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Accessories
Armor
Artifacts
Combos
Divine Items
Einherjar
Ending
Enemies
Items
Glossary
Magic
Maps
Sacred Phases
Skills
Tips
Timeline
Walkthrough
Weapons
Glossary
New to Valkyrie Profile? Or not, but you still don't know what DME stands for? Or what that dreaded
CT is? Fear not. I set up this section because of VP's habit of breaking the old traditions. That means,
you wont find any "GP" in this game, or "Magic Points". VP is based on an entirely renamed and new system.
Don't feel bad if you don't get some of the definitions the first time you play through (I sure didn't
and sometimes still don't). This section is dedicated to answering minor questions that you should know
the answers to, but in the case of being too embarrassed to do so ;)
Ability
Option in Memory Camp. Allows you to choose the order of attacks for each fighter
Einherjar, as well as their counter attack. You can also view the descriptions for each attack,
as well as for their Purify Weird Soul. If an attack name is greyed out, it is rendered unusable
due to the weapon you have equipped, limiting the amount you may perform in battle. For magic Einherjar,
you can switch the currently active spell; whatever spell is chosen will be used for their Great Magic.
Note that only attack-oriented spells can be chosen (duh).
Aesir
The gods/inhabitants of Asgard. In Valkyrie Profile, you wont encounter many of them, but a few
minor gods will show up during your Sacred Phases and say intelligent things! They are
constantly warring with the Vanir, and you, as Valkyrie, will aid them in the time of
Ragnarok.
Artifacts
Special objects found at the end of dungeons. You have an option of sending them up to Odin,
but since almost all of them can be a)converted for wicked amounts of MP b)transmuted into an
even better item or c)equipped, you’ll keep them, like the greedy valkyrie you are. Artifacts
can also refer to items given to you from Odin, at the end of each Sacred Phase.
Attack Trust
The chance of whether you’ll do full damage with your weapon or not. Higher the attack trust,
the more likely you’ll be able to attack with full damage potential.
Chapters
Sections in the game, comprised of periods. There are 8 chapters in all, and in each chapter you will pick
up new Einherjar, and visit dungeons. There are also certain Divine Items that wont be
available, until you have moved on to the next chapter.
Combos
The order and succession of regular attacks for non-magic Einherjar. Combos
raise energy, allowing Purify Weird Souls to be used.
CP
Stands for Capacity Points. CP is acquired when an Einherjar levels up. Used for levelling
up or maxing out skills and Hero Value. They are basically skill points.
CT
Stands for Charge Time. Whenever a Purify Weird Soul is used, that certain Einherjar will
acquire Charge Time, or a certain amount of turns in which the PWS cannot be used
until the turns are waited out. This has no effect on regular attacks. For instance, a mage has
extremely high Charge Time after it uses Great Magic, and will probably acquire a
Charge Time of 6- which means that magic cannot be used for 6 turns. Fortunately, magic gems
that can be knocked out of an enemy will randomly choose an Einherjar waiting out CT and lower
it. The more magic gems absorbed by a character, the less turns they have to wait before casting
or performing a Purify Weird Soul. Note that magic Einherjar are the victims when it comes to CT, as their
regular spells AND PWS are effected, where non-magic Einherjar can still use basic attacks.
Decoration
The two top accessories in an Einherjar’s equipment screen. Out of decorations and possessions,
decorations are usually more useful and almost always directly affect you in some way; Valkyrie
can equip a much more appealing range of decorations that her Einherjar cannot.
Defend Trust
The chance of lowering your opponent’s Attack Trust.
Divine Item
Option in Memory Camp. It refers to the process of making (getting?) precious tools such as
recovery items, armor, weapons, and accessories (decorations and possessions). There are no
shops to buy from in Valkyrie Profile, and this is how you will get your materials (other than
dungeons and Freya). Making Divine Items require MP, which can run out if you don’t ration it
wisely.
DME
Stands for Divine Materialize Energy. These are your Hit Points, in other words. Can be raised
with certain skills, level ups, and accessories.
Einherjar
The word used to described mortals slain in battle. In Valkyrie Profile, it is used pretty
loosely. These mortals are sent to Valhalla and split between Lord Odin and Freya. Basically,
this is the default term for "semi-main character".
Event EXP
The Experience points gained through means other than battle. When a problem is solved in a
dungeon, or an activity is accomplished, Valkyrie will be rewarded with Event EXP that is stored
in Memory Camp. It can be distributed freely to anyone, by going to the option "Party". Select the Einherjar
you wish to give EXP to, imput a number, press O and then Divide. That character will earn EXP
regardless of whether they’re in battle or not. A very important fact to remember when you do not
wish to level up Einherjar whom are destined for transfer- who would want to spend all that time
levelling up? Besides the diehard fans, of course.
Fairy Dust
My own default term. Fairy Dust is the sparkles and energy that appears when Valkyrie shoots
a crystal and then destroys it with the same process. Also refers to hovering in mid-air
immediately after a crystal is destroyed.
Hero Value
Crucial to the survival rates of Einherjar who get sent to Valhalla. A Hero Value is usually
in the negatives when an Einherjar is gained; it can be raised with CP. The Hero Value increases
a little bit due to level ups, and when Einherjar traits are maxed out. Freya requests a specific
Hero Value during Sacred Phases.
Hit Trust
The chance of whether you’ll hit the enemy and perform a Guard Crush or not.
Memory Camp
The title I use for the status screen, or menu. Can be accessed in any dungeon, or on the
world map. It actually (or also) refers to Save Points in dungeons (when you open up Memory
Camp->go to the status menu and/or save).
MP
Stands for Materialize Points. Freya will give you a certain amount after each Sacred Phase
depending on how well you performed/transferred Einherjar. You can also gain MP by converting items,
weapons, etc. This is a great way to raise your MP, since Freya never seems to give you enough
in the earlier chapters. MP is consumed by making Divine Items. Think of it as money.
Periods
The term described for time elapsing during a chapter. In Easy Mode, there are 16 periods in a chapter, in
Normal mode, there are 24, and in Hard, there are 28 per chapter. Depending on the mode, Spiritual
Concentration, visiting towns, and beating dungeons take up Periods. An example being when
you visit a town exactly 1 period will elapse. Most dungeons require 2 periods. Once all your periods
are up, then that chapter is over, and Sacred Phase begins. What a wonderful metaphor for menopause!
Budget your time wisely.
Possessions
Just what the title says. The last three accessories in an Einherjar’s equipment screen.
Excluding Valkyrie, the Einherjar possessions have little to no effect on anything (save for a
select few) . Possessions are usually only good for sentimental value (meaning your preference)
or for reinforcing requirements from Freya (example, when she asks for an Einherjar who can swim,
it is wise to equip the Einherjar you wish to send up to fulfill this request, with a Pearl of
Karula just because!).
Purify Weird Soul
While more of a command than an actual skill, PWS has generally come to refer to he "finishing"
or "special" move that is unique to each Einherjar. Excluding magic users, all Purify Weird Souls
are different. These moves are usually used in succession, creating an even
greater array of attacks, not unlike combos. Purify Weird Souls can only be activated when the
Technical Arts Energy meter (or combo meter) is charged to 100. If an Einherjar manages to raise
the meter back up to 100 after they perform their Purify Weird Soul, another may be used
immediately after. For magic users, Purify Weird Souls are shared among everyone, but they may be
different depending on the selected spell in Abilities. Example; if Mystic Cross is selected as
the active spell for a magic user, Celestial Star will be used as the Purify Weird Soul.
If Frigid Damsel is selected, then Absolute Zero will be used. Take note of the scepter equipped;
if a scepter that doesn’t allow Great Magics to be performed, is equipped, then a slightly more
powerful version of the selected spell will be used instead.
Ragnarok
Commences after the last chapter, in which you prepare for the battle with the Vanir. The end of the game.
Sacred Phase
Your war briefing with Freya. These meetings occur at the end of every chapter, and during
them you can check up on your sent Einherjar, learn Freya’s new requirements for future Einherjar,
earn MP and Artifacts. Not to mention you get to see the war status.
Seraphic Gate
The end and hidden dungeon that can be accessed after you save your game at the very last save
point in Jotunheim Palace or Asgard Hill. Reset your game, and then when you go to continue, you
will see an option allowing you to enter. You need to choose what data you’ll be playing from,
and you’re in. There is only ONE save point in the Seraphic Gate- at the very beginning. Be sure
NOT to save over the data you’re playing from. The Seraphic Gate holds familiar battles,
especially if you have played Star Ocean the Second Story.
Skills
Option in Memory Camp, and also refers to the techniques and abilities that will allow
Einherjar to get stronger or fill requirements for Freya. Each skill raises a status point, or
becomes a new technique to be used in battle, such as First Aid. They require ample CP spendage
before they can be maxed out and be used to full potential. Techniques have to be equipped or
junctioned, in the Set Up screen.
Spiritual Concentration
The process of determining who is going to be the next Einherjar, or what dungeon you'll be going to.
It is done by pressing Start on the world map. Valkyrie hovers and concentrates, seeking out a worthy soul and/or being
drawn to someone who may not even be worthy at all. This can also be a shorter process, when
Valkyrie finds a dungeon to cleanse.
Technical Arts Energy
Le Combo Meter. The TAE meter is in your lower left corner, and
fills up with Hit numbers and Energy. Different Einherjar attacks result in different energy increases.
Once the meter is filled with an energy value of 100, then the TAE is charged, and you can now
execute Purify Weird Souls. You have to select fast however, because the meter will drop with
astounding speed; effecting your chances of executing a chain of them. The TAE meter must be
charged back up to 100 to pull off another Purify Weird Soul. This is why it is important to have
at least two Einherjar who have high energy-attacks to raise the TAE meter with ease.
Transfer
An option in Memory Camp. With this, you can send Einherjar to Valhalla. Einherjar who are
not accepted or have negative Hero Value, will be greyed out.
Transmute
The ability to change one item into another. You can do this by going to Item in Memory Camp,
and then to Transmute. Transmuting requires a tiny bit of MP. Very, VERY useful, especially if
you have either the Creation Jewel or Gem equipped.
Valkyrie
A battle-maiden that scouts the battle field for worthy souls and warriors who meet
Odin’s expectations. In this game, there are three valkyries (it is never explained if Freya was
one) and they are apparently directly connected to the control of fate and destiny as well.
Valkyrie is also the default name whom most Einherjar come to know Lenneth by. Extremely different role
than the ones in Norse mythology.
Vanir
The baddies. They like to antagonize the Aesir (or is it the other way around?) and are their primary
source of aggravation.
Valkyrie Profile Shrine Copyright 2006-2008, Kingdom Zeal
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