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* TurnUndead: Undead units are easy prey for Exorcists so long as the latter have enough MP to work their magic.


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* TurnUndead: 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.
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* {{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 BottomlessPits in certain areas.

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* {{KnockBack}}: {{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 BottomlessPits in certain areas.

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* ArmoredButFrail: The remake averts this hard by turning them into the most durable class players can get ahold of.

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* ArmoredButFrail: 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.



* DrawAggro: 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 DamageReduction especially in ''Reborn'' which allows the skill to be activated alongside Phalanx if players are lucky enough.

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* DrawAggro: 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 DamageReduction DamageReduction, especially in ''Reborn'' which allows the skill to be activated alongside Phalanx if players are lucky enough.



* HeavyArmorClass: Very much the best example this game has to offer. While definitely one of the sturdiest classes around, they will often be the last to act due to their heavy armor weighing them down.
* HeroesPreferSwords: 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.

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* HeavyArmorClass: Very much the best example this game has to offer. While definitely one of the sturdiest classes around, around thanks to their high HP and vitality, they will often be the last to act due to their heavy armor weighing them down.
* HeroesPreferSwords: 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.



* HumansAreDiplomats: Knights have the ability to persuade human units to join them with the Recruit skill. This is justified due to Knights being more likely to be a [[OnlySaneMan voice of reason]].

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* HumansAreDiplomats: Knights have the ability to persuade human units to join them with the Recruit skill. This is justified due to Knights them being more likely to be a charismatic [[OnlySaneMan voice of reason]].



* NoSell: The Knight's Phalanx skill can reduce any hit they take into ScratchDamage before their next turn. Even a physically weak Knight [[StoneWall can hold their own]] with this skill in effect. 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.

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* NoSell: The Knight's Phalanx skill can reduce any hit they take into ScratchDamage before their next turn. Even a physically weak Knight [[StoneWall 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.



* ShieldBash: This is a more viable tactic for Knights in ''Reborn'' due to shields being able to inflict decent damage this time around.

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* PlayingWithFire: 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.
* ShieldBash: This is a more viable tactic for Knights in ''Reborn'' due to as shields being able to can now inflict decent damage this time around.

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[[folder:Songstress]]
->''A traveling minstrel and singer of renown, the songstress uses special songs and dances to encourage allies and dishearten enemies.''

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[[folder:Songstress]]
[[folder:Paladin]]
->''A traveling minstrel and singer of renown, knight among knights, recognized by the songstress uses special songs and dances to encourage allies and dishearten enemies.king himself. Highly skilled in defense as well as attack.''



A unique class added in the PSP remake and ''Reborn'', exclusive to Iuria Wolph and Pumpkinhead Golems.

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A The unique class added of Lanselot Hamilton, made playable in the PSP remake and ''Reborn'', exclusive to Iuria Wolph and Pumpkinhead Golems.''Reborn''.



[[folder:Paladin]]
->''A knight among knights, recognized by the king himself. Highly skilled in defense as well as attack.''

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[[folder:Paladin]]
[[folder:Astromancer]]
->''A knight among knights, recognized by master magus who draws upon the king himself. Highly power of the stars to work their magic. Also a skilled in defense as well as attack.diviner.''



The unique class of Lanselot Hamilton, made playable in the PSP remake and ''Reborn''.

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The unique class of Lanselot Hamilton, Warren Omon, made playable in the PSP remake and ''Reborn''.



* TheArchmage: 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.



[[folder:Astromancer]]
->''A master magus who draws upon the power of the stars to work their magic. Also a skilled diviner.''

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[[folder:Astromancer]]
!!Demi-Human Classes

[[folder:Vartan]]
->''A master magus who draws upon winged warrior with a light step on the power of the stars to work their magic. Also a skilled diviner.battlefield. Excellent at both melee and ranged attacks.''



The unique class of Warren Omon, made playable in the PSP remake and ''Reborn''.

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The A unique class of Warren Omon, made playable in the PSP remake exclusive to Canopus and ''Reborn''.other male winged units.



* TheArchmage: 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.

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* TheArchmage: The class is tied with Tropes pertaining to the Wicce for being the most powerful spellcasting class Hawk Man and Eagle Man in the game. The only real advantage over original game:
----
Tropes pertaining to
the Wicce that Vartan in both the Astromancer has is ''very'' limited access to Divine Magic.PSP remake and ''Reborn'':



!!Demi-Human Classes

[[folder:Vartan]]
->''A winged warrior with a light step on the battlefield. Excellent at both melee and ranged attacks.''

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!!Demi-Human Classes

[[folder:Vartan]]
[[folder:Songstress]]
->''A winged warrior with a light step on traveling minstrel and singer of renown, the battlefield. Excellent at both melee songstress uses special songs and ranged attacks.dances to encourage allies and dishearten enemies.''



A unique class added in the PSP remake and ''Reborn'', exclusive to Iuria Wolph and Pumpkinhead Golems.



Tropes pertaining to the Hawk Man and Eagle Man in the original game:
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Tropes pertaining to the Vartan in both the PSP remake and ''Reborn'':



[[folder:Songstress]]
->''A traveling minstrel and singer of renown, the songstress uses special songs and dances to encourage allies and dishearten enemies.''

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[[folder:Songstress]]
[[folder:Hoplite]]
->''A traveling minstrel heavily armored footsoldier, typically bearing sword and singer of renown, shield which they use to defend their clan upon the songstress uses special songs and dances to encourage allies and dishearten enemies.battlefield.''



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



[[folder:Hoplite]]
->''A heavily armored footsoldier, typically bearing sword and shield which they use to defend their clan upon the battlefield.''

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[[folder:Hoplite]]
[[folder:Juggernaut]]
->''A heavily armored footsoldier, typically bearing sword and shield which they use to defend their clan destroyer upon the battlefield.battlefield, wielding awesome power and the speed to employ it where it's needed most.''



[[folder:Juggernaut]]
->''A destroyer upon the battlefield, wielding awesome power and the speed to employ it where it's needed most.''

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[[folder:Juggernaut]]
->''A destroyer upon
[[folder:Patriarch/Matriarch]]
->''Adept at magic and a capable leader on
the battlefield, wielding awesome power and the speed battlefield. Wields magic powerful enough to employ it where it's needed most.impress even wizards.''



[[folder:Patriarch/Matriarch]]
->''Adept at magic and a capable leader on the battlefield. Wields magic powerful enough to impress even wizards.''

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[[folder:Patriarch/Matriarch]]
->''Adept at magic
[[folder:Familiar]]
->''A minion of cunning-folk able to attack
and a capable leader on the battlefield. Wields magic powerful enough use utility spells to impress even wizards.weaken foes and strengthen allies. Use them for defense, or as a decoy.''



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

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



[[folder: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.
[[/folder]]

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



* HeroesPreferSwords: Knights tend to deal more damage with swords, and they happen to be some of the more heroic units the game has to offer.
* KnightlySwordAndShield: 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 BottomlessPits in certain areas.
* TheLeader: Knights commonly appear as enemy leaders in the first and third story chapters, though the threat they pose gradually fades over time.
* LuckilyMyShieldWillProtectMe: This unit is the most likely to be immune to the Gorgon's Evil Eyes ability due to their tendency to wield shields.
* NeverBareheaded: An average Knight is never without their signature helmet.
* RedOniBlueOni: 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 [[NotTheIntendedUse makeshift Archers]] by being given a [[BowsVersusCrossbows Short Bow or Crossbow]].
* UndeadCounterpart: 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.



* ArmoredButFrail: The remake averts this hard by turning them into the most durable class players can get ahold of.
* BattleBallgown: The female Knight wears a modest dress adorned with armor parts for protection.
* BoringButPractical: 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.
* CombatMedic: Knights in this game can utilize healing spells to aid allies.
* CombinationAttack: In ''Reborn'', this class is capable of participating in pincer attacks so long as they have the skill for it equipped.
* CripplingOverspecialization: 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.
* CrutchCharacter: 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.



* FaceYourFears: In the PSP remake, Knights are able to neutralize the fear status with the Hearten spell.
* FightingAShadow: They have skills that produce stationary shadow clones capable of generating either Rampart Aura or [[TurnUndead 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.
* HeavyArmorClass: Very much the best example this game has to offer. While definitely one of the sturdiest classes around, they will often be the last to act due to their heavy armor weighing them down.
* HeroesPreferSwords: 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.
* HoistByHisOwnPetard: 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.
* HoldTheLine: 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.



* NoSell: The Knight's Phalanx skill can reduce any hit they take into ScratchDamage before their next turn. Even a physically weak Knight [[StoneWall can hold their own]] with this skill in effect.

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* LadyOfWar: The Female Knight is this, with her design based on the one from ''VideoGame/FinalFantasyTactics''.
* MightyGlacier: Knights are both durable tanks and heavy damage dealers.
* MyCountryRightOrWrong: Most enemy Knights the player encounters tend to display this mindset along with the usual ToBeLawfulOrGood dilemma.
* NoSell: The Knight's Phalanx skill can reduce any hit they take into ScratchDamage before their next turn. Even a physically weak Knight [[StoneWall can hold their own]] with this skill in effect. 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.
* ThePaladin: Knights in the remake are essentially how Lanselot's Paladin class functioned in the original game.
* ShieldBash: This is a more viable tactic for Knights in ''Reborn'' due to shields being able to inflict decent damage this time around.
* SpellBlade: The PSP remake allows Knights to imbue their attacks with divine damage via the Instill Light spell.
* TakingTheBullet: Pretty much how Knights are expected to function in battle. This trope can be played literally by pitting them against enemy Fusiliers though.

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A class unique to Denam that can be obtained in Chapter 4 after certain events.

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A class unique to Denam that can be obtained in Chapter 4 after certain events.if Catiua is not recruited again.



* MagicKnight: 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.
* MasterOfAll: 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.



* TheArchmage: 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.

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* TheArchmage: When it was introduced in the PSP remake, the Wicce was one of '''the''' the most powerful spellcasting classes in the game due to the number of spells it had access to.


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* TheArchmage: 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.

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* PromotedToPlayable: Inverted. They were made an enemy-only class in ''Reborn'', with the claim being that the class didn't work right with the changes made to the AI.



-->-Description

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-->-Description-->-Deneb Rove, setting the record straight between her own strength and that of generic witches


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* TheArchmage: 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.
* {{Nerf}}: Due to the rebalancing of ''Reborn'', the class lost access to Draconic Magic and Summons.
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[/folder]

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[/folder]
[[/folder]]

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Any human, orc, and skeleton can turn into this class.

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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 for 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.



* MightyGlacier: In some ways, the Terror Knight is a better frontline combatant than the regular Knight, but at the expense of being much slower.



* MagicKnight: They have limited access to dark magic, many of which happen to be debilitating in nature.

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* MagicKnight: 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.



Any human can turn into this class.

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Any human can turn into this class.\\\
In the original game, the Swordmaster class is only available for lawful male units.



* MagicKnight: In a way. The PSP remake gave Swordmasters a unique War Dance skill, which grants them access to a small pool of buffs and debuffs. ''Reborn'' changed it so that they don't require a material component anymore.



Any human can turn into this class.

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Any human can turn into this class.\\\
In the original game, the Dragoon class was only available to neutral male units.



Any human, faeries, and imp can turn into this class. ''Reborn'', however, turns it into an enemy-only class.

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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.



* BackStab: Part of their unique skill kit is their Sneak Attack, which lets them make any melee attack they make to an enemy's rear outright ignore their defense.
* DeviousDaggers: The main melee weapon that Rogues could use, and by God could they be ''beasts'' with them.



!!Demi-Human Classes

[[folder:Vartan]]
->''A winged warrior with a light step on the battlefield. Excellent at both melee and ranged attacks.''

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!!Demi-Human !!Unique Classes

[[folder:Vartan]]
->''A winged warrior with a light step on
[[folder:Lord]]
->''Title given by
the battlefield. Excellent at both melee and ranged attacks.Order of Philaha to those deemed worthy of carrying the mantle of Valerian rule. Their power is largely a factor of their past achievements.''



A class unique to Denam that can be obtained in Chapter 4 after certain events.



Tropes pertaining to the Hawk Man and Eagle Man in the original game:

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Tropes pertaining [/folder]

[[folder:Princess]]
->''Only one deemed to be the rightful heir
to the Hawk Man and Eagle Man in Valerian Kingdom may become princess. The Princess serves as a mage-knight on the original game: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.



Tropes pertaining to the Vartan in both the PSP remake and ''Reborn'':



[[folder:Songstress]]
->''A traveling minstrel and singer of renown, the songstress uses special songs and dances to encourage allies and dishearten enemies.''

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[[folder:Songstress]]
[[folder:Priest]]
->''A traveling minstrel and singer venerated cleric well-versed in matters of renown, the songstress uses special songs and dances spirit. Noted for their ability to encourage allies and dishearten enemies.use offensive divine magic.''



One of Catiua's three unique classes. She starts and stays as this class for the entire time she is a guest character.
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[[folder:Hoplite]]
->''A heavily armored footsoldier, typically bearing sword and shield which they use to defend their clan upon the battlefield.''

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[[folder:Hoplite]]
->''A heavily armored footsoldier, typically bearing sword and shield which they use to defend
[[folder:Dark Priest]]
->''An evil priest who uses the power gained through
their clan upon the battlefield.devotions to wield elemental and dark magic. Named both for their appearance and their nature.''



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

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Any lizard, lamia, One of Catiua's three unique classes. Playable in the PSP remake and orc can turn into this class.''Reborn'', it is a darkness-themed counterpart to her Princess class.
----



[[folder:Juggernaut]]
->''A destroyer upon the battlefield, wielding awesome power and the speed to employ it where it's needed most.''

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[[folder:Juggernaut]]
[[folder:Ranger]]
->''A destroyer upon wandering warrior adept in the battlefield, wielding awesome power and the speed to employ it where it's needed most.use of a wide range of martial skills. Particularly good at taking out specific targets. Rangers perform well in all manners of situations.''



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

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Any lizard, lamia, Vyce's unique class when he returns to the party late in the Law Route's third chapter. Also available to Azelstan in the PSP remake and orc can turn into this class.''Reborn''.
----



[[folder:Patriarch/Matriarch]]
->''Adept at magic and a capable leader on the battlefield. Wields magic powerful enough to impress even wizards.''

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[[folder:Patriarch/Matriarch]]
->''Adept at magic and a capable leader on
[[folder:Shaman]]
->''An oracle serving
the battlefield. Wields magic powerful enough to impress even wizards.many gods of Valeria, shamans are adept at wielding elemental magic.''



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

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Any lizard, lamia, An unlockable unique class in the Chaos Route for the four Fornier sisters. Also available for Deneb Rove and orc can turn into this class.Iuria Wolph in the PSP remake and ''Reborn''.
----



[[folder: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.''

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[[folder:Familiar]]
->''A minion
[[folder:Wicce]]
->''"Don't you dare make the mistake
of cunning-folk able to attack and use utility spells to weaken foes and strengthen allies. Use them for defense, or as calling me a decoy.''witch!"''



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

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Any faerie, imp, A unique variant of the Witch class, exclusive to Deneb Rove in the PSP remake and pumpkin can turn into this class.''Reborn''.
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!!Beast Classes

[[folder:Dragon]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/dragon_12.png]]
[[caption-width-right:250:Dragon]]
->''A dragon serves as a heavy unit on the battlefield. Its scales reduce damage taken while it deals death with tail and breath.''

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!!Beast Classes

[[folder:Dragon]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/dragon_12.png]]
[[caption-width-right:250:Dragon]]
->''A dragon serves as a heavy unit on
[[folder:White Knight]]
->''Only knight's commanders are granted
the battlefield. Its scales reduce damage taken while it deals death with tail title of white knight. In both defense and breath.offense they are far superior to common knights.''



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''.



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



[[folder:Hydra]]
->''A dragon with three heads. Its scales reduce damage while it deals death with tail and breath.''

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[[folder:Hydra]]
[[folder:Buccaneer]]
->''A dragon pirate plying the Obero Sea, only those unaffiliated with three heads. Its scales reduce damage while it deals death with tail and breath.any groups or orders are called by the name buccaneer.''



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.
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[[folder:Golem]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/golem_3.png]]
[[caption-width-right:250:Golem]]
->''A monster fashioned of various materials, it was first made and worshipped as a protector of downtrodden people.''

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[[folder:Golem]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/golem_3.png]]
[[caption-width-right:250:Golem]]
[[folder:Knight Commander]]
->''A monster fashioned high-ranking knight of various materials, it was first made and worshipped as a protector Lodis. Typically given command of downtrodden people.500 to 2000 troops, the dark knights Loslorien prefer attack in smaller numbers (30 to 100) of highly trained elites.''



A unique class added to the PSP remake and ''Reborn'', of which only Ozma has access to.
----



[[folder:Giant]]
->''An aggressive, violent giant, yet possessed of intellect enough to wield magic.''

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[[folder:Giant]]
->''An aggressive, violent giant, yet possessed
[[folder:Songstress]]
->''A traveling minstrel and singer
of intellect enough renown, the songstress uses special songs and dances to wield magic.encourage allies and dishearten enemies.''



A unique class added in the PSP remake and ''Reborn'', exclusive to Iuria Wolph and Pumpkinhead Golems.
----



[[folder:Gryphon]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/gryphon_3.png]]
[[caption-width-right:250:Gryphon]]
->''A monstrous lion with the head of an eagle and giant wings. Able to move with ease over rough terrain and changing elevations.''

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[[folder:Gryphon]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/gryphon_3.png]]
[[caption-width-right:250:Gryphon]]
[[folder:Paladin]]
->''A monstrous lion with knight among knights, recognized by the head of an eagle and giant wings. Able to move with ease over rough terrain and changing elevations.king himself. Highly skilled in defense as well as attack.''



The unique class of Lanselot Hamilton, made playable in the PSP remake and ''Reborn''.
----



[[folder:Cockatrice]]
->''A monstrous chicken with the scales and tail of a serpent. Its breath is enough to turn men to stone.''

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[[folder:Cockatrice]]
[[folder:Astromancer]]
->''A monstrous chicken with master magus who draws upon the scales and tail power of a serpent. Its breath is enough the stars to turn men to stone.work their magic. Also a skilled diviner.''



The unique class of Warren Omon, made playable in the PSP remake and ''Reborn''.
----



[[folder:Octopus]]
->''A large monster that fights better in the water than on land and, indeed, must be in water to employ special skills.''

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[[folder:Octopus]]
!!Demi-Human Classes

[[folder:Vartan]]
->''A large monster that fights better in winged warrior with a light step on the water than on land and, indeed, must be in water to employ special skills.battlefield. Excellent at both melee and ranged attacks.''


Added DiffLines:

----
Tropes pertaining to the Hawk Man and Eagle Man in the original game:
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Tropes pertaining to the Vartan in both the PSP remake and ''Reborn'':


Added DiffLines:


[[folder:Songstress]]
->''A traveling minstrel and singer of renown, the songstress uses special songs and dances to encourage allies and dishearten enemies.''
-->-Description
[[/folder]]

[[folder:Hoplite]]
->''A heavily armored footsoldier, typically bearing sword and shield which they use to defend their clan upon the battlefield.''
-->-Description
Any lizard, lamia, and orc can turn into this class.
[[/folder]]

[[folder:Juggernaut]]
->''A destroyer upon the battlefield, wielding awesome power and the speed to employ it where it's needed most.''
-->-Description
Any lizard, lamia, and orc can turn into this class.
[[/folder]]

[[folder:Patriarch/Matriarch]]
->''Adept at magic and a capable leader on the battlefield. Wields magic powerful enough to impress even wizards.''
-->-Description
Any lizard, lamia, and orc can turn into this class.
[[/folder]]

[[folder: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.
[[/folder]]

!!Beast Classes

[[folder:Dragon]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/dragon_12.png]]
[[caption-width-right:250: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'':
[[/folder]]

[[folder:Hydra]]
->''A dragon with three heads. Its scales reduce damage while it deals death with tail and breath.''
-->-Description
[[/folder]]

[[folder:Golem]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/golem_3.png]]
[[caption-width-right:250:Golem]]
->''A monster fashioned of various materials, it was first made and worshipped as a protector of downtrodden people.''
-->-Description
[[/folder]]

[[folder:Giant]]
->''An aggressive, violent giant, yet possessed of intellect enough to wield magic.''
-->-Description
[[/folder]]

[[folder:Gryphon]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/gryphon_3.png]]
[[caption-width-right:250: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
[[/folder]]

[[folder:Cockatrice]]
->''A monstrous chicken with the scales and tail of a serpent. Its breath is enough to turn men to stone.''
-->-Description
[[/folder]]

[[folder:Octopus]]
->''A large monster that fights better in the water than on land and, indeed, must be in water to employ special skills.''
-->-Description
[[/folder]]
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[[folder:In General]]
* ArmorAndMagicDontMix: 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 UniqueItems in the original game even though it's considered VideoGameCrueltyPotential.
* BlueIsHeroic: 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 [[RedIsHeroic red]] and [[PurpleIsPowerful purple]].
* ClassChangeLevelReset: 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.
* CounterAttack: 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.
* ElementalRockPaperScissors: 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.
* GenderRestrictedGear: The PSP remake imposes gender restrictions on select pieces of equipment such as the Caldia Fan or Alluring Corset.
* GoodOldFisticuffs: Every class can opt to fight unarmed, though this is not advised unless you want to reduce them into [[ItemCaddy 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.
* InformedEquipment: 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.
* LogicalWeakness: 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 [[SquishyWizard weak defenses]] or get [[PowerNullifier silenced]].
* MagicalAccessory: 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.
* MechanicallyUnusualClass: Certain classes have niches or talents that no other unit can easily replicate or counter against.
* MinMaxing: 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.
* NotWhatISignedOnFor: 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.
* OneBulletClips: 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.
* OneStatToRuleThemAll: 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.
* OrderVersusChaos: 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 [[GuideDangIt consulting a guide]].
* PrestigeClass: 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.
* RelationshipValues: 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.
* TheResenter: 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.
* ScrewThisImOuttaHere: 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.
* SourSupporter: Units with mediocre or somewhat low loyalty will be this with chaotic units openly expressing their distaste towards the player in general.
* SwordAndSorcerer: 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.
* TacticalRockPaperScissors: Comes into play more in ''Reborn'' where armored units [[AnnoyingArrows shrug off arrows]], bow-wielding units [[ShootTheMageFirst making quick work of mages]], and spellcasting units [[DoesNotLikeMagic dominating pure melee fighters]].
* WhatTheHellPlayer: 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.
* YouAllLookFamiliar: Every generic unit shares the same portrait and sprites, though they are easy to distinguish from the enemy's own through [[PaletteSwap different color schemes]].
[[/folder]]



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* AntiAir: Archers can keep flying units grounded by inflicting the leaden status on them with their Dark Weight finisher.


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* AntiArmor: 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.

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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. In the original game, every new recruit starts out as a Soldier or Amazon. For male units, the Soldier class provides them with [[JackOfAllStats balanced stats upon leveling up]], though their overall utility [[CantCatchUp pales in comparison to other classes]]. Its female counterpart, the Amazon, [[WomenAreDelicate fares slightly worse when it comes to strength]], but benefits more from [[GuysSmashGirlsShoot slightly higher dexterity]], better tolerance to bad weather, and the inherent ability to [[SuperSwimmingSkills swim through watery tiles]].

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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 [[JackOfAllStats balanced stats upon leveling up]], though their overall utility [[CantCatchUp pales in comparison to other classes]]. Its female counterpart, the Amazon, [[WomenAreDelicate fares slightly worse when it comes to strength]], but benefits more from [[GuysSmashGirlsShoot slightly higher dexterity]], better tolerance to bad weather, and the inherent ability to [[SuperSwimmingSkills swim through watery tiles]].



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 [[CripplingOverspecialization 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 [[DramaticHighPerching high ground]]. Only female units could turn into Archers in the original game, though this gender restriction has been removed entirely in the remake.

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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 [[CripplingOverspecialization 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 [[DramaticHighPerching 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.



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

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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 [[FourElementEnsemble four elements]] and [[CastingAShadow darkness]] whereas Witches specialize in applying StatusEffects to both enemies and allies.



** SlowerThanASnail: Slow Move hampers the victim's turn speed and delays their attempts to take action.



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. 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.

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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.



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. Only female units could become Valkyries in the original game.

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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.game, and they primarily served as one of the few fighter-type options for them at the time.



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. 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.

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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.



Any human, orc, and skeleton can turn into this class.



* MagicKnight: They have very limited access to Darkness element spells.



* MagicKnight: They have limited access to dark magic, many of which happen to be debilitating in nature.



Any human, lizard, and orc can turn into this class. In ''Reborn'', pumpkins are also able to become Berserkers.



* HornyVikings: Both male and female Berserkers wear horned helmets.


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* HornyVikings: Both male and female Berserkers wear horned helmets.


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Any human can turn into this class.


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Any human can turn into this class.


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Any human can turn into this class.


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Any human, faeries, and imp can turn into this class. ''Reborn'', however, turns it into an enemy-only class.


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Any human and winged folk can turn into this class. In ''Reborn'', faeries are also able to become Berserkers.


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Any human can turn into this class.


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Any human, lamia, and ghost can turn into this class.


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Any human can turn into this class.


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Any human can turn into this class. In ''Reborn'', winged folk are also able to become Liches.


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Any skeleton and ghost can turn into this class.


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


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


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


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Any faerie, imp, and pumpkin can turn into this class.
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* HumansAreDiplomats: They are one of the few playable units who can persuade human units with the Recruit skill.


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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. 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.


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* AttackAttackAttack: 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.
* CantCatchUp: 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.
* CloseRangeCombatant: Knights typically do this a lot better than Soldiers especially if they happen to be equipped with a sword.
* AFatherToHisMen: A lot of knights in the game are often portrayed as this due to their sense of honor and chivalry.


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* DrawAggro: 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 DamageReduction especially in ''Reborn'' which allows the skill to be activated alongside Phalanx if players are lucky enough.
* EvilCounterpart: Has one in Shadow Knights, [[BloodKnight bloodthirsty]] cavaliers who [[DealWithTheDevil sold their souls to demons]] in exchange for [[ImmortalityImmorality immortality]].
* HumansAreDiplomats: Knights have the ability to persuade human units to join them with the Recruit skill. This is justified due to Knights being more likely to be a [[OnlySaneMan voice of reason]].
* NoSell: The Knight's Phalanx skill can reduce any hit they take into ScratchDamage before their next turn. Even a physically weak Knight [[StoneWall can hold their own]] with this skill in effect.

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** ArmorPiercingAttack: Melt briefly ruins one of the opponent's equipment, leaving them more vulnerable than before.



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



* ArbitraryWeaponRange: 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.

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* ArbitraryWeaponRange: 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.skill provided the player can get their positioning just right.



* CombinationAttack: They are able to coordinate attacks with allied units with the Pincer skill equipped. In their case, however, it may be tricky to position them just right as their spears can potentially result in CollateralDamage.

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* CombinationAttack: They are able to coordinate attacks with allied units with by equipping the Pincer skill equipped.skill. In their case, however, it may be tricky to position them just right as their spears can potentially result in CollateralDamage.

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* HeavyArmorClass: 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.

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* HeavyArmorClass: HeavyEquipmentClass: 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.



* ReviveKillsZombie: True to their ''VideoGame/OgreBattle'' roots, Clerics in the remake can harm undead units with their healing magic.

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* ReviveKillsZombie: True to their ''VideoGame/OgreBattle'' roots, Clerics in the remake can harm undead units with their healing magic.



** 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.



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. Only female units could become Valkyries in the original game.



* BlackMagic: Valkyrie only have a small number of spells to choose from, with each one representing a different element.
** BlowYouAway: The basic wind spell [[ShockAndAwe Thunder]] has been the Valkyrie's trademark spell since ''VideoGame/OgreBattle''. It's very effective during bad weather conditions.
** CastingAShadow: The basic dark spell [[ForcedSleep Incubus]] inflicts damage on a single target while [[ForcedSleep putting them to sleep]]. Works well as a secondary spell.
** DishingOutDirt: The intermediate earth spell [[ColonyDrop Meteor]] has a hefty MP cost, but can potentially deal more damage against enemies standing on low elevation.
** MakingASplash: The intermediate water spell [[RainOfSomethingUnusual Acid Rain]] is the most expensive spell a Valkyrie has access to, yet its additional ability to [[ArmorPiercingAttack weaken the target's equipment]] can't be overlooked.
** PlayingWithFire: The basic fire spell [[KillItWithFire Fire Burn]] is affordable MP-wise and can be used to burn through grass. It's especially powerful when used by a lawful Valkyrie in dry climate.
* BladeOnAStick: They specialize in using spears to skewer their foes and even have a special animation for them when attacking first.
* BootsOfToughness: Valkyries wear thigh-high leather boots to both protect their legs and allow them to traverse rough territory. It also complements their SuperSwimmingSkills.
* BoringButPractical: 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.
* LadyOfWar: One of the best examples the game has to offer.
* LightningBruiser: 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 [[CounterAttack counterattacks]] by the enemy unless they happen to be spear wielders themselves.
* MagicKnight: Very much the epitome of this trope. Valkyries can fight on the front lines and cast spells to weaken enemies from a distance.
* MagicallyIneptFighter: A poorly trained Valkyrie can potentially become this especially if their intelligence and mentality are too low to make effective use of spells.
* SexySlitDress: 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 Myth/NorseMythology inspiration.



* SummonMagic: Also subject to MagikarpPower; while initially weak in the PSP remake, the class gains a skill to cast magic for 0 MP by using TP. The summon spells themselves are not that easy to get though.

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* AbsurdlyIneffectiveBarricade: 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 [[UselessUsefulSpell rather useless and unnecessary]].
* ArbitraryWeaponRange: 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.
* CombatHandFan: While Rune Fencers and Valkyries can equip blunt weapons, the only ones they have access to are the Caldia Fan and Iron Fan.
* CombatMedic: Their ability to cast Heal and Ease allows them to fill in as substitute Clerics.
* CombinationAttack: They are able to coordinate attacks with allied units with the Pincer skill equipped. In their case, however, it may be tricky to position them just right as their spears can potentially result in CollateralDamage.
* CripplingOverspecialization: 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.
* DispelMagic: Just like Clerics, they can remove a single buff from an enemy by casting Dispel.
* ElementalPowers: 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 AreaOfEffect 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.
* ElementalWeapon: Can apply elemental bonuses to their weapons via Instill spells which they and a scant few classes can only cast naturally.
* EvilCounterpart: Their dark counterpart, the [[ExactlyWhatItSaysOnTheTin Cannibal]] (called the Killing Angel in the Japanese version), is a heartless hunter who kills people to [[ImAHumanitarian devour their flesh]].
* HealThyself: Their HP Infusion skill lets them convert TP into HP. Very useful in case they don't have enough MP to cast healing spells.
* HeavyEquipmentClass: Rune Fencers and Valkyries are able to withstand more damage than some classes due to wearing heavier armor.
* ImpaledWithExtremePrejudice: The Ruination [[LimitBreak finisher]] allows them to do just this, but with multiple spears from different angles.
* InstantThunder: Their Giga Tempest finisher instantly conjures a freaking thunderstorm to devastate multiple enemies.
* JackOfAllTrades: 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.
* JoustingLance: An endgame weapon they can use, the Holy Lance, resembles one in terms of appearance.
* KnightlySwordAndShield: This class is capable of equipping swords and shields similar to Warriors and Knights, but players may opt to give them [[TheStraightAndArrowPath one-handed bows or crossbows]] in case their magic damage is somewhat lacking.
* LongHairedPrettyBoy: 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 ''VideoGame/FinalFantasyTactics''.
* MagicKnight: 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.
* PowerNullifier: 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''.
* StylishProtectionGear: The Rune Fencer's armor is rather stylized in contrast to the Valkyrie's slightly more minimal gear.
* TheRedMage: The Rune Fencer or Valkyrie is able to cast a unique selection of [[BlackMagic offensive]], [[StatusBuff supportive]], and [[WhiteMagic recuperative]] spells.
* RegeneratingMana: 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.
* StatusBuff: Aside from being able to make units faster with [[SuperSpeed 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.
* SummonMagic: Also subject to MagikarpPower; while initially weak in Rune Fencers and Valkyries are capable of doing this, though the PSP remake, the class gains a skill to cast magic for 0 MP by using TP. The summon spells themselves are not that easy to get though.come by. This makes them dangerous foes in ''Reborn'' as summon spells can inflict heavy damage on single units.
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* EvilCounterpart: They get one in Gladiators, fallen warriors who [[HiredGuns kill people]] [[OnlyInItForTheMoney for money]].


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* EvilCounterpart: Their evil counterparts are called Blood Hunters who [[HighOnHomicide revel in taking lives]] with their archery skills.


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* EvilCounterpart: Their dark counterparts are [[Characters/HarryPotterDeathEaters Death Eaters]], mages who [[ImAHumanitarian practice cannibalism]] and serve [[Characters/HarryPotterLordVoldemort one who must not be named]].


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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. 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.


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* ActualPacifist: 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.
* AntiDebuff: Clerics and Priests can use the Vitalize spell to remove all buffs instantly, though it doesn't become available until the second chapter.
* BackFromTheDead: Priests are the only generic units capable of casting Revivify to resurrect dead allies so long as the battle does not end.
* BadassPreacher: Exorcists typically dress and act the part quite well.
* BoringButPractical: 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.
* CrutchCharacter: Clerics will always be an invaluable unit throughout the game especially after acquiring multi-target healing spells. Their usefulness only wears off once players are confident enough in their ability to win battles without relying on HP restoration.
** 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.
* DifficultButAwesome: 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.
* HealerSignsOnEarly: 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.
* HealingHands: The Exorcist, Cleric, and Priest are all capable of using the basic Heal spell.
* GameplayAndStorySegregation: 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 [[HandWave hand waved]] by Nybeth who explains that the spell acts more like a MagicalDefibrillator that does nothing to stop the aging process nor brings back those who have passed on long ago.
* GenderRestrictedAbility: Male units gain access to the offense-oriented Exorcist class while female units are restricted to the more nurturing Cleric and Priest classes.
* LightEmUp: Exorcists in particular are able to inflict light elemental damage with the Light Bow and Starion spells. The latter is treated more as a HolyHandGrenade due to affecting all enemy units and instantly exorcising undead.
* MagicStaff: Similar to Wizards, they benefit greatly from the intelligence bonuses provided by staves.
* TheMedic: 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.
* NeverBareheaded: True to their religious nature, these classes are depicted wearing hats with Exorcists wearing what appears to be a cappello romano.
* ReviveKillsZombie: Subverted in that healing spells don't work on undead troops.
* ShootTheMedicFirst: The AI will often try to kill any nearby Clerics or Priests due to their frail defense and low health.
* SquishyWizard: Partially subverted by Exorcists who have slightly sturdier defenses than Clerics and Priests.
* ThouShaltNotKill: 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 ChurchMilitant and that exorcising undead units does contribute to their kill count.
* WhiteMage: They exemplify this trope perfectly with Clerics and Priests being more of the WhiteMagicianGirl.


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* ActualPacifist: 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 TechnicalPacifist out of necessity.
* AllYourPowersCombined: 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.
* AntiDebuff: In the PSP remake, Clerics are given a myriad of spells to treat certain ailments. They are even ColourCodedForYourConvenience. ''Reborn'' removes most of them entirely.
** BoundAndGagged: They can relieve hobbled and leadened units with Unburden which has an [[VibrantOrange orange tone]].
** HypnoticEyes: They can rouse asleep and charmed units with Awaken which has a [[HeavenlyBlue light blue shine]], though more debilitating hexes like [[MadLove bewitched]], [[MoneyDumb spendthrift]], and [[TheParanoiac paranoia]] require the use of the spell's upgraded version.
** ICantFeelMyLegs: They can free bounded, shackled, and stopped units with Liberate which has a [[RedOnesGoFaster lively red color]].
** MaximumHPReduction: They can restore withered, addled, and cursed units with Decurse which has a [[MysteriousPurple purple shade]].
** TheParalyzer: They can alleviate stunned units with Innervate which has a [[GoldColoredSuperiority golden yellow shine]].
** PowerNullifier: They can unmute silenced units with Singing Light which has a [[CheeryPink soft pink glow]].
** SupernaturalFearInducer: They can embolden frightened units with Hearten which has a [[BlueIsHeroic deep blue tone]].
** TakenForGranite: They can release petrified units with Awaken Stone which has a [[LightIsGood light gray hue]].
** UniversalPoison: They can purify poisoned units with Cleanse which has a [[GreenMeansNatural 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.
* BanishingRitual: 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.
* BlackAndWhiteMorality: Played with in that while Clerics are expressly forbidden from violating their vows not to kill, it doesn't stop them from [[LoopholeAbuse ordering others to do so on their behalf]] as shown in the Law route version of Chapter 2.
* BoringButPractical: 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.
* CombatHandFan: 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 [[CharmPerson charm]] foes briefly.
* CrutchCharacter: 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.
* DispelMagic: Clerics can remove a single buff from enemies with Dispel.
* EvilCounterpart: [[{{Franchise/Hellraiser}} Cenobites]] are Clerics who have [[TheHeretic abandoned their faith]] in favor of [[LightIsNotGood exploiting divine magic]] for [[SinisterMinister personal gain]].
* PowerNullifier: Surprisingly enough, Clerics can render spellcasters useless by shutting them up with Silent Light. Unfortunately, this spell is removed from their arsenal in ''Reborn''.
* FragileSpeedster: The frail Cleric makes up for their weak defenses with speed, being able to act first more often than not.
* HealingHands: 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''.
* HolyHandGrenade: Despite their inability to cast offensive spells, Clerics can still pull this trope off with cudgel finishers. While [[AwesomeButImpractical 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.
* HumansAreDiplomats: Being religious in nature, Clerics have the ability to persuade divine units to join their cause with the Seraph's Pact skill.
* ItemCaddy: Clerics are the only generic spellcasters who can wield the Lobber in the PSP remake. This tool enables them to function like Chemists from ''VideoGame/FinalFantasyTactics'', though the inclusion of elemental shots means they'll be able to [[MadBomber provide offensive support]] from a distance [[HPTo1 without actually killing their victims outright]].
* MagicStaff: This class mainly uses cudgels to defend themselves with, though they are barred from using those that have elemental attributes other than light.
* NecessaryDrawback: 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.
* NotCompletelyUseless: 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.
* NunTooHoly: 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.
* RegeneratingMana: 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.
* ReviveKillsZombie: True to their ''VideoGame/OgreBattle'' roots, Clerics in the remake can harm undead units with their healing magic.
* SexyPriest: The remake's revamped art style gives male Clerics a rather handsome appearance despite them wearing the Exorcist's old cassock attire.
* StatusBuff: They can [[SuperSpeed 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.
* UselessUsefulSpell: 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.

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* MagicKnight: They have very limited access to Darkness element spells.



* HornyVikings: Both male and female Berserkers wear horned helmets.
* WalkingShirtlessScene: While not obvious from the battle sprite, the artwork shows that male Berserkers go about topless.



->''[[Ninja A nimble warrior]] who prefers [[FragileSpeedster hit-and-run tactics to an open fight]]. Their attacks [[DualWielding with double weapons]] can be vicious.''

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->''[[Ninja ->''[[{{Ninja}} A nimble warrior]] who prefers [[FragileSpeedster hit-and-run tactics to an open fight]]. Their attacks [[DualWielding with double weapons]] can be vicious.''
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* AdaptationalAttractiveness: While the Wizard's sprite is left unchanged, his artwork makes him look a great deal younger.


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* ElementalPowers: In this game, Wizards and Enchantresses are able to utilize 7 of the 8 elemental spell categories.
** BlowYouAway: Controls the power of air to suffocate foes. In the PSP remake, it notably has a spell that can [[ForcedSleep put multiple foes to sleep]].
** CastingAShadow: 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.
** DishingOutDirt: Harnesses the power of earth to bury foes. In the PSP remake, it is generally favored for having spells that can [[BarrierWarrior boost defense]] or hamper multiple targets with slow mobility and [[TakenForGranite petrification]].
** AnIcePerson: 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 [[YouShallNotPass Rampart Aura skill]].
** MakingASplash: Manipulates the power of water to drown foes. In the PSP remake, it offers a [[UniversalPoison poison spell]] with more range and a minor healing spell.
** PlayingWithFire: 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.
** ShockAndAwe: Unleashes the power of lightning to shock foes. In the PSP remake, it has a [[TheParalyzer stun spell]] with better range and a spell that can [[CooldownManipulation reset the RT]] of small enemy crowds.
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* AllYourPowersCombined: 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 more by the mind stat than dexterity.

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* AllYourPowersCombined: 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 more by the mind stat rather than dexterity.
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* AllYourPowersCombined: 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.

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* AllYourPowersCombined: 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 more by the mind stat than dexterity.

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* TheStraightAndArrowPath: 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 VideoGame/OgreBattle.

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* TheStraightAndArrowPath: 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 VideoGame/OgreBattle.''VideoGame/OgreBattle''.



* UndeadCounterpart: A zombified version of the Archer exists, but without their ability to enter water tiles.



* ArbitraryWeaponRange: Similar to their VideoGame/FinalFantasyTactics 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.

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* ArbitraryWeaponRange: Similar to their VideoGame/FinalFantasyTactics ''VideoGame/FinalFantasyTactics'' 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.



* FragileSpeedster: In an attempt to {{Nerf}} them in the remake, the developers turned Archers into this. 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.

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* FragileSpeedster: 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.


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


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* AwesomeButImpractical: 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.
* BlackMage: Wizards exemplify this trope well while Witches are more of the BlackMagicianGirl.
* BoringButPractical: 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 [[TheMedic makeshift healers]] while giving Witches one of the rare elemental cudgels so they can cast offensive skills.
* CastingAShadow: 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.
* CooldownManipulation: 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.
* DesperationAttack: The Wizard's Pain spell counts as it deals more damage the less health the caster currently has.
* DifficultButAwesome: 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.
* ExtraTurn: The Witch's Paradigm spell does just this for another unit.
* FourElementEnsemble: Wizards can utilize the power of the four main elements as needed.
** BlowYouAway: Controls the power of wind to harm others, though half of them are more [[ShockAndAwe lightning-based]].
** DishingOutDirt: Harnesses the power of earth to devour foes.
** MakingASplash: Manipulates the power of water to engulf opponents, albeit much of the spells are [[KillItWithIce icy in nature]].
** PlayingWithFire: Directs the power of fire to destroy enemies, with one particular spell being able to do just that literally.
* ForcedSleep: 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.
* FragileSpeedster: Unlike most magic-oriented units, Witches are more mobile and agile due to their innate fast movement and decent agility growth.
* FriendlyFire: The Wizard's AreaOfEffect 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.
* GlassCannon: Although Wizards can potentially become the player's biggest damage contributor, they can be [[SquishyWizard easily taken down in one or two hits]] when up against a powerful enemy. They are especially vulnerable to Archers.
* HealItWithWater: The Witch class has one in Heal Rain which restores even more health during rainy weather.
* HotWitch: Compared to Wizards, Witches are far easier on the eyes due to their good looks and revealing outfits.
* LinearWarriorsQuadraticWizards: Once Wizards gain access to SummonMagic, they become a force to be reckoned with especially when paired up with a Witch who has the Charge spell.
* MagicStaff: 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.
* TheMedic: Surprisingly enough, Witches can take on this role if equipped with the [[MagicAntidote Clear]] and [[HealingHands Heal Rain]] spells.
* OneHitKill: Wizards can do this with the [[KillItWithFire 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.
* PercentDamageAttack: The Wizard's Dark Law spell depletes 20% of the target's HP each time it hits. Can be useful for [[DeliberatelyNonLethalAttack weakening]] units rather than outright killing them.
* PowerfulButInaccurate: 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.
* ShootTheMageFirst: 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.
* SplashDamage: 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.
* StatusBuff: Some of the Witch's spells have beneficial effects that range from boosting turn speed to enhancing an equipment's power.
* StatusInflictionAttack: Debilitating foes with debuffs is the primary purpose of the Witch class.
** CharmPerson: Charm causes foes to be mesmerized and become temporary allies until they receive damage.
** TheParalyzer: Stun momentarily immobilizes enemies, preventing them from moving or acting for several turns.
** TakenForGranite: Petrify turns targets to stone, permanently rendering them unable to do anything.
** UniversalPoison: 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.
* UndeadCounterpart: The Wizard class notably has two undead counterparts: Ghosts and Zombie Wizards. Ghosts are recruitable units that can warp through walls and [[LifeDrain 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.
* UselessUsefulSpell: Most players are unlikely to make good use of the Witch's Clear and Jump spells due to their situational utility.
* WeakButSkilled: 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.
* WizardClassic: The Wizard class fits the criteria perfectly complete with RobeAndWizardHat.


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* AllYourPowersCombined: 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.
* AwesomeButImpractical: 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.
* BoringButPractical: 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.
* CantCatchUp: Wizards and Enchantresses eventually get overshadowed by other magic-based classes in later chapters. Unable to use summons or apocrypha spells like they did in the original game, their only saving grace in ''Reborn'' is their Conserve RT skill.
* ColonyDrop: They can do this with their Meteor Strike spell.
* CrutchCharacter: Wizards and Enchantresses briefly become this once AreaOfEffect spells are made available.
* ExtraTurn: 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.
* FireIceLightning: Can fulfill this trope by wielding fire, ice, and lightning magic simultaneously as part of a set.
* FriendlyFire: 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.
* HealItWithWater: Wizards and Enchantresses can restore HP and remove poison with the Quench spell, though its limited potency makes it close to a UselessUsefulSpell in later chapters. ''Reborn'' removes it entirely.
* HumansAreDiplomats: They can recruit lizardmen and lamia into joining the player via the Coax skill.
* LandSeaSky: Able to fulfill this trope if equipped with earth, water, and air magic as part of their skill repertoire.
* LifeDrain: They can absorb an enemy's health with the missile spell Drain Heart. An [[ManaDrain MP version]] also exists in the form of Drain Mind.
* LinearWarriorsQuadraticWizards: Downplayed in the remake as Wizards and Enchantresses can only damage or debuff multiple enemies at best. They get [[{{Nerf}} nerfed]] even more in ''Reborn'' where much of their non-dark utility spells have been removed entirely.
* MagicEnhancement: This class is able to expand the range of their spells by activating the Engulf skill.
* NecessaryDrawback: 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.
* PowerfulButInaccurate: 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.
* RegeneratingMana: 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.
* SplashDamage: 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.
* StatusInflictionAttack: They have access to the same debuff spells from the original game, but now have an expanded arsenal to play with via dark magic.
** CharmPerson: Charm mesmerizes foes into attacking their comrades, though it's now a single-target spell and works better when [[HypnoticEyes looking at the victim face to face]].
** ForcedSleep: Sleep lulls victims into a deep sleep, serving as a non-lethal substitute for the Incubus spell.
** GravityMaster: Gravity Flux weighs down the target's body with gravity to prevent them from climbing higher areas. It is ultimately removed in ''Reborn''.
** TheParalyzer: 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.
** TakenForGranite: Petriburst entraps the victim in stone. However, the debuff itself is now temporary rather than permanent like in the original.
** SupernaturalFearInducer: Deadscream summons an undead phantom to frighten an enemy. ''Reborn'' omits it as to not take away the Terror Knight's niche.
** UniversalPoison: 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.
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* ArbitraryMinimumRange: Similar to their VideoGame/FinalFantasyTactics 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.

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* ArbitraryMinimumRange: ArbitraryWeaponRange: Similar to their VideoGame/FinalFantasyTactics 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.
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* InvisibleBowstring: Despite the game's graphical limitations, the bowstrings of each type of bow are clearly visible.

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* InvisibleBowstring: Despite the game's graphical limitations, the bowstrings of each type of bow are clearly visible.visible, thereby averting this trope.

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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 [[CripplingOverspecialization 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 [[DramaticHighPerching high ground]]. Only female units could turn into Archers in the original game, though this gender restriction has been removed entirely in the remake.



* DramaticHighPerching: Archers become doubly useful when they have the high ground as their arrows will be able to target more foes outside their usual range.

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* AnnoyingArrows: 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.
* BadassCape: Archers come with capes that cover their back almost completely without hindering their movements.
* BoringButPractical: 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.
* BottomlessMagazines: 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.
* BowsVersusCrossbows: 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.
* CantCatchUp: Averted. Experienced players will have at least two or three Archers on their team to make quick work of enemies.
* DramaticHighPerching: 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.
* FragileSpeedster: 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.
* GreatBow: With the exception of the Short Bow, every type of bow the Archer uses is this.
* GuysSmashGirlsShoot: 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.
* InvisibleBowstring: Despite the game's graphical limitations, the bowstrings of each type of bow are clearly visible.
* LongRangeFighter: Although Archers are capable of shooting at [[NoRangeLikePointBlankRange point-blank range]], they are not meant to be on the front lines [[NotTheIntendedUse 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.
* NeverBareheaded: Archers in this game are recognizable by the plumed hat they always wear.



* SuperSwimmingSkills: Like Amazons, they are able to cross through water tiles, though standing on them will only weaken their attacks.
* WeatherOfWar: 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 [[BlowYouAway wind]] or [[MakingASplash water]].



* AnnoyingArrows: ''Very'' averted, especially in the PSP remake. Archers are widely considered ridiculously overpowered, and for good reason. This has been mostly scaled back in ''Reborn'', however: heavily armored units tend to come with gear that resists piercing attacks, and it's not uncommon for an Archer to be unable to scratch the bulkier units in the game without either finishing moves or the late game elemental weapons.

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* AlwaysAccurateAttack: The Archer's Tremendous Shot and Eagle Eye skills both serve this purpose with the latter being able to bypass parry skills instantly.
* AnnoyingArrows: ''Very'' averted, especially in While this trope gets averted even more with the PSP remake. Archers are widely considered ridiculously overpowered, inclusion of new skills and for good reason. This has been mostly scaled back in ''Reborn'', however: finishers, ''Reborn'' plays it straight by making heavily armored units tend to come with gear that resists take less damage from piercing attacks, and it's not uncommon for an Archer to attacks. This means Archers will be unable to effectively scratch the bulkier units in the game without either relying on finishing moves or the acquiring late game elemental weapons.weapons.
* ArbitraryMinimumRange: Similar to their VideoGame/FinalFantasyTactics 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.
* ArrowsOnFire: Can invoke this by being imbued with the fire-touched buff or performing the fire elemental finishers of the bow and crossbow.
* BowsVersusCrossbows: 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 AreaOfEffect attack and a technique that hits thrice in a row.
* ConspicuousGloves: The Archer's revamped artwork shows them wearing gloves to both protect their hands when handling heavy bows.
* CripplingOverspecialization: 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.
* CriticalHitClass: Archers are technically considered this thanks to their Tremendous Shot skill.
* CupidsArrow: They have access to a crafted bow used for this specific purpose.
* DeviousDaggers: 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.
* FragileSpeedster: In an attempt to {{Nerf}} them in the remake, the developers turned Archers into this. 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.
* HomingProjectile: Their bow finishers can bypass obstacles and phase through walls. This is advantageous when fighting in narrow dungeons like the Palace of the Dead.
* OneBulletClips: Archers can defy this trope by activating their Double Shot skill.
* StatusInflictionAttack: 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.
** CharmPerson: Flaming Blast deals [[PlayingWithFire fire]] damage and charms the target into attacking their allies.
** CorrallingVacuum: Dark Weight fires a slow-moving projectile that leadens the target, preventing them from either jumping or flying.
** ForcedSleep: Slumber Shot sends out a projectile that puts the target to sleep.
** TheParalyzer: Empyreal Shot inflicts [[ShockAndAwe lightning]] damage on the target and keeps them from taking action. In ''Reborn'', it instead stops them in their tracks entirely.
* WeakButSkilled: 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.
* WeatherOfWar: 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.

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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. 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, 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 walk through watery tiles.

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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. In the original game, every new recruit starts out as a Soldier or Amazon. For male units, the Soldier class provides them with [[JackOfAllStats balanced stats upon leveling up, up]], though their overall utility [[CantCatchUp pales in comparison to other classes. classes]]. Its female counterpart, the Amazon, [[WomenAreDelicate fares slightly worse when it comes to strength, strength]], but benefits more from [[GuysSmashGirlsShoot slightly higher dexterity, dexterity]], better tolerance to bad weather, and the inherent ability to walk [[SuperSwimmingSkills swim through watery tiles.tiles]].


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* WeaponSpecialization: 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 [[ElementalPowers elemental versatility]] and [[StatusInflictionAttack debuff capabilities]] due to the remake's inclusion of [[LimitBreak finishing moves]].
** AnAxeToGrind: Axes allow them to perform powerful [[AnIcePerson ice]] or [[DishingOutDirt earth]] elemental finishers.
** {{BFS}}: Two-handed swords enable them to unleash [[ShockAndAwe lightning]] or [[BlowYouAway 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.
** CaneFu: Cudgels give them access to an abundance of [[LightEmUp 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.
** DeviousDaggers: Daggers allow them to use a wind elemental finisher with decent range.
** DropTheHammer: Hammers provide them access to strong [[FireIceLightning ice, fire, or lightning]] elemental finishers.
** KnightlySwordAndShield: One-handed swords enable them to do ice or light elemental finishers.
** NoArcInArchery: Crossbows give them the chance to perform a [[PlayingWithFire fire]] elemental finisher that affects small groups of enemies.
** PowerFist: Fists open up finishers that inflict fire or [[CastingAShadow dark]] damage, but cannot be used in tandem with different weapon types at the same time.
** RangedEmergencyWeapon: Thrown weapons (some of which include [[JavelinThrower javelins]], [[RingsOfDeath chakrams]], or [[BattleBolas bolas]]) lack finishing moves, but do inflict higher damage than arrows in certain situations.
** TheStraightAndArrowPath: Bows offer finishers that inflict fire or lightning damage, though they are more useful for inflicting a wide array of debuffs.
** WhipItGood: Whips allow them to unleash a [[MakingASplash water]] elemental finisher with some range, but they cannot be used alongside another weapon type on account of them being two-handed.

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* ActionGirl: 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.

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* ActionGirl: 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.
* AmazonianBeauty: Despite their bulky appearance, Amazons can come off as this.



* CripplingOverspecialization: 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.
* HelmetsAreHardlyHeroic: Soldiers are usually seen wearing helmets as part of their standard uniform.



* {{Mooks}}: They usually serve this role from a storyline perspective with Soldiers in particular being treated as low-leveled guards or messengers.
* NeverBareheaded: Soldiers never get seen without their helmets while Amazons have headbands to cover their forehead.
* NewMeat: These two classes primarily serve as the foundation for male and female units to grow into different roles depending on the player's choice.
* SexySlitDress: The Amazon wears a battle dress that shows off much of her legs.



* UndeadCounterpart: They are one of the few classes to get zombified versions, though Zombie Amazons lack their living counterpart's ability to swim through water.



* AlwaysAccurateAttack: Their Mighty Impact and Vigorous Attack skills allow them to directly hit foes with 100% accuracy. In the case of Mighty Impact, it also turns any attack into an instant CriticalHit.

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* AlwaysAccurateAttack: Their Mighty Impact and Vigorous Attack skills allow them to directly hit foes with 100% accuracy.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 CriticalHit. 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 [[StatusInflictionAttack debuff-inflicting weapon]], they can use the aforementioned skills to guarantee the debuff taking effect.
* BoringButPractical: 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.



* CloseRangeCombatant: This is what they specialize in.

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* CloseRangeCombatant: This is what they typically specialize in.in, though the class is able to become a LongRangeFighter as well with one-handed bows, crossbows, and thrown weapons.
* CombinationAttack: They have the ability to do this in ''Reborn'' by equipping the Pincer skill, though it's not as useful due to relying on GameplayRandomization to activate.
* CripplingOverspecialization: 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.



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

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



* MightyGlacier: Though Warriors are not as sturdy as Knights, their high health and vitality growth allows them to fill this role in a pinch.
* ProperTightsWithASkirt: Unlike her early incarnation, the female Warrior wears tights to cover up her legs.
* SuperEmpowering: 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.



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* DramaticHighPerching: Archers become doubly useful when they have the high ground as their arrows will be able to target more foes outside their usual range.
* NoArcInArchery: 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.
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* AnnoyingArrows: ''Very'' averted, especially in the PSP remake. Archers are widely considered ridiculously overpowered, and for good reason. This has been mostly scaled back in ''Reborn'', however: heavily armored units tend to come with gear that resists piercing attacks, and it's not uncommon for an Archer to be unable to scratch the bulkier units in the game without either finishing moves or the late game elemental weapons.



* SummonMagic: Also subject to MagikarpPower; while initially weak in the PSP remake, the class gains a skill to cast magic for 0 MP by using TP. The summon spells themselves are not that easy to get though.




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* BlackKnight: 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 [[ImNotAfraidOfYou chaotic units]].
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!!Humanoid Classes

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->''A mainstay melee attacker [[MultiMeleeMaster adept with a wide variety of weapons]]. [[JackOfAllTrades Jack-of-all-trades]], [[MasterOfNone master of none]].''
-->-Description
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. 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, 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 walk through watery tiles.
----
Tropes pertaining to the Soldier and Amazon in the original game:
* ActionGirl: 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.
* CantCatchUp: Both the Soldier and Amazon classes are available to players from the start, but they become obsolete as soon as more classes get unlocked.
* ConspicuousGloves: They are equipped with leather gloves to protect their hands when wielding weapons.
* MasterOfNone: 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 WeaponSpecialization.
* TheStraightAndArrowPath: 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 VideoGame/OgreBattle.
----
Tropes pertaining to the Warrior in both the PSP remake and ''Reborn'':
* AlwaysAccurateAttack: Their Mighty Impact and Vigorous Attack skills allow them to directly hit foes with 100% accuracy. In the case of Mighty Impact, it also turns any attack into an instant CriticalHit.
* BowAndSwordInAccord: Warriors are able to wield one-handed bows and crossbows alongside melee weapons if necessary, though their skills do not affect ranged attacks.
* CloseRangeCombatant: This is what they specialize in.
* CriticalHitClass: Warriors easily fulfill this trope thanks to their Mighty Impact skill, giving them more longevity in later chapters.
* HeroesPreferSwords: Subverted. Although Warriors can make use of both one-handed and two-handed swords, they can utilize other weapon types just as proficiently if given time.
* MasterOfNone: Played with in that Warriors are both able to wield a wide range of weapons and make use of different finishers as a result.


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->''A mainstay ranged attacker [[TheStraightAndArrowPath adept with a bow and crossbow]]. Though their accuracy drops sharply in bad weather.''
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Tropes pertaining to the Archer in the original game:

Tropes pertaining to the Archer in both the PSP remake and ''Reborn'':


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->''[[BlackMagic A magic-user who casts spells to damage, weaken, and strengthen others]]. Low defense makes them [[GlassCannon poor in close-quarters combat]].''
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Tropes pertaining to the Wizard and Witch in the original game:

Tropes pertaining to the Wizard or Enchantress in both the PSP remake and ''Reborn'':


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->''[[WhiteMagic A wielder of divine magic who mends wounds and cures various ailments]]. Keep one in every battle.''
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Tropes pertaining to the Exorcist, Cleric, and Priest in the original game:

Tropes pertaining to the Cleric in both the PSP remake and ''Reborn'':


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->''A [[JackOfAllTrades well rounded caster]] of attacks and [[HealingHands healing spells]] who is also adept at the sword and spear-play. Able to [[SuperSwimmingSkills move through water tiles]].''
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Tropes pertaining to the Valkyrie in the original game:

Tropes pertaining to the Rune Fencer or Valkyrie in both the PSP remake and ''Reborn'':


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->''An excellent front-line warrior, able to use [[HealingHands healing magic]]. Nothing stops an enemy advance like a [[KnightInShiningArmor knight in their path]]. A capable defender and strong attacker.''
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Tropes pertaining to the Knight in the original game:

Tropes pertaining to the Knight in both the PSP remake and ''Reborn'':


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->''[[HorrifyingHero The howls of tormented spirits can be heard with every step of the terror knight's boots]]. Skilled in [[StatusEffects weakening enemy attacks and defense]], they function as a wall to enemy advance.''
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Tropes pertaining to the Terror Knight in the original game:

Tropes pertaining to the Terror Knight in both the PSP remake and ''Reborn'':


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->''A melee attacker [[TheBerserker entirely unconcerned with their own safety]], the berserker boasts a [[GlassCannon strong attack, but weak defense]].''
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Tropes pertaining to the Berserker in the original game:

Tropes pertaining to the Berserker in both the PSP remake and ''Reborn'':


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->''A melee attacker and [[KatanasAreJustBetter master of the two-handed katana]]. Able to [[DanceBattler dance powerful war dances]].''
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Tropes pertaining to the Swordmaster in the original game:

Tropes pertaining to the Swordmaster in both the PSP remake and ''Reborn'':


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->''A warrior with a special talent for [[HunterOfMonsters slaying beasts and dragons]].''
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Tropes pertaining to the Dragoon in the original game:

Tropes pertaining to the Dragoon in both the PSP remake and ''Reborn'':


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->''[[Ninja A nimble warrior]] who prefers [[FragileSpeedster hit-and-run tactics to an open fight]]. Their attacks [[DualWielding with double weapons]] can be vicious.''
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Tropes pertaining to the Ninja in the original game:

Tropes pertaining to the Ninja or Kunoichi in both the PSP remake and ''Reborn'':


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->''Deadly dexterous warriors who are also capable of [[StickyFingers relieving enemies of their treasured goods]] and [[TrapMaster laying traps]] to snare the unwary.''
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->''The beast tamer is able to [[TheBeastmaster train beasts]] and [[DragonTamer dragons]] and unleash their hidden potential.''
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Tropes pertaining to the Beast Tamer and Dragon Tamer in the original game:

Tropes pertaining to the Beast Tamer in both the PSP remake and ''Reborn'':


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->''[[TheGunslinger Fusiliers can wield all of the powerful ranged weapons that give them their name]]. However, their [[DoesNotLikeMagic avoidance of magic and all things supernatural]] has left them [[WeakToMagic particularly susceptible to magic attacks]].''
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Tropes pertaining to the Gunner in the original game:

Tropes pertaining to the Fusilier in both the PSP remake and ''Reborn'':


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->''[[TrainingTheGiftOfMagic Part mage, part scholar, the warlock or witch learns much of their trade from ancient writings]]. They are able to [[MarionetteMaster control golems and unleash their true potential]].''
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Tropes pertaining to the Warlock and Siren in the original game:

Tropes pertaining to the Warlock or Witch in both the PSP remake and ''Reborn'':


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->''[[{{Necromancer}} A dark magic-user who commands the dead]]. Their [[TheDarkArts powerful magical attacks]] are a [[BadPowersBadPeople thing to fear]].''
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->''[[OurLichesAreDifferent A mage possessing a ring of the dead]], as well as a [[TheArchmage great deal of magical power]].''
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Tropes pertaining to the Lich in the original game:

Tropes pertaining to the Lich in both the PSP remake and ''Reborn'':


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->''A mage-knight [[AngelicTransformation reincarnated through the use of an ensanguined rood]], returning with [[LightEmUp powerful magic]] at their disposal.''
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Tropes pertaining to the Angel Knight in the original game:

Tropes pertaining to the Divine Knight in both the PSP remake and ''Reborn'':


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!!Demi-Human Classes


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->''A winged warrior with a light step on the battlefield. Excellent at both melee and ranged attacks.''
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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'':


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->''A traveling minstrel and singer of renown, the songstress uses special songs and dances to encourage allies and dishearten enemies.''
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->''A heavily armored footsoldier, typically bearing sword and shield which they use to defend their clan upon the battlefield.''
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->''A destroyer upon the battlefield, wielding awesome power and the speed to employ it where it's needed most.''
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->''Adept at magic and a capable leader on the battlefield. Wields magic powerful enough to impress even wizards.''
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->''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.''
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->''A dragon serves as a heavy unit on the battlefield. Its scales reduce damage taken while it deals death with tail and breath.''
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Tropes pertaining to the Dragon in the original game:

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


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->''A dragon with three heads. Its scales reduce damage while it deals death with tail and breath.''
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->''A monster fashioned of various materials, it was first made and worshipped as a protector of downtrodden people.''
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->''An aggressive, violent giant, yet possessed of intellect enough to wield magic.''
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->''A monstrous lion with the head of an eagle and giant wings. Able to move with ease over rough terrain and changing elevations.''
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->''A monstrous chicken with the scales and tail of a serpent. Its breath is enough to turn men to stone.''
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->''A large monster that fights better in the water than on land and, indeed, must be in water to employ special skills.''
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[[center: [- [[Characters/TacticsOgre Main Index]] | [[Characters/TacticsOgreMainCharacters Main Characters]] | [[Characters/TacticsOgreWalister The Walister]] | [[Characters/TacticsOgreGalgastan The Galgastani]] | [[Characters/TacticsOgreBakram The Bakram]] | [[Characters/TacticsOgreLoslorien The Lodissians]] | [[Characters/TacticsOgreXenobia The Xenobians]] | [[Characters/TacticsOgreOthers Others]] | '''Classes''']] -]

[[foldercontrol]]
!!Humanoid Classes
[[folder:Warrior]]
[[/folder]]

[[folder:Archer]]
[[/folder]]

[[folder:Wizard/Enchantress]]
[[/folder]]

[[folder:Cleric]]
[[/folder]]

[[folder:Rune Fencer/Valkyrie]]
[[/folder]]

[[folder:Knight]]
[[/folder]]

[[folder:Terror Knight]]
[[/folder]]

[[folder:Berserker]]
[[/folder]]

[[folder:Swordmaster]]
[[/folder]]

[[folder:Dragoon]]
[[/folder]]

[[folder:Ninja/Kunoichi]]
[[/folder]]

[[folder:Rogue]]
[[/folder]]

[[folder:Beast Tamer]]
[[/folder]]

[[folder:Fusilier]]
[[/folder]]

[[folder:Warlock/Witch]]
[[/folder]]

[[folder:Necromancer]]
[[/folder]]

[[folder:Lich]]
[[/folder]]

[[folder:Divine Knight]]
[[/folder]]

[[folder:Vartan]]
[[/folder]]

[[folder:Songstress]]
[[/folder]]

[[folder:Hoplite]]
[[/folder]]

[[folder:Juggernaut]]
[[/folder]]

[[folder:Patriarch/Matriarch]]
[[/folder]]

[[folder:Familiar]]
[[/folder]]

!!Beast Classes
[[folder:Dragon]]
[[/folder]]

[[folder:Hydra]]
[[/folder]]

[[folder:Golem]]
[[/folder]]

[[folder:Giant]]
[[/folder]]

[[folder:Gryphon]]
[[/folder]]

[[folder:Cockatrice]]
[[/folder]]

[[folder:Octopus]]
[[/folder]]
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