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1[[center: [- [[Characters/TacticsOgre Main Index]] | [[Characters/TacticsOgreMainCharacters Main Characters]] | [[Characters/TacticsOgreWalister The Walister]] | [[Characters/TacticsOgreGalgastan The Galgastani]] | [[Characters/TacticsOgreBakram The Bakram]] | [[Characters/TacticsOgreLoslorien The Lodissians]] | [[Characters/TacticsOgreXenobia The Xenobians]] | [[Characters/TacticsOgreOthers Others]] | '''Classes''']] -]
2
3[[foldercontrol]]
4[[folder:In General]]
5* AdaptationalWeaponSwap: In the remake, some classes were reassigned weapon specialties that differed from those of their original counterparts.
6* ArbitraryEquipmentRestriction: Averted in the original game, but played straight in both the PSP remake and ''Reborn''.
7* ArmorAndMagicDontMix: In both the PSP remake and ''Reborn'', physical-type classes cannot wear equipment made for mage-oriented classes and vice versa, but certain classes do defy this trope.
8* {{Auction}}: Monster units can be auctioned off to earn extra Goth. It also adds new stuff for players to purchase in limited amounts. This is the only way to get certain UniqueItems in the original game even though it's considered VideoGameCrueltyPotential.
9* BalanceBuff: In ''Reborn'', a number of underused units in the PSP version are more viable now due to the revamped mechanics, skill changes, and stat adjustments made.
10* BlueIsHeroic: Generic human-sized units on the player's side are decked in blue with green serving as their accent color. In the original game's training mode, the opposing team wears [[RedIsHeroic red]] and [[PurpleIsPowerful purple]].
11* ClassChangeLevelReset: The PSP remake forces this on units whenever they change from one class to another. Fortunately, leveling up a class makes it easier for new recruits to catch up even if they can't benefit from minor stat increases from the actual level gains.
12* CounterAttack: The original game enables all classes to automatically counter direct hits, though the remake forces players to equip certain skills (PSP version) or weapons (''Reborn'') to trigger it.
13** 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]].
14* CursedItem: Each human-sized class can be transformed into a unique weapon that reflects both their elemental affinity and a portion of their stats. This is done by means of a spell (in the original) or a cursed weapon's ability (in the remake). Seasoned players will often resort to MinMaxing a unit in order to create the [[InfinityPlusOneSword perfect weapon]].
15* ElementalRockPaperScissors: Elemental strengths and weaknesses affect units to varying degrees in both the original game and ''Reborn''. Units will always deal more damage with spells or abilities that inflict their inherent element, but they end up receiving more damage from an element that happens to be strong against them. This is more prominent in ''Reborn'' where units can be easily wiped out by finishing moves that oppose their chosen element.
16* EliteTweak: There are numerous ways to make any generic unit the strongest character in the game.
17** In the original game, both the Necro and Retissue spells are necessary in creating a perfect unit whose entire stats are maxed out. Equip them with a Snapshot weapon derived from a similarly raised character and you have a party member who can officially break the game.
18** While raising a character is more tedious in the remake, ''Reborn'' introduces stat charms that make boosting units a whole lot easier. Some areas like the Palace of the Dead even allow you to farm for them provided you win while fulfilling certain conditions.
19** The Ogre Blade's Bodysnatch effect allows units to transfer and utilize skills that other classes would not be able to use under normal circumstances. For instance, a Warrior switching bodies with an enemy Dragoon allows the latter to equip the Mighty Impact skill. Note that attempting this method constantly will require the player to backtrack to the Palace of the Dead repeatedly for another Ogre Blade to make use of.
20* GenderRestrictedGear: The PSP remake imposes gender restrictions on select pieces of equipment such as the Caldia Fan or Alluring Corset.
21* GoodOldFisticuffs: Every class can opt to fight unarmed, though this is not advised unless you want to reduce them into [[ItemCaddy pure item users]]. In the original game, it's only possible to deal heavy damage with punches if the player's units are overleveled enough.
22* HumansAreAverage: Human units tend to have stats that border more on average than any other species. However, they have access to the most amount of classes with some allowing them to specialize more on a particular role in battle.
23* HyperspaceArsenal: The PSP version allows every playable unit to gain access to [[BagOfSharing both item and arcana inventories in battle]]. In ''Reborn'', each character can only carry a maximum of four items.
24* 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.
25* InformedEquipment: A unit's sprite won't change to reflect the type of defensive equipment they have on, but their weapons and shields will be shown during attacks.
26* LogicalWeakness: Status debuffs that hamper actions serve as this for all units as they won't be effective if they can't fight enemies or assist allies. Mages get this worse because they have to also contend with the possibility of being targeted for their [[SquishyWizard weak defenses]] or get [[PowerNullifier silenced]].
27* MagicalAccessory: In the remake, every class including monsters can equip one accessory to enhance some of their stats. Some provide additional boosts to stats and elemental traits while others enable the wearer to fly or warp.
28* MechanicallyUnusualClass: Certain classes have niches or talents that no other unit can easily replicate or counter against.
29* MinMaxing: In both the original and remake, each class has different stat growths that allow them to either dominate in a certain field or find balance in two or more aspects.
30* MultiformBalance: In ''Reborn'', each unit is given up to four slots for items, spells, and skills. The beauty of this NecessaryDrawback is that it encourages players to be creative with applying theorycrafting ideas for their battalion as units who share the same class can have radically different builds and specialties.
31* MythologyGag: Some of the classes listed below originally made an appearance in ''VideoGame/OgreBattle''.
32** In the remake, many of the finishers available to every unit are taken directly from ''VideoGame/VagrantStory''.
33* NotWhatISignedOnFor: Depending on the unit's alignment, they may suffer a penalty in loyalty if the player makes choices that displease them. For example, making honorable decisions will obviously please lawful members while inconveniencing chaotic recruits.
34* OneBulletClips: Normally, long-ranged units can only shoot at foes once per turn, though the remake allows them to break this rule with certain skills and finishers.
35* OneStatToRuleThemAll: Every class benefits from having lower RT to get more turns in battle. ''Reborn'' adds MP to the mix since spells, skills, and finishing moves can't be activated without it.
36* OrderVersusChaos: Subverted in that units with different alignments will tolerate each other's presence, but key decisions made by the player may cause their loyalty to either plummet or rise up. It can be hard to avoid offending characters of a certain alignment without [[GuideDangIt consulting a guide]].
37* PrestigeClass: Some classes are clearly an upgrade of others, with the PSP remake requiring players to master some of the more basic classes to make full use of them. For example, turning a unit into a Warlock or Necromancer requires teaching them many of the skills provided by the Wizard class first lest you end up wasting a classmark for nothing.
38* QuadDamage: In ''Reborn'', units can immensely boost their stats by picking up blue cards that randomly appear throughout the battlefield. Up to 4 can be collected, so it's best to get one that works well for the unit's role. While enemies are able to pick them up as well, bosses in later chapters will start out with a [[TheComputerIsACheatingBastard full deck]] simply to gain the upper hand on players.
39* ReducedManaCost: In the remake, some classes gain access to certain skills that reduce the amount of MP they consume for their spells.
40* RelationshipValues: Their loyalty towards the player counts as this. Units will make their displeasure known via warning if theirs is nearly depleted. If it plummets completely, they automatically leave the party.
41* 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.
42* TheResenter: Human units will resent you if they're forced to kill someone who either shares their nationality or happens to be high on the Chaos Frame rating. On the other hand, they are free to eliminate foes whose origins are unknown.
43* ScrewThisImOuttaHere: They will gladly do this if their loyalty fully goes down the drain. The best way to avoid this is to raise their loyalty values back, though the methods in doing so vary between different versions of the game.
44* SourSupporter: Units with mediocre or somewhat low loyalty will be this with chaotic units openly expressing their distaste towards the player in general.
45* SwordAndSorcerer: Players will likely end up with a varying mixture of fighters, snipers, and spellcasters. Monster units may also be included depending on their chosen fighting style.
46* TacticalRockPaperScissors: Comes into play more in ''Reborn'' where armored units [[AnnoyingArrows shrug off arrows]], bow-wielding units [[ShootTheMageFirst making quick work of mages]], and spellcasting units [[DoesNotLikeMagic dominating pure melee fighters]].
47* TechPoints: In the PSP version, units could accumulate skill points from participating in battle to unlock new skills, though ''Reborn'' does away with it to lessen the amount of grinding.
48* WellTrainedButInexperienced: The PSP version allows new recruits to catch up so long as they happen to be in the same class that's been sufficiently trained by the player. However, they will not be as powerful as the more veteran members of the party on account of missing out on stat bonuses gained from leveling up or gathering tarot cards.
49* WhatTheHellPlayer: Units make their displeasure loud and clear if you try to omit them from your battalion. For auctions, monster units will either express outrage, make their disappointment clear, or guilt you into sparing them.
50* YouAllLookFamiliar: Every generic unit shares the same portrait and sprites, though they are easy to distinguish from the enemy's own through [[PaletteSwap different color schemes]].
51[[/folder]]
52
53!!Generic Classes
54[[folder:Warrior]]
55[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/warrior_9.png]]
56 [[caption-width-right:250:Female Warrior and Male Warrior]]
57->''A mainstay melee attacker [[MultiMeleeMaster adept with a wide variety of weapons]]. [[JackOfAllTrades Jack-of-all-trades]], [[MasterOfNone master of none]].''
58-->-Description
59Despite being a relatively basic class, Warriors primarily excel at dealing direct damage through the use of melee weapons and skills that boost offensive power. They have the widest access to melee weaponry, making them quite useful for leveling up weapon skills and unlocking more finishers. Any human, winged folk, lizard, lamia, orc, and skeleton can turn into this class. In ''Reborn'', imps are also able to become Warriors.\
60In the original game, every new recruit starts out as a [[AlwaysMale Soldier]] or [[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 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]].
61----
62Tropes pertaining to the Soldier and Amazon in the original game:
63* AchillesHeel: Their average stats mean they won't last long against other classes in later chapters.
64* ActionGirl: The Amazon is one of the scant few female classes that have the strength to properly make use of melee weapons like axes or hammers. They are also the only class in the female line that purely focuses on direct attacks.
65* AmazonianBeauty: Despite their bulky appearance, Amazons can come off as this.
66* CantCatchUp: Both the Soldier and Amazon classes are available to players from the start, but they become obsolete as soon as more classes get unlocked.
67* ConspicuousGloves: They are equipped with leather gloves to protect their hands when wielding weapons.
68* CripplingOverspecialization: Their balanced stat growth means they will never be able to fill a combat niche as well as other classes do. Soldiers get hit especially hard with this due to the abundance of melee classes within their class line.
69* TheGoomba: Soldiers and Amazons tend to be quite common as foes during the first chapter.
70* HelmetsAreHardlyHeroic: Soldiers are usually seen wearing helmets as part of their standard uniform.
71* MasterOfNone: While these units can deal decent damage if raised properly, they will never be as proficient with certain weapons as some classes due to their lack of WeaponSpecialization.
72* {{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.
73* NeverBareheaded: Soldiers never get seen without their helmets while Amazons have headbands to cover their forehead.
74* NewMeat: These two classes primarily serve as the foundation for male and female units to grow into different roles depending on the player's choice.
75* SexySlitDress: The Amazon wears a battle dress that shows off much of her legs.
76* TheStraightAndArrowPath: Due to their higher dexterity growth, Amazons are better off equipped with bows than melee weapons. This makes sense as they were the only bow-wielding units in ''VideoGame/OgreBattle''.
77* 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.
78* UndeadCounterpart: They are one of the few classes to get zombified versions, though Zombie Amazons lack their living counterpart's ability to swim through water.
79----
80Tropes pertaining to the Warrior in both the PSP remake and ''Reborn'':
81* AlwaysAccurateAttack: Their Mighty Impact and Vigorous Attack skills allow them to directly hit foes with 100% accuracy with the latter having an additional effect of overriding the target's parry skills. In the case of Mighty Impact, it also turns any attack into an instant CriticalHit. This alone earns them a place in the player's party even as more powerful units become accessible over time. And if a Warrior happens to be equipped with a [[StatusInflictionAttack debuff-inflicting weapon]], they can use the aforementioned skills to guarantee the debuff taking effect.
82* BoringButPractical: While their utility is mostly limited to attacking, Warriors are fairly good at what they do if given the chance to grow into their role by leveling up and unlocking finishing moves. Mighty Impact and Double Impact will often be their bread and butter when contributing to any fight.
83* BowAndSwordInAccord: Warriors are able to wield one-handed bows and crossbows alongside melee weapons if necessary, though their skills do not affect ranged attacks.
84* CloseRangeCombatant: This is what they typically specialize in, though the class is able to become a LongRangeFighter as well with one-handed bows, crossbows, and thrown weapons.
85* CombinationAttack: They have the ability to do this in ''Reborn'' by equipping the Pincer skill, though it's not as useful due to relying on GameplayRandomization to activate.
86* CripplingOverspecialization: For all their effectiveness as front line attackers, Warriors are susceptible to magic attacks. Although the class can somewhat overcome this weakness by wielding bows or crossbows to target spellcasters, they will never be as efficient in it as Archers or Rogues.
87* CriticalHitClass: Warriors easily fulfill this trope thanks to their Mighty Impact skill, giving them more longevity in later chapters. This also makes them effective in utilizing BottomlessPits to kill off sturdier units like dragons or golems.
88* CursedItem: Turning a Warrior into a cursed weapon will provide it with random damage properties, an elemental affinity to earth or fire (only in the PSP version), and racial bonuses against humans, beasts, or reptiles.
89* DualWielding: Played with in that this class can emulate the Ninja's ability to hit twice by activating the Double Impact skill. This also works on two-handed weapons that usually deal more damage than one-handed ones. ''Reborn'' further amplifies the skill's usefulness by having the knockback effect of critical hits be triggered during the second hit.
90* EvilCounterpart: They get one in Gladiators, fallen warriors who [[HiredGuns kill people]] [[OnlyInItForTheMoney for money]].
91* HeroesPreferSwords: Subverted. Though Warriors can make use of both one-handed and two-handed swords, they are able to utilize other weapon types just as proficiently if given time. Nonetheless, players will want to give them one-handed swords due to their decent attack power and slightly lighter weight. Their finishers are also quite handy.
92** BladeSpam: Rending Gale launches two fierce swipes that hit the target twice, making it useful early on.
93** PetalPower: Cherry Ronde produces a flurry of cold CherryBlossoms that deal ice damage to foes.
94** PoisonedWeapons: Vile Wound unleashes a toxic fog that both harms the target and poisons them at the same time.
95** LightEmUp: Papillion Reel releases several streams of light that inflict divine damage on enemies.
96* HeavyEquipmentClass: Due to their role as direct damage dealers, Warriors rely on heavy armor to protect them from enemy attacks. While it makes them more impervious to Archers in ''Reborn'', it can also hamper their ability to get faster turns.
97* HiddenBadass: Don't be fooled by their basic class status. Warriors have the capacity to be powerful endgame units when given the chance to do so.
98* {{Knockback}}: Are the most likely to pull this off with their Mighty Impact skill. This can come in handy in battles that have BottomlessPits. They also have a passive skill that provides them immunity from knockbacks, and it's likely to be unlocked once the fourth chapter is almost over.
99* MasterOfNone: Played with in that Warriors are both able to wield a wide range of weapons and make use of different finishers as a result.
100* MightyGlacier: Though Warriors are not as sturdy as Knights, their high health and vitality growth allows them to fill this role in a pinch.
101* ProperTightsWithASkirt: Unlike her early incarnation, the female Warrior wears tights to cover up her legs.
102* SleevesAreForWimps: Averted. Male Warriors wear sleeves and are no less tough for it.
103* SuperEmpowering: Their Vigorous Attack skill is very effective when used right next to several allied units who specialize in melee combat, helping cement their usefulness on the front lines.
104* WeaponSpecialization: Out of all the generic units in the game, the Warrior class can potentially specialize in just about almost every weapon category available with only a select few types barred from them. This also gives them [[ElementalPowers elemental versatility]] and [[StatusInflictionAttack debuff capabilities]] due to the remake's inclusion of [[LimitBreak finishing moves]].
105** {{BFS}}: Two-handed swords enable them to unleash [[ShockAndAwe lightning]] or [[BlowYouAway wind]] elemental finishers. While this helps give them an edge against watery creatures like Octopi and Flood Dragons, it also means they won't be able to wield another weapon type for synergy.
106** BrutishCharacterBrutishWeapon: Axes allow them to perform powerful [[AnIcePerson ice]] or [[DishingOutDirt earth]] elemental finishers.
107** CaneFu: Cudgels give them access to an abundance of [[LightEmUp light]] elemental finishers, making them ideal for fending off phantom and umbra units. However, they can only wield two-handed ones, making it impossible for them to synergize with a different weapon type.
108** CarryABigStick: Hammers provide them access to strong [[FireIceLightning ice, fire, or lightning]] elemental finishers.
109** DeviousDaggers: Daggers allow them to use a wind elemental finisher with decent range.
110** KnightlySwordAndShield: One-handed swords enable them to do ice or light elemental finishers.
111** NoArcInArchery: Crossbows give them the chance to perform a [[PlayingWithFire fire]] elemental finisher that affects small groups of enemies.
112** PowerFist: Fists open up finishers that inflict fire or [[CastingAShadow dark]] damage, but cannot be used in tandem with different weapon types at the same time.
113** RangedEmergencyWeapon: Thrown weapons (some of which include [[JavelinThrower javelins]], [[RingsOfDeath chakrams]], or [[BattleBolas bolas]]) lack finishing moves, but do inflict higher damage than arrows in certain situations.
114** TheStraightAndArrowPath: Bows offer finishers that inflict fire or lightning damage, though they are more useful for inflicting a wide array of debuffs.
115** Whips: Whips allow them to unleash a [[MakingASplash water]] elemental finisher with some range, but they cannot be used alongside another weapon type on account of them being two-handed.
116[[/folder]]
117
118[[folder:Archer]]
119[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/archer_50.png]]
120 [[caption-width-right:250:Male Archer and Female Archer]]
121->''A mainstay ranged attacker [[TheStraightAndArrowPath adept with a bow and crossbow]]. Though their accuracy drops sharply in bad weather.''
122-->-Description
123A basic class that focuses entirely on ranged attacks, Archers are able to fire arrows or crossbow bolts from a safe distance to take out weaker units or soften up stronger ones. Despite their [[CripplingOverspecialization limited niche]], they are by far the most useful class players can get ahold of. It is recommended to have at least two of them in battles where you have the [[DramaticHighPerching high ground]]. Any human, winged folk, lamia, orc, and skeleton can turn into this class.\
124Only female units could turn into [[AlwaysFemale Archers]] in the original game, though this gender restriction has been removed entirely in the remake.
125----
126Tropes pertaining to the Archer in the original game:
127* AnnoyingArrows: Averted hard. Archers are widely considered ridiculously overpowered, and for good reason as their arrows will often do reliable damage especially if their foes are under-leveled.
128* BadassCape: Archers come with capes that cover their back almost completely without hindering their movements.
129* BoringButPractical: The purpose of this class is to pick off foes from far away while avoiding the front lines. This becomes easier once they gain access to better bows and crossbows.
130* BottomlessMagazines: Archers will never run out of arrows or bolts, so feel free to fire away so long as each hit counts in helping end the fight.
131* BowsVersusCrossbows: Players can decide whether to give their Archers a bow or a crossbow. Bow wielders fire arrows in an arc to bypass unintended targets while crossbow users are able to shoot straight at foes when positioned in low ground. The game seems to favor bows on account of there being more varieties of the weapon type than crossbows.
132* CantCatchUp: Averted. Experienced players will have at least two or three Archers on their team to make quick work of enemies.
133* DramaticHighPerching: Archers become doubly useful when they have the high ground as their arrows will be able to target more foes outside their usual range. If forced to fight on lower ground, they can instead rely on crossbows to hit foes above them so long as they're close enough.
134** This is precisely why enemy Archers are a huge threat in siege battles as they can easily snipe from high areas without fear of being reached unless the player deploys winged units like Canopus to take them down.
135* FragileSpeedster: Surprisingly averted as Archers have the highest vitality growth among female class units in the game. Combined with their high evasion rate, they are most likely to stay alive unless the enemy happens to have strong mages on their side.
136* GreatBow: With the exception of the Short Bow, every type of bow the Archer uses is this.
137* GuysSmashGirlsShoot: This class can only be accessed by neutral or chaotic female units. While male units are free to wield bows themselves, they will not be as adept at it as Archers.
138* InvisibleBowstring: Despite the game's graphical limitations, the bowstrings of each type of bow are clearly visible, thereby averting this trope.
139* LongRangeFighter: Although Archers are capable of shooting at [[NoRangeLikePointBlankRange point-blank range]], they are not meant to be on the front lines [[NotTheIntendedUse despite their above average defense]]. If equipped with a two-handed bow or crossbow, all they can do is punch back weakly upon taking a direct attack.
140* NeverBareheaded: Archers in this game are recognizable by the plumed hat they always wear.
141* NoArcInArchery: While their crossbows typically play this trope straight, Archers can force them to fire in an arc if they happen to go beyond their normal range while on high ground.
142* SuperSwimmingSkills: Like Amazons, they are able to cross through water tiles, though standing on them will only weaken their attacks.
143* UndeadCounterpart: A zombified version of the Archer exists, but without their ability to enter water tiles.
144* WeatherOfWar: Due to chaotic characters thriving in horrid weather conditions, a chaos-aligned Archer can defy this trope entirely especially if their element also happens to be [[BlowYouAway wind]] or [[MakingASplash water]].
145----
146Tropes pertaining to the Archer in both the PSP remake and ''Reborn'':
147* 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.
148* AlwaysAccurateAttack: The Archer's Tremendous Shot and Eagle Eye skills both serve this purpose with the latter being able to bypass parry skills instantly.
149* AnnoyingArrows: While this trope gets averted even more with the inclusion of new skills and finishers, ''Reborn'' plays it straight by making heavily armored units take less damage from piercing attacks. This means Archers will be unable to effectively scratch the bulkier units in the game without relying on finishing moves or acquiring late game elemental weapons.
150* AntiAir: Archers can keep flying units grounded by inflicting the leaden status on them with their Dark Weight finisher.
151* ArbitraryWeaponRange: Similar to their ''VideoGame/FinalFantasyTactics'' counterparts, Archers cannot fire at enemy units standing 2 to 3 tiles close to them. However, it's possible to bypass this limitation with crossbows by hitting at a target straight behind them.
152* ArrowsOnFire: Can invoke this by being imbued with the fire-touched buff or performing the fire elemental finishers of the bow and crossbow.
153* AutomaticCrossbows: Their crossbows tend to behave this way each time they attack. While lacking the homing and debuffing properties of bow finishers, their own arsenal of moves are no less effective for different reasons.
154** ImpaledWithExtremePrejudice: Dullbind impales the target with multiple dark spikes that pin them down on the ground, preventing them from moving. ''Reborn'' nerfs it completely by making it into the first crossbow finisher players can get their hands on.
155** LightEmUp: Sanctus Flare releases an explosion of light that stops the target in their tracks completely.
156** SinisterSilhouettes: Death Wail unleashes three [[ShadowedFaceGlowingEyes shadows with glowing red eyes]] to engulf foes, damaging them thrice.
157** StuffBlowingUp: Brimstone Hail launches several fiery explosions to devastate multiple targets and inflict fire damage on them. Due to the introduction of the union level caps in ''Reborn'', players are more likely to unlock it at the end of the second chapter, possibly to prevent it from breaking the game early.
158* BowsVersusCrossbows: While the differences between bows and crossbows are pretty much the same like in the original game, the remake gives them a whole new set of pros and cons. For one, bows can still go beyond their expected range while crossbows lose this trait entirely. ''Reborn'' slightly alleviates this by allowing crossbow users to extend their more limited range with the Engulf skill. Their finishers also differ greatly in terms of function and purpose: bow finishers inflict a number of crippling debuffs to impede foes within a wide range whereas crossbow finishers include a useful AreaOfEffect attack and a technique that hits thrice in a row.
159* ConspicuousGloves: The Archer's revamped artwork shows them wearing gloves to both protect their hands when handling heavy bows.
160* CripplingOverspecialization: The weaknesses of the Archer become more apparent in ''Reborn'' as they cannot effectively damage armored units and monsters. Plus, their low magic resistance tends to make them easy targets for spellcasters.
161* CriticalHitClass: Archers are technically considered this thanks to their Tremendous Shot skill.
162* CupidsArrow: They have access to a crafted bow used for this specific purpose.
163* CursedItem: Turning an Archer into a cursed weapon will provide it with piercing properties, an elemental affinity to air, lightning, or ice (only in the PSP version), and racial bonuses against humans or divine beings.
164* DeviousDaggers: Archers can wield certain types of daggers for self-defense, though doing so means they are limited to wielding one-handed bows or crossbows that tend to have less power.
165* EnergyBow: The bow finishers enable Archers to fire enchanted arrows that home in on their targets with general ease.
166* EvilCounterpart: Their evil counterparts are called Blood Hunters who [[HighOnHomicide revel in taking lives]] with their archery skills.
167* FragileSpeedster: In an attempt to {{Nerf}} them in the remake, the developers turned Archers into this. They're fast, but not very good at taking damage. It doesn't help that they cannot wear certain types of armor used by melee-based classes like Knights. As a result, players will have to be more careful in how they position these units.
168* HomingProjectile: Their bow finishers can bypass obstacles and phase through walls. This is advantageous when fighting in narrow dungeons like the Palace of the Dead.
169* MultiRangedMaster: Archers can equip just about any indirect weapon aside from fusils, though they are only able to wield two one-handed ones at a time.
170* MultiShot: One of their crossbow finishers can hit foes three times in a row.
171* {{Nerf}}: In ''Reborn'', this class was given much-needed rebalancing by making their arrows do far less damage against armored units. As such, Archers are not the powerhouse units they were before, forcing players to make them prioritize more on softer targets like Wizards or Clerics.
172* OneBulletClips: Archers can defy this trope by activating their Double Shot skill.
173* StatusInflictionAttack: Certain bows allow Archers to inflict potent debuffs on foes. When combined with Tremendous Shot or Eagle Eye, they are absolutely guaranteed to take effect. Also, all of their bow finishers can pull this off.
174** CharmPerson: Flaming Blast deals [[PlayingWithFire fire]] damage and charms the target into attacking their allies.
175** CorrallingVacuum: Dark Weight fires a slow-moving projectile that leadens the target, preventing them from either jumping or flying.
176** ForcedSleep: Slumber Shot sends out a projectile that puts the target to sleep.
177** TheParalyzer: Empyreal Shot inflicts [[ShockAndAwe lightning]] damage on the target and keeps them from taking action. In ''Reborn'', it instead stops them in their tracks entirely.
178* WeakButSkilled: In ''Reborn'', Archers will not be able to destroy tough units on their own. But by making use of their ability to efficiently weaken targets with debuffs and knockback foes with critical hits, they can help control the flow of the battle to the player's advantage.
179* WeatherOfWar: Bad weather conditions impose accuracy penalties that render this class less effective in battle, though this can be a good thing especially when trying to save certain guests from the enemy's own Archers.
180[[/folder]]
181
182[[folder:Wizard/Enchantress]]
183[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/enchantress_and_wizard.png]]
184 [[caption-width-right:250:Enchantress and Wizard]]
185->''[[BlackMagic A magic-user who casts spells to damage, weaken, and strengthen others]]. Low defense makes them [[GlassCannon poor in close-quarters combat]].''
186-->-Description
187Wizards and Enchantresses are the first spellcasters players gain access to in the beginning of the game. They have a wide range of tactical roles like helping dish out damage to foes from a distance, debilitate enemies with status ailments, or buff allies with some of their supportive magic. While seemingly weak at first, these units eventually become powerhouse damagers in their own right once they gain access to higher-leveled spells and skills. Any human, winged folk, lamia, orc, skeleton, and ghost can turn into this class.\
188In the original game, [[AlwaysMale Wizards]] solely focus on offensive magic derived from the [[NaturalElements four elements]] and [[CastingAShadow darkness]] whereas [[AlwaysFemale Witches]] specialize in applying StatusEffects to both enemies and allies.
189----
190Tropes pertaining to the Wizard and Witch in the original game:
191* AwesomeButImpractical: Wizards are capable of casting apocrypha spells that heavily damages every unit other than them, though doing so may likely kill the player's own units unless they have high resistance to magic or happen to be undead.
192* BlackMage: Wizards exemplify this trope well while Witches are more of the BlackMagicianGirl.
193* BoringButPractical: Your Wizards are not going to be doing much other than damaging enemies with their spells while conserving MP. The same thing goes for Witches, though they may double as bow wielders thanks to their above average dexterity. Players could opt to mix things up by equipping Wizards with the Life Staff to turn them into [[TheMedic makeshift healers]] while giving Witches one of the rare elemental cudgels so they can cast offensive skills.
194* CastingAShadow: The Wizard is able to harness the power of darkness to attack foes while the Witch can use its more subtle qualities to control or support targets.
195* CooldownManipulation: Witches are able to manipulate the flow of time with some of their spells, particularly Quick, Slow Move, and Paradigm. Bosses are especially vulnerable to Slow Move.
196* DesperationAttack: The Wizard's Pain spell counts as it deals more damage the less health the caster currently has.
197* DifficultButAwesome: The most prevalent issue in deploying Wizards and Witches is their constant need of MP to cast spells. While feeding them MP restoration items is essential, it becomes more difficult to keep up once they gain access to more advanced spells in later chapters. Fortunately, this becomes less of a problem once the Charge spell is made available in shops.
198* ElementalPowers: Wizards can utilize the power of the four main elements as needed.
199** BlowYouAway: Controls the power of wind to harm others, though half of them are more [[ShockAndAwe lightning-based]].
200** DishingOutDirt: Harnesses the power of earth to devour foes.
201** MakingASplash: Manipulates the power of water to engulf opponents, albeit much of the spells are [[KillItWithIce icy in nature]].
202** PlayingWithFire: Directs the power of fire to destroy enemies, with one particular spell being able to do just that literally.
203** Witches are able to influence the elements in a more subtle fashion through spells named after the four goddesses. When used repeatedly, they can turn units of a certain element into powerhouse characters over time while diminishing the strength of individuals belonging to the opposing element.
204* ExtraTurn: The Witch's Paradigm spell does just this for another unit.
205* ForcedSleep: Wizards can put a single enemy to sleep with the Incubus spell which happens to be one of the few ways they can inflict status ailments.
206* FragileSpeedster: Unlike most magic-oriented units, Witches are more mobile and agile due to their innate fast movement and decent agility growth.
207* FriendlyFire: The Wizard's AreaOfEffect spells can inadvertently hurt allied units if players are not careful. This also applies to their apocrypha magic which affects every unit other than the caster.
208* GlassCannon: Although Wizards can potentially become the player's biggest damage contributor, they can be [[SquishyWizard easily taken down in one or two hits]] when up against a powerful enemy. They are especially vulnerable to Archers.
209* HealItWithWater: The Witch class has one in Heal Rain which restores even more health during rainy weather.
210* HotWitch: Compared to Wizards, Witches are far easier on the eyes due to their good looks and revealing outfits.
211* LinearWarriorsQuadraticWizards: Once Wizards gain access to SummonMagic, they become a force to be reckoned with especially when paired up with a Witch who has the Charge spell.
212* MagicStaff: Both Wizards and Witches generally rely on staves to enhance their magical powers, though the latter does not really need them as much due to dexterity affecting the success rate of debuff spells.
213* TheMedic: Surprisingly enough, Witches can take on this role if equipped with the [[MagicAntidote Clear]] and [[HealingHands Heal Rain]] spells.
214* MsFanservice: Witches exemplify this trope to a degree.
215* OneHitKill: Wizards can do this with the [[KillItWithFire Nova]] spell in their hands. However, getting it is easier said than done as it requires hiring 10 Pumpkin Heads from Deneb's shop before recruiting her afterwards.
216* PercentDamageAttack: The Wizard's Dark Law spell depletes 20% of the target's HP each time it hits. Can be useful for [[DeliberatelyNonLethalAttack weakening]] units rather than outright killing them.
217* PowerfulButInaccurate: The success rate of debuff spells lies in the caster's dexterity rather than their intelligence. Although Witch's themselves have decent dexterity growth, it may be best to train them as Archers beforehand in order to make them more effective in their intended role.
218* ProjectileSpell: The Wizard gets one in the form of Ion Shot, a basic wind spell that only damages a single foe.
219* ShootTheMageFirst: The AI is more likely to target Wizards and Witches especially if the enemy side has loads of Archers just waiting to shoot at something.
220* SplashDamage: Wizards are the first playable units capable of damaging multiple targets once they gain enough intelligence from leveling up. Weather conditions also play a role in how effective their spells become with dry climate enhancing fire and earth spells and horrible weather boosting wind and water spells.
221* StatusBuff: Some of the Witch's spells have beneficial effects that range from boosting turn speed to enhancing an equipment's power.
222* StatusInflictionAttack: Debilitating foes with debuffs is the primary purpose of the Witch class.
223** ArmorPiercingAttack: Melt briefly ruins one of the opponent's equipment, leaving them more vulnerable than before.
224** CharmPerson: Charm causes foes to be mesmerized and become temporary allies until they receive damage.
225** TheParalyzer: Stun momentarily immobilizes enemies, preventing them from moving or acting for several turns.
226** SlowerThanASnail: Slow Move hampers the victim's turn speed and delays their attempts to take action.
227** TakenForGranite: Petrify turns targets to stone, permanently rendering them unable to do anything.
228** UniversalPoison: Poison periodically depletes the victim's HP by small amounts for the duration of the battle.
229* {{Teleportation}}: With a copy of the Teleport spell in their possession, a Witch can send a nearby unit to any part of the battlefield.
230* UndeadCounterpart: The Wizard class notably has two undead counterparts: Ghosts and Zombie Wizards. Ghosts are recruitable units that can warp through walls and [[LifeDrain drain health]] from a distance if necessary. Zombie Wizards, on the other hand, are non-recruitable and can do things their living brethren cannot such as moving faster and being able to cast spells reserved for Witches.
231* UselessUsefulSpell: Most players are unlikely to make good use of the Witch's Clear and Jump spells due to their situational utility.
232* WeakButSkilled: Witches have no innate means to directly damage enemies, but that's not their real purpose. Being able to debuff enemies at the right time can make a difference in crucial moments.
233* WeatherManipulation: With the Storm spell in their hands, Witches can conjure rain or snow to hinder foes depending on the situation. This spell is also useful for trying to recruit a certain character in the fourth chapter.
234* WizardClassic: The Wizard class fits the criteria perfectly complete with RobeAndWizardHat.
235----
236Tropes pertaining to the Wizard or Enchantress in both the PSP remake and ''Reborn'':
237* AdaptationalAttractiveness: While the Wizard's sprite is left unchanged, his artwork makes him look a great deal younger.
238* AllYourPowersCombined: The current Wizard or Enchantress is an amalgamation of their previous incarnations from the original game in terms of function, meaning they can cast both offensive and debuff spells. However, they also inherit the early Wizard's sluggish mobility and their status magic is powered by the mind stat rather than dexterity.
239* AwesomeButImpractical: Their Conserve RT skill in the PSP remake is this as it means giving up a portion of TP that could have been used for a more practical ability like Meditation. ''Reborn'' fixes this problem by turning it into an auto skill.
240* BoringButPractical: In the PSP remake, experienced players will find themselves using lower-tiered spells against weaker units more often than not since stronger variations consume more MP and RT. Higher-leveled spells are best reserved for enemy leaders.
241* CantCatchUp: Wizards and Enchantresses eventually get overshadowed by other magic-based classes in later chapters. Unable to use summons or apocrypha spells like they did in the original game, their only saving grace in ''Reborn'' is their Conserve RT skill, which makes them into the fastest caster class in the game.
242* ColonyDrop: They can do this with their Meteor Strike spell.
243* CrutchCharacter: Wizards and Enchantresses briefly become this once AreaOfEffect spells are made available.
244* CursedItem: Turning a Wizard or Enchantress into a cursed weapon will provide it with random damage properties, a random elemental affinity (only in the PSP version), and racial bonuses against phantoms or golems.
245* ElementalPowers: In this game, Wizards and Enchantresses are able to utilize 7 of the 8 elemental spell categories.
246** BlowYouAway: Controls the power of air to suffocate foes. In the PSP remake, it notably has a spell that can [[ForcedSleep put multiple foes to sleep]].
247** CastingAShadow: Uses the power of darkness to harm foes. Has the most amount of utility spells for debilitating or supporting targets. In ''Reborn'', it is the only school of magic that offers a wide range of debuff effects.
248** DishingOutDirt: Harnesses the power of earth to bury foes. In the PSP remake, it is generally favored for having spells that can [[BarrierWarrior boost defense]] or hamper multiple targets with slow mobility and [[TakenForGranite petrification]].
249** AnIcePerson: Invokes the power of ice to shatter foes. In the PSP remake, its spells can affect magic accuracy or grant targets a buff that allows them to bypass units that have the [[YouShallNotPass Rampart Aura skill]].
250** MakingASplash: Manipulates the power of water to drown foes. In the PSP remake, it offers a [[UniversalPoison poison spell]] with more range and a minor healing spell.
251** PlayingWithFire: Directs the power of fire to destroy foes. In the PSP remake, its more popular spells can boost strength, cripple a target's defense, or deplete the TP of multiple foes while inflicting them with a stronger variation of poison.
252** ShockAndAwe: Unleashes the power of lightning to shock foes. In the PSP remake, it has a [[TheParalyzer stun spell]] with better range and a spell that can [[CooldownManipulation reset the RT]] of small enemy crowds.
253* EvilCounterpart: Their dark counterparts are [[Characters/HarryPotterDeathEaters Death Eaters]], mages who [[ImAHumanitarian practice cannibalism]] and serve [[Characters/HarryPotterLordVoldemort one who must not be named]].
254* ExtraTurn: Like in the original game, their Paradigm Shift spell allows this to take effect. However, it now affects multiple units while having a 66% chance of working.
255* FireIceLightning: Can fulfill this trope by wielding fire, ice, and lightning magic simultaneously as part of a set.
256* FriendlyFire: Like in the original game, their spells can harm allies if players are being careless. This is more common in the PSP remake due to missile spells being hard to aim within a cluster of different units. Fortunately, this gets fixed in ''Reborn'' by giving these spells a visible trajectory line.
257* HealItWithWater: Wizards and Enchantresses can restore HP and remove poison with the Quench spell, though its limited potency makes it close to a UselessUsefulSpell in later chapters. ''Reborn'' removes it entirely.
258* HumansAreDiplomats: They can recruit lizardmen and lamia into joining the player via the Coax skill.
259* LandSeaSky: Able to fulfill this trope if equipped with earth, water, and air magic as part of their skill repertoire.
260* LifeDrain: They can absorb an enemy's health with the missile spell Drain Heart. An [[ManaDrain MP version]] also exists in the form of Drain Mind.
261* LinearWarriorsQuadraticWizards: Downplayed in the remake as Wizards and Enchantresses can only damage or debuff multiple enemies at best. They get [[{{Nerf}} nerfed]] even more in ''Reborn'' where much of their non-dark utility spells have been removed entirely.
262* MagicEnhancement: This class is able to expand the range of their spells by activating the Engulf skill.
263* MagicStaff: The class still has access to caster-only cudgels, which grants them their only means of dealing divine damage via the cudgel finishers.
264* NecessaryDrawback: Their higher-tiered spells consume more MP and RT, leaving players little choice but to regenerate MP through various means or wait longer for the next turn upon casting them.
265* PowerfulButInaccurate: Early on in the game, the Wizard or Enchantress will sometimes face difficulty landing their debuff spells on opponents. In ''Reborn'', they can equip the Concentration skill to provide them with more magic accuracy, though it eventually becomes redundant as they gain more intelligence and mind points through leveling up.
266* ProjectileSpell: Early on, this class will constantly be lobbing elemental missile spells to damage foes from a distance. While aiming them properly is tricky in the PSP version, it shouldn't be too difficult since their line of travel is similar to that of crossbow-type weapons. ''Reborn'' makes it easier to use missile spells by giving them a visible trajectory line like all indirect attacks.
267* RegeneratingMana: Wizards and Enchantresses are given the means to naturally replenish their MP pool with the Meditation skill. However, the amount of MP it restores is minimal at best. ''Reborn'' increases its potency while turning it into an auto skill for balancing purposes.
268* SplashDamage: This class can still hit multiple foes like before with indirect spells, but doing so requires getting higher-tiered versions of them rather than raising the caster's intelligence.
269* StatusInflictionAttack: They have access to the same debuff spells from the original game, but now have an expanded arsenal to play with via dark magic.
270** CharmPerson: Charm mesmerizes foes into attacking their comrades, though it's now a single-target spell and works better when [[HypnoticEyes looking at the victim face to face]].
271** ForcedSleep: Sleep lulls victims into a deep sleep, serving as a non-lethal substitute for the Incubus spell.
272** GravityMaster: Gravity Flux weighs down the target's body with gravity to prevent them from climbing higher areas. It is ultimately removed in ''Reborn''.
273** TheParalyzer: Paralytic Wave stuns enemies momentarily, causing them to sometimes stumble upon taking action. Other spells that hinder mobility or action include Torpor, Dominate, Shackle, Fixate, and Dead Man's Ivy, but as of ''Reborn'', only Torpor remains intact.
274** TakenForGranite: Petriburst entraps the victim in stone. However, the debuff itself is now temporary rather than permanent like in the original.
275** SupernaturalFearInducer: Deadscream summons an undead phantom to frighten an enemy. ''Reborn'' omits it as to not take away the Terror Knight's niche.
276** UniversalPoison: Poison Cloud inflicts poison on multiple targets to deprive them of HP in multiple intervals while Deadly Poison applies a more potent version of the debuff on a single foe. ''Reborn'' gets rid of Deadly Poison in favor of enhancing the regular debuff's effects instead.
277[[/folder]]
278
279[[folder:Cleric]]
280[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/cleric_7.png]]
281 [[caption-width-right:250:Male Cleric and Female Cleric]]
282->''[[WhiteMagic A wielder of divine magic who mends wounds and cures various ailments]]. Keep one in every battle.''
283-->-Description
284Blessed with the ability to heal others and vanquish the undead, Clerics are an indispensable part of every squad. Although they share the same weaknesses of other spellcasting units, it should be a minor issue so long as they stay far away from the front lines. Any human and winged folk can turn into this class.\
285In the original game, the Cleric's functions used to be separated into different classes, with [[AlwaysMale Exorcists]] in charge of destroying undead units, [[AlwaysFemale Clerics]] handling multiple healing, and [[AlwaysFemale Priests]] reviving recently killed allies.
286----
287Tropes pertaining to the Exorcist, Cleric, and Priest in the original game:
288* ActualPacifist: In order to become a Cleric or Priest, a lawful female unit must never kill anyone no matter. Doing so bars them from entering the sisterhood. On the other hand, Priests themselves can subvert this trope so long as they don't change into different classes.
289* AntiDebuff: Clerics and Priests can use the Vitalize spell to remove all buffs instantly, though it doesn't become available until the second chapter.
290* BackFromTheDead: Priests are the only generic units capable of casting Revivify to resurrect dead allies so long as the battle does not end.
291* BadassPreacher: Exorcists typically dress and act the part quite well.
292* BoringButPractical: Clerics and Exorcists are limited to healing living units and harming undead ones respectively, while Priests get some flexibility in what they can do outside of their specialty.
293* CrutchCharacter: Clerics will always be an invaluable unit throughout the game especially after acquiring multi-target healing spells. Their usefulness only wears off once players are confident enough in their ability to win battles and [[EscortMission rescue missions]] without relying on HP restoration.
294** Beginning players tend to rely on Priests for reviving dead units once they get the Revivify spell late in Chapter 2. It helps that this class can assume the Cleric's role as healer while being able to contribute damage-wise with the Light Bow spell.
295* DifficultButAwesome: Similar to Wizards and Witches, they often need a constant supply of MP in order to function well. This is an even bigger issue for Priests and Exorcists due to their unique spells requiring large amounts of MP to even work.
296* HealerSignsOnEarly: The Cleric class usually becomes accessible for female units once they attain level 6 or higher. Having one is economical as healing items tend to eat up war funds early on.
297* HealingHands: The Exorcist, Cleric, and Priest are all capable of using the basic Heal spell.
298* GameplayAndStorySegregation: Despite the existence of the Revivify spell, it never gets brought up when certain key characters end up dying during certain parts of the story. It gets [[HandWave hand waved]] by Nybeth who explains that the spell acts more like a MagicalDefibrillator that does nothing to stop the aging process nor brings back those who have passed on long ago.
299* GenderRestrictedAbility: Male units gain access to the offense-oriented Exorcist class while female units are restricted to the more nurturing Cleric and Priest classes.
300* LightEmUp: Exorcists in particular are able to inflict light elemental damage with the Light Bow and Starion spells. The latter is treated more as a HolyHandGrenade due to affecting all enemy units and instantly exorcising undead.
301* MagicStaff: Similar to Wizards, they benefit greatly from the intelligence bonuses provided by staves.
302* TheMedic: All of them fit this role well, but the Cleric and Priest excels in it for different reasons with the former being able to heal crowds simultaneously and the latter having the means to resurrect others. Both classes can also use an infinite range healing spell that fully restores HP to a single ally.
303* NeverBareheaded: True to their religious nature, these classes are depicted wearing hats with Exorcists wearing what appears to be a cappello romano.
304* ProjectileSpell: Both Exorcists and Priests can use Light Bow to directly damage enemy units.
305* ReviveKillsZombie: Subverted in that healing spells don't work on undead troops.
306* ShootTheMedicFirst: The AI will often try to kill any nearby Clerics or Priests due to their frail defense and low health.
307* SquishyWizard: Partially subverted by Exorcists who have slightly sturdier defenses than Clerics and Priests.
308* ThouShaltNotKill: Clerics are forbidden from killing more than 5 units while Priests have an even more stringent requirement of not killing anyone. Exorcists avert this trope entirely due to being more of a ChurchMilitant and that exorcising undead units does contribute to their kill count.
309* TurnUndead: Undead units are easy prey for Exorcists so long as the latter have enough MP to work their magic.
310* WhiteMage: They exemplify this trope perfectly with Clerics and Priests being more of the WhiteMagicianGirl.
311----
312Tropes pertaining to the Cleric in both the PSP remake and ''Reborn'':
313* ActualPacifist: While the Cleric is no longer restricted by kill counts, they lack the ability to cast offensive light magic due to its potential to kill others. However, their healing spells can be used to harm the undead, turning them into a TechnicalPacifist out of necessity.
314* AllYourPowersCombined: This incarnation of the Cleric class combines its previous self's abilities with those of the Exorcist and Priest, giving them additional utility in battle.
315* AntiDebuff: In the PSP remake, Clerics are given a myriad of spells to treat certain ailments. They are even ColourCodedForYourConvenience. ''Reborn'' removes most of them entirely.
316** BoundAndGagged: They can relieve hobbled and leadened units with Unburden which has an [[VibrantOrange orange tone]].
317** HypnoticEyes: They can rouse asleep and charmed units with Awaken which has a [[HeavenlyBlue light blue shine]], though more debilitating hexes like [[MadLove bewitched]], [[MoneyDumb spendthrift]], and [[TheParanoiac paranoia]] require the use of the spell's upgraded version.
318** ICantFeelMyLegs: They can free bounded, shackled, and stopped units with Liberate which has a [[RedOnesGoFaster lively red color]].
319** MaximumHPReduction: They can restore withered, addled, and cursed units with Decurse which has a purple shade.
320** TheParalyzer: They can alleviate stunned units with Innervate which has a [[GoldColoredSuperiority golden yellow shine]].
321** PowerNullifier: They can unmute silenced units with Singing Light which has a [[CheeryPink soft pink glow]].
322** SupernaturalFearInducer: They can embolden frightened units with Hearten which has a [[BlueIsHeroic deep blue tone]].
323** TakenForGranite: They can release petrified units with Awaken Stone which has a [[LightIsGood light gray hue]].
324** UniversalPoison: They can purify poisoned units with Cleanse which has a [[GreenMeansNatural green tinge]], though envenomed victims can only be healed with the spell's higher-tier version.
325** The Cleric's Ease spell is a watered-down variation of Vitalize from the previous game in that it is limited to healing a single debuff per use, and there's no real way to determine which debuff gets removed first. ''Reborn'' makes the spell more viable by giving it a second-tier upgrade that can target multiple allies.
326** One of their unique skills, Mother's Mercy, can remove every debuff they currently have in exchange for TP. It becomes more useful in Reborn after being made into an auto skill.
327* BanishingRitual: Unlike in the original game, the Cleric's Exorcism spell only works on undead units that have been stilled. While this makes eliminating them more burdensome, the game balances this out by making them drop cards or loot like regular foes.
328* 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 Lawful route version of Chapter 2.
329* BoringButPractical: Clerics will spend most of their time healing units, exorcising undead, or speeding up allies with Boon of Swiftness. This class may be boring, but it will never be completely useless for inexperienced players.
330* CombatHandFan: They can wield the Caldia Fan as an alternate weapon for self-defense. Not only does it help boost their magical power, it also allows them to [[CharmPerson charm]] foes briefly.
331* CrutchCharacter: Like in the original game, players will often rely on Clerics for undoing enemy damage or destroying undead units. The PSP remake allows them to wean off from the class completely by purchasing Exorcism scrolls from shops so long as they have the money for it.
332* CursedItem: Turning a Cleric into a cursed weapon will provide it with crushing or slashing properties, an elemental affinity to light (only in the PSP version), and racial bonuses against divine beings.
333* DispelMagic: Clerics can remove a single buff from enemies with Dispel.
334* EvilCounterpart: [[{{Franchise/Hellraiser}} Cenobites]] are Clerics who have [[TheHeretic abandoned their faith]] in favor of [[LightIsNotGood exploiting divine magic]] for [[SinisterMinister personal gain]].
335* FragileSpeedster: The frail Cleric makes up for their weak defenses with speed, being able to act first more often than not.
336* HealingHands: Clerics retain this ability from the original game, though the amount of HP they can restore is mostly fixed for balancing purposes. Their healing powers can be slightly augmented by equipping them with the Augment Light skill in the PSP remake or changing their element to light in ''Reborn''.
337* HolyHandGrenade: Despite their inability to cast offensive spells, Clerics can still pull this trope off with cudgel finishers. While [[AwesomeButImpractical awesome to look at]], they're not exactly reliable in terms of damage output. ''Reborn'' fixes that issue by making them do a good amount of damage.
338* HumansAreDiplomats: Being religious in nature, Clerics have the ability to persuade divine units to join their cause with the Seraph's Pact skill.
339* ItemCaddy: Clerics are the only generic spellcasters who can wield the Lobber in the PSP remake. This tool enables them to function like Chemists from ''VideoGame/FinalFantasyTactics'', though the inclusion of elemental shots means they'll be able to [[MadBomber provide offensive support]] from a distance [[HPTo1 without actually killing their victims outright]].
340* MagicStaff: This class mainly uses cudgels to defend themselves with, though they are barred from using those that have elemental attributes other than light. They also synergize well with the weapon type's finisher due to all of them being attuned to the light element as well.
341** DamageIncreasingDebuff: Pressure Whirl smothers multiple foes within swirling glyphs that both damage them and reduce their resistance against magic, making this particular finisher perfect for complementing an allied spellcaster's damage output.
342** HolyHandGrenade: Trinity Pulse unleashes several beams of light to pierce the target repeatedly.
343** SpamAttack: Raining Blows pummels the enemy several times with multiple quick strikes.
344** StarPower: Wrathful Strike sends down a glowing spark that damages the target. In ''Reborn'', it works well as a self-defense move early on.
345* NecessaryDrawback: Like Wizards and Enchantresses, their higher-tiered spells have high MP and RT costs. This means they have to find a reliable means to regain MP while waiting longer for their next turn to arrive.
346* NotCompletelyUseless: In ''Reborn'', Clerics do decent damage with their finishers now, providing them with actual self-defense options. They can even synergize well with offensive spellcasters by weakening the magical resistance of targets through the use of Pressure Whirl.
347* NotTheIntendedUse: In the PSP version, this class can double as an offensive spellcaster by using arcana as consumable items. This is no longer the case in ''Reborn''.
348* NunTooHoly: Some of the female Clerics encountered in the story come across as this with two of them wanting to stick the protagonist's head on pikes.
349* 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''.
350* RegeneratingMana: In the PSP remake, Clerics can enhance their MP regeneration by equipping the Expand Mind and Channeling skills. ''Reborn'' gives them the Wizard's Meditation skill to help boost their overall utility.
351* ReviveKillsZombie: True to their ''VideoGame/OgreBattle'' roots, Clerics in the remake can harm undead units with healing magic.
352* SexyPriest: The remake's revamped art style gives male Clerics a rather handsome appearance despite them wearing the Exorcist's old cassock attire.
353* StatusBuff: They can [[SuperSpeed boost the turn speed]] of allied units with their Boon of Swiftness spell. While other classes like Rune Fencers can make use of it, the Cleric's high mind stat means the buff will last a lot longer.
354** One of their exclusive skills, Mother's Blessing, doubles the amount of HP they can heal with magic per turn. Combined with Major Heal and they can undo a lot of damage sustained by the player's party.
355* TurnUndead: Somewhat downplayed in that Clerics need to have undead foes stilled in order to exorcise them. On another note, their Sanctuary skill can keep the undead at bay for the duration of the whole battle, though it won't do much against those with indirect attacks and magic.
356* UselessUsefulSpell: Their Awaken spell is essentially this since it's much easier to cure asleep and charmed units by throwing stones at them. Their Seraph's Pact skill also counts despite not being a spell as there's only one battle where players can recruit enemy Divine Knights.
357[[/folder]]
358
359[[folder:Rune Fencer/Valkyrie]]
360[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/rune_fencer_and_valkyrie.png]]
361 [[caption-width-right:250:Rune Fencer and Valkyrie]]
362->''A [[JackOfAllTrades well rounded caster]] of attacks and [[HealingHands healing spells]] who is also adept at the sword and spear-play. Able to [[SuperSwimmingSkills move through water tiles]].''
363-->-Description
364Rune Fencers and Valkyries are skilled fighters who can take on a wide range of tactical roles in battle. While not as physically powerful as a dedicated combatant nor as magically adept as a devoted spellcaster, their real strength lies in coordinating with other classes to achieve different tasks whether if it's helping damage foes on the front lines or joining a Wizard's magic barrage from a distance. Any human, winged folk, and orc can turn into this class.\
365Only female units could become [[AlwaysFemale Valkyries]] in the original game, and they primarily served as one of the few fighter-type options for them at the time.
366----
367Tropes pertaining to the Valkyrie in the original game:
368* BlackMagic: Valkyrie only have a small number of spells to choose from, with each one representing a different element.
369** BlowYouAway: The basic wind spell [[ShockAndAwe Thunder]] has been the Valkyrie's trademark spell since ''VideoGame/OgreBattle''. It's very effective during bad weather conditions.
370** CastingAShadow: The basic dark spell [[ForcedSleep Incubus]] inflicts damage on a single target while [[ForcedSleep putting them to sleep]]. Works well as a secondary spell.
371** DishingOutDirt: The intermediate earth spell [[ColonyDrop Meteor]] has a hefty MP cost but can potentially deal more damage against enemies standing on low elevation.
372** MakingASplash: The intermediate water spell [[RainOfSomethingUnusual Acid Rain]] is the most expensive spell a Valkyrie has access to, yet its additional ability to [[ArmorPiercingAttack weaken the target's equipment]] can't be overlooked.
373** PlayingWithFire: The basic fire spell [[KillItWithFire Fire Burn]] is affordable MP-wise and can be used to burn through grass. It's especially powerful when used by a lawful Valkyrie in dry climate.
374* BootsOfToughness: Valkyries wear thigh-high leather boots to both protect their legs and allow them to traverse rough territory. It also complements their SuperSwimmingSkills.
375* BoringButPractical: Averted due to Valkyries being capable of taking on a number of different roles even though they won't be as proficient in them as some other classes.
376* LadyOfWar: One of the best examples the game has to offer.
377* LightningBruiser: As a melee combatant, they're both quick and durable enough to outlast weaker enemies. Their defenses are almost comparable to Knights and their expertise with the spear means they won't often be subjected to [[CounterAttack counterattacks]] by the enemy unless they happen to be spear wielders themselves.
378* MagicKnight: Very much the epitome of this trope. Valkyries can fight on the front lines and cast spells to weaken enemies from a distance.
379* MagicallyIneptFighter: A poorly trained Valkyrie can potentially become this especially if their intelligence and mentality are too low to make effective use of spells.
380* SexySlitDress: Wears a long skirt that exposes both of her thighs.
381* {{Valkyries}}: This class only fits the part superficially as Valkyries within the game's setting are mortal women who have little in common with their Myth/NorseMythology inspiration.
382* WeaponSpecialization: They specialize in using spears to skewer their foes and even have a WeaponTwirling animation for them when attacking first.
383----
384Tropes pertaining to the Rune Fencer or Valkyrie in both the PSP remake and ''Reborn'':
385* AbsurdlyIneffectiveBarricade: In the PSP version, this class has a skill that allows them to set up barricades to block chokepoints. However, the absurd TP cost makes it [[UselessUsefulSpell rather useless and unnecessary]].
386* AlchemicElementals: The ElementalEmbodiment of each summon spell used by the Rune Fencer and Valkyrie are derived from this trope. In addition to inflicting elemental damage, they also have crushing properties which helps them hurt armored foes even more.
387** BlowYouAway: The elemental summon representing air is [[NatureSpirit Sylphide]].
388** CastingAShadow: The elemental summon representing darkness is {{Hellhound}}. Notably, this is the only dark spell that can damage undead foes in the PSP remake.
389** DishingOutDirt: The elemental summon representing earth is [[OurGnomesAreWeirder Gnome]].
390** AnIcePerson: The elemental summon representing ice is {{Wendigo}}.
391** LightEmUp: The elemental summon representing light is [[WillOTheWisp Wisplight]].
392** MakingASplash: The elemental summon representing water is [[OurMermaidsAreDifferent Undine]].
393** PlayingWithFire: The elemental summon representing fire is [[FierySalamander Salamander]].
394** ShockAndAwe: The elemental summon representing lightning is {{Thunderbird}}.
395* AntiArmor: The Scythe Wind finisher allows Rune Fencers and Valkyries to potentially breach through an opponent's defense and cause them to take more damage against subsequent attacks. A very effective move to help soften durable units like Knights and Golems.
396* AntiDebuff: They can remove random ailments with the Ease spell.
397* ArbitraryWeaponRange: Their endgame spears will not be able to hit foes one tile close to them. This makes positioning a bit trickier, though an experienced player will be able to take advantage of this trait to attack foes while taking cover behind a stronger ally. In ''Reborn'', these types of spears can work really well with the Pincer skill provided the player can get their positioning just right.
398* CombatHandFan: While Rune Fencers and Valkyries can equip blunt weapons, the only ones they have access to are the Caldia Fan and Iron Fan.
399* CombatMedic: Their ability to cast Heal and Ease allows them to fill in as substitute Clerics.
400* CombinationAttack: They are able to coordinate attacks with allied units by equipping the Pincer skill. In their case, however, it may be tricky to position them just right as their spears can potentially result in CollateralDamage.
401* CripplingOverspecialization: In the middle of the game, the mediocrity of this class becomes more apparent sooner or later as more dedicated classes outshine them in their respective fields. ''Reborn'' rectifies this with meaningful changes to make them stand up to par with other units more or less.
402* CursedItem: Turning a Rune Fencer or Valkyrie into a cursed weapon will provide it with random damage properties, a random elemental affinity (only in the PSP version), and racial bonuses against humans, divine beings, faeries, or golems.
403* DispelMagic: Just like Clerics, they can remove a single buff from an enemy by casting Dispel.
404* ElementalPowers: Rune Fencers and Valkyries are able to cast a select number of spells from all 8 schools of magic, though the PSP remake bars them from using both light and dark magic at the same time. Unlike in the original game, the class itself can no longer use AreaOfEffect spells. Offensive-wise, it can cast missile-based spells and summons. Notably enough, the class's light magic arsenal is more extensive due to the inclusion of healing and utility spells.
405* ElementalWeapon: Can apply elemental bonuses to their weapons via Instill spells which they and a scant few classes can only cast naturally.
406* EvilCounterpart: Their dark counterpart, the [[ExactlyWhatItSaysOnTheTin Cannibal]] (called the Killing Angel in the Japanese version), is a heartless hunter who kills people to [[ImAHumanitarian devour their flesh]].
407* HealThyself: Their HP Infusion skill lets them convert TP into HP. Very useful in case they don't have enough MP to cast healing spells.
408* HeavyEquipmentClass: Rune Fencers and Valkyries are able to withstand more damage than some classes due to wearing heavier armor.
409* HumansAreDiplomats: They are one of the few playable units who can persuade human units with the Recruit skill.
410* InstantThunder: Their Giga Tempest finisher instantly conjures a freaking thunderstorm to devastate multiple enemies.
411* JackOfAllTrades: This class is even more versatile than before as the remake provides them with powerful spear finishers, an expanded spell menu, the ability to use healing magic, and a variety of survival skills to help keep them alive.
412* JoustingLance: An endgame weapon they can use, the Holy Lance, resembles one in terms of appearance.
413* KnightlySwordAndShield: This class is capable of equipping swords and shields similar to Warriors and Knights, but players may opt to give them [[TheStraightAndArrowPath one-handed bows or crossbows]] in case their magic damage is somewhat lacking.
414* LongHairedPrettyBoy: Rune Fencers have shoulder-length hair and happen to be as attractive as their female counterparts. They also bear a striking resemblance to male Geomancers from ''VideoGame/FinalFantasyTactics''.
415* MagicEnhancement: In ''Reborn'', this class gains access to Nature's Touch which enhances their magic damage when using any elemental spell aside from light and darkness.
416* MagicKnight: Gets played straight even more now that the class has access to a wider arsenal of spells as well as the ability to perform strong finishing moves.
417* PowerNullifier: Rune Fencers and Valkyries can mute targets with the Silent Light spell, though they are less successful in using it against more dedicated spellcasters due to the staggering differences in mind stat values. Unfortunately, this spell no longer exists in ''Reborn''.
418* ProjectileSpell: This class can use the same missile spells available to Wizards and other spellcasting units, but their mediocre intelligence means they won't do as much damage with them until near the end of the game.
419* StylishProtectionGear: The Rune Fencer's armor is rather stylized in contrast to the Valkyrie's slightly more minimal gear.
420* TheRedMage: The Rune Fencer or Valkyrie is able to cast a unique selection of [[BlackMagic offensive]], [[StatusBuff supportive]], and [[WhiteMagic recuperative]] spells.
421* RegeneratingMana: The PSP remake gives them two skills that revolve around MP. The first skill, Conserve MP, enables them to cast a spell without depleting their own MP pool. The second one, MP Infusion, converts all of their accumulated TP into MP. These skills are highly invaluable when used in conjunction with summon spells. In ''Reborn'', Rune Fencers and Valkyries are the only melee units who can learn Meditation which randomly replenishes their MP in decent chunks. Due to finishers being activated by MP now rather than TP, this turns the class into a complete powerhouse in early chapters.
422* StatusBuff: Aside from being able to make units faster with [[SuperSpeed Boon of Swiftness]], Rune Fencers and Valkyries are the only units who can cast Instill and Guard spells to enhance their elemental attacks and resistances. ''Reborn'' streamlines the effects of both spells into one and are made into pseudo auto skills so they won't waste any turns.
423* SummonMagic: Rune Fencers and Valkyries are capable of doing this, though the spells themselves are not that easy to come by. This makes them dangerous foes in ''Reborn'' as summon spells can inflict heavy damage on single units.
424[[/folder]]
425
426[[folder:Knight]]
427[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/knight_31.png]]
428 [[caption-width-right:250:Female Knight and Male Knight]]
429->''An excellent front-line warrior, able to use [[HealingHands healing magic]]. Nothing stops an enemy advance like a [[KnightInShiningArmor knight in their path]]. A capable defender and strong attacker.''
430-->-Description
431Strong in both attack and defense, Knights excel in protecting other units from harm. Although their heavy armor makes them sluggish and slow to act, no other human unit can rival their ability to soak up damage. In narrow area, they can easily prevent foes from moving past them if equipped with the right skills. Any human and skeleton can turn into this class.\
432In the original game, the [[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.
433----
434Tropes pertaining to the Knight in the original game:
435* ArmoredButFrail: Despite being clad in armor, Knights actually have weaker defenses than many of the other melee-based classes. They tend to work well when used to assist other front-line units or keep foes away from spellcasters.
436* AttackAttackAttack: Knights are limited to this like most melee combatants. They generally benefit more from enhanced defense, though their damage output will eventually be outshone in later chapters.
437* CantCatchUp: At some point, players will want to turn their Knights into something else as their defense alone will not be enough to help them catch up against stronger foes.
438* CloseRangeCombatant: Knights typically do this a lot better than Soldiers especially if they happen to be equipped with a sword.
439* AFatherToHisMen: A lot of knights in the game are often portrayed as this due to their sense of honor and chivalry.
440* TheGoomba: Enemy Knights take on this role once Soldiers and Amazons are rendered almost obsolete in later chapters.
441* HeroesPreferSwords: Knights tend to deal more damage with swords, and they happen to be some of the more heroic units the game has to offer.
442* KnightlySwordAndShield: Practically the quintessential example of this trope. Players will often rely on this class to help hold the front lines early on until more durable units become available.
443* {{Knockback}}: A Knight with a shield or gauntlet can inflict this on foes. While the damage they inflict is minimal at best, players can utilize them to shove stronger enemies off BottomlessPits in certain areas.
444* TheLeader: Knights commonly appear as enemy leaders in the first and third story chapters, though the threat they pose gradually fades over time.
445* LuckilyMyShieldWillProtectMe: This unit is the most likely to be immune to the Gorgon's Evil Eyes ability due to their tendency to wield shields.
446* NeverBareheaded: An average Knight is never without their signature helmet.
447* RedOniBlueOni: Knights are the Blue Oni to the Berserker's Red Oni. While Berserkers are blessed with stats geared more towards survival, Knights have superior hit accuracy due to their better dexterity growth. As such, they can even double as [[NotTheIntendedUse makeshift Archers]] by being given a [[BowsVersusCrossbows Short Bow or Crossbow]].
448* UndeadCounterpart: A zombie version of the Knight class can be encountered in later chapters, though it is impossible to recruit them. While more fragile in comparison to their living counterparts, they still deal a greater amount of damage than most undead units.
449----
450Tropes pertaining to the Knight in both the PSP remake and ''Reborn'':
451* ArmoredButFrail: The remake averts this hard by turning them into the most durable class players can get ahold of. Raise them right, and they may even become more durable and powerful than monster-type units.
452* BattleBallgown: The female Knight wears a modest dress adorned with armor parts for protection.
453* BoringButPractical: Players might not find Knights too exciting due to their defense-focused toolkit. However, many will find themselves grateful for the class's ability to inflict decent damage, absorb hits like they're nothing, and restore health from a distance all at once. Their combat versatility is almost comparable to Rune Fencers and Valkyries.
454* CarryABigStick: Being slow units anyway, Knights are perfectly suited for denting stronger foes with hammers and clubs. They also have some rather nifty finishers to magnify their damage output.
455** EarthquakesCauseFissures: Gaia Sunder shatters the target with a powerful quake that also [[DamageReduction reduces their physical might]].
456** AnIcePerson: Tyrant's Mace hurls a ball of ice to damage foes.
457** ShockAndAwe: Dancing Sprite summons lightning bolts that electrocute the target.
458** StuffBlowingUp: Crimson Reach conjures a massive explosion that burns multiple enemies all at once.
459* CombatMedic: Knights in this game can utilize healing spells to aid allies, though zombies and skeletons are barred from casting them due to their undead traits.
460* CombinationAttack: In ''Reborn'', this class is capable of participating in pincer attacks so long as they have the skill for it equipped.
461* CripplingOverspecialization: Being a melee combatant that specializes in taking damage and protecting allies, they will not have much opportunities to play more offensive roles against stronger foes.
462* CrutchCharacter: The early parts of the game, especially in ''Reborn'', will make deploying Knights more of a necessity as their Phalanx skill and healing magic can help shave off enemy damage.
463* CursedItem: Turning a Knight into a cursed weapon will provide it with slashing properties, an elemental affinity to air, earth, fire, or light (only in the PSP version), and racial bonuses against humans.
464* DrawAggro: In a way, Knights can do this by triggering their Guardian Force skill to absorb half of the damage taken by nearby allies. Also counts as a form of DamageReduction, especially in ''Reborn'' which allows the skill to be activated alongside Phalanx if players are lucky enough.
465* EvilCounterpart: Has one in Shadow Knights, [[BloodKnight bloodthirsty]] cavaliers who [[DealWithTheDevil sold their souls to demons]] in exchange for [[ImmortalityImmorality immortality]].
466* FaceYourFears: In the PSP remake, Knights are able to neutralize the fear status with the Hearten spell.
467* FightingAShadow: They have skills that produce stationary shadow clones capable of generating either Rampart Aura or [[TurnUndead Sanctuary]], but not both at the same time. This can be helpful in blocking off choke points to keep enemies out, but it won't do much against winged foes.
468* HeavyArmorClass: Very much the best example this game has to offer. While definitely one of the sturdiest classes around thanks to their high HP and vitality, they will often be the last to act due to their heavy armor weighing them down.
469* HeroesPreferSwords: Although Knights generally favor swords, the remake allows them to be proficient in other weapon types with hammers being a particular favorite due to its effectiveness against monsters. Oddly enough, this class is unable to equip two-handed swords unlike Terror Knights and White Knights.
470* HoistByHisOwnPetard: The Knight's Guardian Force skill can work against them if units near their position end up taking too much damage. Fortunately, this can potentially be averted in ''Reborn'' by allowing both Guardian Force and Phalanx to activate at the same time if players are lucky enough with the RNG.
471* HoldTheLine: Not only do Knights have the defense power to impede an enemy's advance, they are one of the few units to possess the Rampart Aura skill which prevents foes from moving past them without stopping. Though Rampart Aura came in 4 tiers in the remake, ''Reborn'' simplifies them into 2 instead.
472* HumansAreDiplomats: Knights have the ability to persuade human units to join them with the Recruit skill. This is justified due to them being more likely to be a charismatic [[OnlySaneMan voice of reason]].
473* LadyOfWar: The Female Knight is this, with her design based on the one from ''VideoGame/FinalFantasyTactics''.
474* MightyGlacier: Knights are both durable tanks and heavy damage dealers.
475* MyCountryRightOrWrong: Most enemy Knights the player encounters tend to display this mindset along with the usual ToBeLawfulOrGood dilemma.
476* NoSell: The Knight's Phalanx skill can reduce any hit they take into ScratchDamage before their next turn. Even a physically weak Knight [[StoneWall can hold their own]] with this skill in effect. In the PSP remake, skilled veterans will sometimes take the risk of equipping their Knights with lighter armor to draw the enemy's attention before activating Phalanx due to the AI not taking the skill's effect into account.
477** Like in the original game, this unit is able to avoid being petrified by the Evil Eye ability so long as they have a shield equipped.
478* ThePaladin: Knights in the remake are essentially how Lanselot's Paladin class functioned in the original game.
479* PlayingWithFire: A Knight well-versed with crossbows or hammers can burn multiple foes simultaneously with the Brimstone Hail or Crimson Reach finishers respectively. ''Reborn'' makes them even more effective in the hands of a fire elemental Knight.
480* ShieldBash: This is a more viable tactic for Knights in ''Reborn'' as shields can now inflict decent damage this time around.
481* SpellBlade: The PSP remake allows Knights to imbue their attacks with divine damage via the Instill Light spell.
482* SuaveSabre: Some of the swords they can use happen to be this.
483* TakingTheBullet: Pretty much how Knights are expected to function in battle. This trope can be played literally by pitting them against enemy Fusiliers though.
484[[/folder]]
485
486[[folder:Terror Knight]]
487[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/terror_knight.png]]
488 [[caption-width-right:250:Female Terror Knight and Male Terror Knight]]
489->''[[HorrifyingHero The howls of tormented spirits can be heard with every step of the terror knight's boots]]. Skilled in [[StatusEffects weakening enemy attacks and defense]], they function as a wall to enemy advance.''
490-->-Description
491Knights clad in blackened plate armor. Very similar to the regular Knight class when it comes to mechanics but trades the Knight's ability to tank damage and protect their allies by [[TerrorHero breaking the spirits of their opponents]]. Any human, orc, and skeleton can turn into this class.\
492In the original game, the [[AlwaysMale Terror Knight]] class is only available for Chaotic male units and requires a massive kill count on their part.
493----
494Tropes pertaining to the Terror Knight in the original game:
495* AttackAttackAttack: Like most melee combatants, Terror Knights are meant to mostly attack enemies on the front lines and not much else.
496* BlackKnight: The Terror Knight fulfills the expectations of this trope quite well with their ability to incite fear in nearby foes. Too bad it doesn't exactly work on [[ImNotAfraidOfYou chaotic units]].
497* TheDreaded: This class strikes fear in the hearts of [[RightMakesMight lawful units]] for a [[MightMakesRight good reason]].
498* EliteMooks: Terror Knights serve as this for enemy factions in later chapters with Brantyn employing a bunch of them to serve as his PraetorianGuard.
499* 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.
500* 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.
501* 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.
502* MightyGlacier: In some ways, the Terror Knight is a better frontline combatant than the regular Knight, but at the expense of being much slower.
503* NoSell: By virtue of being chaotic units themselves, they can outright ignore the fear effect of enemy Terror Knights.
504* NeverBareheaded: Like Knights, this class is never seen without its fearsome helmet.
505* PowerfulButInaccurate: Somewhat averted due to their decent dexterity growth.
506* PrestigeClass: The Terror Knight is often seen as an upgrade for Berserkers. They even share the same preferences for [[BrutishCharacterBrutishWeapon axes]].
507----
508Tropes pertaining to the Terror Knight in both the PSP remake and ''Reborn'':
509* 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.
510* 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.
511* AntiStructure: In the PSP remake, Terror Knights can destroy barricades in one hit with the Squash skill, though this has since been removed in ''Reborn''.
512* 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.
513* {{BFS}}: Terror Knights tend to favor two-handed swords due to their status as powerhouse units. As a result, they tend to gain access to some very powerful finishing moves.
514** BlowYouAway: Cyclone Saber inflicts air elemental damage to foes from a short distance.
515** ShockAndAwe: Lightning Strike and Grand Cross both inflict lightning damage towards victims, though the latter move is more powerful.
516** SwordPlant: Sonic Blade does this to nearby foes and becomes stronger the more TP the user has.
517* CombinationAttack: This class, like Knights and other melee units, can participate in pincer attacks so long as they have the skill for it equipped.
518* CoversAlwaysLie: Despite their official artwork depicting them wielding both sword and shield, Terror Knights cannot equip one-handed swords in the game.
519* CursedItem: Turning a Terror Knight into a cursed weapon will provide it with crushing or slashing properties, an elemental affinity to air, earth, lightning, or dark (only in the PSP version), and racial bonuses against umbra beings.
520* DarkIsNotEvil: Due to alignment restrictions being removed entirely in the remake, even lawful units with morals can become upright Terror Knights.
521* 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.
522* EvilCounterpart:
523** [[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.
524** [[ScarySkeletons Wights]] are skeletal magic users and warriors brought out of the abyss by necromancy. They act just like Dreadnoughts with the undead status
525* FightingAShadow: The Terror Knight's Shadowbreak skill can instantly remove shadow clones produced by Knights, though players may find its uses situational at best.
526* {{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 while Terror Knights can make use of dark magic.
527* HighHeelPower: The female Terror Knight is depicted with heeled greaves, yet is just as strong as her male counterpart.
528* 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.
529* 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.
530* 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.
531* 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.
532* MightyGlacier: Averted in the PSP remake, but played more straight in ''Reborn''.
533* MinidressOfPower: The female Terror Knight wears one to distinguish herself more from her male counterpart.
534* {{Nerf}}: In the PSP version, Terror Knights cannot take damage like they used to. While ''Reborn'' mitigates this issue, they will not be able to tank as well as Knights without softening foes.
535* 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.
536* SpellBlade: Terror Knights can augment their physical attacks by casting the Instill Shadow spell.
537* 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 lessens greatly.
538[[/folder]]
539
540[[folder:Berserker]]
541[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/berserker_7.png]]
542 [[caption-width-right:250:Female Berserker and Male Berserker]]
543->''A melee attacker [[TheBerserker entirely unconcerned with their own safety]], the berserker boasts a [[GlassCannon strong attack, but weak defense]].''
544-->-Description
545Berserkers 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.\
546The original game allows male units to become [[AlwaysMale Berserkers]] provided their alignments are Neutral or Chaotic.
547----
548Tropes pertaining to the Berserker in the original game:
549* AttackAttackAttack: What else are Berserkers good for other than butchering the enemy mercilessly?
550* BeardOfBarbarism: Berserkers always come with short beards that make them look older than most units.
551* BrutishCharacterBrutishWeapon: They generally prefer axes over other weapon types.
552* CloseRangeCombatant: This is their primary role in battle. They have both the attack power and durability to survive the front lines.
553* 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.
554* CultureEqualsCostume: Their character design is heavily based on the real-life Norse Vikings who raided European lands during the 9th and 10th centuries.
555* 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]].
556* HostileWeather: Chaotic Berserkers actually thrive in battles with horrid weather, doubly so if they have an elemental affinity for wind or water.
557* 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.
558* LightningBruiser: If raised as a Ninja beforehand and fed plenty of stat-boosting items, the Berserker class can fit this trope.
559* 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.
560* NeverBareheaded: Berserkers are always seen wearing [[HornsOfBarbarism horned helmets]].
561* 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.
562* RedOniBlueOni: They typically serve as the Red Oni to the Knight's Blue Oni, favoring brute force and violence more over skill and finesse.
563* ResistantToMagic: Due to their high mentality growth, Berserkers can shrug off most magical attacks with ease.
564* 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.
565* UnskilledButStrong: Despite lacking in grace and finesse, this class is undoubtedly a sturdy tank capable of taking and dishing out damage like no one's business.
566* WalkingShirtlessScene: While not obvious from the battle sprite, the artwork shows that male Berserkers go about topless.
567* 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.
568----
569Tropes pertaining to the Berserker in both the PSP remake and ''Reborn'':
570* AdaptationalAttractiveness: The male Berserker's {{Hunk}} figure is better emphasized in the new artwork and their colored hair makes them less old.
571* AmazonianBeauty: The female Berserker has both the beauty and muscles to exemplify the trope.
572* BloodKnight: Even more so in the remake due to additional skills that further enhance their ability to wreck havoc on enemy units.
573* BrutishCharacterBrutishWeapon: Axes remain one of their most favored weapons. It also helps that they now have powerful finishers that can inflict a lot of pain on the enemy.
574** CleanCut: Mantis Strike lands several quick cuts that damage the target two times.
575** DeathFromAbove: Infinity sends down falling rocks to crush the victim while dealing earth damage against them.
576** AnIcePerson: Ice Prison encases the enemy within ice before causing it to shatter violently.
577** PowerNullifier: Mistral Edge lands icy swipes that leave victims silenced temporarily.
578* CarryABigStick: Berserkers can wield various hammers or specific cudgels to deal blunt damage against foes.
579* ChainmailBikini: Somewhat downplayed by the female Berserker wearing a more revealing top while covering up her bottom half more.
580* CombinationAttack: Berserkers are able to utilize the Pincer skill to perform combination attacks on targets with nearby allies. Notably enough, these units happen to be the only class with four tiers of the skill in question, meaning they are the most likely to activate or chain multiple pincers in battle.
581* CursedItem: Turning a Berserker into a cursed weapon will provide it with crushing properties, an elemental affinity to lightning or water (only in the PSP version), and racial bonuses against humans or beasts.
582* 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.
583* EvilCounterpart: Their netherworld counterparts are [[TheExecutioner Executioners]], individuals [[AxCrazy who revel]] in taking the [[OffWithHisHead heads of their victims]].
584* {{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.
585* 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.
586* 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.
587* 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.
588* 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.
589* MinidressOfPower: Female Berserkers wear one while donning tights to cover up their legs.
590* NubileSavage: Subverted by the female Berserker.
591* 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.
592* PowerFist: Fists are one of the many weapon types Berserkers can specialize in. They also have the strength needed to properly maximize the damage output of fist finishers.
593** PlayingWithFire: Flaming Fists engulfs the target within a pillar of fire.
594** RapidFireFisticuffs: Rapid Strike pummels the enemy with several blows that result in them being [[TheParalyzer paralyzed]].
595** ScreamingWarrior: Howling Rage unleashes a powerful war cry that severely harms the target from a short distance.
596** SinisterSilhouettes: Retribution summons an evil spirit to inflict dark damage to foes via RedFilterOfDoom.
597* 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.
598* 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.
599[[/folder]]
600
601[[folder:Swordmaster]]
602[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/swordmaster.png]]
603 [[caption-width-right:250:Male Swordmaster and Female Swordmaster]]
604->''A melee attacker and [[KatanasAreJustBetter master of the two-handed katana]]. Able to [[DanceBattler dance powerful war dances]].''
605-->-Description
606Katana-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.\
607In the original game, the [[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.
608----
609Tropes pertaining to the Swordmaster in the original game:
610* 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.
611* 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.
612* CombatMedic: They can serve this role with the [[HealItWithWater Heal Rain]] spell equipped.
613* 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.
614* DualWielding: Like Ninjas, the Swordmaster class can hit twice in a row provided they have two one-handed weapons.
615* {{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.
616* ForceAndFinesse: Compared to the more brutish Dragoon and Terror Knight classes, Swordmasters place more emphasis on finesse in their fighting style.
617* 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.
618* GlassCannon: Although Swordmasters can inflict decent damage to foes, they constantly have to watch out for Archers or enemies with strong counterattacks.
619* HeroesPreferSwords: True to their class moniker, the sword is their best and only tool.
620* MagicKnight: Swordmasters in the original game have limited access to non-light supplemental spells. Their naturally high dexterity makes them ''perfect'' for trying to land the Stun and Petrify spells on multiple foes.
621* MasterSwordsman: This class fits the part well in terms of appearance.
622* OldMaster: Similar to Wizards and Beast Tamers, they appear to be quite aged compared to some of the other male classes.
623* 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.
624** If equipped with two Firedrake Swords, this class can easily devastate both [[TheDragonslayer dragons and lizards]] just like Dragoons.
625* 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.
626* 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.
627----
628Tropes pertaining to the Swordmaster in both the PSP remake and ''Reborn'':
629* AdaptationalAttractiveness: The artwork gives male Swordmasters a more youthful appearance and even removes the beard from their in-game sprites.
630* AdaptationalWeaponSwap: Swordmasters swap their proficiency with regular swords to two-handed katanas instead.
631* AlwaysAccurateAttack: ''Reborn'' gives them the Falling Blade skill which allows them to inflict a CriticalHit without being subjected to counterattacks from the target.
632* 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.
633* CombatMedic: They have two specific war dances that allow them to restore HP and clear away debuffs.
634* CounterAttack: Some of the Swordmaster's skills revolve around responding to the enemy's attacks. 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]].
635** On another note, they have this odd quirk of countering indirect attacks with stone slinging.
636* 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.
637* CursedItem: Turning a Swordmaster into a cursed weapon will provide it with slashing properties, an elemental affinity to air or earth (only in the PSP version), and racial bonuses against humans or beasts.
638* DanceBattler: As part of their rebalancing in the PSP remake, Swordmasters were given their own brand of magic known as war dances that focused more on buffing allies and debuffing enemies.
639** AntiDebuff: Shriving Dance removes a small number of debuffs.
640** BarrierWarrior: Bellows Dance temporarily boosts defense.
641** CharmPerson: Demonpetal Dance charms nearby foes to aid the caster's side.
642** DamageIncreasingDebuff: Comely Dance weakens the defense of nearby opponents.
643** HealingHands: Harvest Dance slightly replenishes HP for both the Swordmaster and nearby allies.
644** 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.
645** SlowerThanASnail: Bedeveling Dance alters the tempo of nearby foes, slowing them down momentarily.
646** SuperStrength: Lion Dance enhances the damage output of both the caster and their allies.
647* EvilCounterpart: The Kill Seeker is a [[SerialKiller born murderer]] who likens the taking of lives as [[HighOnHomicide some kind of game to them]].
648* FriendlyFireproof: Inverted with their supportive war dances and played straight with the more debilitating ones in their arsenal.
649* GlassCannon: Without utilizing their skills, Swordmasters are unlikely to last long in the front lines, making them similar to their previous counterparts in that aspect.
650* IaijutsuPractitioner: Averted by them swinging their katanas no differently than any other weapon types during normal hits, though it's played straight for the finishers.
651* 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.
652** CastingAShadow: Ghostwail engulfs a target within dark energy.
653** 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.
654** SpectacularSpinning: Skyrend unleashes a fierce circular gust that deals slashing damage to a single enemy.
655** TakenForGranite: Stonebloom damages a target while turning them into stone. This move is based on the previous Swordmaster's proficiency with the Petrify spell.
656* 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.
657* LongHairedPrettyBoy: The male Swordmaster fits the part albeit with a PermaStubble to replace their earlier incarnation's beard.
658* MagicKnight: Still fits the trope due to their ability to perform war dances.
659* MasterSwordsman: This class is definitely more of an Eastern flavor of this trope.
660* {{Nerf}}: The PSP version got hit '''hard''' because they were so useful in the original game. Their war dances consumed TP instead of MP and also required catalysts to use each time. ''Reborn'' ended up buffing the class, making war dances cost MP and removing the need for catalysts.
661* 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.
662* SexySlitDress: The female Swordmaster wears one to allow ease of movement.
663* 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.
664* 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.
665* WesternSamurai: According to one enemy leader's profile, the knowledge of Eastern swordsmanship became widespread when people from Xipang immigrated to Valeria.
666[[/folder]]
667
668[[folder:Dragoon]]
669[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/dragoon_1.png]]
670 [[caption-width-right:250:Female Dragoon and Male Dragoon]]
671->''A warrior with a special talent for [[HunterOfMonsters slaying beasts and dragons]].''
672-->-Description
673Knights 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.\
674In the original game, the [[AlwaysMale Dragoon]] class is only available to Neutral-aligned male units.
675----
676Tropes pertaining to the Dragoon in the original game:
677* ArmoredButFrail: Downplayed in that Dragoons have defense stats comparable to Knights, though they are not as tanky as Berserkers or Terror Knights.
678* BoringButPractical: While Dragoons are technically versatile in terms of function, they are often deployed in battles where enemy dragons and lizards are abundant.
679* DamageReduction: They are the only unit to have innate defense bonuses against dragons and lizards.
680* TheDragonslayer: Plays this role quite perfectly. Not only can they inflict insane damage on dragons, their attacks also make quick work of lizards.
681* HeroesPreferSwords: The Dragoon class has a strong preference for swordsmanship. They also benefit from certain swords that further augment their dragon slaying abilities.
682* JackOfAllStats: Like Valkyries, their stats are somewhat balanced. However, it's clear they have a greater bias towards physical might.
683* MagicKnight: Dragoons are able to cast the same spells used by the Valkyrie class to attack multiple foes from a distance, but...
684* 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.
685* 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.
686* 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.
687* 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.
688* 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.
689----
690Tropes pertaining to the Dragoon in both the PSP remake and ''Reborn'':
691* 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.
692* AntiArmor: Their Dragon's Wound skill outright neutralizes the effects of Dragon Scale, enabling them to heavily damage dragons like they normally would.
693* {{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''.
694* 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.
695* CombinationAttack: In ''Reborn'', they can initiate pincer attacks with other allied units nearby so long as they have the skill for it equipped beforehand.
696* CoolHelmet: The female Dragoon has a rather stylized helmet that distinguishes her better from her male counterpart.
697* 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.
698* CrutchCharacter: In later chapters, these units are necessary for making battles riddled with monsters much easier.
699* CursedItem: Turning a Dragoon into a cursed weapon will provide it with piercing properties, an elemental affinity to earth or ice (only in the PSP version), and racial bonuses against dragons.
700* 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.
701* HeavyArmorClass: Similar to Knights and Terror Knights, they can equip heavy armor to bolster their defenses, though it also makes them slower to act.
702* 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.
703* HunterOfMonsters: In this version of the game, the Dragoon hunts not only dragons, but also mythical beasts such as Gryphons, Cockatrices, Octopi, and Cyclopes.
704* 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.
705* KnightlySwordAndShield: Similar to their previous incarnation, they can wield one-handed swords and shields just like Knights.
706* OutsideTheBoxTactic: Want to inflict obscene damage to multiple dragons or beasts? Activate the appropriate slaying skill, select an area of effect finisher like Brimstone Hail, and watch your Dragoon mutilate tons of large prey in mere seconds.
707* StatusBuff: Dragoons can bestow their slaying abilities to nearby allies on a lesser scale with the [[WeaponOfXSlaying 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.
708[[/folder]]
709
710[[folder:Ninja/Kunoichi]]
711[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/kunoichi_and_ninja.png]]
712 [[caption-width-right:250:Kunoichi and Ninja]]
713->''[[{{Ninja}} A nimble warrior]] who prefers [[FragileSpeedster hit-and-run tactics to an open fight]]. Their attacks [[DualWielding with double weapons]] can be vicious.''
714-->-Description
715Trained 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.\
716In the original game, male units with any alignment are able to become [[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.
717----
718Tropes pertaining to the Ninja in the original game:
719* 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.
720* 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.
721* TheDragonslayer: One of their preferred weapons, a claw made from the nails of a Blue Dragon, has dragon slaying properties.
722* 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.
723* 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.
724* GlassCannon: A properly-raised Ninja can inflict heavy damage on a single foe, though they will never be as durable as other melee combatants.
725* 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.
726* HitAndRunTactics: Players will often find themselves resorting to this when using Ninjas for melee combat.
727* JackOfAllTrades: Ninjas are just as versatile as Valkyries, being able to support tank units via complementary attacks and disrupt enemy lines with offensive spells.
728* 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.
729* 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.
730* NeverBareheaded: Ninjas are recognizable by the helmed hoods they normally wear when out on the battlefield.
731* PoisonedWeapons: Late in the game, one of the rare claws this class can gain access to has the ability to poison foes on contact.
732* 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.
733* SuperReflexes: By far the most evasive class in the game with Archers and Swordmasters coming a close second.
734* 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.
735* WolverineClaws: Ninjas deal more damage when equipped with claws, one of the more uncommon weapon types the game has to offer.
736----
737Tropes pertaining to the Ninja or Kunoichi in both the PSP remake and ''Reborn'':
738* AdaptationalWeaponSwap: Unlike in the original game, this class can no longer equip claws or fists. Instead, they are able to specialize in a wider ranger of different weapons with one-handed katanas as their preferred choice for melee combat.
739* 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.
740* 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.
741* 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.
742* 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.
743* 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.
744* CursedItem: Turning a Ninja or Kunoichi into a cursed weapon will provide it with crushing or slashing properties, an elemental affinity to air or lightning (only in the PSP version), and racial bonuses against humans or reptiles.
745* 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]].
746* EvilCounterpart: Like in the previous game, Dark Stalkers serve as their netherworld counterparts. Fortunately, they're not as [[{{Nerf}} broken]] as their earlier incarnations.
747* FragileSpeedster: They continue to be this in the remake, though the Steelstance skill helps mitigate their insufficient defense.
748* 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.
749* 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.
750* 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.
751** CleanCut: Dark Blade and Swallow Slash invoke this trope with their graphical effects, though the former has better range while the latter hits twice.
752** LightEmUp: Advent Sign unleashes a rain of divine energy to damage adjacent targets.
753** LightningLash: Thunder Wave sends out a stream of lightning lashes to overwhelm a single enemy.
754* 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.
755* 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.
756* 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.
757* 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.
758* 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.
759* ShowgirlSkirt: The Kunoichi wears a very short skirt that reveals her legs, most likely to allow for easier movements or to [[DistractedByTheSexy distract foes]].
760* SmokeOut: ''Reborn'' allows Ninjas to do just this with Smoke Screen, a new auto skill that inflicts [[TemporaryBlindness falsestrike]] on foes adjacent to them.
761* SpellBlade: Some of their ninjutsu spells function as this.
762* StatusBuff: Ninjas and Kunoichis have access to certain ninjutsu that alter their movement patterns depending on the situation.
763** InASingleBound: Leaping Monkey enables them to leap through high elevations by means of a [[HooksAndCrooks Grappling Hook]].
764** WalkOnWater: Waterstep allows them to walk on water like they did in the original game.
765* 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.
766** 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.
767** 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.
768** 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.
769* 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.
770* SummonMagic: The offensive ninjutsu this class has functions similarly to summon spells, albeit with secondary damage properties that differ from one another.
771** BlowYouAway: Calls a Wind Dervish to deal [[RazorWind slashing air damage]] on targets.
772** DishingOutDirt: Conjures a Sand Spider to deal [[DeathFromAbove crushing earth damage]] on targets.
773** AnIcePerson: Deploys a Rime Raven to deal [[StalactiteSpite piercing ice damage]] on targets.
774** MakingASplash: Invokes a Water Tiger to deal [[MurderWater crushing water damage]] on targets.
775** PlayingWithFire: Summons a Fire Snake to deal [[{{Fireballs}} crushing fire damage]] on targets.
776** ShockAndAwe: Unleashes a Chimaera to deal [[ChainLightning piercing lightning damage]] on targets.
777* 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.
778* WalkingArmory: In a way, Ninjas and Kunoichis are this when you consider the amount of tools they need to utilize their ninjutsu spells in the PSP version.
779* WeakButSkilled: Despite not being powerhouse damagers like Berserkers or durable tanks like Knights, this class is able to hold its own through a plethora of useful skills and abilities unique to them.
780[[/folder]]
781
782[[folder:Rogue]]
783[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/rogue_8.png]]
784 [[caption-width-right:250:Female Rogue and Male Rogue]]
785->''Deadly dexterous warriors who are also capable of [[StickyFingers relieving enemies of their treasured goods]] and [[TrapMaster laying traps]] to snare the unwary.''
786-->-Description
787A late-game class added to the PSP remake. Devastating once trained up properly, Rogues can weave about the battlefield to steal from their enemies, set and disarm traps, and inflict status ailments. Any human, faeries, and imp can turn into this class. ''Reborn'', however, turns it into an enemy-only class.
788----
789* BackStab: Part of their unique skill kit is Sneak Attack, which lets them make any melee attack they make to an enemy's rear outright ignore their defense.
790* 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.
791* BlowGun: Like Ninjas, they can equip blowguns to deal a variety of status debuffs to weaken enemies.
792* 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.
793* BootsOfToughness: Rogues wear high boots that cover up most of their legs to travel more efficiently.
794* 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.
795* CombatHandFan: As light-armored units, they can only wield fan-type hammers.
796* CoversAlwaysLie: Despite their official artwork portraying them with swords, Rogues cannot actually use them in-game.
797* CursedItem: Turning a Rogue into a cursed weapon will provide it with slashing or piercing properties, an elemental affinity to earth or water, and racial bonuses against divine beings, umbra beings, faeries, phantoms, or golems.
798* 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.
799** CleanCut: Double Fang unleashes arcing slashes that hit foes twice.
800** TheParalyzer: Shadowpin effectively binds a target to the ground, preventing them from moving.
801** RazorWind: Heart Crusher sends out a cyclone that inflicts air elemental damage to the opponent.
802** StarPower: Overwhelm sends out starry projectiles that deal piercing damage towards the victim.
803* 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.
804** 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]].
805* 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]].
806* EyepatchOfPower: The female Rogue wears one to inspire intimidation from her prey.
807* FragileSpeedster: Like the Ninja class, Rogues will often have to rely on their natural agility to evade attacks rather than endure them directly.
808** 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.
809* GraveRobbing: Rogues are more commonly encountered in the Palace of the Dead for this reason.
810* HerdHittingAttack: Their Sparagmos skill causes them to unleash a powerful air attack on surrounding enemies.
811* 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.
812* HumansAreDiplomats: In the PSP version, they have the ability to recruit faerie units with their roguish charms.
813* 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.
814* 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.
815* KleptomaniacHero: Very much so when used by the player.
816* 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.
817* MagikarpPower: While Rogues don't stand out much at first, they gradually shine as their outstanding dexterity growth allows them to inflict outstanding damage in later chapters.
818* 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''.
819* NeverBareheaded: Rogues wear [[BadassesWearBandanas bandanas]] to both distinguish themselves on the battlefield and cover their head for minor protection.
820* 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.
821* 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.
822* PromotedToPlayable: Inverted. They were demoted to an enemy-only class in ''Reborn'', with the claim being that the class didn't work right with the changes made to the AI. Specifically, their AI pathing with player-set traps. That said, a number of their skills were recycled into the other classes.
823* 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''.
824* SleevesAreForWimps: The male Rogue plays this trope straight.
825* StatusInflictionAttack: As Rogues, both faeries and imps can utilize debilitating Familiar skills more commonly associated with the latter.
826* 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]].
827* 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.
828** AcidAttack: The Moon card smothers the target within a cloud of acid, dealing crushing earth damage to them.
829** CastingAShadow: The Devil card conjures a dark explosion to devour the target, dealing crushing dark damage to them.
830** CharmPerson: The Lovers card charms the target, making them hostile towards their side temporarily.
831** DamageIncreasingDebuff: The Strength card makes the target more vulnerable to physical attacks.
832** DamageReduction: The Hanged Man card lowers the target's physical attack power.
833** ForcedSleep: The Hierophant card puts the target into a deep sleep.
834** GravityMaster: The High Priestess card manipulates gravity to leaden the target.
835** AnIcePerson: The Justice card overwhelms the target within an icy mist, dealing crushing ice damage to them.
836** ManaBurn: The Chariot and World cards fully deplete the target's TP and MP respectively.
837** TheParalyzer: The Empress card binds the target immediately, keeping them from making movements.
838** PillarOfLight: The Judgement card sends down a beam of light on the target, delivering piercing light damage to them.
839** PowerNullifier: The Temperance card places a silencing spell on the target.
840** RazorWind: The Star card engulfs the target within a small cyclone, dealing slashing air damage to them.
841** SchmuckBait: The Fool card disarms any traps made by the enemy's side beforehand.
842** ShockAndAwe: The Hermit card hits the target with a bolt of lightning, dealing piercing lightning damage to them.
843** StalactiteSpite: The Tower card encases the target within a sharp crystal, dealing slashing damage to them.
844** StuffBlowingUp: The Sun card triggers a small-scale explosion below the target's feet, dealing crushing fire damage to them.
845** TimeStandsStill: The Wheel of Fortune card halts the target's time, leaving them completely immobile for a few turns.
846** UniversalPoison: The Death card poisons the target, causing them to lose health over time.
847** WeakToMagic: The Magician card lessens the target's resistance to magic-based damage.
848** WithMyHandsTied: The Emperor card shackles the target completely, preventing them from taking action.
849* [[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.
850* 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.
851* WeakButSkilled: Rogues may not be the strongest units in terms of pure strength, but their overall versatility is more than enough to make them effective fighters on both the front lines and the rear.
852[[/folder]]
853
854[[folder:Beast Tamer]]
855[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/beast_tamer.png]]
856 [[caption-width-right:250:Female Beast Tamer and Male Beast Tamer]]
857->''The beast tamer is able to [[TheBeastmaster train beasts]] and [[DragonTamer dragons]] and unleash their hidden potential.''
858-->-Description
859A class that specializes in handling monster units, they have the ability to both tame and empower them in battle. Outside of that, they can double as somewhat effective fighters, though their mediocre stats keeps them from overshadowing more dedicated combatants in the front lines. Any human and winged folk can turn into this class. In ''Reborn'', faeries are also able to become Beast Tamers.\
860In the original version, men could only become [[AlwaysMale Beast Tamers]], though they lack the ability to enhance dragons. Meanwhile, the female class line has exclusive access to [[AlwaysFemale Dragon Tamers]] who are rather frail in contrast to their male counterpart.
861----
862Tropes pertaining to the Beast Tamer and Dragon Tamer in the original game:
863* BaldHeadOfToughness: Like their ''VideoGame/OgreBattle'' counterparts, Beast Tamers in this game are mostly bald with white sideburns and a beard.
864* TheBeastmaster: Beast Tamers have the ability to innately empower beast units like Gryphons and Cockatrices within 3 tiles.
865* DragonTamer: Similar to their male counterpart, the Dragon Tamer is able to empower dragons and lizards within 3 tiles.
866* GenderFlip: Oddly enough, Dragon Tamers were exclusively male in ''VideoGame/OgreBattle'' before being made into a female-only class.
867* 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.
868* 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.
869* {{Gonk}}: Beast Tamers are not exactly the most attractive units out there, being balding and unwashed with rough faces.
870* 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.
871* JackOfAllStats: If you can ignore their poor defense parameters, Dragon Tamers have more or less average stats with a slightly stronger emphasis on mentality.
872* 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.
873* 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.
874* 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.
875* 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.
876* 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.
877* SuperEmpowering: Both classes have one as an innate passive, but for different species of monsters.
878* SuperSwimmingSkills: Dragon Tamers can easily move through water tiles on account of their former training as Amazons.
879* WeaponSpecialization: The Beast Tamer is the only generic class that prefers whips. Although the weapon type itself is lighter in general and allows users to bypass counterattacks from more direct combatants, it cannot pierce through multiple units like spears can.
880* WhipOfDominance: The [[TheBeastmaster Beast Tamers]] & [[DragonTamer Dragon Tamer]] classes are the only generic class that can have [[WeaponSpecialization whips as the preferred weapon]]. The whips themselves are merely symbolic of the tamer status and have no particular ability that helps them control their beasts, nor are they characterized as cruel for wielding the whips.
881----
882Tropes pertaining to the Beast Tamer in both the PSP remake and ''Reborn'':
883* AdaptationalAttractiveness: The male Beast Tamer is no longer balding or possessing WildHair with an unkempt BeardofBarbarism in the remake. Instead, they're more like [[{{Hunk}} Hunks]] with a PermaStubble.
884* AdaptationalCurves: The female Beast Tamer's curves are a bit more pronounced in the official artwork.
885* AllYourPowersCombined: This class combines both the original Beast Tamer's affinity for beasts and Dragon Tamer's expertise with dragons.
886* BadassesWearBandanas: Male Beast Tamers wear one for protection against the weather.
887* 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.
888* 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.]]
889* {{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.
890* CursedItem: Turning a Beast Tamer into a cursed weapon will provide it with random damage properties, an elemental affinity to air or water (only in the PSP version), and racial bonuses against beasts or dragons.
891* 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.
892* {{Foil}}: They serve as one for Dragoons who kill monsters rather than tame them.
893* 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.
894* MasterOfNone: Outside of their monster-based skills, Beast Tamers are somewhat mediocre as damage dealers.
895* NavelDeepNeckline: The male Beast Tamer wears one that shows off their taut muscles.
896* 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.
897* 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.
898* 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.
899* SpeaksFluentAnimal: Due to their experience in handling beasts and dragons, the Beast Tamer class has two separate recruiting skills for each species.
900* 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.
901* ThisLooksLikeAJobForAquaman: Need a unit that can coax beasts or dragons into serving you? Well look no further than the Beast Tamer class.
902* 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.
903* WeaponSpecialization: The whip continues to be the Beast Tamer's preferred weapon which now comes with a nice array of finishing moves.
904** BoundAndGagged: Wrenching Coil constrains the victim's body to [[SlowerThanASnail slow down their movements]].
905** CleanCut: Swift Thrash launches several strikes that hit foes twice in a row.
906** MakingASplash: Flood Lash fires a stream of water towards the opponent.
907** TendrilsOfDarkness: Armageddon sends out multiple tendrils to lash out at the target.
908[[/folder]]
909
910[[folder:Fusilier]]
911[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/fusilier.png]]
912 [[caption-width-right:250:Female Fusilier and Male Fusilier]]
913->''[[TheGunslinger Fusiliers can wield all of the powerful ranged weapons that give them their name]]. However, their [[DoesNotLikeMagic avoidance of magic and all things supernatural]] has left them [[WeakToMagic particularly susceptible to magic attacks]].''
914-->-Description
915Fusiliers are marksmen trained in the usage of guns to snipe at foes from afar. They share the same role as Archers, yet their bullets pose more of a threat to armored units than arrows. However, their resistance against magic is the worst among every other unit, so pitting them against enemy mages can be a rather risky venture. Any human can turn into this class so long as Lindl is recruited into the party.\
916In the original game, only neutral male units are able to become [[AlwaysMale Gunners]]. Note that doing so bars them from ever changing into other classes again, so caution is advised.
917----
918Tropes pertaining to the Gunner in the original game:
919* ArbitraryGunPower: Make no mistake, even the weakest gun in the game can deal incredible damage at the hands of the Gunner class.
920* ArbitraryWeaponRange: Averted. Guns have infinite range when utilized as an indirect weapon by Gunners.
921* BoringButPractical: All this class can do is shoot at people, yet they're exceptionally good at it as their guns have unlimited range.
922* BottomlessMagazines: Similar to Archers, the Gunner will never run out of bullets in battle.
923* DoesNotLikeMagic: This class has the lowest intelligence rating among generic units and lacks MP growth.
924* DistaffCounterpart: Serves as one for the female Archer.
925* 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.
926* TheGunslinger: Fits the trope quite well especially since most enemy factions lack one of their own.
927* {{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.
928* InstantDeathBullet: If raised as a Dragoon beforehand, the class can almost instantly kill units with weak defenses.
929* LateCharacterSyndrome: By the time you gain access to this class, the game is almost over.
930* 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.
931* 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.
932* PistolWhipping: The class typically does this with their gun as a form of CounterAttack when struck directly by the enemy first.
933* PrestigeClass: Is classified as an advanced male unit with somewhat stringent requirements.
934* SlowerThanASnail: Their horrid weight penalty means they'll most likely act last during battle.
935* SniperRifle: One of their strongest weapons is this.
936* 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.
937----
938Tropes pertaining to the Fusilier in both the PSP remake and ''Reborn'':
939* AbsurdlyIneffectiveBarricade: In the PSP version, Fusiliers can block narrow areas with the Barricade skill, though ''Reborn'' omits it from their list of skills.
940* 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 critical hits in favor of ignoring obstacles. Note that these skills only apply to fusils, not other weapon types.
941* ArbitraryWeaponRange: Fusils in this game have been [[{{Nerf}} nerfed]] range-wise as they now have limited coverage similar to crossbows.
942* BowsVersusCrossbows: The Fusilier class can equip crossbows as an alternative weapon, though it deprives them of the ability to utilize their unique skills.
943* CounterAttack: In ''Reborn'', their new Quick Draw skill allows them to preempt attacks so long as the attacker is within range.
944* CriticalHitClass: Counts as one due to their Sharpshoot skill.
945* CursedItem: Turning a Fusilier into a cursed weapon will provide it with crushing or piercing properties, an elemental affinity to fire or light (only in the PSP version), and racial bonuses against humans or dragons.
946* DeviousDaggers: Fusiliers can wield daggers alongside one-handed fusils.
947* 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]].
948* 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.
949* GlassCannon: These units pack a punch in ''Reborn'' but can't take much damage especially against spellcasters.
950* 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.
951* 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.
952** ChargedAttack: Rapid Blast launches a charged shot that inflicts misstep in addition to piercing damage.
953** OminousFog: Mirage Strike envelops foes within a cold mist, damaging them while inflicting stagger.
954** PillarOfLight: Attunement sends down heavenly beams to deal [[LightEmUp light damage]] while [[PowerNullifier silencing victims]].
955** SpreadShot: Scatter Shot fires a wind projectile that phases through the target, hitting them twice with [[BlowYouAway air damage]].
956* ImprobableAimingSkills: Their Course Correction allows them to hit targets behind numerous obstacles.
957* ItemCaddy: Can play this role better than most units in ''Reborn'' due to their ability to sling items from a distance with the Lobber skill.
958* LateCharacterSyndrome: Subverted in that well-raised Fusiliers can substitute or complement Archers depending on the situation at hand.
959* OneBulletClips: While Fusiliers normally target one foe per turn through indirect attacks, one of their fusil finishers can hit twice in a row.
960* NeverBareheaded: Fusiliers have wide brimmed hats used for keeping the sun from interfering with their vision.
961* NeverBringAGunToAKnifeFight: If trained inefficiently, a weak Fusilier can easily be taken down by more agile units like Rogues and Archers.
962* PunchPackingPistol: Some of their one-handed fusils have impressive stats that put some of their two-handed counterparts to shame.
963* QuickDraw: Has a skill with the same name in ''Reborn''. Also counts as an ActionInitiative ability for Fusiliers to defend themselves with.
964* 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.
965* 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.
966* 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.
967[[/folder]]
968
969[[folder:Warlock/Witch]]
970[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/witch_and_warlock.png]]
971 [[caption-width-right:250:Witch and Warlock]]
972->''[[TrainingTheGiftOfMagic Part mage, part scholar, the warlock or witch learns much of their trade from ancient writings]]. They are able to [[MarionetteMaster control golems and unleash their true potential]].''
973-->-Description
974Warlocks and Witches are advanced spellcasters who utilize their knowledge of ancient writings to cast draconic magic and control golems. While just as capable of hindering enemies with elemental damage and status debuffs like Wizards and Enchantresses, these units can do so much more if given the chance. Any human, lamia, and ghost can turn into this class, though the classmarks for it are not available in shops.\
975In the original game, non-chaotic male and female units can become [[AlwaysMale Warlocks]] and [[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.
976----
977Tropes pertaining to the Warlock and Siren in the original game:
978* 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.
979* BadassBookworm: The Warlock is described as this due to their academic knowledge.
980* 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.
981* 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.
982* 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.
983** Warlocks in particular are trickier to use as their debuff spells are less likely to land due to the class's less-than-stellar dexterity growth. While raising them as a Ninja beforehand might help with that, doing so compromises their potency in dealing massive damage with offensive draconic spells.
984* TheFettered: Compared to the more chaotic-aligned Wizards and Witches, both Warlocks and Sirens tend to be lawful due to their respect for [[WithGreatPowerComesGreatResponsibility properly handling power]].
985* ElementalPowers: The Warlock class gains access to four draconic spells that damage every foe on screen and inflict additional effects for good measure.
986** BlowYouAway: [[ShockAndAwe Tempest]] conjures swirling bolts of lightning to strike down enemies while [[WeatherManipulation worsening the weather]].
987** DishingOutDirt: [[ColonyDrop Asteroid]] sends down a massive meteor to crush opponents while [[DamageReduction lowering their attack power]].
988** MakingASplash: [[KillItWithIce Mute]] causes the moisture in the air to freeze and shatter, damaging targets and [[TheParalyzer leaving them stunned]].
989** 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.
990* FriendlyFireproof: The Warlock's offensive draconic magic can distinguish friend from foe, so it's safer to use them compared to the apocrypha spells.
991* HotWitch: Sirens exemplify this trope in a more glamorous way than Witches.
992* KickingAssInAllHerFinery: The generic Siren wears a [[PrettyInMink fur-necked jacket]] over their dress.
993* LadyOfBlackMagic: The Siren class is basically this trope.
994* 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.
995* LongHairedPrettyBoy: Compared to the old-looking Wizards, Warlocks are clean-shaven and attractive to boot.
996* 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.
997* 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''.
998* MinidressOfPower: The generic Siren wears a minidress under their furred jacket. Their redesign in the remake just makes the dress ''tight''.
999* NeverBareheaded: Warlocks are rarely seen without their headbands on.
1000* 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.
1001* 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.
1002* ThePowerOfTheSun: Lawful Warlocks and Sirens benefit immensely from sunny weather especially if their elemental affinity is either fire or earth.
1003* PrestigeClass: An odd example since Warlocks and Sirens function almost similarly to Witches and Wizards respectively.
1004* {{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.
1005* 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.
1006* 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.
1007* SuperEmpowering: The Warlock class can empower any friendly Golem within 3 tiles. This effect can be compounded with multiple Warlocks nearby.
1008* WeatherManipulation: Warlocks can do this with the Storm spell at their disposal.
1009----
1010Tropes pertaining to the Warlock or Witch in both the PSP remake and ''Reborn'':
1011* AllYourPowersCombined: The remake's version of Warlocks and Witches combines the abilities of their previous counterparts together into one cohesive class.
1012* 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.
1013* 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.
1014* BadassBookworm: They play the part even more now that spellbooks are actual weapons for them to equip.
1015* 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.
1016* CursedItem: Turning a Warlock or Witch into a cursed weapon will provide it with random damage properties, an elemental affinity to earth or dark (only in the PSP version), and racial bonuses against golems.
1017* 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.
1018* EvilCounterpart:
1019** 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]].
1020** [[GhastlyGhost Wraiths]] are spirit warriors that wield dreadful magic summoned from the Abyss by necromancy. Wraiths act almost identical to Loremasters, but have the undead status all the time.
1021* InASingleBound: Their Springboard spell allows units to move to an adjacent tile regardless of elevation differences.
1022* LegFocus: The Witch redesign in the remake gives them surprisingly thicker thighs.
1023* 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.
1024* LinearWarriorsQuadraticWizards: Somewhat downplayed due to their constant need for Wyrm Gems in casting draconic magic. ''Reborn'' plays it straight by removing that requirement entirely.
1025* MarionetteMaster: The remake gives this class a wider array of skills to better control golems and unleash their true potential. Not only can they manipulate hostile golems into serving them, but they also have the means of neutralizing the threat they pose through certain abilities.
1026* TheRedMage: Warlocks and Witches have access to beneficial spells that heal and buff allies.
1027* 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.
1028* StatusBuff: In contrast to Wizards and Enchantresses, Warlocks and Witches are capable of buffing allies with some of their draconic spells.
1029** AntiMagic: Negate Spell allows the target to block an offensive spell once.
1030** 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.
1031** HolyGround: Holy Shield bestows a target with the sanctified buff which repels undead units away from them by one tile.
1032** ImprobableAimingSkills: Ballistics enhances an ally's indirect hit accuracy, though it was removed in ''Reborn'' due to its dubious use.
1033** MagicEnhancement: Gift of Restoration and Enlighten augment the target's healing and spellcasting capabilities, though they have been removed in ''Reborn''.
1034** NoSell: Nullify Strike enables the target to be immune against a physical attack once.
1035** NonchalantDodge: Dodge Blades improves an ally's ability to doge physical hits, but ''Reborn'' omits it entirely.
1036** ResistantToMagic: Phantom Shell raises a target's resistance against magic but has been deemed unnecessary enough for removal in ''Reborn''.
1037* 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.
1038* {{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.
1039* 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.
1040** BoulderBludgeon: Disembrain directs a large rock at the target's head, dealing [[DishingOutDirt earth damage]] to them instantly.
1041** CastingAShadow: Devastate summons a magic circle that unleashes multiple phantoms flying out from it, inflicting dark damage on the target.
1042** RapidFireFisticuffs: Raging Pummel subjects the victim to multiple blows that leave them [[CorrallingVacuum leadened]].
1043** RoaringRapids: Eviscerate conjures the illusion of a waterfall to hurt the victim twice in a row.
1044* 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.
1045* UselessUsefulSpell: Their Sacrifice spell can be considered as this for some players.
1046* YinYangBomb: ''Reborn'' allows Warlocks and Witches to wield both light and dark magic simultaneously.
1047[[/folder]]
1048
1049[[folder:Necromancer]]
1050[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/necromancers.png]]
1051 [[caption-width-right:250:Female Necromancer and Male Necromancer]]
1052->''[[{{Necromancer}} A dark magic-user who commands the dead]]. Their [[TheDarkArts powerful magical attacks]] are a [[BadPowersBadPeople thing to fear]].''
1053-->-Description
1054An advanced spellcaster with power over the dead, their unique magic and abilities revolve around supporting undead units or inflicting rare status ailments on foes. Previously an exclusive class for Nybeth in the original game, any human can turn into a Necromancer once Cressida joins the party in the PSP version and ''Reborn''.
1055----
1056* AnimateDead: One of their more useful skills is named after this trope.
1057* BackFromTheDead: This is their main schtick. They can revive incapacitated units as zombies with the Living Corpse spell or awaken stilled undead with the Animate Dead skill.
1058* BadPowersBadPeople: While most Necromancers in the story revel in their ability to command the dead, a select few take up the profession for benevolent or misguided reasons.
1059* BloodMagic: In the PSP version, necromancy spells require the use of preserved organs like Bloodied Ventricles and Dried Eyestems to activate. This is no longer the case in ''Reborn''.
1060* CameBackWrong: Their Living Corpse spell turns incapacitated allies into zombies. While still able to fight like before, zombified units cannot use light magic nor are they able to gain experience. However, their ability to rise up from defeat offers players a tactical advantage in more sluggish battles.
1061* 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.
1062* CleavageWindow: The female Necromancer's cleavage can be seen, presumably to give her some room to breathe properly.
1063* {{Curse}}: Some of their necromancy spells function this way to spiritually debilitate targets.
1064* CursedItem: Turning a Necromancer into a cursed weapon will provide it with random damage properties, an elemental affinity to dark (only in the PSP version), and racial bonuses against phantoms.
1065* DangerousForbiddenTechnique: How necromancy is often viewed as in the game's story setting.
1066* TheDarkArts: Aside from being able to cast standard dark magic, Necromancers have a special menu of spells that they can only use.
1067* 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.
1068** 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.
1069* ElementalPowers: They can cast other schools of magic besides dark, though light spells are barred from them for obvious reasons.
1070* 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.
1071* EvilCounterpart: They have one in Witch Kings and Queens, magic users who happen to be [[EvilerThanThou viler]] than your average Necromancer. Their power is said to inspire [[TheDreaded equal parts fear and respect]].
1072* EvilSorcerer: How they tend to be viewed as by the majority of people in the story.
1073* FaceFramedInShadow: The female Necromancer's [[MysteriousVeil dark-colored veil]] obscures her facial features slightly, giving her an air of mystery.
1074* FacelessGoons: Both male and female Necromancers are covered up due to the morbid nature of their profession.
1075* FragileSpeedster: Compared to other casters, the Necromancer is almost as fast as the Ninja class due to their low wait turn.
1076* 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.
1077* TheHeretic: Due to the Order of Philaha's influence throughout Valeria, Necromancers tend to be abhorred and vilified by the general public. However, that hasn't stopped the Galgastani and Bakram from employing them for their own purposes.
1078* 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.
1079* InTheHood: The male Necromancer dons a white hood that shows off some of their long hair.
1080* 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.
1081* 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.
1082* MagicStaff: Being a dedicated spellcaster, Necromancers prefer wielding cudgels.
1083* NeverBareheaded: The male Necromancer wears a hood while the female Necromancer has a crown.
1084* PimpedOutDress: The female Necromancer's dress is elegant and ornate with the long ballroom skirt covering her legs.
1085* PrestigeClass: Serves an alternate upgrade for Wizards and Enchantresses.
1086* 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.
1087* 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.
1088* ReviveKillsZombie: Inverted by their Putrify spell which heals the undead and can potentially kill the living.
1089* ScrewThisImOuttaHere: The Black Plume spell enables Necromancers to flee from battle if they happen to be in grave danger.
1090* SquishyWizard: Like most spellcasters, Necromancers are not very durable against physical hits.
1091* 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.
1092** AntiRegeneration: Brainrot debilitates the target's ability to heal themselves or other people effectively. While useful on Clerics, its usage is situational at best.
1093** 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.
1094** 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 may be targeted.
1095** MoneyToThrowAway: Prodigize is an enemy-only spell that causes victims to move on their own and throw away sums of Goth per turn. This can be disastrous for the player's war funds if not stopped in time. ''Reborn'' removes it from the Necromancer's spell list.
1096** TheParanoiac: Breed Suspicion is an enemy-only spell that makes units paranoid towards their side, causing them to [[UnwantedHealing reject healing]] from allies while dealing more damage to foes. ''Reborn'' removes it entirely.
1097* {{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.
1098* 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.
1099* 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.
1100* TheUnfettered: Many Necromancers come across as this as they ignore most conventional morals to perfect their art.
1101* 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.
1102** They also have a useless skill in Condemn which doesn't do much against enemy units since the computer is never given opportunities to resurrect living allies anyway.
1103* 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.
1104[[/folder]]
1105
1106[[folder:Lich]]
1107[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/lich_4.png]]
1108 [[caption-width-right:250:Male Lich and Female Lich]]
1109->''[[OurLichesAreDifferent A mage possessing a ring of the dead]], as well as a [[TheArchmage great deal of magical power]].''
1110-->-Description
1111Being the most powerful generic spellcaster the game has to offer, Liches can use the same arsenal spells available to Wizards, Warlocks, and Necromancers. Although their magical prowess is invaluable, they are among some of the slowest units around which limits the amount of turns they can get. Any human can turn into this class so long as they use a Ring of the Dead. In Reborn, winged folk are also able to become Liches as well.\
1112In 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.
1113----
1114Tropes pertaining to the Lich in the original game:
1115* 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.
1116* BackFromTheDead: They are the only generic unit capable of using the Necro spell to turn dead units into Skeletons and Ghosts.
1117* 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.
1118* {{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.
1119* GlassCannon: Averted. Liches are sturdied than your average spellcaster on account of their innate resistance to damage.
1120* InTheHood: Liches typically wear one to help hide their ghastly appearances.
1121* 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.
1122* MagicStaff: Their preferred weapon of choice.
1123* NeverBareheaded: You will never see a Lich in this game without their hood on.
1124* 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.
1125* 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.
1126* SquishyWizard: Can be averted hard if raised as a more durable class beforehand.
1127* 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.
1128----
1129Tropes pertaining to the Lich in both the PSP remake and ''Reborn'':
1130* 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.
1131* TheArchmage: Enemy Liches fought in the story are referred to as such.
1132* 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.
1133* CursedItem: Turning a Lich into a cursed weapon will provide it with random damage properties, an elemental affinity to dark (only in the PSP version), and racial bonuses against umbra beings or phantoms.
1134* DealWithTheDevil: Can recruit umbra units like imps and orcs to the player's side.
1135* 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.
1136* DrunkWithPower: One reason why Liches fought in random encounters tend to be chaotically aligned. Why fear the law when you're one of the strongest beings in existence?
1137* EnemySummoner: Similar to Necromancers, some enemy Liches can conjure multiple foes to assist them via Summon Darkness.
1138* 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 and have already shed off what remains of their [[DemonOfHumanOrigin human nature]] to become full-fledged umbra units.
1139* FaceFramedInShadow: The female Lich's face is conveniently covered by beaded strings, [[FacialHorror most likely for the better]].
1140* FacelessGoons: Averted by the male Lich and played straight by their female counterparts.
1141* GlassCannon: Unlike their original incarnation, Liches are just as fragile as any other spellcasting unit.
1142* HumanityEnsues: This can happen if the player chooses to reclass them. However, doing so means losing access to the Lich class, forcing the unit to have to use another Ring of the Dead again.
1143* LateCharacterSyndrome: Liches only appear in the fourth chapter with many appearing in the Palace of the Dead or the Pirate's Graveyard.
1144* LifeDrain: This unit can cast a variety of absorption spells like Drain Heart, Drain Mind, Drain Power, and Life Force.
1145* LightEmUp: Surprisingly enough, they can pull this off with the Starfall spell.
1146* 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.
1147* 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.
1148* ShootTheMageFirst: Do not recklessly position Liches to the front lines lest they become instant prey for enemy Archers and Fusiliers.
1149* SlowerThanASnail: Liches are considered the slowest class in the game. This is one reason why players prefer turning unique characters into this class instead due to their lower wait turn. They can also inflict this trope on enemies with some of their minor spells.
1150* StatusBuff: They are able to do this with some of their elemental and draconic spells.
1151* TurnUndead: Can destroy enemy undead via Banish and Starfall.
1152* TheUndead: Subverted in that they are still classified as humans rather than actual undead.
1153* TheUnfettered: Exemplifies this trope better than Necromancers and it shows with the amount of arcane power and knowledge they have accumulated as a result.
1154* YinYangBomb: Their usage of Starfall, a light elemental draconic spell, stands in contrast to the myriad amount of dark elemental magic at their disposal.
1155[[/folder]]
1156
1157[[folder:Divine Knight]]
1158[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/divine_knights.png]]
1159 [[caption-width-right:250:Female Divine Knights and Male Divine Knights]]
1160->''A mage-knight [[AngelicTransformation reincarnated through the use of an ensanguined rood]], returning with [[LightEmUp powerful magic]] at their disposal.''
1161-->-Description
1162Reincarnated through divine means, this winged infantry unit is proficient in both front line combat and dealing with the undead. Their various songs can be used to help control the flow of battle to the player's advantage. Any skeleton and ghost can turn into this class by using an Ensanguined Rood.\
1163In the original game, only lawful female units can become [[AlwaysFemale 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.
1164----
1165Tropes pertaining to the Angel Knight in the original game:
1166* TheBard: Angel Knights can play this role with their unique singing skills.
1167* 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.
1168* FemaleAngelMaleDemon: Angels in this game are considered female in contrast to the male Goblins found near the Palace of the Dead.
1169* {{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.
1170* HealingHands: They have access to the Heal spell, though they aren't as proficient with it as Clerics are.
1171* HolyHalo: Has one floating on top of her head.
1172* LightEmUp: This class uses the same type of magic Exorcists have access to, including the almighty Starion spell.
1173* LightningBruiser: Their stellar stat parameters make them perfect for leading the vanguard of any battalion.
1174* MagicKnight: Can play this role well due to their ability to cast magic.
1175* PowerGivesYouWings: They can fly past obstacles and rough terrain, giving them a considerable advantage over other front line units.
1176* ProjectileSpell: Angel Knights can cast Light Bow to damage foes from a distance.
1177* TurnUndead: They are able to exorcise enemy undead with Exorcism or Starion, though the latter costs more MP.
1178* TheUnfought: Subverted. Enemy Angel Knights can only be fought in the battle against Brantyn, though he will only resort to summoning them if he runs out of Terror Knights.
1179* WhiteMagic: This class has limited access to light magic on account of them sharing the Exorcist's arsenal of spells.
1180* WingedHumanoid: The Angel Knight is one of the few humanoid units capable of flight.
1181----
1182Tropes pertaining to the Divine Knight in both the PSP remake and ''Reborn'':
1183* AdaptationalSkill: Instead of healing undead units like in the original game, Requiem inflicts heavy light damage on them.
1184* 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.
1185* 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.
1186* TheBard: Their singing skills have them exemplify the trope best. Also, they are meant to be an offense-oriented version as their songs work best when used near the front lines.
1187* BowAndSwordInAccord: Some players may find it preferable to give their Divine Knights bows or crossbows in lieu of shields.
1188* 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.
1189* 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.
1190* BrownNote: Their angelic songs yield different effects on the target, many of which are debilitating in nature.
1191* CombatHandFan: Divine Knights can equip the Caldia Fan as a makeshift hammer, enabling them to deal blunt damage on targets.
1192* CombinationAttack: In ''Reborn'', Divine Knights can participate in pincer attacks so long as they equip the skill for it.
1193* CoolHelmet: Male Divine Knights come with an impressive helmet that makes them more regal than normal Knights.
1194* CursedItem: Turning a Divine Knight into a cursed weapon will provide it with slashing or piercing properties, an elemental affinity to light (only in the PSP version), and racial bonuses against divine beings.
1195* DemonSlaying: The Divine Knight's Evilsbane skill allows them to imbue melee fighters with a buff that increases their damage output against umbra units. This alone makes the class worth using when venturing to demon-infested areas like the Palace of the Dead or the Pirate's Graveyard.
1196* 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 [[AngelUnaware something else entirely]].
1197* 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.
1198* 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.
1199* HumanityEnsues: This can happen if the player chooses to reclass them. However, doing so means losing access to the Divine Knight class.
1200* KnightlySwordAndShield: Unlike in the original game, Divine Knights prefer using one-handed swords as their weapon of choice.
1201* LateCharacterSyndrome: This class is only accessible after unlocking the San Bronsa Ruins in Coda since the Ensanguined Roods needed to transform into one are found there.
1202* LightEmUp: They specialize in this, though their selection of spells is somewhat lacking especially in ''Reborn''.
1203* MagicKnight: Divine Knights are efficient front-line combatants with the added ability of casting offensive divine magic and certain draconic spells. This makes them ideal for dealing with both phantom and umbra units.
1204* MagicMusic: While their songs are considered special skills, they still count as this trope especially in ''Reborn'' due to consuming MP there rather than TP.
1205* {{Nerf}}: Though just as versatile as ever, the Divine Knight is somewhat watered-down in terms of stat growth. ''Reborn'' also lessens the amount of draconic spells they gain access to.
1206* 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.
1207* 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.
1208* 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.
1209* ReviveKillsZombie: Zig-zagged by their Celestial Song skill which purges the zombie condition from multiple targets without killing them outright.
1210* 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.
1211* StatusBuff: They use some of the same buffing spells reserved for Warlocks and Witches.
1212* StatusInflictionAttack: Many of their angelic songs can inflict a number of debuffs to multiple targets.
1213** CharmPerson: Poignant Melody charms several foes with a heartrending hymn. Also counts as a form of MindControlMusic.
1214** 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.
1215** PowerNullifier: Silent Song seals away the enemy's ability to talk or cast spells with a hushed hymn.
1216* SupernaturalGoldEyes: Divine Knights have golden-colored eyes to indicate their divine nature.
1217* TurnUndead: This unit has access to Exorcism and Starfall, though ''Reborn'' removes the latter from their repertoire of spells.
1218* [[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.
1219[[/folder]]
1220
1221!!Unique Classes
1222
1223[[folder:Lord]]
1224->''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.''
1225-->-Description
1226A class unique to Denam that can be obtained in Chapter 4 if Catiua is not recruited again.
1227----
1228* 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.
1229* 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.
1230[[/folder]]
1231
1232[[folder:Princess]]
1233->''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.''
1234-->-Description
1235One of Catiua's three unique classes, obtained in Chapter 4 is she is recruited again.
1236----
1237[[/folder]]
1238
1239[[folder:Priest]]
1240->''A venerated cleric well-versed in matters of the spirit. Noted for their ability to use offensive divine magic.''
1241-->-Description
1242One of Catiua's three unique classes. She starts and stays as this class for the entire time she is a guest character.
1243----
1244[[/folder]]
1245
1246[[folder:Dark Priest]]
1247->''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.''
1248-->-Description
1249One of Catiua's three unique classes. Playable in the PSP remake and ''Reborn'', it is a darkness-themed counterpart to her Princess class.
1250----
1251[[/folder]]
1252
1253[[folder:Ranger]]
1254->''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.''
1255-->-Description
1256Vyce'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''.
1257----
1258[[/folder]]
1259
1260[[folder:Shaman]]
1261->''An oracle serving the many gods of Valeria, shamans are adept at wielding elemental magic.''
1262-->-Description
1263An unlockable unique class for the Phoraena sisters in the Chaotic and Neutral Routes. Also available for Deneb Rove and Iuria Wolph in the PSP remake and ''Reborn'', which also makes it unlockable on the Lawful route.
1264----
1265[[/folder]]
1266
1267[[folder:Wicce]]
1268->''"Don't you dare make the mistake of calling me a witch!"''
1269-->-Deneb Rove, setting the record straight between her own strength and that of generic witches
1270A unique variant of the Witch class, exclusive to Deneb Rove in the PSP remake and ''Reborn''.
1271----
1272* TheArchmage: When it was introduced in the PSP remake, the Wicce was one of the most powerful spellcasting classes in the game due to the number of spells it had access to.
1273* CastingAShadow: The Wicce class changes Deneb's elemental affinity to Darkness.
1274* CharmPerson: Part of the Wicce's skill kit is "Witch's Smile", which has a chance at charming nearby foes if they're male.
1275* MagicStaff: As with the other caster classes, the Wicce has access to caster-only cudgels.
1276* {{Nerf}}: Due to the rebalancing of ''Reborn'', the class lost access to Draconic Magic and Summons.
1277* StatusBuff: The Wicce's bread and butter skill is an automatic self-buff named "Magic Time!", which grants both Spellcraft (magic attack power increase) and Spellstrike (magic attack accuracy increase).
1278* WhipOfDominance: The Wicce is the only pure spellcaster class in the game to get access to whips, which also plays into Deneb's role of being a charming MsFanservice HotWitch.
1279[[/folder]]
1280
1281[[folder:White Knight]]
1282->''Only knight's commanders are granted the title of white knight. In both defense and offense they are far superior to common knights.''
1283-->-Description
1284A unique, more powerful variant of the Knight class. Exclusive to Gildas and Mirdyn in the original game, with Ravness and Ozma having access if they are recruited in the PSP remake and ''Reborn''.
1285----
1286[[/folder]]
1287
1288[[folder:Buccaneer]]
1289->''A pirate plying the Obero Sea, only those unaffiliated with any groups or orders are called by the name buccaneer.''
1290-->-Description
1291A unique class added to the PSP remake and ''Reborn''. The starting class of Azelstan, although Denam, Vyce, and Canopus also have access to it.
1292----
1293[[/folder]]
1294
1295[[folder:Knight Commander]]
1296->''A high-ranking knight of Lodis. Typically given command of 500 to 2000 troops, the dark knights Loslorien prefer attack in smaller numbers (30 to 100) of highly trained elites.''
1297-->-Description
1298A unique class added to the PSP remake and ''Reborn'', of which only Ozma has access to.
1299----
1300[[/folder]]
1301
1302[[folder:Paladin]]
1303->''A knight among knights, recognized by the king himself. Highly skilled in defense as well as attack.''
1304-->-Description
1305The unique class of Lanselot Hamilton, made playable in the PSP remake and ''Reborn''.
1306----
1307[[/folder]]
1308
1309[[folder:Astromancer]]
1310->''A master magus who draws upon the power of the stars to work their magic. Also a skilled diviner.''
1311-->-Description
1312The unique class of Warren Omon, made playable in the PSP remake and ''Reborn''.
1313----
1314* TheArchmage: The class is tied with the Wicce for being the most powerful spellcasting class in the game. The only real advantage over the Wicce that the Astromancer has is ''very'' limited access to Divine Magic.
1315[[/folder]]
1316
1317!!Demi-Human Classes
1318
1319[[folder:Vartan]]
1320->''A winged warrior with a light step on the battlefield. Excellent at both melee and ranged attacks.''
1321-->-Description
1322A unique class exclusive to Canopus and other male winged units.
1323----
1324Tropes pertaining to the Hawk Man and Eagle Man in the original game:
1325----
1326Tropes pertaining to the Vartan in both the PSP remake and ''Reborn'':
1327[[/folder]]
1328
1329[[folder:Songstress]]
1330->''A traveling minstrel and singer of renown, the songstress uses special songs and dances to encourage allies and dishearten enemies.''
1331-->-Description
1332A unique class added in the PSP remake and ''Reborn'', exclusive to Iuria Wolph and Pumpkinhead Golems.
1333----
1334[[/folder]]
1335
1336[[folder:Hoplite]]
1337->''A heavily armored footsoldier, typically bearing sword and shield which they use to defend their clan upon the battlefield.''
1338-->-Description
1339Any lizardman, lamia, and orc can turn into this class. A sturdy tank that can wield the heaviest equipment whilst also protecting themselves from harm.
1340
1341In the original game, the class was known as Lizardman and was unsurpisingly exclusive to the lizardman race. Lizardman could equipment and items, but could not reclass into different jobs.
1342
1343Tropes pertaining to the Lizardman in the original game:
1344* EvilCounterpart: The Gavial (mistranslated as Gabiar in the original translation), a more powerful lizardman with black scales that could also cast some spells.
1345* OurDragonsareDifferent: Unlike other versions of the game, Lizardman actually count as dragons in this version of the game which makes it useful to keep Dragon tamers near them to increase their power.
1346----
1347Tropes pertaining to the Trickster in both the PSP remake and ''Reborn'':
1348* EvilCounterpart: The Gavial returns as the Blood Gavial, which are Lizardmen with blood red skin known for their violent tendencies, even to its own kinds. Whilst Blood Gavials cannot cast spells, they have various dangerous skills at their disposal.
1349
1350[[/folder]]
1351
1352[[folder:Juggernaut]]
1353->''A destroyer upon the battlefield, wielding awesome power and the speed to employ it where it's needed most.''
1354-->-Description
1355Any lizardman, lamia, and orc can turn into this class. This offensive class moves far and hits very hard whilst having decent tanking abilities.
1356
1357In the original game, the Juggernaut was known as the ''Goblin'' and was only available to Orcs, whom [[AdaptationNameChange were called goblins in that version]]. Like all demi-human classes prior to Reborn, Goblins were unable to reclass.
1358
1359Tropes pertaining to the Goblin in the original game:
1360----
1361* FemaleAngelMaleDemon: The demonic goblins are always masculine, contrasting with the femine Angels.
1362----
1363Tropes pertaining to the Juggernaut in both the PSP remake and ''Reborn'':
1364* EvilCounterpart: The enemy army has access to Blue Orc juggernauts known as [[Literature/TheLordOfTheRings Uruks]], whom are described as a hybrid of orcs and humans created by Dark Magic, which appears to be a reference to the ''[[Film/TheLordOfTheRingsTheFellowshipOfTheRing Fellowship of the Ring]]''.
1365
1366[[/folder]]
1367
1368[[folder:Patriarch/Matriarch]]
1369->''Adept at magic and a capable leader on the battlefield. Wields magic powerful enough to impress even wizards.''
1370-->-Description
1371Any lizardman, lamia, and orc can turn into this class. This magical class has many powerful offensive spells at its disposal.
1372
1373In the original game, the Matriarch class is known as the ''Gorgon'', possesses the powerful "evil eye" skill, and is only available to Gorgons, the counterparts to Lamias in that version of the game. As a demi-human class, Gorgons cannot reclass.
1374
1375Tropes pertaining to the Gorgon in the original game:
1376----
1377* TakenForGranite: Any unit on the battlefield without a shield or petrification resistance granting equipment that is facing the same direction as a Gorgon will be turned to stone instantly.
1378----
1379Tropes pertaining to the Matriarch in both the PSP remake and ''Reborn'':
1380* EvilCounterpart: The original Gorgon class, which is now unplayable, acts as the counterpart to the Matriarch class. The enemy Gorgon class retains the evil eye skill.
1381* {{Nerf}}: In ''Reborn'', the Gorgon class was turned into the Lamia Matriarch and lost the powerful ability, Evil Eye, which turned to stone any unit facing the direction of a gorgon unit.
1382
1383
1384[[/folder]]
1385
1386[[folder:Familiar]]
1387->''A minion of cunning-folk able to attack and use utility spells to weaken foes and strengthen allies. Use them for defense, or as a decoy.''
1388-->-Description
1389Any faerie, imp, and pumpkin can turn into this class. The familiar focuses on empowering allies, whilst inflicting status effects on enemies.
1390
1391In the original game, the familiar was two different classes, Faerie and Gremlin, the former focused on buffing allies and the latter focused on debuffing enemies. Only Faeries and Gremlins could be their respective classes, being unable to reclass as well.
1392
1393Tropes pertaining to the Faerie and Gorgon in the original game:
1394----
1395* EvilCounterpart: The Gremlin acted as such to the Faerie, having their own versions of cute and deep kiss which inflicted charm and petrify respectively whilst also draining HP, in contrast to the Faerie's version removing status effect and lowering wait time while recovering hp.
1396----
1397Tropes pertaining to the Trickster in both the PSP remake and ''Reborn'':
1398* EvilCounterpart: Faerie Trickster's have an enemy counterpart called Banshees, which are described as dark faeries whose terrifying wails cause death. Gremlin tricksters have an enemy counterpart in the Incubus, said to be nimble flying terrors that use dreadful magic.
1399[[/folder]]
1400
1401!!Beast Classes
1402
1403[[folder:Dragon]]
1404[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/dragon_12.png]]
1405 [[caption-width-right:250:Dragon]]
1406->''A dragon serves as a heavy unit on the battlefield. Its scales reduce damage taken while it deals death with tail and breath.''
1407-->-Description
1408----
1409Tropes pertaining to the Dragon in the original game:
1410----
1411Tropes pertaining to the Dragon in both the PSP remake and ''Reborn'':
1412[[/folder]]
1413
1414[[folder:Hydra]]
1415[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/hydra_27.png]]
1416 [[caption-width-right:100:Hydra]]
1417->''A dragon with three heads. Its scales reduce damage while it deals death with tail and breath.''
1418-->-Description
1419[[/folder]]
1420
1421[[folder:Golem]]
1422[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/golem_3.png]]
1423 [[caption-width-right:250:Golem]]
1424->''A monster fashioned of various materials, it was first made and worshipped as a protector of downtrodden people.''
1425-->-Description
1426Tropes pertaining to the Golem in the original game:
1427----
1428Tropes pertaining to the Golem in both the PSP remake and ''Reborn'':
1429* BalanceBuff: In the original, Golems had only one skill they could use, incredibly low HP and no ranged options, existing mainly to be sold to shops. In ''Reborn'', Golems have good HP, alot of skills that can hit multiple units and can throw boulders at other units for a ranged attack.
1430[[/folder]]
1431
1432[[folder:Cyclops]]
1433[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/cyclops_7.png]]
1434 [[caption-width-right:100:Cyclops]]
1435->''An aggressive, violent giant, yet possessed of intellect enough to wield magic.''
1436-->-Description
1437[[/folder]]
1438
1439[[folder:Gryphon]]
1440[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/gryphon_3.png]]
1441 [[caption-width-right:250:Gryphon]]
1442->''A monstrous lion with the head of an eagle and giant wings. Able to move with ease over rough terrain and changing elevations.''
1443-->-Description
1444[[/folder]]
1445
1446[[folder:Cockatrice]]
1447[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/cockatrice.png]]
1448 [[caption-width-right:100:Cockatrice]]
1449->''A monstrous chicken with the scales and tail of a serpent. Its breath is enough to turn men to stone.''
1450-->-Description
1451[[/folder]]
1452
1453[[folder:Octopus]]
1454[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/octopus_1.png]]
1455 [[caption-width-right:100:Octopus]]
1456->''A large monster that fights better in the water than on land and, indeed, must be in water to employ special skills.''
1457-->-Description
1458[[/folder]]

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