- "Warrior maiden of the gods. She attacks gracefully with her spear, and wields the power of wind."
- — Description
Female and Male (LUCT PSP)
Human, Winged & Orc (LUCT PSP)
Varies (LUCT & KOL)
The Valkyrie is a class in Tactics Ogre: The Knight of Lodis, Ogre Battle: The March of the Black Queen, Ogre Battle 64: Person of Lordly Caliber and Tactics Ogre: Let Us Cling Together. The male version of the Valkyrie is called the Rune Fencer in Tactics Ogre: Let Us Cling Together (PSP). Wielders of the power of lightning, the fighting women known as Valkyries are also skilled in using the spear, their favored weapon.
The Valkyrie has the appearance of a blond woman garbed in silver armor, blue cape, and a winged helmet, wielding a large spear. A versatile unit, the Valkyrie can be used in either row effectively, although in the back row, this class can target specific enemies with its lightning attack.
- Element: Fire, Water, Wind, Earth.
- Requisites: 48 STR, 41 INT, Lawful/Neutral Alignment, Lancer emblem.
- Equipment: Spears, Light Armor, Light Headgear, Accesories.
- Skills: None.
- Magics: x2 Elemental (non-Virtue/Bane).
- Movement: 7.x (Snow-Trudging/Semi-aquatic).
- Unique: No.
Valkyries are balanced female-only units capable in both physical and magic combat. With their weapon of choice, spears, they can attack two squares in front of them, and use magic that isn't restricted to projectiles, unlike most physical classes with spell options. Moveover, the Valkyrie is available very early into the game, midway into Chapter 1 (Summer).
The greatest highlight of the Valkyrie is that they get two rare movement types, Snow-trudging and Semi-aquatic, allowing them to move with ease even in difficult terrain such as seas or mountains. Adittionally, they give +1 Mental Gauge to male units within three spaces of distance. This lets them fulfill their role as supporters and attackers from any position.
While better specialized attackers become available in later chapters, none score the same balance or movement reach (save the Ninja, who is statistically weaker). Any party benefits from keeping at least one Valkyrie with them.
As for unique characters, Eleanor Olato can make a better Valkyrie than most generics, though she also has other class options with higher damage potential.
- Weapon: 1H Sword, Spear, Iron Fan, Caldia Fan, Bow (1H only), Crossbow (1H only), Thrown*.
- Shields: Nearly all.
- Body armor: Heavy armor.
- Other armor: Good access. No mage gear.
Veteran players from the SNES/PS version will probably jump at the opportunity to use this class early, and quickly become dissapointed at this new incarnation.
While not the powerhouse it used to be, if given Divine Magic this class can be rather versatile during early game, healing and speeding up allies while being much hardier than the average Cleric. Still, their attack power is rather lacking as either a mage or a warrior, and for most of the game they will be overshadowed by specialized combatants such as the Warlock and Ninja.
Later in the game though, they get access to multi-hit summons and actions skills that redeem them as magic attackers. This class has access to most elemental magic minus Apocrypha, and is one of the very few classes capable of using Summons and Instill [element], though they are also barred from using indirect, ailment and buffing spells unless they use Divine Magic.
Their best skill, by far, is Conserve MP, which allows them to cast any spell for no MP cost; this means they will have a much easier time casting advanced magic like Summons tier II, Heal IV and Ease than any other class, and it compliments nicely with their hybrid melee role which lets them gain TP faster than most casters. Other skills they can learn are HP Infusion (converts TP into HP), MP Infusion (converts TP into MP) and Barricade (Raises a small obstacle), but these are not as noteworthy or useful as Conserve MP.
Their equipment options are a detriment to their magic potential, since this class cannot equip robes or mage gear, but there's still the option of a few magic-increasing armors and elemental equipment.
As for element, as mentioned they serve better using Divine Magic early, but later they can use any other element with much more ease; Divine Magic can still be considered superior due to this class's access to Divine supporting spells, unlike with other elements. The only element completely discouraged for this class is Dark Magic, since they cannot use any of the advanced spells, the only thing they gain from this element is a lack of effectiveness against Umbra and Undeads, so if you want a Dark Magic user better stick with the Warlock, Necromancer or Lich.
It's recommended to wait until late-game to train this class into an attacker role, since their best spells have to be obtained from the Ruins of San Bronsa, a bonus dungeon accesible only during CODA. During early-game this class is better deployed as a support unit, as the Knight better fills the role of front-liner healer at that time.
Classmarks are available from any shop since Chapter 1.
*Asterisk signifies it must be taught from another class.
Suggested endgame skillset: Weapon skill, Divine Magic, Augment Light, Anatomy, Swiftfoot I, Spellcfraft IV, Constitution III, HP Infusion or Barricade, Conserve MP, [free slot].
|Requirements||Level 5, Cha. 50+, Ali. 35+||Physical||42|
|Deployment Cost||540 Goth + (80 x level)||White||48|
|Statistic Increases Per Level|
|Row||Description||# of Attacks||PSX Name||SNES Name||Element|
|Front||Slices and enemy with her spear||2||Slice||Chop||Physical|
|Back||Calls forth a lightning bolt down on an enemy||2||Lightning||Bolt||Lightning|
|Class Type||Advanced (Female)|
|Leadership Rank||Unit Leader|
|Statistic Growth Per Level|
|Round Shield||Plumed Headband|
|Row||Attack Name||Description||# of Attacks||Element|
|Front||Cleave||Cleaves an enemy with her spear||2|
|Middle||Cleave||Cleaves an enemy with her spear||1|
|Back||Lightning||Casts a bolt of lightning to strike an enemy||2|
|Stats:||Level 1||Level 50|
|Human, Winged, Orc||AGIL||15||117|
|Move||4 Agile, 2 Up, 3 Down||INT||12||119|
| Air Magic [Missile, Summons, Instill]|
Earth Magic[Missile, Summons, Instill]
Lightning Magic [Missile, Summons, Instill]
Water Magic [Missile, Summons, Instill]
Fire Magic [Missile, Summons, Instill]
Ice Magic [Missile, Summons, Instill]
Divine Magic [Missile, Summons, Instill, Heal, Dispel, Ease, Boon of Swiftness, Silent Light]
Dark Magic [Missile, Summons, Instill]
HP Infusion [Lv.8]
Conserve MP [Lv.16]
MP Infusion [Lv.24]