ''Reborn'', a number of underused units in the PSP version are more viable now due to the revamped mechanics, skill changes, and stat adjustments made.



* SleevesAreForWimps: Averted. Male Warriors wear sleeves and are no less tough for it.



* EnergyBow: The bow finishers enable Archers to fire enchanted arrows that home in on their targets with general ease.



* MultiShot: One of their crossbow finishers can hit foes three times in a row.
* {{Nerf}}: In ''Reborn'', this class was given much-needed rebalancing by making their arrows do far less damage against armored units. As such, Archers are not the powerhouse units they were before, forcing players to make them prioritize more on softer targets like Wizards or Clerics.



* MsFanservice: Witches exemplify this trope to a degree.



* NotTheIntendedUse: In the PSP version, this class can double as an offensive spellcaster by using arcana as consumable items. This is no longer the case in ''Reborn''.



* {{Nerf}}: In the PSP version, Terror Knights cannot take damage like they used to. While ''Reborn'' mitigates this issue, they will not be able to tank as well as Knights without softening foes.



* BrutishCharacterBrutishWeapon: Axes remain one of their most favored weapons. It also helps that they now have powerful finishers that can inflict a lot of pain on the enemy.



* TheFettered: Compared to the more chaotic-aligned Wizards and Witches, both Warlocks and Sirens tend to be lawful due to their respect for [[WithGreatPowerComesGreatResponsibility properly handling power]].



* ThePowerOfTheSun: Lawful Warlocks and Sirens benefit immensely from sunny weather especially if their elemental affinity is either fire or earth.



* DrunkWithPower: One reason why Liches fought in random encounters tend to be chaotically aligned. Why fear the law when you're one of the strongest beings in existence?



* EvilCounterpart: Lich Kings and Queens are considered [[AlwaysSomeoneBetter Liches among Liches]] due to their immense magical power. They are only found within the deepest floors of the Palace of the Dead.

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* EvilCounterpart: Lich Kings and Queens are considered [[AlwaysSomeoneBetter Liches among Liches]] due to their immense magical power. They are only found within the deepest floors of the Palace of the Dead.Dead and have already shed off what remains of their [[DemonOfHumanOrigin human nature]] to become full-fledged umbra units.



* TheBard: Their singing skills have them exemplify the trope best.

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* TheBard: Their singing skills have them exemplify the trope best. Also, they are meant to be an offense-oriented version as their songs work best when used near the front lines.



* EvilCounterpart: Their non-playable counterparts are the Ethereal Visions (Ethereal Beauties in the Japanese version), [[GoldAndWhiteAreDivine golden-hued beings]] whose [[InhumanlyBeautifulRace unearthly appearances]] stand in stark contrast to their [[LightIsNotGood brutal nature]] towards outsiders. Commonly found within the higher floors of the San Bronsa Ruins, it is debated on whether they are [[OurAngelsAreDifferent genuine angels or something else entirely]].

to:

* EvilCounterpart: Their non-playable counterparts are the Ethereal Visions (Ethereal Beauties in the Japanese version), [[GoldAndWhiteAreDivine golden-hued beings]] whose [[InhumanlyBeautifulRace unearthly appearances]] stand in stark contrast to their [[LightIsNotGood brutal nature]] towards outsiders. Commonly found within the higher floors of the San Bronsa Ruins, it is debated on whether they are [[OurAngelsAreDifferent genuine angels angels]] or [[AngelUnaware something else entirely]].



* MagicKnight: Divine Knights are efficient front line combatants with the added ability of casting offensive divine magic and certain draconic spells.

to:

* MagicKnight: Divine Knights are efficient front line combatants with the added ability of casting offensive divine magic and certain draconic spells. This makes them ideal for dealing with both phantom and umbra units.
* MagicMusic: While their songs are considered special skills, they still count as this trope especially in ''Reborn'' due to consuming MP there rather than TP.
* {{Nerf}}: Though just as versatile as ever, the Divine Knight is somewhat watered-down in terms of stat growth. ''Reborn'' also lessens the amount of draconic spells they gain access to.
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* NeverBareheaded: Fusiliers have [[NiceHat wide brimmed hats]] used for keeping the sun from interfering with their vision.

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* NeverBareheaded: Fusiliers have [[NiceHat wide brimmed hats]] hats used for keeping the sun from interfering with their vision.

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[[quoteright:221:https://static.tvtropes.org/pmwiki/pub/images/divine_knights.png]]
[[caption-width-right:221:Female Divine Knights and Male Divine Knights]]

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[[quoteright:221:https://static.[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/divine_knights.png]]
[[caption-width-right:221:Female [[caption-width-right:250:Female Divine Knights and Male Divine Knights]]


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[[caption-width-right:100:Cyclops]]


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[[caption-width-right:100:Cockatrice]]


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[[caption-width-right:100:Octopus]]

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* {{Teleportation}}: Necromancers can move incapacitated or stilled units to their location with the Styx Shift spell, though it's not particularly useful unless a Cleric is nearby to revive others.



* {{Teleportation}}: Necromancers can move incapacitated or stilled units to their location with the Styx Shift spell, though it's not particularly useful unless a Cleric is nearby to revive others.

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