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    In General 
  • Adaptational Weapon Swap: In the remake, some classes were reassigned weapon specialties that differed from those of their original counterparts.
  • Arbitrary Equipment Restriction: Averted in the original game, but played straight in both the PSP remake and Reborn.
  • Armor and Magic Don't Mix: In both the PSP remake and Reborn, physical-type classes cannot wear equipment made for mage-oriented classes and vice versa, but certain classes do defy this trope.
  • Auction: Monster units can be auctioned off to earn extra Goth. It also adds new stuff for players to purchase in limited amounts. This is the only way to get certain Unique Items in the original game even though it's considered Video Game Cruelty Potential.
  • Balance Buff: 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.
  • Blue Is Heroic: Generic human-sized units on the player's side are decked in blue with green serving as their accent color. In the original game's training mode, the opposing team wears red and purple.
  • Class Change Level Reset: The PSP remake forces this on units whenever they change from one class to another. Fortunately, leveling up a class makes it easier for new recruits to catch up even if they can't benefit from minor stat increases from the actual level gains.
  • Counter-Attack: The original game enables all classes to automatically counter direct hits, though the remake forces players to equip certain skills (PSP version) or weapons (Reborn) to trigger it.
  • Cursed Item: 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 Min-Maxing a unit in order to create the perfect weapon.
  • Elemental Rock-Paper-Scissors: Elemental strengths and weaknesses affect units to varying degrees in both the original game and Reborn. Units will always deal more damage with spells or abilities that inflict their inherent element, but they end up receiving more damage from an element that happens to be strong against them. This is more prominent in Reborn where units can be easily wiped out by finishing moves that oppose their chosen element.
  • Elite Tweak: 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.
  • Gender-Restricted Gear: The PSP remake imposes gender restrictions on select pieces of equipment such as the Caldia Fan or Alluring Corset.
  • Good Old Fisticuffs: Every class can opt to fight unarmed, though this is not advised unless you want to reduce them into pure item users. In the original game, it's only possible to deal heavy damage with punches if the player's units are overleveled enough.
  • Humans Are Average: 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.
  • Hyperspace Arsenal: The PSP version allows every playable unit to gain access to both item and arcana inventories in battle. In Reborn, each character can only carry a maximum of four items.
  • Immune to Flinching: In the remake, some classes have the ability to ignore Knock Back attacks with the Steadfast skill. Reborn goes out of its way to ensure that this skill becomes available in the game's Final Battle.
  • Informed Equipment: A unit's sprite won't change to reflect the type of defensive equipment they have on, but their weapons and shields will be shown during attacks.
  • Logical Weakness: Status debuffs that hamper actions serve as this for all units as they won't be effective if they can't fight enemies or assist allies. Mages get this worse because they have to also contend with the possibility of being targeted for their weak defenses or get silenced.
  • Magical Accessory: In the remake, every class including monsters can equip one accessory to enhance some of their stats. Some provide additional boosts to stats and elemental traits while others enable the wearer to fly or warp.
  • Mechanically Unusual Class: Certain classes have niches or talents that no other unit can easily replicate or counter against.
  • Min-Maxing: In both the original and remake, each class has different stat growths that allow them to either dominate in a certain field or find balance in two or more aspects.
  • Multiform Balance: In Reborn, each unit is given up to four slots for items, spells, and skills. The beauty of this Necessary Drawback 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.
  • Mythology Gag: Some of the classes listed below originally made an appearance in Ogre Battle.
    • In the remake, many of the finishers available to every unit are taken directly from Vagrant Story.
  • Not What I Signed on For: Depending on the unit's alignment, they may suffer a penalty in loyalty if the player makes choices that displease them. For example, making honorable decisions will obviously please lawful members while inconveniencing chaotic recruits.
  • One Bullet Clips: Normally, long-ranged units can only shoot at foes once per turn, though the remake allows them to break this rule with certain skills and finishers.
  • One Stat to Rule Them All: Every class benefits from having lower RT to get more turns in battle. Reborn adds MP to the mix since spells, skills, and finishing moves can't be activated without it.
  • Order Versus Chaos: Subverted in that units with different alignments will tolerate each other's presence, but key decisions made by the player may cause their loyalty to either plummet or rise up. It can be hard to avoid offending characters of a certain alignment without consulting a guide.
  • Prestige Class: Some classes are clearly an upgrade of others, with the PSP remake requiring players to master some of the more basic classes to make full use of them. For example, turning a unit into a Warlock or Necromancer requires teaching them many of the skills provided by the Wizard class first lest you end up wasting a classmark for nothing.
  • Quad Damage: 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 as well, bosses in later chapters will start out with a full deck simply to gain the upper hand on players.
  • Reduced Mana Cost: In the remake, some classes gain access to certain skills that reduce the amount of MP they consume for their spells.
  • Relationship Values: Their loyalty towards the player counts as this. Units will make their displeasure known via warning if theirs is nearly depleted. If it plummets completely, they automatically leave the party.
  • Religion is Magic: Units like Clerics and Knights draw upon their faith to cast light magic. However, individuals tainted with the zombie condition are unable to use it even if their class is innately capable of doing so.
  • The Resenter: Human units will resent you if they're forced to kill someone who either shares their nationality or happens to be high on the Chaos Frame rating. On the other hand, they are free to eliminate foes whose origins are unknown.
  • Screw This, I'm Outta Here: They will gladly do this if their loyalty fully goes down the drain. The best way to avoid this is to raise their loyalty values back, though the methods in doing so vary between different versions of the game.
  • Sour Supporter: Units with mediocre or somewhat low loyalty will be this with chaotic units openly expressing their distaste towards the player in general.
  • Sword and Sorcerer: Players will likely end up with a varying mixture of fighters, snipers, and spellcasters. Monster units may also be included depending on their chosen fighting style.
  • Tactical Rock–Paper–Scissors: Comes into play more in Reborn where armored units shrug off arrows, bow-wielding units making quick work of mages, and spellcasting units dominating pure melee fighters.
  • Tech Points: 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.
  • Well-Trained, but Inexperienced: 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.
  • What the Hell, Player?: Units make their displeasure loud and clear if you try to omit them from your battalion. For auctions, monster units will either express outrage, make their disappointment clear, or guilt you into sparing them.
  • You All Look Familiar: Every generic unit shares the same portrait and sprites, though they are easy to distinguish from the enemy's own through different color schemes.

Generic Classes

    Warrior 
https://static.tvtropes.org/pmwiki/pub/images/warrior_9.png
Female Warrior and Male Warrior
Despite being a relatively basic class, Warriors primarily excel at dealing direct damage through the use of melee weapons and skills that boost offensive power. They have the widest access to melee weaponry, making them quite useful for leveling up weapon skills and unlocking more finishers. Any human, winged folk, lizard, lamia, orc, and skeleton can turn into this class. In Reborn, imps are also able to become Warriors.

In the original game, every new recruit starts out as a Soldier or Amazon. For male units, the Soldier class provides them with balanced stats upon leveling up, though their overall utility pales in comparison to other classes. Its female counterpart, the Amazon class, fares slightly worse when it comes to strength, but benefits more from slightly higher dexterity, better tolerance to bad weather, and the inherent ability to swim through watery tiles.
Tropes pertaining to the Soldier and Amazon in the original game:
  • Achilles' Heel: Their average stats mean they won't last long against other classes in later chapters.
  • Action Girl: The Amazon is one of the scant few female classes that have the strength to properly make use of melee weapons like axes or hammers. They are also the only class in the female line that purely focuses on direct attacks.
  • Amazonian Beauty: Despite their bulky appearance, Amazons can come off as this.
  • Can't Catch Up: Both the Soldier and Amazon classes are available to players from the start, but they become obsolete as soon as more classes get unlocked.
  • Conspicuous Gloves: They are equipped with leather gloves to protect their hands when wielding weapons.
  • Crippling Overspecialization: Their balanced stat growth means they will never be able to fill a combat niche as well as other classes do. Soldiers get hit especially hard with this due to the abundance of melee classes within their class line.
  • The Goomba: Soldiers and Amazons tend to be quite common as foes during the first chapter.
  • Helmets Are Hardly Heroic: Soldiers are usually seen wearing helmets as part of their standard uniform.
  • Master of None: While these units can deal decent damage if raised properly, they will never be as proficient with certain weapons as some classes due to their lack of Weapon Specialization.
  • Mooks: They usually serve this role from a storyline perspective with Soldiers in particular being treated as low-leveled guards or messengers. From a gameplay standpoint, they are typically fought early on during the first chapter, seldom appearing in later battles as the enemy gains access to more advanced classes.
  • Never Bareheaded: Soldiers never get seen without their helmets while Amazons have headbands to cover their forehead.
  • New Meat: These two classes primarily serve as the foundation for male and female units to grow into different roles depending on the player's choice.
  • Sexy Slit Dress: The Amazon wears a battle dress that shows off much of her legs.
  • The Straight and Arrow Path: Due to their higher dexterity growth, Amazons are better off equipped with bows than melee weapons. This makes sense as they were the only bow-wielding units in Ogre Battle.
  • Super Swimming Skills: One advantage the Amazon has over the Soldier. While it may not mean much at first glance, it does give them a slight edge in battles dominated by watery terrain.
  • Undead Counterpart: They are one of the few classes to get zombified versions, though Zombie Amazons lack their living counterpart's ability to swim through water.

Tropes pertaining to the Warrior in both the PSP remake and Reborn:
  • Always Accurate Attack: Their Mighty Impact and Vigorous Attack skills allow them to directly hit foes with 100% accuracy with the latter having an additional effect of overriding the target's parry skills. In the case of Mighty Impact, it also turns any attack into an instant Critical Hit. This alone earns them a place in the player's party even as more powerful units become accessible over time. And if a Warrior happens to be equipped with a debuff-inflicting weapon, they can use the aforementioned skills to guarantee the debuff taking effect.
  • Boring, but Practical: While their utility is mostly limited to attacking, Warriors are fairly good at what they do if given the chance to grow into their role by leveling up and unlocking finishing moves. Mighty Impact and Double Impact will often be their bread and butter when contributing to any fight.
  • Bow and Sword in Accord: Warriors are able to wield one-handed bows and crossbows alongside melee weapons if necessary, though their skills do not affect ranged attacks.
  • Close-Range Combatant: This is what they typically specialize in, though the class is able to become a Long-Range Fighter as well with one-handed bows, crossbows, and thrown weapons.
  • Combination Attack: They have the ability to do this in Reborn by equipping the Pincer skill, though it's not as useful due to relying on Gameplay Randomization to activate.
  • Crippling Overspecialization: For all their effectiveness as front line attackers, Warriors are susceptible to magic attacks. Although the class can somewhat overcome this weakness by wielding bows or crossbows to target spellcasters, they will never be as efficient in it as Archers or Rogues.
  • Critical Hit Class: 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 Bottomless Pits to kill off sturdier units like dragons or golems.
  • Cursed Item: 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.
  • Dual Wielding: Played with in that this class can emulate the Ninja's ability to hit twice by activating the Double Impact skill. This also works on two-handed weapons that usually deal more damage than one-handed ones. Reborn further amplifies the skill's usefulness by having the knockback effect of critical hits be triggered during the second hit.
  • Evil Counterpart: They get one in Gladiators, fallen warriors who kill people for money.
  • Heroes Prefer Swords: 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.
    • Blade Spam: Rending Gale launches two fierce swipes that hit the target twice, making it useful early on.
    • Petal Power: Cherry Ronde produces a flurry of cold Cherry Blossoms that deal ice damage to foes.
    • Poisoned Weapons: Vile Wound unleashes a toxic fog that both harms the target and poisons them at the same time.
    • Light 'em Up: Papillion Reel releases several streams of light that inflict divine damage on enemies.
  • Heavy Equipment Class: Due to their role as direct damage dealers, Warriors rely on heavy armor to protect them from enemy attacks. While it makes them more impervious to Archers in Reborn, it can also hamper their ability to get faster turns.
  • Hidden Badass: Don't be fooled by their basic class status. Warriors have the capacity to be powerful endgame units when given the chance to do so.
  • Knockback: Are the most likely to pull this off with their Mighty Impact skill. This can come in handy in battles that have Bottomless Pits. They also have a passive skill that provides them immunity from knockbacks, and it's likely to be unlocked once the fourth chapter is almost over.
  • Master of None: Played with in that Warriors are both able to wield a wide range of weapons and make use of different finishers as a result.
  • Mighty Glacier: Though Warriors are not as sturdy as Knights, their high health and vitality growth allows them to fill this role in a pinch.
  • Proper Tights with a Skirt: Unlike her early incarnation, the female Warrior wears tights to cover up her legs.
  • Sleeves Are for Wimps: Averted. Male Warriors wear sleeves and are no less tough for it.
  • Super-Empowering: Their Vigorous Attack skill is very effective when used right next to several allied units who specialize in melee combat, helping cement their usefulness on the front lines.
  • Weapon Specialization: Out of all the generic units in the game, the Warrior class can potentially specialize in just about almost every weapon category available with only a select few types barred from them. This also gives them elemental versatility and debuff capabilities due to the remake's inclusion of finishing moves.
    • BFS: Two-handed swords enable them to unleash lightning or wind elemental finishers. While this helps give them an edge against watery creatures like Octopi and Flood Dragons, it also means they won't be able to wield another weapon type for synergy.
    • Brutish Character, Brutish Weapon: Axes allow them to perform powerful ice or earth elemental finishers.
    • Cane Fu: Cudgels give them access to an abundance of light elemental finishers, making them ideal for fending off phantom and umbra units. However, they can only wield two-handed ones, making it impossible for them to synergize with a different weapon type.
    • Carry a Big Stick: Hammers provide them access to strong ice, fire, or lightning elemental finishers.
    • Devious Daggers: Daggers allow them to use a wind elemental finisher with decent range.
    • Knightly Sword and Shield: One-handed swords enable them to do ice or light elemental finishers.
    • No "Arc" in "Archery": Crossbows give them the chance to perform a fire elemental finisher that affects small groups of enemies.
    • Power Fist: Fists open up finishers that inflict fire or dark damage, but cannot be used in tandem with different weapon types at the same time.
    • Ranged Emergency Weapon: Thrown weapons (some of which include javelins, chakrams, or bolas) lack finishing moves, but do inflict higher damage than arrows in certain situations.
    • The Straight and Arrow Path: Bows offer finishers that inflict fire or lightning damage, though they are more useful for inflicting a wide array of debuffs.
    • Whips: Whips allow them to unleash a water elemental finisher with some range, but they cannot be used alongside another weapon type on account of them being two-handed.

    Archer 
https://static.tvtropes.org/pmwiki/pub/images/archer_50.png
Male Archer and Female Archer
A mainstay ranged attacker adept with a bow and crossbow. Though their accuracy drops sharply in bad weather.
-Description
A basic class that focuses entirely on ranged attacks, Archers are able to fire arrows or crossbow bolts from a safe distance to take out weaker units or soften up stronger ones. Despite their limited niche, they are by far the most useful class players can get ahold of. It is recommended to have at least two of them in battles where you have the high ground. Any human, winged folk, lamia, orc, and skeleton can turn into this class.

Only female units could turn into Archers in the original game, though this gender restriction has been removed entirely in the remake.
Tropes pertaining to the Archer in the original game:
  • Annoying Arrows: Averted hard. Archers are widely considered ridiculously overpowered, and for good reason as their arrows will often do reliable damage especially if their foes are under-leveled.
  • Badass Cape: Archers come with capes that cover their back almost completely without hindering their movements.
  • Boring, but Practical: The purpose of this class is to pick off foes from far away while avoiding the front lines. This becomes easier once they gain access to better bows and crossbows.
  • Bottomless Magazines: Archers will never run out of arrows or bolts, so feel free to fire away so long as each hit counts in helping end the fight.
  • Bows Versus Crossbows: Players can decide whether to give their Archers a bow or a crossbow. Bow wielders fire arrows in an arc to bypass unintended targets while crossbow users are able to shoot straight at foes when positioned in low ground. The game seems to favor bows on account of there being more varieties of the weapon type than crossbows.
  • Can't Catch Up: Averted. Experienced players will have at least two or three Archers on their team to make quick work of enemies.
  • Dramatic High Perching: Archers become doubly useful when they have the high ground as their arrows will be able to target more foes outside their usual range. If forced to fight on lower ground, they can instead rely on crossbows to hit foes above them so long as they're close enough.
    • 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.
  • Fragile Speedster: Surprisingly averted as Archers have the highest vitality growth among female class units in the game. Combined with their high evasion rate, they are most likely to stay alive unless the enemy happens to have strong mages on their side.
  • Great Bow: With the exception of the Short Bow, every type of bow the Archer uses is this.
  • Guys Smash, Girls Shoot: This class can only be accessed by neutral or chaotic female units. While male units are free to wield bows themselves, they will not be as adept at it as Archers.
  • Invisible Bowstring: Despite the game's graphical limitations, the bowstrings of each type of bow are clearly visible, thereby averting this trope.
  • Long-Range Fighter: Although Archers are capable of shooting at point-blank range, they are not meant to be on the front lines despite their above average defense. If equipped with a two-handed bow or crossbow, all they can do is punch back weakly upon taking a direct attack.
  • Never Bareheaded: Archers in this game are recognizable by the plumed hat they always wear.
  • No "Arc" in "Archery": While their crossbows typically play this trope straight, Archers can force them to fire in an arc if they happen to go beyond their normal range while on high ground.
  • Super Swimming Skills: Like Amazons, they are able to cross through water tiles, though standing on them will only weaken their attacks.
  • Undead Counterpart: A zombified version of the Archer exists, but without their ability to enter water tiles.
  • Weather of War: Due to chaotic characters thriving in horrid weather conditions, a chaos-aligned Archer can defy this trope entirely especially if their element also happens to be wind or water.

Tropes pertaining to the Archer in both the PSP remake and Reborn:
  • Achilles' Heel: Armored units serve as one for Archers in Reborn. This can be averted if the player raises their Archers to have incredibly high damage output to surpass the threshold of defensive equipment.
  • Always Accurate Attack: The Archer's Tremendous Shot and Eagle Eye skills both serve this purpose with the latter being able to bypass parry skills instantly.
  • Annoying Arrows: While this trope gets averted even more with the inclusion of new skills and finishers, Reborn plays it straight by making heavily armored units take less damage from piercing attacks. This means Archers will be unable to effectively scratch the bulkier units in the game without relying on finishing moves or acquiring late game elemental weapons.
  • Anti-Air: Archers can keep flying units grounded by inflicting the leaden status on them with their Dark Weight finisher.
  • Arbitrary Weapon Range: Similar to their Final Fantasy Tactics counterparts, Archers cannot fire at enemy units standing 2 to 3 tiles close to them. However, it's possible to bypass this limitation with crossbows by hitting at a target straight behind them.
  • Arrows on Fire: Can invoke this by being imbued with the fire-touched buff or performing the fire elemental finishers of the bow and crossbow.
  • Automatic Crossbows: 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.
    • Impaled with Extreme Prejudice: 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.
    • Light 'em Up: Sanctus Flare releases an explosion of light that stops the target in their tracks completely.
    • Sinister Silhouettes: Death Wail unleashes three shadows with glowing red eyes to engulf foes, damaging them thrice.
    • Stuff Blowing Up: 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.
  • Bows Versus Crossbows: While the differences between bows and crossbows are pretty much the same like in the original game, the remake gives them a whole new set of pros and cons. For one, bows can still go beyond their expected range while crossbows lose this trait entirely. Reborn slightly alleviates this by allowing crossbow users to extend their more limited range with the Engulf skill. Their finishers also differ greatly in terms of function and purpose: bow finishers inflict a number of crippling debuffs to impede foes within a wide range whereas crossbow finishers include a useful Area of Effect attack and a technique that hits thrice in a row.
  • Conspicuous Gloves: The Archer's revamped artwork shows them wearing gloves to both protect their hands when handling heavy bows.
  • Crippling Overspecialization: The weaknesses of the Archer become more apparent in Reborn as they cannot effectively damage armored units and monsters. Plus, their low magic resistance tends to make them easy targets for spellcasters.
  • Critical Hit Class: Archers are technically considered this thanks to their Tremendous Shot skill.
  • Cupid's Arrow: They have access to a crafted bow used for this specific purpose.
  • Cursed Item: 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.
  • Devious Daggers: Archers can wield certain types of daggers for self-defense, though doing so means they are limited to wielding one-handed bows or crossbows that tend to have less power.
  • Energy Bow: The bow finishers enable Archers to fire enchanted arrows that home in on their targets with general ease.
  • Evil Counterpart: Their evil counterparts are called Blood Hunters who revel in taking lives with their archery skills.
  • Fragile Speedster: In an attempt to Nerf them in the remake, the developers turned Archers into this. They're fast, but not very good at taking damage. It doesn't help that they cannot wear certain types of armor used by melee-based classes like Knights. As a result, players will have to be more careful in how they position these units.
  • Homing Projectile: Their bow finishers can bypass obstacles and phase through walls. This is advantageous when fighting in narrow dungeons like the Palace of the Dead.
  • Multi-Ranged Master: 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.
  • Multi Shot: 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.
  • One Bullet Clips: Archers can defy this trope by activating their Double Shot skill.
  • Status Infliction Attack: Certain bows allow Archers to inflict potent debuffs on foes. When combined with Tremendous Shot or Eagle Eye, they are absolutely guaranteed to take effect. Also, all of their bow finishers can pull this off.
    • Charm Person: Flaming Blast deals fire damage and charms the target into attacking their allies.
    • Corralling Vacuum: Dark Weight fires a slow-moving projectile that leadens the target, preventing them from either jumping or flying.
    • Forced Sleep: Slumber Shot sends out a projectile that puts the target to sleep.
    • The Paralyzer: Empyreal Shot inflicts lightning damage on the target and keeps them from taking action. In Reborn, it instead stops them in their tracks entirely.
  • Weak, but Skilled: In Reborn, Archers will not be able to destroy tough units on their own. But by making use of their ability to efficiently weaken targets with debuffs and knockback foes with critical hits, they can help control the flow of the battle to the player's advantage.
  • Weather of War: Bad weather conditions impose accuracy penalties that render this class less effective in battle, though this can be a good thing especially when trying to save certain guests from the enemy's own Archers.

    Wizard/Enchantress 
https://static.tvtropes.org/pmwiki/pub/images/enchantress_and_wizard.png
Enchantress and Wizard
Wizards and Enchantresses are the first spellcasters players gain access to in the beginning of the game. They have a wide range of tactical roles like helping dish out damage to foes from a distance, debilitate enemies with status ailments, or buff allies with some of their supportive magic. While seemingly weak at first, these units eventually become powerhouse damagers in their own right once they gain access to higher-leveled spells and skills. Any human, winged folk, lamia, orc, skeleton, and ghost can turn into this class.

In the original game, Wizards solely focus on offensive magic derived from the four elements and darkness whereas Witches specialize in applying Status Effects to both enemies and allies.
Tropes pertaining to the Wizard and Witch in the original game:
  • Awesome, but Impractical: Wizards are capable of casting apocrypha spells that heavily damages every unit other than them, though doing so may likely kill the player's own units unless they have high resistance to magic or happen to be undead.
  • Black Mage: Wizards exemplify this trope well while Witches are more of the Black Magician Girl.
  • Boring, but Practical: Your Wizards are not going to be doing much other than damaging enemies with their spells while conserving MP. The same thing goes for Witches, though they may double as bow wielders thanks to their above average dexterity. Players could opt to mix things up by equipping Wizards with the Life Staff to turn them into makeshift healers while giving Witches one of the rare elemental cudgels so they can cast offensive skills.
  • Casting a Shadow: The Wizard is able to harness the power of darkness to attack foes while the Witch can use its more subtle qualities to control or support targets.
  • Cooldown Manipulation: Witches are able to manipulate the flow of time with some of their spells, particularly Quick, Slow Move, and Paradigm. Bosses are especially vulnerable to Slow Move.
  • Desperation Attack: The Wizard's Pain spell counts as it deals more damage the less health the caster currently has.
  • Difficult, but Awesome: The most prevalent issue in deploying Wizards and Witches is their constant need of MP to cast spells. While feeding them MP restoration items is essential, it becomes more difficult to keep up once they gain access to more advanced spells in later chapters. Fortunately, this becomes less of a problem once the Charge spell is made available in shops.
  • Elemental Powers: Wizards can utilize the power of the four main elements as needed.
    • Blow You Away: Controls the power of wind to harm others, though half of them are more lightning-based.
    • Dishing Out Dirt: Harnesses the power of earth to devour foes.
    • Making a Splash: Manipulates the power of water to engulf opponents, albeit much of the spells are icy in nature.
    • Playing with Fire: Directs the power of fire to destroy enemies, with one particular spell being able to do just that literally.
    • 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.
  • Extra Turn: The Witch's Paradigm spell does just this for another unit.
  • Forced Sleep: Wizards can put a single enemy to sleep with the Incubus spell which happens to be one of the few ways they can inflict status ailments.
  • Fragile Speedster: Unlike most magic-oriented units, Witches are more mobile and agile due to their innate fast movement and decent agility growth.
  • Friendly Fire: The Wizard's Area of Effect spells can inadvertently hurt allied units if players are not careful. This also applies to their apocrypha magic which affects every unit other than the caster.
  • Glass Cannon: Although Wizards can potentially become the player's biggest damage contributor, they can be easily taken down in one or two hits when up against a powerful enemy. They are especially vulnerable to Archers.
  • Heal It with Water: The Witch class has one in Heal Rain which restores even more health during rainy weather.
  • Hot Witch: Compared to Wizards, Witches are far easier on the eyes due to their good looks and revealing outfits.
  • Linear Warriors, Quadratic Wizards: Once Wizards gain access to Summon Magic, they become a force to be reckoned with especially when paired up with a Witch who has the Charge spell.
  • Magic Staff: Both Wizards and Witches generally rely on staves to enhance their magical powers, though the latter does not really need them as much due to dexterity affecting the success rate of debuff spells.
  • The Medic: Surprisingly enough, Witches can take on this role if equipped with the Clear and Heal Rain spells.
  • Ms. Fanservice: Witches exemplify this trope to a degree.
  • One-Hit Kill: Wizards can do this with the Nova spell in their hands. However, getting it is easier said than done as it requires hiring 10 Pumpkin Heads from Deneb's shop before recruiting her afterwards.
  • Percent Damage Attack: The Wizard's Dark Law spell depletes 20% of the target's HP each time it hits. Can be useful for weakening units rather than outright killing them.
  • Powerful, but Inaccurate: The success rate of debuff spells lies in the caster's dexterity rather than their intelligence. Although Witch's themselves have decent dexterity growth, it may be best to train them as Archers beforehand in order to make them more effective in their intended role.
  • Projectile Spell: The Wizard gets one in the form of Ion Shot, a basic wind spell that only damages a single foe.
  • Shoot the Mage First: The AI is more likely to target Wizards and Witches especially if the enemy side has loads of Archers just waiting to shoot at something.
  • Splash Damage: Wizards are the first playable units capable of damaging multiple targets once they gain enough intelligence from leveling up. Weather conditions also play a role in how effective their spells become with dry climate enhancing fire and earth spells and horrible weather boosting wind and water spells.
  • Status Buff: Some of the Witch's spells have beneficial effects that range from boosting turn speed to enhancing an equipment's power.
  • Status Infliction Attack: Debilitating foes with debuffs is the primary purpose of the Witch class.
    • Armor-Piercing Attack: Melt briefly ruins one of the opponent's equipment, leaving them more vulnerable than before.
    • Charm Person: Charm causes foes to be mesmerized and become temporary allies until they receive damage.
    • The Paralyzer: Stun momentarily immobilizes enemies, preventing them from moving or acting for several turns.
    • Slower Than a Snail: Slow Move hampers the victim's turn speed and delays their attempts to take action.
    • Taken for Granite: Petrify turns targets to stone, permanently rendering them unable to do anything.
    • Universal Poison: Poison periodically depletes the victim's HP by small amounts for the duration of the battle.
  • Teleportation: With a copy of the Teleport spell in their possession, a Witch can send a nearby unit to any part of the battlefield.
  • Undead Counterpart: The Wizard class notably has two undead counterparts: Ghosts and Zombie Wizards. Ghosts are recruitable units that can warp through walls and drain health from a distance if necessary. Zombie Wizards, on the other hand, are non-recruitable and can do things their living brethren cannot such as moving faster and being able to cast spells reserved for Witches.
  • Useless Useful Spell: Most players are unlikely to make good use of the Witch's Clear and Jump spells due to their situational utility.
  • Weak, but Skilled: Witches have no innate means to directly damage enemies, but that's not their real purpose. Being able to debuff enemies at the right time can make a difference in crucial moments.
  • Weather Manipulation: 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.
  • Wizard Classic: The Wizard class fits the criteria perfectly complete with Robe and Wizard Hat.

Tropes pertaining to the Wizard or Enchantress in both the PSP remake and Reborn:
  • Adaptational Attractiveness: While the Wizard's sprite is left unchanged, his artwork makes him look a great deal younger.
  • All Your Powers Combined: The current Wizard or Enchantress is an amalgamation of their previous incarnations from the original game in terms of function, meaning they can cast both offensive and debuff spells. However, they also inherit the early Wizard's sluggish mobility and their status magic is powered by the mind stat rather than dexterity.
  • Awesome, but Impractical: Their Conserve RT skill in the PSP remake is this as it means giving up a portion of TP that could have been used for a more practical ability like Meditation. Reborn fixes this problem by turning it into an auto skill.
  • Boring, but Practical: In the PSP remake, experienced players will find themselves using lower-tiered spells against weaker units more often than not since stronger variations consume more MP and RT. Higher-leveled spells are best reserved for enemy leaders.
  • Can't Catch Up: 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, which makes them into the fastest caster class in the game.
  • Colony Drop: They can do this with their Meteor Strike spell.
  • Crutch Character: Wizards and Enchantresses briefly become this once Area of Effect spells are made available.
  • Cursed Item: 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.
  • Elemental Powers: In this game, Wizards and Enchantresses are able to utilize 7 of the 8 elemental spell categories.
    • Blow You Away: Controls the power of air to suffocate foes. In the PSP remake, it notably has a spell that can put multiple foes to sleep.
    • Casting a Shadow: Uses the power of darkness to harm foes. Has the most amount of utility spells for debilitating or supporting targets. In Reborn, it is the only school of magic that offers a wide range of debuff effects.
    • Dishing Out Dirt: Harnesses the power of earth to bury foes. In the PSP remake, it is generally favored for having spells that can boost defense or hamper multiple targets with slow mobility and petrification.
    • An Ice Person: Invokes the power of ice to shatter foes. In the PSP remake, its spells can affect magic accuracy or grant targets a buff that allows them to bypass units that have the Rampart Aura skill.
    • Making a Splash: Manipulates the power of water to drown foes. In the PSP remake, it offers a poison spell with more range and a minor healing spell.
    • Playing with Fire: Directs the power of fire to destroy foes. In the PSP remake, its more popular spells can boost strength, cripple a target's defense, or deplete the TP of multiple foes while inflicting them with a stronger variation of poison.
    • Shock and Awe: Unleashes the power of lightning to shock foes. In the PSP remake, it has a stun spell with better range and a spell that can reset the RT of small enemy crowds.
  • Evil Counterpart: Their dark counterparts are Death Eaters, mages who practice cannibalism and serve one who must not be named.
  • Extra Turn: Like in the original game, their Paradigm Shift spell allows this to take effect. However, it now affects multiple units while having a 66% chance of working.
  • Fire, Ice, Lightning: Can fulfill this trope by wielding fire, ice, and lightning magic simultaneously as part of a set.
  • Friendly Fire: Like in the original game, their spells can harm allies if players are being careless. This is more common in the PSP remake due to missile spells being hard to aim within a cluster of different units. Fortunately, this gets fixed in Reborn by giving these spells a visible trajectory line.
  • Heal It with Water: Wizards and Enchantresses can restore HP and remove poison with the Quench spell, though its limited potency makes it close to a Useless Useful Spell in later chapters. Reborn removes it entirely.
  • Humans Are Diplomats: They can recruit lizardmen and lamia into joining the player via the Coax skill.
  • Land, Sea, Sky: Able to fulfill this trope if equipped with earth, water, and air magic as part of their skill repertoire.
  • Life Drain: They can absorb an enemy's health with the missile spell Drain Heart. An MP version also exists in the form of Drain Mind.
  • Linear Warriors, Quadratic Wizards: Downplayed in the remake as Wizards and Enchantresses can only damage or debuff multiple enemies at best. They get nerfed even more in Reborn where much of their non-dark utility spells have been removed entirely.
  • Magic Enhancement: This class is able to expand the range of their spells by activating the Engulf skill.
  • Magic Staff: The class still has access to caster-only cudgels, which grants them their only means of dealing divine damage via the cudgel finishers.
  • Necessary Drawback: Their higher-tiered spells consume more MP and RT, leaving players little choice but to regenerate MP through various means or wait longer for the next turn upon casting them.
  • Powerful, but Inaccurate: Early on in the game, the Wizard or Enchantress will sometimes face difficulty landing their debuff spells on opponents. In Reborn, they can equip the Concentration skill to provide them with more magic accuracy, though it eventually becomes redundant as they gain more intelligence and mind points through leveling up.
  • Projectile Spell: 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.
  • Regenerating Mana: Wizards and Enchantresses are given the means to naturally replenish their MP pool with the Meditation skill. However, the amount of MP it restores is minimal at best. Reborn increases its potency while turning it into an auto skill for balancing purposes.
  • Splash Damage: This class can still hit multiple foes like before with indirect spells, but doing so requires getting higher-tiered versions of them rather than raising the caster's intelligence.
  • Status Infliction Attack: They have access to the same debuff spells from the original game, but now have an expanded arsenal to play with via dark magic.
    • Charm Person: Charm mesmerizes foes into attacking their comrades, though it's now a single-target spell and works better when looking at the victim face to face.
    • Forced Sleep: Sleep lulls victims into a deep sleep, serving as a non-lethal substitute for the Incubus spell.
    • Gravity Master: Gravity Flux weighs down the target's body with gravity to prevent them from climbing higher areas. It is ultimately removed in Reborn.
    • The Paralyzer: Paralytic Wave stuns enemies momentarily, causing them to sometimes stumble upon taking action. Other spells that hinder mobility or action include Torpor, Dominate, Shackle, Fixate, and Dead Man's Ivy, but as of Reborn, only Torpor remains intact.
    • Taken for Granite: Petriburst entraps the victim in stone. However, the debuff itself is now temporary rather than permanent like in the original.
    • Supernatural Fear Inducer: Deadscream summons an undead phantom to frighten an enemy. Reborn omits it as to not take away the Terror Knight's niche.
    • Universal Poison: Poison Cloud inflicts poison on multiple targets to deprive them of HP in multiple intervals while Deadly Poison applies a more potent version of the debuff on a single foe. Reborn gets rid of Deadly Poison in favor of enhancing the regular debuff's effects instead.

    Cleric 
https://static.tvtropes.org/pmwiki/pub/images/cleric_7.png
Male Cleric and Female Cleric
Blessed with the ability to heal others and vanquish the undead, Clerics are an indispensable part of every squad. Although they share the same weaknesses of other spellcasting units, it should be a minor issue so long as they stay far away from the front lines. Any human and winged folk can turn into this class.

In the original game, the Cleric's functions used to be separated into different classes, with Exorcists in charge of destroying undead units, Clerics handling multiple healing, and Priests reviving recently killed allies.
Tropes pertaining to the Exorcist, Cleric, and Priest in the original game:
  • Actual Pacifist: In order to become a Cleric or Priest, a lawful female unit must never kill anyone no matter. Doing so bars them from entering the sisterhood. On the other hand, Priests themselves can subvert this trope so long as they don't change into different classes.
  • Anti-Debuff: Clerics and Priests can use the Vitalize spell to remove all buffs instantly, though it doesn't become available until the second chapter.
  • Back from the Dead: Priests are the only generic units capable of casting Revivify to resurrect dead allies so long as the battle does not end.
  • Badass Preacher: Exorcists typically dress and act the part quite well.
  • Boring, but Practical: Clerics and Exorcists are limited to healing living units and harming undead ones respectively, while Priests get some flexibility in what they can do outside of their specialty.
  • Crutch Character: 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 rescue missions without relying on HP restoration.
    • Beginning players tend to rely on Priests for reviving dead units once they get the Revivify spell late in Chapter 2. It helps that this class can assume the Cleric's role as healer while being able to contribute damage-wise with the Light Bow spell.
  • Difficult, but Awesome: Similar to Wizards and Witches, they often need a constant supply of MP in order to function well. This is an even bigger issue for Priests and Exorcists due to their unique spells requiring large amounts of MP to even work.
  • Healer Signs On Early: The Cleric class usually becomes accessible for female units once they attain level 6 or higher. Having one is economical as healing items tend to eat up war funds early on.
  • Healing Hands: The Exorcist, Cleric, and Priest are all capable of using the basic Heal spell.
  • Gameplay and Story Segregation: Despite the existence of the Revivify spell, it never gets brought up when certain key characters end up dying during certain parts of the story. It gets hand waved by Nybeth who explains that the spell acts more like a Magical Defibrillator that does nothing to stop the aging process nor brings back those who have passed on long ago.
  • Gender-Restricted Ability: Male units gain access to the offense-oriented Exorcist class while female units are restricted to the more nurturing Cleric and Priest classes.
  • Light 'em Up: Exorcists in particular are able to inflict light elemental damage with the Light Bow and Starion spells. The latter is treated more as a Holy Hand Grenade due to affecting all enemy units and instantly exorcising undead.
  • Magic Staff: Similar to Wizards, they benefit greatly from the intelligence bonuses provided by staves.
  • The Medic: All of them fit this role well, but the Cleric and Priest excels in it for different reasons with the former being able to heal crowds simultaneously and the latter having the means to resurrect others. Both classes can also use an infinite range healing spell that fully restores HP to a single ally.
  • Never Bareheaded: True to their religious nature, these classes are depicted wearing hats with Exorcists wearing what appears to be a cappello romano.
  • Projectile Spell: Both Exorcists and Priests can use Light Bow to directly damage enemy units.
  • Revive Kills Zombie: Subverted in that healing spells don't work on undead troops.
  • Shoot the Medic First: The AI will often try to kill any nearby Clerics or Priests due to their frail defense and low health.
  • Squishy Wizard: Partially subverted by Exorcists who have slightly sturdier defenses than Clerics and Priests.
  • Thou Shalt Not Kill: Clerics are forbidden from killing more than 5 units while Priests have an even more stringent requirement of not killing anyone. Exorcists avert this trope entirely due to being more of a Church Militant and that exorcising undead units does contribute to their kill count.
  • Turn Undead: Undead units are easy prey for Exorcists so long as the latter have enough MP to work their magic.
  • White Mage: They exemplify this trope perfectly with Clerics and Priests being more of the White Magician Girl.

Tropes pertaining to the Cleric in both the PSP remake and Reborn:
  • Actual Pacifist: While the Cleric is no longer restricted by kill counts, they lack the ability to cast offensive light magic due to its potential to kill others. However, their healing spells can be used to harm the undead, turning them into a Technical Pacifist out of necessity.
  • All Your Powers Combined: This incarnation of the Cleric class combines its previous self's abilities with those of the Exorcist and Priest, giving them additional utility in battle.
  • Anti-Debuff: In the PSP remake, Clerics are given a myriad of spells to treat certain ailments. They are even Colour-Coded for Your Convenience. Reborn removes most of them entirely.
    • Bound and Gagged: They can relieve hobbled and leadened units with Unburden which has an orange tone.
    • Hypnotic Eyes: They can rouse asleep and charmed units with Awaken which has a light blue shine, though more debilitating hexes like bewitched, spendthrift, and paranoia require the use of the spell's upgraded version.
    • I Can't Feel My Legs!: They can free bounded, shackled, and stopped units with Liberate which has a lively red color.
    • Maximum HP Reduction: They can restore withered, addled, and cursed units with Decurse which has a purple shade.
    • The Paralyzer: They can alleviate stunned units with Innervate which has a golden yellow shine.
    • Power Nullifier: They can unmute silenced units with Singing Light which has a soft pink glow.
    • Supernatural Fear Inducer: They can embolden frightened units with Hearten which has a deep blue tone.
    • Taken for Granite: They can release petrified units with Awaken Stone which has a light gray hue.
    • Universal Poison: They can purify poisoned units with Cleanse which has a green tinge, though envenomed victims can only be healed with the spell's higher-tier version.
    • The Cleric's Ease spell is a watered-down variation of Vitalize from the previous game in that it is limited to healing a single debuff per use, and there's no real way to determine which debuff gets removed first. Reborn makes the spell more viable by giving it a second-tier upgrade that can target multiple allies.
    • One of their unique skills, Mother's Mercy, can remove every debuff they currently have in exchange for TP. It becomes more useful in Reborn after being made into an auto skill.
  • Banishing Ritual: Unlike in the original game, the Cleric's Exorcism spell only works on undead units that have been stilled. While this makes eliminating them more burdensome, the game balances this out by making them drop cards or loot like regular foes.
  • Black-and-White Morality: Played with in that while Clerics are expressly forbidden from violating their vows not to kill, it doesn't stop them from ordering others to do so on their behalf as shown in the Lawful route version of Chapter 2.
  • Boring, but Practical: Clerics will spend most of their time healing units, exorcising undead, or speeding up allies with Boon of Swiftness. This class may be boring, but it will never be completely useless for inexperienced players.
  • Combat Hand Fan: They can wield the Caldia Fan as an alternate weapon for self-defense. Not only does it help boost their magical power, it also allows them to charm foes briefly.
  • Crutch Character: Like in the original game, players will often rely on Clerics for undoing enemy damage or destroying undead units. The PSP remake allows them to wean off from the class completely by purchasing Exorcism scrolls from shops so long as they have the money for it.
  • Cursed Item: 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.
  • Dispel Magic: Clerics can remove a single buff from enemies with Dispel.
  • Evil Counterpart: Cenobites are Clerics who have abandoned their faith in favor of exploiting divine magic for personal gain.
  • Fragile Speedster: The frail Cleric makes up for their weak defenses with speed, being able to act first more often than not.
  • Healing Hands: Clerics retain this ability from the original game, though the amount of HP they can restore is mostly fixed for balancing purposes. Their healing powers can be slightly augmented by equipping them with the Augment Light skill in the PSP remake or changing their element to light in Reborn.
  • Holy Hand Grenade: Despite their inability to cast offensive spells, Clerics can still pull this trope off with cudgel finishers. While awesome to look at, they're not exactly reliable in terms of damage output. Reborn fixes that issue by making them do a good amount of damage.
  • Humans Are Diplomats: Being religious in nature, Clerics have the ability to persuade divine units to join their cause with the Seraph's Pact skill.
  • Item Caddy: Clerics are the only generic spellcasters who can wield the Lobber in the PSP remake. This tool enables them to function like Chemists from Final Fantasy Tactics, though the inclusion of elemental shots means they'll be able to provide offensive support from a distance without actually killing their victims outright.
  • Magic Staff: 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.
    • Damage-Increasing Debuff: 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.
    • Holy Hand Grenade: Trinity Pulse unleashes several beams of light to pierce the target repeatedly.
    • Spam Attack: Raining Blows pummels the enemy several times with multiple quick strikes.
    • Star Power: Wrathful Strike sends down a glowing spark that damages the target. In Reborn, it works well as a self-defense move early on.
  • Necessary Drawback: Like Wizards and Enchantresses, their higher-tiered spells have high MP and RT costs. This means they have to find a reliable means to regain MP while waiting longer for their next turn to arrive.
  • Not Completely Useless: In Reborn, Clerics do decent damage with their finishers now, providing them with actual self-defense options. They can even synergize well with offensive spellcasters by weakening the magical resistance of targets through the use of Pressure Whirl.
  • Not the Intended Use: 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.
  • Nun Too Holy: Some of the female Clerics encountered in the story come across as this with two of them wanting to stick the protagonist's head on pikes.
  • Power Nullifier: Surprisingly enough, Clerics can render spellcasters useless by shutting them up with Silent Light. Unfortunately, this spell is removed from their arsenal in Reborn.
  • Regenerating Mana: In the PSP remake, Clerics can enhance their MP regeneration by equipping the Expand Mind and Channeling skills. Reborn gives them the Wizard's Meditation skill to help boost their overall utility.
  • Revive Kills Zombie: True to their Ogre Battle roots, Clerics in the remake can harm undead units with healing magic.
  • Sexy Priest: The remake's revamped art style gives male Clerics a rather handsome appearance despite them wearing the Exorcist's old cassock attire.
  • Status Buff: They can boost the turn speed of allied units with their Boon of Swiftness spell. While other classes like Rune Fencers can make use of it, the Cleric's high mind stat means the buff will last a lot longer.
    • One of their exclusive skills, Mother's Blessing, doubles the amount of HP they can heal with magic per turn. Combined with Major Heal and they can undo a lot of damage sustained by the player's party.
  • Turn Undead: Somewhat downplayed in that Clerics need to have undead foes stilled in order to exorcise them. On another note, their Sanctuary skill can keep the undead at bay for the duration of the whole battle, though it won't do much against those with indirect attacks and magic.
  • Useless Useful Spell: Their Awaken spell is essentially this since it's much easier to cure asleep and charmed units by throwing stones at them. Their Seraph's Pact skill also counts despite not being a spell as there's only one battle where players can recruit enemy Divine Knights.

    Rune Fencer/Valkyrie 
https://static.tvtropes.org/pmwiki/pub/images/rune_fencer_and_valkyrie.png
Rune Fencer and Valkyrie
A well rounded caster of attacks and healing spells who is also adept at the sword and spear-play. Able to move through water tiles.
-Description
Rune Fencers and Valkyries are skilled fighters who can take on a wide range of tactical roles in battle. While not as physically powerful as a dedicated combatant nor as magically adept as a devoted spellcaster, their real strength lies in coordinating with other classes to achieve different tasks whether if it's helping damage foes on the front lines or joining a Wizard's magic barrage from a distance. Any human, winged folk, and orc can turn into this class.

Only female units could become Valkyries in the original game, and they primarily served as one of the few fighter-type options for them at the time.
Tropes pertaining to the Valkyrie in the original game:
  • Black Magic: Valkyrie only have a small number of spells to choose from, with each one representing a different element.
  • Boots of Toughness: Valkyries wear thigh-high leather boots to both protect their legs and allow them to traverse rough territory. It also complements their Super Swimming Skills.
  • Boring, but Practical: Averted due to Valkyries being capable of taking on a number of different roles even though they won't be as proficient in them as some other classes.
  • Lady of War: One of the best examples the game has to offer.
  • Lightning Bruiser: As a melee combatant, they're both quick and durable enough to outlast weaker enemies. Their defenses are almost comparable to Knights and their expertise with the spear means they won't often be subjected to counterattacks by the enemy unless they happen to be spear wielders themselves.
  • Magic Knight: Very much the epitome of this trope. Valkyries can fight on the front lines and cast spells to weaken enemies from a distance.
  • Magically Inept Fighter: A poorly trained Valkyrie can potentially become this especially if their intelligence and mentality are too low to make effective use of spells.
  • Sexy Slit Dress: Wears a long skirt that exposes both of her thighs.
  • Valkyries: This class only fits the part superficially as Valkyries within the game's setting are mortal women who have little in common with their Norse Mythology inspiration.
  • Weapon Specialization: They specialize in using spears to skewer their foes and even have a Weapon Twirling animation for them when attacking first.

Tropes pertaining to the Rune Fencer or Valkyrie in both the PSP remake and Reborn:
  • Absurdly Ineffective Barricade: In the PSP version, this class has a skill that allows them to set up barricades to block chokepoints. However, the absurd TP cost makes it rather useless and unnecessary.
  • Alchemic Elementals: The Elemental Embodiment 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.
  • Anti-Armor: The Scythe Wind finisher allows Rune Fencers and Valkyries to potentially breach through an opponent's defense and cause them to take more damage against subsequent attacks. A very effective move to help soften durable units like Knights and Golems.
  • Anti-Debuff: They can remove random ailments with the Ease spell.
  • Arbitrary Weapon Range: Their endgame spears will not be able to hit foes one tile close to them. This makes positioning a bit trickier, though an experienced player will be able to take advantage of this trait to attack foes while taking cover behind a stronger ally. In Reborn, these types of spears can work really well with the Pincer skill provided the player can get their positioning just right.
  • Combat Hand Fan: While Rune Fencers and Valkyries can equip blunt weapons, the only ones they have access to are the Caldia Fan and Iron Fan.
  • Combat Medic: Their ability to cast Heal and Ease allows them to fill in as substitute Clerics.
  • Combination Attack: They are able to coordinate attacks with allied units by equipping the Pincer skill. In their case, however, it may be tricky to position them just right as their spears can potentially result in Collateral Damage.
  • Crippling Overspecialization: In the middle of the game, the mediocrity of this class becomes more apparent sooner or later as more dedicated classes outshine them in their respective fields. Reborn rectifies this with meaningful changes to make them stand up to par with other units more or less.
  • Cursed Item: 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.
  • Dispel Magic: Just like Clerics, they can remove a single buff from an enemy by casting Dispel.
  • Elemental Powers: Rune Fencers and Valkyries are able to cast a select number of spells from all 8 schools of magic, though the PSP remake bars them from using both light and dark magic at the same time. Unlike in the original game, the class itself can no longer use Area of Effect spells. Offensive-wise, it can cast missile-based spells and summons. Notably enough, the class's light magic arsenal is more extensive due to the inclusion of healing and utility spells.
  • Elemental Weapon: Can apply elemental bonuses to their weapons via Instill spells which they and a scant few classes can only cast naturally.
  • Evil Counterpart: Their dark counterpart, the Cannibal (called the Killing Angel in the Japanese version), is a heartless hunter who kills people to devour their flesh.
  • Heal Thyself: Their HP Infusion skill lets them convert TP into HP. Very useful in case they don't have enough MP to cast healing spells.
  • Heavy Equipment Class: Rune Fencers and Valkyries are able to withstand more damage than some classes due to wearing heavier armor.
  • Humans Are Diplomats: They are one of the few playable units who can persuade human units with the Recruit skill.
  • Instant Thunder: Their Giga Tempest finisher instantly conjures a freaking thunderstorm to devastate multiple enemies.
  • Jack of All Trades: This class is even more versatile than before as the remake provides them with powerful spear finishers, an expanded spell menu, the ability to use healing magic, and a variety of survival skills to help keep them alive.
  • Jousting Lance: An endgame weapon they can use, the Holy Lance, resembles one in terms of appearance.
  • Knightly Sword and Shield: This class is capable of equipping swords and shields similar to Warriors and Knights, but players may opt to give them one-handed bows or crossbows in case their magic damage is somewhat lacking.
  • Long-Haired Pretty Boy: Rune Fencers have shoulder-length hair and happen to be as attractive as their female counterparts. They also bear a striking resemblance to male Geomancers from Final Fantasy Tactics.
  • Magic Enhancement: 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.
  • Magic Knight: Gets played straight even more now that the class has access to a wider arsenal of spells as well as the ability to perform strong finishing moves.
  • Power Nullifier: Rune Fencers and Valkyries can mute targets with the Silent Light spell, though they are less successful in using it against more dedicated spellcasters due to the staggering differences in mind stat values. Unfortunately, this spell no longer exists in Reborn.
  • Projectile Spell: 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.
  • Stylish Protection Gear: The Rune Fencer's armor is rather stylized in contrast to the Valkyrie's slightly more minimal gear.
  • The Red Mage: The Rune Fencer or Valkyrie is able to cast a unique selection of offensive, supportive, and recuperative spells.
  • Regenerating Mana: The PSP remake gives them two skills that revolve around MP. The first skill, Conserve MP, enables them to cast a spell without depleting their own MP pool. The second one, MP Infusion, converts all of their accumulated TP into MP. These skills are highly invaluable when used in conjunction with summon spells. In Reborn, Rune Fencers and Valkyries are the only melee units who can learn Meditation which randomly replenishes their MP in decent chunks. Due to finishers being activated by MP now rather than TP, this turns the class into a complete powerhouse in early chapters.
  • Status Buff: Aside from being able to make units faster with Boon of Swiftness, Rune Fencers and Valkyries are the only units who can cast Instill and Guard spells to enhance their elemental attacks and resistances. Reborn streamlines the effects of both spells into one and are made into pseudo auto skills so they won't waste any turns.
  • Summon Magic: Rune Fencers and Valkyries are capable of doing this, though the spells themselves are not that easy to come by. This makes them dangerous foes in Reborn as summon spells can inflict heavy damage on single units.

    Knight 
https://static.tvtropes.org/pmwiki/pub/images/knight_31.png
Female Knight and Male Knight
An excellent front-line warrior, able to use healing magic. Nothing stops an enemy advance like a knight in their path. A capable defender and strong attacker.
-Description
Strong in both attack and defense, Knights excel in protecting other units from harm. Although their heavy armor makes them sluggish and slow to act, no other human unit can rival their ability to soak up damage. In narrow area, they can easily prevent foes from moving past them if equipped with the right skills. Any human and skeleton can turn into this class.

In the original game, the Knight class is only available for Lawful and Neutral male units. While useful in early parts of the story, they become less effective as more advanced classes become available.
Tropes pertaining to the Knight in the original game:
  • Armored But Frail: 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.
  • Attack! Attack! Attack!: Knights are limited to this like most melee combatants. They generally benefit more from enhanced defense, though their damage output will eventually be outshone in later chapters.
  • Can't Catch Up: At some point, players will want to turn their Knights into something else as their defense alone will not be enough to help them catch up against stronger foes.
  • Close-Range Combatant: Knights typically do this a lot better than Soldiers especially if they happen to be equipped with a sword.
  • A Father to His Men: A lot of knights in the game are often portrayed as this due to their sense of honor and chivalry.
  • The Goomba: Enemy Knights take on this role once Soldiers and Amazons are rendered almost obsolete in later chapters.
  • Heroes Prefer Swords: Knights tend to deal more damage with swords, and they happen to be some of the more heroic units the game has to offer.
  • Knightly Sword and Shield: Practically the quintessential example of this trope. Players will often rely on this class to help hold the front lines early on until more durable units become available.
  • Knockback: A Knight with a shield or gauntlet can inflict this on foes. While the damage they inflict is minimal at best, players can utilize them to shove stronger enemies off Bottomless Pits in certain areas.
  • The Leader: Knights commonly appear as enemy leaders in the first and third story chapters, though the threat they pose gradually fades over time.
  • Luckily, My Shield Will Protect Me: This unit is the most likely to be immune to the Gorgon's Evil Eyes ability due to their tendency to wield shields.
  • Never Bareheaded: An average Knight is never without their signature helmet.
  • Red Oni, Blue Oni: Knights are the Blue Oni to the Berserker's Red Oni. While Berserkers are blessed with stats geared more towards survival, Knights have superior hit accuracy due to their better dexterity growth. As such, they can even double as makeshift Archers by being given a Short Bow or Crossbow.
  • Undead Counterpart: A zombie version of the Knight class can be encountered in later chapters, though it is impossible to recruit them. While more fragile in comparison to their living counterparts, they still deal a greater amount of damage than most undead units.

Tropes pertaining to the Knight in both the PSP remake and Reborn:
  • Armored But Frail: The remake averts this hard by turning them into the most durable class players can get ahold of. Raise them right, and they may even become more durable and powerful than monster-type units.
  • Battle Ballgown: The female Knight wears a modest dress adorned with armor parts for protection.
  • Boring, but Practical: Players might not find Knights too exciting due to their defense-focused toolkit. However, many will find themselves grateful for the class's ability to inflict decent damage, absorb hits like they're nothing, and restore health from a distance all at once. Their combat versatility is almost comparable to Rune Fencers and Valkyries.
  • Carry a Big Stick: 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.
  • Combat Medic: Knights in this game can utilize healing spells to aid allies, though zombies and skeletons are barred from casting them due to their undead traits.
  • Combination Attack: In Reborn, this class is capable of participating in pincer attacks so long as they have the skill for it equipped.
  • Crippling Overspecialization: Being a melee combatant that specializes in taking damage and protecting allies, they will not have much opportunities to play more offensive roles against stronger foes.
  • Crutch Character: The early parts of the game, especially in Reborn, will make deploying Knights more of a necessity as their Phalanx skill and healing magic can help shave off enemy damage.
  • Cursed Item: 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.
  • Draw Aggro: In a way, Knights can do this by triggering their Guardian Force skill to absorb half of the damage taken by nearby allies. Also counts as a form of Damage Reduction, especially in Reborn which allows the skill to be activated alongside Phalanx if players are lucky enough.
  • Evil Counterpart: Has one in Shadow Knights, bloodthirsty cavaliers who sold their souls to demons in exchange for immortality.
  • Face Your Fears: In the PSP remake, Knights are able to neutralize the fear status with the Hearten spell.
  • Fighting a Shadow: They have skills that produce stationary shadow clones capable of generating either Rampart Aura or Sanctuary, but not both at the same time. This can be helpful in blocking off choke points to keep enemies out, but it won't do much against winged foes.
  • Heavy Armor Class: Very much the best example this game has to offer. While definitely one of the sturdiest classes around thanks to their high HP and vitality, they will often be the last to act due to their heavy armor weighing them down.
  • Heroes Prefer Swords: Although Knights generally favor swords, the remake allows them to be proficient in other weapon types with hammers being a particular favorite due to its effectiveness against monsters. Oddly enough, this class is unable to equip two-handed swords unlike Terror Knights and White Knights.
  • Hoist by His Own Petard: The Knight's Guardian Force skill can work against them if units near their position end up taking too much damage. Fortunately, this can potentially be averted in Reborn by allowing both Guardian Force and Phalanx to activate at the same time if players are lucky enough with the RNG.
  • Hold the Line: Not only do Knights have the defense power to impede an enemy's advance, they are one of the few units to possess the Rampart Aura skill which prevents foes from moving past them without stopping. Though Rampart Aura came in 4 tiers in the remake, Reborn simplifies them into 2 instead.
  • Humans Are Diplomats: Knights have the ability to persuade human units to join them with the Recruit skill. This is justified due to them being more likely to be a charismatic voice of reason.
  • Lady of War: The Female Knight is this, with her design based on the one from Final Fantasy Tactics.
  • Mighty Glacier: Knights are both durable tanks and heavy damage dealers.
  • My Country, Right or Wrong: Most enemy Knights the player encounters tend to display this mindset along with the usual To Be Lawful or Good dilemma.
  • No-Sell: The Knight's Phalanx skill can reduce any hit they take into Scratch Damage before their next turn. Even a physically weak Knight can hold their own with this skill in effect. In the PSP remake, skilled veterans will sometimes take the risk of equipping their Knights with lighter armor to draw the enemy's attention before activating Phalanx due to the AI not taking the skill's effect into account.
    • Like in the original game, this unit is able to avoid being petrified by the Evil Eye ability so long as they have a shield equipped.
  • The Paladin: Knights in the remake are essentially how Lanselot's Paladin class functioned in the original game.
  • Playing with Fire: A Knight well-versed with crossbows or hammers can burn multiple foes simultaneously with the Brimstone Hail or Crimson Reach finishers respectively. Reborn makes them even more effective in the hands of a fire elemental Knight.
  • Shield Bash: This is a more viable tactic for Knights in Reborn as shields can now inflict decent damage this time around.
  • Spell Blade: The PSP remake allows Knights to imbue their attacks with divine damage via the Instill Light spell.
  • Suave Sabre: Some of the swords they can use happen to be this.
  • Taking the Bullet: Pretty much how Knights are expected to function in battle. This trope can be played literally by pitting them against enemy Fusiliers though.

    Terror Knight 
https://static.tvtropes.org/pmwiki/pub/images/terror_knight.png
Female Terror Knight and Male Terror Knight
Knights clad in blackened plate armor. Very similar to the regular Knight class when it comes to mechanics but trades the Knight's ability to tank damage and protect their allies by breaking the spirits of their opponents. Any human, orc, and skeleton can turn into this class.

In the original game, the Terror Knight class is only available for Chaotic male units and requires a massive kill count on their part.
Tropes pertaining to the Terror Knight in the original game:
  • Attack! Attack! Attack!: Like most melee combatants, Terror Knights are meant to mostly attack enemies on the front lines and not much else.
  • Black Knight: The Terror Knight fulfills the expectations of this trope quite well with their ability to incite fear in nearby foes. Too bad it doesn't exactly work on chaotic units.
  • The Dreaded: This class strikes fear in the hearts of lawful units for a good reason.
  • Elite Mooks: Terror Knights serve as this for enemy factions in later chapters with Brantyn employing a bunch of them to serve as his Praetorian Guard.
  • Evil Counterpart: Gets one in the non-recruitable Relics Knight, an insane fighter from another dimension who hunts humans for sport. Compared to the average Terror Knight, it has superior stats, can use magic, and is able to hit twice in a row.
  • Kill Tally: In order to become a Terror Knight, a chaotic male unit must kill at least 30 or more people. This requirement alone makes unlocking the class difficult yet worth the trouble.
  • The Leader: Many of the enemy leaders you end up facing in later chapters will be Terror Knights, and they can be difficult to deal with especially if many of your units are of the lawful alignment.
  • Mighty Glacier: In some ways, the Terror Knight is a better frontline combatant than the regular Knight, but at the expense of being much slower.
  • No-Sell: By virtue of being chaotic units themselves, they can outright ignore the fear effect of enemy Terror Knights.
  • Never Bareheaded: Like Knights, this class is never seen without its fearsome helmet.
  • Powerful, but Inaccurate: Somewhat averted due to their decent dexterity growth.
  • Prestige Class: The Terror Knight is often seen as an upgrade for Berserkers. They even share the same preferences for axes.

Tropes pertaining to the Terror Knight in both the PSP remake and Reborn:
  • Always Accurate Attack: Their Fearful Impact causes direct strike to always land successfully while ensuring that foes are afflicted with the fear ailment. This means even the most evasive unit cannot avoid the sluggish Terror Knight's attacks.
  • Anti-Frustration Features: The massive kill count requirement needed for turning into this class has been removed entirely. Instead, the classmark for it becomes available in Chapter 2.
  • Anti-Structure: In the PSP remake, Terror Knights can destroy barricades in one hit with the Squash skill, though this has since been removed in Reborn.
  • Armored But Frail: The PSP remake's iteration of the class is far more vulnerable to damage than they were in the original game. While they have more indirect means to stay alive, their defenses greatly pale in comparison to regular Knights. Reborn rectifies this by giving the class better defense growth to make them more similar to their previous counterparts.
  • 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.
    • Blow You Away: Cyclone Saber inflicts air elemental damage to foes from a short distance.
    • Shock and Awe: Lightning Strike and Grand Cross both inflict lightning damage towards victims, though the latter move is more powerful.
    • Sword Plant: Sonic Blade does this to nearby foes and becomes stronger the more TP the user has.
  • Combination Attack: This class, like Knights and other melee units, can participate in pincer attacks so long as they have the skill for it equipped.
  • Covers Always Lie: Despite their official artwork depicting them wielding both sword and shield, Terror Knights cannot equip one-handed swords in the game.
  • Cursed Item: 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.
  • Dark Is Not Evil: Due to alignment restrictions being removed entirely in the remake, even lawful units with morals can become upright Terror Knights.
  • The Dreaded: Terror Knights induce this by hitting enemies with a direct hit laced with Fearful Impact or inflict it instantly via Lament of the Dead which works similarly to their old terror effect. Reborn makes the latter skill more effective at the cost of it being activated at random.
  • Evil Counterpart:
    • Dreadnoughts are knights brought back from the abyss through ungodly means. They typically inhabit suits of armor to make up for their lack of a corporeal form.
    • Wights are skeletal magic users and warriors brought out of the abyss by necromancy. They act just like Dreadnoughts with the undead status
  • Fighting a Shadow: The Terror Knight's Shadowbreak skill can instantly remove shadow clones produced by Knights, though players may find its uses situational at best.
  • Foil: In the remake, this class is generally portrayed as a direct foil to Knights in almost every way. While Knights are Mighty Glacier protectors who have supportive and healing options, Terror Knights are Glass Cannon demolishers who specialize in debilitating foes. Even their elemental biases oppose one another as Knights are blessed with light magic while Terror Knights can make use of dark magic.
  • High-Heel Power: The female Terror Knight is depicted with heeled greaves, yet is just as strong as her male counterpart.
  • Hold the Line: Like Knights, they are able to hold the line with the Rampart Aura skill. However, their mediocre defense makes them less ideal for impeding stronger foes. Undead Terror Knights have the advantage of blocking pathways with their bodies as obstacles, though it leaves them vulnerable to enemy Clerics with the Exorcism spell.
  • Life Drain: Terror Knights can use drain spells to absorb a target's HP, MP, and TP. This allows them to sustain themselves while weakening foes from a distance at the same time.
  • Magic Knight: They have limited access to dark magic, many of which happen to be debilitating in nature. Reborn even allows one to use an elemental charm to change a unit's elemental alignment to darkness to make the most of it.
  • Magically Inept Fighter: Although Terror Knights have dark magic at their disposal, they are usually more inept at using it against foes with strong magical resistance. Reborn alleviates this issue by strengthening their drain spells and giving them the Concentration skill.
  • Mighty Glacier: Averted in the PSP remake, but played more straight in Reborn.
  • Minidress of Power: The female Terror Knight wears one to distinguish herself more from her male counterpart.
  • 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.
  • Powerful, but Inaccurate: Their spells often miss when cast on units who have high or above average magic-based stats. That being said, Reborn enables them to make their debuff magic stick better via Concentration.
  • Spell Blade: Terror Knights can augment their physical attacks by casting the Instill Shadow spell.
  • Status Infliction Attack: While the general role of Terror Knights is to incite fear in their foes, they also have a limited arsenal of debuff spells to select from. Even the crafted two-handed swords available to them are laced with debuffs that further augment their fighting style. But when up against enemy leaders with Contractual Boss Immunity, their effectiveness as debuffing units lessens greatly.

    Berserker 
https://static.tvtropes.org/pmwiki/pub/images/berserker_7.png
Female Berserker and Male Berserker
A melee attacker entirely unconcerned with their own safety, the berserker boasts a strong attack, but weak defense.
-Description
Berserkers are fighters who possess amazing strength to make up for their mediocre durability. For them, there is no better defense than an all-out offense to take down foes before they can fight back. Any human, lizard, and orc can turn into this class. In Reborn, pumpkins are also able to become Berserkers.

The original game allows male units to become Berserkers provided their alignments are Neutral or Chaotic.
Tropes pertaining to the Berserker in the original game:
  • Attack! Attack! Attack!: What else are Berserkers good for other than butchering the enemy mercilessly?
  • Beard of Barbarism: Berserkers always come with short beards that make them look older than most units.
  • Brutish Character, Brutish Weapon: They generally prefer axes over other weapon types.
  • Close-Range Combatant: This is their primary role in battle. They have both the attack power and durability to survive the front lines.
  • Crutch Character: In the beginning of the game, this class will often be used by players to serve as the main meat of their vanguard. Eventually, their usefulness begins to wane once better classes like the Terror Knight become accessible.
  • Culture Equals Costume: Their character design is heavily based on the real-life Norse Vikings who raided European lands during the 9th and 10th centuries.
  • Horny Vikings: They exemplify the trope both in-game and in-story. Throughout the course of the game, Berserkers tend to be portrayed as bandits, pirates, headhunters, mercenaries, or even hostile nationalists.
  • Hostile Weather: Chaotic Berserkers actually thrive in battles with horrid weather, doubly so if they have an elemental affinity for wind or water.
  • The Leader: The player will encounter a lot of Berserkers serving as enemy leaders for different factions, though their reasons for fighting tend to range from mercantile to patriotic.
  • Lightning Bruiser: If raised as a Ninja beforehand and fed plenty of stat-boosting items, the Berserker class can fit this trope.
  • Mighty Glacier: Blessed with both above average strength, defense, and magic resistance, the Berserker is practically a walking tank who can both dish out damage while taking it at the same time.
  • Never Bareheaded: Berserkers are always seen wearing horned helmets.
  • Powerful, but Inaccurate: This class can deal heavy hits, though they sometimes miss against more evasive units like Ninjas or Archers. While attacking from behind helps, it's better to have a Witch immobilize them beforehand to make hit accuracy a non-issue.
  • Red Oni, Blue Oni: They typically serve as the Red Oni to the Knight's Blue Oni, favoring brute force and violence more over skill and finesse.
  • Resistant to Magic: Due to their high mentality growth, Berserkers can shrug off most magical attacks with ease.
  • Undead Counterpart: Zombie Berserkers can be fought against in certain battles, but their stats are inferior compared to their living counterparts on account of being rotting corpses animated by necromancy.
  • Unskilled, but Strong: 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.
  • Walking Shirtless Scene: While not obvious from the battle sprite, the artwork shows that male Berserkers go about topless.
  • Wooden Ships and Iron Men: True to their source of origin, many Berserkers encountered in the story happen to be dangerous pirates with one of them serving as an enemy leader on both the Law and Chaos routes.

Tropes pertaining to the Berserker in both the PSP remake and Reborn:
  • Adaptational Attractiveness: The male Berserker's Hunk figure is better emphasized in the new artwork and their colored hair makes them less old.
  • Amazonian Beauty: The female Berserker has both the beauty and muscles to exemplify the trope.
  • Blood Knight: Even more so in the remake due to additional skills that further enhance their ability to wreck havoc on enemy units.
  • Brutish Character, Brutish Weapon: 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.
    • Clean Cut: Mantis Strike lands several quick cuts that damage the target two times.
    • Death from Above: Infinity sends down falling rocks to crush the victim while dealing earth damage against them.
    • An Ice Person: Ice Prison encases the enemy within ice before causing it to shatter violently.
    • Power Nullifier: Mistral Edge lands icy swipes that leave victims silenced temporarily.
  • Carry a Big Stick: Berserkers can wield various hammers or specific cudgels to deal blunt damage against foes.
  • Chainmail Bikini: Somewhat downplayed by the female Berserker wearing a more revealing top while covering up her bottom half more.
  • Combination Attack: Berserkers are able to utilize the Pincer skill to perform combination attacks on targets with nearby allies. Notably enough, 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.
  • Cursed Item: 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.
  • Does Not Like Magic: In the remake, Berserkers are more likely to be targeted by spellcasting units due to their low resistance against magic. Fortunately, they can reflect that damage unto nearby allies with the Risk Management skill provided that other recipients don't immediately die from it.
  • Evil Counterpart: Their netherworld counterparts are Executioners, individuals who revel in taking the heads of their victims.
  • Foil: The Berserker serves as an alternate foil to the Knight class in that they focus almost entirely on offense in contrast to the latter's emphasis on defense.
  • Glass Cannon: Unlike in the original game, Berserkers are given weaker defenses as a Necessary Drawback for their high attack power. This makes them somewhat risky to use in the front lines, forcing players to rely on other units like Knights to provide back-up support.
  • Heavy Armor Class: Despite their outward appearance, this class is able to equip heavy armor to enhance their mediocre defense power. Unfortunately, it does not help much in blunting powerful magic attacks.
  • Herd-Hitting Attack: Their Berserk skill allows attacks to hit 5 tiles in front of them simultaneously. Despite its effectiveness in crowd clearing, allies are not immune to it nor does it prevent foes from counterattacking. Therefore, positioning is a must in order to safely utilize the skill's effect.
  • Human Shield: Berserkers can bounce off any damage they receive towards nearby allies via Risk Management, the polar opposite of the Knight's Guardian Force skill. In the PSP version, using this skill right next to a friendly Knight with Phalanx activated allows any Berserker to both redirect and minimize damage, helping offset their natural weakness until the next turn.
  • Minidress of Power: Female Berserkers wear one while donning tights to cover up their legs.
  • Nubile Savage: Subverted by the female Berserker.
  • One-Man Army: In Reborn, this class has the potential to destroy multiple enemies at once by combining the effects of their Berserk and Sanguine Assault skills in the same turn.
  • Power Fist: 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.
  • Super-Strength: The Sanguine Assault skill boosts a Berserker's own melee damage by 50%. In Reborn, this skill can be used in conjunction with Berserk to deal massive damage on multiple enemies, making it more viable than finishers in certain situations.
  • There Is No Kill Like Overkill: With the right skill and equipment setup, a Berserker can lay waste on several foes through sheer force. It helps that many of their weapons tend to rank high in terms of attack power.

    Swordmaster 
https://static.tvtropes.org/pmwiki/pub/images/swordmaster.png
Male Swordmaster and Female Swordmaster
A melee attacker and master of the two-handed katana. Able to dance powerful war dances.
-Description
Katana-wielding units who combine power and speed to overwhelm opponents. Their natural reflexes are the fastest among the many classes available, enabling them to both parry incoming attacks and target swift foes with general ease. They can also provide back-up support through their various war dances. Any human can turn into this class.

In the original game, the Swordmaster class is only available for Lawful male units and functioned more like sword-carrying Ninjas with the added ability to cast debuff spells.
Tropes pertaining to the Swordmaster in the original game:
  • Boulder Bludgeon: Instead of throwing normal stones from the ground like most playable units, this class tosses metallic balls called Accuse which travel in a wider arc similar to shuriken or crossbow bolts.
  • Close-Range Combatant: The Swordmaster is one of the few advanced male classes to specialize in this, though their below average defense may deter some players from even deploying them to the front lines.
  • Combat Medic: They can serve this role with the Heal Rain spell equipped.
  • Crippling Overspecialization: This class has one of the highest dexterity growths to offer, but its low vitality stat means they will have to rely more on their agility to avoid hits rather than taking them directly.
  • Dual Wielding: Like Ninjas, the Swordmaster class can hit twice in a row provided they have two one-handed weapons.
  • Expy: Both the artwork and sprite for Swordmasters greatly resemble Alec Guinness, the actor who played Obi-Wan Kenobi from the original Star Wars trilogy.
  • Force and Finesse: Compared to the more brutish Dragoon and Terror Knight classes, Swordmasters place more emphasis on finesse in their fighting style.
  • Fragile Speedster: While Swordmasters are as fast as Ninjas due to their excellent agility, they simply cannot withstand much physical damage. As such, they work better in providing support for sturdier units like Berserkers.
  • Glass Cannon: Although Swordmasters can inflict decent damage to foes, they constantly have to watch out for Archers or enemies with strong counterattacks.
  • Heroes Prefer Swords: True to their class moniker, the sword is their best and only tool.
  • Magic Knight: Swordmasters in the original game have limited access to non-light supplemental spells. Their naturally high dexterity makes them perfect for trying to land the Stun and Petrify spells on multiple foes.
  • Master Swordsman: This class fits the part well in terms of appearance.
  • Old Master: Similar to Wizards and Beast Tamers, they appear to be quite aged compared to some of the other male classes.
  • The Power of the Sun: Swordmasters, by virtue of being lawful units, perform at their peak when fighting during sunny weather. As such, veteran players will often equip them with fire or earth elemental swords to further augment their damage output.
    • If equipped with two Firedrake Swords, this class can easily devastate both dragons and lizards just like Dragoons.
  • Prestige Class: While most players would assume that Knights serve as the stepping stone for this advanced class, it's actually Ninjas who fit that role better due to sharing more similarities to Swordmasters.
  • Status Infliction Attack: This class is capable of casting the same debuff spells utilized by Witches and Warlocks, though they can only equip one at a time. More often than not, players love taking advantage of their monstrous dexterity to immobilize foes with Stun or Petrify.

Tropes pertaining to the Swordmaster in both the PSP remake and Reborn:
  • Adaptational Attractiveness: The artwork gives male Swordmasters a more youthful appearance and even removes the beard from their in-game sprites.
  • Adaptational Weapon Swap: Swordmasters swap their proficiency with regular swords to two-handed katanas instead.
  • Always Accurate Attack: Reborn gives them the Falling Blade skill which allows them to inflict a Critical Hit without being subjected to counterattacks from the target.
  • Close-Range Combatant: While this iteration of the Swordmaster class is almost as fragile as its original counterpart, it now has a number of skills to compensate for that. Range-wise, they can only attack foes adjacent to them. Even their katana finishers suffer from this limitation.
  • Combat Medic: They have two specific war dances that allow them to restore HP and clear away debuffs.
  • Counter-Attack: Some of the Swordmaster's skills revolve around responding to the enemy's attacks. Preempt, an Action Initiative skill, causes users to counterattack first until their next turn, allowing them to potentially kill would-be assailants. Mind's Eye, on the other hand, lets them evade all melee attacks with Reborn nerfing the skill's duration for balancing purposes.
    • On another note, they have this odd quirk of countering indirect attacks with stone slinging.
  • Culture Equals Costume: The remake depicts Swordmasters more like Samurai from Japanese culture which originally served as inspiration for the Jedi Order that the original Swordmaster's character design was partially based on, bringing it full circle.
  • Cursed Item: 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.
  • Dance Battler: As part of their rebalancing in the PSP remake, Swordmasters were given their own brand of magic known as war dances that focused more on buffing allies and debuffing enemies.
    • Anti-Debuff: Shriving Dance removes a small number of debuffs.
    • Barrier Warrior: Bellows Dance temporarily boosts defense.
    • Charm Person: Demonpetal Dance charms nearby foes to aid the caster's side.
    • Damage-Increasing Debuff: Comely Dance weakens the defense of nearby opponents.
    • Healing Hands: Harvest Dance slightly replenishes HP for both the Swordmaster and nearby allies.
    • Mana Drain: Envigorating Dance reduces the TP of nearby enemies while replenishing the caster's own. In Reborn, it instead weakens the attack power of foes.
    • Slower Than a Snail: Bedeveling Dance alters the tempo of nearby foes, slowing them down momentarily.
    • Super-Strength: Lion Dance enhances the damage output of both the caster and their allies.
  • Evil Counterpart: The Kill Seeker is a born murderer who likens the taking of lives as some kind of game to them.
  • Friendly Fireproof: Inverted with their supportive war dances and played straight with the more debilitating ones in their arsenal.
  • Glass Cannon: Without utilizing their skills, Swordmasters are unlikely to last long in the front lines, making them similar to their previous counterparts in that aspect.
  • Iaijutsu Practitioner: Averted by them swinging their katanas no differently than any other weapon types during normal hits, though it's played straight for the finishers.
  • Katanas Are Just Better: Katanas in this game deal a good amount of damage on their own, though Swordmasters are the only generic units who can wield two-handed ones. Despite their narrow range, their damage output gets even better with the Mighty Strike and Falling Blade skills activated. They also provide access to some rather nifty finishers that harken back to some of the Swordmaster's old tactics.
    • Casting a Shadow: Ghostwail engulfs a target within dark energy.
    • Playing with Fire: Sunblossom utilizes the power of fire to both burn foes and inflict them with falsestrike. Inspired by the Swordmaster being more effective in sunlight back in the original game.
    • Spectacular Spinning: Skyrend unleashes a fierce circular gust that deals slashing damage to a single enemy.
    • Taken for Granite: Stonebloom damages a target while turning them into stone. This move is based on the previous Swordmaster's proficiency with the Petrify spell.
  • Lightning Bruiser: By mastering all of the Swordmaster's defensive skills and boosting their defense with stat-boosting items, they have the potential to be this trope.
  • Long-Haired Pretty Boy: The male Swordmaster fits the part albeit with a Perma-Stubble to replace their earlier incarnation's beard.
  • Magic Knight: Still fits the trope due to their ability to perform war dances.
  • Martial Arts Headband: The female Swordmaster wears one to cover her forehead.
  • Master Swordsman: This class is definitely more of an Eastern flavor of this trope.
  • Nerf: The PSP version got hit hard because they were so useful in the original game. Their war dances consumed TP instead of MP and also required catalysts to use each time. Reborn ended up buffing the class, making war dances cost MP and removing the need for catalysts.
  • No-Sell: Their Mind's Eye skill does this to normal melee attacks, though Reborn limits it to stopping two or three hits depending on the skill's tier level.
  • Sexy Slit Dress: The female Swordmaster wears one to allow ease of movement.
  • Status Buff: The Swordmaster's beneficial war dances enable them to provide nearby allies with additional support on the front lines. With Reborn eliminating the use of reagents, they become much more effective at buffing units.
  • Status Infliction Attack: This class can inflict a number of status ailments through their war dances and finishers. Conversely, many of their high-end katanas in the PSP version provide immunity against one certain debuffs.
  • Western Samurai: According to one enemy leader's profile, the knowledge of Eastern swordsmanship became widespread when people from Xipang immigrated to Valeria.

    Dragoon 
https://static.tvtropes.org/pmwiki/pub/images/dragoon_1.png
Female Dragoon and Male Dragoon
A warrior with a special talent for slaying beasts and dragons.
-Description
Knights who specialize in slaying dragons and beasts, this unit is the antithesis of the Beast Tamer class when it comes to dealing with monsters. Against non-monster foes, they can still hold their own as powerful fighters on the front lines. Any human can turn into this class.

In the original game, the Dragoon class is only available to Neutral-aligned male units.
Tropes pertaining to the Dragoon in the original game:
  • Armored But Frail: Downplayed in that Dragoons have defense stats comparable to Knights, though they are not as tanky as Berserkers or Terror Knights.
  • Boring, but Practical: While Dragoons are technically versatile in terms of function, they are often deployed in battles where enemy dragons and lizards are abundant.
  • Damage Reduction: They are the only unit to have innate defense bonuses against dragons and lizards.
  • The Dragonslayer: Plays this role quite perfectly. Not only can they inflict insane damage on dragons, their attacks also make quick work of lizards.
  • Heroes Prefer Swords: The Dragoon class has a strong preference for swordsmanship. They also benefit from certain swords that further augment their dragon slaying abilities.
  • Jack of All Stats: Like Valkyries, their stats are somewhat balanced. However, it's clear they have a greater bias towards physical might.
  • Magic Knight: Dragoons are able to cast the same spells used by the Valkyrie class to attack multiple foes from a distance, but...
  • Magically Inept Fighter: The class's intelligence stat is abysmal and their MP growth is nonexistent. At best, all they can do with their spells is harass foes before facing them directly. They can't even take advantage of weather changes due to being of the Neutral alignment.
  • Mighty Glacier: Against dragons and lizards, Dragoons tend to be sturdier than they normally are when up against other unit types. However, they may have some trouble dealing with Tiamats due to the latter's innate fear effect.
  • Never Bareheaded: The Dragoon has a dragon-shaped helmet adorned with two feathers on each side. One could even consider them the male counterpart of Valkyries appearance-wise.
  • Outside-the-Box Tactic: One clever tactic to fully realize a Dragoon's potential is to give them the Firedrake Sword while ensuring that their element is fire. The unit's damage output is greatly boosted by the weapon's dragon slaying properties compounding the class's innate bonus against dragons and their elemental affinity augmenting the weapon's attack power. When used against a water elemental unit during hot weather, the amount of damage they can dish out can be rather obscene.
  • Prestige Class: This is the endgame class for Neutral Knights and Berserkers. When raised as the former, they will generally benefit from better hit rates. However, training them as the latter beforehand will help compensate for their weaker defenses.

Tropes pertaining to the Dragoon in both the PSP remake and Reborn:
  • Always Accurate Attack: The Dragoon's Dragonslayer and Beastslayer skills not only enable them to ignore the defense of dragons and beasts respectively, but also ensure that attacks will not be blocked no matter what. Reborn makes these two skills less expensive to activate, giving the class more chances to raise hell on monsters.
  • Anti-Armor: Their Dragon's Wound skill outright neutralizes the effects of Dragon Scale, enabling them to heavily damage dragons like they normally would.
  • BFS: One of their preferred weapon types. Due to half of the weapon's finishers being able to inflict lightning damage, expect a unit wielding one to heavily ruin Flood Dragons and Octopi in Reborn.
  • Bows Versus Crossbows: Due to their ability to wield two-handed crossbows, Dragoons can potentially deal lethal damage against dragons and beasts from a distance due to Dragonslayer and Beastslayer affecting indirect attacks and finishers as well despite what their official descriptions say.
  • Combination Attack: In Reborn, they can initiate pincer attacks with other allied units nearby so long as they have the skill for it equipped beforehand.
  • Cool Helmet: The female Dragoon has a rather stylized helmet that distinguishes her better from her male counterpart.
  • Crippling Overspecialization: While their ability to destroy dragons and beasts is invaluable, Dragoons don't have much going for them when dealing with non-monster units and golems. Sure, they can play the role of front line fighter well enough, but their lack of other specialties besides monster slaying becomes glaringly obvious.
  • Crutch Character: In later chapters, these units are necessary for making battles riddled with monsters much easier.
  • Cursed Item: 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.
  • Evil Counterpart: They get one in the Crimson Uhlan, infantry units drenched in blood from continuously hacking their foes. They are notably the only human-type Palette Swap to have a red tone due to their constant bloodshed of victims.
  • Heavy Armor Class: Similar to Knights and Terror Knights, they can equip heavy armor to bolster their defenses, though it also makes them slower to act.
  • Hold the Line: This class is able to block enemy units from moving past them with Rampart Aura. While the skill helps them keep Dragons at bay, it does not work on winged creatures like Gryphons or Cockatrices unless they've been leadened.
  • Hunter of Monsters: In this version of the game, the Dragoon hunts not only dragons, but also mythical beasts such as Gryphons, Cockatrices, Octopi, and Cyclopes.
  • Jack of All Stats: Their stats are rather balanced compared to other front line fighters. From a tactical standpoint, it means they won't shine as much as tank units or damage dealers against non-monster units.
  • Knightly Sword and Shield: Similar to their previous incarnation, they can wield one-handed swords and shields just like Knights.
  • Outside-the-Box Tactic: 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.
  • Status Buff: 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.

    Ninja/Kunoichi 
https://static.tvtropes.org/pmwiki/pub/images/kunoichi_and_ninja.png
Kunoichi and Ninja
A nimble warrior who prefers hit-and-run tactics to an open fight. Their attacks with double weapons can be vicious.
-Description
Trained to be quick and stealthy fighters, the Ninja and Kunoichi are best deployed for hindering foes through subversive means whether through applying status debuffs with laced weaponry or attacking them directly when they least expect it. In a pinch, their offensive ninjutsu spells can serve as a substitute for magic if players are unable to bring more dedicated spellcasters in battle. Any human can turn into this class.

In the original game, male units with any alignment are able to become Ninjas. While more limited in what they can do compared to their modern counterparts, they move fast and can cast spells normally reserved for Wizards.
Tropes pertaining to the Ninja in the original game:
  • Culture Equals Costume: The Ninja class is obviously taken from Japanese culture which doesn't make much sense in the game's European-like setting aside from perhaps Creator Provincialism.
  • Dual Wielding: Ninjas are one of the few generic units capable of attacking twice in a row provided they have two one-handed weapons on each arm. It should be noted that this trait is not as broken like in Final Fantasy Tactics due to targets counterattacking in-between both attacks and each hit only dealing 70% of the user's full damage output. Plus, the Ninja class is not exactly a powerhouse unit to begin with.
  • The Dragonslayer: One of their preferred weapons, a claw made from the nails of a Blue Dragon, has dragon slaying properties.
  • Evil Counterpart: Dark Stalkers are a variety of monsters who feed on blood within the darkness of the abyss. Not only do these units have generally better stats than normal Ninjas, they can even move one tile further and have the ability to cast every spell in the game.
  • Fragile Speedster: The Ninja is basically this. They act fast and have the fastest movement among the other classes, but their below average defense makes them easy targets on the front lines. Fortunately, being one of the most agile units means they can evade physical hits much easier.
  • Glass Cannon: A properly-raised Ninja can inflict heavy damage on a single foe, though they will never be as durable as other melee combatants.
  • Highly-Visible Ninja: Most Ninjas you encounter are clearly visible to see, though the story somewhat subverts it by having them serve as spies or informants when not fighting for any faction. Also crosses over to Technicolor Ninjas at times.
  • Hit-and-Run Tactics: Players will often find themselves resorting to this when using Ninjas for melee combat.
  • Jack of All Trades: Ninjas are just as versatile as Valkyries, being able to support tank units via complementary attacks and disrupt enemy lines with offensive spells.
  • Magic Knight: A Ninja can cast the same spells available to Wizards and Sirens. Although their average intelligence makes them close to a Magically Inept Fighter, they are surprisingly more proficient with spells that rely more on accuracy like Nova, Pain, and Dark Law due to being blessed with higher dexterity.
  • Minmaxer's Delight: Seasoned players love to raise their characters as Ninjas since the class provides high agility growth which has an impact on wait time values. The higher an individual's agility is, the lower their wait time becomes in battle. And since agility is the only stat that cannot be raised through tarot card collecting, it is considered one of the most sought after traits for veterans of the game.
  • Never Bareheaded: Ninjas are recognizable by the helmed hoods they normally wear when out on the battlefield.
  • Poisoned Weapons: Late in the game, one of the rare claws this class can gain access to has the ability to poison foes on contact.
  • Stock Ninja Weaponry: Ninjas throw shurikens instead of stones for their unarmed indirect attacks. Compared to stone slinging, the trajectory of a shuriken tends to be more akin to a crossbow bolt's traveling arc.
  • Super-Reflexes: By far the most evasive class in the game with Archers and Swordmasters coming a close second.
  • Walk on Water: The Ninja class can naturally walk on water. Unlike swimming, this movement type is seen as a slight improvement since it allows units to get out of water panels faster especially if there's a greater difference in elevation.
  • Wolverine Claws: Ninjas deal more damage when equipped with claws, one of the more uncommon weapon types the game has to offer.

Tropes pertaining to the Ninja or Kunoichi in both the PSP remake and Reborn:
  • Adaptational Weapon Swap: 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.
  • Always Accurate Attack: On account of having high dexterity, Ninjas and Kunoichis generally have little trouble landing any hits on their opponents. However, some of their ninjutsu spells tend to miss especially if the target has higher mind stats. As such, their Concentration skill allows them to ensure that any offensive ninjutsu they unleash is 100% accurate.
  • Blow Gun: Though blowguns are not exactly the strongest indirect weapons in the game, many of them can inflict a number of status ailments like stun, charm, poison, silence, or petrify. When used together their status-inflicting ninjutsu, they can potentially debilitate foes with two debuffs at the same time.
  • Bows Versus Crossbows: Ninjas can wield one-handed bows or crossbows to snipe at enemies from afar. Giving them one can be a good idea as their debuff ninjutsu spells affect indirect hits.
  • Combat Hand Fan: While the Ninja and Kunoichi class can technically wield hammers, the only ones they have access to are the Caldia Fan and Iron Fan, both weapons that inflict charm and stun respectively.
  • Combat Pragmatist: As a fragile unit with a wide range of options available to them, Ninja units are encouraged to level the playing field to their advantage by softening up targets, hampering enemy lines, and distracting foes if necessary.
  • Cursed Item: 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.
  • Dual Wielding: In Reborn, the Ninja's ability to attack twice has been made into an equippable support skill. This is to ensure that players get to decide whether their Ninja should be a more dedicated melee attacker or a support provider.
  • Evil Counterpart: Like in the previous game, Dark Stalkers serve as their netherworld counterparts. Fortunately, they're not as broken as their earlier incarnations.
  • Fragile Speedster: They continue to be this in the remake, though the Steelstance skill helps mitigate their insufficient defense.
  • In the Back: In Reborn, they are given the Back Attack skill which causes their melee hits to land more easily on targets. However, some players consider this unnecessary at best due to Ninjas and Kunoichis being quite accurate in their attacks already.
  • Jack of All Trades: This class is even more flexible than its previous counterpart due to the addition of ninjutsu and skills available to it. For instance, one player could decide to make a Ninja or Kunoichi with skills geared more towards dealing pure damage while another may opt to turn them into makeshift spellcasters.
  • Katanas Are Just Better: Ninjas and Kunoichis are the only generic units who can wield one-handed katanas. While not as powerful as their two-handed counterparts, they can deal impressive damage in the hands of a Ninja with the Double Attack skill. Many of their finishers also offer more range.
    • Clean Cut: Dark Blade and Swallow Slash invoke this trope with their graphical effects, though the former has better range while the latter hits twice.
    • Light 'em Up: Advent Sign unleashes a rain of divine energy to damage adjacent targets.
    • Lightning Lash: Thunder Wave sends out a stream of lightning lashes to overwhelm a single enemy.
  • Magic A Is Magic A: Their ninjutsu spells serve as this for the more orthodox magic used by spellcasters. They only require the consumption of specific catalysts in the PSP version while Reborn gives them MP costs instead.
  • Magically Inept Fighter: When up against more magic resistant foes, the Ninja's offensive ninjutsu spells won't do much damage against them unless their intelligence is significantly boosted through items or the spellcraft effect.
  • No-Sell: The Decoy spell allows them to nullify physical attacks once, though it interferes with the effects of items including restorative ones. Ninjas and Kunoichis have an annoying tendency to cast this spell on themselves first in the PSP remake, though this has been changed in Reborn due to the new AI's tendency to focus more on damaging opponents.
  • Not the Intended Use: In the PSP version, the arcana for ninjutsu spells can be used more effectively by Wizards and other spellcasting units. And since ninjutsu becomes available early on in Chapter 2, it has the potential to break a good portion of the game.
  • Poisoned Weapons: By applying ninjutsu to their weapons, Ninjas and Kunoichis are able to lace them not only with poison but with other substances that can numb or silence targets.
  • Showgirl Skirt: The Kunoichi wears a very short skirt that reveals her legs, most likely to allow for easier movements or to distract foes.
  • Smoke Out: Reborn allows Ninjas to do just this with Smoke Screen, a new auto skill that inflicts falsestrike on foes adjacent to them.
  • Spell Blade: Some of their ninjutsu spells function as this.
  • Status Buff: Ninjas and Kunoichis have access to certain ninjutsu that alter their movement patterns depending on the situation.
  • Status Infliction Attack: A small number of ninjutsu spells can apply debuffs on the caster's weapon, though they cannot be used concurrently and will override one another.
    • The Paralyzer: Benumb grants stun-bringer to the caster, causing their attacks to paralyze targets. They also have a more direct means of binding foes to the ground with Shadowbind.
    • Power Nullifier: Bridle provides silence-bringer to the caster, enabling their attacks to silence enemies. This move alone makes them the bane of spellcasters everywhere provided they don't have skills that resist the debuff in question.
    • Universal Poison: Envenom bestows poison-bringer to the caster, allowing their attacks to poison opponents. In Reborn, this spell is extremely effective for weakening targets with high HP.
  • Stock Ninja Weaponry: Aside from the usual shuriken for their indirect attacks, much of the Ninja's stock weaponry are used as reagents for their ninjutsu spells.
  • Summon Magic: The offensive ninjutsu this class has functions similarly to summon spells, albeit with secondary damage properties that differ from one another.
  • Taking You with Me: Their Evanescence skill deals heavy damage to nearby enemies at the expense of the user's life. This should only be used if players are simply desperate or don't mind having an incapacitation tally to their record. May also count as a Dangerous Forbidden Technique with limited usage.
  • Walking Armory: 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.
  • Weak, but Skilled: 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.

    Rogue 
https://static.tvtropes.org/pmwiki/pub/images/rogue_8.png
Female Rogue and Male Rogue
Deadly dexterous warriors who are also capable of relieving enemies of their treasured goods and laying traps to snare the unwary.
-Description
A late-game class added to the PSP remake. Devastating once trained up properly, Rogues can weave about the battlefield to steal from their enemies, set and disarm traps, and inflict status ailments. Any human, faeries, and imp can turn into this class. Reborn, however, turns it into an enemy-only class.
  • Back Stab: Part of their unique skill kit is Sneak Attack, which lets them make any melee attack they make to an enemy's rear outright ignore their defense.
  • Bandit Mook: The majority of enemy Rogues encountered in the story are either highwaymen, headhunters, or mercenaries. Rarely will players ever see them be employed by the Galgastani or Bakram.
  • Blow Gun: Like Ninjas, they can equip blowguns to deal a variety of status debuffs to weaken enemies.
  • Blow You Away: Notably enough, the Rogue benefits more from utilizing the Augment Air skill than any other melee class due to their Sparagmos skill and gaining access to the first dagger finisher. It also helps that the Pinion Blade, one of the best daggers out there, is an air elemental weapon.
  • Boots of Toughness: Rogues wear high boots that cover up most of their legs to travel more efficiently.
  • Bows Versus Crossbows: A bit more lopsided than most other examples as Rogues can equip just about any crossbow available while two-handed bows are barred from them. If players want them to utilize bow finishers, they will have to contend with equipping one-handed bows that usually deal less damage.
  • Combat Hand Fan: As light-armored units, they can only wield fan-type hammers.
  • Covers Always Lie: Despite their official artwork portraying them with swords, Rogues cannot actually use them in-game.
  • Cursed Item: 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.
  • Devious Daggers: The main melee weapon that Rogues could use, and by God could they be beasts with them. While dagger finishers aren't exactly the most flashy or damaging, a number of them do have useful effects.
    • Clean Cut: Double Fang unleashes arcing slashes that hit foes twice.
    • The Paralyzer: Shadowpin effectively binds a target to the ground, preventing them from moving.
    • Razor Wind: Heart Crusher sends out a cyclone that inflicts air elemental damage to the opponent.
    • Star Power: Overwhelm sends out starry projectiles that deal piercing damage towards the victim.
  • Difficult, but Awesome: Despite boasting the highest speed in the remake, Rogues are far from powerhouse units early on. They only become more viable in the front lines if they have more than enough dexterity to deal heavy damage with their daggers. Even then, players will sometimes have to rely on Hit-and-Run Tactics to avoid getting creamed by stronger opponents.
    • Even their classmarks are a bit more difficult to come by as they can only be acquired from other Rogues or at Deneb's shop.
  • Evil Counterpart: Grim Reapers are sadistic killers who love to inflict pain on their victims so much that death would be far more preferable.
  • Eyepatch of Power: The female Rogue wears one to inspire intimidation from her prey.
  • Fragile Speedster: Like the Ninja class, Rogues will often have to rely on their natural agility to evade attacks rather than endure them directly.
    • On another note, their Speedstar skill allows them to receive turns at a faster rate. In Reborn, it becomes one of the more defining feature of Rogues now that it's been made into an auto skill.
  • Grave Robbing: Rogues are more commonly encountered in the Palace of the Dead for this reason.
  • Herd-Hitting Attack: Their Sparagmos skill causes them to unleash a powerful air attack on surrounding enemies.
  • Honor Among Thieves: Most Rogues you encounter will tend to stick to their chosen faction out of a sense of loyalty. In Reborn, it also serves as a convenient excuse on why they cannot be recruited.
  • Humans Are Diplomats: In the PSP version, they have the ability to recruit faerie units with their roguish charms.
  • Item Caddy: Reborn loves to treat enemy Rogues as this as they tend to come with items to heal their allies or remove common debuffs like poison if necessary.
  • Jack of All Trades: In terms of versatility and utility, Rogues are almost unmatched. Their excellent speed ensures that they can act first to attack foes, set up traps, empower themselves via skills, etc. Rogues with Familiar skills are even more busted as they can further impede enemies with some of their amazing debuffs.
  • Kleptomaniac Hero: Very much so when used by the player.
  • Life Drain: Rogues can use the offensive version of Lingering Kiss to both drain HP and reset the target's RT, though only imps and faeries normally gain access to it through their Familiar class.
  • Magikarp Power: While Rogues don't stand out much at first, they gradually shine as their outstanding dexterity growth allows them to inflict outstanding damage in later chapters.
  • Mechanically Unusual Class: The Rogue's ability to steal items, lay down various traps, and perform a wide assortment of skills makes them rather unusual compared to other classes. This is partially why they were made into an enemy-only class in Reborn.
  • Never Bareheaded: Rogues wear bandanas to both distinguish themselves on the battlefield and cover their head for minor protection.
  • Outside-the-Box Tactic: It is possible for human Rogues to gain access to Familiar skills by turning zombified imps or faeries into skeletons with a Book of the Dead and having them reincarnate as a Divine Knight. And since Divine Knights are considered technically human, they can change back into a Rogue. This method is very convoluted due to the amount of backtracking involved, but it can be potentially worth the trouble.
  • Power Fist: Players may choose to equip their Rogues with fists instead of daggers, though this prevents them from wielding shields to boost their weaker defense stats.
  • Promoted to Playable: 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 AI pathing with player-set traps. That said, a number of their skills were recycled into the other classes.
  • Regenerating Mana: They are one of the few classes to learn the Tactician skill which increases the amount of TP accumulated. This skill has since been removed alongside the TP system in Reborn.
  • Sleeves Are for Wimps: The male Rogue plays this trope straight.
  • Status Infliction Attack: As Rogues, both faeries and imps can utilize debilitating Familiar skills more commonly associated with the latter.
  • Sticky Fingers: While Rogues have the ability to steal items from foes, their chances of success are not particularly high and the items taken tend to be of little value. Even worse, raising the skill's level requires tons of grinding.
  • Trap Master: In the PSP version, Rogues have the ability to set up traps by using tarot cards. Likewise, they can also disarm traps through a separate skill. The types of traps triggered depend on the card being used to set it up with some serving as a Call-Back to the first Ogre Battle game.
    • Acid Attack: The Moon card smothers the target within a cloud of acid, dealing crushing earth damage to them.
    • Casting a Shadow: The Devil card conjures a dark explosion to devour the target, dealing crushing dark damage to them.
    • Charm Person: The Lovers card charms the target, making them hostile towards their side temporarily.
    • Damage-Increasing Debuff: The Strength card makes the target more vulnerable to physical attacks.
    • Damage Reduction: The Hanged Man card lowers the target's physical attack power.
    • Forced Sleep: The Hierophant card puts the target into a deep sleep.
    • Gravity Master: The High Priestess card manipulates gravity to leaden the target.
    • An Ice Person: The Justice card overwhelms the target within an icy mist, dealing crushing ice damage to them.
    • Mana Burn: The Chariot and World cards fully deplete the target's TP and MP respectively.
    • The Paralyzer: The Empress card binds the target immediately, keeping them from making movements.
    • Pillar of Light: The Judgement card sends down a beam of light on the target, delivering piercing light damage to them.
    • Power Nullifier: The Temperance card places a silencing spell on the target.
    • Razor Wind: The Star card engulfs the target within a small cyclone, dealing slashing air damage to them.
    • Schmuck Bait: The Fool card disarms any traps made by the enemy's side beforehand.
    • Shock and Awe: The Hermit card hits the target with a bolt of lightning, dealing piercing lightning damage to them.
    • Stalactite Spite: The Tower card encases the target within a sharp crystal, dealing slashing damage to them.
    • Stuff Blowing Up: The Sun card triggers a small-scale explosion below the target's feet, dealing crushing fire damage to them.
    • Time Stands Still: The Wheel of Fortune card halts the target's time, leaving them completely immobile for a few turns.
    • Universal Poison: The Death card poisons the target, causing them to lose health over time.
    • Weak to Magic: The Magician card lessens the target's resistance to magic-based damage.
    • With My Hands Tied: The Emperor card shackles the target completely, preventing them from taking action.
  • Useless Useful Skill: Their Treasure Hunt skill raises the quality of hidden items found in the battlefield, though this is hardly useful since the kind of items usually scavenged can be easily bought or crafted.
  • Video Game Stealing: They are the only class that can do this, though the chances of getting a good item depends on their Steal skill's current level.
  • Weak, but Skilled: 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.

    Beast Tamer 
https://static.tvtropes.org/pmwiki/pub/images/beast_tamer.png
Female Beast Tamer and Male Beast Tamer
The beast tamer is able to train beasts and dragons and unleash their hidden potential.
-Description
A class that specializes in handling monster units, they have the ability to both tame and empower them in battle. Outside of that, they can double as somewhat effective fighters, though their mediocre stats keeps them from overshadowing more dedicated combatants in the front lines. Any human and winged folk can turn into this class. In Reborn, faeries are also able to become Beast Tamers.

In the original version, men could only become Beast Tamers, though they lack the ability to enhance dragons. Meanwhile, the female class line has exclusive access to Dragon Tamers who are rather frail in contrast to their male counterpart.
Tropes pertaining to the Beast Tamer and Dragon Tamer in the original game:
  • Bald Head of Toughness: Like their Ogre Battle counterparts, Beast Tamers in this game are mostly bald with white sideburns and a beard.
  • The Beastmaster: Beast Tamers have the ability to innately empower beast units like Gryphons and Cockatrices within 3 tiles.
  • Dragon Tamer: Similar to their male counterpart, the Dragon Tamer is able to empower dragons and lizards within 3 tiles.
  • Gender Flip: Oddly enough, Dragon Tamers were exclusively male in Ogre Battle before being made into a female-only class.
  • Gender-Restricted Ability: While male and female units cannot gain access to dragon and beast supports respectively through changing classes, they can bypass this trope by equipping certain items instead.
  • Glass Cannon: The Dragon Tamer's decent strength is offset by their poor vitality growth, meaning they won't be able to take much damage in the front lines compared to Beast Tamers.
  • Gonk: Beast Tamers are not exactly the most attractive units out there, being balding and unwashed with rough faces.
  • Heroes Prefer Swords: Dragon Tamers prefer using swords to take down foes, though players may opt to equip them with spears or bows due to their poor defenses.
  • Jack of All Stats: If you can ignore their poor defense parameters, Dragon Tamers have more or less average stats with a slightly stronger emphasis on mentality.
  • Magic Knight: Although Dragon Tamers share the same set of spells with Valkyries, their slightly lower intelligence means they won't be as effective with it. However, it may be possible to avert that by raising them as Sirens or Witches if you plan to have hybrid casters with dragon support capabilities.
  • Male Might, Female Finesse: The male Beast Tamer has stats geared more towards physical prowess and durability to keep up with nearby beasts while the female Dragon Tamer is more useful in hampering foes from a distance while providing support to dragons close by.
  • Mighty Glacier: Despite being a basic male class, the Beast Tamer offers excellent strength and vitality to the player's units. However, their speed is among the lowest.
  • Not the Intended Use: Due to their high mentality growth, both Beast Tamers and Dragon Tamers can deal heavy damage using offensive skills from certain items, particularly the rare elemental rings found buried in certain areas.
  • Outside-the-Box Tactic: While the player is only allowed to deploy up to two monster units in battle, no one said anything about bringing more than one tamer class to compound the effects of the beast or dragon support effects.
  • Super-Empowering: Both classes have one as an innate passive, but for different species of monsters.
  • Super Swimming Skills: Dragon Tamers can easily move through water tiles on account of their former training as Amazons.
  • Weapon Specialization: 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.
  • Whip of Dominance: The Beast Tamers & Dragon Tamer classes are the only generic class that can have 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.

Tropes pertaining to the Beast Tamer in both the PSP remake and Reborn:
  • Adaptational Attractiveness: The male Beast Tamer is no longer balding or possessing Wild Hair with an unkempt Beardof Barbarism in the remake. Instead, they're more like Hunks with a Perma-Stubble.
  • Adaptational Curves: The female Beast Tamer's curves are a bit more pronounced in the official artwork.
  • All Your Powers Combined: This class combines both the original Beast Tamer's affinity for beasts and Dragon Tamer's expertise with dragons.
  • Badasses Wear Bandanas: Male Beast Tamers wear one for protection against the weather.
  • Brutish Character, Brutish Weapon: Beast Tamers generally make use of weapons favored by powerhouse units like Warriors and Berserkers, though they somewhat subvert expectations by being able to wield bows and blowguns as well.
  • Crippling Overspecialization: Due to their role in handling both beasts and dragons, rarely will players ever deploy them if they happen to lack either species in their battalion. Reborn somewhat averts this by giving them the ability to throw bombs from a distance.
  • Curse: Reborn gives Beast Tamers access to a special whip from the Palace of the Dead that inflicts this particular ailment on targets, though it prevents them from being recruited once in effect.
  • Cursed Item: 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.
  • Evil Counterpart: Iron Fists (called Iron Grapplers in the Japanese version) are merciless fighters who happen to be well-versed in various forms of killing. May also count as an Animal Assassin due to their handling of monsters including those that cannot be normally tamed by the player.
  • Foil: They serve as one for Dragoons who kill monsters rather than tame them.
  • Item Caddy: In Reborn, Beast Tamers become effective item users due to being given the Lobber skill which enables them to toss supplies from a safe distance. This makes them a top priority for disposal as they can potentially undo any damage made to stronger units.
  • Master of None: Outside of their monster-based skills, Beast Tamers are somewhat mediocre as damage dealers.
  • Navel-Deep Neckline: The male Beast Tamer wears one that shows off their taut muscles.
  • Necessary Drawback: Due to Reborn limiting the amount of skill slots to 4, most players tend to make their Beast Tamers focus on handling either beasts or dragons, not both at the same time. Doing otherwise means compromising on other aspects like weapon proficiency.
  • No-Sell: Repel Beast and Repel Dragon enable this class to evade all attacks done by beasts and dragons respectively for one turn. Although these skills required a ton of TP to activate in the PSP version, Reborn makes them easier to use due to being turned into auto skills. For players looking to recruit monsters of their own, both repel abilities are a must-have especially in higher-leveled battles.
  • Ranged Emergency Weapon: The PSP version allows Beast Tamers to use a variety of thrown weapons in battle. While they do inflict a good amount of damage, these weapons are used more effectively by enemy Beast Tamers who tend to have a much larger supply than players typically do. Reborn does away with thrown weapons and replaces them with the Lobber skill instead.
  • Speaks Fluent Animal: Due to their experience in handling beasts and dragons, the Beast Tamer class has two separate recruiting skills for each species.
  • Super-Empowering: Beast Tamers have the ability to empower a beast or dragon's damage output like in the original game. However, they must constantly activate either Empower Beast or Empower Dragon to make this happen. While the PSP version requires the player to accumulate 70 TP in order to utilize them, Reborn simplifies the process by making both skills trigger randomly if equipped. The higher their skill levels are, the wider their effect ranges will be. This means a single Beast Tamer will be able to empower several beasts or dragons simultaneously, enabling them to rip through hordes of foes more efficiently.
  • This Looks Like a Job for Aquaman: Need a unit that can coax beasts or dragons into serving you? Well look no further than the Beast Tamer class.
  • Throw Down the Bomblet: Can do this almost exclusively in Reborn thanks to their new Lobber skill. And with elemental shots being more devastating this time around, they can greatly soften up enemy groups to aid front line units.
  • Weapon Specialization: The whip continues to be the Beast Tamer's preferred weapon which now comes with a nice array of finishing moves.

    Fusilier 
https://static.tvtropes.org/pmwiki/pub/images/fusilier.png
Female Fusilier and Male Fusilier
Fusiliers are marksmen trained in the usage of guns to snipe at foes from afar. They share the same role as Archers, yet their bullets pose more of a threat to armored units than arrows. However, their resistance against magic is the worst among every other unit, so pitting them against enemy mages can be a rather risky venture. Any human can turn into this class so long as Lindl is recruited into the party.

In the original game, only neutral male units are able to become Gunners. Note that doing so bars them from ever changing into other classes again, so caution is advised.
Tropes pertaining to the Gunner in the original game:
  • Arbitrary Gun Power: Make no mistake, even the weakest gun in the game can deal incredible damage at the hands of the Gunner class.
  • Arbitrary Weapon Range: Averted. Guns have infinite range when utilized as an indirect weapon by Gunners.
  • Boring, but Practical: All this class can do is shoot at people, yet they're exceptionally good at it as their guns have unlimited range.
  • Bottomless Magazines: Similar to Archers, the Gunner will never run out of bullets in battle.
  • Does Not Like Magic: This class has the lowest intelligence rating among generic units and lacks MP growth.
  • Distaff Counterpart: Serves as one for the female Archer.
  • Fragile Speedster: Somewhat averted in that the Gunner's high agility growth is stunted by having the worst weight penalty in the game. In other words, they're both slow as molasses and fragile to boot.
  • The Gunslinger: Fits the trope quite well especially since most enemy factions lack one of their own.
  • Handguns: The Rimfire is the weakest gun available, yet it inflicts a lot of damage when used by a properly-trained Gunner, making it more of a Punch-Packing Pistol.
  • Instant Death Bullet: If raised as a Dragoon beforehand, the class can almost instantly kill units with weak defenses.
  • Late Character Syndrome: By the time you gain access to this class, the game is almost over.
  • Long-Range Fighter: Assumes this role alongside the Archer class, though they do have different advantages that set them apart from one another. While Archers are more likely to have faster turns and can fire from an arc using bows, Gunners can easily snipe foes from a height disadvantage and shine most in open-area battlefields.
  • Necessary Drawback: The game has a total of three guns available and getting one of them prevents the player from attaining the Golden Ending. Also, Gunners do not do well in areas filled with obstacles.
  • Pistol-Whipping: The class typically does this with their gun as a form of Counter-Attack when struck directly by the enemy first.
  • Prestige Class: Is classified as an advanced male unit with somewhat stringent requirements.
  • Slower Than a Snail: Their horrid weight penalty means they'll most likely act last during battle.
  • Sniper Rifle: One of their strongest weapons is this.
  • Weak to Magic: Aside from their weak defenses, Gunners can easily die from magic attacks due to having low resistance to elemental damage. Therefore, it's best to ensure that they do not recklessly approach spellcasters, especially those with powerful Summon Magic.

Tropes pertaining to the Fusilier in both the PSP remake and Reborn:
  • Absurdly Ineffective Barricade: In the PSP version, Fusiliers can block narrow areas with the Barricade skill, though Reborn omits it from their list of skills.
  • Always Accurate Attack: 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 critical hits in favor of ignoring obstacles. Note that these skills only apply to fusils, not other weapon types.
  • Arbitrary Weapon Range: Fusils in this game have been nerfed range-wise as they now have limited coverage similar to crossbows.
  • Bows Versus Crossbows: The Fusilier class can equip crossbows as an alternative weapon, though it deprives them of the ability to utilize their unique skills.
  • Counter-Attack: In Reborn, their new Quick Draw skill allows them to preempt attacks so long as the attacker is within range.
  • Critical Hit Class: Counts as one due to their Sharpshoot skill.
  • Cursed Item: 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.
  • Devious Daggers: Fusiliers can wield daggers alongside one-handed fusils.
  • Evil Counterpart: They get one in Snipers (Serial Snipers in the Japanese version) who never hesitate to pull the trigger of their guns on targets out of sadistic joy.
  • Friendly Fire: Players are more prone to doing this with their Fusiliers in the PSP version without the Trajectory skill. Reborn fixes that issue by making their line of fire visible to see.
  • Glass Cannon: These units pack a punch in Reborn but can't take much damage especially against spellcasters.
  • Guns Are Worthless: In the PSP version, fusils are easily overshadowed by bows and crossbows the moment they become available in the middle of the fourth chapter. Reborn averts this by allowing them to pierce through the defenses of armored units.
  • The Gunslinger: Fusiliers in this game are more devastating thanks to the inclusion of finishing blows made just for them. Their animations for these moves even include Gun Twirling for added coolness.
  • Improbable Aiming Skills: Their Course Correction allows them to hit targets behind numerous obstacles.
  • Item Caddy: Can play this role better than most units in Reborn due to their ability to sling items from a distance with the Lobber skill.
  • Late Character Syndrome: Subverted in that well-raised Fusiliers can substitute or complement Archers depending on the situation at hand.
  • One Bullet Clips: While Fusiliers normally target one foe per turn through indirect attacks, one of their fusil finishers can hit twice in a row.
  • Never Bareheaded: Fusiliers have wide brimmed hats used for keeping the sun from interfering with their vision.
  • Never Bring a Gun to a Knife Fight: If trained inefficiently, a weak Fusilier can easily be taken down by more agile units like Rogues and Archers.
  • Punch-Packing Pistol: Some of their one-handed fusils have impressive stats that put some of their two-handed counterparts to shame.
  • Quick Draw: Has a skill with the same name in Reborn. Also counts as an Action Initiative ability for Fusiliers to defend themselves with.
  • Throw Down the Bomblet: In Reborn, Fusiliers are able to throw elemental shots thanks to their new Lobber skill. This gives them a means to soften up multiple targets from a distance, though they can only carry up to 4 items per battle.
  • Weak to Magic: Their innate weakness against magic makes them easy targets for enemy spellcasters. If an enemy happens to be wielding Summon Magic, be sure to keep your Fusiliers away from them.
  • You Don't Look Like You: The remake gives male Fusiliers a completely new design, complete with artwork and sprite, while the original incarnation's appearance now belongs to Lindl.

    Warlock/Witch 
https://static.tvtropes.org/pmwiki/pub/images/witch_and_warlock.png
Witch and Warlock
Warlocks and Witches are advanced spellcasters who utilize their knowledge of ancient writings to cast draconic magic and control golems. While just as capable of hindering enemies with elemental damage and status debuffs like Wizards and Enchantresses, these units can do so much more if given the chance. Any human, lamia, and ghost can turn into this class, though the classmarks for it are not available in shops.

In the original game, non-chaotic male and female units can become Warlocks and Sirens respectively. Though the specialties of both class make them Distaff Counterpart versions of Witches and Wizards at first glance, their additional attributes and stats make them superior mages.
Tropes pertaining to the Warlock and Siren in the original game:
  • Awesome, but Impractical: Like Wizards, Sirens can cast apocrypha spells to heavily damage all units on screen, but doing so will also hurt their own allies in the process. This trope is deliberately averted with Warlocks as their draconic spells are safe to use despite costing more MP.
  • Badass Bookworm: The Warlock is described as this due to their academic knowledge.
  • Combat Hand Fan: 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.
  • Cooldown Manipulation: Similar to Witches, Warlocks can manipulate the flow of battle to their advantage with Quick, Slow Move, and Paradigm. It also helps that these spells have a 100% success rate.
  • Difficult, but Awesome: Warlocks and Sirens require constant MP to be able to function effectively in battle. For Warlocks, it becomes less of an issue thanks to the Charge spell.
    • Warlocks in particular are 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.
  • The Fettered: Compared to the more chaotic-aligned Wizards and Witches, both Warlocks and Sirens tend to be lawful due to their respect for properly handling power.
  • Elemental Powers: The Warlock class gains access to four draconic spells that damage every foe on screen and inflict additional effects for good measure.
  • Friendly Fireproof: The Warlock's offensive draconic magic can distinguish friend from foe, so it's safer to use them compared to the apocrypha spells.
  • Hot Witch: Sirens exemplify this trope in a more glamorous way than Witches.
  • Kicking Ass in All Her Finery: The generic Siren wears a fur-necked jacket over their dress.
  • Lady of Black Magic: The Siren class is basically this trope.
  • Linear Warriors, Quadratic Wizards: Both classes become extremely powerful units once they gain access to certain spells. For Warlocks, they turn into crowd clearers once equipped with draconic spells like Wipe Out or Tempest. For Sirens, they turn into focused damage dealers with Summon Magic which becomes available near the end of the third chapter.
  • Long-Haired Pretty Boy: Compared to the old-looking Wizards, Warlocks are clean-shaven and attractive to boot.
  • Magic Staff: Both classes benefit immensely from wielding staves to boost their magic power. For Warlocks in particular, they can utilize the effects of elemental staves to help compensate for their lack of offensive power until draconic magic becomes available.
  • Marionette Master: Warlocks fulfill this trope on account of their innate power over Golems. Also serves as something of a Mythology Gag as this class had the ability to recruit golem units in Ogre Battle.
  • Minidress of Power: The generic Siren wears a minidress under their furred jacket. Their redesign in the remake just makes the dress tight.
  • Never Bareheaded: Warlocks are rarely seen without their headbands on.
  • Not the Intended Use: Due to their low dexterity, Warlocks are not as proficient in debilitating foes with debuffs compared to Witches and Swordmasters. Instead, their superior mentality makes them perfect wielders of elemental staves and rings as those pieces of equipment can invoke damaging skills like Wind Shot to damage single targets. This gives the class a means to fight offensively until they gain access to draconic spells.
  • Old Magic: The Warlock class is the only generic unit that can utilize dragonic magic which serves as a Precursor to the other schools of magic.
  • The Power of the Sun: Lawful Warlocks and Sirens benefit immensely from sunny weather especially if their elemental affinity is either fire or earth.
  • Prestige Class: An odd example since Warlocks and Sirens function almost similarly to Witches and Wizards respectively.
  • Reincarnation: One of the Warlock's draconic spells can do this to undead targets which revert them back to level 1 while retaining whatever stats they originally had. Players can abuse this spell to turn characters into game-breaking units, though doing so has a risk of lowering their loyalty.
  • Sacrificial Revival Spell: The Warlock's Entify spell invokes this to save one unit through self-sacrifice. As such, it's considered a Useless Useful Spell by most players.
  • Shoot the Mage First: Both Warlocks and Sirens are easy prey to Archers due to their low defenses, so positioning them is important especially in areas where the player lacks a height advantage.
  • Super-Empowering: The Warlock class can empower any friendly Golem within 3 tiles. This effect can be compounded with multiple Warlocks nearby.
  • Weather Manipulation: Warlocks can do this with the Storm spell at their disposal.

Tropes pertaining to the Warlock or Witch in both the PSP remake and Reborn:
  • All Your Powers Combined: The remake's version of Warlocks and Witches combines the abilities of their previous counterparts together into one cohesive class.
  • Armor-Piercing Attack: Warlocks and Witches can outright cancel an enemy golem's Gordian Lock effect using their Gordian Key skill. They are also able to strengthen an ally's damage output against golems with the Golem's Bane skill which has a hefty TP cost in the PSP remake, though Reborn makes it easier to activate.
  • Awesome, but Impractical: While their offensive draconic magic can deal damage comparable to the apocrypha spells, the constant usage of Wyrm Gems in the PSP version limits their usefulness in battle. Reborn averts this by simply requiring the caster to have enough MP like in the original game.
  • Badass Bookworm: They play the part even more now that spellbooks are actual weapons for them to equip.
  • Cooldown Manipulation: Warlocks and Witches have access to spells that affect speed like Torpor and Dominate, though the effectiveness of these spells depend on how high their mind stats are.
  • Cursed Item: 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.
  • Elemental Powers: They can cast the same set of elemental spells available to Wizards and Enchantresses. However, the PSP version requires units to master the skills of the basic spellcaster class before turning into a Warlock or Witch, making it an example of Required Secondary Powers.
  • Evil Counterpart:
    • Loremasters are evil mages who have a peculiar hobby of taking human skin and using them as covers for their spellbooks.
    • 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.
  • In a Single Bound: Their Springboard spell allows units to move to an adjacent tile regardless of elevation differences.
  • Leg Focus: The Witch redesign in the remake gives them surprisingly thicker thighs.
  • Light 'em Up: Aside from Familiars, Warlocks and Witches are the only generic spellcasters who can use light magic, particularly basic offensive spells like Spiritsurge and Judgement. Some of their draconic magic are also holy in nature. Although light elemental versions of this class are a novelty at best, Reborn makes them perfectly viable.
  • Linear Warriors, Quadratic Wizards: Somewhat downplayed due to their constant need for Wyrm Gems in casting draconic magic. Reborn plays it straight by removing that requirement entirely.
  • Marionette Master: 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.
  • The Red Mage: Warlocks and Witches have access to beneficial spells that heal and buff allies.
  • Regenerating Mana: Like many spellcasters, this unit is able to regenerate MP faster with Meditate which becomes innate to them in Reborn. They also have access to Drain Mind and staves that restore MP.
  • Status Buff: In contrast to Wizards and Enchantresses, Warlocks and Witches are capable of buffing allies with some of their draconic spells.
    • Anti-Magic: Negate Spell allows the target to block an offensive spell once.
    • Gradual Regeneration: Gift of Renewal grants renewal to a single ally, gradually replenishing their health for a set amount of time. Notably, it has no effect on undead units.
    • Holy Ground: Holy Shield bestows a target with the sanctified buff which repels undead units away from them by one tile.
    • Improbable Aiming Skills: Ballistics enhances an ally's indirect hit accuracy, though it was removed in Reborn due to its dubious use.
    • Magic Enhancement: Gift of Restoration and Enlighten augment the target's healing and spellcasting capabilities, though they have been removed in Reborn.
    • No-Sell: Nullify Strike enables the target to be immune against a physical attack once.
    • Nonchalant Dodge: Dodge Blades improves an ally's ability to doge physical hits, but Reborn omits it entirely.
    • Resistant to Magic: Phantom Shell raises a target's resistance against magic but has been deemed unnecessary enough for removal in Reborn.
  • Super-Empowering: This class can empower golems like in the original game, but it now requires activating the Empower Golem skill which costs 70 TP. And since TP can only be replenished over time or through physical damage, Warlocks and Witches are unlikely to trigger the skill as early as they need to. Reborn fixes that by turning it into an auto skill.
  • Teleportation: Teleport can be used to move allies independent of their own turn, though the spell has been sufficiently nerfed enough to prevent it from being a game-breaker.
  • Throw the Book at Them: Warlocks and Witches are one of the few generic units capable of wielding spellbooks to whack enemies with. This weapon type even comes with some interesting finishers, though they are far more useful in Reborn due to higher damage values.
    • Boulder Bludgeon: Disembrain directs a large rock at the target's head, dealing earth damage to them instantly.
    • Casting a Shadow: Devastate summons a magic circle that unleashes multiple phantoms flying out from it, inflicting dark damage on the target.
    • Rapid-Fire Fisticuffs: Raging Pummel subjects the victim to multiple blows that leave them leadened.
    • Roaring Rapids: Eviscerate conjures the illusion of a waterfall to hurt the victim twice in a row.
  • Turn Undead: Starfall exorcises any undead unit it finishes off. This effect also applies to stilled undead foes with the first tier of the spell being slightly cheaper than Exorcism II.
  • Useless Useful Spell: Their Sacrifice spell can be considered as this for some players.
  • Yin-Yang Bomb: Reborn allows Warlocks and Witches to wield both light and dark magic simultaneously.

    Necromancer 
https://static.tvtropes.org/pmwiki/pub/images/necromancers.png
Female Necromancer and Male Necromancer
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 in the PSP version and Reborn.
  • Animate Dead: One of their more useful skills is named after this trope.
  • Back from the Dead: This is their main schtick. They can revive incapacitated units as zombies with the Living Corpse spell or awaken stilled undead with the Animate Dead skill.
  • Bad Powers, Bad People: While most Necromancers in the story revel in their ability to command the dead, a select few take up the profession for benevolent or misguided reasons.
  • Blood Magic: In the PSP version, necromancy spells require the use of preserved organs like Bloodied Ventricles and Dried Eyestems to activate. This is no longer the case in Reborn.
  • Came Back Wrong: 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.
  • Casting a Shadow: This particular unit clearly favors the dark element as many of their spells fall under its influence greatly. In Reborn, most Necromancers are attuned to darkness by default which means spells like Word of Pain will do even more damage when used by them.
  • Cleavage Window: The female Necromancer's cleavage can be seen, presumably to give her some room to breathe properly.
  • Curse: Some of their necromancy spells function this way to spiritually debilitate targets.
  • Cursed Item: 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.
  • Dangerous Forbidden Technique: How necromancy is often viewed as in the game's story setting.
  • The Dark Arts: Aside from being able to cast standard dark magic, Necromancers have a special menu of spells that they can only use.
  • Difficult, but Awesome: Like many spellcasting units, the Necromancer needs a constant supply of MP to cast their spells. While Life Force turns them into a self-sustaining caster, they also need an ample supply of necromancy reagents in the PSP version.
    • Their classmarks are also difficult to come by as only one enemy in the Palace of the Dead drops them so long as Cressida has been registered as a recruited character within the game's World system.
  • Elemental Powers: They can cast other schools of magic besides dark, though light spells are barred from them for obvious reasons.
  • Enemy Summoner: Some enemy necromancers can call for reinforcements by casting the Summon Darkness spell. While normally annoying to deal with, veteran players can take advantage of it to kill more foes for their loot or conveniently recruit non-human units.
  • Evil Counterpart: They have one in Witch Kings and Queens, magic users who happen to be viler than your average Necromancer. Their power is said to inspire equal parts fear and respect.
  • Evil Sorcerer: How they tend to be viewed as by the majority of people in the story.
  • Face Framed in Shadow: The female Necromancer's dark-colored veil obscures her facial features slightly, giving her an air of mystery.
  • Faceless Goons: Both male and female Necromancers are covered up due to the morbid nature of their profession.
  • Fragile Speedster: Compared to other casters, the Necromancer is almost as fast as the Ninja class due to their low wait turn.
  • Healing Hands: They are able to do this for undead allies using the Putrify spell, though caution is advised as it can also damage living units.
  • The Heretic: Due to the Order of Philaha's influence throughout Valeria, Necromancers tend to be abhorred and vilified by the general public. However, that hasn't stopped the Galgastani and Bakram from employing them for their own purposes.
  • Holy Ground: Necromancers can simulate this effect with the Consecrate Dead skill to keep stilled units from rising up. It can only be undone by activating Animate Dead on the target.
  • In the Hood: The male Necromancer dons a white hood that shows off some of their long hair.
  • Late Character Syndrome: The earliest time a Necromancer can be recruited is in the second half of the Law route's third chapter where Xaebos is accompanied by one. Otherwise, the player will need to recruit Cressida in Chapter 4 before they can even get Necromancer classmarks.
  • Life Drain: Played with by their Life Force spell which drains health from foes and converts the amount into MP for the user. In some ways, it can be more useful than Drain Mind.
  • Magic Staff: Being a dedicated spellcaster, Necromancers prefer wielding cudgels.
  • Never Bareheaded: The male Necromancer wears a hood while the female Necromancer has a crown.
  • Pimped-Out Dress: The female Necromancer's dress is elegant and ornate with the long ballroom skirt covering her legs.
  • Prestige Class: Serves an alternate upgrade for Wizards and Enchantresses.
  • Regenerating Mana: While this class is capable of using Meditate to accelerate their MP regeneration, they can restore it much faster with the Life Force spell.
  • Required Secondary Powers: Like with Warlocks and Witches, some of the skills to augment a Necromancer's true potential can only be gained by training as a Wizard or Enchantress beforehand. Reborn does away with that by providing each class with the skills they need right from the start.
  • Revive Kills Zombie: Inverted by their Putrify spell which heals the undead and can potentially kill the living.
  • Screw This, I'm Outta Here: The Black Plume spell enables Necromancers to flee from battle if they happen to be in grave danger.
  • Squishy Wizard: Like most spellcasters, Necromancers are not very durable against physical hits.
  • Status Infliction Attack: Similar to Wizards, Necromancers can use dark utility spells to debuff foes from a distance. However, some of their necromancy spells inflict unique ailments.
    • Anti-Regeneration: Brainrot debilitates the target's ability to heal themselves or other people effectively. While useful on Clerics, its usage is situational at best.
    • Charm Person: Tainted Love places the victim under a spell that causes them to side with the caster for several turns. Works similarly to the charm debuff, but has an added effect of lowering the target's loyalty over time, making it useful for recruiting foes once they come back to their senses.
    • Maximum HP Reduction: The Curse spells inflict a variety of ailments meant to reduce the target's HP, MP, or both at the same time. In Reborn, the spell series has been retooled to inflict the cursed debuff on multiple foes with tier level determining how many units may be targeted.
    • Money to Throw Away: Prodigize is an enemy-only spell that causes victims to move on their own and throw away sums of Goth per turn. This can be disastrous for the player's war funds if not stopped in time. Reborn removes it from the Necromancer's spell list.
    • The Paranoiac: Breed Suspicion is an enemy-only spell that makes units paranoid towards their side, causing them to reject healing from allies while dealing more damage to foes. Reborn removes it entirely.
  • 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.
  • This Looks Like a Job for Aquaman: This class is meant to handle the undead. They even have a recruiting skill that allows them to turn enemy Skeletons and Ghosts into allies.
  • Turn Undead: Their Banish spell can reduce stilled undead units into dust. While not as efficient as the Cleric's Exorcism II spell, it has a 100% hit rate regardless of the user's stats.
  • The Unfettered: Many Necromancers come across as this as they ignore most conventional morals to perfect their art.
  • Useless Useful Spell: Their Phantom Pain and Styx Shift spells are this, being only useful for certain situations that don't always occur even for inexperienced players.
    • 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.
  • White Mask of Doom: Male Necromancer wear masks to protect themselves from the scent of dead bodies or to help obscure their identities. It also gives them something of a creepiness factor.

    Lich 
https://static.tvtropes.org/pmwiki/pub/images/lich_4.png
Male Lich and Female Lich
Being the most powerful generic spellcaster the game has to offer, Liches can use the same arsenal spells available to Wizards, Warlocks, and Necromancers. Although their magical prowess is invaluable, they are among some of the slowest units around which limits the amount of turns they can get. Any human can turn into this class so long as they use a Ring of the Dead. In Reborn, winged folk are also able to become Liches as well.

In the original game, a unit can only turn into a Lich by dying while equipped with a Ring of the Dead and having the necessary stat requirements. Turning into one will prevent characters from reverting into another class, so players must carefully decide which unit within their ranks is best suited for the role.
Tropes pertaining to the Lich in the original game:
  • All Your Powers Combined: The Lich class essentially combines the Wizard's knowledge in offensive magic with the Witch's expertise in support magic, enabling them to use both magic types to their advantage.
  • Back from the Dead: They are the only generic unit capable of using the Necro spell to turn dead units into Skeletons and Ghosts.
  • Elite Tweak: Due to their innately high defense and elemental resistance, raising a unit as a Berserker or Beast Tamer beforehand will result in a tanky Lich with nigh impenetrable defenses. May count as Not the Intended Use since this class is not supposed to be deployed for tanking.
  • Foil: Serves as one for Angel Knights due to their roles in battle and the method used for creating them. Liches can cast any elemental spell except light and are dedicated spellcasters. Angel Knights, on the other hand, have limited access to light magic and happen to be strong front line fighters.
  • Glass Cannon: Averted. Liches are sturdied than your average spellcaster on account of their innate resistance to damage.
  • In the Hood: Liches typically wear one to help hide their ghastly appearances.
  • Late Character Syndrome: Can be subverted as early as the second half of Chapter 2 so long as the player has a unit with the necessary stats and a Ring of the Dead to trigger the transformation.
  • Magic Staff: Their preferred weapon of choice.
  • Never Bareheaded: You will never see a Lich in this game without their hood on.
  • Prestige Class: This class is leagues above Wizards and Sirens in terms of raw magic power. While they lack access to the Warlock's draconic spells, they can still kick ass with Summon Magic.
  • The Red Mage: Due to being able to cast beneficial spells like Clear, Heal Rain, and Charge, Liches can play a supportive role in battle to aid allies or themselves.
  • Squishy Wizard: Can be averted hard if raised as a more durable class beforehand.
  • Status Infliction Attack: Is capable of using the same debuff spells available to Witches, though their low dexterity means they won't be as effective with it.

Tropes pertaining to the Lich in both the PSP remake and Reborn:
  • All Your Powers Combined: Liches in this version of the game can use every elemental magic minus light, draconic spells, and necromancy. In other words, they can double as makeshift Warlocks and Necromancers magic-wise.
  • The Archmage: Enemy Liches fought in the story are referred to as such.
  • Attack Reflector: The Reflection skill enables the Lich to bounce an enemy's spell right back at them. This also applies to allies adjacent to them. In Reborn, the skill is much easier to activate due to triggering automatically at random intervals.
  • Cursed Item: 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.
  • Deal with the Devil: Can recruit umbra units like imps and orcs to the player's side.
  • Difficult, but Awesome: Liches require a constant stream of MP to fight efficiently and need to make optimal use of their turns due to being incredibly slow in terms of wait turn. Also, creating a Lich from the ground-up is an arduous task especially in the PSP version where the Ring of the Dead only works on a generic human within a certain floor of the Palace of the Dead.
  • Drunk with Power: 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?
  • Enemy Summoner: Similar to Necromancers, some enemy Liches can conjure multiple foes to assist them via Summon Darkness.
  • Evil Counterpart: Lich Kings and Queens are considered Liches among Liches due to their immense magical power. They are only found within the deepest floors of the Palace of the Dead and have already shed off what remains of their human nature to become full-fledged umbra units.
  • Face Framed in Shadow: The female Lich's face is conveniently covered by beaded strings, most likely for the better.
  • Faceless Goons: Averted by the male Lich and played straight by their female counterparts.
  • Glass Cannon: Unlike their original incarnation, Liches are just as fragile as any other spellcasting unit.
  • Humanity Ensues: 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.
  • Late Character Syndrome: Liches only appear in the fourth chapter with many appearing in the Palace of the Dead or the Pirate's Graveyard.
  • Life Drain: This unit can cast a variety of absorption spells like Drain Heart, Drain Mind, Drain Power, and Life Force.
  • Light 'em Up: Surprisingly enough, they can pull this off with the Starfall spell.
  • Magic Enhancement: In Reborn, the Lich is given Engulf and Nature's Touch to further augment their magical capabilities. However, the latter skill is less useful since it does not apply to dark elemental spells and Liches cannot change their elemental affinity.
  • Regenerating Mana: Though Liches benefit from being able to use Meditate, they also gain a skill called Salvation that allows them to absorb MP from surrounding units if they have less than 50% of their maximum MP. Conversely, they can use the same skill to share MP if they have more than 50%, making them something of a Mana Meter Living Battery.
  • Shoot the Mage First: Do not recklessly position Liches to the front lines lest they become instant prey for enemy Archers and Fusiliers.
  • Slower Than a Snail: 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.
  • Status Buff: They are able to do this with some of their elemental and draconic spells.
  • Turn Undead: Can destroy enemy undead via Banish and Starfall.
  • The Undead: Subverted in that they are still classified as humans rather than actual undead.
  • The Unfettered: Exemplifies this trope better than Necromancers and it shows with the amount of arcane power and knowledge they have accumulated as a result.
  • Yin-Yang Bomb: Their usage of Starfall, a light elemental draconic spell, stands in contrast to the myriad amount of dark elemental magic at their disposal.

    Divine Knight 
https://static.tvtropes.org/pmwiki/pub/images/divine_knights.png
Female Divine Knights and Male Divine Knights
A mage-knight reincarnated through the use of an ensanguined rood, returning with powerful magic at their disposal.
-Description
Reincarnated through divine means, this winged infantry unit is proficient in both front line combat and dealing with the undead. Their various songs can be used to help control the flow of battle to the player's advantage. Any skeleton and ghost can turn into this class by using an Ensanguined Rood.

In the original game, only lawful female units can become Angel Knights after dying so long as they have the necessary stats for the transmigration process to trigger. Like with Liches, turning into an Angel Knight bars units from changing into different classes.
Tropes pertaining to the Angel Knight in the original game:
  • The Bard: Angel Knights can play this role with their unique singing skills.
  • Brown Note: The Angel Knight has two abilities that invoke this trope. Calm Song depletes the MP of multiple targets, making them the bane of enemy spellcasters. Sad Song, on the other hand, heals undead units which gives this class some unusual synergy with Skeletons and Ghosts.
  • Female Angel, Male Demon: Angels in this game are considered female in contrast to the male Goblins found near the Palace of the Dead.
  • Foil: They have one in the Lich class. While Angel Knights are proficient combatants who mostly wield offensive light magic, Liches happen to be pure spellcasters capable of using any elemental spell other than light.
  • Healing Hands: They have access to the Heal spell, though they aren't as proficient with it as Clerics are.
  • Holy Halo: Has one floating on top of her head.
  • Light 'em Up: This class uses the same type of magic Exorcists have access to, including the almighty Starion spell.
  • Lightning Bruiser: Their stellar stat parameters make them perfect for leading the vanguard of any battalion.
  • Magic Knight: Can play this role well due to their ability to cast magic.
  • Power Gives You Wings: They can fly past obstacles and rough terrain, giving them a considerable advantage over other front line units.
  • Projectile Spell: Angel Knights can cast Light Bow to damage foes from a distance.
  • Turn Undead: They are able to exorcise enemy undead with Exorcism or Starion, though the latter costs more MP.
  • The Unfought: 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.
  • White Magic: This class has limited access to light magic on account of them sharing the Exorcist's arsenal of spells.
  • Winged Humanoid: The Angel Knight is one of the few humanoid units capable of flight.

Tropes pertaining to the Divine Knight in both the PSP remake and Reborn:
  • Adaptational Skill: Instead of healing undead units like in the original game, Requiem inflicts heavy light damage on them.
  • All Your Powers Combined: The Divine Knight utilizes a number of skills and spells taken from the Cleric and Knight classes while incorporating unique abilities of their own.
  • Angelic Transformation: Divine Knights are the result of phantom units empowered by divine artifacts. Arguably, they may not even be true angels according to allegedly divine figures in the San Bronsa Ruins.
  • The Bard: 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.
  • Bow and Sword in Accord: Some players may find it preferable to give their Divine Knights bows or crossbows in lieu of shields.
  • Bows Versus Crossbows: This class can wield both one-handed bows and crossbows which synergizes well with their ability to fly. In Reborn, they have even more options for these weapon types via crafting.
  • Bragging Rights Reward: It takes a lot of hoops to get this class especially in the PSP version where zombies can only be turned into actual phantom units by using a Book of the Dead within a specific floor of the Palace of the Dead.
  • Brown Note: Their angelic songs yield different effects on the target, many of which are debilitating in nature.
  • Combat Hand Fan: Divine Knights can equip the Caldia Fan as a makeshift hammer, enabling them to deal blunt damage on targets.
  • Combination Attack: In Reborn, Divine Knights can participate in pincer attacks so long as they equip the skill for it.
  • Cool Helmet: Male Divine Knights come with an impressive helmet that makes them more regal than normal Knights.
  • Cursed Item: 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.
  • Demon Slaying: 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.
  • Evil Counterpart: Their non-playable counterparts are the Ethereal Visions (Ethereal Beauties in the Japanese version), golden-hued beings whose unearthly appearances stand in stark contrast to their brutal nature towards outsiders. Commonly found within the higher floors of the San Bronsa Ruins, it is debated on whether they are genuine angels or something else entirely.
  • Fighting a Shadow: Like Knights, this class can produce shadow clones that generate the Rampart Aura or Sanctuary effects to hold off foes while they act elsewhere.
  • Hold the Line: Divine Knights are able to hold the line with Rampart Aura and repel undead units via Sanctuary. This gives them a means to impede foes from easily breaching the player's formation.
  • Humanity Ensues: This can happen if the player chooses to reclass them. However, doing so means losing access to the Divine Knight class.
  • Knightly Sword and Shield: Unlike in the original game, Divine Knights prefer using one-handed swords as their weapon of choice.
  • Late Character Syndrome: This class is only accessible after unlocking the San Bronsa Ruins in Coda since the Ensanguined Roods needed to transform into one are found there.
  • Light 'em Up: They specialize in this, though their selection of spells is somewhat lacking especially in Reborn.
  • Magic Knight: 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.
  • Magic Music: 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.
  • Never Bareheaded: Aside from their halos, both male and female Divine Knights have different types of headgear with the former donning a helmet and the latter wearing a headband.
  • Old Magic: Can cast certain draconic spells to aid their allies. This makes sense since the artifact required to turn undead into Divine Knights originate from the Dragon Lords themselves.
  • Regenerating Mana: In Reborn, Divine Knights can use Meditate to restore more MP at random intervals. This gives them a better chance of using their finishers or special abilities without relying too heavily on items.
  • Revive Kills Zombie: Zig-zagged by their Celestial Song skill which purges the zombie condition from multiple targets without killing them outright.
  • Shield Bash: Can do this if equipped with a shield. Since Reborn amplifies the amount of damage a shield can inflict, they serve as an alternative weapon for knocking foes away.
  • Status Buff: They use some of the same buffing spells reserved for Warlocks and Witches.
  • Status Infliction Attack: Many of their angelic songs can inflict a number of debuffs to multiple targets.
    • Charm Person: Poignant Melody charms several foes with a heartrending hymn. Also counts as a form of Mind-Control Music.
    • Mana Burn: Day of Reckoning resets the MP and TP of multiple opponents with a boisterous ballad. This makes them unorthodox Mage Killer units who can render spellcasters helpless.
    • Power Nullifier: Silent Song seals away the enemy's ability to talk or cast spells with a hushed hymn.
  • Supernatural Gold Eyes: Divine Knights have golden-colored eyes to indicate their divine nature.
  • Turn Undead: This unit has access to Exorcism and Starfall, though Reborn removes the latter from their repertoire of spells.
  • Useless Useful Skill: Absolution and Seraph's Pact are skills that don't have much use in many situations. Better to save your Divine Knight's skill slots for something else.

Unique Classes

    Lord 
Title given by the Order of Philaha to those deemed worthy of carrying the mantle of Valerian rule. Their power is largely a factor of their past achievements.
-Description
A class unique to Denam that can be obtained in Chapter 4 if Catiua is not recruited again.
  • Magic Knight: In the original release, the Lord had limited access to Divine Magic, specifically healing magic. The PSP remake vastly expanded the number of spells it has access to, letting you transfer use of all eight elemental magic types and Draconic Magic from other classes. That said, the class isn't exactly the best caster.
  • Master of All: The class has a disgusting amount of flexibility in the PSP remake. It can equip almost all of the weapon types and armor out the gate, as well as almost all of the learnable general skills. The only two weapon types it can't equip are Instruments and Fusils.

    Princess 
Only one deemed to be the rightful heir to the Valerian Kingdom may become princess. The Princess serves as a mage-knight on the front lines to fight for peace in her kingdom.
-Description
One of Catiua's three unique classes, obtained in Chapter 4 is she is recruited again.

    Priest 
A venerated cleric well-versed in matters of the spirit. Noted for their ability to use offensive divine magic.
-Description
One of Catiua's three unique classes. She starts and stays as this class for the entire time she is a guest character.

    Dark Priest 
An evil priest who uses the power gained through their devotions to wield elemental and dark magic. Named both for their appearance and their nature.
-Description
One of Catiua's three unique classes. Playable in the PSP remake and Reborn, it is a darkness-themed counterpart to her Princess class.

    Ranger 
A wandering warrior adept in the use of a wide range of martial skills. Particularly good at taking out specific targets. Rangers perform well in all manners of situations.
-Description
Vyce's unique class when he returns to the party late in the Lawful Route's third chapter. Also available to Azelstan in the PSP remake and Reborn.

    Shaman 
An oracle serving the many gods of Valeria, shamans are adept at wielding elemental magic.
-Description
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, which also makes it unlockable on the Lawful route.

    Wicce 
"Don't you dare make the mistake of calling me a witch!"
-Deneb Rove, setting the record straight between her own strength and that of generic witches
A unique variant of the Witch class, exclusive to Deneb Rove in the PSP remake and Reborn.
  • The Archmage: When it was introduced in the PSP remake, the Wicce was one of the most powerful spellcasting classes in the game due to the number of spells it had access to.
  • Casting a Shadow: The Wicce class changes Deneb's elemental affinity to Darkness.
  • Charm Person: Part of the Wicce's skill kit is "Witch's Smile", which has a chance at charming nearby foes if they're male.
  • Magic Staff: As with the other caster classes, the Wicce has access to caster-only cudgels.
  • Nerf: Due to the rebalancing of Reborn, the class lost access to Draconic Magic and Summons.
  • Status Buff: 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).
  • Whip of Dominance: 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 Ms. Fanservice Hot Witch.

    White Knight 
Only knight's commanders are granted the title of white knight. In both defense and offense they are far superior to common knights.
-Description
A unique, more powerful variant of the Knight class. Exclusive to Gildas and Mirdyn in the original game, with Ravness and Ozma having access if they are recruited in the PSP remake and Reborn.

    Buccaneer 
A pirate plying the Obero Sea, only those unaffiliated with any groups or orders are called by the name buccaneer.
-Description
A unique class added to the PSP remake and Reborn. The starting class of Azelstan, although Denam, Vyce, and Canopus also have access to it.

    Knight Commander 
A high-ranking knight of Lodis. Typically given command of 500 to 2000 troops, the dark knights Loslorien prefer attack in smaller numbers (30 to 100) of highly trained elites.
-Description
A unique class added to the PSP remake and Reborn, of which only Ozma has access to.

    Paladin 
A knight among knights, recognized by the king himself. Highly skilled in defense as well as attack.
-Description
The unique class of Lanselot Hamilton, made playable in the PSP remake and Reborn.

    Astromancer 
A master magus who draws upon the power of the stars to work their magic. Also a skilled diviner.
-Description
The unique class of Warren Omon, made playable in the PSP remake and Reborn.
  • The Archmage: The class is tied with the Wicce for being the most powerful spellcasting class in the game. The only real advantage over the Wicce that the Astromancer has is very limited access to Divine Magic.

Demi-Human Classes

    Vartan 
A winged warrior with a light step on the battlefield. Excellent at both melee and ranged attacks.
-Description
A unique class exclusive to Canopus and other male winged units.
Tropes pertaining to the Hawk Man and Eagle Man in the original game:
Tropes pertaining to the Vartan in both the PSP remake and Reborn:

    Songstress 
A traveling minstrel and singer of renown, the songstress uses special songs and dances to encourage allies and dishearten enemies.
-Description
A unique class added in the PSP remake and Reborn, exclusive to Iuria Wolph and Pumpkinhead Golems.

    Hoplite 
A heavily armored footsoldier, typically bearing sword and shield which they use to defend their clan upon the battlefield.
-Description
Any 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 race. Lizardman could equipment and items, but could not reclass into different jobs.

Tropes pertaining to the Lizardman in the original game:

  • Evil Counterpart: The Gavial (mistranslated as Gabiar in the original translation), a more powerful lizardman with black scales that could also cast some spells.
  • Our Dragonsare Different: 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.

Tropes pertaining to the Trickster in both the PSP remake and Reborn:
  • Evil Counterpart: 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.

    Juggernaut 
A destroyer upon the battlefield, wielding awesome power and the speed to employ it where it's needed most.
-Description
Any lizardman, 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 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:



Tropes pertaining to the Juggernaut in both the PSP remake and Reborn:
  • Evil Counterpart: The enemy army has access to Blue Orc juggernauts known as Uruks, whom are described as a hybrid of orcs and humans created by Dark Magic, which appears to be a reference to the Fellowship of the Ring.

    Patriarch/Matriarch 
Adept at magic and a capable leader on the battlefield. Wields magic powerful enough to impress even wizards.
-Description
Any lizardman, 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:


  • Taken for Granite: 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.

Tropes pertaining to the Matriarch in both the PSP remake and Reborn:
  • Evil Counterpart: 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.

    Familiar 
A minion of cunning-folk able to attack and use utility spells to weaken foes and strengthen allies. Use them for defense, or as a decoy.
-Description
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:


  • Evil Counterpart: 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.

Tropes pertaining to the Trickster in both the PSP remake and Reborn:
  • Evil Counterpart: 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.

Beast Classes

    Dragon 
https://static.tvtropes.org/pmwiki/pub/images/dragon_12.png
Dragon
A dragon serves as a heavy unit on the battlefield. Its scales reduce damage taken while it deals death with tail and breath.
-Description

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

    Hydra 
https://static.tvtropes.org/pmwiki/pub/images/hydra_27.png
Hydra
A dragon with three heads. Its scales reduce damage while it deals death with tail and breath.
-Description

    Golem 
https://static.tvtropes.org/pmwiki/pub/images/golem_3.png
Golem
A monster fashioned of various materials, it was first made and worshipped as a protector of downtrodden people.
-Description
Tropes pertaining to the Golem in the original game:
Tropes pertaining to the Golem in both the PSP remake and Reborn:
  • Balance Buff: In the original, Golems had only one skill they could use, incredibly low HP and no ranged options, existing mainly to be sold to shops. In Reborn, Golems have good HP, alot of skills that can hit multiple units and can throw boulders at other units for a ranged attack.

    Cyclops 
https://static.tvtropes.org/pmwiki/pub/images/cyclops_7.png
Cyclops
An aggressive, violent giant, yet possessed of intellect enough to wield magic.
-Description

    Gryphon 
https://static.tvtropes.org/pmwiki/pub/images/gryphon_3.png
Gryphon
A monstrous lion with the head of an eagle and giant wings. Able to move with ease over rough terrain and changing elevations.
-Description

    Cockatrice 
https://static.tvtropes.org/pmwiki/pub/images/cockatrice.png
Cockatrice
A monstrous chicken with the scales and tail of a serpent. Its breath is enough to turn men to stone.
-Description

    Octopus 
https://static.tvtropes.org/pmwiki/pub/images/octopus_1.png
Octopus
A large monster that fights better in the water than on land and, indeed, must be in water to employ special skills.
-Description

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