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* EliteMooks: Terror Knights tend to be employed by enemies in later chapters with Brantyn employing a bunch of them to serve as his PraetorianGuard.

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* EliteMooks: Terror Knights tend to be employed by enemies serve as this for enemy factions in later chapters with Brantyn employing a bunch of them to serve as his PraetorianGuard.

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* EliteMooks: Terror Knights tend to be employed by enemies in later chapters with Brantyn employing a bunch of them to serve as his PraetorianGuard.



* LateCharacterSyndrome: Subverted in that well-raised Fusiliers can substitute or complement Archers depending on the situation.

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* LateCharacterSyndrome: Subverted in that well-raised Fusiliers can substitute or complement Archers depending on the situation.situation at hand.



* MarionetteMaster: Warlocks fulfill this trope on account of their innate power over Golems.

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* MarionetteMaster: Warlocks fulfill this trope on account of their innate power over Golems. Also serves as something of a MythologyGag as this class had the ability to recruit golem units in ''VideoGame/OgreBattle''.



* {{Curse}}: Some of their necromancy spells function this way to spiritually debilitate targets.
* DangerousForbiddenTechnique: How necromancy is often viewed as in the game's story setting.



** MaximumHPReduction: The {{Curse}} spells inflict a variety of ailments meant to reduce the target's HP, MP, or both at the same time. In ''Reborn'', the spell series has been retooled to inflict the cursed debuff on multiple foes with tier level determining how many units amy be targeted.

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** MaximumHPReduction: The {{Curse}} spells inflict a variety of ailments meant to reduce the target's HP, MP, or both at the same time. In ''Reborn'', the spell series has been retooled to inflict the cursed debuff on multiple foes with tier level determining how many units amy may be targeted.

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* ImmuneToFlinching: In the remake, some classes have the ability to ignore KnockBack attacks with the Steadfast skill. ''Reborn'' goes out of its way to ensure that this skill becomes available in the game's FinalBattle.



* MythologyGag: Some of the classes listed below originally made an appearance in ''VideoGame/OgreBattle''.
** In the remake, many of the finishers available to every unit are taken directly from ''VideoGame/VagrantStory''.



* ReducedManaCost: In the remake, some classes gain access to certain skills that reduce the amount of MP they consume for their spells.



* TheGoomba: Soldiers and Amazons tend to be quite common as foes during the first chapter.



* TheGoomba: Soldiers and Amazons tend to be quite common as foes during the first chapter.



* MinmaxersDelight: Seasoned players love to raise their characters as Ninjas since the class provides high agility growth which has an impact on wait time values. The higher an individual's agility is, the lower their wait time becomes in battle. And since agility is the only stat that cannot be raised through tarot card collecting, it is considered one of the most sought after traits for veterans of the game.



* TakingYouWithMe: Their Evanescence skill deals heavy damage to nearby enemies at the expense of the user's life. This should only be used if players are simply desperate or don't mind having an incapacitation tally to their record.

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* TakingYouWithMe: Their Evanescence skill deals heavy damage to nearby enemies at the expense of the user's life. This should only be used if players are simply desperate or don't mind having an incapacitation tally to their record. May also count as a DangerousForbiddenTechnique with limited usage.



* MechanicallyUnusualClass: The Rogue's ability to steal items, lay down various traps, and perform a wide assortment of skills makes them rather unusual compared to other classes. This is partially why they were made into an enemy-only class in ''Reborn''.



* ThisLooksLikeAJobForAquaman: This class is meant to handle the undead. They even have a recruiting skill that allows them to turn enemy Skeletons and Ghosts into allies.
* TurnUndead: Their Banish spell can reduce stilled undead units into dust. While not as efficient as the Cleric's Exorcism II spell, it has a 100% hit rate regardless of the user's stats.
* TheUnfettered: Many Necromancers come across as this as they ignore most conventional morals to perfect their art.



* ThisLooksLikeAJobForAquaman: This class is meant to handle the undead. They even have a recruiting skill that allows them to turn enemy Skeletons and Ghosts into allies.
* TurnUndead: Their Banish spell can reduce stilled undead units into dust. While not as efficient as the Cleric's Exorcism II spell, it has a 100% hit rate regardless of the user's stats.


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* TheUndead: Subverted in that they are still classified as humans rather than actual undead.
* TheUnfettered: Exemplifies this trope better than Necromancers and it shows with the amount of arcane power and knowledge they have accumulated as a result.

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* ReligionIsMagic: Units like Clerics and Knights draw upon their faith to cast light magic. However, individuals tainted with the zombie condition are unable to use it even if their class is innately capable of doing so.



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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In the original game, every new recruit starts out as a Soldier [[AlwaysMale Soldier]] or Amazon.[[AlwaysFemale 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, Amazon class, [[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]].



* AchillesHeel: Their average stats mean they won't last long against other classes in later chapters.



* TheGoomba: Soldiers and Amazons tend to be quite common as foes during the first chapter.



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



* AchillesHeel: Armored units serve as one for Archers in ''Reborn''. This can be averted if the player raises their Archers to have incredibly high damage output to surpass the threshold of defensive equipment.



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



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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In the original game, the Cleric's functions used to be separated into different classes, with Exorcists [[AlwaysMale Exorcists]] in charge of destroying undead units, Clerics [[AlwaysFemale Clerics]] handling multiple healing, and Priests [[AlwaysFemale Priests]] reviving recently killed allies.



Only female units could become Valkyries in the original game, and they primarily served as one of the few fighter-type options for them at the time.

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Only female units could become Valkyries [[AlwaysFemale Valkyries]] in the original game, and they primarily served as one of the few fighter-type options for them at the time.



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

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



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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In the original game, the Knight [[AlwaysMale 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.



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 and requires a massive kill count on their part.

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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 by [[TerrorHero breaking the spirits of their opponents.opponents]]. Any human, orc, and skeleton can turn into this class.\\\
In the original game, the [[AlwaysMale Terror Knight Knight]] class is only available for Chaotic male units and requires a massive kill count on their part.



The original game allows male units to become Berserkers provided their alignments are Neutral or Chaotic.

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The original game allows male units to become Berserkers [[AlwaysMale Berserkers]] provided their alignments are Neutral or Chaotic.



* ThereIsNoKillLikeOverkill: With the right skill and equipment setup, a Berserker can lay waste on several foes through sheer force. It helps that many of their weapons tend to rank high in terms of attack power.



In the original game, the Swordmaster class is only available for Lawful male units and functioned more like sword-carrying Ninjas with the added ability to cast debuff spells.

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In the original game, the Swordmaster [[AlwaysMale Swordmaster]] class is only available for Lawful male units and functioned more like sword-carrying Ninjas with the added ability to cast debuff spells.



* CounterAttack: Some of the Swordmaster's skills revolve around responding to the enemy's attacks. Preempt causes users to counterattack first until their next turn, allowing them to potentially kill would-be assailants. [[NonchalantDodge Mind's Eye]], on the other hand, lets them evade all melee attacks with ''Reborn'' nerfing the skill's duration for [[NecessaryDrawback balancing purposes]].

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* CounterAttack: Some of the Swordmaster's skills revolve around responding to the enemy's attacks. Preempt Preempt, an ActionInitiative skill, causes users to counterattack first until their next turn, allowing them to potentially kill would-be assailants. [[NonchalantDodge Mind's Eye]], on the other hand, lets them evade all melee attacks with ''Reborn'' nerfing the skill's duration for [[NecessaryDrawback balancing purposes]].



In the original game, the Dragoon class is only available to Neutral-aligned male units.

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In the original game, the Dragoon [[AlwaysMale Dragoon]] class is only available to Neutral-aligned male units.



In the original game, male units with any alignment are able to become Ninjas. While more limited in what they can do compared to their modern counterparts, they move fast and can cast spells normally reserved for Wizards.

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In the original game, male units with any alignment are able to become Ninjas.[[AlwaysMale Ninjas]]. While more limited in what they can do compared to their modern counterparts, they move fast and can cast spells normally reserved for Wizards.



* KleptomaniacHero: Very much so when used by the player.



* RegeneratingMana: They are one of the few classes to learn the Tactician skill which increases the amount of TP accumulated. This skill has since been removed alongside the TP system in ''Reborn''.
* NeverBareheaded: Rogues wear [[BadassesWearBandanas bandanas]] to both distinuish themselves on the battlefield and cover their head for minor protection.

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* RegeneratingMana: They are one of the few classes MagikarpPower: While Rogues don't stand out much at first, they gradually shine as their outstanding dexterity growth allows them to learn the Tactician skill which increases the amount of TP accumulated. This skill has since been removed alongside the TP system inflict outstanding damage in ''Reborn''.
later chapters.
* NeverBareheaded: Rogues wear [[BadassesWearBandanas bandanas]] to both distinuish distinguish themselves on the battlefield and cover their head for minor protection.



* RegeneratingMana: They are one of the few classes to learn the Tactician skill which increases the amount of TP accumulated. This skill has since been removed alongside the TP system in ''Reborn''.



In the original version, men could only become Beast Tamers, though they lack the ability to enhance dragons. Meanwhile, the female class line has exclusive access to Dragon Tamers who are rather frail in contrast to their male counterpart.

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In the original version, men could only become [[AlwaysMale Beast Tamers, Tamers]], though they lack the ability to enhance dragons. Meanwhile, the female class line has exclusive access to [[AlwaysFemale Dragon Tamers Tamers]] who are rather frail in contrast to their male counterpart.



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



In the original game, only neutral male units are able to become Gunners. Note that doing so bars them from ever changing into other classes again, so caution is advised.

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In the original game, only neutral male units are able to become Gunners.[[AlwaysMale Gunners]]. Note that doing so bars them from ever changing into other classes again, so caution is advised.



* QuickDraw: Has a skill with the same name in ''Reborn''.

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* QuickDraw: Has a skill with the same name in ''Reborn''. Also counts as an ActionInitiative ability for Fusiliers to defend themselves with.



In the original game, non-chaotic male and female units can become Warlocks and Sirens respectively. Though the specialties of both class make them DistaffCounterpart versions of Witches and Wizards at first glance, their additional attributes and stats make them superior mages.

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In the original game, non-chaotic male and female units can become Warlocks [[AlwaysMale Warlocks]] and Sirens [[AlwaysFemale Sirens]] respectively. Though the specialties of both class make them DistaffCounterpart versions of Witches and Wizards at first glance, their additional attributes and stats make them superior mages.



* AntiArmor: Warlocks and Witches can outright cancel an enemy golem's Gordian Lock effect using their Gordian Key skill. They are also able to strengthen an ally's damage output against golems with the Golem's Bane skill which has a hefty TP cost in the PSP remake, though ''Reborn'' makes it easier to activate.

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* AntiArmor: ArmorPiercingAttack: Warlocks and Witches can outright cancel an enemy golem's Gordian Lock effect using their Gordian Key skill. They are also able to strengthen an ally's damage output against golems with the Golem's Bane skill which has a hefty TP cost in the PSP remake, though ''Reborn'' makes it easier to activate.



* FacelessGoons: Both male and female Necromancers are covered up due to the morbid nature of their profession.



* FaceFramedInShadow: The female Necromancer's face is conveniently covered by beaded strings, [[FacialHorror most likely for the better]].

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* FaceFramedInShadow: The female Necromancer's Lich's face is conveniently covered by beaded strings, [[FacialHorror most likely for the better]].better]].
* FacelessGoons: Averted by the male Lich and played straight by their female counterparts.



In the original game, only lawful female units can become Angel Knights after dying so long as they have the necessary stats for the transmigration process to trigger. Like with Liches, turning into an Angel Knight bars units from changing into different classes.

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In the original game, only lawful female units can become [[AlwaysFemale Angel Knights Knights]] after dying so long as they have the necessary stats for the transmigration process to trigger. Like with Liches, turning into an Angel Knight bars units from changing into different classes.



* BowAndSwordInAccord: Some players may find it preferable to give their Divine Knights bows or crossbows in lieu of shields.



** CharmPerson: Poignant Melody charms several foes with a heartrending hymn.
** ManaBurn: Day of Reckoning resets the MP and TP of multiple opponents with a boisterous ballad.

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** CharmPerson: Poignant Melody charms several foes with a heartrending hymn.
hymn. Also counts as a form of MindControlMusic.
** ManaBurn: Day of Reckoning resets the MP and TP of multiple opponents with a boisterous ballad. This makes them unorthodox MageKiller units who can render spellcasters helpless.
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[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/necromancers.png]]
[[caption-width-right:250:Female Necromancer and Male Necromancer]]


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

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

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Being the most powerful generic spellcaster the game has to offer, Liches can use the same arsenal spells available to Wizards, Warlocks, and Necromancers. Although their magical prowess is invaluable, they are among some of the slowest units around which limits the amount of turns they can get. Any human can turn into this class. class so long as they use a Ring of the Dead. In ''Reborn'', Reborn, winged folk are also able to become Liches.Liches as well.\\\
In the original game, a unit can only turn into a Lich by dying while equipped with a Ring of the Dead and having the necessary stat requirements. Turning into one will prevent characters from reverting into another class, so players must carefully decide which unit within their ranks is best suited for the role.



* AllYourPowersCombined: The Lich class essentially combines the Wizard's knowledge in offensive magic with the Witch's expertise in support magic, enabling them to use both magic types to their advantage.
* BackFromTheDead: They are the only generic unit capable of using the Necro spell to turn dead units into Skeletons and Ghosts.
* EliteTweak: Due to their innately high defense and elemental resistance, raising a unit as a Berserker or Beast Tamer beforehand will result in a tanky Lich with nigh impenetrable defenses. May count as NotTheIntendedUse since this class is not supposed to be deployed for tanking.
* {{Foil}}: Serves as one for Angel Knights due to their roles in battle and the method used for creating them. Liches can cast any elemental spell except light and are dedicated spellcasters. Angel Knights, on the other hand, have limited access to light magic and happen to be strong front line fighters.
* GlassCannon: Averted. Liches are sturdied than your average spellcaster on account of their innate resistance to damage.
* InTheHood: Liches typically wear one to help hide their ghastly appearances.
* LateCharacterSyndrome: Can be subverted as early as the second half of Chapter 2 so long as the player has a unit with the necessary stats and a Ring of the Dead to trigger the transformation.
* MagicStaff: Their preferred weapon of choice.
* NeverBareheaded: You will never see a Lich in this game without their hood on.
* PrestigeClass: This class is leagues above Wizards and Sirens in terms of raw magic power. While they lack access to the Warlock's draconic spells, they can still kick ass with SummonMagic.
* TheRedMage: Due to being able to cast beneficial spells like [[MagicAntidote Clear]], [[HealItWithWater Heal Rain]], and [[RegeneratingMana Charge]], Liches can play a supportive role in battle to aid allies or themselves.
* SquishyWizard: Can be averted hard if raised as a more durable class beforehand.
* StatusInflictionAttack: Is capable of using the same debuff spells available to Witches, though their low dexterity means they won't be as effective with it.



* AllYourPowersCombined: Liches in this version of the game can use every elemental magic minus light, draconic spells, and necromancy. In other words, they can double as makeshift Warlocks and Necromancers magic-wise.
* TheArchmage: Enemy Liches fought in the story are referred to as such.
* AttackReflector: The Reflection skill enables the Lich to bounce an enemy's spell right back at them. This also applies to allies adjacent to them. In ''Reborn'', the skill is much easier to activate due to triggering automatically at random intervals.
* DealWithTheDevil: Can recruit umbra units like imps and orcs to the player's side.
* DifficultButAwesome: Liches require a constant stream of MP to fight efficiently and need to make optimal use of their turns due to being incredibly slow in terms of wait turn. Also, creating a Lich from the ground-up is an arduous task especially in the PSP version where the Ring of the Dead only works on a generic human within a certain floor of the Palace of the Dead.
* EnemySummoner: Similar to Necromancers, some enemy Liches can conjure multiple foes to assist them via Summon Darkness.
* EvilCounterpart: Lich Kings and Queens are considered [[AlwaysSomeoneBetter Liches among Liches]] due to their immense magical power. They are only found within the deepest floors of the Palace of the Dead.
* FaceFramedInShadow: The female Necromancer's face is conveniently covered by beaded strings, [[FacialHorror most likely for the better]].
* GlassCannon: Unlike their original incarnation, Liches are just as fragile as any other spellcasting unit.
* LateCharacterSyndrome: Liches only appear in the fourth chapter with many appearing in the Palace of the Dead or the Pirate's Graveyard.
* LifeDrain: This unit can cast a variety of absorption spells like Drain Heart, Drain Mind, Drain Power, and Life Force.
* LightEmUp: Surprisingly enough, they can pull this off with the Starfall spell.
* MagicEnhancement: In ''Reborn'', the Lich is given Engulf and Nature's Touch to further augment their magical capabilities. However, the latter skill is less useful since it does not apply to dark elemental spells and Liches cannot change their elemental affinity.
* RegeneratingMana: Though Liches benefit from being able to use Meditate, they also gain a skill called Salvation that allows them to absorb MP from surrounding units if they have less than 50% of their maximum MP. Conversely, they can use the same skill to share MP if they have more than 50%, making them something of a ManaMeter LivingBattery.
* ShootTheMageFirst: Do not recklessly position Liches to the front lines lest they become instant prey for enemy Archers and Fusiliers.
* SlowerThanASnail: Liches are considered the slowest class in the game. This is one reason why players prefer turning unique characters into this class instead due to their lower wait turn.
* StatusBuff: They are able to do this with some of their elemental and draconic spells.
* TurnUndead: Can destroy enemy undead via Banish and Starfall.
* YinYangBomb: Their usage of Starfall, a light elemental draconic spell, stands in contrast to the myriad amount of dark elemental magic at their disposal.



Any skeleton and ghost can turn into this class.

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Reincarnated through divine means, this winged infantry unit is proficient in both front line combat and dealing with the undead. Their various songs can be used to help control the flow of battle to the player's advantage. Any skeleton and ghost can turn into this class.class by using an Ensanguined Rood.\\\
In the original game, only lawful female units can become Angel Knights after dying so long as they have the necessary stats for the transmigration process to trigger. Like with Liches, turning into an Angel Knight bars units from changing into different classes.


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* TheBard: Angel Knights can play this role with their unique singing skills.
* BladeOnAStick: Like Valkyries, they attack better with spears as their main weapon.
* BrownNote: The Angel Knight has two abilities that invoke this trope. Calm Song [[ManaBurn depletes the MP]] of multiple targets, making them the bane of enemy spellcasters. Sad Song, on the other hand, heals undead units which gives this class some unusual synergy with Skeletons and Ghosts.
* FemaleAngelMaleDemon: Angels in this game are considered female in contrast to the male Goblins found near the Palace of the Dead.
* {{Foil}}: They have one in the Lich class. While Angel Knights are proficient combatants who mostly wield offensive light magic, Liches happen to be pure spellcasters capable of using any elemental spell other than light.
* HealingHands: They have access to the Heal spell, though they aren't as proficient with it as Clerics are.
* HolyHalo: Has one floating on top of her head.
* LightEmUp: This class uses the same type of magic Exorcists have access to, including the almighty Starion spell.
* LightningBruiser: Their stellar stat parameters make them perfect for leading the vanguard of any battalion.
* MagicKnight: Can play this role well due to their ability to cast magic.
* PowerGivesYouWings: They can fly past obstacles and rough terrain, giving them a considerable advantage over other front line units.
* ProjectileSpell: Angel Knights can cast Light Bow to damage foes from a distance.
* TurnUndead: They are able to exorcise enemy undead with Exorcism or Starion, though the latter costs more MP.
* WhiteMagic: This class has limited access to light magic on account of them sharing the Exorcist's arsenal of spells.
* WingedHumanoid: The Angel Knight is one of the few humanoid units capable of flight.


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* AdaptationalSkill: Instead of healing undead units like in the original game, Requiem inflicts heavy light damage on them.
* AllYourPowersCombined: The Divine Knight utilizes a number of skills and spells taken from the Cleric and Knight classes while incorporating unique abilities of their own.
* AngelicTransformation: Divine Knights are the result of phantom units empowered by divine artifacts. Arguably, they may not even be true angels according to allegedly divine figures in the San Bronsa Ruins.
* TheBard: Their singing skills have them exemplify the trope best.
* BowsVersusCrossbows: This class can wield both one-handed bows and crossbows which synergizes well with their ability to fly. In ''Reborn'', they have even more options for these weapon types via crafting.
* BraggingRightsReward: It takes a lot of hoops to get this class especially in the PSP version where zombies can only be turned into actual phantom units by using a Book of the Dead within a specific floor of the Palace of the Dead.
* BrownNote: Their angelic songs yield different effects on the target, many of which are debilitating in nature.
* CombatHandFan: Divine Knights can equip the Caldia Fan as a makeshift hammer, enabling them to deal blunt damage on targets.
* CombinationAttack: In ''Reborn'', Divine Knights can participate in pincer attacks so long as they equip the skill for it.
* CoolHelmet: Male Divine Knights come with an impressive helmet that makes them more regal than normal Knights.
* DemonSlaying: The Divine Knight's Evilsbane skill allows them to imbue melee fighters with a buff that increases their damage output against umbra units.
* EvilCounterpart: Their non-playable counterparts are the Ethereal Visions (Ethereal Beauties in the Japanese version), [[GoldAndWhiteAreDivine golden-hued beings]] whose [[InhumanlyBeautifulRace unearthly appearances]] stand in stark contrast to their [[LightIsNotGood brutal nature]] towards outsiders. Commonly found within the higher floors of the San Bronsa Ruins, it is debated on whether they are [[OurAngelsAreDifferent genuine angels or something else entirely]].
* FightingAShadow: Like Knights, this class can produce shadow clones that generate the Rampart Aura or Sanctuary effects to hold off foes while they act elsewhere.
* HoldTheLine: Divine Knights are able to hold the line with Rampart Aura and repel undead units via Sanctuary. This gives them a means to impede foes from easily breaching the player's formation.
* KnightlySwordAndShield: Unlike in the original game, Divine Knights prefer using one-handed swords as their weapon of choice.
* LateCharacterSyndrome: This class is only accessible after unlocking the San Bronsa Ruins in Coda.
* LightEmUp: They specialize in this, though their selection of spells is somewhat lacking especially in ''Reborn''.
* MagicKnight: Divine Knights are efficient front line combatants with the added ability of casting offensive divine magic and certain draconic spells.
* NeverBareheaded: Aside from their halos, both male and female Divine Knights have different types of headgear with the former donning a helmet and the latter wearing a headband.
* OldMagic: Can cast certain draconic spells to aid their allies. This makes sense since the artifact required to turn undead into Divine Knights originate from the Dragon Lords themselves.
* RegeneratingMana: In ''Reborn'', Divine Knights can use Meditate to restore more MP at random intervals. This gives them a better chance of using their finishers or special abilities without relying too heavily on items.
* ReviveKillsZombie: Zig-zagged by their Celestial Song skill which purges the zombie condition from multiple targets without killing them outright.
* ShieldBash: Can do this if equipped with a shield. Since ''Reborn'' amplifies the amount of damage a shield can inflict, they serve as an alternative weapon for knocking foes away.
* StatusBuff: They use some of the same buffing spells reserved for Warlocks and Witches.
* StatusInflictionAttack: Many of their angelic songs can inflict a number of debuffs to multiple targets.
** CharmPerson: Poignant Melody charms several foes with a heartrending hymn.
** ManaBurn: Day of Reckoning resets the MP and TP of multiple opponents with a boisterous ballad.
** PowerNullifier: Silent Song seals away the enemy's ability to talk or cast spells with a hushed hymn.
* SupernaturalGoldEyes: Divine Knights have golden-colored eyes to indicate their divine nature.
* TurnUndead: This unit has access to Exorcism and Starfall, though ''Reborn'' removes the latter from their repertoire of spells.
* [[UselessUsefulSpell Useless Useful Skill]]: Absolution and Seraph's Pact are skills that don't have much use in many situations. Better to save your Divine Knight's skill slots for something else.
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** TheParanoiac: Breed Suspicion is an enemy-only spell that makes units paranoid towards their side, causing them to reject healing effects while dealing more damage to foes. ''Reborn'' removes it entirely.

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** TheParanoiac: Breed Suspicion is an enemy-only spell that makes units paranoid towards their side, causing them to [[UnwantedHealing reject healing effects healing]] from allies while dealing more damage to foes. ''Reborn'' removes it entirely.
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** MoneyToThrowAway: Prodigize is an enemy-only spell that causes victims to move on their own and [[MoneyToThrowAway throw away sums of Goth]] per turn. This can be disastrous for the player's war funds if not stopped in time. ''Reborn'' removes it from the Necromancer's spell list.

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** MoneyToThrowAway: Prodigize is an enemy-only spell that causes victims to move on their own and [[MoneyToThrowAway throw away sums of Goth]] Goth per turn. This can be disastrous for the player's war funds if not stopped in time. ''Reborn'' removes it from the Necromancer's spell list.

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Any human can turn into this class.

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Fusiliers are marksmen trained in the usage of guns to snipe at foes from afar. They share the same role as Archers, yet their bullets pose more of a threat to armored units than arrows. However, their resistance against magic is the worst among every other unit, so pitting them against enemy mages can be a rather risky venture. Any human can turn into this class.class so long as Lindl is recruited into the party.\\\
In the original game, only neutral male units are able to become Gunners. Note that doing so bars them from ever changing into other classes again, so caution is advised.



* ArbitraryGunPower: Make no mistake, even the weakest gun in the game can deal incredible damage at the hands of the Gunner class.
* ArbitraryWeaponRange: Averted. Guns have infinite range when utilized as an indirect weapon by Gunners.
* BoringButPractical: All this class can do is shoot at people, yet they're exceptionally good at it as their guns have unlimited range.
* BottomlessMagazines: Similar to Archers, the Gunner will never run out of bullets in battle.
* DoesNotLikeMagic: This class has the lowest intelligence rating among generic units and lacks MP growth.
* DistaffCounterpart: Serves as one for the female Archer.
* FragileSpeedster: Somewhat averted in that the Gunner's high agility growth is stunted by having the worst weight penalty in the game. In other words, they're both slow as molasses and fragile to boot.
* TheGunslinger: Fits the trope quite well especially since most enemy factions lack one of their own.
* {{Handguns}}: The Rimfire is the weakest gun available, yet it inflicts a lot of damage when used by a properly-trained Gunner, making it more of a PunchPackingPistol.
* InstantDeathBullet: If raised as a Dragoon beforehand, the class can almost instantly kill units with weak defenses.
* LateCharacterSyndrome: By the time you gain access to this class, the game is almost over.
* LongRangeFighter: Assumes this role alongside the Archer class, though they do have different advantages that set them apart from one another. While Archers are more likely to have faster turns and can fire from an arc using bows, Gunners can easily snipe foes from a height disadvantage and shine most in open-area battlefields.
* NecessaryDrawback: The game has a total of three guns available and getting one of them prevents the player from attaining the GoldenEnding. Also, Gunners do not do well in areas filled with obstacles.
* PistolWhipping: The class typically does this with their gun as a form of CounterAttack when struck directly by the enemy first.
* PrestigeClass: Is classified as an advanced male unit with somewhat stringent requirements.
* SlowerThanASnail: Their horrid weight penalty means they'll most likely act last during battle.
* SniperRifle: One of their strongest weapons is this.
* WeakToMagic: Aside from their weak defenses, Gunners can easily die from magic attacks due to having low resistance to elemental damage. Therefore, it's best to ensure that they do not recklessly approach spellcasters, especially those with powerful SummonMagic.



* AbsurdlyIneffectiveBarricade: In the PSP version, Fusiliers can block narrow areas with the Barricade skill, though ''Reborn'' omits it from their list of skills.
* AlwaysAccurateAttack: Sharpshoot, when activated, causes their bullets to hit the target perfectly while dealing 100% critical damage. Course Correction offers the same primary effect, but foregoes criticals in favor of ignoring obstacles. Note that these skills only apply to fusils, not other weapon types.
* ArbitraryWeaponRange: Fusils in this game have been [[{{Nerf}} nerfed]] range-wise as they now have limited coverage similar to crossbows.
* BowsVersusCrossbows: The Fusilier class can equip crossbows as an alternative weapon, though it deprives them of the ability to utilize their unique skills.
* CounterAttack: In ''Reborn'', their new Quick Draw skill allows them to preempt attacks so long as the attacker is within range.
* CriticalHitClass: Counts as one due to their Sharpshoot skill.
* DeviousDaggers: Fusiliers can wield daggers alongside one-handed fusils.
* EvilCounterpart: They get one in [[ColdSniper Snipers]] (Serial Snipers in the Japanese version) who never hesitate to pull the trigger of their guns on targets out of [[AxCrazy sadistic joy]].
* FriendlyFire: Players are more prone to doing this with their Fusiliers in the PSP version without the Trajectory skill. ''Reborn'' fixes that issue by making their line of fire visible to see.
* GlassCannon: These units pack a punch in ''Reborn'', but can't take much damage especially against spellcasters.
* GunsAreWorthless: In the PSP version, fusils are easily overshadowed by bows and crossbows the moment they become available in the middle of the fourth chapter. ''Reborn'' averts this by allowing them to pierce through the defenses of armored units.
* TheGunslinger: Fusiliers in this game are more devastating thanks to the inclusion of finishing blows made just for them. Their animations for these moves even include GunTwirling for added coolness.
** ChargedAttack: Rapid Blast launches a charged shot that inflicts misstep in addition to piercing damage.
** OminousFog: Mirage Strike envelops foes within a cold mist, damaging them while inflicting stagger.
** PillarOfLight: Attunement sends down heavenly beams to deal [[LightEmUp light damage]] while [[PowerNullifier silencing victims]].
** SpreadShot: Scatter Shot fires a wind projectile that phases through the target, hitting them twice with [[BlowYouAway air damage]].
* ImprobableAimingSkills: Their Course Correction allows them to hit targets behind numerous obstacles.
* LateCharacterSyndrome: Subverted in that well-raised Fusiliers can substitute or complement Archers depending on the situation.
* OneBulletClips: While Fusiliers normally target one foe per turn through indirect attacks, one of their fusil finishers can hit twice in a row.
* NeverBareheaded: Fusiliers have [[NiceHat wide brimmed hats]] used for keeping the sun from interfering with their vision.
* NeverBringAGunToAKnifeFight: If trained inefficiently, a weak Fusilier can easily be taken down by more agile units like Rogues and Archers.
* PunchPackingPistol: Some of their one-handed fusils have impressive stats that put some of their two-handed counterparts to shame.
* QuickDraw: Has a skill with the same name in ''Reborn''.
* ThrowDownTheBomblet: In ''Reborn'', Fusiliers are able to throw elemental shots thanks to their new Lobber skill. This gives them a means to soften up multiple targets from a distance, though they can only carry up to 4 items per battle.
* WeakToMagic: Their innate weakness against magic makes them easy targets for enemy spellcasters. If an enemy happens to be wielding SummonMagic, be sure to keep your Fusiliers away from them.
* YouDontLookLikeYou: The remake gives male Fusiliers a completely new design complete with artwork and sprite while the original incarnation's appearance now belongs to Lindl.



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

to:

Warlocks and Witches are advanced spellcasters who utilize their knowledge of ancient writings to cast draconic magic and control golems. While just as capable of hindering enemies with elemental damage and status debuffs like Wizards and Enchantresses, these units can do so much more if given the chance. Any human, lamia, and ghost can turn into this class.class, though the classmarks for it are not available in shops.\\\
In the original game, non-chaotic male and female units can become Warlocks and Sirens respectively. Though the specialties of both class make them DistaffCounterpart versions of Witches and Wizards at first glance, their additional attributes and stats make them superior mages.



* KickingAssInAllHerFinery: The generic Siren wears a fur necked jacket over their dress.

to:

* AwesomeButImpractical: Like Wizards, Sirens can cast apocrypha spells to heavily damage all units on screen, but doing so will also hurt their own allies in the process. This trope is deliberately averted with Warlocks as their draconic spells are safe to use despite costing more MP.
* BadassBookworm: The Warlock is described as this due to their academic knowledge.
* CombatHandFan: Sirens can use fans as their preferred weapon, but only one type of fan exists in the game and it does not help raise their intelligence levels at all.
* CooldownManipulation: Similar to Witches, Warlocks can manipulate the flow of battle to their advantage with Quick, Slow Move, and Paradigm. It also helps that these spells have a 100% success rate.
* DifficultButAwesome: Warlocks and Sirens require constant MP to be able to function effectively in battle. For Warlocks, it becomes less of an issue thanks to the Charge spell.
** Warlocks in particular are more tricky to use as their debuff spells are less likely to land due to the class's less-than-stellar dexterity growth. While raising them as a Ninja beforehand might help with that, doing so compromises their potency in dealing massive damage with offensive draconic spells.
* FourElementEnsemble: Sirens can use the power of the four elements to harm foes just like Wizards.
* ElementalPowers: The Warlock class gains access to four draconic spells that damage every foe on screen and inflict additional effects for good measure.
** BlowYouAway: [[ShockAndAwe Tempest]] conjures swirling bolts of lightning to strike down enemies while [[WeatherManipulation worsening the weather]].
** DishingOutDirt: [[ColonyDrop Asteroid]] sends down a massive meteor to crush opponents while [[DamageReduction lowering their attack power]].
** MakingASplash: [[KillItWithIce Mute]] causes the moisture in the air to freeze and shatter, damaging targets and [[TheParalyzer leaving them stunned]].
** PlayingWithFire: [[KillItWithFire Wipe Out]] produces a massive conflagration that engulfs foes, then [[SaltTheEarth burns grass tiles]] to help reveal whatever buried treasure they hide underneath.
* FriendlyFireproof: The Warlock's offensive draconic magic can distinguish friend from foe, so it's safer to use them compared to the apocrypha spells.
* HotWitch: Sirens exemplify this trope in a more glamorous way than Witches.
* KickingAssInAllHerFinery: The generic Siren wears a fur necked jacket [[PrettyInMink fur-necked jacket]] over their dress.dress.
* LadyOfBlackMagic: The Siren class is basically this trope.
* LinearWarriorsQuadraticWizards: Both classes become extremely powerful units once they gain access to certain spells. For Warlocks, they turn into crowd clearers once equipped with draconic spells like Wipe Out or Tempest. For Sirens, they turn into focused damage dealers with SummonMagic which becomes available near the end of the third chapter.
* LongHairedPrettyBoy: Compared to the old-looking Wizards, Warlocks are clean-shaven and attractive to boot.
* MagicStaff: Both classes benefit immensely from wielding staves to boost their magic power. For Warlocks in particular, they can utilize the effects of elemental staves to help compensate for their lack of offensive power until draconic magic becomes available.
* MarionetteMaster: Warlocks fulfill this trope on account of their innate power over Golems.



* NeverBareheaded: Warlocks are rarely seen without their headbands on.
* NotTheIntendedUse: Due to their low dexterity, Warlocks are not as proficient in debilitating foes with debuffs compared to Witches and Swordmasters. Instead, their superior mentality makes them perfect wielders of elemental staves and rings as those pieces of equipment can invoke damaging skills like Wind Shot to damage single targets. This gives the class a means to fight offensively until they gain access to draconic spells.
* OldMagic: The Warlock class is the only generic unit that can utilize dragonic magic which serves as a {{Precursor}} to the other schools of magic.
* PrestigeClass: An odd example since Warlocks and Sirens function almost similarly to Witches and Wizards respectively.
* {{Reincarnation}}: One of the Warlock's draconic spells can do this to undead targets which revert them back to level 1 while retaining whatever stats they originally had. Players can abuse this spell to turn characters into game-breaking units, though doing so has a risk of lowering their loyalty.
* SacrificialRevivalSpell: The Warlock's Entify spell invokes this to save one unit through self-sacrifice. As such, it's considered a UselessUsefulSpell by most players.
* ShootTheMageFirst: Both Warlocks and Sirens are easy prey to Archers due to their [[SquishyWizard low defenses]], so positioning them is important especially in areas where the player lacks a height advantage.
* SuperEmpowering: The Warlock class can empower any friendly Golem within 3 tiles. This effect can be compounded with multiple Warlocks nearby.
* WeatherManipulation: Warlocks can do this with the Storm spell at their disposal.



* AllYourPowersCombined: The remake's version of Warlocks and Witches combines the abilities of their previous counterparts together into one cohesive class.
* AntiArmor: Warlocks and Witches can outright cancel an enemy golem's Gordian Lock effect using their Gordian Key skill. They are also able to strengthen an ally's damage output against golems with the Golem's Bane skill which has a hefty TP cost in the PSP remake, though ''Reborn'' makes it easier to activate.
* AwesomeButImpractical: While their offensive draconic magic can deal damage comparable to the apocrypha spells, the constant usage of Wyrm Gems in the PSP version limits their usefulness in battle. ''Reborn'' averts this by simply requiring the caster to have enough MP like in the original game.
* BadassBookworm: They play the part even more now that spellbooks are actual weapons for them to equip.
* CooldownManipulation: Warlocks and Witches have access to spells that affect speed like Torpor and Dominate, though the effectiveness of these spells depend on how high their mind stats are.
* ElementalPowers: They can cast the same set of elemental spells available to Wizards and Enchantresses. However, the PSP version requires units to master the skills of the basic spellcaster class before turning into a Warlock or Witch, making it an example of RequiredSecondaryPowers.
* EvilCounterpart: Loremasters are [[EvilSorcerer evil mages]] who have a peculiar hobby of [[FlayingAlive taking human skin]] and using them as [[GenuineHumanHide covers]] for their [[TomeOfEldritchLore spellbooks]].
* InASingleBound: Their Springboard spell allows units to move to an adjacent tile regardless of elevation differences.



* LightEmUp: Aside from Familiars, Warlocks and Witches are the only generic spellcasters who can use light magic, particularly basic offensive spells like Spiritsurge and Judgement. Some of their draconic magic are also holy in nature. Although light elemental versions of this class are a novelty at best, ''Reborn'' makes them perfectly viable.
* LinearWarriorsQuadraticWizards: Somewhat downplayed due to their constant need for Wyrm Gems in casting draconic magic. ''Reborn'' plays it straight by removing that requirement entirely.
* MarionetteMaster: The remake gives this class a wider array of skills to better control golems and unleash their true potential. Not only can they manipulate hostile golems into serving them, they also have the means of neutralizing the threat they pose through certain abilities.
* TheRedMage: Warlocks and Witches have access to beneficial spells that heal and buff allies.
* RegeneratingMana: Like many spellcasters, this unit is able to regenerate MP faster with Meditate which becomes innate to them in ''Reborn''. They also have access to Drain Mind and staves that restore MP.
* StatusBuff: In contrast to Wizards and Enchantresses, Warlocks and Witches are capable of buffing allies with some of their draconic spells.
** AntiMagic: Negate Spell allows the target to block an offensive spell once.
** GradualRegeneration: Gift of Renewal grants renewal to a single ally, gradually replenishing their health for a set amount of time. Notably, it has no effect on undead units.
** HolyGround: Holy Shield bestows a target with the sanctified buff which repels undead units away from them by one tile.
** ImprobableAimingSkills: Ballistics enhances an ally's indirect hit accuracy, though it was removed in ''Reborn'' due to its dubious use.
** MagicEnhancement: Gift of Restoration and Enlighten augment the target's healing and spellcasting capabilities, though they have been removed in ''Reborn''.
** NoSell: Nullify Strike enables the target to be immune against a physical attack once.
** NonchalantDodge: Dodge Blades improves an ally's ability to doge physical hits, but ''Reborn'' omits it entirely.
** ResistantToMagic: Phantom Shell raises a target's resistance against magic, but has been deemed unnecessary enough for removal in ''Reborn''.
* SuperEmpowering: This class can empower golems like in the original game, but it now requires activating the Empower Golem skill which costs 70 TP. And since TP can only be replenished over time or through physical damage, Warlocks and Witches are unlikely to trigger the skill as early as they need to. ''Reborn'' fixes that by turning it into an auto skill.
* {{Teleportation}}: Teleport can be used to move allies independent of their own turn, though the spell has been sufficiently [[{{Nerf}} nerfed enough]] to prevent it from being a game-breaker.
* ThrowTheBookAtThem: Warlocks and Witches are one of the few generic units capable of wielding spellbooks to whack enemies with. This weapon type even comes with some interesting finishers, though they are far more useful in ''Reborn'' due to higher damage values.
** BoulderBludgeon: Disembrain directs a large rock at the target's head, dealing [[DishingOutDirt earth damage]] to them instantly.
** CastingAShadow: Devastate summons a magic circle that unleashes multiple phantoms flying out from it, inflicting dark damage on the target.
** RapidFireFisticuffs: Raging Pummel subjects the victim to multiple blows that leave them [[CorrallingVacuum leadened]].
** RoaringRapids: Eviscerate conjures the illusion of a waterfall to hurt the victim twice in a row.
* TurnUndead: Starfall exorcises any undead unit it finishes off. This effect also applies to stilled undead foes with the first tier of the spell being slightly cheaper than Exorcism II.
* UselessUsefulSpell: Their Sacrifice spell can be considered as this for some players.
* YinYangBomb: ''Reborn'' allows Warlocks and Witches to wield both light and dark magic simultaneously.



Any human can turn into this class.
[[/folder]]

[[folder:Lich]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/lich_4.png]]
[[caption-width-right:250:Male Lich and Female Lich]]
->''[[OurLichesAreDifferent A mage possessing a ring of the dead]], as well as a [[TheArchmage great deal of magical power]].''
-->-Description
Any human can turn into this class. In ''Reborn'', winged folk are also able to become Liches.

to:

Any An advanced spellcaster with power over the dead, their unique magic and abilities revolve around supporting undead units or inflicting rare status ailments on foes. Previously an exclusive class for Nybeth in the original game, any human can turn into this class.
[[/folder]]

[[folder:Lich]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/lich_4.png]]
[[caption-width-right:250:Male Lich and Female Lich]]
->''[[OurLichesAreDifferent A mage possessing
a ring of Necromancer once Cressida joins the dead]], as well as a [[TheArchmage great deal of magical power]].''
-->-Description
Any human can turn into this class. In ''Reborn'', winged folk are also able to become Liches.
party.



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

to:

Tropes pertaining to * AnimateDead: One of their more useful skills is named after this trope.
* BackFromTheDead: This is their main schtick. They can revive incapacitated units as zombies with
the Lich Living Corpse spell or awaken stilled undead with the Animate Dead skill.
* BadPowersBadPeople: While most Necromancers
in the original game:
----
Tropes pertaining
story revel in their ability to command the Lich in both dead, a select few take up the profession for benevolent or misguided reasons.
* BloodMagic: In
the PSP remake version, necromancy spells require the use of preserved organs like Bloodied Ventricles and ''Reborn'':Dried Eyestems to activate. This is no longer the case in ''Reborn''.
* CastingAShadow: This particular unit clearly favors the dark element as many of their spells fall under its influence greatly. In ''Reborn'', most Necromancers are attuned to darkness by default which means spells like Word of Pain will do even more damage when used by them.
* CleavageWindow: The female Necromancer's cleavage can be seen, presumably to give her some room to breathe properly.
* TheDarkArts: Aside from being able to cast standard dark magic, Necromancers have a special menu of spells that they can only use.
* DifficultButAwesome: Like many spellcasting units, the Necromancer needs a constant supply of MP to cast their spells. While Life Force turns them into a self-sustaining caster, they also need an ample supply of necromancy reagents in the PSP version.
** Their classmarks are also difficult to come by as only one enemy in the Palace of the Dead drops them so long as Cressida has been registered as a recruited character within the game's World system.
* ElementalPowers: They can cast other schools of magic besides dark, though light spells are barred from them for obvious reasons.
* EnemySummoner: Some enemy necromancers can call for [[{{Mooks}} reinforcements]] by casting the Summon Darkness spell. While normally annoying to deal with, veteran players can take advantage of it to kill more foes for their loot or conveniently recruit non-human units.
* EvilCounterpart: They have one in Witch Kings and Queens, magic users who happen to be [[EvilerThanThou more vile]] than your average Necromancer. Their power is said to inspire [[TheDreaded equal parts fear and respect]].
* EvilSorcerer: How they tend to be viewed as by the majority of people in the story.
* FaceFramedInShadow: The female Necromancer's [[MysteriousVeil dark-colored veil]] obscures her facial features slightly, giving her an air of mystery.
* FragileSpeedster: Compared to other casters, the Necromancer is almost as fast as the Ninja class due to their low wait turn.
* HealingHands: They are able to do this for undead allies using the Putrify spell, though caution is advised as it can also damage living units.
* TheHeretic: Due to the Order of Philaha's influence throughout Valeria, Necromancers tend to be abhored and vilified by the people. However, that hasn't stopped the Galgastani and Bakram from employing them for their own purposes.
* HolyGround: Necromancers can simulate this effect with the Consecrate Dead skill to keep stilled units from rising up. It can only be undone by activating Animate Dead on the target.
* InTheHood: The male Necromancer dons a white hood that shows off some of their long hair.
* LateCharacterSyndrome: The earliest time a Necromancer can be recruited is in the second half of the Law route's third chapter where Xaebos is accompanied by one. Otherwise, the player will need to recruit Cressida in Chapter 4 before they can even get Necromancer classmarks.
* LifeDrain: Played with by their Life Force spell which drains health from foes and converts the amount into MP for the user. In some ways, it can be more useful than Drain Mind.
* MagicStaff: Being a dedicated spellcaster, Necromancers prefer wielding cudgels.
* NeverBareheaded: The male Necromancer wears a hood while the female Necromancer has a crown.
* PimpedOutDress: The female Necromancer's dress is elegant and ornate with the long ballroom skirt covering her legs.
* PrestigeClass: Serves an alternate upgrade for Wizards and Enchantresses.
* RegeneratingMana: While this class is capable of using Meditate to accelerate their MP regeneration, they can restore it much faster with the Life Force spell.
* RequiredSecondaryPowers: Like with Warlocks and Witches, some of the skills to augment a Necromancer's true potential can only be gained by training as a Wizard or Enchantress beforehand. ''Reborn'' does away with that by providing each class with the skills they need right from the start.
* ReviveKillsZombie: Inverted by their Putrify spell which heals the undead and can potentially kill the living.
* ScrewThisImOuttaHere: The Black Plume spell enables Necromancers to flee from battle if they happen to be in grave danger.
* SquishyWizard: Like most spellcasters, Necromancers are not very durable against physical hits.
* StatusInflictionAttack: Similar to Wizards, Necromancers can use dark utility spells to debuff foes from a distance. However, some of their necromancy spells inflict unique ailments.
** AntiRegeneration: Brainrot debilitates the target's ability to heal themselves or other people effectively. While useful on Clerics, its usage is situational at best.
** CharmPerson: [[MadLove Tainted Love]] places the victim under a spell that causes them to side with the caster for several turns. Works similarly to the charm debuff, but has an added effect of lowering the target's loyalty over time, making it useful for recruiting foes once they come back to their senses.
** MaximumHPReduction: The {{Curse}} spells inflict a variety of ailments meant to reduce the target's HP, MP, or both at the same time. In ''Reborn'', the spell series has been retooled to inflict the cursed debuff on multiple foes with tier level determining how many units amy be targeted.
** MoneyToThrowAway: Prodigize is an enemy-only spell that causes victims to move on their own and [[MoneyToThrowAway throw away sums of Goth]] per turn. This can be disastrous for the player's war funds if not stopped in time. ''Reborn'' removes it from the Necromancer's spell list.
** TheParanoiac: Breed Suspicion is an enemy-only spell that makes units paranoid towards their side, causing them to reject healing effects while dealing more damage to foes. ''Reborn'' removes it entirely.
* UselessUsefulSpell: Their Phantom Pain and Styx Shift spells are this, being only useful for certain situations that don't always occur even for inexperienced players.
** They also have useless skill in Condemn which doesn't do much against enemy units since the computer is never given opportunities to resurrect living allies anyway.
* {{Teleportation}}: Necromancers can move incapacitated or stilled units to their location with the Styx Shift spell, though it's not particularly useful unless a Cleric is nearby to revive others.
* ThisLooksLikeAJobForAquaman: This class is meant to handle the undead. They even have a recruiting skill that allows them to turn enemy Skeletons and Ghosts into allies.
* TurnUndead: Their Banish spell can reduce stilled undead units into dust. While not as efficient as the Cleric's Exorcism II spell, it has a 100% hit rate regardless of the user's stats.
* WhiteMaskOfDoom: Male Necromancer wear masks to protect themselves from the scent of dead bodies or to help obscure their identities. It also gives them something of a creepiness factor.



[[folder:Divine Knight]]
->''A mage-knight [[AngelicTransformation reincarnated through the use of an ensanguined rood]], returning with [[LightEmUp powerful magic]] at their disposal.''

to:

[[folder:Divine Knight]]
->''A mage-knight [[AngelicTransformation reincarnated through
[[folder:Lich]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/lich_4.png]]
[[caption-width-right:250:Male Lich and Female Lich]]
->''[[OurLichesAreDifferent A mage possessing a ring of
the use dead]], as well as a [[TheArchmage great deal of an ensanguined rood]], returning with [[LightEmUp powerful magic]] at their disposal.magical power]].''



Any skeleton and ghost can turn into this class.

to:

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



Tropes pertaining to the Angel Knight in the original game:

to:

Tropes pertaining to the Angel Knight Lich in the original game:



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

to:

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



!!Unique Classes

[[folder:Lord]]
->''Title given by the Order of Philaha to those deemed worthy of carrying the mantle of Valerian rule. Their power is largely a factor of their past achievements.''

to:

!!Unique Classes

[[folder:Lord]]
->''Title given by
[[folder:Divine Knight]]
->''A mage-knight [[AngelicTransformation reincarnated through
the Order use of Philaha to those deemed worthy of carrying the mantle of Valerian rule. Their power is largely a factor of an ensanguined rood]], returning with [[LightEmUp powerful magic]] at their past achievements.disposal.''



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

to:

A class unique to Denam that Any skeleton and ghost can be obtained in Chapter 4 if Catiua is not recruited again.turn into this class.



* 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.

to:

* MagicKnight: In Tropes pertaining to the Angel Knight in the original release, game:
----
Tropes pertaining to
the Lord had limited access to Divine Magic, specifically healing magic. The Knight in both 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.
''Reborn'':



[[folder:Princess]]
->''Only one deemed to be the rightful heir to the Valerian Kingdom may become princess. The Princess serves as a mage-knight on the front lines to fight for peace in her kingdom.''

to:

[[folder:Princess]]
->''Only one
!!Unique Classes

[[folder:Lord]]
->''Title given by the Order of Philaha to those
deemed to be worthy of carrying the rightful heir to the mantle of Valerian Kingdom may become princess. The Princess serves as rule. Their power is largely a mage-knight on the front lines to fight for peace in her kingdom.factor of their past achievements.''



One of Catiua's three unique classes, obtained in Chapter 4 is she is recruited again.

to:

One of Catiua's three A class unique classes, to Denam that can be obtained in Chapter 4 if Catiua is she 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.



[[folder:Priest]]
->''A venerated cleric well-versed in matters of the spirit. Noted for their ability to use offensive divine magic.''

to:

[[folder:Priest]]
->''A venerated cleric well-versed in matters of
[[folder:Princess]]
->''Only one deemed to be
the spirit. Noted rightful heir to the Valerian Kingdom may become princess. The Princess serves as a mage-knight on the front lines to fight for their ability to use offensive divine magic.peace in her kingdom.''



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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One of Catiua's three unique classes. She starts and stays as this class for the entire time classes, obtained in Chapter 4 is she is a guest character.recruited again.



[[folder:Dark Priest]]
->''An evil priest who uses the power gained through their devotions to wield elemental and dark magic. Named both for their appearance and their nature.''

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[[folder:Dark Priest]]
->''An evil priest who uses
[[folder:Priest]]
->''A venerated cleric well-versed in matters of
the power gained through their devotions to wield elemental and dark magic. Named both spirit. Noted for their appearance and their nature.ability to use offensive divine magic.''



One of Catiua's three unique classes. Playable in the PSP remake and ''Reborn'', it is a darkness-themed counterpart to her Princess class.

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One of Catiua's three unique classes. Playable in She starts and stays as this class for the PSP remake and ''Reborn'', it entire time she is a darkness-themed counterpart to her Princess class.guest character.



[[folder:Ranger]]
->''A wandering warrior adept in the use of a wide range of martial skills. Particularly good at taking out specific targets. Rangers perform well in all manners of situations.''

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[[folder:Ranger]]
->''A wandering warrior adept in
[[folder:Dark Priest]]
->''An evil priest who uses
the use of a wide range of martial skills. Particularly good at taking out specific targets. Rangers perform well in all manners of situations.power gained through their devotions to wield elemental and dark magic. Named both for their appearance and their nature.''



Vyce's unique class when he returns to the party late in the Lawful Route's third chapter. Also available to Azelstan in the PSP remake and ''Reborn''.

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Vyce's One of Catiua's three unique class when he returns to the party late in the Lawful Route's third chapter. Also available to Azelstan classes. Playable in the PSP remake and ''Reborn''.''Reborn'', it is a darkness-themed counterpart to her Princess class.



[[folder:Shaman]]
->''An oracle serving the many gods of Valeria, shamans are adept at wielding elemental magic.''

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[[folder:Shaman]]
->''An oracle serving the many gods of Valeria, shamans are
[[folder:Ranger]]
->''A wandering warrior
adept in the use of a wide range of martial skills. Particularly good at wielding elemental magic.taking out specific targets. Rangers perform well in all manners of situations.''



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

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An unlockable Vyce's unique class for when he returns to the Phoraena sisters party late in the Chaotic and Neutral Routes. Lawful Route's third chapter. Also available for Deneb Rove and Iuria Wolph to Azelstan in the PSP remake and ''Reborn''; the latter version also makes it unlockable on the Lawful route.''Reborn''.


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[[folder:Shaman]]
->''An oracle serving the many gods of Valeria, shamans are adept at wielding elemental magic.''
-->-Description
An unlockable unique class for the Phoraena sisters in the Chaotic and Neutral Routes. Also available for Deneb Rove and Iuria Wolph in the PSP remake and ''Reborn''; the latter version also makes it unlockable on the Lawful route.
----
[[/folder]]
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* BrutishCharacterBrutishWeapon: Axes allow them to perform powerful [[AnIcePerson ice]] or [[DishingOutDirt earth]] elemental finishers.

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* ** BrutishCharacterBrutishWeapon: Axes allow them to perform powerful [[AnIcePerson ice]] or [[DishingOutDirt earth]] elemental finishers.

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* {{Mooks}}: They usually serve this role from a storyline perspective with Soldiers in particular being treated as low-leveled guards or messengers.

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* {{Mooks}}: They usually serve this role from a storyline perspective with Soldiers in particular being treated as low-leveled guards or messengers. From a gameplay standpoint, they are typically fought early on during the first chapter, seldom appearing in later battles as the enemy gains access to more advanced classes.


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* SuperSwimmingSkills: One advantage the Amazon has over the Soldier. While it may not mean much at first glance, it does give them a slight edge in battles dominated by watery terrain.


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* BrutishCharacterBrutishWeapon: Axes allow them to perform powerful [[AnIcePerson ice]] or [[DishingOutDirt earth]] elemental finishers.
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** AnAxeToGrind: Axes allow them to perform powerful [[AnIcePerson ice]] or [[DishingOutDirt earth]] elemental finishers.
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** In the PSP remake, a unit's alignment determines whether or not they'll hit back an ally for attacking them. To sum it up, lawful units will [[FightingBackIsWrong never hurt back their allies]], neutral units [[SuddenPrincipledStand will sometimes fight back]], and chaotic units [[PayEvilUntoEvil will always retaliate no matter what]].

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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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A class that specializes in handling monster units, they have the ability to both tame and empower them in battle. Outside of that, they can double as somewhat effective fighters, though their mediocre stats keeps them from overshadowing more dedicated combatants in the front lines. Any human and winged folk can turn into this class. In ''Reborn'', faeries are also able to become Berserkers.Beast Tamers.\\\
In the original version, men could only become Beast Tamers, though they lack the ability to enhance dragons. Meanwhile, the female class line has exclusive access to Dragon Tamers who are rather frail in contrast to their male counterpart.


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* BaldHeadOfToughness: Like their ''VideoGame/OgreBattle'' counterparts, Beast Tamers in this game are mostly bald with white sideburns and a beard.
* TheBeastmaster: Beast Tamers have the ability to innately empower beast units like Gryphons and Cockatrices within 3 tiles.
* DragonTamer: Similar to their male counterpart, the Dragon Tamer is able to empower dragons and lizards within 3 tiles.
* GenderFlip: Oddly enough, Dragon Tamers were exclusively male in ''VideoGame/OgreBattle'' before being made into a female-only class.
* GenderRestrictedAbility: While male and female units cannot gain access to dragon and beast supports respectively through changing classes, they can bypass this trope by equipping certain items instead.
* GlassCannon: The Dragon Tamer's decent strength is offset by their poor vitality growth, meaning they won't be able to take much damage in the front lines compared to Beast Tamers.
* HeroesPreferSwords: Dragon Tamers prefer using swords to take down foes, though players may opt to equip them with spears or bows due to their poor defenses.
* JackOfAllStats: If you can ignore their poor defense parameters, Dragon Tamers have more or less average stats with a slightly stronger emphasis on mentality.
* MagicKnight: Although Dragon Tamers share the same set of spells with Valkyries, their slightly lower intelligence means they won't be as effective with it. However, it may be possible to avert that by raising them as Sirens or Witches if you plan to have hybrid casters with dragon support capabilities.
* MaleMightFemaleFinesse: The male Beast Tamer has stats geared more towards physical prowess and durability to keep up with nearby beasts while the female Dragon Tamer is more useful in hampering foes from a distance while providing support to dragons close by.
* MightyGlacier: Despite being a basic male class, the Beast Tamer offers excellent strength and vitality to the player's units. However, their speed is among the lowest.
* NotTheIntendedUse: Due to their high mentality growth, both Beast Tamers and Dragon Tamers can deal heavy damage using offensive skills from certain items, particularly the rare elemental rings found buried in certain areas.
* OutsideTheBoxTactic: While the player is only allowed to deploy up to two monster units in battle, no one said anything about bringing more than one tamer class to compound the effects of the beast or dragon support effects.
* SuperEmpowering: Both classes have one as an innate passive, but for different species of monsters.
* SuperSwimmingSkills: Dragon Tamers can easily move through water tiles on account of their former training as Amazons.
* WhipItGood: The Beast Tamer is the only generic class that prefers whips. Although the weapon type itself is lighter in general and allows users to bypass counterattacks from more direct combatants, it cannot pierce through multiple units like spears can.


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* AdaptationalAttractiveness: The male Beast Tamer is no longer bald or bearded in the remake. Instead, they're more like [[{{Hunk}} Hunks]] with a PermaStubble.
* AdaptationalCurves: The female Beast Tamer's curves are a bit more pronounced in the official artwork.
* AllYourPowersCombined: This class combines both the original Beast Tamer's affinity for beasts and Dragon Tamer's expertise with dragons.
* BadassesWearBandanas: Male Beast Tamers wear one for protection against the weather.
* BrutishCharacterBrutishWeapon: Beast Tamers generally make use of weapons favored by powerhouse units like Warriors and Berserkers, though they somewhat subvert expectations by being able to wield bows and blowguns as well.
* CripplingOverspecialization: Due to their role in handling both beasts and dragons, rarely will players ever deploy them if they happen to lack either species in their battalion. ''Reborn'' somewhat averts this by giving them the ability to [[ThrowDownTheBomblet throw bombs from a distance.]]
* {{Curse}}: ''Reborn'' gives Beast Tamers access to a special whip from the Palace of the Dead that inflicts this particular ailment on targets, though it prevents them from being recruited once in effect.
* EvilCounterpart: [[PowerFist Iron Fists]] (called Iron Grapplers in the Japanese version) are [[NoHoldsBarredBeatdown merciless fighters]] who happen to be well-versed in various forms of killing. May also count as an AnimalAssassin due to their handling of monsters including those that cannot be normally tamed by the player.
* {{Foil}}: They serve as one for Dragoons who kill monsters rather than tame them.
* ItemCaddy: In ''Reborn'', Beast Tamers become effective item users due to being given the Lobber skill which enables them to toss supplies from a safe distance. This makes them a top priority for disposal as they can potentially undo any damage made to stronger units.
* MasterOfNone: Outside of their monster-based skills, Beast Tamers are somewhat mediocre as damage dealers.
* NavelDeepNeckline: The male Beast Tamer wears one that shows off their taut muscles.
* NecessaryDrawback: Due to ''Reborn'' limiting the amount of skill slots to 4, most players tend to make their Beast Tamers focus on handling either beasts or dragons, not both at the same time. Doing otherwise means compromising on other aspects like weapon proficiency.
* NoSell: Repel Beast and Repel Dragon enable this class to evade all attacks done by beasts and dragons respectively for one turn. Although these skills required a ton of TP to activate in the PSP version, ''Reborn'' makes them easier to use due to being turned into auto skills. For players looking to recruit monsters of their own, both repel abilities are a must-have especially in higher-leveled battles.
* RangedEmergencyWeapon: The PSP version allows Beast Tamers to use a variety of thrown weapons in battle. While they do inflict a good amount of damage, these weapons are used more effectively by enemy Beast Tamers who tend to have a much larger supply than players typically do. ''Reborn'' does away with thrown weapons and replaces them with the Lobber skill instead.
* SpeaksFluentAnimal: Due to their experience in handling beasts and dragons, the Beast Tamer class has two separate recruiting skills for each species.
* SuperEmpowering: Beast Tamers have the ability to empower a beast or dragon's damage output like in the original game. However, they must constantly activate either Empower Beast or Empower Dragon to make this happen. While the PSP version requires the player to accumulate 70 TP in order to utilize them, ''Reborn'' simplifies the process by making both skills trigger randomly if equipped. The higher their skill levels are, the wider their effect ranges will be. This means a single Beast Tamer will be able to empower several beasts or dragons simultaneously, enabling them to rip through hordes of foes more efficiently.
* ThisLooksLikeAJobForAquaman: Need a unit that can coax beasts or dragons into serving you? Well look no further than the Beast Tamer class.
* ThrowDownTheBomblet: Can do this almost exclusively in ''Reborn'' thanks to their new Lobber skill. And with elemental shots being more devastating this time around, they can greatly soften up enemy groups to aid front line units.
* WhipItGood: The whip continues to be the Beast Tamer's preferred weapon which now comes with a nice array of finishing moves.

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* 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.

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


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* KickingAssInAllHerFinery: The generic Siren wears a fur necked jacket over their dress.
* MinidressOfPower: The generic Siren wears a minidress under their furred jacket. Their redesign in the remake just makes the dress ''tight''.


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* LegFocus: The Witch redesign in the remake gives them surprisingly thicker thighs.

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* 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.

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* 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.
* BanditMook: The majority of enemy Rogues encountered in the story are either [[BlatantBurglar highwaymen]], [[BountyHunter headhunters]], or [[HiredGuns mercenaries]]. Rarely will players ever see them be employed by the Galgastani or Bakram.
* BlowGun: Like Ninjas, they can equip blowguns to deal a variety of status debuffs to weaken enemies.
* BlowYouAway: Notably enough, the Rogue benefits more from utilizing the Augment Air skill than any other melee class due to their Sparagmos skill and gaining access to the first dagger finisher. It also helps that the Pinion Blade, one of the best daggers out there, is an air elemental weapon.
* BootsOfToughness: Rogues wear high boots that cover up most of their legs to travel more efficiently.
* BowsVersusCrossbows: A bit more lopsided than most other examples as Rogues can equip just about any crossbow available while two-handed bows are barred from them. If players want them to utilize bow finishers, they will have to contend with equipping one-handed bows that usually deal less damage.
* CombatHandFan: As light-armored units, they can only wield fan-type hammers.
* CoversAlwaysLie: Despite their official artwork portraying them with swords, Rogues cannot actually use them in-game.
* DeviousDaggers: The main melee weapon that Rogues could use, and by God could they be ''beasts'' with them. While dagger finishers aren't exactly the most flashy or damaging, a number of them do have useful effects.
** CleanCut: Double Fang unleashes arcing slashes that hit foes twice.
** TheParalyzer: Shadowpin effectively binds a target to the ground, preventing them from moving.
** RazorWind: Heart Crusher sends out a cyclone that inflicts air elemental damage to the opponent.
** StarPower: Overwhelm sends out starry projectiles that deal piercing damage towards the victim.
* DifficultButAwesome: Despite boasting the highest speed in the remake, Rogues are far from powerhouse units early on. They only become more viable in the front lines if they have more than enough dexterity to deal heavy damage with their daggers. Even then, players will sometimes have to rely on HitAndRunTactics to avoid getting creamed by stronger opponents.
** Even their classmarks are a bit more difficult to come by as they can only be acquired from other Rogues or at [[SecretShop Deneb's shop]].
* EvilCounterpart: [[TheGrimReaper Grim Reapers]] are [[{{Sadist}} sadistic killers]] who love to [[ColdBloodedTorture inflict pain]] on their victims so much that [[MercyKill death would be far more preferable]].
* EyepatchOfPower: The female Rogue wears one to inspire intimidation from her prey.
* FragileSpeedster: Like the Ninja class, Rogues will often have to rely on their natural agility to evade attacks rather than endure them directly.
** On another note, their Speedstar skill allows them to receive turns at a faster rate. In ''Reborn'', it becomes one of the more defining feature of Rogues now that it's been made into an auto skill.
* GraveRobbing: Rogues are more commonly encountered in the Palace of the Dead for this reason.
* HerdHittingAttack: Their Sparagmos skill causes them to unleash a powerful air attack on surrounding enemies.
* HonorAmongThieves: Most Rogues you encounter will tend to stick to their chosen faction out of a sense of loyalty. In ''Reborn'', it also serves as a convenient excuse on why they cannot be recruited.
* HumansAreDiplomats: In the PSP version, they have the ability to recruit faerie units with their roguish charms.
* ItemCaddy: ''Reborn'' loves to treat enemy Rogues as this as they tend to come with items to [[HealingHerb heal their allies]] or [[AntiDebuff remove common debuffs]] like [[MagicAntidote poison]] if necessary.
* JackOfAllTrades: In terms of versatility and utility, Rogues are almost unmatched. Their excellent speed ensures that they can act first to attack foes, set up traps, empower themselves via skills, etc. Rogues with Familiar skills are even more busted as they can further impede enemies with some of their amazing debuffs.
* LifeDrain: Rogues can use the offensive version of Lingering Kiss to both drain HP and reset the target's RT, though only imps and faeries normally gain access to it through their Familiar class.
* RegeneratingMana: They are one of the few classes to learn the Tactician skill which increases the amount of TP accumulated. This skill has since been removed alongside the TP system in ''Reborn''.
* NeverBareheaded: Rogues wear [[BadassesWearBandanas bandanas]] to both distinuish themselves on the battlefield and cover their head for minor protection.
* OutsideTheBoxTactic: It is possible for human Rogues to gain access to Familiar skills by turning zombified imps or faeries into skeletons with a Book of the Dead and having them reincarnate as a Divine Knight. And since Divine Knights are considered technically human, they can change back into a Rogue. This method is very convoluted due to the amount of backtracking involved, but it can be potentially worth the trouble.
* PowerFist: Players may choose to equip their Rogues with fists instead of daggers, though this prevents them from wielding shields to boost their weaker defense stats.


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* SleevesAreForWimps: The male Rogue plays this trope straight.
* StatusInflictionAttack: As Rogues, both faeries and imps can utilize debilitating Familiar skills more commonly associated with the latter.
* StickyFingers: While Rogues have the ability to steal items from foes, their chances of success are not particularly high and the items taken tend to be of little value. Even worse, raising the skill's level requires [[LevelGrinding tons of grinding]].
* TrapMaster: In the PSP version, Rogues have the ability to set up traps by using [[TarotMotifs tarot cards]]. Likewise, they can also disarm traps through a separate skill. The types of traps triggered depend on the card being used to set it up with some serving as a CallBack to the first ''VideoGame/OgreBattle'' game.
** AcidAttack: The Moon card smothers the target within a cloud of acid, dealing crushing earth damage to them.
** CastingAShadow: The Devil card conjures a dark explosion to devour the target, dealing crushing dark damage to them.
** CharmPerson: The Lovers card charms the target, making them hostile towards their side temporarily.
** DamageIncreasingDebuff: The Strength card makes the target more vulnerable to physical attacks.
** DamageReduction: The Hanged Man card lowers the target's physical attack power.
** ForcedSleep: The Hierophant card puts the target into a deep sleep.
** GravityMaster: The High Priestess card manipulates gravity to leaden the target.
** AnIcePerson: The Justice card overwhelms the target within an icy mist, dealing crushing ice damage to them.
** ManaBurn: The Chariot and World cards fully deplete the target's TP and MP respectively.
** TheParalyzer: The Empress card binds the target immediately, keeping them from making movements.
** PillarOfLight: The Judgement card sends down a beam of light on the target, delivering piercing light damage to them.
** PowerNullifier: The Temperance card places a silencing spell on the target.
** RazorWind: The Star card engulfs the target within a small cyclone, dealing slashing air damage to them.
** SchmuckBait: The Fool card disarms any traps made by the enemy's side beforehand.
** ShockAndAwe: The Hermit card hits the target with a bolt of lightning, dealing piercing lightning damage to them.
** StalactiteSpite: The Tower card encases the target within a sharp crystal, dealing slashing damage to them.
** StuffBlowingUp: The Sun card triggers a small-scale explosion below the target's feet, dealing crushing fire damage to them.
** TimeStandsStill: The Wheel of Fortune card halts the target's time, leaving them completely immobile for a few turns.
** UniversalPoison: The Death card poisons the target, causing them to lose health over time.
** WeakToMagic: The Magician card lessens the target's resistance to magic-based damage.
** WithMyHandsTied: The Emperor card shackles the target completely, preventing them from taking action.
* [[UselessUsefulSpell Useless Useful Skill]]: Their Treasure Hunt skill raises the quality of hidden items found in the battlefield, though this is hardly useful since the kind of items usually scavenged can be easily bought or crafted.
* VideoGameStealing: They are the only class that can do this, though the chances of getting a good item depends on their Steal skill's current level.
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* SuperReflexes: By far the most evasive class in the game with Archers and Swordmasters coming a close second.

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Any human can turn into this class.

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Trained to be quick and stealthy fighters, the Ninja and Kunoichi are best deployed for hindering foes through subversive means whether through applying status debuffs with laced weaponry or attacking them directly when they least expect it. In a pinch, their offensive ninjutsu spells can serve as a substitute for magic if players are unable to bring more dedicated spellcasters in battle. Any human can turn into this class.\\\
In the original game, male units with any alignment are able to become Ninjas. While more limited in what they can do compared to their modern counterparts, they move fast and can cast spells normally reserved for Wizards.


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* CultureEqualsCostume: The Ninja class is obviously taken from Japanese culture which doesn't make much sense in the game's European-like setting aside from perhaps CreatorProvincialism.
* DualWielding: Ninjas are one of the few generic units capable of attacking twice in a row provided they have two one-handed weapons on each arm. It should be noted that this trait is not as broken like in ''VideoGame/FinalFantasyTactics'' due to targets counterattacking in-between both attacks and each hit only dealing 70% of the user's full damage output. Plus, the Ninja class is not exactly a powerhouse unit to begin with.
* TheDragonslayer: One of their preferred weapons, a claw made from the nails of a Blue Dragon, has dragon slaying properties.
* EvilCounterpart: Dark Stalkers are a variety of monsters who feed on blood within the darkness of the abyss. Not only do these units have generally better stats than normal Ninjas, they can even move one tile further and have the ability to cast every spell in the game.
* FragileSpeedster: The Ninja is basically this. They act fast and have the fastest movement among the other classes, but their below average defense makes them easy targets on the front lines. Fortunately, being one of the most agile units means they can evade physical hits much easier.
* GlassCannon: A properly-raised Ninja can inflict heavy damage on a single foe, though they will never be as durable as other melee combatants.
* HighlyVisibleNinja: Most Ninjas you encounter are clearly visible to see, though the story somewhat subverts it by having them serve as spies or informants when not fighting for any faction. Also crosses over to TechnicolorNinjas at times.
* HitAndRunTactics: Players will often find themselves resorting to this when using Ninjas for melee combat.
* JackOfAllTrades: Ninjas are just as versatile as Valkyries, being able to support tank units via complementary attacks and disrupt enemy lines with offensive spells.
* MagicKnight: A Ninja can cast the same spells available to Wizards and Sirens. Although their average intelligence makes them close to a MagicallyIneptFighter, they are surprisingly more proficient with spells that rely more on accuracy like [[KillItWithFire Nova]], [[DesperationAttack Pain]], and [[PercentDamageAttack Dark Law]] due to being blessed with higher dexterity.
* NeverBareheaded: Ninjas are recognizable by the helmed hoods they normally wear when out on the battlefield.
* PoisonedWeapons: Late in the game, one of the rare claws this class can gain access to has the ability to poison foes on contact.
* StockNinjaWeaponry: Ninjas throw shurikens instead of stones for their unarmed indirect attacks. Compared to stone slinging, the trajectory of a shuriken tends to be more akin to a crossbow bolt's traveling arc.
* WalkOnWater: The Ninja class can naturally walk on water. Unlike swimming, this movement type is seen as a slight improvement since it allows units to get out of water panels faster especially if there's a greater difference in elevation.
* WolverineClaws: Ninjas deal more damage when equipped with claws, one of the more uncommon weapon types the game has to offer.


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* AlwaysAccurateAttack: On account of having high dexterity, Ninjas and Kunoichis generally have little trouble landing any hits on their opponents. However, some of their ninjutsu spells tend to miss especially if the target has higher mind stats. As such, their Concentration skill allows them to ensure that any offensive ninjutsu they unleash is 100% accurate.
* BlowGun: Though blowguns are not exactly the strongest indirect weapons in the game, many of them can inflict a number of status ailments like [[TheParalyzer stun]], [[CharmPerson charm]], [[UniversalPoison poison]], [[PowerNullifier silence]], or [[TakenForGranite petrify]]. When used together their [[StatusEffects status-inflicting ninjutsu]], they can potentially debilitate foes with two debuffs at the same time.
* BowsVersusCrossbows: Ninjas can wield one-handed bows or crossbows to snipe at enemies from afar. Giving them one can be a good idea as their debuff ninjutsu spells affect indirect hits.
* CombatHandFan: While the Ninja and Kunoichi class can technically wield hammers, the only ones they have access to are the Caldia Fan and Iron Fan, both weapons that inflict charm and stun respectively.
* CombatPragmatist: As a fragile unit with a wide range of options available to them, Ninja units are encouraged to level the playing field to their advantage by softening up targets, hampering enemy lines, and distracting foes if necessary.
* DualWielding: In ''Reborn'', the Ninja's ability to attack twice has been made into an equippable support skill. This is to ensure that players get to decide whether their Ninja should be a [[AttackAttackAttack more dedicated melee attacker]] or a [[SupportPartyMember support provider]].
* EvilCounterpart: Like in the previous game, Dark Stalkers serve as their netherworld counterparts. Fortunately, they're not as [[{{Nerf}} broken]] as their earlier incarnations.
* FragileSpeedster: They continue to be this in the remake, though the Steelstance skill helps mitigate their insufficient defense.
* InTheBack: In ''Reborn'', they are given the Back Attack skill which causes their melee hits to land more easily on targets. However, some players consider this [[UselessUsefulSpell unnecessary at best]] due to Ninjas and Kunoichis being quite accurate in their attacks already.
* JackOfAllTrades: This class is even more flexible than its previous counterpart due to the addition of ninjutsu and skills available to it. For instance, one player could decide to make a Ninja or Kunoichi with skills geared more towards dealing pure damage while another may opt to turn them into makeshift spellcasters.
* KatanasAreJustBetter: Ninjas and Kunoichis are the only generic units who can wield one-handed katanas. While not as powerful as their two-handed counterparts, they can deal impressive damage in the hands of a Ninja with the Double Attack skill. Many of their finishers also offer more range.
** CleanCut: Dark Blade and Swallow Slash invoke this trope with their graphical effects, though the former has better range while the latter hits twice.
** LightEmUp: Advent Sign unleashes a rain of divine energy to damage adjacent targets.
** LightningLash: Thunder Wave sends out a stream of lightning lashes to overwhelm a single enemy.
* MagicAIsMagicA: Their ninjutsu spells serve as this for the more orthodox magic used by spellcasters. They only require the consumption of specific catalysts in the PSP version while ''Reborn'' gives them MP costs instead.
* MagicallyIneptFighter: When up against more magic resistant foes, the Ninja's offensive ninjutsu spells won't do much damage against them unless their intelligence is significantly boosted through items or the spellcraft effect.
* NoSell: The Decoy spell allows them to nullify physical attacks once, though it interferes with the effects of items including restorative ones. Ninjas and Kunoichis have an annoying tendency to cast this spell on themselves first in the PSP remake, though this has been changed in ''Reborn'' due to the new AI's tendency to focus more on damaging opponents.
* NotTheIntendedUse: In the PSP version, the arcana for ninjutsu spells can be used more effectively by Wizards and other spellcasting units. And since ninjutsu becomes available early on in Chapter 2, it has the potential to break a good portion of the game.
* PoisonedWeapons: By applying ninjutsu to their weapons, Ninjas and Kunoichis are able to lace them not only with poison but with other substances that can numb or silence targets.
* ShowgirlSkirt: The Kunoichi wears a very short skirt that reveals her legs, most likely to allow for easier movements or to [[DistractedByTheSexy distract foes]].
* SmokeOut: ''Reborn'' allows Ninjas to do just this with Smoke Screen, a new auto skill that inflicts [[TemporaryBlindness falsestrike]] on foes adjacent to them.
* SpellBlade: Some of their ninjutsu spells function as this.
* StatusBuff: Ninjas and Kunoichis have access to certain ninjutsu that alter their movement patterns depending on the situation.
** InASingleBound: Leaping Monkey enables them to leap through high elevations by means of a [[HooksAndCrooks Grappling Hook]].
** WalkOnWater: Waterstep allows them to walk on water like they did in the original game.
* StatusInflictionAttack: A small number of ninjutsu spells can apply debuffs on the caster's weapon, though they cannot be used concurrently and will override one another.
** TheParalyzer: Benumb grants stun-bringer to the caster, causing their attacks to paralyze targets. They also have a more direct means of binding foes to the ground with Shadowbind.
** PowerNullifier: Bridle provides silence-bringer to the caster, enabling their attacks to silence enemies. This move alone makes them the bane of spellcasters everywhere provided they don't have skills that resist the debuff in question.
** UniversalPoison: Envenom bestows poison-bringer to the caster, allowing their attacks to poison opponents. In ''Reborn'', this spell is extremely effective for weakening targets with high HP.
* StockNinjaWeaponry: Aside from the usual shuriken for their indirect attacks, much of the Ninja's stock weaponry are used as reagents for their ninjutsu spells.
* SummonMagic: The offensive ninjutsu this class has functions similarly to summon spells, albeit with secondary damage properties that differ from one another.
** BlowYouAway: Calls a Wind Dervish to deal [[RazorWind slashing air damage]] on targets.
** DishingOutDirt: Conjures a Sand Spider to deal [[DeathFromAbove crushing earth damage]] on targets.
** AnIcePerson: Deploys a Rime Raven to deal [[StalactiteSpite piercing ice damage]] on targets.
** MakingASplash: Invokes a Water Tiger to deal [[MurderWater crushing water damage]] on targets.
** PlayingWithFire: Summons a Fire Snake to deal [[{{Fireballs}} crushing fire damage]] on targets.
** ShockAndAwe: Unleashes a Chimaera to deal [[ChainLightning piercing lightning damage]] on targets.
* TakingYouWithMe: Their Evanescence skill deals heavy damage to nearby enemies at the expense of the user's life. This should only be used if players are simply desperate or don't mind having an incapacitation tally to their record.

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

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Knights who specialize in slaying dragons and beasts, this unit is the antithesis of the Beast Tamer class when it comes to dealing with monsters. Against non-monster foes, they can still hold their own as powerful fighters on the front lines. Any human can turn into this class.\\\
In the original game, the Dragoon class was is only available to Neutral-aligned male units.



* ArmoredButFrail: Downplayed in that Dragoons have defense stats comparable to Knights, though they are not as tanky as Berserkers or Terror Knights.
* BladeOnAStick: While not their preferred weapon, some players will equip Dragoons with spears to damage dragons without being counterattacked or hit two dragons simultaneously.
* BoringButPractical: While Dragoons are technically versatile in terms of function, they are often deployed in battles where enemy dragons and lizards are abundant.
* DamageReduction: They are the only unit to have innate defense bonuses against dragons and lizards.
* TheDragonslayer: Plays this role quite perfectly. Not only can they inflict insane damage on dragons, their attacks also make quick work of lizards.
* HeroesPreferSwords: The Dragoon class has a strong preference for swordsmanship. They also benefit from certain swords that further augment their dragon slaying abilities.
* JackOfAllStats: Like Valkyries, their stats are somewhat balanced. However, it's clear they have a greater bias towards physical might.
* MagicKnight: Dragoons are able to cast the same spells used by the Valkyrie class to attack multiple foes from a distance, but...
* MagicallyIneptFighter: The class's intelligence stat is abysmal and their MP growth is nonexistent. At best, all they can do with their spells is harass foes before facing them directly. They can't even take advantage of weather changes due to being of the Neutral alignment.
* MightyGlacier: Against dragons and lizards, Dragoons tend to be sturdier than they normally are when up against other unit types. However, they may have some trouble dealing with Tiamats due to the latter's innate fear effect.
* NeverBareheaded: The Dragoon has a [[CoolHelmet dragon-shaped helmet]] adorned with two feathers on each side. One could even consider them the male counterpart of Valkyries appearance-wise.
* OutsideTheBoxTactic: One clever tactic to fully realize a Dragoon's potential is to give them the Firedrake Sword while ensuring that their element is [[PlayingWithFire fire]]. The unit's damage output is greatly boosted by the weapon's dragon slaying properties compounding the class's innate bonus against dragons and their elemental affinity augmenting the weapon's attack power. When used against a water elemental unit during hot weather, the amount of damage they can dish out can be rather obscene.
* PrestigeClass: This is the endgame class for Neutral Knights and Berserkers. When raised as the former, they will generally benefit from better hit rates. However, training them as the latter beforehand will help compensate for their weaker defenses.



* AlwaysAccurateAttack: The Dragoon's Dragonslayer and Beastslayer skills not only enable them to ignore the defense of dragons and beasts respectively, but also ensure that attacks will not be blocked no matter what. ''Reborn'' makes these two skills less expensive to activate, giving the class more chances to raise hell on monsters.
* AntiArmor: Their Dragon's Wound skill outright neutralizes the effects of Dragon Scale, enabling them to heavily damage dragons like they normally would.
* {{BFS}}: One of their preferred weapon types. Due to half of the weapon's finishers being able to inflict [[ShockAndAwe lightning]] damage, expect a unit wielding one to heavily ruin Flood Dragons and Octopi in ''Reborn''.
* BladeOnAStick: They are one of the few classes that can wield spears. This gives them access to the same finishers Rune Fencers and Valkyries make use of. Plus, the finisher Giga Tempest can be used in conjunction with the Dragonslayer and Beastslayer skills to devastate multiple monsters simultaneously.
* BowsVersusCrossbows: Due to their ability to wield two-handed crossbows, Dragoons can potentially deal lethal damage against dragons and beasts from a distance due to Dragonslayer and Beastslayer affecting indirect attacks and finishers as well despite what their official descriptions say.
* CombinationAttack: In ''Reborn'', they can initiate pincer attacks with other allied units nearby so long as they have the skill for it equipped beforehand.
* CripplingOverspecialization: While their ability to destroy dragons and beasts is invaluable, Dragoons don't have much going for them when dealing with non-monster units and golems. Sure, they can play the role of front line fighter well enough, but their lack of other specialties besides monster slaying becomes glaringly obvious.
* CrutchCharacter: In later chapters, these units are necessary for making battles riddled with monsters much easier.
* EvilCounterpart: They get one in the Crimson Uhlan, infantry units [[BloodSplatteredWarrior drenched in blood]] from [[ThereIsNoKillLikeOverkill continuously hacking their foes]]. They are notably the only human-type PaletteSwap to have a [[RedIsViolent red tone]] due to their constant bloodshed of victims.
* HeavyArmorClass: Similar to Knights and Terror Knights, they can equip heavy armor to bolster their defenses, though it also makes them slower to act.
* HoldTheLine: This class is able to block enemy units from moving past them with Rampart Aura. While the skill helps them keep Dragons at bay, it does not work on winged creatures like Gryphons or Cockatrices unless they've been leadened.
* HunterOfMonsters: In this version of the game, the Dragoon hunts not only dragons, but also mythical beasts such as Gryphons, Cockatrices, Octopi, and Cyclopes.
* JackOfAllStats: Their stats are rather balanced compared to other front line fighters. From a tactical standpoint, it means they won't shine as much as tank units or damage dealers against non-monster units.
* KnightlySwordAndShield: Similar to their previous incarnation, they can wield one-handed swords and shields just like Knights.
* StatusBuff: Dragoons can bestow their slaying abilities to nearby allies on a lesser scale with the Dragonsbane and Beastbane skills. While the amount of TP needed to activate these skills is unreasonably high, ''Reborn'' alleviates that problem by turning them into auto skills.



[[folder:Giant]]

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[[folder:Giant]][[folder:Cyclops]]
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* 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.

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* 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 Lawful route version of Chapter 2.



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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In the original game, the Knight class is only available for lawful Lawful and neutral Neutral male units. While useful in early parts of the story, they become less effective as more advanced classes become available.



In the original game, the Terror Knight class is only available for chaotic male units and requires a massive kill count on their part.

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In the original game, the Terror Knight class is only available for chaotic Chaotic male units and requires a massive kill count on their part.



The original game allows male units to become Berserkers provided their alignments are neutral or chaotic.

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The original game allows male units to become Berserkers provided their alignments are neutral Neutral or chaotic.Chaotic.



In the original game, the Swordmaster class is only available for lawful male units and functioned more like sword-carrying Ninjas with the added ability to cast debuff spells.

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In the original game, the Swordmaster class is only available for lawful Lawful male units and functioned more like sword-carrying Ninjas with the added ability to cast debuff spells.



In the original game, the Dragoon class was only available to neutral male units.

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In the original game, the Dragoon class was only available to neutral Neutral-aligned male units.



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 ''Reborn''.

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Vyce's unique class when he returns to the party late in the Law Lawful Route's third chapter. Also available to Azelstan in the PSP remake and ''Reborn''.



An unlockable unique class in the Chaos and Neutral Routes for the four Fornier sisters. Also available for Deneb Rove and Iuria Wolph in the PSP remake and ''Reborn''.

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

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* 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''.


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* 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''.

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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.

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Katana-wielding units who combine power and speed to overwhelm opponents. Their natural reflexes are the fastest among the many classes available, enabling them to both parry incoming attacks and target swift foes with general ease. They can also provide back-up support through their various war dances. Any human can turn into this class.\\\
In the original game, the Swordmaster class is only available for lawful male units.units and functioned more like sword-carrying Ninjas with the added ability to cast debuff spells.



* MagicKnight: Swordmasters in the original game had limited access to fire, earth, water, wind, dark, and dragon magic. Their naturally high dexterity made them ''perfect'' for trying to land the stun and petrify spells.

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* BoulderBludgeon: Instead of throwing normal stones from the ground like most playable units, this class tosses metallic balls called Accuse which travel in a wider arc similar to shuriken or crossbow bolts.
* CloseRangeCombatant: The Swordmaster is one of the few advanced male classes to specialize in this, though their below average defense may deter some players from even deploying them to the front lines.
* CombatMedic: They can serve this role with the [[HealItWithWater Heal Rain]] spell equipped.
* CripplingOverspecialization: This class has one of the highest dexterity growths to offer, but its low vitality stat means they will have to rely more on their agility to avoid hits rather than taking them directly.
* DualWielding: Like Ninjas, the Swordmaster class can hit twice in a row provided they have two one-handed weapons.
* {{Expy}}: Both the artwork and sprite for Swordmasters greatly resemble Alec Guinness, the actor who played Obi-Wan Kenobi from the original ''[[Franchise/StarWars Star Wars]]'' trilogy.
* ForceAndFinesse: Compared to the more brutish Dragoon and Terror Knight classes, Swordmasters place more emphasis on finesse in their fighting style.
* FragileSpeedster: While Swordmasters are as fast as Ninjas due to their excellent agility, they simply cannot withstand much physical damage. As such, they work better in providing support for sturdier units like Berserkers.
* GlassCannon: Although Swordmasters can inflict decent damage to foes, they constantly have to watch out for Archers or enemies with strong counterattacks.
* HeroesPreferSwords: True to their class moniker, the sword is their best and only tool.
* MagicKnight: Swordmasters in the original game had have limited access to fire, earth, water, wind, dark, and dragon magic. non-light supplemental spells. Their naturally high dexterity made makes them ''perfect'' for trying to land the stun Stun and petrify spells.Petrify spells on multiple foes.
* MasterSwordsman: This class fits the part well in terms of appearance.
* OldMaster: Similar to Wizards and Beast Tamers, they appear to be quite aged compared to some of the other male classes.
* ThePowerOfTheSun: Swordmasters, by virtue of being lawful units, perform at their peak when fighting during sunny weather. As such, veteran players will often equip them with fire or earth elemental swords to further augment their damage output.
** If equipped with two Firedrake Swords, this class can easily devastate both [[TheDragonslayer dragons and lizards]] just like Dragoons.
* PrestigeClass: While most players would assume that Knights serve as the stepping stone for this advanced class, it's actually Ninjas who fit that role better due to sharing more similarities to Swordmasters.
* StatusInflictionAttack: This class is capable of casting the same debuff spells utilized by Witches and Warlocks, though they can only equip one at a time. More often than not, players love taking advantage of their monstrous dexterity to immobilize foes with Stun or Petrify.



* DanceBattler: As part of their rebalancing in the PSP remake, Swordmasters were given their own brand of magic (War Dances) that focused more on buffs and debuffs than damage.
* {{Nerf}}: The PSP version got hit '''hard''' because they were so powerful in the original game. Their War Dances costed TP instead of MP and also required catalysts to use each time. ''Reborn'' ended up buffing the class, making War Dances cost MP and removing the need for catalysts.

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* AdaptationalAttractiveness: The artwork gives male Swordmasters a more youthful appearance and even removes the beard from their in-game sprites.
* AlwaysAccurateAttack: ''Reborn'' gives them the Falling Blade skill which allows them to inflict a CriticalHit without being subjected to counterattacks from the target.
* CloseRangeCombatant: While this iteration of the Swordmaster class is almost as fragile as its original counterpart, it now has a number of skills to compensate for that. Range-wise, they can only attack foes adjacent to them. Even their katana finishers suffer from this limitation.
* CombatMedic: They have two specific war dances that allow them to restore HP and clear away debuffs.
* CounterAttack: Some of the Swordmaster's skills revolve around responding to the enemy's attacks. Preempt causes users to counterattack first until their next turn, allowing them to potentially kill would-be assailants. [[NonchalantDodge Mind's Eye]], on the other hand, lets them evade all melee attacks with ''Reborn'' nerfing the skill's duration for [[NecessaryDrawback balancing purposes]].
** On another note, they have this odd quirk of countering indirect attacks with stone slinging.
* CultureEqualsCostume: The remake depicts Swordmasters more like {{Samurai}} from Japanese culture which originally served as inspiration for the [[Characters/StarWarsJediOrder Jedi Order]] that the original Swordmaster's character design was partially based on, bringing it full circle.
* DanceBattler: As part of their rebalancing in the PSP remake, Swordmasters were given their own brand of magic (War Dances) known as war dances that focused more on buffs buffing allies and debuffs debuffing enemies.
** AntiDebuff: Shriving Dance removes a small number of debuffs.
** BarrierWarrior: Bellows Dance temporarily boosts defense.
** CharmPerson: Demonpetal Dance charms nearby foes to aid the caster's side.
** DamageIncreasingDebuff: Comely Dance weakens the defense of nearby opponents.
** HealingHands: Harvest Dance slightly replenishes HP for both the Swordmaster and nearby allies.
** ManaDrain: Envigorating Dance reduces the TP of nearby enemies while replenishing the caster's own. In ''Reborn'', it instead [[DamageReduction weakens]] the attack power of foes.
** SlowerThanASnail: Bedeveling Dance alters the tempo of nearby foes, slowing them down momentarily.
** SuperStrength: Lion Dance enhances the damage output of both the caster and their allies.
* EvilCounterpart: The Kill Seeker is a [[SerialKiller born murderer]] who likens the taking of lives as [[HighOnHomicide some kind of game to them]].
* FriendlyFireproof: Inverted with their supportive war dances and played straight with the more debilitating ones in their arsenal.
* GlassCannon: Without making use of their skills, Swordmasters are unlikely to last long in the front lines, making them similar to their previous counterparts in that aspect.
* IaijutsuPractitioner: Averted by them swinging their katanas no differently
than damage.
any other weapon types during normal hits, though it's played straight for the finishers.
* KatanasAreJustBetter: Katanas in this game deal a good amount of damage on their own, though Swordmasters are the only generic units who can wield two-handed ones. Despite their narrow range, their damage output gets even better with the Mighty Strike and Falling Blade skills activated. They also provide access to some rather nifty finishers that [[CallBack harken back]] to some of the Swordmaster's old tactics.
** CastingAShadow: Ghostwail engulfs a target within dark energy.
** PlayingWithFire: Sunblossom utilizes the power of fire to both burn foes and inflict them with [[TemporaryBlindness falsestrike]]. Inspired by the Swordmaster being more effective in sunlight back in the original game.
** SpectacularSpinning: Skyrend unleashes a fierce circular gust that deals slashing damage to a single enemy.
** TakenForGranite: Stonebloom damages a target while turning them into stone. This move is based on the previous Swordmaster's proficiency with the Petrify spell.
* LightningBruiser: By mastering all of the Swordmaster's defensive skills and boosting their defense with stat-boosting items, they have the potential to be this trope.
* LongHairedPrettyBoy: The male Swordmaster fits the part albeit with a PermaStubble to replace their earlier incarnation's beard.
* MagicKnight: Still fits the trope due to their ability to perform war dances.
* MartialArtsHeadband: The female Swordmaster wears one to cover her forehead.
* MasterSwordsman: This class is definitely more of an Eastern flavor of this trope.
* {{Nerf}}: The PSP version got hit '''hard''' because they were so powerful useful in the original game. Their War Dances costed war dances consumed TP instead of MP and also required catalysts to use each time. ''Reborn'' ended up buffing the class, making War Dances war dances cost MP and removing the need for catalysts.
* NoSell: Their Mind's Eye skill does this to normal melee attacks, though ''Reborn'' limits it to stopping two or three hits depending on the skill's tier level.
* SexySlitDress: The female Swordmaster wears one to allow ease of movement.
* StatusBuff: The Swordmaster's beneficial war dances enable them to provide nearby allies with additional support on the front lines. With ''Reborn'' eliminating the use of reagents, they become much more effective at buffing units.
* StatusInflictionAttack: This class can inflict a number of status ailments through their war dances and finishers. Conversely, many of their high-end katanas in the PSP version provide immunity against one certain debuffs.
* WesternSamurai: According to one enemy leader's profile, the knowledge of Eastern swordsmanship became widespread when people from Xipang immigrated to Valeria.

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* MagicKnight: Swordmasters in the original game had limited access to fire, earth, water, wind, dark, and dragon magic. Their naturally high dexterity made them ''perfect'' for trying to land the stun and petrify spells.



* 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.

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* MagicKnight: In a way. The DanceBattler: As part of their rebalancing in the PSP remake gave remake, Swordmasters a unique War Dance skill, which grants them access to a small pool were given their own brand of magic (War Dances) that focused more on buffs and debuffs. debuffs than damage.
* {{Nerf}}: The PSP version got hit '''hard''' because they were so powerful in the original game. Their War Dances costed TP instead of MP and also required catalysts to use each time.
''Reborn'' changed it so that they don't require a material component anymore.ended up buffing the class, making War Dances cost MP and removing the need for catalysts.



An unlockable unique class in the Chaos Route for the four Fornier sisters. Also available for Deneb Rove and Iuria Wolph in the PSP remake and ''Reborn''.

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An unlockable unique class in the Chaos Route and Neutral Routes for the four Fornier sisters. Also available for Deneb Rove and Iuria Wolph in the PSP remake and ''Reborn''.

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* HoldTheLine: Like Knights, they are able to hold the line with the Rampart Aura skill. However, their mediocre defense makes them less ideal for impeding stronger foes.

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* HoldTheLine: Like Knights, they are able to hold the line with the Rampart Aura skill. However, their mediocre defense makes them less ideal for impeding stronger foes. Undead Terror Knights have the advantage of blocking pathways with their bodies as obstacles, though it leaves them vulnerable to enemy Clerics with the Exorcism spell.


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* MinidressOfPower: The female Terror Knight wears one to distinguish herself more from her male counterpart.

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

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Berserkers are fighters who possess amazing strength to make up for their mediocre durability. For them, there is no better defense than an all-out offense to take down foes before they can fight back. Any human, lizard, and orc can turn into this class. In ''Reborn'', pumpkins are also able to become Berserkers.\\\
The original game allows male units to become Berserkers provided their alignments are neutral or chaotic.


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* HostileWeather: Chaotic Berserkers actually thrive in battles with horrid weather, doubly so if they have an elemental affinity for wind or water.
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* HornyVikings: They exemplify the trope both in-game and in-story. Throughout the course of the game, Berserkers tend to be portrayed as [[BanditMook bandits]], [[Pirate pirates]], [[ScarilyCompetentTracker headhunters]], [[HiredGuns mercenaries]], or even [[GeneralRipper hostile nationalists]].

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* HornyVikings: They exemplify the trope both in-game and in-story. Throughout the course of the game, Berserkers tend to be portrayed as [[BanditMook bandits]], [[Pirate [[{{Pirate}} pirates]], [[ScarilyCompetentTracker headhunters]], [[HiredGuns mercenaries]], or even [[GeneralRipper hostile nationalists]].

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* CombatMedic: Knights in this game can utilize healing spells to aid allies.

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* CombatMedic: Knights in this game can utilize healing spells to aid allies.allies, though zombies and skeletons are barred from casting them due to their undead traits.



* {{Foil}}: In the remake, this class is generally portrayed as a direct foil to Knights in almost every way. While Knights are MightyGlacier protectors who have supportive and healing options, Terror Knights are GlassCannon demolishers who specialize in debilitating foes. Even their elemental biases oppose one another as Knights are blessed with light magic and Terror Knights can make use of dark magic.

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* {{Foil}}: In the remake, this class is generally portrayed as a direct foil to Knights in almost every way. While Knights are MightyGlacier protectors who have supportive and healing options, Terror Knights are GlassCannon demolishers who specialize in debilitating foes. Even their elemental biases oppose one another as Knights are blessed with light magic and while Terror Knights can make use of dark magic.



* AttackAttackAttack: What else are Berserkers good for other than butchering the enemy mercilessly?
* BeardOfBarbarism: Berserkers always come with short beards that make them look older than most units.
* BrutishCharacterBrutishWeapon: They generally prefer axes over other weapon types.
* CloseRangeCombatant: This is their primary role in battle. They have both the attack power and durability to survive the front lines.
* CrutchCharacter: In the beginning of the game, this class will often be used by players to serve as the main meat of their vanguard. Eventually, their usefulness begins to wane once better classes like the Terror Knight become accessible.
* CultureEqualsCostume: Their character design is heavily based on the real-life Norse Vikings who raided European lands during the 9th and 10th centuries.
* HornyVikings: They exemplify the trope both in-game and in-story. Throughout the course of the game, Berserkers tend to be portrayed as [[BanditMook bandits]], [[Pirate pirates]], [[ScarilyCompetentTracker headhunters]], [[HiredGuns mercenaries]], or even [[GeneralRipper hostile nationalists]].
* TheLeader: The player will encounter a lot of Berserkers serving as enemy leaders for different factions, though their reasons for fighting tend to range from mercantile to patriotic.
* LightningBruiser: If raised as a Ninja beforehand and fed plenty of stat-boosting items, the Berserker class can fit this trope.
* MightyGlacier: Blessed with both above average strength, defense, and magic resistance, the Berserker is practically a walking tank who can both dish out damage while taking it at the same time.
* NeverBareheaded: Berserkers are always seen wearing [[HornsOfBarbarism horned helmets]].
* PowerfulButInaccurate: This class can deal heavy hits, though they sometimes miss against more evasive units like Ninjas or Archers. While attacking from behind helps, it's better to have a Witch immobilize them beforehand to make hit accuracy a non-issue.
* RedOniBlueOni: They typically serve as the Red Oni to the Knight's Blue Oni, favoring brute force and violence more over skill and finesse.
* ResistantToMagic: Due to their high mentality growth, Berserkers can shrug off most magical attacks with ease.
* UndeadCounterpart: Zombie Berserkers can be fought against in certain battles, but their stats are inferior compared to their living counterparts on account of being rotting corpses animated by necromancy.



* WoodenShipsAndIronMen: True to their source of origin, many Berserkers encountered in the story happen to be dangerous pirates with one of them serving as an enemy leader on both the Law and Chaos routes.



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

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* HornyVikings: Both AdaptationalAttractiveness: The male Berserker's {{Hunk}} figure is better emphasized in the new artwork and their colored hair makes them less old.
* AmazonianBeauty: The
female Berserker has both the beauty and muscles to exemplify the trope.
* BloodKnight: Even more so in the remake due to additional skills that further enhance their ability to wreck havoc on enemy units.
* CarryABigStick: Berserkers can wield various hammers or specific cudgels to deal blunt damage against foes.
* ChainmailBikini: Somewhat downplayed by the female Berserker wearing a more revealing top while covering up her bottom half more.
* CombinationAttack: Berserkers are able to utilize the Pincer skill to perform combination attacks on targets with nearby allies. Notably enough, they happen to be the only class with four tiers of the skill in question, meaning they are the most likely to activate pincers in battle.
* DoesNotLikeMagic: In the remake, Berserkers are more likely to be targeted by spellcasting units due to their low resistance against magic. Fortunately, they can reflect that damage unto nearby allies with the Risk Management skill provided that other recipients don't immediately die from it.
* EvilCounterpart: Their netherworld counterparts are [[TheExecutioner Executioners]], individuals [[AxCrazy who revel]] in taking the [[OffWithHisHead heads of their victims]].
* {{Foil}}: The Berserker serves as an alternate foil to the Knight class in that they focus almost entirely on offense in contrast to the latter's emphasis on defense.
* GlassCannon: Unlike in the original game, Berserkers are given weaker defenses as a NecessaryDrawback for their high attack power. This makes them somewhat risky to use in the front lines, forcing players to rely on other units like Knights to provide back-up support.
* HeavyArmorClass: Despite their outward appearance, this class is able to equip heavy armor to enhance their mediocre defense power. Unfortunately, it does not help much in blunting powerful magic attacks.
* HerdHittingAttack: Their Berserk skill allows attacks to hit 5 tiles in front of them simultaneously. Despite its effectiveness in crowd clearing, allies are not immune to it nor does it prevent foes from counterattacking. Therefore, positioning is a must in order to safely utilize the skill's effect.
* HumanShield: Berserkers can bounce off any damage they receive towards nearby allies via Risk Management, the polar opposite of the Knight's Guardian Force skill. In the PSP version, using this skill right next to a friendly Knight with Phalanx activated allows any Berserker to both redirect and minimize damage, helping offset their natural weakness until the next turn.
* MinidressOfPower: Female
Berserkers wear horned helmets.one while donning tights to cover up their legs.
* NubileSavage: Subverted by the female Berserker.
* OneManArmy: In ''Reborn'', this class has the potential to destroy multiple enemies at once by combining the effects of their Berserk and Sanguine Assault skills in the same turn.
* PowerFist: Fists are one of the many weapon types Berserkers can specialize in.
* SuperStrength: The Sanguine Assault skill boosts a Berserker's own melee damage by 50%. In ''Reborn'', this skill can be used in conjunction with Berserk to deal massive damage on multiple enemies, making it more viable than finishers in certain situations.
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* LifeDrain: Terror Knights can use drain spells to absorb a target's HP, MP, and TP. This allows them to sustain themselves while weakening foes at the same time.

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* LifeDrain: Terror Knights can use drain spells to absorb a target's HP, MP, and TP. This allows them to sustain themselves while weakening foes from a distance at the same time.



* StatusInflictionAttack: While the general role of Terror Knights is to incite fear in their foes, they also have a limited arsenal of debuff spells to select from. Even the crafted two-handed swords available to them are laced with debuffs that further augment their fighting style. But when up against enemy leaders with ContractualBossImmunity, their effectiveness as debuffing units lessen.

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* StatusInflictionAttack: While the general role of Terror Knights is to incite fear in their foes, they also have a limited arsenal of debuff spells to select from. Even the crafted two-handed swords available to them are laced with debuffs that further augment their fighting style. But when up against enemy leaders with ContractualBossImmunity, their effectiveness as debuffing units lessen.lessens greatly.

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* ProjectileSpell: The Wizard gets one in the form of Ion Shot, a basic wind spell that only damages a single foe.



* ProjectileSpell: Both Exorcists and Priests can use Light Bow to directly damage enemy units.



* {{Foil}}: In the remake, this class is generally portrayed as a direct foil to Knights in almost every way. While Knights are MightyGlacier protectors who have supportive and healing options, Terror Knights are GlassCannon demolishers who specialize in debiliating foes.

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* {{Foil}}: In the remake, this class is generally portrayed as a direct foil to Knights in almost every way. While Knights are MightyGlacier protectors who have supportive and healing options, Terror Knights are GlassCannon demolishers who specialize in debiliating foes.debilitating foes. Even their elemental biases oppose one another as Knights are blessed with light magic and Terror Knights can make use of dark magic.



* LifeDrain: Terror Knights can use drain spells to absorb a target's HP, MP, and TP.

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* LifeDrain: Terror Knights can use drain spells to absorb a target's HP, MP, and TP. This allows them to sustain themselves while weakening foes at the same time.



* PowerfulButInaccurate: Their spells often miss when cast on units who have high or above average magic-based stats. That being said, ''Reborn'' enables them to make their debuff magic stick via Concentration.

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* PowerfulButInaccurate: Their spells often miss when cast on units who have high or above average magic-based stats. That being said, ''Reborn'' enables them to make their debuff magic stick better via Concentration.



* StatusInflictionAttack: While the general role of Terror Knights is to incite fear in their foes, they also have a limited arsenal of debuff spells to select from. Even the crafted two-handed swords available to them are laced with debuffs that further augment their fighting style.

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* StatusInflictionAttack: While the general role of Terror Knights is to incite fear in their foes, they also have a limited arsenal of debuff spells to select from. Even the crafted two-handed swords available to them are laced with debuffs that further augment their fighting style. But when up against enemy leaders with ContractualBossImmunity, their effectiveness as debuffing units lessen.

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In the original game, the Terror Knight class is only available for chaotic male units.

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In the original game, the Terror Knight class is only available for chaotic male units.units and requires a massive kill count on their part.



* AttackAttackAttack: Like most melee combatants, Terror Knights are meant to mostly attack enemies on the front lines and not much else.



* TheDreaded: This class strikes fear in the hearts of [[RightMakesMight lawful units]] for a [[MightMakesRight good reason]].
* EvilCounterpart: Gets one in the non-recruitable Relics Knight, an insane fighter from another dimension who hunts humans for sport. Compared to the average Terror Knight, it has superior stats, can use magic, and is able to hit twice in a row.
* KillTally: In order to become a Terror Knight, a chaotic male unit must kill at least 30 or more people. This requirement alone makes unlocking the class difficult yet worth the trouble.
* TheLeader: Many of the enemy leaders you end up facing in later chapters will be Terror Knights, and they can be difficult to deal with especially if many of your units are of the lawful alignment.



* NoSell: By virtue of being chaotic units themselves, they can outright ignore the fear effect of enemy Terror Knights.
* NeverBareheaded: Like Knights, this class is never seen without its fearsome helmet.
* PowerfulButInaccurate: Somewhat averted due to their decent dexterity growth.
* PrestigeClass: The Terror Knight is often seen as an upgrade for Berserkers. They even share the same preferences for [[BrutishCharacterBrutishWeapon axes]].



* 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.

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* AlwaysAccurateAttack: Their Fearful Impact causes direct strike to always land successfully while ensuring that foes are afflicted with the fear ailment. This means even the most evasive unit cannot avoid the sluggish Terror Knight's attacks.
* AntiFrustrationFeatures: The massive kill count requirement needed for turning into this class has been removed entirely. Instead, the classmark for it becomes available in Chapter 2.
* ArmoredButFrail: The PSP remake's iteration of the class is far more vulnerable to damage than they were in the original game. While they have more indirect means to stay alive, their defenses greatly pale in comparison to regular Knights. ''Reborn'' rectifies this by giving the class better defense growth to make them more similar to their previous counterparts.
* {{BFS}}: Terror Knights tend to favor two-handed swords due to their status as powerhouse units.
* CombinationAttack: This class, like Knights and other melee units, can participate in pincer attacks so long as they have the skill for it equipped.
* CoversAlwaysLie: Despite their official artwork depicting them wielding both sword and shield, Terror Knights cannot equip one-handed swords in the game.
* DarkIsNotEvil: Due to alignment restrictions being removed entirely in the remake, even lawful units with morals can become upright Terror Knights.
* DieChairDie: In the PSP remake, Terror Knights can destroy barricades in one hit with the Squash skill, though this has since been removed in ''Reborn''.
* TheDreaded: Terror Knights induce this by hitting enemies with a direct hit laced with Fearful Impact or inflict it instantly via Lament of the Dead which works similarly to their old terror effect. ''Reborn'' makes the latter skill more effective at the cost of it being activated at random.
* EvilCounterpart: [[TheDreaded Dreadnoughts]] are knights brought back from the abyss through ungodly means. They typically [[DemonicPossession inhabit]] [[AnimatedArmor suits of armor]] to make up for their lack of a corporeal form.
* FightingAShadow: The Terror Knight's Shadowbreak skill can instantly remove shadow clones produced by Knights, though players may find its uses situational at best.
* {{Foil}}: In the remake, this class is generally portrayed as a direct foil to Knights in almost every way. While Knights are MightyGlacier protectors who have supportive and healing options, Terror Knights are GlassCannon demolishers who specialize in debiliating foes.
* HighHeelPower: The female Terror Knight is depicted with heeled greaves, yet is just as strong as her male counterpart.
* HoldTheLine: Like Knights, they are able to hold the line with the Rampart Aura skill. However, their mediocre defense makes them less ideal for impeding stronger foes.
* LifeDrain: Terror Knights can use drain spells to absorb a target's HP, MP, and TP.
* 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 darkness to make the most of it.it.
* MagicallyIneptFighter: Although Terror Knights have dark magic at their disposal, they are usually more inept at using it against foes with strong magical resistance. ''Reborn'' alleviates this issue by strengthening their drain spells and giving them the Concentration skill.
* MightyGlacier: Averted in the PSP remake, but played more straight in ''Reborn''.
* PowerfulButInaccurate: Their spells often miss when cast on units who have high or above average magic-based stats. That being said, ''Reborn'' enables them to make their debuff magic stick via Concentration.
* SpellBlade: Terror Knights can augment their physical attacks by casting the Instill Shadow spell.
* StatusInflictionAttack: While the general role of Terror Knights is to incite fear in their foes, they also have a limited arsenal of debuff spells to select from. Even the crafted two-handed swords available to them are laced with debuffs that further augment their fighting style.

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