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Valkyrie
"A well rounded caster of attacks and healing spells who is also adept at the sword and spear-play. Able to move through water tiles."

OverviewEdit

Rune Fencer
A very versatile class early on, if initially a bit weak in combat. They can heal and speed up your allies, making them a bit like combat-usable Clerics at the start. Later in the game, their Conserve MP skill allows them to cast powerful magic for free, which will include the multi-hit summons like Wisplight. HP Infusion is a quick way to heal a lot of damage in an emergency, so although Valkyries don't really impress until they have access to summons and Conserve MP, they are at least good at using support magic from the frontline or the rear.

Can be Used by: Human, Winged & Orc.

How to Unlock: Classmarks are sold by general shops from Chapter 1 onward.

Notable Characters

Equipment

Basic Ability

Move Jump RT Melee Ranged
4 Agile 2/3 26 Punch Cast Stones

Core Stats

Attribute Level 1 Growth Rate Level 50
HP 32 277
MP 105
STR 13 115
VIT 14 121
DEX 17 115
AGI 15 117
AVD 17 119
INT 12 119
MND 13 115
RES 19 126
ATK 2 6
DEF 4 8

SkillsEdit

Skill Lvl SP Cost TP Use Notes/Use
Elemental Magic 1 50 MP {Missile, Summons & Instill}
Divine Magic 1 50 MP {Missile, Summons, Instill, Heal, Dispel, Ease, Boon of Swiftness & Silent Light}
Recruit 5 220 40 Attempt to recruit Human and Winged units
HP Infusion 8 240 50~ Convert accumulated TP into HP
Barricade 10 200 60 Raise a barricade to serve as an obstacle
Conserve MP 16 400 30 Reduce MP cost of next spell cast to 0
MP Infusion 24 550 50~ Convert accumulated TP into MP

AbilitiesEdit

Skill Lvl SP Cost Notes/Use
Parry 12 240 Second chance to block melee attacks
Deflect 12 240 Second chance to block ranged attacks
Trajectory 1 50 Highlights path of ranged attacks
Counterattack I-III 4/13/22 120/330/500 Counter physical attacks at 25/50/75% Normal damage
Knockback I-III 5/14/23 90/310/480 25/50/75% chance to knock attacked target back one space
Strengthen I-IV 4/15/26/37 120/370/560/740 Increase ATK stat by 10/20/30/40%
Fortify I-IV 5/16/27/38 120/370/560/740 Increase DEF stat by 10/20/30/40%
Spellcraft I-IV 7/20/32/45 120/370/560/740 Increase MAG stat by 10/20/30/40%
Resistance I-IV 9/21/33/45 200/440/650/830 Increase RES stat by 10/20/30/40%
Truestrike I-IV 3/15/37/39 90/370/580/770 Increase melee accuracy by 10/20/30/40%
Trueflight I-III 8/19/31 120/390/600 Increase ranged accuracy by 10/20/30%
Spellstrike I-IV 7/18/29/40 90/350/550/720 Increase magic accuracy by 10/20/30/40%
Dodge I-IV 4/16/28/40 120/390/600/790 Increase melee avoidance by 10/20/30/40%
Sidestep I-III 8/22/34 150/400/610 Increase ranged avoidance by 10/20/30%
Spell Ward I-IV 8/20/32/44 150/400/610/800 Increase magic avoidance by 10/20/30/40%
Constitution I-III 8/20/32 200/420/610 Increase HP stat by 10/20/30%
Insight I-III 8/20/32 170/420/610 Increase MP stat by 10/20/30%
Expand Mind I-III 12/20/32 220/420/600 Increase MP restoration by 10/20/30%
Channeling I-III 10/21/35 200/420/610 Reduce MP costs by 5/10/15%
Swiftfoot I 23 460 Increase Move by 1
Jump I 23 500 Increase Jump by 1
Wade I-II 7/17 220/420 Allows movement through water at a cost of 2/1 Move while in water
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows the use of more powerful/effective items

TransferableEdit

Skill Notes/Use
Rampart Aura I-II 4/8 tile aura that stops enemy units from advancing past the unit
Max TP I-IV Increase max TP by 25/50/75/100
Tactician I-II Increase TP accumulation by 20/40%
Reflect Damage I-II Reflects 10/20% of damage taken by physical attacks
Reflect Magic I-II Reflects 10/20% of damage taken by magical attacks
Absorb MP I-II Absorb 20/40% of MP spent by enemies on the unit
Treasure Hunt I-II Improves quality of found hidden items

[1]

ReferencesEdit