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Glossary Magic Maps Sacred Phases Skills Tips Timeline Walkthrough Weapons

Skills

Skills are available to everyone in Valkyrie Profile, and are learned by spending CP, or Capacity Points, which are acquired every time an Einherjar levels up. The amount of CP acquired is increased by a whopping 100 points when the Emerald Necklace is equipped, so make sure you give it to an Einjerjar who is close to levelling up! You'll need Skills in this game in order to prepare Einherjar needed for Valhalla. Every Sacred Phase, Freya will request a specific type of Einherjar to be transferred, with a certain Skill preference. This means that if she demands a Warrior with Demon Int skills, you had better put your CP into the Demon Int skill! Level the skill up as much as you can.

Skill levels usually go up to 8, but some skills, like Counter Attack, do not require any more learning to be effective; thus you will stop learning this (and you can fully utilize this) at skill level 1. There are four kinds of Skills- Reaction (activates in battle, and after being attacked), Support (activates in battle, during various intervals), Attack Skills (activates in battle, when you attack), and Status Skills (may increase certain Einherjar stats, or serve a purpose in transferring Einherjar to Valhalla).

Reaction Skills

Reaction Skills ("A") are the most important skills, imo. They can be set up in the Skill Set Up Menu, which is done in Memory Camp (Status screen). You can set up to two Reaction Skills (A1 and A2) to be used at one time.

Skill
Description and Notes
CP Requirements
Usefulness
First Aid
15% chance of restoring DME when injury occurs. Amount restored depends on skills level. Cannot cure self. This is your first Reaction skill and your most basic. Everyone can use.
Medium
***
Auto Item outclasses it later on.
Auto Item
Items are used automatically, depending on circumstances. Set usage priorities for each item in skill Set Up menu. In actuality, [Skill Level X 40%] are divided. Everyone can use.
Low
*****
You'll need it for the entire game.
Throw
Gives the ability to hurl a magic blade at your enemy. Accuracy is only fair, so it can't be relied on too much. Magic users and archers cannot use.
Medium
**
Cure Condition
Gives the ability to cure status abnormalities. Abnormalities that can be cured increase with skill level. LV1-Poison, 3-Freeze, 4-Paralyze, 5-Silence, 6-Curse, 8-Stone. Everyone can use.
Medium
****
Auto Item outclasses it though.
Guts
Keeps you ALIVE when your DME drops to 0. Chances of happening increases with skill level. Everyone can use.
High
*****
It will save your behind several times.
Adept Illusion
Gives the ability to create an illusion to avoid attack. Chances of happening increases with skill level. Only magic users can use.
Medium
***
Guts will protect them more.
Dancing Sword
If character avoids or blocks an attack, 2 swords materialize in the air and counter attack. Only mages can use.
Low
**
Not worth the chance.
Last Trial
When the magic user dies, a random spell will be triggered as a last attack.
High
***

Support Skills

Support Skills are your secondary, "B" skills, and will execute automatically, like Reaction Skills. Good to have, yeah, yeah.

Skill
Description and Notes
CP Requirements
Usefulness
Splash
Extra shock wave attack possible. Shock wave moves in direction of attack, but does not contribute to hit number. N/A for archers/magic users.
High
*
Virtually useless...
Reverie
Character's double adds extra attack to foe. Double may disappear if attacked, but can fight again next battle. Double's attack is added to hit number. N/A for archers/mages.
High
*****
Best Support skill. You don't get it till quite later, though.
Combo Counter
Normal attack can be repeated from Counter Attack. However, order of repeated Normal Attack is fixed.
Low
***
Good to have, especially when your weapon hits 3x.
Noise Arrow
Seals off foe's ability to cast magic. Chances of success increases with skill level. Archers only.
Medium
***
Doesn't seem to trigger, half of the time.
Triple Distress
Reduces foe's ability to avoid, defend and counter-attack. Chances increase with skill level. Archers only.
Medium
***
Same as above, but the results are better.
Steal Magic
Gives the ability to do energy drain. The DME of foes defeated by magic attack is added to your own. Chances of success depend on enemy power and skill level. Magic users only.
Medium
**
Ok, but when you use magic to destroy an enemy, chances are, you'll be ending a battle...so the extra DME is kinda pointless (unless you're out of elixers?)
Stun Magic
Adds ability to cause faint with successful magic attack. Chance of causing faint increases with Skill level. Magic users only.
Medium
***
Ok, but depending on your power level, when you use your magic, you'll be wiping out the enemy and ending the battle (making faint kinda pointless).
Concentration
Whenever magic Special Attacks are performed, exchanges DME to reduce CT gauge to 2. Necessary DME changes with Skill level. Magic users only.
Medium
****
If you use Great Magic a lot, this will REALLY help, so you don't have to wait so long to cast another spell.

Attack Skills

Attack Skills ("C") are quite useful. The only downside to them is learning how to master them, since they can only be triggered with the directional button before the einherjar hits its target. As if you didn't have enough buttons to hit during battle! So these skills can go either way; if you're willing to get the hang of them, they will come in handy, however, you may just totally forget about them while attacking, which means you'll have to plan who attacks first, second, third and last, strategically, so you don't miss the opportunity to let your Attack skills fly. A sword symbol will appear above the attacker's head, signalling when you can use the set skill (depending on your skill level).

Skill
Description and Notes
CP Requirements
Usefulness
Scarlet Edge
Adds Down Effect to attack. Press button repeatedly to perform. Uses 5% of character's DME. N/A for archers/magic users.
Low
***
Good for einherjar who can't seem to knock the enemy to the ground (and therefore miss following attack)
Charge
Fires a blast which causes 1.5x Attack Power damage. Press button repeatedly to perform. Uses 5% of character's DME. N/A for archers/magic users.
Low
***
Good to get extra damage in.
Strike Edge
50% chance of causing faint. Press button repeatedly to perform. Uses 5% of character's DME. N/A for archers/magic users.
Low
***
Good chance of causing faint to enemies!
Dark
Allows character to attack from rear. Reduces enemy's Perfect Guard chance by 50%.Push directional button left before attack to perform. N/A for archers/mages.
Low
****
Speaks for itself.
Trick Step
Step back just before attacking to make foe counter-attack and miss. Push button left before attack to perform. Effect increases with counter-attack frequency.N/A for archers/magic users.
Low
**
Only good if you aren't strong enough to take a hit.
Slanting Rain
Attacks all enemies with arrow attack, however, combos become unusable. To perform, push particular button, and then directional left button. Archers only.
Low
***
Dude no combos...but all enemies, so...
Darkness Arrow
Attacks all foes which reduces Avoid %. However, combos become unusable. To perform, push particular button, and then directional left button. Archers only.
Low
**
Not many enemies will avoid enough to cause a problem.
False Arrow
Fire 3 arrows to intentionally make enemy put up their guard. To perform, push particular button, and then directional left button. Archers only.
Low
**
Mental Reaction
Attacks all foes which reduces Avoid %. However, combos become unusable. To perform, push particular button, and then directional left button. Magic users only.
Low
**
Not many enemies will avoid enough to cause a problem.
Wait Reaction
Character can attack with Familiar even during Charge Turn. Perform by pressing character button. Familiar's Attack Power depends on skill level. Magic users only.
High
*****
Excellent! It adds 10 energy points, helping you charge your Technical Arts Energy.

Status Skills

Your "D" skills are different in the sense that you will not set them. They more or less affect your stats for the better, though most of them will only be useful to Freya. Yes, nearly half of Status skills only raise INT or nothing at all, but maxing them out is the key to your Einherjar's survival (and your success at the Sacred Phases) when they are sent to Valhalla. A few are much more valuable, raising attributes like DME, but for a hefty amount of CP.

Skill
Description and Notes
CP Requirements
Usefulness
Tactics
Warefare knowledge.
Medium
***
Hear Noise
Heightened awareness. Raises AGL [Skill Level x 1]
Medium
***
Find Trap
Ability to detect traps.
Medium
***
Survival
Survival ability. Raises maximum DME [Skill Level x 200] [Skill Level x1]
High
*****
Identify
Item appraisal ability.
Medium
***
Leadership
Leadership ability.
Medium
***
Fight
Fighting spirit. Raises STR, INT, AGL, and DEX [Skill Level x 2]
High
*****
Trick
Knowledge of strategy. Raises INT [Skill level x 2]
Medium
***
March
Knowledge of marching and commands. Raises INT [Skill Level x 1]
Medium
***
Formation
Knowledge of military formations. Raises INT [Skill Level x 1]
Medium
***
Attack Pow
Skill at attacks. Raises STR [Skill Level x 30]
High
*****
Defend
Skill at defense. Raises RDM [Skill Level x 10]
Medium
*****
Avoid
Skill at evasion. Raises AGL [Skill Level x 3]
Medium
****
Hit
Skill at accuracy. Raises DEX [Skill Level x 3]
Medium
****
Resist Damage
Skill at damage reduction. Raises RDM [Skill Level x 20]
High
*****
Magic Power
Skill at magic attack. Raises INT [Skill Level x 30]
High
****
Resist Magic
Skill at magic resist. Raises RST [Skill Level x 5]
High
*****
Monster Int
Knowledge about monsters.
Medium
***
Undead Int
Knowledge of the undead.
Medium
***
Demon Int
Knowledge of demons.
Medium
***
Counter
Skill at counter attacking. Press button during evade to perform.
Low
*****

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