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"Part mage, part scholar, the warlock or witch learns much of their trade from ancient writings. They are able to control golems and unleash their true potential."

Overview[]

The only generic class that can learn Spellbooks and Draconic Magic skills. This class has TP-skills that are focused on golems. In practice the Warlock/Witch is a good mage, but barely an upgrade over Wizard/Enchantress. The Empower Golem skill is like the corresponding Beast Tamer skills, but it is similarly limited in usefulness, with the exception of the Pumpkinhead Golem. This class needs to take some damage before it has enough TP for an Empower, though. If using Meditate, you also have a dilemma on your hands. This class can use all Draconic magic spells, too, but since the stockpile of Wyrm gems can't exceed 99, Draconic Magic can't be used as frequently as normal magic. Remember to learn the elemental magic skills you need before switching to this class.

Can be Used by: Humans, Lamia, Ghosts

How to Unlock: Classmarks can be dropped by enemy Witches/Warlocks.

Notable Characters:

  • Sherri (Unique)
  • Rudlum (Semi-Unique)

Equipment

Basic Ability:

Move Move Type Jump (up/down) Base RT Melee(empty) Ranged (empty)
3 Slow 1/2 26 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 246
MP 189
STR +112
VIT +118
DEX +118
AGI +112
AVD +111
INT +126
MND +118
RES +132
ATK 7
DEF 7

Skills[]

Skill Lvl SP Cost TP Cost Notes/Use
Elemental Magic 1 Transfer MP Missile, Indirect, Utility (except Divine)
Dark Magic 1 50 MP Missile, Indirect & Utility
Draconic Magic 1 50 MP All magics
Control Golem 1 220 40 Attempts to recruit a Golem unit
Empower Golem 8 240 70 Enhances Stats of nearby Golem units to maximum for 1 turn
Gordian Key 14 240 50 Cancels the 'Gordian Lock' status
Golem's Bane 18 440 75 Allows nearby allies' next attack to deal additional damage to golems.
Meditate 1 Transfer 15 Adds 5-10 MP per Rank.

Abilities[]

Skill Lvl Cost Notes/Use
Fortify I-II 9/18 120/370 Increases DEF stat by 10/20%
Spellcraft I-IV 4/17/29/42 120/370/560/740 Increases MAG stat by 10/20/30/40%
Resistance I-IV 8/20/32/44 200/440/650/830 Increases RES stat by 10/20/30/40%
Truestrike I-III 6/18/30 90/370/580/770 Increases melee accuracy by 10/20/30%
Trueflight I-III 9/19/31 120/390/600 Increases ranged accuracy by 10/20/30%
Spellstrike I-IV 3/14/25/36 90/350/550/720 Increases magic accuracy by 10/20/30/40%
Dodge I-III 8/19/31 120/390/600 Increases melee avoidance by 10/20/30%
Sidestep I-III 10/22/34 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I-IV 4/16/28/40 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-III 9/20/33 200/420/610 Increases HP stat by 10/20/30%
Insight I-IV 6/18/30/42 170/420/610/790 Increases MP stat by 10/20/30/40%
Expand Mind I-IV 8/18/28/38 220/420/600/760 Increases MP restoration by 10/20/30/40%
Channelling I-IV 8/19/30/40 200/420/610/790 Reduces MP costs by 5/10/15/20%
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Swiftfoot I 23 460 Increases Move by 1
Jump I 23 500 Increases Jump by 1
Wade I 11 220 Allows movement through water at cost of 2 Move while in water.
Absorb MP I-II 17/34 390/660 Absorb 20/40% of MP spent by enemies on equipped unit

Transferable[]

Skill Notes/Use
Trajectory Highlights path of ranged attacks.
Reflect Damage I-II Reflects 10/20% of damage taken by physical 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%

[1]

References[]

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