Terror Knight
LUCT Terror Knight Art
Sprite(s) Evilone2
PLCBlackKnightPortrait PLCBlackKnightSprite
LUCT-TerrorKnightM LUCT-TerrorKnightM LUCT-TerrorKnightF LUCT-TerrorKnightF
Gender Male (MOTBQ) (LUCT) (PLC)

Unisex (LUCT PSP)

Race Human (MOTBQ) (LUCT) (PLC)

Human, Orc, Skeleton (LUCT PSP)

Alignment Chaotic Chaotic
Element Dark (MOTBQ) (PLC)

Fire Water Air Earth (LUCT)

"The howls of tormented spirits can be heard with every step of the terror knight's boots. Skilled in weakening enemy attacks and defense, they function as a wall to enemy advance."
— LUCT Class Description

The Terror Knight, also known as Black Knight and Evil One, is a generic playable class in Ogre Battle: The March of the Black Queen, Ogre Battle 64: Person of Lordly Caliber and both versions of Tactics Ogre: Let Us Cling Together. Trained to intimidate, these warriors are the backbone of chaotic units designed to decimate their enemies without remorse.

Ogre Battle: The March of the Black Queen Edit

Recruitment Edit

Overview Edit

Statistics Edit


Blackknighticon Black Knight Shieldicon Resistances
Requirements Level 16, Cha. 60+, Ali. 0-30 Physical 54
Size Small Fire 46
Leader Yes Cold 40
Recruit Berserker, Wizard Lightning 39
Movement Type Plains Black 55
Deployment Cost 770 Goth + (130 x level) White 25
Upokay Statistic Increases Per Level
Hit Points Strength Agility Intelligence
6-10 3-5 2-4 2-4
Swordicon Attacks
Row Description # of Attacks PSX Name SNES Name Element
Front Chops the enemy with his enormous axe 2 Slice Chop Physical
Back Launches a fireball from his axe toward the enemy 2 Fire Ball Fireball Fire

Tactics Ogre: Let Us Cling Together (SNES/PS) Edit

Recruitment Edit

Male human units with 117 STR, 114 VIT, 104 DEX, Chaotic alignment and over 30 total kills can be classed as Terror Knights.

In Chapter 3N, the player can recruit the special Terror Knight Debordes during the storyline.

Overview Edit

  • Favored Weapon: Axes.

The Terror Knight is an advanced male-exclusive generic class. Compared to the other three alignment-exclusive physical warriors, the Dragoon and Swordmaster, the Terror Knight lacks agility and magic options, but more than compensates with his attack power, defense, and debilitating passive.

In some ways this class can be considered the next stage for the Berserker class, as it shares a similar playstyle: Terror Knights are meant to be played as front-line tanks with high melee damage, either one or two-handed. This is further enhanced by their passive Terror Effect, which reduces the attack power of enemies in a range of three tiles of distance from the unit.

However, unlike the Berserker, the Terror Knight's WT, low AGI and heavy armor makes it particularly slow compared to other classes. It's adviced to gain a few levels as a Ninja, before and after reclassing, to help mitigate this problem; with sufficient levels, turn speed won't be a problem at all.

Having one or two Terror Knights in a party is recommended, as they in some ways can be better protectors than the designated Knights, great compensation for Chaotic units which otherwise get barred from most endgame options. This class is a good choice for a Chaotic Denim, especially if the player intends to recruit Kachua, just bear in mind that by Chapter 4 Denim's stat growths will resemble those of his Lord class, regardless of his actual class.

Statistics Edit

Ogre Battle 64: Person of Lordly Caliber Edit

Recruitment Edit

Overview Edit

Statistics Edit

PLCBlackknighticon Black Knight
PLC BlackKnight Requirements ALI 0-40
STR 117
VIT 112
Class Type Master (Male)
Size Small
Leadership Rank UnitLeader Badge Unit Leader
Carriable Items 2
Movement Type Plains2 Plains
PLCLevelup Statistic Growth Per Level
Hit Points Strength Vitality Intelligence Mentality Agility Dexterity
6 7 6 5 5 4 4
EquipmentIcon Equipment
2H Axes & Hammers Full-Body Armor
SatansBullova Satan's Bullova BaldrArmor Baldr Armor
Accessories Helms
ValiantMantle Valiant Mantle Armet Armet
PLCattacks Attacks
Row Attack Name Description # of Attacks Element
Front Cleave Cleaves an enemy with his axe 2 Physical
Middle Cleave Cleaves an enemy with his axe 2 Physical
Back Weapon Magic Casts a basic spell of his chosen weapon's element 2 Varies

Tactics Ogre: Let Us Cling Together (PSP) Edit

Recruitment Edit

Due to the reworking of class and alignment mechanics, there are no special conditions for reclassing into or recruiting Terror Knights. Like every other generic human class, they can be recruited by any unit with the Recruit ability (higher chance for having the same alignment and race/clan), and they can be reclassed with Dreadknight's Marks, which can be bought from any General Shop after clearing Chapter 1.

Overview Edit

  • Weapon: 2H Sword, Axe (2H only), Hammer, Cudgel (Baldur & Damasc only), Crossbow (basic, Baldur & Damasc only).
  • Shields: All except Shield of Sages.
  • Body armor: Heavy armor, except Titania Mail.
  • Other armor: Good access.

Like it's the case of the Valkyrie and Swordmaster classes, veterans of the original version will find themselves soon dissapointed by this iteration of this class.

Their biggest drawback is having the highest RT delay score of all classes, which coupled with their heavy armor options, make them the overall slowest possible class in the game, and unlike the SNES/PS version stats are unique to each class, so there's no way to reduce the turn delay besides using lighter armor. For this reason Shields are heavily discouraged.

The Terror Knight is meant to be played as a melee tank with skills to debilitate enemies; in practice however the Terror Knight is terrible at receiving damage, lacks options to handle damage like the Knight's Phalanx or the Berserker's Risk Management, and suffers a penalty to their already low speed when equipping Shields. On the other hand, access to Dark Magic debuffs, Spellstrike III* and Lament of the Dead mean they do play their role as debilitators well, and Drain allows them to steal enemies' HP, MP or TP.

Their equipment choices remain mostly terrible during the early-to-mid-game, but by the endgame they get access to armor which can boost their performance considerably: The Headsman (2H Sword) is relatively easy to acquire, is Dark elemental, and grants a +2 bonus to Lament of the Dead; the Ogre Blade increases their magic power, and with it the effectiveness of debuffs; and most importantly, Terror Knights are one of the very few classes capable of using the full Ogre Armor (Armor, Shield, Helm & Blade) and Dark Armor sets (Thanatos Armor, Skull Helm & Dagda's Hammer).

Overall, Terror Knights suffer the same early-mid-game slump as Valkyries/Rune Fencers without the end-game redeeming factor, and also fail to live up to the Knight's protection (besides access to Rampart Aura), but it may be worth to keep one around to exploit the full potential of the 'Frightened' debuff (one of the most useful in the game) and the Ogre and Dark Armor sets. It's recommended to recruit and train Dievold Obdilord as a designated Terror Knight instead of a generic, since the former has less RT delay.

*Asterisk signifies it must be taught from another class.

Suggested endgame skillset: 2H Swords, Dark Magic, Augment Darkness, Anatomy, Swiftfoot I, Constitution IV, Strengthen IV, Spellstrike III*, Rampart Aura IV, Lament of the Dead.

Statistics Edit

Terror Knight
LUCT-TerrorKnightM LUCT-TerrorKnightF Stats: Level 1 Level 50
STR +124
VIT +118
LUCT-TerrorKnightM LUCT-TerrorKnightF DEX +113
Human, Orc, Skeleton AGIL +114
Classmark Dreadknight's Mark AVD +124
Move 4 Agile, 2 Up, 3 Down INT +120
RT 38 MIND +114
Basic Attacks RES +120
Melee MeleeATK Punch ATK 8
Ranged RangedATK Cast Stones DEF 6
Magic Class Skills
Dark Dark Magic [Drain, Instill, Paralytic Wave, Sleep, Gravity Flux] Fearful Impact [Lv.3]
Shadowbreak [Lv.13]
Squash [Lv.15]
Lament of the Dead [Lv.20]

Skills & Abilities Edit

Skill Lv. SP Cost TP Cost Usage
Dark Magic 1 50 MP Drain, Instill, Paralytic Wave, Sleep, Gravity Flux
Fearful Impact 3 120 40 Next Physical attack has 100% accuracy and chance to inflict 'Frightened' status
Shadowbreak 13 330 40 Destroys all Shadows in a 1-tile range around the caster
Squash 15 370 30 Destroys barricades in one hit
Lament of the Dead 20 480 30 Inflicts 'Frightened' status on all enemies in a 1-tile range around the caster
Skill Lv. Cost Usage
Trajectory 1 50 Highlights path of ranged attacks
Steadfast 17 370 Prevents Knockback
Parry 12 240 Second chance to block melee attacks
Deflect 12 240 Second chance to block ranged attacks
Overpower 20 400 Ignores the target's Parry and Deflect
Rampart Aura I/II/III/IV 5/16/27/38 50/330/530/710 4/8/13/18-tile range aura that stops any units from advancing past the unit
Counterattack I-II-III 5/14/23 120/330/500 Counters physical attacks at 25/50/75% Physical damage
Knockback I/II/III 4/13/23 90/310/480 25/50/75% chance to knock attacked target back one tile
Strengthen I/II/III/IV 6/17/28/39 120/370/560/740 Increases ATK stat by 10/20/30/40%
Fortify I/II/III/IV 4/15/26/37 120/370/560/740 Increases DEF stat by 10/20/30/40%
Spellcraft I/II 7/20 120/370 Increases INT stat by 10/20%
Resistance I/II 10/22 200/440 Increases RES stat by 10/20%
Truestrike I/II/III/IV 4/16/28/40 90/370/580/770 Increases melee accuracy by 10/20/30/40%
Trueflight I/II/III 9/19/31 120/390/600 Increases ranged accuracy by 10/20/30%
Spellstrike I/II 9/19 90/350 Increases magic accuracy by 10/20%
Dodge I/II/III/IV 6/18/30/42 120/390/600/790 Increases melee avoidance by 10/20/30/40%
Sidestep I/II/III 8/22/34 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I/II 9/21 150/400 Increases magic avoidance by 10/20%
Constitution I/II/III/IV 7/18/29/40 200/420/610/790 Increases HP stat by 10/20/30/40%
Field Alchemy I/II/III/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/II 11/21 220/420 Allows movement through water at cost of 2/1 Move while in water
Reflect Magic I/II 18/35 359/650 Reflects 10/20% of damage taken by magic attacks back to the attacker
Max TP I/II/III/IV 10/20/30/40 290/480/650/800 Increases max TP by 25/50/75/100
Skill Class Usage
Spellstrike III Wizard, Cleric, Rune Fencer, Swordmaster, Ninja, Warlock, Necromancer Increases magic accuracy by 30%
Tactician I/II Knight, Rogue Increases TP accumulation by 20/40%
Absorb MP I/II Wizard, Warlock, Necromancer Absorb 20/40% of MP spent by enemies on equipped unit
Treasure Hunt I/II Rogue Improves quality of found hidden items
* Listing generic Human classes only


Game Name
Ogre Battle: The March of the Black Queen (SNES) Evil One
Ogre Battle: The March of the Black Queen (PSX) Black Knight
Ogre Battle 64: Person of Lordly Caliber Black Knight
Tactics Ogre: Let Us Cling Together (PSX) Terror Knight
Tactics Ogre: Let Us Cling Together (PSP) Terror Knight
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