Tactics Ogre Let Us Cling Together (PSP)
Tactics Ogre Let Us Cling Together (PSP)
Tactics Ogre Let Us Cling Together (PSP)
-Archer (use only one or you’ll be overpowered, learn Tremendous Shot & Double Shot)
-Rune Fencer/Valkyrie (Make it use Divine spells like Boon of Swiftness and Ease, and backed up with Conserve MP)
-Knight (Learn Phalanx (Reduce damage taken by 90%) and Rampart Aura)
-Terror Knight (Learn Spellstrike, Lament of the Dead, Rampart Aura)
-Berserker (Learn Sanguine Assault, Hammer and Thrown)
-SwordMaster (Learn Strengthen, Preempt with the Knockback, and Sidestep)
-Dragoon (Equip it with 2 handed Weapons)
-Ninja (Steelstance & Spell Ward IV)
-Rogue (Use dagger or 2 handed, learn Sparagmos and Speedstar)
-Beast Tamer (Subdue and Tame skills)
BEST MAGICAL:
-Cleric (Learn Exorcism spell, Lobber, Augment Light, “Undead race skill”, Spellcraft IV (for undead), Spell Ward IV,
Expand Mind IV, Channelling IV, Swiftfoot I, Field Alchemy IV)
-Warlock / Witch (Use Divine and Draconic Magic to become an excellent undead killer, learn Augment Light Starfall)
-Necromancer (Use Life Force, Horrific Love and Putrify II)
-Lich (To transform a character into a Lich, bring the character to the 41st floor of the Palace of the Dead and have
them use the Ring of the Dead item. The Ring of the Dead can be gotten from a number of places, but most easily
being the 33rd floor of the Palace of the Dead, from the female Cenobite that starts at elevation 13. You can also
acquire another from the male Death Eater starting at elevation 20, on the 53rd floor of the Palace of the Dead. Semi-
generics are ineligible to becoming this class)
-Divine Knight (*This is a special class that has to be transformed into. To transform a character into a Divine Knight,
have a skeleton or ghost use the Ensanguined Rood item on the 3rd floor of the San Bronsa Ruins. The rood can be
acquired from various battles within the ruins themselves, most easily the first, from the Lamia Witch.
If you want an existing human character to become a Divine Knight, you must first turn them into a skeleton or ghost,
an annoying task itself. To do so you must first zombify the character with the Necromancy spell, which is
buyable from the shops in the Palace of the Dead. (Remember, anyone can directly use the arcana to cast the spell
without being a Necromancer) Next, acquire a Book of the Dead. The earliest you can get one is on the 37th floor
of the Palace of the Dead, from the Gorgon who starts at elevation 17, although the book also drops elsewhere.
Finally you must bring the zombie character to the 22nd floor of the Palace and have them use the book. Only after all
this will your candidate be ready for rebirth into their glorious divine state.
[Warrior]
===============================================================================
WT: 32
Classmark: Shop
Equip: Fist, Dagger, 1H Sword, 2H Sword, Axe, Hammer, Cudgel*, Whip, Heavy
Armour
Magic: None
Seemingly the most basic and forgettable class, the Warrior is actually now
quite different from its first appearances. Although this class can use a very
Their advantages largely revolve around Mighty Impact (100% crit and hit,
important to keeping up with other classes. Nonetheless, for most of the game
until Double Impact becomes available, the Warrior may find himself
overshadowed. Sadly, there is not much to say about this class, as admittedly
[Archer]
===============================================================================
WT: 26
Classmark: Shop
Magic: None
In the original game Archers were the most overpowered basic unit by far, and
this time around....they might be even better. Compared to the old Archers you
can actually see the developers tried to give them some weaknesses, like 3
Movement and a dead zone for bows, as well as defenses that aren't absurdly
high. Despite these nerfs, the Archer continues to enjoy incredible offensive
potential, unerring accuracy, insane range, and great weapon options. They
are easily the best damage dealers for the first chunk of the game, when your
melee units may be struggling to deal much damage or even just land attacks.
Some of their advantages are more subtle, such as often being able to stand in
place to quicken their turns, which in turn gives them more opportunities to
attack and increase weapon rank. More likely than not, Archers will be your
only units that come close to maxing weapon rank by the end of the main game.
Tremendous Shot (100% crit and hit) is amazing, but Double Shot (Attack twice!)
simply feels incredibly cheap. Oftentimes Archers can snipe off fragile enemy
leaders or even not so fragile ones and end battles very quickly; deploying
multiple archers is a good way to ensure a smooth and easy playthrough of the
game. Consider not using more than 1 Archer (or even any...) in your squad if
[Wizard]/[Enchantress]
===============================================================================
WT: 25
Classmark: Shop
The Wizard and 'Witch' are now merged into the same class, fulfilling the role
of both attack and support with access to the majority of magic spells. This
is the basic primary caster for a good portion of the game, and performs well
at what it does until the more advanced casters become available. It's rather
unfortunate that Conserve RT (No RT cost on next spell, but this skill costs 16
RT itself...) comes early in the game when it is not worthwhile, while Engulf
(+3 magic range) has a hefty TP cost that makes it hard to abuse. Nonetheless
this unit can offer important utility by shutting down tough units until you
can deal with them such as dragons, while eventually becoming a formidable
attack with and train up the Augment Element skill throughout the unit's
career, or offensive potential will taper off in the late game. The true
the Warlock, Necromancer, and Lich. If not for the game's leveling system and
the difficulty of changing into the other casters it would be wise to abandon
this class the moment the others become available, but fortunately this is
somewhat discouraged.
[Cleric]
===============================================================================
WT: 24
Classmark: Shop
Pact(10)
Simply due to the nature of healing spells the Cleric can not single handedly
keep your whole squad healed on its own when you're taking heavy damage, but it
HP recovered by next spell) can be an incredible life saver when used with
Major Heal and is really the best reason to keep one of these guys around. It
is a good idea to give your Cleric a Lobber and Field Alchemy to compliment his
spells, especially later on when there's no way this class can keep units up
with just spells if not fueled by MP items. Having been merged with the old
Exorcist, this class is also your undead destroyer, even though this job is
[Rune Fencer]/[Valkyrie]
===============================================================================
WT: 26
Movement: 4 Agile, 2 Up, 3 Down, Swim
Classmark: Shop
Recruit(1)
Although descended from the well known Valkyrie class from all the games from
though it may appear to be one on the surface. For most of the game this
class' offensive ability is very poor, relegating the Rune Fencer to a support
role. As you would expect, attempting to cover all fronts in a hybrid role is a
difficult proposition in a game with limited skill slots, so this class becomes
further hampered by these restrictions. That said, in the support role the
Rune Fencer can perform very well, having access to essentially all the best
Divine spells like Boon of Swiftness and Ease, and backed by the means to cast
them with Conserve MP. Note that while this class technically has access to
all elements it has no reason to ever use those elements other than Divine, as
[Knight]
===============================================================================
WT: 36
Classmark: Shop
Force(20), Recruit(1)
This is your tank unit, and is actually the very best at what he does, which is
absorbing damage. The actual value of this may be somewhat dubious later, but
there's no doubt that this is the game's premier tank. As a tank, they almost
always want to go sword and board, especially since their 2 handed options are
very slim anyway. This, combined with their natural slowness, results in
typically the slowest unit in the whole game. Do not expect respectable damage
from this class for long, made worse as this unit often finds that its turns
better used doing something else, resulting in slower than normal weapon
ranking. Phalanx (Reduce damage taken by 90%) sounds amazing on paper but
you're almost always better off using a healing item on yourself. By using
directing attention towards your other units, which is the opposite of what you
want from a tank. Generally much more effective is their Rampart Aura, but
most front line melee classes can inherit the first two ranks of this skill,
which are the only ones you'll see for most of the game. Consequently it is
easy to find yourself overlooking this class despite its unique advantages.
[Terror Knight]
===============================================================================
WT: 38
Classmark: Shop
Magic: Drain Heart, Drain Mind, Drain Power, Dark Augments, Paralytic
A somewhat awkward class that takes a lot of work to get the most out of, the
Terror Knight seeks to tank via disabling status magic and skills. Despite
being a tank the Terror Knight does not take damage very well, and can be
pretty easy to snipe off before it starts shutting down the enemy. Spellstrike
accuracy will be very low. The Terror Knight will only really start to shine
once you get Lament of the Dead, inflicting Frightened on many enemies at once
can be very tide turning. Although this is the slowest class in the game, it
faster than the regular Knight. Once in the fray the Terror Knight can
contribute reasonable but not overly impressive damage while impeding enemies
[Berserker]
===============================================================================
WT: 34
Classmark: Shop
Magic: None
Your 'all out attacker' unit, the Berserker struggles to perform in the early
stages but once it gains access to Sanguine Assault you should be very pleased
with its damage output. Berserk has its moments as well, giving this solid
class some versatility. This class does not take damage very well, and a
weapons. The Beserker may seem like it requires a lot of babysitting, but
think of it as the enemy feeding him TP instead. Their efforts only empower
him to wreck havoc with Sanguine Assault afterall. Still, you should be
cautious with the Berserker, as it admittedly is the most fragile among the
===============================================================================
WT: 26
Classmark: Shop
Berserker while not dishing out as much. War Dances have a few gems but are
largely crap, mass Strengthen is hard to deny as good though. However, as you
build up this class you'll see its clear the Swordmaster isn't meant to tank
damage, but to avoid it. By combining Preempt with the Knockback skills you
can greatly improve this class' melee survival abilities. Used with Sidestep
the Swordmaster becomes a decent evasion tank that is overall quite survivable.
since it must conserve TP to Preempt every turn to avoid risking really eating
[Dragoon]
===============================================================================
WT: 28
Classmark: Shop
Equip: 1H Sword, 2H Sword, Axe, Spear, Cudgel*, Crossbow, Thrown*, Heavy Armour
Magic: None
Dragon's Wound(21)
The Dragoon's role is perhaps the most clearly defined in the game, at least
compared to the rest of the melee fighters. Very different from its previous
incarnations where it was a premier all purpose attacker, the Dragoon is now a
Dragon and Beast slaying specialist, and it definitely excels in that role.
Against other targets performance is merely average, which leads to some issues
with training up this class. This is not a class you want to deploy in every
battle, yet can make life dramatically easier for the ones you do want them in
whether you want to deal with a mediocre unit in battles without dragons or
beasts in order to have an easier time in battles that do. The Dragoon is
somewhat more durable than most of the standard melee fighters, but it is not
[Ninja]
===============================================================================
WT: 22
Classmark: Shop
Armour
Magic: Ninjutsu
And now we come to the game's other really overpowered generic class. It's not
too surprising that dual wielding is very damaging, especially when on the
fastest class....its like they didn't learn anything from FFT at all. Anyway,
this class ends up with disgustingly few weaknesses in the long run, capable
with Steelstance on top of evasion skills, and it even gets Spell Ward IV.
Ninjutsu's effectiveness is oft debated, but in reality it just adds more
utility to this already insane class. The attack spells can even be tweaked to
do respectable damage if you so desire, but they don't really add a whole lot
when the damage output from the Ninja's physical attacks is so good. Highest
mobility among humans, absurd damage, doesn't really die all that easily....its
no shocker that the difficulty of this game goes down the gutter simply by
employing a ninja death squad. Consider not using many or any Ninjas if you
[Rogue]
===============================================================================
WT: 23
Equip: Fist, Dagger, Hammer*, Blowgun, Bow*, Crossbow, Thrown, Medium Armour
+Shields
Magic: None
This is a interesting class that can do a lot of damage and has a lot of nifty
tricks up its sleeve. It is perhaps the most fragile class in the game, even
though it very oddly can equip the higher end shields, relying heavily on
evasion for survival as it can not abuse Steelstance like the Ninja. It is
stay out of the fray. Sparagmos and Speedstar are both very useful abilities,
to the point where the Rogue may be hard pressed finding slots to fit all its
skills. And of course, the Rogue is the only class that can Steal, even though
===============================================================================
WT: 32
Magic: None
This is an odd class that suffers from many issues, foremost of which is
class, the Archer. The Fusilier also becomes available much later, at a point
where your roster is likely already firmly established. Should you attempt to
use one regardless, you will find that the Fusilier is in many ways similar to
more vulnerable to damage especially magic, have worse weapon options, and is
[Beast Tamer]
===============================================================================
WT: 30
Classmark: Shop
Magic: None
but a tragic fall for the old Beast Tamer. Understandably this class is meant
to support Beasts and Dragons, but it usually does so best with a Lobber and so
often finds itself reduced to chucking items the entire time. The Beast Tamer
can lead to impressive damage if employed well, but even if you really like
You're probably better off grabbing the Subdue and Tame skills and sticking to
[Warlock]/[Witch]
===============================================================================
WT: 26
Meditate*
The Warlock is in many ways the same as the Wizard, but it becomes available
much later. It can essentially do everything the Wizard can minus Conserve RT
and Engulf, but enjoys a number of different advantages. The most noteworthy
point is that they are the only standard class that learns the Draconic Magic
command, the only other class period being the Lich. Additionally they get a
number of skills related to Golems, but frankly Golemsbane and Gordian Key fall
under the 'neat but way too narrow to warrant a skill slot' category. Empower
Golem is decent if you're into that sort of thing, but unlike Beast Tamers
Warlocks will have difficulty generating that much TP without getting hit, and
actually suffers from an issue that is essentially the opposite of the Rune
Fencer or Princess. It can only cast the Spiritsurge and Judgement spells,
element, made worse by the fact that you can't have both Divine and Dark Magic
commands at the same time. However, this doesn't mean that Divine Magic is
completely useless for the Warlock, due to Draconic Magic. While the other
elemental Draconic attack spells are merely strong attack spells, the light
they are stilled or dealt lethal damage by the spell. This actually means a
Divine specialist Warlock can be the most effective generic undead destroyer in
the game, but Starfall is not available until a good ways into the Palace of
the Dead. Without Augment Light Starfall still gives the Warlock a significant
advantage over the Wizard and even Necromancer, allowing it to destroy undead
very efficiently. Should you acquire the Starfall II spell... undead will
attack spells are merely a small upgrade over normal attack spells until the
second rank ones, which are rather annoying to obtain and have extremely high
level requirements. The best utility Draconic spells like Teleport and
Springboard are also usable by the other high end casters like the Lich and
Wicce, leaving the Warlock with exclusive access to....a bunch of crappy buff
spells that are almost strictly worse than the store bought buff items. It's
[Necromancer]
===============================================================================
WT: 22
Meditate*
Somewhat absurdly this class is equally fast as the Ninja, and in practice
faster due to not having to dual wield weapons. Like the Warlock, this class
class, so just upgrading all your Wizards into Necromancers is not a simple
task. Like Draconic Magic, Necromancy is nearly non-existent until the Palace
of the Dead, but once you do get it rolling it offers a fairly interesting
variety of effects. While the Curse series is of dubious use, Life Force
turns the Necromancer into a potent self sustained caster. Horrific Love can
be very powerful, even though the Bewitched status seems to be much less
effective when used by the player. As one would expect, the Necromancer works
well with Undead, Animate Dead being one of the cheaper TP skills around, and
Putrify II being quite effective. Even without Undead or Necromancy this class
[Lich]
===============================================================================
WT: 30
Classmark: None*
most powerful generic caster, actually even rivaling the various special caster
classes. Although quite slow, the Lich possesses the highest Int in the game
spells, the Lich may cast Forbidden Magic, all Necromancy spells, and some
Draconic spells, a powerful arsenal indeed. No matter what magics you choose
to have your Lich specialize in, it will do well. The Lich's special skills
are an odd bag, the bizzarely named Salvation is unlikely to be all that
useful, while Reflection is pretty neat if not for the TP cost. Note that
this incarnation of the Lich is not at all that durable, but other than that
To transform a character into a Lich, bring the character to the 41st floor of
the Palace of the Dead and have them use the Ring of the Dead item. The Ring
of the Dead can be gotten from a number of places, but most easily being the
33rd floor of the Palace of the Dead, from the female Cenobite that starts at
elevation 13. You can also acquire another from the male Death Eater starting
at elevation 20, on the 53rd floor of the Palace of the Dead. Semi-generics
[Divine Knight]
===============================================================================
WT: 28
Classmark: None*
Sacrifice
Skills: Poignant Melody(4), Evilsbane(6), Silent Song(8), Rampart Shadow(11),
very poorly suited to actually using them due to the lack of Spellcraft. Its
weapon options are also very limited, generally forcing them into a sword and
board setup like their OB64 appearance. Overall, this class is somewhat
puzzling for those who already have expectations of it. Nonetheless, the
Divine Knight can be very useful thanks to its special skills which are much
better than before. Poignant Melody (Charm), Requiem (Heavy light damage to
has access to all levels of Rampart Aura if learned before hand, and as a
hybrid it can learn Spell Ward IV, which is a unique combination that allows
this class to frontline effectively. Don't try to think of the Divine Knight
as an attacker and you should be able to find many uses for this unique class.
the Ensanguined Rood item on the 3rd floor of the San Bronsa Ruins. The rood
can be acquired from various battles within the ruins themselves, most easily
If you want an existing human character to become a Divine Knight, you must
you must first zombify the character with the Necromancy spell, which is
buyable from the shops in the Palace of the Dead. (Remember, anyone can
directly use the arcana to cast the spell without being a Necromancer) Next,
acquire a Book of the Dead. The earliest you can get one is on the 37th floor
of the Palace of the Dead, from the Gorgon who starts at elevation 17,
although the book also drops elsewhere. Finally you must bring the zombie
character to the 22nd floor of the Palace and have them use the book. Only
after all this will your candidate be ready for rebirth into their glorious
divine state.