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Ozma

"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."

Overview[]

A precursor to the Lord class, this class can use a variety of weapons and magic. It has good melee skills, such as Double Attack and Mighty Impact. HP Infusion is another skill worth mentioning, but it is better on Rune Fencers/Valkyries, because the Commander is hardy enough that she'll only need it in emergencies. The other skills available are not bad either, but with only 10 skill slots to use, they will need to be carefully chosen. Popular equipment choices include double Daggers or 1-handed Swords, but the single character who uses this class has a unique Whip Finishing Move and can equip Whips in this class.

Can be Used by: Ozma only, however several members of the enemy Dark Knights are also this class.

How to Unlock: Ozma is recruited as a Knight Commander. Classmarks are rare drops from the Dark Knight's Knight Commanders and Zombie Templars found at Vanessan Way.

Equipment

  • Shields: All except Shield of Sages
  • Body Armour: Heavy type
  • Other Armour: Good access

Basic Ability:

Move Move Type Jump (up/down) Base RT Melee(empty) Ranged (empty)
4 Agile 2/3 20 Rabbit Punch Rail Against

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 296
MP 83
STR +117
VIT +123
DEX +117
AGI +119
AVD +120
INT +121
MND +117
RES +128
ATK 7
DEF 7

Skills[]

Skill Lvl SP Cost TP Cost Notes/Use
All Elemental Magic 1 50 MP Missile, Indirect and Heal spells
Mighty Impact 3 120 40 Next Melee Attack is a guaranteed critical hit with 100% Accuracy
Gordian Key 8 240 50 Cancels the 'Gordian Lock' Status
Intimidate 10 240 50 Cancels an opponents readied Skills
First Aid 14 350 50 Removes 'Shackle', 'Stop' and 'Bound' from one ally unit.
Intercession 14 310 50 Immune to next Magic attack.
Shadowbreak 14 330 40 Removes Shadows
Beastslayer 16 200 40 Ignores Defence and grants 100% accuracy when attacking a Beast Unit
Dragonslayer 16 240 50 Ignores Defence and grants 100% accuracy when attacking a Dragon Unit
HP Infusion 17 240 50ALL Heals HP by amount of TP used
Squash 20 370 30 Removes Barricades and obstacles
Ivory Tower 23 500 75 Immune to Physical Attack until next turn

Abilities[]

Skill Lvl Cost Notes/Use
Steadfast 16 370 Cannot be knocked back.
Parry 9 240 Second chance to block melee attacks
Deflect 9 240 Second chance to block ranged attacks
Overpower 18 400 Ignores a target's Parry and Deflect
Rampart Aura I-IV 3/14/28/36 50/330/530/710 4/8/13/18 square aura that stops any units from advancing past equipped unit.
Counterattack I-IV 4/13/22/31 120/330/500/650 Counters physical attacks at 25/50/75/100% Normal damage
Knockback I-IV 4/13/22/31 90/310/480/630 25/50/75/100% chance to knock attacked target back one space
Strengthen I-IV 5/16/27/38 120/370/560/740 Increases ATK stat by 10/20/30/40%
Fortify I-IV 4/15/26/37 120/370/560/740 Increases DEF stat by 10/20/30/40%
Spellcraft I-IV 7/20/32/45 120/370/560/740 Increases MAG stat by 10/20/30/40%
Resistance I-IV 9/21/33/45 200/440/650/830 Increases RES stat by 10/20/30/40%
Truestrike I-IV 4/16/28/40 90/370/580/770 Increases melee accuracy by 10/20/30/40%
Trueflight I-III 7/19/31 120/390/600 Increases ranged accuracy by 10/20/30%
Spellstrike I-II 8/19 90/350 Increases magic accuracy by 10/20%
Dodge I-IV 5/17/29/41 120/390/600/790 Increases melee avoidance by 10/20/30/40%
Sidestep I-III 8/22/34 150/400/610/800 Increases ranged avoidance by 10/20/30%
Spell Ward I-II 9/21 150/400 Increases magic avoidance by 10/20%
Constitution I-IV 7/18/29/40 200/420/610/790 Increases HP stat by 10/20/30/40%
Insight I-II 9/21 170/420 Increases MP stat by 10/20%
Expand Mind I-II 13/23 220/420 Increases MP restoration by 10/20%
Channelling I-II 11/23 200/420 Reduces MP costs by 5/10%
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Swiftfoot I-II 22/42 460/790 Increases Move by 1/2
Jump I-II 22/42 500/820 Increases Jump by 1/2
Wade I-II 11/21 220/420 Allows movement through water at cost of 2/1 Move while in water.
Absorb MP I-II 19/36 390/660 Absorb 20/40% of MP spent by enemies on equipped unit

Transferable[]

Skill Notes/Use
Trajectory Highlights path of ranged attacks.
Spellstrike III-IV Increases magic accuracy by 30/40%
Reflect Magic I-II Reflects 10/20% of damage taken by magic attacks back
Treasure Hunt I-II Improves quality of found hidden items
Max TP I-IV Increases max TP by 25/50/75/100
Tactician I-II Increases TP accumulation by 20/40%
Double Attack Allows use of two 1-handed weapons simultaneously

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References[]

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