Tactics Ogre: Reborn Tips for New Players

For Tactics Ogre: Reborn gamers, this information will present some recommendation for those that simply getted began, particularly aimed toward these fighting unfamiliar mechanics or apprehensive about beginner traps.


If you’ve already accomplished a SSCC run in FFT, or Impossible Ironman in XCOM, this information just isn’t for you. On the opposite hand, if SSCC and FFT are acronyms you’ve by no means seen, you is perhaps in the proper place.

This is a brief information aimed toward serving to newer gamers keep away from just a few issues which can be lower than intuitive, versus a walkthrough or technique information. The purpose is to assist get you off to an excellent begin, not maintain your hand.

TO:R is a misleading recreation on account of what number of mechanics aren’t defined except you probe by its menus, so it’s straightforward to seek out your injury dropping off though you acquire costly gear, or fighting fights that appear improbably slanted towards you. Let’s get you caught up on some issues underneath the hood, so you will get into constructing the corporate you need to play.

Beware the previous blood (and out of date guides)

TO:R is the third restyling of this recreation, after the unique then the PSP model, so there’s loads of recommendation on the market. When studying stuff on gamefaqs or associated websites, check out how previous it’s. There’s some stuff that’s nonetheless true (Canopus is de facto good and Vyce’s AI has been annoying individuals since 1995), however just a few issues haven’t aged nicely. There’s an excessive amount of to get into all of it right here, however just a few particular issues are price calling out:

1. You can’t carry realized skills and expertise from one class to a different, except for weapon talent ranges. So no studying Rampart Aura or Concentration and utilizing it on Warrior.

2. Archers usually are not as OP as they was once, on account of some adjustments on armor and the category’s stats. Archers stay fairly good, however are now not The Best Answer To Everything more often than not.

3. Heal spells are dramatically stronger right here. Heal 1 used to do about 25 to 30, as I recall, versus 100+. As a end result, very previous guides usually emphasised therapeutic objects (which had the identical values as now) far more closely, versus a cleric.

4. Rune Fencers and different hybrid lessons appear a lot improved. I can’t say precisely how good they’re as I haven’t gotten into Coda and such but in TO:R, however they definitely aren’t rubbish, no less than early on.

Early Game Classes and Their Roles

Early recreation, you’re principally going to have seven lessons as choices.

Warrior, Knight, Berserker, Cleric, Wizard/Enchantress, Archer, and Rune Fencer/Valkyrie. I say principally, as a result of there are three others you’ll see earlier than lengthy: Priest, Vartan, and Beastmaster. Two of those are tied to particular characters (no less than, early on), whereas Beastmaster is the primary new class you’ll get entry to. However, on account of that restricted availability, we’ll give attention to the essential seven first.

When taking a look at lessons, we are inclined to have preconceptions about what they’re good for. However, particularly within the considerably restricted early recreation, most of those lessons have just one function, so be cautious of coming into the sport with assumptions about what they do.

ARCHER is likely one of the strongest offensive lessons you’ll have in Chapter 1 for numerous causes. Not solely have they got essentially the most vary, nevertheless it grows even additional whenever you understand bows (not crossbows) can shoot outdoors their listed vary, and that altitude provides to that vary. Even with out excessive floor, archers can usually shoot targets one or two squares outdoors their listed vary. This is compounded by their lack of a necessity to maneuver, which means their turns come round extra rapidly as they don’t sacrifice WT to reposition for each assault. When they do transfer, their choices are much less restricted to particular squares for adjacency, to allow them to choose up playing cards simply. You can do worse than having a few archers early (though there’s an identical possibility right here in Vartan).

BERSERKER needs to be a injury vendor, however early on you’ll discover them moderately underwhelming. Most of their related expertise gained’t come on-line for just a few ranges, and so they lack good weapon availability early on. Having one on the sector to degree up their weapon expertise for later is a good suggestion, however committing closely into Berserker might not deliver the outcomes you need. Barbarian suffers from an absence of issues to do once they can’t get caught into melee as nicely, one thing Knights and Rune Fencers are unbothered by.

CLERIC is your healer. That is all they do early on, except for casting Exorcism on undead often. Healing is extraordinarily vital, because the AI likes to give attention to weaker models, and also you gained’t have good instruments for defending them early on, so therapeutic it’s. Otherwise you’re reliant on therapeutic objects, and people can get dear fast, in addition to consuming up WT with all the additional shifting.

ENCHANTRESS/WIZARD is your designated debuffer. If you have been hoping wizards did AoE injury, you’re within the flawed recreation. Or extra precisely, you’re too early within the recreation for actual injury dealing of any kind out of your wizards. While they get elemental injury spells, the numbers will really feel very underwhelming in comparison with weapon customers. Charm, Sleep, and even Poison might be very sturdy early on, however you’ll notice the horrible accuracy; that is the place the Spellstrike from the Concentration passive kicks in. In phrases of motion economic system, touchdown a Charm or Sleep can win you a battle, whereas poison can add up when you stick it on a low precedence enemy like a knight and let it soften them up over time when you focus their allies.

KNIGHT is your tank, kind of. Like in lots of video games, the AI will go after essentially the most weak models or these that may take essentially the most injury, ignoring your beefy tank. To discourage this, your Knight will get Rampart Aura, a capability that forces any enemy shifting previous him to cease. This is a restricted diploma of management, however might be fairly helpful in narrower areas. To make this extra useful, the Knight can even solid Heal, so even when their injury is missing you basically have a crunchier cleric with some space denial. Their draw back is being gradual; motion of three plus a usually poor WT imply they’ll be going much less usually than different models. Having one to restrict enemy motion whereas dropping just a few heals and add in some injury isn’t a foul concept. And PINCER is all the time a factor.

RUNE FENCER/VALKYRIE is the hybrid, and a really sturdy one within the early recreation. You get an underwhelming injury spell that’s nonetheless helpful for a bit of additional injury at vary, the flexibility to heal, a passive that may enhance your melee injury, and normally using a spear that may hit two squares, all on a fairly sturdy unit. The Rune Fencer solely does every thing, and the primary tradeoff right here is you’ll by no means get fairly the injury an archer or warrior is doing. Still, given their mobility, assault vary (two for spear, extra for spells), and utility, they’re extraordinarily helpful to have round.

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WARRIOR is your very fundamental unit for hitting individuals. Sitting between the Barbarian and the Knight so far as protection and offense are involved, the Warrior does get a really sturdy injury buff that makes use of MP to permit them to hit extraordinarily arduous when wanted (Mighty Impact). It’s additionally quicker than the Knight. Access to 2H swords can also be extraordinarily useful, as there’s no need for a protect on a Warrior because the AI normally prefers softer targets.

These seven will make up the majority of your forces early, however a fast point out of the opposite three.

PRIEST is Catiua’s particular class, and is principally Cleric with a bit of further offense within the type of mild aspect injury spells. My recommendation is to unequip her Spiritsurge early on, as having an assault spell makes her AI extra aggressive. I want her hiding within the again casting Heal for 100 on my troops, versus speeding in with Vyce and making an attempt to get worth out of randomly focused 50 injury Spiritsurges. While having her (or Vyce) “die” in most fights doesn’t actually matter, I’d nonetheless moderately have the therapeutic.

VARTAN is Canopus’s particular class, solely out there to the hawkmen. It’s arrange like a melee-ranged hybrid, and you should utilize him that manner, or swap him to a 2H crossbow. The predominant enchantment right here just isn’t the weapon selections, although, however the 5 motion coupled with flight (infinite bounce top). As an archer, he can use 2H bows, however loses 2 motion. The skill to vacuum up lootbags and playing cards alone could be price it, however the freedom for positioning him is nice too. You can recruit different hawkmen to make Vartans, however be warned that Canopus has higher stats than a generic. They’ll be good, however not Canopus good.

BEASTMASTER is a extremely neat class with some sturdy utility. It’s additionally almost irrelevant in Chapter 1. If you need to run one simply to get their weapon expertise leveled up in blow gun, certain, however there isn’t a lot of something to recruit or subject for monsters till Chapter 2, so you’ll be able to safely skip coaching one up for now. The Lobber talent can be mildly helpful, though much less so than older variations of the sport.

Strategy and Teambuilding

Seek first victory, after which go to battle.

Platitudes apart, you may make battles lots simpler (or more durable, when you’re after that) by the way you put together for them. We’ll be diving preparations into three classes: social gathering composition, gear, and coaching.

Party Composition

Party composition is your combination of the above lessons. You’ll have Priest Catiua following you round (take away her Spiritsurge in order for you her to give attention to therapeutic) and Warrior Vyce making an attempt to die, however you’ll be able to’t management them so don’t depend on AI allies an excessive amount of. Or in any respect, within the case of Vyce.

Healing: You’re going to need no less than two, probably three healers, on the sector always. Fortunately, that’s not three clerics, since Rune Fencers and Knights additionally get the heal spell. You do need no less than one cleric; they get Meditation to maintain their MP up, in spite of everything, and a Knight with no MP isn’t therapeutic anybody. Also Exorcism could also be useful.

Damage: Archers (and Canopus) are extraordinarily good at placing injury wherever you need it, however will endure a noticeable dropoff towards armored targets on account of their piercing injury, so don’t depend on them solely. You’re going to need no less than one strong hitter for melee, in all probability Warrior. (Berserker is an effective class, however must get into the extent 14 vary earlier than it actually takes off.)

Utility: A Knight for Rampart Aura is useful, and whereas their injury could appear weak, they will set off Pincer for different melee attackers. (Pincer is a capability most melee characters get that permits them to affix in on pleasant melee assaults.) Also, whereas the enemy gained’t focus your tank, they’re nonetheless a sound goal, so the AI will goal them often simply to have one thing to do. Meanwhile, Wizards additionally endure from underwhelming injury and awkward firing arcs, however as talked about earlier than, entry to Charm and Sleep could be very, very helpful. When it really works.

If this have been XCOM, and also you had 4 models, there could be some arduous selections right here. You get 8 or 9 models in most early battles, so strive issues out. That being mentioned, I extremely advocate utilizing Canopus in his Vartan class, and fielding no less than one cleric always. A balanced mixture of every thing is definitely doable, however you’ve sufficient our bodies you’ll be able to fiddle with doubling and even tripling down on a unit, particularly versatile ones like Rune Fencer.

A notice on our man Denam himself: you may make him any class you need. If you’re new to the sport, do NOT make him a full caster or archer. I’d advocate Warrior or possibly Rune Fencer. You will likely be fielding him each battle, he’s not allowed to die, and generally he will likely be deployed in very, very compromising conditions. Your life will likely be a lot easier when you maintain him in a sturdy class with some melee potential, with a lineup of self-healing objects for emergencies.


Most gear on this recreation is fairly self-explanatory, so that is extra about ideas than calling out particular weapons.

Armor influences extra than simply defensive stats.

Archers and ranged troops need Dexterity for injury. That means not simply weapon selection, however their armor as nicely must be chosen to maximise dexterity, versus protection.

This issues for different lessons as nicely, however the beginning armor has Dexterity on it, whereas the upgrades don’t. So when you purchase new fancy armor for your archer, their injury will go down, and also you’ll be questioning what occurred.

Next, completely different armor sorts have differing protection towards injury sorts. This primarily issues with Piercing and Crushing injury. Bows and 1H crossbows do piercing; 2H crossbows do Crushing. That means towards classically closely armored enemies, bow injury will drop off sharply whereas 2H crossbows will carry out higher. This additionally comes up for spells; some do aspect+crushing injury.

While afterward you’ll have a wealth of choices in addition to extra rigorous challenges, early within the recreation you principally simply need to keep away from shoehorning your self into all piercing injury. If your archer has a 2H longbow, give Canopus a 2H crossbow so you’ve choices for vary injury. Two spear-wielding Rune Fencers may need a hammer berserker to crush issues often. A wizard may need each of their favored aspect’s injury spells in case an enemy has explicit resistance to crushing injury.

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Consumable objects might be dear, however highly effective. The therapeutic leaf +1 provides extra HP than the heal spell. You want Blessing Stones geared up on a wide range of individuals forward of time, as a result of who the AI decides to dogpile isn’t predictable.

You don’t have a solution to farm cash in Chapter 1, however you additionally don’t want everybody geared up with all the costliest objects on a regular basis, both. Focus your cash first on weapons for your injury sellers, then armor for your frontline. Other than that, you need to maintain 5-10k in reserve for changing therapeutic and restoration objects, then progressively improve every thing else. Enemies will usually drop gear applicable for the place you might be within the recreation, which might prevent fairly a bit over shopping for proper from the store. For further revenue, you’ll be able to dump previous gear, however I want to carry off on that except I desperately want money for revival objects or high tier weapons for my predominant injury vendor.


You have a union degree, basically the extent cap for your models at any level within the recreation. This prohibits overlevelling to trivialize the sport’s issue, but in addition offers an indicator at the place the subsequent story battle is about for issue. Training battles, whereas they don’t present money or loot, do present a number of XP.

If you’re a brand new participant, you need your core troops to be on the XP cap at any time when attainable. This has a wide range of results: further stats from the extent up give a bonus to each accuracy and injury, to not point out HP and defenses. Skills additionally unlock on degree, so these could make a a lot bigger distinction than a few HP or stat factors.

Also, coaching battles will improve weapon expertise, one other vital factor to boost, particularly when you’ve been altering lessons and weapons often.

Aside from that, there are just a few nuances to the XP system to remember right here, nonetheless.

1. XP just isn’t based mostly on particular person actions, however only a large pool unfold between all models.

2. Units on the degree cap don’t get XP, which means decrease degree models will then get extra and degree up quicker.

3. XP over a specific amount turns into XP charms, that can be utilized to degree up models later.

These add as much as a few nifty tips. First, you’ll be able to degree up underleveled models to the cap EXTREMELY rapidly if the remainder of the group is already on the cap. Next, whereas visitor models don’t battle in coaching battles, when you go into story battles with the remainder of your group on the cap, the large brick of XP will normally get them capped as nicely. And XP charms are finest saved for visitor models, since getting your personal models to the XP cap is as straightforward as letting the AI run a coaching battle for you.

Action Economy: The God of TRPGs

If you’re new to that time period, Action Economy refers back to the allocation of actions between you and the opponent. If you each have eight troopers, you each get eight actions. That appears even, the purpose is simply to make higher use of your actions, proper?

Sure, when you’re enjoying checkers or one thing. Here, we don’t have that luxurious, as a result of the enemy’s models are sometimes higher than ours. We do need to make one of the best use of our actions, however we additionally need to have extra of them than the enemy. We can do that each by getting extra actions for ourselves, and taking some away from the enemy.

In TO, we’ve loads of choices for optimizing our motion economic system that will not be readily obvious, and some for crippling ourselves. Let’s begin with the optimistic aspect of that: getting ourselves extra actions.

What’s Going On Under the Hood

You might discover that sure models in your military all the time appear to go first, and even go extra usually. While many video games function a system the place models alternate turns between faction, or based mostly on some kind of initiative rating, Tactics Ogre includes a very structured flip order system.

To abbreviate it and pass over some particulars, it really works like this:
Every unit has a worth referred to as Wait Time (WT). Everyone’s WT counts down one level at a time till somebody hits zero, then they get a flip, and their WT resets again to its base worth. A gradual unit, like a generic knight, goes to have a really excessive WT, whereas a singular character in a quick class goes to have a a lot decrease WT. Since a decrease quantity counts right down to 0 faster, they get extra turns.

In a nutshell: the decrease the WT, the extra turns.

Wait time is the product of numerous components:

  1. Class – Every class has a base WT, with some notably gradual (knight at 36) and others a lot quicker (ninja at 22).
  2. Race – The bulk of characters are human, however clearly monsters herald some selection right here.
  3. Unique Character Modifier – This is a part of why distinctive characters are merely higher than generic. Every distinctive character, with a only a few exceptions, defaults to being quicker than a generic in the identical class.
  4. Equipment – Heavier armor and weapons increase WT.

You don’t must know all these modifiers to beat the sport, nevertheless it does assist to know how the system works for this subsequent half.

Gotta Go Fast

The best solution to decrease your WT is to not do something. Remember once I mentioned that their WT reset after their flip? That’s provided that you each moved and used an motion. If you solely do a kind of two issues, your WT is reset to solely 3/4 of its regular worth. If you do neither, and simply finish flip instantly, WT is reset to 1/2 of its regular worth.

So a unit doing nothing can do nothing twice as quick as one doing one thing!

This is a part of why archers (who can reliably assault with out shifting) was once extraordinarily highly effective, as they’d get roughly a 3rd extra actions than models of comparable WT who needed to transfer.

To take advantage of this mechanic:

  • Avoid shifting when you don’t must. Even one sq. of motion nonetheless counts. For ending a broken enemy off, a Rune Fencer is perhaps higher off utilizing a spell and never shifting than entering into for a spear poke.
  • Don’t assault or use a spell if it’s unlikely to attain a lot.
  • If you want MP or an auto skill to proc, move your flip with out doing something so your subsequent flip comes up sooner (with extra MP and one other probability for your auto to proc).
  • When retreating a broken unit, rethink if you wish to make an assault first, in order that they’ll hopefully get one other probability to maneuver out of vary earlier than extra enemies.
  • 75% of a Big Number is greater than 75% of a small quantity. The quicker a unit is, the much less this kind of factor issues. Maybe have your Rune Fencer or Cleric solid that Heal, so your slowpoke Knight can give attention to simply shifting up and passing his motion to get turns faster.
That Was Crunchy, Time For Something Fun

Aside from the gribbly particulars of Ravness making Knight the identical pace as Ninja (nearly), there are some extra tactical methods to work the motion economic system. We mentioned passing actions or motion, however what are you able to actively do to tilt issues in your favor?

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Some magic, even in Chapter 1. This is what Wizards are for, by the way in which, versus their moderately wimpy injury spells. Stun, Sleep, Slow, and Charm are impair the enemy’s skill to behave. Most notably, Charm turns their actions towards them, making it a really useful standing impact certainly. Bear in thoughts that these have doubtful accuracy, and may solely be utilized by a caster who has Spellstrike up for the accuracy enhance. Even then, keep in mind that any NPC with the “Leader” standing (normally the man it’s essential kill in a “kill this guy to win” battle) will likely be proof against Stun, Sleep, Poison, and Petrify, and probably different issues as nicely. So usually, don’t go for the boss man, even when it exhibits an opportunity of success.

So in our 8v8 instance, if we allure an enemy. for a flip or two it’s a 9v7, which is fairly good. But not good sufficient.

Death is the Ultimate Debuff

You might have seen that enemies usually assault and do injury. The debuffs I discussed earlier than might make the enemy assault much less usually, and others might scale back their accuracy or injury as nicely. However, useless enemies do little or no injury on this recreation. Two berserkers at 1 HP every do much more injury than one beserker at full well being and one at 0.

This is a sophisticated manner of claiming to focus your assaults on killing enemies, moderately than spreading injury round. Yes, your archer in all probability does extra injury to that wizard within the again than to an armored fighter within the entrance, but when no person else can hit that wizard, it’s higher to focus suboptimal assaults on a goal you’ll be able to take off the board rapidly.

So we allure one man, focus all our assaults on one other, and handle to get a 9v6. That’s 50% extra actions, which means we might be 33% much less efficient with out actions and nonetheless come out even! Or one thing.

But Wait, There’s More

Doing one thing could also be higher than doing nothing, but when that one thing is shut sufficient to nothing, it’s principally the identical factor. You need to set the AI as much as waste the actions you let it have, and that is the place these gradual knights we’ve been mocking all this time are available. On tight, crowded maps, a knight can block any space as much as three large with their Rampart Aura, all whereas backing up one sq. a flip and nonetheless casting Heal elsewhere. (You again up one sq. a flip as a result of the aura is triggered by shifting into it; models that begin in it, i.e. adjoining to the knight, can transfer out of it simply high-quality.)

Another straightforward solution to get the AI to waste an motion is giving them a handy goal. If my beastmaster is in vary however my injury mage just isn’t, they’ll go for the beastmaster, though at full HP she’s a comparatively sturdy goal and might eat 2 or 3 assaults earlier than I want to fret about therapeutic her. It’s the alternative of you desirous to focus fireplace; you need the AI to unfold injury round. Let them hit your full well being models. If your healer is beat up, pull him again and advance a full well being however squishy mage as a bait goal.

A situational instance of that is bodyblocking a low injury enemy like a knight right into a nook and simply ignoring them, whereas your blocker models use spells or ranged weapons to assault elsewhere. Sure, he’ll be slapping your archers for 20% of their HP a spherical, however at the moment you don’t have to fret about his rampart aura stopping your berserker’s rampage or him placing much more injury in your poor healer after all of the enemy archers shot him.

Don’t anticipate bodyblocking to carry for lengthy, as important hit knockback is a factor, and so they’ll transfer away afterwards. The AI strikes just about each flip, even when it’s disadvantageous for them.

All Tactics, No Ogre: Battlefield Tactics

First off: Winning fights is completed by finishing the targets.

Sometimes that’s defeating all enemies, generally there’s just one enemy it’s essential kill. If a battle appears unfair, it in all probability is, so give attention to the target as an alternative of simply making an attempt to kill every thing.

Just a few basic ideas, earlier than I get into particular ways.

  • Loot luggage dropped by enemies are picked up on the finish of the battle. If they’re taken by enemies that you simply haven’t killed, you lose the objects. If they’re picked up, and also you kill that enemy, the loot is dropped once more.
  • Cards are important energy boosts when you get them on the proper models. MP Up playing cards are sometimes extra helpful on melee characters for their highly effective finishers than on casters, who already regenerate a number of MP by way of Meditate.
  • Critical hits and protect assaults knock the goal again. This is often helpful for triggering fall injury, however extra prone to be useful for both clearing area to maneuver or pushing an enemy off a cliff the place they’ll lose turns shifting again into place.
  • Flying is loopy highly effective on this recreation, so having a unit or two with flight is very advisable.
That’s all we’re sharing at the moment in Tactics Ogre: Reborn Tips for New Players, in case you have something so as to add, please be happy to go away a remark beneath, you too can learn the unique article right here, all of the credit goes to the unique creator Black Hammer


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