Hero of Golyat
Raised in Golyat
Raised as Walister
Denam Pavel, real name Denam Morne (known as Denim Powell/Mown in the SNES/PSX version) is the primary protagonist of Tactics Ogre: Let Us Cling Together. He hails from Golyat, a small Walister port town.
As the primary protagonist, he's the de-facto leader of the player's army.
Warren Report[edit | edit source]
Endgame Lawful/Neutral Route[edit | edit source]
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.
Personality[edit | edit source]
Initially, Denam is an honest, naive idealist who commits himself to the war for justice, honor and loyalty to the Walister. While he swears vengeance against the Dark Knights, he's 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 characters like Vyce, Leonar and Duke Ronwey.
In the Chaotic Route, Denam is disgusted by the Resistance's actions and defects. Even as he's defamed, hunted by his former allies, and constantly pressured into escaping by Catiua, he retains his morals and commitment to fight corruption, even at the cost of pragmatism. As a statement to his morality, Leonar uses him in a ploy to get the Resistance rid of their most amoral members, and ultimately puts him in a position where he can lead the Resistance.
In the Neutral Route, Denam's initial characterization is the same as in the Chaotic Route up to the point where he's offered to rejoin the Resistance. He accepts, focusing on ending the war and eliminating the threats to Valeria as quickly and peacefully as possible, at the cost of his personal convictions. This attitude earns him the distrust of some of his allies, but also the support of others, especially when the undead start terrorizing Valeria.
In the Lawful Route, Denam reluctantly adopts an macchiavellian mentality in relation to the massacre of Balmamusa out of misguided good intentions. He soon starts to become doubtful as he confronts Vyce and witnesses the Duke's increasing cruelty and Leonar's dissatisfaction with his liege. Denam finally resolves to atone for his misdeeds after the Duke's and Leonar's deaths and his truce with the New Walister Alliance
Some aspects of his personality remain regardless of the storyline chosen: he's honest and willing to mediate a truce with enemies, even using self-guilt and blame to find a common ground; he has a hidden sarcastic streak, demonstrated when he sasses Orgeau or interacts with Deneb; he's kind at heart, capable of putting his needs aside to help others; he's remains humble despite his successes, refusing to take credit or demand favors from others, even rejecting a comfortable court position from his sister in favor of joining the war effort against Lodis as a mercenary.
Overview[edit | edit source]
Tactics Ogre: Let Us Cling Together (SNES/PS)[edit | edit source]
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 that he'll 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 worth mentioning that Denim can develop into a decent spellcaster, but considering 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|
|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.|
|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.|
|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|
|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.|
|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.|
|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.|
|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.|
Out of all playable units in the game, Denam remains the one with the greatest and most varied potential, amplified by this version's new class and skill build, which encourages empowering classes through skill mixing and allows for varied builds of the same classes.
Of particular note is the Lord class, which has been reinvented from the original version to be equally capable at melee or ranged combat, and with much better spell options than most classes, thanks to its open-ended nature; as a pure spellcaster it can do above-average, but falls behind with some endgame special characters. And unlike the original version, this class can be unlocked for the postgame and New Game+ thanks to the WORLD System.
|Chapter 1-2 Choices|
|During the early game, this class strikes a good balance of melee, magic and mobility, making it a versatile frontliner. Divine Magic is recommended for wider support options, but Lightning and Earth Magic can also be very useful.|
As for weapon options, training 1H Swords will pay off later, but Spears and Crossbows can be more useful at this point of the game.
|Similar playstyle as the Rune Fencer, trading mobility and RT for higher survivability. Magic is limited to supportive Divine spells and basic healing, but for the early game it will be enough.|
Like the Rune Fencer training 1H Swords will pay off later, but Spears and Crossbows can be more useful at this point of the game.
|Chapter 3 Choices|
|At this point the Rune Fencer starts to lag behind most playable classes. The Ninja allows for better attack potential through Double Attack, better mobility and RT, and even their fragility is easily mitigated by Steelstance. Ninja can only use Ninjutsu spells, but at this point of the game most are comparatively useless.|
This class also makes for a good transition to future class options.
As for weapon options, Daggers and 1H Katanas have great damage output and can be used in the long run.
|Similar to the Ninja, but trading spell options, Double Attack and survivability for utility and greater speed through Speedstar and Sparagmos. This class also enjoys Sneak Attack and the unique Steal. While such a fragile option is usually adviced against for Denam, the Rogue has plenty opportunities to escape danger thanks to their high RT and AVD, and Denam will have higher resistance than generics anyways.|
This class makes for a good transition to future class options, mostly thanks to their varied passive skills.
As for weapon options, Daggers have a great damage output and can be used in the long run, but Bows can also be of good use (though the skill has to be transferred first).
|Chapter 4/Endgame Choices|
|This option is still strong by the endgame. The usefulness of Ninjutsu spells, both supportive and damaging, gets considerably better. This is a good choice, but a mostly temporary one, since better special class options can be unlocked at this point.|
Weapon options remain the same as before.
|By now the Rune Fencer can gain access to Conserve MP, one of the most useful action skills of the game, which allows for easy castings of higher-end rank III and IV spells or Summons. Divine Magic is adviced over other choices due to increasing support options, especially in CODA, but Lightning and Earth remain solid options.|
As for weapons, 1H Swords are preferred at this point due to access to great high-end weapons including the Lombardia and Brynhildr, but Spears come a close second.
|The Buccaneer is essentially an improved Rogue with aspects of Ninja, with Double Attack, Swiftfoot II, swimming movement, better weapon options, and slightly better survivability, at the cost of magic options. This class is available after recruiting Azelstan and clearing through the Pirate's Graveyard, and can make for a solid frontliner before getting and building the Lord class.|
As for weapons, 1H Swords are preferred for the same reasons as the Rune Fencer, but the player can exploit Double Attack to pair Sword and Fusil (two Fusils cannot be used to Double Attack).
|The most customizable, and arguably the best class option in the game. This class can learn passive skills from any other class available (including Double Attack), learn almost every spell type sans Ninjutsu, War Dances and Necromancy, and use action skills like Phalanx and Tremendous Shot; this class' potential is peerless to any other class available. Divine Magic is recommended over other magic types, since the Lord is one of the very few classes capable of using the Divine Apocrypha spell Heavenly Judge, and Divine Magic being very versatile at this point.|
The only real downside, for first-time players, is that unlocking the Lord class requires letting Catiua die, thus locking them out of recruiting her and getting the Princess and Dark Priest classes, and directing them to the two bad endings of the game.
As for weapon options, 1H Swords are recommended for the same reasons as the Rune Fencer and Buccaneer, but Daggers, Bows, Spears and 1H Katanas can be of good use as well.
|For players who'd rather have a durable mage over a pure caster, the Rune Fencer is good for the same reasons as those mentioned in the previous sections, and has the best possible transition to a spellcasting Lord if Divine Magic is chosen. The downside is that by the midgame this class will lack the upgraded spells or skills needed to fight stronger enemies, until well into the endgame.|
For weapons, 1H Swords, Spears and Crossbows can do; while the latter two offer safer distance to attack if Denam wears robes, the former can be used with Shields. Also adviced to switch to Baldur-type weapons as soon as possible for the INT boost.
|It's adviced to wait until clearing Almorica Castle to get adequate spell and equipment options before classing. This is a solid class for a pure spellcaster that can last well into the mid-to-late game. Meditate in particular is an essential skill for any caster, but Engulf can also prove useful in a pinch. Lightning, Fire, or Earth Magic are recommended, but any element other than Water or Dark can be a good choice.|
The downside of this class, as any pure caster class, is their pitiful defense. This is especially bad for Denam, since some of the Story battles pit him alone against bosses; depending on the setup and difficulty, switching classes may be the only solution in these scenarios.
For weapons, Staves offer the best INT bonuses.
|A basic upgrade from the Wizard class, though barely any better. This class gains access to Spellbooks and Draconic Magic, though the player will find barely any of such spells until they start navigating the Palace of the Dead. This class is more of a stepping stone, and it's recommended to switch only for the passive skills until the player starts farming Draconic grimoires. Also recommended to ignore Golem skills completely in the case of Denam, since he's better off using the skill slots to improve his own power.|
Like the Wizard, this class has a pitiful defense. Depending on the setup and difficulty, switching classes may be the only solution for secluded boss battles.
For weapons, Spellbooks offer better INT and racial bonuses.
|As the most customizable class in the game, this can make for a great magic user, though not to the same degree as other special mage classes. The Lord can access some passive skills no other mage class in the game has, like Swiftfoot II, Constitution IV, and even Tactician II, making it possible to be built as an uniquely mobile and hardy spellcaster. Divine Magic is recommended over other spell types, since the Lord is one of the very few classes capable of using the Apocrypha spell Heavenly Judge, plus this school of magic gains more valuable support spells than others by the endgame.|
Sadly, this class cannot transfer Meditate, the most useful action skill for spellcasters, but as a small compensation it can use Phalanx. A possible solution can be to have a Malitza's Staff-wielding Familiar or Rogue unit, speedy units on their own, to use the staff's invoke on Denam to restore 100MP each time (up to 3).
For weapon options, Spellbooks are recommended for the same reasons as the Warlock. Double Attack can be exploited to wield two Spellbooks at once and gain benefits from both.
Gallery[edit | edit source]
Trivia[edit | edit source]
- 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, who died when he was still a young child.
- Olivya's feelings towards him are unrequited. However this may have been said as a joke.
- The Azure Necklace he wears was one of King Dorgalua's gifts to his unborn child, 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.
Localization[edit | edit source]
|Tactics Ogre: Let Us Cling Together (PSX)||Denim Powell/Denim Mown|
|Tactics Ogre: Let Us Cling Together (PSP)||Denam Pavel/Denam Morne|