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Tactics Ogre Let Us Cling Together (PSP)

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The document provides an overview and recommendations for the strongest character classes in terms of physical and magical damage output. It also details the skills and abilities of each class.

It recommends Archer, Rune Fencer/Valkyrie, Knight, Terror Knight, Berserker, SwordMaster, Dragoon, Ninja and Rogue as the best physical damage classes.

It recommends Cleric, Warlock/Witch, Necromancer, Lich, and Divine Knight as the best magical damage classes.

BEST PHYSICAL:

-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

Movement: 4 Agile, 2 Up, 3 Down

Classmark: Shop

Equip: Fist, Dagger, 1H Sword, 2H Sword, Axe, Hammer, Cudgel*, Whip, Heavy

Armour

Magic: None

Skills: Mighty Impact(3), Vigorous Attack(15), Double Impact(25)

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

wide variety of different weapons it is best to give them something 2 handed.

Their advantages largely revolve around Mighty Impact (100% crit and hit,

suppress counter), and Double Impact (Attack twice!), liberal usage is

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

it is the most basic one in the game despite its overhaul.

[Archer]

===============================================================================

WT: 26

Movement: 3 Agile, 2 Up, 3 Down

Classmark: Shop

Equip: Dagger*, Bow, Crossbow, Thrown, Medium Armour

Magic: None

Skills: Tremendous Shot(3), Eagle Eye(15), Double Shot(25)

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

you want a challenge from the game.

[Wizard]/[Enchantress]

===============================================================================

WT: 25

Movement: 3 Slow, 1 Up, 2 Down

Classmark: Shop

Equip: Dagger*, Cudgel*, Hammer*, Caster Armour

Magic: Standard Mage Set

Skills: Meditate(3), Conserve RT(15), Engulf(25), Coax(5)

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

attacker in its own right. It's important to select 1 primary element to

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

'problem' with this class is that it is largely obsoleted by its counterparts

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

Movement: 3 Slow, 1 Up, 2 Down

Classmark: Shop

Equip: Hammer*, Cudgel*, Caster Armour

Magic: Exorcism, Silent Light, Boon of Swiftness, Dispel, Awaken, Innervate,

Singing Light, Awaken Stone, Liberate, Cleanse, Cleanse II, Unburden,

Hearten, Ease, Heal, Major Heal, Resurrect

Skills: Mother's Blessing(12), Mother's Mercy(25), Recruit(1), Seraph's

Pact(10)

This is your standard healer class, and it serves its role....adequately.

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

still is the most effective at attempting to do so. Mother's Blessing (double

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

sufficiently covered by Exorcism scrolls...but thats probably where all those

complaints about money troubles come from.

[Rune Fencer]/[Valkyrie]

===============================================================================

WT: 26
Movement: 4 Agile, 2 Up, 3 Down, Swim

Classmark: Shop

Equip: 1H Sword, Spear, Bow*, Crossbow*, Thrown, Heavy Armour

Magic: Missile Magic, Summon Magic, Elemental Augments, Boon of Swiftness,

Dispel, Ease, Heal

Skills: HP Infusion(8), Barricade(10), Conserve MP(16), MP Infusion(24),

Recruit(1)

Although descended from the well known Valkyrie class from all the games from

the series, this incarnation is strangely completely different. Frustratingly

it no longer functions well as a dual physical-magic attacking hybrid, even

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

Divine offers the class far more options, somewhat inexplicably.

[Knight]

===============================================================================

WT: 36

Movement: 4 Agile, 2 Up, 3 Down

Classmark: Shop

Equip: 1H Sword, Axe*, Hammer, Heavy Armour

Magic: Heal, Light Augments

Skills: Phalanx(5), Rampart Shadow(12), Sanctuary Shadow(16), Guardian

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

Phalanx you do almost guarantee the survival of the Knight, but do so by

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

Movement: 4 Agile, 2 Up, 3 Down

Classmark: Shop

Equip: 2H Sword, Axe*, Hammer, Cudgel*, Crossbow*, Heavy Armour

Magic: Drain Heart, Drain Mind, Drain Power, Dark Augments, Paralytic

Wave, Sleep, Gravity Flux

Skills: Fearful Impact(3), Shadowbreak(13), Squash(15), Lament of the Dead(20),

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

is absolutely crucial to this class' success, as otherwise status magic

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

does not perform well with a shield so in practice it is at least slightly

faster than the regular Knight. Once in the fray the Terror Knight can

contribute reasonable but not overly impressive damage while impeding enemies

with Rampart Aura.

[Berserker]

===============================================================================

WT: 34

Movement: 4 Agile, 2 Up, 3 Down

Classmark: Shop

Equip: Fist, Dagger, Axe, Hammer, Cudgel*, Thrown, Heavy Armour

Magic: None

Skills: Berserk(7), Sanguine Assault(14), Risk Management(18)

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

shield only goes so far, so it is highly recommended to stick with 2 handed

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

heavy front line classes.


[Swordmaster]

===============================================================================

WT: 26

Movement: 4 Agile, 2 Up, 3 Down

Classmark: Shop

Equip: 2H Katana, Medium Armour

Magic: War Dance

Skills: Preempt(8), Mighty Strike(16), Mind's Eye(24)

At first glance this appears to be an awful class, taking damage like a

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.

However, damage is not quite comparable to other premier attackers especially

since it must conserve TP to Preempt every turn to avoid risking really eating

it from accurate attackers.

[Dragoon]

===============================================================================

WT: 28

Movement: 4 Agile, 2 Up, 3 Down

Classmark: Shop

Equip: 1H Sword, 2H Sword, Axe, Spear, Cudgel*, Crossbow, Thrown*, Heavy Armour

Magic: None

Skills: Dragonslayer(8), Beastslayer(8), Dragonsbane(17), Beastbane(17),

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

....if they're kept adequately leveled. It's somewhat of a dilemma to decide

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

exactly a tank either. A common strategy is to give the Dragoon a 2 handed

crossbow, letting it build TP effectively on squishy targets it otherwise would

have difficulty reaching in order to unleash slayer skills. Other 2 handed

weapons still work well though.

[Ninja]

===============================================================================

WT: 22

Movement: 5 Agile, 3 Up, 4 Down

Classmark: Shop

Equip: Dagger*, Hammer*, 1H Katana, Bowgun, Bow*, Crossbow*, Thrown, Medium

Armour

Magic: Ninjutsu

Skills: Concentration(3), Steelstance(16), Evanescence(25)

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

of withstanding stupid amounts of punishment (for a unit with so much power)

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

like to have fun.

[Rogue]

===============================================================================

WT: 23

Movement: 4 Agile, 2 Up, 3 Down

Classmark: Deneb's Shop

Equip: Fist, Dagger, Hammer*, Blowgun, Bow*, Crossbow, Thrown, Medium Armour

+Shields

Magic: None

Skills: Steal(1), Sneak Attack(8), Speedstar(9), Sparagmos(10), Booby Trap(16),

Disarm(20), Fey Pact(5)

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

best suited to sneak attacking with a dagger or using a 2 handed crossbow to

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

there's only a handful of items worth stealing, and ranking up Steal is

incredibly slow and painful.


[Fusilier]

===============================================================================

WT: 32

Movement: 3 Agile, 2 Up, 3 Down

Classmark: Event - Chapter 4 sidequest

Equip: Dagger, Crossbow, Fusil, Medium Armour

Magic: None

Skills: Sharpshoot(3), Barricade(8), Course Correction(16)

This is an odd class that suffers from many issues, foremost of which is

attempting to fulfill a role that is already served by an extremely powerful

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

an Archer with a crossbow, except it doesn't do as much damage, is slower,

more vulnerable to damage especially magic, have worse weapon options, and is

generally underwhelming. Alternatively you can think of this as a more

balanced(as in less blatantly overpowered) Archer, as certainly this can be a

very fun class to play around with.

[Beast Tamer]

===============================================================================

WT: 30

Movement: 4 Agile, 2 Up, 3 Down

Classmark: Shop

Equip: Fist, Axe, Hammer, Cudgel*, Whip, Medium Armour

Magic: None

Skills: Empower Beast(8), Empower Dragon(12), Repel Beast(24), Repel

Dragon(24), Subdue(5), Tame(7)


This is one of the weaker classes, which is comparable to the old Dragon Tamer

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

is not awful at attacking, but it certainly is not impressive either, generally

only doing so to generate TP for Empowering or persuading. The Empower skills

can lead to impressive damage if employed well, but even if you really like

Beasts and Dragons it is somewhat difficult to justify fielding this class.

You're probably better off grabbing the Subdue and Tame skills and sticking to

something else, but that doesn't mean this is a horrible class.

[Warlock]/[Witch]

===============================================================================

WT: 26

Movement: 3 Slow, 1 Up, 2 Down

Classmark: Drop/Steal - Best to farm the Mage Gildora

Equip: Dagger*, Cudgel*, Spellbook, Caster Armour

Magic: Standard Mage Set + Draconic Magic(All)

Skills: Empower Golem(8), Control Golem(1), Gordian Key(14), Golemsbane(18),

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

probably prefers to be Meditating anyway.


The Warlock is capable of using Divine Magic if learned from another class, but

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,

meaning it loses out on a great deal of utility compared to using another

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

element Starfall has a unique advantage: It exorcises any undead it hits if

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

cease to be a problem ever again.

Starfall aside, Draconic Magic is actually....not all that interesting. The

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

still a nice advantage over the Wizard and Necromancer at least.

[Necromancer]

===============================================================================

WT: 22

Movement: 3 Slow, 1 Up, 2 Down


Classmark: Event - Chapter 4 Chaos sidequest, recruiting Cressida

Drop - Necromancers at PotD 18th Floor, after recruiting Cressida

Equip: Dagger*, Cudgel*, Caster Armour

Magic: Standard Mage Set + Necromancy

Skills: Animate Dead(3), Condemn(15), Consecrate Dead(22), Master Undead(1),

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

is essentially an improved Wizard, boasting significantly higher Int to go with

the of course titular Necromancy command. This is however a very elusive

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

largely surpasses the Wizard, being an effective mage in all ways.

[Lich]

===============================================================================

WT: 30

Movement: 3 Slow, 1 Up, 2 Down

Classmark: None*

Equip: Dagger, Cudgel*, Spellbook*, Caster Armour

Magic: Standard Mage Set + Non-Light Forbidden Magic + Necromancy + Draconic

Magic(Attack spells, Springboard, Teleport, Negate Spell)

Skills: Salvation(8), Reflection(24), Demon's Pact(1), Meditate*


Although comparatively difficult to acquire the Lich is usually considered the

most powerful generic caster, actually even rivaling the various special caster

classes. Although quite slow, the Lich possesses the highest Int in the game

to compliment its extensive spell repertoire. In addition to the standard

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

the Lich should be everything you expect it to be.

*This is a special class that has to be transformed into.

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]

===============================================================================

WT: 28

Movement: 4 Fly, 23 Up, 23 Down

Classmark: None*

Equip: 1H Sword, Bow*, Crossbow*, Heavy Armour

Magic: Exorcism, Spiritsurge, Judgement, Starfall, Gift of Restoration, Nullify

Strike, Dodge Blades, Ballistics, Enlighten, Phantom Shell, Holy Shield,

Sacrifice
Skills: Poignant Melody(4), Evilsbane(6), Silent Song(8), Rampart Shadow(11),

Requiem(15), Absolution(15), Sanctuary Shadow(15), Day of

Reckoning(25), Celestial Song(30), Seraph's Pact(1)

A disappointing class to many, this incarnation of the 'Angel Knight' is rather

different. Although it can learn a number of offensive light spells, it is

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

undead), and Day of Reckoning (MP/TP reset) can be amazingly effective,

especially with this class' flight. Additionally, as a 'Knight', this class

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.

*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.

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