Denam's profile picture in Chapters 1 to 3 and Chapter 4 in Let Us Cling Together (PSP)
|Birthplace||Heim (Raised in Golyat)|
|Nationality||Bakram (Raised as Walister)|
He is the son of Abuna Prancet, and after Prancet was kidnapped by the Dark Knights Loslorien and Golyat was massacred, Denam, his sister Catiua, and his friend Vyce plan a vendetta against the Dark Knights.
As the primary protagonist, he's the de-facto leader of the player's army.
Endgame Lawful/Neutral Route Edit
Denam Pavel/Denam Morne. Age 18. A Bakram hailing from Golyat who leads the Order of ______. He joined the Resistance after freeing Duke Ronwey from his imprisonment at Almorica Castle, and later took part in the massacre at Balmamusa*. Despite setbacks he eventually came to lead the Resistance against the Bakram and Dark Knight forces.
He was reunited with his father, Prancet, at Brigantys Castle, and from him learned the truth of Catiua's past. Olivya also revealed he was actually born in Heim of Bakram descent, with his father the brother of Regent Brantyn Morne.
He fulfilled his father's dying wish and led the Resistance to victory against the Dark Knights, defeating them in a bloody battle.*This appears during the Neutral route as well, where Denam shouldn't have taken part in the Balmamusa massacre. Possibly a bug.
Initially, Denam is a kind-hearted, naive idealist who commits himself to the war for justice, honor and loyalty to the Walister. While he has sworn vengeance towards the Dark Knights he's more willing to put it aside if it benefits the Walister, unlike Catiua and Vyce.
Upon reaching the first branching point of the game (Chapter 1's end) his personality varies depending on the choice, but not as radically as other examples (like Vyce).
- In the Chaos route, Denam becomes disgusted with the Resistance and their extreme methods and defects. From there on he becomes defined by his personal morals and fully commited to fight corruption. Despite his newfound infamy, is in this route that Denam is at his most noble and kind, and continually tries to find peaceful methods to end conflict (which work with some enemies, but not much with most).
- In the Neutral route, Denam gets the same characterization as the Chaos route up to the point where he puts aside his convictions and rejoins the Resistance since an unification would benefit Valeria the most. In this route Denam becomes focused on eliminating the most immediate threats against Valeria.
- In the Lawful route we see Denam at his most complex and morally grey. He takes part in the Resistance's extremism out of misguided good intentions, but starts to doubt upon confronting Vyce and bearing witness to Duke Ronwey's terrible choices. It's after the Duke and Leonar's deaths and his cooperation with the New Walister Alliance that he becomes determined to atone for his past misdeeds by putting an end to the war.
Ultimately, it's the player choices that determine his overall personality, though his apparent stoicism, well-meaning views and willingness to negotiate non-agressively remain a constant through the story. Few times does Denam become emotional, but these tend to be moments of tremendous impact for him.
Tactics Ogre: Let Us Cling Together (SNES/PS) Edit
As the main character, Denim needs to be deployed for every story battle and his death represents an instant Game Over. Fortunately, the game offers plenty of means and chances to turn Denim into a powerhouse, more than any other unit, generic or special, so it's almost inevitable for him to turn into one of the best units in the player's party.
Do note that stat growths will be made irrelevant by Chapter 4 when Denim acquires the growths of his Lord class regardless of his actual class. It also deserves mention that Denim can develop into a decent spellcaster, but given his eventual stat growths, superior melee options, and the player's access to better spellcasters like Deneb, Kachua and the Foriner sisters, turning Denim into a specialized mage is a waste of potential.
|Chapter 1-2 Class Choices|
|Ninja||Pros: Its Attack+ ability, which allows it to wield two weapons at once, gives the highest damage potential of any class at that point. It can also use one indirect elemental spell, has better mobility than other human classes, Walk on Water mitigates the penalty of water tiles, can do decently with bows, and its excellent AGI growths grants higher evasion and lower WT.|
|Cons: Terrible STR growths that will eventually cost it damage potential, and its pathetic DEF and MDEF makes it all to easy to kill if the player isn't careful. High-damage enemies are a particular risk.|
|Berserker||Pros: Has amazing HP, STR and MEN growths, with decent mobility, low WT, and high damage potential. When not in melee, it can do great damage with bows despite the lack of expertise.|
|Cons: Complete lack of magic options, and does terribly with shields, making it rely entirely on stats and allies for survivability. Has not much use beyond dealing damage. Banned for Lawful units.|
|Knight||Pros: Good HP, STR and DEX growths, widest weapon variety thanks to elemental swords and hammers, and expertise with shields makes it a better damage tank than any other available class at that point. Can also do good damage with bows, but that's exclusive to using shields.|
|Cons: Worst WT than most classes, made even worse due to heavy armor use. Cannot use magic, and both stat growths and damage potential are worse than the Ninja's or Berserker's. Banned for Chaotic units.|
|Chapter 3-4 Class Choices|
|Swordmaster||Pros: Attack+ allows it to wield two weapons at once, and thanks to their access to swords it can do even higher damage than the Ninja and any other class sans the Lord. It also has low WT and access to support magic, which coupled with its amazing DEX growths makes it extremely effective with the Stun and Petrify spells.|
|Cons: Shares the same poor STR growths as the Ninja, lower DEF than other melee class at that point, and do terribly with shields. Its survivability is marginally better than that of Ninjas and spellcasters. Banned for Neutral and Chaotic units.|
|Dragoon||Pros: Excellent HP, STR and DEX growths. Dragon Slayer grants it additional damage against Dragon and Lizardman enemies. Prefers swords, but can also do well with shields and spears. It can use one indirect elemental spell, but not good enough to be considered a true advantage.|
|Cons: Has no true advantage against enemies other than Dragons and Lizardmen, stat growths are terrible for anything other than HP, STR and DEX, which also makes its access to attack magic barely worth a mention. Heavy armor use makes it slower than Ninjas, Swordmasters or Beast Masters. Banned for Lawful and Chaotic units.|
|Terror Knight||Pros: Rounded stat growths for a melee class, with one of the best HP growths overall. Great DEF and MDEF even when not equipping a shield. Axes are ideal high-damage weapons, but can also do good with swords despite the lack of expertise. Its passive Terror Effect reduces the attack power of nearby enemies, making it a better protector than the designated Knight.|
|Cons: Worst WT than any other class available, coupled with terrible AGI growths. Lacks the same damage output as the Swordmaster or Dragoon, trading it for better survivability. No magic options. Banned for Lawful and Neutral units.|
|Lord||Pros: Besides its rounded stat growths, its low WT, access to Attack+ and sword expertise gives it the highest damage potential of any melee class, and while its mobility is decent in comparison, Walk on Water mitigates the penalty of water tiles. It can also use Heal, Vitalize, Heal+ and Heal All. These perks combined make this class the most self-reliant of all.|
|Cons: Kachua has to die for this class to be unlocked. This locks the player into two of the bad endings of the game. It also prohibits recruiting the Princess class, the best spellcaster in the game.|
Denam is the most customizable character in the game. With already rounded stats, the tarot quiz at the start grants him adittional bonuses in specific areas.
Denam excels at pretty much every class (though classing him as a Cleric is a waste of potential), and later on has access to two unique classes. As a physicial attacker he can make some of the deadliest skill combinations in the game (such as Phalanx + Double Attack) along with having some of the best stats of any unit; as a spellcaster he has a wide movepool, access to exclusive Divine Magic and above-average potential, but at the same time his stats are not on par with other specialized magic attackers (such as Catiua, the Phoraena sisters, Cressida...) plus he lacks Meditate, the most essential skill for any caster, forcing him to depend on other means to amass MP.
As the player progresses in the story, Denam will get access to some classes in which he does better than others. For more details see the respective classes' pages:
|Chapter and Conditions||Advice|
|Chapters 1 and 2||Class him as a Rune Fencer or Knight. Both of these classes make him a good front-line support and keep his damage potential. The former is preferrable since as a Knight Denam loses considerable speed.|
For weapons, stick with 1H Swords, I'll pay off later.
|Chapter 3||Class him as a Ninja or Rogue. As a Ninja he can Double Attack, and his good stats and the Ninja's skills (such as Steelstance) mitigate this class' fragility. As a Rogue he can do a lot of damage and gets nifty skills such as Speedstar and Sparagmos, but has no ways to mitigate his low defense besides his stats, though the class' high speed gives him more chances to escape. The former is recommended if the player intends to turn Denam into a Lord (there's no reason not to, but during a first playthough it's exclusive to recruiting Catiua).|
For weapons, Daggers or 1H Katanas are fine.
|Chapter 4 and CODA||Go with Lord whenever possible. This class has spectacular movepool and equip options, having access to pretty much everything that isn't restriced, and great stats in all areas. This class can also use the Ninja's Double Attack, making it even deadlier, and is one of the only three classes capable of using the best Divine Magic attack spells, including Heavenly Judge. There's no real limit to this class, and can easily be customized as a spellcaster if one wishes, but setting it first will take some patience, as it lacks any skills of its own and depends on skill grinding.|
If the player is on a first playthough and would rather save Catiua, class Denam as a Buccaneer. It plays like an upgraded Rogue with Double Attack, Swiftfoot II, swimming and access to Fusils.
For weapons, return to 1H Swords for better weapon options, or use 1H Katanas for the highly-damaging cursed katanas.
|Spellcaster Denam||If one wants to make Denam a spellcaster from the start, class him as a Wizard *after* clearing Almorica Castle to unlock spell and equip choices first. Once well-trained, switch to Warlock for Draconic Magic and Golem skills. As soon as Lord is unlocked, switch him to that, and give him equip that increases damage of your elemental choice. Divine Magic is recommended for the same reasons stated in the section above.|
For weapons, dual-wield Spellbooks if you're going to focus all on magic attack.
- According to this Q&A with the development team for the PSP remake...
- Denam moved in to Golyat when he was 5 years old.
- His family's fake name (Pavel) comes from his biological mother.
- Olivya's feelings towards him are unrequited.
- The Azure Necklace he wears was one of King Dorgalua's gifts to his unborn child (Catiua), in case it was a boy. The name inscribed in it is unknown.
- His name in the original version refers to the fabric used to make jeans. According to Matsuno, he chose it as both a theme on Denam's and Vyce's social classes, and as representative of "freedom" in 20th century fashions.
|Tactics Ogre: Let Us Cling Together (PSX)||Denim Powell/Denim Mown|
|Tactics Ogre: Let Us Cling Together (PSP)||Denam Pavel/Denam Morne|