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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 a combat-usable cleric 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 frontline or rear.

Can be Used by: Human, Winged, Orc

How to Unlock: Rune Fencer Classmarks are available from any shop from Chapter 1

Notable Characters:

  • Ravness (Unique - Base Class)
  • Cistina (Unique - Base Class)
  • Phaesta (Generic)

Equipment

Basic Ability:

Move Move Type Jump (up/down) Base RT Melee Attack (empty) Ranged (empty)
4 Quick 2/3 26 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 277
MP 105
STR +115
VIT +121
DEX +115
AGI +117
AVD +119
INT +119
MND +115
RES +126
ATK 6
DEF 8

SkillsEdit

Skill Lvl Cost Notes/Use
Elemental Magic 1 50 {Missile, Summons, Instill}
Divine Magic 1 50 {Missile, Summons, Instill, Heal, Dispel, Ease, Boon of Swiftness, Silent Light}
Recruit 1 220 Attempts to recruit a human or winged unit.
HP Infusion 8 240 Converts TP into HP
Barricade 10 200 Raises a small obstacle.
Conserve MP 16 400 Allows casting of next spell to be for 0MP
MP Infusion 24 550 Converts TP into MP

AbilitiesEdit

Skill Lvl Cost Notes/Use
Trajectory 1 50 Highlights path of ranged attacks.
Parry 12 240 Second chance to block melee attacks
Deflect 12 240 Second chance to block ranged attacks
Counterattack I-III 4/13/22 120/330/500 Counters physical attacks at 25/50/75% Normal damage
Knockback I-III 5/14/23 90/310/480/630 25/50/75% chance to knock attacked target back one space
Strengthen I-IV 4/15/26/37 120/370/560/740 Increases ATK stat by 10/20/30/40%
Fortify I-IV 5/16/27/38 120/370/560/740 Increases DEF stat by 10/20/30/40%
Spellcraft I-IV 7/20/32/45 120/370/560/740 Increases MAG stat by 10/20/30/40%
Resistance I-IV 9/21/33/45 200/440/650/830 Increases RES stat by 10/20/30/40%
Truestrike I-IV 3/15/37/39 90/370/580/770 Increases melee accuracy by 10/20/30/40%
Trueflight I-III 8/19/31 120/390/600 Increases ranged accuracy by 10/20/30%
Spellstrike I-IV 7/18/29/40 90/350/550/720 Increases magic accuracy by 10/20/30/40%
Dodge I-IV 4/16/28/40 120/390/600/790 Increases melee avoidance by 10/20/30/40%
Sidestep I-III 8/22/34 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I-IV 8/20/32/44 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-III 8/20/32 200/420/610 Increases HP stat by 10/20/30%
Insight I-III 8/20/32 170/420/610 Increases MP stat by 10/20/30%
Expand Mind I-III 12/20/32 220/420/600 Increases MP restoration by 10/20/30%
Channelling I-III 10/21/35 200/420/610 Reduces MP costs by 5/10/15%
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Swiftfoot I-II 23 460 Increases Move by 1
Jump I 23 500 Increases Jump by 1
Wade I-II 7/17 220/420 Allows movement through water at cost of 2/1 Move while in water.

TransferableEdit

Skill Notes/Use
Rampart Aura I-II 4/8 square aura that stops any units from advancing past equipped unit.
Tactician I-II Increases TP accumulation by 20/40%
Reflect Magic I-II Reflects 10/20% of damage taken by magic attacks back
Reflect Damage I-II Reflects 10/20% of damage taken by physical attacks back
Absorb MP I-II Absorb 20/40% of MP spent by enemies on equipped unit
Treasure Hunt I-II Improves quality of found hidden items
Max TP I-IV Increases max TP by 25/50/75/100|}

[1]

ReferencesEdit

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