Valkyrie Profile Covenant of the Plume General Guide By Freyashawk Email: castleenchanted@aol.com Created on 18 March 2009 Last updated on 27 March 2009 Note on 19 March: This is very much a work in progress, more of a declaration at this point that I intend to write a comprehensive guide than an actual Guide. Introduction This is the third game in the Valkyrie Profile series and the first in which a Valkyrie does not feature as the main character. Each of the three games in the series is created for a different gaming platform. Valkyrie Profile Lenneth originally was created for Playstation 1, but was redesigned for the PSP. Valkyrie Profile Silmeria or VP2 was created for the PS2. The Covenant of the Plume is designed for the DS. The series is based on the old Northern mythology and the basic characters of the old Gods and Goddesses and their histories are incorporated into the universe in which Valkyrie Profile takes place, with some modifications. As any one with a working knowledge of the Northern mythology knows, the Valkyrie are the Choosers of the Slain and their duty is that of finding dying heroes on the battlefield to escort to Valhalla where they will prepare for the last battle, Ragnarok. In fact, Ragnarok is one of the battles fought in Valkyrie Profile Lenneth. As Lenneth is a character in Covenant of the Plume, it is important for players to be aware of her own history and character. Lenneth in fact is a Valkyrie who rebels against her duty to Odin, the All-Father and takes the side of humanity against that of the Gods. Much of the story in Valkyrie Profile Lenneth is devoted to this rebellion and its ultimate conclusion. In fact, in the Northern mythology, the Elder Gods neither are omnipotent nor perfect in contrast to the Christian or Muslim God. They all possess flaws and are not even immortal and most of them are fated to die at the last Battle. If victorious against the forces of Darkness, however, a new World will arise from the ashes of the old and new gods will reign. In any event, the main character in Covenant of the Plume is a human hero named Wylfred whose father, Thyodor, was chosen by the Valkyrie Lenneth to enter into the ranks of the Einherjar. Wylfred has suffered loss not only in the person of his father but his younger sister as well, when she died from famine. Without being able to take revenge against Death itself, he vows revenge instead against the Valkyrie who 'robbed' his family of Thyodor. In Niflheim, Wylfred receives the Destiny Plume, a special artifact that renders an ally impervious to damage for a single battle but afterwards condemns him/her to death. As in Valkyrie Profile Lenneth, there are three distinct endings to the game and each is reached through a different path. The basic determining factor for the storyline is the Destiny Plume. Use of the Destiny Plume will alter the path of Wylfred's destiny. Three different endings actually signifies three different games in a sense. By experiencing all three endings, a player can unlock a special dungeon named the Seraphic Gate, known to veteran players of the series. In other words, a player must play 'Covenant of the Plume' at least three times, experiencing all three endings, in order to achieve 100% completion. Special items are available only in the Seraphic Gate, making it essential to any player who is determined to wring the most benefit from the game. You must clear the Seraphic Gate level 10 times in order to obtain the best weapon of all, an Angel Slayer with ATK 7800, MAG 150, HIT 50, as well as the capability of three attacks and a special attack. There are lesser Angel Slayers, but any Angel Slayer obtained previously in any game will not carry over into another game. Only the ultimate Angel Slayer will be available as a permanent item. The 'best' ending is the most difficult and almost impossible to achieve in a player's first game. In fact, a player really ought to opt for the 'worst' ending in his/her first game, as it is the easiest goal to attain. As in any traditional RPG, experience never is wasted. In fact, completion of the game and the creation of a new save file afterwards will allow skills, magic and items to be transferred to a new game. All characters will begin again at Level 1, but they will have the benefit of all the skills, magic and items that they obtained in the previous game. This is of great benefit especially in terms of achieving a better ending in a subsequent game. The Actual Covenant of the Plume Before your first use of the Destiny Plume, Mistress Hel will declaim: Hel: 'Do not mock me by feigning ignorance of our covenant, my chosen. Dark blessings shall the Destiny Plume upon thy kindred bring. The force that summons victory, the vessel's blood to wring. Each life comsumed shall stain the feather dark and darker black. Thus shall be forged the Angel Slayer, valkyrie to wrack. One year hast thou to consummate this deed. Else Garm, Hel's hound, on thy soul shall feed.' It is indeed a Faustian agreement, damning Wylfred to the betrayal of his best friends and allies if he wishes to attain his goal of vengeance. As his goal is flawed, it is logical that only a pact such as this would serve. World Map The World Map is the place where your character will return between Chapters and is the location where a player can organize active characters and determine his/her next destination or course of action. The World Map can be accessed after battles or visits to towns as well. When the player accesses the World Map, the upper screen will display the entire continent and any locations that are highlighted will be locations that you can visit. Be aware of any new locations that are unlocked and highlighted at any point in time on the World Map. Locations on the World Map are colour-coded and by knowing the code, a player instantly can determine whether or not any location is worth a visit. The code is as follows: Large Blue Dot: Village with a shop or a potential Event Small Blue Dot: Current village location Small Brown Dot: Current village with no new available options Large Red Dot: Location of Main Battle Large Yellow Dot: Location of optional Battles Your Cursor is displayed as a Feather. The L and R controls allow you to move the cursor on the World Map from location to location. Any locations that are not highlighted are locations that have not been unlocked yet.. Press the 'A' Button to visit any location. Press the 'X' Button to open the Menu at any location. Whenever you choose to enter a location of a Village marked by a Blue Dot, the Menu of that Village will be displayed. It is through the Town Menu that a player can purchase equipment and items from any Shop or choose to visit the local Inn. Within the Town Menu, any option preceded by an Exclamation Point indicates a potential optional Battle. As with any RPG, a player will benefit the most by experiencing ALL new options, by experiencing all Events, listening to all dialogue available in any Town and by investigating shops for new items whenever possible. Optional Battles should be fought at every opportunity to gain experience and levels. The inventory of any Shop will change as you make progress in the game. Shops sell Weapons, Equipment, Skills, Spells and Items. A well-equipped party is an essential element in determining victory or defeat in any hostile confrontation. Vital items that should be included in your inventory at all times from the very start of the game are: Warrior's Arcanum: Restores 300 HP. Honeysuckle Dew: Cures Poison. Pearl Grass: Cures Paralysis. Thaw Water: Cures Freeze. Union Plume: Revives a character who has perished on the battlefield. Main Menu You can access the Main Menu in any Town or from the World Map. The Main Menu offers the following: Allocation Screen This is the menu to use in order to allocate Equipment, Attacks , Skills and Magic to a character. The character's Profile can be accessed here as well. Use the L and R Controls to scroll from one character to another. The options available in the Allocation Screen are: Armaments Attacks Skills Magic Profile Armaments As one might expect, this is the option to use in order to change a character's Weapons and Equipment. The description of any Weapon or piece of Equipment that is highlighted will be displayed as well as any changes it will make in the character's Stats. When the Stat is displayed in green, it indicates an increase in that Stat. When the number is displayed as red, a decrease is indicated. Studying the effects of equipping any new Weapon or Armour is important in creating a team with the maximum power and greatest abilities. Elements of Armaments When choosing a Weapon or piece of Equipment, there is more to consider than simple Attack or Defence power. In the case of any Weapon, the number of Attacks it can produce as well as its ability or inability to mount a Special Attack should be considered. SP or Special Attack A Special Attack is one that allows a 'Soul Crush' by your team. A Soul Crush is an opportunity for the active members of your team to execute Special Attacks within a time limit and occurs only when the Attack Gauge is full at 100 points. This will be described in more detail in another section of this Guide. Guard Factor Another element that should be considered when choosing equipment is the Guard Factor. This is a number that appears next to the icon of any defensive equipment. The Guard Factor represents the number of attacks against which the character can guard himself/herself if defence against any enemy attack succeeds. If the number of enemy attacks exceeds the Guard Factor, the guard may break, allowing the character to sustain damage. Attacks One of the most compelling aspects of any Valkyrie Profile game is the unique nature of each character and the different styles of Attack that each can mount. It is in the Attacks Menu that you will be able to see the individual styles of Attack for any character and choose the order in which you would like him/her to perform them. Each character has the ability to perform one to three different Attacks as well as his/her Special Attack when weapons and circumstances permit. Magic Attacks Any Sorceror or Sorceress will have the ability to perform only one Attack and one Special Attack. The nature of the Spell he/she is set to cast during Battle can change the course of the engagement. Elemental Attacks in particular are designed to be effective only against their opposite Element. Make certain that you use your Sorcerers/Sorceresses most effectively by studying Elemental attributes of the enemies you confront. Skills There are two different types of Skills in Covenant of the Plume. These consist either of Tactics or Techniques. Tactics New Tactics Skills can be purchased at Shops or obtained as War Trophies from enemies in battle. They are designated by names with 'The Way of' or 'The Art of' in their titles. Tactics must be learned by a character before they can be used and each requires a specific amount of AP. When AP is exhausted during any hostile encounter, you will be forced to wait for a few turns before you will be able to use either a Skill or a Spell again. Essential Tactics Skills that should be taught to every character and which can be purchased are: Consecrate: The Way of Consecration This Skill is one of the most important as it cures status ailments in the form of Poison, Curse or Silence automatically for five rounds in battle. Pacify: The Way of Pacification This Skill prevents an enemy from attacking the character during the next Enemy Phase, effectively protecting a weak character from being killed. Dash: The Way of Dashing Allows a character to move three additional spaces at the end of a move, irrespective of terrain. Techniques: Techniques are protective Skills that are dependent on the amount of total CP that any character has. As a character's levels increase, he/she will obtain more CP points, allowing the character to equip more or better Techniques. Both Techniques and total CP will be inherited by any character in a subsequent game, even though he/she will begin again at Level 1, giving characters an incredible advantage in subsequent games. If you wish to give your characters the best Techniques and protection, make certain that you access the Techniques screen between each battle for any character who is an active member of your team. The following Techniques can be purchased and should be learned by every character as soon as possible: Body of Steel, aka The Art of Body of Steel Increases RDM by a percentage, reducing the amount of damage sustained in any attack. Resist Magic, aka The Art of Resist Magic Increases RST, reducing the amount of damage sustained in any magical attack as well as reducing the chances of infliction from any status ailment. All Characters with the ability to cast Magic Spells should learn the following as soon as possible: Enlightenment, aka The Art of Enlightenment Increases MAG, enabling the infliction of greater damage or greater recovery with any magical attack/spell. Wylfred's Plume Skills Plume Skills are connected to the use of the Destiny Plume and the Plume Skills learned will depend on the identity of the ally upon which the Destiny Plume has been used. Only one Plume Skill can be used per battle. Any Plume Skills learned will be inherited by Wylfred's character in subsequent games. A list of all Plume Skills can be found in another section of this guide. Magic This option will display any spellcaster's Magic Spells. New Magical Spells can be purchased from a Shop as they are unlocked by progress in the game. Profile The history and background of any character will be displayed in his/her Profile. The Truthade Accessory, available only in the Seraphic Gate, will change a character's official Profile when equipped. Inventory Screen Access the Inventory Screen to use items on characters between battles. By accessing Inventory, new Skills and Spells can be taught to characters and items that improve a character's Stats can be used as well. System Screen This is the 'technical' screen that allows a player to configure the system according to his/her preferences. Data Screen The Data Screen is where you can Save or Load a game. This option is available ONLY when you are on the World Map and when you are between Chapters. Character Status The Character Status screen appears on the upper screen in specific circumstances, displaying vital information about your characters. You can scroll from one character to another using the L and R Controls. The Character Status screen includes the following information: General Status: If the character is a 'GUEST' rather than an active member of your party, 'GUEST' will appear in the upper left corner of the screen. A Guest cannot learn new Skills or Spells, nor can he/she change equipment. Class Icon: To the left of the character's name, his/her Class Icon will be displayed. The Class of any character determines the distance he/she can move as well as the range of any attack. Name: The character's name appears to the right of the Class Icon at the top of the screen. HP: Directly below the character's name, you will find the HP gauge. HP represents the number of points of damage that a character can sustain before dying. HP is displayed both as a gauge and as a point value. The gauge when filled in green represents the total HP of the character. The numbers to the right of the gauge represent current HP/total HP. When the gauge is full, the two numbers will match. AP: Directly below the HP gauge, you will find the AP gauge in orange. AP is the energy that is used to cast spells or activate Tactics and maximum AP for any character is 100. The gauge when filled therefore represents 100 AP points. Next to the gauge you will find numbers that represent current AP/total AP. When the numbers match, the character has maximum AP. EXP: Directly below the AP gauge is the Experience gauge, representing the amount of Experience needed to reach the next Level. When the gauge fills completely, the character will gain a Level. Experience is one of the most vital aspects of the game for any character as an increase in Level will or may result in an increase in many of the point totals of his/her Stats as well as CP. ATK MAG HIT AVD RDM RST These Stats are characteristic of any traditional RPG and represent your character's general offensive and defensive strength and ability. Stats will increase as superior Weapons and Equipment are equipped and as your character's Level increases. ATK: Represents physical Attack power and the number will increase when superior Weapons are equipped. MAG: Represents Magical Attack power. The number will increase when superior wands/staves are equipped. HIT: Represents the character's ability to score a direct hit on the enemy target. AVD: Represents the character's ability to avoid an enemy attack with evasive action. RDM: Represents the character's ability to reduce damage from physical Attack as well as the abiity to block an Attack completely. RST: Represents the character's ability to resist any Magic Attack, to reduce damage from any Spell as well as the ability to avoid status ailments. In the very centre of the screen, to the right of the six Stats are the icons of a dagger and a pair of boots. Attacks: The icon of the dagger is accompanied by a number representing the current number of Attacks your character can perform with the Weapon he/she has equipped. Moves: The icon of the Boots is accompanied by a number that represents the number of spaces that the character can move in a single turn. Below the two icons, you will find a box for ATTACK and one for DEFENCE: ATTACK: Any icons representing Elemental Attack power for any current equipment as well as the SP abbreviation indicating the ability to perform a Special Attack will be displayed in this box.. DEFENCE: Any icons representing any Elemental Defence power held by current equipment will be displayed in this box. To the right of all the information for the character you will find the character's Portrait and his/her current Level of Experience indicated by the large number superimposed on the Portrait. The lower half of the upper screen displays information about any item, Skill, Spell or other selection that is currently highlighted. Character Classes Each Character is a member of a specific Class. Class determines the type of Weapons and Armour that the character can equip as well as the type of Attack and other considerations including movement and attack range. Below, you will find descriptions of each Class, with a list of all Characters in each. Where any Character is an 'optional' Character whose appearance depends on a specific Path, details as to the basic requirement for obtaining the Character are included. Swordsman/Swordswoman Designated by the icon of a one-handed Blade or Sword Characters in this Class: Wylfred (Main Character), Darius (Chapter 2, Path 1), Mireille (Chapter 2, Path 3), Lenneth (Valkyrie), Hrist (Valkyrie) Move Range: 4 Attack Range: 1 Warrior Designated by the icon of a two-handed Blade or Sword, sometimes known as a 'Heavy Warrior' Characters in this Class: Ancel, Gwendal (Chapter 2, Path 1), Mischka (Chapter 2, Path 3), Phiona (Chapter 3-6, Path 2), Kristoff, Arngrim Move Range: 3 Attack Range: 1 Rogue Designated by the icon of a short curved Dagger Characters in this Class: Natalia (Chapter 2, Path 2) Move Range: 5 Attack Range: 1 (cannot be diagonal) Samurai Designated by the icon of a long curved Sword Characters in this Class: Ushio (Chapter 3-6, Path 1) Move Range: 5 Attack Range: 1 Lancer Designated by the icon of a Spear Characters in this Class: Heugoe (Chapter 2, Path 3), Earnest (Chapter 2, Path 2), Duwain (Chapter 3-6, Path 3), Roienbourg Move Range: 3 Attack Range: 1-2 Archer Designated by the icon of a Crossbow Move Range: 3 Attack Range: 2-4 Characters in this Class: Cheripha (Prologue-Chapter 1), Valmur (Chapters 3-6, Path 2), Reinhilde (Chapters 3-6, Path 3) Sorcerer/Sorceress Designated by the icon of a Staff Characters in this Class: Lockswell (Prologue-Chapter 1), Rosea (Chapter 3-6, Path3), Lieselotte (Chapter 3-6, Path 2), Fauxnel (Chapter 3-6, Path 1), Langrey Move Range: 3 Attack Range: 1-3 Pugilist Desigated by the icon of an open hand Characters in this Class: Auguste (Chapters 3-6, Path 3) Move Range: 5 Attack Range: 1 (cannot be diagonal) Giver of Life Designated by the icon of a sphere Characters in this Class: Freya (Goddess) Move Range: 5 Attack Range: 1-2 Hound of Hel Designated by the icon of a Sphere Characters in this Class: Ailyth Move Range: 4 Attack Range 1-2 Monster Enemy Classes Aello Move Range: 4 Flying Attack: 2-3 Bat Move Range: 4 Flying Attack: 1-2 Beetle Move Range: 4 Flying Attack: 1-2 Dragon Move Range: 3 Attack Range: 1-2 Ethereal Queen Move Range: 3 Flying Attack Range: 1-3 Fish Move Range: 4 Flying Attack Range: 1-2 Flame Move Range: 1 Flying Attack Range: 1-4 Gabriel Celeste Move Range: 3 Flying Attack Range: 1-3 Garm Move Range: 1 Flying Attack Range: 1-6 Ghost Move Range: 4 Flying Attack Range: 1-2 Ghoul Move Range: 4 Flying Attack Range: 1-2 Golem Move Range: 3 Flying Attack Range: 1-2 Griffin Move Range: 4 Flying Attack Range: 1-2 Hamster Move Range: 4 Attack Range: 1-2 Kobold Move Range: 4 Attack Range: 1 Living Armour Move Range: 5 Attack Range: 1 Lizard Man Move Range: 5 Attack Range: 1 Mandragora Move Range: 4 Attack Range: 1 Vampire Move Range: 4 Flying Attack Range: 1-2 Wolf Move Range: 4 Attack Range 1 Requirements for Characters In the section that deals with Character Classes, the Path that had to be taken in order to obtain any optional Character as well as the Chapter in which the Character could be recruited was included. In some cases, there are other requirements if you wish to obtain a specific Character or embark upon a specific path.. For example, if you wish to make progress either on Path B or Path C, Cheripha and/or Lockswell must be sacrificed. Combat in Valkyrie Profile Although you have the option of controlling many different Characters in any Valkyrie Profile game, your Active Party can consist only of a maximum of four Characters. Each Character chosen for your Active Party will be assigned one of the Action Buttons: A, B, X and Y. Whenever you encounter a Battle situation, the first step will be Deployment of your Active Party. This is accomplished by means of access to the Deployment Screen. Deployment Screen There are three separate options on the Deployment Screen as follows: Deployment Menu Engage Deployment: Deployment is a matter of organising your Active Party by deciding which Characters will be included and where they will be placed.. Placement determines the Button that will control the Character. Hidden Items In any hostile Engagement, most items are earned when you defeat an Enemy and it drops a War Trophy. Some War Trophies are guaranteed. Others are a matter of chance, based on a pre-determined probability. Apart from War Trophies, however, there may be an opportunity to find Hidden Items if you explore the terrain of the battlefield. Simply step on a square where a Hidden Item is located in order to acquire it. The number and type of any Hidden Items on any battlefield will be given whenever possible in this Walkthrough. When you have the opportunity to purchase a Treasure Hunter Accoutrement, equipping it will cause any Hidden Items on the Map to shine, revealing their locations instantly. Menu If you need to change Weapons, Equipment or any other aspect of a Character's current status, choose this option to access the Menu. You cannot save your game at this point, however. Engage Once your Active Party is deployed and organised properly, choose this option to engage the Enemy in combat. Combat Screen When Battle is engaged, the Combat Screen will be displayed. At the very top of the screen, you will see the name of the location of the Battle. Below it will be an announcement of the Round number. All Battles are turn-based and are defined by Rounds. A single Round includes both an Ally Phase and an Enemy Phase. As some Skill and Spell effects have limited duration in battle, knowing how many Rounds have been completed may be important. Phases in Combat During an Ally Phase, each of the four Characters in your Active Party have a turn to move and/or perform an action. When all four have completed their turns, the Enemy Phase will begin. In the same way that each Ally is given a turn, each Enemy likewise has an opportunity to move or act during the Enemy Phase. Character Turns Whenever a Character takes his/her turn, the first step always is movement. The area in which the Character can move is highlighted in blue by a movement grid. Use the Direction Pad to move your Character. When your Character is in position, press 'A' to complete this action and open the Action Menu. If you wish to cancel your Character's move, press the 'B' button instead. A Character ALWAYS must move before he/she can attack, use a Skill, cast a Spell or perform any action. When the Character has completed his/her movement, open the Action Menu as previously stated by pressing 'A'. Action Menu The Action Menu offers a list of options in the form of icons along the bottom of the screen. These icons represent the following options: Attack Hold Position Use Provisions Change Arms Employ Tactic Cast Spell Unlock Ally Potential (Only available to Wylfred) Attack If you choose the option to Attack, the range of your Character's Attack will be displayed by tiles highlighted in red. Although all Enemies within this range will be marked as Targets, you need to choose a single Target. Do this by using the Direction Pad. Once your Target is chosen, press 'A' to initiate the Attack. Attack Screen When you have pressed the 'A' button to Attack, the screen will change and a special Attack Screen configuration will appear. You will see a new display on the Upper Screen consisting of information about any Allies who are available to assist in your Attack, with the amount of HP and the number of Attacks that are available to each as well as their assigned Control Buttons. On the Lower Screen, you will see a scene of the actual Attack with the Attack Gauge at the bottom of the screen. Knowing how to read an Attack Gauge is an important part of any Valkyrie Profile game in terms of strategy. The Attack Gauge is a curved gauge in the lower left corner. The number of successive Hits dealt to the Enemy is displayed inside the curve of the Attack Gauge. The Enemy's HP is shown at the bottom of the screen as a straight gauge. The number that represents the percentage by which the Attack Gauge has filled is displayed in white to the right of the actual gauge. When the Gauge fills completely, Soul Crush is enabled. If you look closely at the Enemy who is being attacked, you will see a small number next to him. This number ordinarily represents the number of Damage points inflicted but if you see numbers in green over an Enemy, that indicates Healing points instead. Attack Gauge Knowing how to manipulate the Attack Gauge is the key to sophisticated combat in any Valkyrie Profile game. You can ignore it completely and still win battles but it is more fun if you understand what the Attack Gauge signifies and can time your Attacks to gain maximum benefit. The aim in any Attack is to push the gauge to 100, filling it completely. You then need to stop for a moment to allow the Soul Crush prompt to appear. As soon as it does, execute a Soul Crush Attack by any character enabled to make one. Each time a Soul Crush Attack is performed, the Attack Gauge will reset to a lower amount. If you can refill the Gauge with the Soul Crush Attack, however, another Soul Crush will be enabled. If you are engaged in fighting an extremely powerful Enemy, it is to your benefit to make it possible for all four of your characters to perform their 'Special Attack' in Soul Crush mode. Soul Crush can be triggered up to four times per Attack, allowing each Character in your party to perform his/her Special Attack provided all other conditions are met. Note that some Weapons do not have the capacity for a Special Attack. It is not only the strength and power of a Weapon that should be considered but the number of Attacks that it enables as well as its ability to be used in a Special Attack. Attack Crystals When you Attack an Enemy, you may knock out Red Crystals on occasion. For each Red Crystal that your attacking Character knocks out of an Enemy, he/she will gain one additional attack. Magic Crystals Whenever an Enemy is launched into the air by your Attack and struck while still in the air, you earn a Magic Crystal. Each Magic Crystal will add 5% Experience when the Enemy finally is defeated. Hold Position If your Character cannot Attack or does not wish to Attack for any reason during the current Ally Phase, choose the 'Hold Position' option. When this option is chosen, a Character's AP will recharge by 20 AP rather than the usual 10 AP during this turn. Once you have chosen the option to 'Hold Position', you need to choose the direction in which you wish this Character to face. Use Provisions This is the option to choose if Restorative Items need to be used either on the Character himself/herself or on an Ally. Among other things, this option allows you to use items to heal, cure status ailments, revive a dead comrade with a Union Plume, boost Elemental protection or even use an Elemental Attack item if your Character is not one who can cast a Spell himself/herself. Deciding which Characters in your Active Party, if any, should use items instead of Attacking in any turn is a strategic decision. Obviously any Character with a low Experience Level or inferior Weapons is better suited to use an Item than one with superior Weapons and high Experience Levels. Change Arms This option allows an equipment change in the midst of Battle, and can be very useful if you discover that a Character's Weapon or Equipment is unsuited or inadequate to the challenge that faces you. Employ Tactic This option is available only if your Character has the necessary AP to execute the desired Tactic. If not, the Character either needs to perform an ordinary Attack or 'Hold Position' in order to restore AP so the Tactic can be used in the next Ally Phase. Cast Spell This is the option to use if you wish to cast any Magical Spell, whether it be offensive or defensive in nature. If characters need to have their Energy restored or any Status Ailment lifted, a Sorcerer/Sorceress can choose this option instead of using an item to achieve the same end. Offensive Skills can be cast on Enemies as well. Unlock Ally's Potential with Destiny Plume This option will appear only during Wylfred's Turn. It allows him to increase an Ally's power for the remainder of the battle, restoring full health in the process. After the Battle, however, the Ally thus affected will die in an Event and cannot be revived ever for the remainder of the current game. The Destiny Plume cannot be used on Guests incidentally but only on Allies who have joined the Party. The Destiny Plume can be used only once per battle. Furthermore, it should be used sparingly as overuse will anger the Gods, causing Freya to intervene, slaying Wylfred and ending your game abruptly! Quicksave Feature During any Ally Phase, you can press 'B' to free the cursor, then press 'X' to open a special Turn Menu. The Turn Menu contains the following options: End Turn Quicksave System End Turn If you wish to skip a turn, choose this option to do so. Characters who have not used Skills or Spells during the Ally Phase will regain 20 AP whenever a Turn is skipped. Quicksave This option may be familiar to most DS players and can be very useful if your DS is running on battery rather than being connected to an outlet. When you choose this option, your DS system will shut off immediately, creating a Temporary Save. When you switch on the system again, simply choose 'Reload' to resume the Battle where you left it. System If you need to change any System configurations during a Battle situation, choose this option. Enemy Downed Screen Whenever an Enemy is killed in Battle, the Enemy Downed Screen will appear. You will see the Experience and Oth gained from the defeat of the Enemy and any Magic Crystals knocked out in the course of the battle will be added. If the Experience earned actually boosts your Character to the next Level, you will see a notification to that effect afterwards. Plunder Screen Defeated Enemies often drop items as War Trophies for your Party. Any items obtained through the defeat of an Enemy will be displayed on a Plunder Screen that appears after the Enemy Downed screen. Sin Sin is a new element in Covenant of the Plume and indeed is the source of the very name of this game. Wylfred by virtue of his covenant with the Mistress of Niflheim must serve her by scoring specific amounts of 'Sin' during battle whenever she commands it. Sin is scored when you continue to strike an Enemy after its HP is completely depleted. The HP gauge will be replaced by a purple Sin gauge when this occurs. The maximum amount of Sin that can be obtained is 100 points. To fill the Sin gauge in any confrontation with an Enemy, you must inflict double the damage required to defeat the Enemy. Sin Sought Sin Sought is the minimum Sin requirement in any situation. Scoring Sin is a way to obtain valuable items above and beyond fulfilling the will of the Mistress of Niflheim. Prizes include valuable Skills, Armour and Armaments. Some of these can be obtained only as prizes for high Sin scores. Using the Destiny Plume during battle automatically provides the minumum Sin Sought. Failure to Score Sin The failure to score the minimum Sin Sought in any situation will result in punishment. In your next battle, the Enemies you confront will be replaced by Realmstalkers, creatures who take the form of your own Characters, copying their movements and Special Attacks, but at much higher levels of Experience. Often the only way to win a battle against Realmstalkers is by using a Destiny Plume. Note that Realmstalkers can drop special valuable War Trophies. Walkthrough Walkthrough Introduction There are three separate paths in Covenant of the Plume and the Path that your game follows depends primarily on two factors: initial choice of Destination and use of the Destiny Plume afterwards. Quick Path Walkthrough Here are the basic paths: Path 1: Prologue. Chapter 1: At the end of Chapter 1, choose Hroethe Walk as your Destination. Path 2: Prologue. Chapter 1: At the end of Chapter 1, choose Camille as your Destination. Path 3: Prologue. Chapter 1: At the end of Chapter 1, choose Aullewyn as your Destination. It is only in Chapter 2 that the use of the Destiny Plume will alter the Path that the game will follow. Chapter 2: Path 1: If the Destiny Plume is not used at all, the game can continue along Path 1 in Chapter 3. Path 2: If the Destiny Plume is used only once, the game will progress along Path 2 in Chapter 3 from either Path 2 or Path 3. Path 3: If the Destiny Plume is used twice, the game will progress along Path 3 in Chapter 3. Note that the game allows the Destiny Plume to be used a finite number of times. The maximum allowance differs from Path to Path and Chapter to Chapter. If the Destiny Plume is used too many times, the game will end abruptly with defeat of Wylfred in a special Event. Unlike the three endings that occur at the end of each of the three paths, a premature ending resulting from overuse of the Destiny Plume is not a 'proper' ending. Chapter 3: Path 1: If the Destiny Plume is not used at all, you can continue along Path 1 to Chapter 4. If the Destiny Plume is used either once or twice in this Chapter, you will find yourself on Path 2 in Chapter 4. If the Destiny Plume is used thrice, the game will be terminated. Path 2: If the Destiny Plume is not used at all, you can continue along Path 2 to Chapter 4. If the Destiny Plume is used once, you will find yourself on Path 3 in Chapter 4. If the Destiny Plume is used twice, the game will be terminated. Path 3: If the Destiny Plume is not used at all or is used only once, you can continue along Path 3 to Chapter 4. If you use the Destiny Plume twice, the game will be terminated here. Chapter 4: Path 1: If you wish to continue along Path 1 to Chapter 5, you cannot use the Destiny Plume at all. Use the Destiny Plume once or twice and you will be taken to Path 2 for Chapter 5. Use the Destiny Plume thrice and the game will be terminated. Path 2: If you wish to continue along Path 2 to Chapter 5, you cannot use the Destiny Plume at all. If you use the Destiny Plume once, you will be taken to Path 3. Use it twice and the game will be terminated. Path 3: If you wish to continue the game, you cannot use the Destiny Plume more than once in this Chapter. Two uses of the Destiny Plume will end the game here. Chapter 5: Path 1: If you wish to continue on Path 1 to Chapter 6, you cannot use the Destiny Plume at all. If you use the Destiny Plume once, you will be taken to Path 2 for Chapter 6. Path 2: If you wish to continue on Path 2, you can use the Destiny Plume twice at most. If you use the Destiny Plume three times in this Chapter, you will be taken to Path 3 for Chapter 6. Path 3: If you are on Path 3 in Chapter 5, you cannot use the Destiny Plume at all at this point. Even one use of the Destiny Plume will terminate the game. Chapter 6: Path 1: You will experience the 1st Ending or 'best' ending. Path 2: You will experience the 2nd Ending. Path 3: You will experience the 3rd Ending or 'worst' ending, although the 'worst' ending actually is the one that occurs prematurely as punishment in any Chapter for overuse of the Destiny Plume. Prologue Walkthrough The game begins with four characters. Wylfred is the Main Character. The other three Characters are Ancel, Gwendal and Heugoe. Full Profile descriptions and Attacks are given for each Character in the game in the Character Profiles section of this Guide. Arms and other Items in the Prologue Long Sword: 200 OTH Bastard Sword: 200 OTH Leather Armour: 300 OTH Warrior's Arcanum: 200 OTH Union Plume: 1200 OTH Stage 1 Walkthrough: Aullewyn Keep Gates This is your first Battle. It serves as an introduction to combat in Valkyrie Profile. Note that your strongest Characters at this point are Gwendal and Heugoe, both at Level 10. Use powerful Characters to protect weaker Characters. When an Enemy is within range, it will begin to flash. Pressing 'A' when an Enemy is in striking range will open the Action Menu. In the first battle, Wylfred is assigned to the 'Y' Button and is the default choice for the first Attack. If you wish to attack first with a different Character, press 'B' to remove the cursor from Wylfred, allowing you to choose a different Character. Once the Cursor has been moved to the Character you wish to use for the first Attack, press 'A' to move him/her, then press 'A' again to open the Action Menu. Each of the four Characters in your active Party has been assigned a Button in the first Battle. After this Battle, you will have the choice to change their formation, changing the Buttons assigned to them. At this point, however, you will be required to use the default assignments. When you press the Character's assigned Button more than once, provided always that he/she is capable of making more than one Attack, he/she will attack repeatedly. Remember that any Sorcerer/Sorceress always is limited to a single Attack per turn. In the first battle, you will have no Sorcerers. Objectives: Destroy all Enemies Hidden Items: Warrior's Arcanum x 3 Enemies: Ghoul: HP 700; Attack: None; OTH: 500; Experience: 755 Kobold: HP 280; Attack: None; OTH: 150; Experience: 200 Dire Wolf: HP 200; Attack: None; OTH: 100; Experience: 100 Stage 1: World Map After the battle, you will be taken to the World Map. Here you can make changes by pressing X to access your Menu and, most importantly, save your game. You always should make certain to save your game before you progress to the next point, whether it is a Battle or a Town. At this stage in the game, the only Destination open to you is Aullewyn Keep. Use the Direction Pad or the L and R Controls to move the Feather to Aullewyn Keep on the World Map, then press 'A' to enter the Town. If you access your Inventory Menu, you will see the following categories: Provisions Arms Armour Accoutrements Valuables You have no extra Arms, Armour or Accoutrements. You do have two Valuables, as follows: The Destiny Plume: Feather lain where Wylfred's father, Thyodor, fell. Bestowed by the valkyrie upon those she dubs einherjar. Mourning Sword: Keepsake wielded by Wylfred's erstwhile father, Thyodor. Aullewyn Keep Whenever you enter a Town, you should explore every available option. The Town Menu will allow you to access any Shop Menu or enter the local Tavern in order to experience dialogues and/or events. It is advisable to explore every option that appears in the Town Menu whenever you visit any village on the Map. When you enter Aullewyn Keep, you will have options to visit: Garrison Town Shop Tavern Items available in the Town Shop are the same items that your characters have at this point. Long Sword: 200 OTH Bastard Sword: 200 OTH Leather Armour: 300 OTH Warrior's Arcanum: 200 OTH Union Plume: 1200 OTH In the Tavern, you will find the following options: Lore Garrison Lore You can learn valuable information as well as detailed history of your World and the Characters you encounter by making certain that you take advantage of all the 'Lore' offered at any destination. Sometimes the lore consists of general history. Sometimes, it is in the form of old legends or myths. At other times, it is nothing more than town gossip. Always make a note of any piece of information that may be useful in the future. Garrison When you choose the Garrison option, you will be given another opportunity for combat. In the first stage of this encounter, you will be given a little tutorial about Flank Raid Attacks and their value. Aullewyn Keep West Choosing Deployment from the Garrison will cause a Battle and an Event to occur. It is now that you are introduced to the effects of Wylfred's Covenant with the Mistress of Hel and are forced to use the Destiny Plume as an integral part of the plot at this point. Note that the use of the Destiny Plume at this point is a necessary evil and will not count in terms of affecting your ending. If you do not use it here, the story cannot progress any further. Sieges In any hostile encounter, a profitable strategy is that of surrounding the enemy to initiate a Siege situation. There are different kinds of Sieges. In the encounter at Aullewyn Keep West, Wylfred and Ancel will have the opportunity to execute a Flank Raid if they move to either side of a Dire Wolf. When a Siege status is achieved, you will see a prompt on the screen indicating the type of Siege and the benefits that will result from victory. The game will provide a little tutorial about Sieges: Learning siege Surrounding the enemy on the field will initiate a siege in combat. There are several advantages to a siege, including increased attack gauge boosts. Outflanking the opponent is critical to initiating a siege. The better your position and the greater your numbers, the more advantageous the siege. During combat, attack fazed enemies to earn purple gems. Each purple gem replenishes one attack. During sieges, purple gems may becoming shining gems, which replenish two attacks. Both gems yield longer attack chains. Magic crystals are released when an enemy is attacked in midair. They increase the amount of EXP received at the end of combat. In the case of a Flank Raid at Aullewyn Keep West, the additional benefits are as follows: Attack Gauge + 10% Increased Plunder Stage 2 Walkthrough: Aullewyn Keep West Your first enemies are a Dire Wolf and a Kobold. Their characteristics in this encounter are: Dire Wolf: HP 200, Experience: 100, OTH 100, 80% chance of dropping Warrior's Arcanum Kobold: HP 280, Experience 200, OTH 150, 80% chance of dropping Union Plume Stage 3 Walkthrough: Aullewyn Keep West Sad to say, you will be unable to enjoy your victory against your enemies as two far more powerful Enemies will take the place of the Dire Wolf and Kobold you vanquished. These enemies are both Ghouls. Ghoul: HP 700, Experience 755, OTH 500 You must use the Destiny Plume now on your oldest and dearest friend in order to win this battle. Do not even consider any alternative as the entire story is based on the Destiny Plume and this is a necessary introduction to its effects. The Destiny Plume only can be used on a true Ally, some one who is valuable to Wylfred. It cannot be used on any Guest. Thus, the price of Victory becomes the loss of a dear friend and valued companion. With the power given by the Destiny Plume, Ancel will be able to defeat both Ghouls without any trouble. When the battle ends, Ancel will be dead but you will have a new Skill in the form of Vali's Awakening. Chapter I: The Ties that Bind At the beginning of Chapter I, you will encounter a new Character named Cheripha. She is an Archeress who is being chased by her enemies. Stage 4 Walkthrough: Iatallagh Weald Iatallagh Weald: Woodland sanctuary wrapped in ancient remnants and tales of faeries who lead unwitting wanderers astray. With Cheripha added to your party as a Guest, you must defeat three enemies who pursue her in the persons of an Archeress, a Swordman and a Sorceress at Iatallagh Weald. Their characteristics are: Novice Artolian Sorceress: HP 320, Experience 550, OTH 400, 50% chance of dropping Suede Boots Novice Artolian Archeress: HP 380, Experience 600, OTH 350 Novice Artolian Swordsman: HP 350, Experience 580, OTH 300, 80% chance of dropping Viking Sword, 20% chance of dropping Union Plume The War Trophies that two of these enemies drop if fortune favours you are very useful at this stage. Remember that Archers depend on speed and distance, with little armour and little ability to attack or defend themselves at close range. Try to keep Cheripha out of range of enemy attacks if possible. From the Swordsman, you may obtain: Viking Sword: ATK 20; 2 attacks, Special Attack Preferred weapon of pillagers and plunderers. Makes up in bulk what it lacks in beauty. From the Sorceress, you may obtain: Suede Boots: RDM: 5 Snug footwear fashioned from the brushed undersides of beast pelts. If you do not obtain them as War Trophies, the Viking Sword at least will be available for purchase at the Market Marteigh Shop. The Dictates of Hel and Sin Sin is a concept new to Valkyrie Profile and is directly linked to Wylfred's pact with the Mistress of Niflheim. From time to time, Ailyth will demand that Wylfred score a specific amount of 'Sin' in the course of any hostile encounter. If Wylfred fails to accumulate the Sin required, he will be punished in the next battle with the appearance of enemies who mimic characters from his own party, but with greatly increased Stats. In the battle at Iatallagh Weald, Ailyth demands 50 Sin as the minimum. Sin is scored by 'Overkill', a concept that is familiar to players of other Valkyrie Profile games. When an Enemy is defeated, in order to score any Sin, you must continue to attack. A new 'Sin' Gauge will be displayed in place of Overkill and you can see how many points you earn with any Overkill attacks before you run out of Attacks. Use of the Destiny Plume, by the way, automatically donates the required amount of Sin in any battle, but the price is high. Although Sin is mandated by Hel, you can benefit from scoring more than the required amount in any given situation. Rewards in the form of special items will be given by Ailyth at the end of the encounter whenever you score Sin that meets or exceeds her requirement. The 'value' of the Sin scored in any battle is judged according to three Ranks. At the end of the battle, Ailyth's response is an indication of the Rank your party has earned. Ailyth's Responses to determine Sin Rank Her three responses are as follows: Rank A: 'Wonderful, sire. You bring great delight to Mistress Hel. I pray thee savour the fruits of thy labour.' Rank B: 'Splendid, sire. Mistress Hel seems quite pleased by your efforts and sends an offering to aid you in your travels.' Rank C: 'Well done, sire. Your deeds warrant recognition. Please accept this humble token for your troubles.' In the engagement at Iatallagh Weald, you need to score more than 100 Sin points to be adjudged as Rank A. Rank B is awarded for 75 to 99 points. Rank C will be awarded for 50 to 74 points. Remember that the minimum Sin here is 50 points. Rewards are determined by Rank and are as follows for this engagement: Rank A: Dwarf Tincture x 2, Ambrosia x 2, The Art of First Aid x 2, Apothecary's Arcanum x 2, Flare Gem x 2 Rank B: The Art of First Aid x 2, Apothecary's Arcanum x 2, Flare Gem x 2 Rank C: Flare Gem x 2 As you can see, a higher Rank of Sin will net you all possible items. Rank A items are awarded only to Rank A but Rank B and Rank C items both are awarded as well to Rank A. It is only at Rank C that you will obtain only the Rank C items awarded for the specific engagement Sin fulfillment. One of the items you will obtain if you achieve Rank A Sin here is: The Art of First Aid: Technique Tome: CP Cost: 16 Randomly restores half of HP lost from enemy attack. Market Marteigh After the Engagement, you will experience an Event with Cheripha when you enter a new destination at Market Marteigh. Although you would prefer to rely only upon yourself as you neither know nor trust Cheripha, Ailyth will intervene to make you aware of the potential benefits of any Ally as a possible sacrifice to the Destiny Plume! After the Event, you can buy a few new items at the local Shop. Note that the Viking Sword can be obtained in one of the previous engagements if dropped as a War Trophy randomly by a defeated enemy. Market Marteigh Shop Menu Viking Sword: 1200 OTH ATK 20; 2 attacks, Special Attack Preferred weapon of pillagers and plunderers. Makes up in bulk what it lacks in beauty. Long Sword: 200 OTH ATK 10; 2 attacks; No Special Attack Common sword of commons steel. Crossbow: 220 OTH ATK: 16, 2 attacks. No Special Attack Bow mounted upon a stock that offers maximal force at minimum effort.. Sallet: 700 OTH RDM: 10 RST: 5 Visored helm that leaves the region from the nose to the jaw exposed. Chainmail: 2200 OTH RDM: 30 Mesh of miniature metal rings to mitigate slashing attacks, yet retain flexibility. Cloak: 200 OTH RDM 26 Cloth cape customary on distant juourneys. Leather Armour: 300 OTH Accoutrements: Poison Check: 2000 OTH Amulet granting immunity to poison. Other: The Way of Provocation: 1000 OTH (Tactic Tome): AP cost: 10 Compels target enemy to attack unit. The Way of Pacification: 1000 OTH (Tactic Tome): AP cost: 10 Deters target enemy from attacking unit. Warrior's Arcanum: 200 OTH AP cost: 20 Elixir passed among fighting men. Restores 300 HP to one ally. Union Plume: 1200 OTH AP cost: 30 Catalyst of divine miracles that restores the fallen to fighting condition. Honeysuckle Dew: 150 OTH Distillation of the moisture that drips from electrum blooms at dawn.. Cures poison. Most Useful Purchases Whenever you highlight any Weapon or Equipment in a Shop menu, your selected character with his/her statistics will be displayed on the top screen. In the upper right corner of the Screen, above the Character's Portrait, you will see a description of the Character's status with respect to the particular item that is highlighted. If the Character has the same item equipped currently, you will see 'Armed' in green above the Character's Portrait. If the Character cannot equip the highlighted item, you will see 'Ineligible' in pink above the Portrait. Where the Character's stats are displayed on the left, any changes to a stat will be highlighted either in green or in red. If the item would boost a stat when equipped, the increased stat will be displayed in green with an arrow that points up next to it. If it would decrease any stat, the number will be displayed in red with an arrow pointing down. In many situations, an item may increase one stat but decrease another. Weighing the advantages and disadvantages of any Weapoin or Armour change is part of a good player's strategy. Items you no longer need or want can be sold at any Shop as well by choosing the option to 'Sell' rather than 'Buy'. If you can buy a Sallet for Wylfred, it will increase his protection against Attack as he has no Headgear. Chainmail will offer far better protection than his Leather Armour, although it will slow him down a little as well. If you can afford 'The Way of Pacification', it would be useful to teach this to your Characters as it sometimes can 'persuade' an Enemy not to counterattack. Remember that the purchase of a Tome will not activate it. It will sit idle in your Inventory until you actually 'teach' it to a Character. Stage 5 Walkthrough: Kirche Crossing Character Profiles The following are the official Profiles for each Character in Covenant of the Plume. WYLFRED Class: Swordsman Age: 17 Gender: Male Homeland: Crell Monferaigne Profile: Cast into poverty by his father's slaying in battle, Wylfred's family was soon after struck by tragedy yet again, losing his younger sister, Elsie to hunger. Left with only the Destiny Plume that lay at his father's final place of rest, Wylfred vows revenge upon the Valkyrie for all he has suffered. Attacks: Guilt Rack: Furious downward vertical slash. Attack Gauge Boost: 20 Open Slash: Nimble horizontal swipe. Launches enemy upward. Attack Gauge Boost: 16 Double Cross: Cruel duel-bladed slash from above. Attack Gauge Boost: 18 Special Attack: Grim Vengeance: Pounces quickly upon foe, mounting slash upon slash before raining down vicious revenge. Hits 16; Attack Gauge Boost: 48 ANCEL Class: Warrior Age: 18 Gender: Male Homeland: Crell Monferaigne Profile: Wylfred's oldest friend joins him out of concern for his well-being, while harbouring hopes that he might somehow dissuade Wylfred from the fruitless path of revenge against the Battle Maiden. Another childhood friend of Ancel's, Tilte, also draws his attention of late. Attacks: Overhead Crush: Skull-pounding blow from above. Attack Gauge Boost: 18 Steel Streak: Full horizontal flash of the blade. Attack Gauge Boost: 18 Spine Tingle: Backbone-breaking forward lunge. Knocks enemy back. Attack Gauge Boost: 18 Special Attack: Sonic Burst: Drives the blade inward with staggering force, leaving resounding pain in its wake. Hits: 20; Attack Gauge Boost: 60 CHERIPHA Class: Archeress Age: 16 Gender: Female Homeland: Artolia Profile: though an accomplished assassin serving the Artolian court, watching her fellow soldiers fall one by one into unmarked graves forced Cheripha to question the life she had led for as long as she could remember. Resolving to see all the world has to offer before succumbing to such a fate, she deserts the assassin's guild and sets forth for adventure. Joins as Guest after Stage 4. Joins Party after Stage 5. Attacks: Sharpshot: Singularly-focused assault. Attack Gauge boost: 24 Fusillade: Steady stream of stinging arrows. Attack Gauge Boost: 15 Threefold: Double volley of triple bolts. Attack Gauge: 18 Special Attack: Beaming Barrage: Focuses energy into a blast that launches a blinding flurry of countless arrows. Hits: 20; Attack Gauge Boost: 48 LOCKSWELL Class: Sorcerer Age: 43 Gender: Male Homeland: Artolia Profile: Once a high sorcerer in the king's army, Lockswell was cast into the dungeon while the Crown executed his wife and those of her house for treason. Loathe to lose an able man, the Court offered clemency on the condition that both he and his infant daughter cast off their worldly bonds and enlist in the Assassin's Guild. Confronted with the choice of life or death, Lockswell elected to save Cheripha. Joins Party after Stage 5. DARIUS Class: Swordsman Age: 24 Gender: Male Homeland: Villnore Profile: Born to destitute nobles, Darius was surrendered for adoption to a merchant house as a boy. He would later rejoin his true house at 15 years of age when his birth brothers began to fall one after another to a vicious contagion. Attacks: Ascender: Lifting slice from below. Launches enemy upward. Attack Gauge Boost: 14 Descender: Precipitous slash from above. Casts enemy down. Attack Gauge Boost: 18 Resonator: Powerful piercing thrust. Knocks enemy back. Special Attacks: Icy Grave: Buries its prey in a coffin of frost before rapid strikes carve the shards asunder. Joins as Guest after Stage 6. Joins the Party after Stage 9 GWENDAL Class: Swordsman Age: 34 Gender: Male Homeland: Gerabellum Profile: The soulless sellsword Gwendal scours the lands of Midgard, hoarding plunder at will and sparing nary a thought to those he wrongs. Thievery, extortion, murder – no deed is beneath the unsavoury villain. Attacks: Shell Shock: Even-keeled slice to sever husk from host. Beast Tackle: Shoulder-first charge into enemy. Cannot be blocked. Rising Rage: Great lifting swipe. Launches enemy upward. Special Attack; Reign of Terror: Flings the enemy skyward to ponder the cruel end that waits below. Joins as Guest after Stage 1. Joins the Party in Stage 9 EARNEST Class: Lancer Age; 26 Gender: Male Homeland: Villnore Profile: A loyal knight of Villnore descending from a noble and distinguished line, idealistic and sincere Earnest was dispatched to Artolian territory in order to gain the trust of downtrodden serfs waging a rebellion. He and the rebel commander, Natalia, have come to share a bond of friendship that transcends affection Also dear to him is Darius, an underclassman from the Officers' Academy with whom he holds a candid rapport. Attacks: Thrust of Truth: Quick step forward with lunge. Attack Gauge Boost: 20 Arc of Dread: Powerful backhanded swing. Attack Gauge Boost: 20 Soul Impaler: Thrust sprung from within its victim's guard. Knocks enemy back. Attack Gauge Boost: 16 Special Attack: Righteous Rush: Charges gallantly forth in the name of justice, impaling all who oppose. Hits: 7; Attack Gauge Boost: 48 Joins as Guest after Stage 12. Joins Party after Stage 13 NATALIA Class: Rogue Age: 29 Gender: Female Homeland: Artolia After losing her lover to the Great Famine, Natalia decided to take up arms and lead the serfs in rebellion against the despotic regime that left them to starve. Aided by Villnore, she was able to turn an angry mob of untrained farmers into a formidable insurgency. Attacks: Sword Dance: Twisting, twirling blade attack. Dawnstar Rising: Acrobatic kick and flip. Launches enemy upward. Attack Gauge Boost: 16 Edge of Light: Rapid strikes quicker than the eye can see. Attack Gauge Boost: 16 Special Attack: Catastrophic Rain: Cuts and kicks foe into a storm of blades that grind and gore its body entirely. Joins as Guest after Stage 12. Joins Party after Stage 13 MIREILLE Class: Swordswoman Age: 12 Gender: Female Homeland: Unknown Profile: Her twin brother, Mischka in tow, Mireille fled the orphanage in which the two were raised after they were auctioned off separately as slaves. The pair managed to survive by peddling whatever wares passed through their innocent hands to mercenaries on the battlefield, many of whom were more than willing to regale the twins with grim tales and teachings of their trade. They soon took sword to hand themselves, and devoid of any moralising influence, possess no ethical compass other than their own survival. Attacks: Setting Sun: Fundamental overhead slash, right to left. Attack Gauge Boost: 14 Backhand Lob: Upward cut at a sharp incline. Attack Gauge Boost: 16 Somersault smash: Tumbling aerial hack. Casts enemy down. Attack Gauge Boost: 15 Special Attack: Heartless Home: Hurtles forward, igniting an all-consuming fireball that burns without regard for life. Hits: 13; Attack Gauge Boost: 44 Joins as Guest after Stage 16. Joins Party after Stage 17 MISCHKA Class: Warrior Age: 12 Gender: Male Homeland: Unknown Profile: Mischka's entire world consists solely of his twin sister, Mireille, his every wish devoted to her happiness. She is the only family for whom he has ever cared, never giving a second thought to the parents who abandoned the two of them as infants. Attacks: Downward Swipe: Crosscut powered by blade's weight. Attack Gauge Boost: 18 Upward Sweep: Acute rising sweep. Launches enemy upward. Attack Gauge Boost: 12 Roundabout: Spinning slice enhanced by centripedal force. Attack Gauge Boost: 16 Special Attack: Ruthless Frost: Delivers blow after crushing blow with the cold of a soul that knows not right from wrong. Joins as Guest after Stage 16; Joins Party after Stage 17 HEUGOE Class: Lancer Age: 40 Gender: Male Homeland: Villnore Profile: Once a commanding officer in Villnore's territory, Heugoe suffered near-fatal wounds during a battle when the host he led was sabotaged from within. Miraculously, his body recovered, but his spirit was later broken when it was revealed that the traitor was none other than his very own son. Despair and depression drove Heugoe from the military to search for an early grave, and he soon took up work as a mercenary. Haunted by his past, he sees the face of his son in a boy of the same age. Attacks: Gravitation: Piercing poke that pulls its target in. Attack Gauge Boost: 20 Impulse: Kick preferred by pugnacious mercenaries. Cannot be blocked. Attack Gauge Boost: 16 Wiindburn: Whirling, windswept thrust. Knocks enemy back. Attack Gauge Boost: 20 Special Attack: Grand Thrust: Wages an onslaught of boot and spear, sealed with a lunge that projects shearing winds. Hits: 16. Attack Gauge Boost: 52 Joins as Guest after Stage 1. Joins Party after Stage 17. DUWAIN Class: Lancer Age: 46 Gender: Male Homeland: Artolia Profile: Duwain was rescued from the clutches of certain death by Wylfred's father, yet failed to reciprocate the deed when the opportunity arose.. As the enemy closed in round Thyodor, Duwain stood paralysed by fear, his mind consumed with delivering the life-saving antidote his wife required. In the end, the medicine came too late, and Duwain's cowardice had been for naught. For months on end, he sought to drown his sorrows in drink, until at last he encountered Rosea, a saintess bearing an uncanny resemblance to his late wife. In an act of penitence, he devoutly accompanies the saintess hither and thither as she heals Artolia's ill and wounded. Attacks: Blustering Wind: Revolving Cross-swing. Attack Gauge Boost: 20 Sundering Strike: Overwhelming chop from on high. Casts enemy down. Attack Gauge Boost: 18 Blade Vortex: Spinning vertical lashes, followed by a skewering stab. Attack Gauge Boost: 18 Special Attack: Land's Lament: Plants a spear of fury firmly into the soil that swallows the enemy in trembling earth. Hits: 3; Attack Gauge Boost: 48 Joins as Guest after Stage 32. Joins Party after Stage 32. ROSEA Class: Sorceress Age: 18 Gender: Female Homeland: Artolia Profile: Raised in the church house on whose steps she was left as an infant, Rosea was blessed with the gift of mystical powers from an early age. Her gift did not go unnoticed by the royal court, and once of age, she was promptly summoned to serve as court magus. After controversy forced her from her post, Rosea chose to roam Artolia's lands, bringing vital relief to its impoverished peasantry. In gratitude and reverance, the people have dubbed her 'The Saintess Rosea'. Joins as Guest after Stage 30. Joins Party after Stage 32. LIESELOTTE Class: Sorceress Age: 18 Gender: Female Homeland: Artolia Profile: The daughter of struggling street peddlars, Lieselotte learned to con and steal long before she could read or write. Ironically, it was while attempting to defraud a man who happened to be a court chronicler that her life took a turn for the better. The chronicler, enamoured instantly by the girl's charm, took her under his wing and brought her into the palace, where the court archimagus Cennair would later unearth her innate talents for spellcraft. Lieselotte ascended to the rank of court magus before a nefarious incident resulted in her banishment and left her to wander aimlessly, seeking whatever work came her way. Joins as Guest after Stage 27. Joins Party after Stage 27 USHIO Class: Samurai Age: 19 Gender: Male Homeland: Isle of the Yamato Profile: Native of a distant land who washed ashore on Artolian soil as a child after his ship was lost to a storm at sea. There he was rescued by the court archimagus Cennair, who had merely gone to survey the area. Relations did not at that time exist between Artolia and the Yamato, so there was no way to return Ushio to his homeland. Sir Cennair successfully convinced all involved that the boy's welfare best would be served if he himself were to raise him, and so it came to pass. On reaching his fifteenth year, per Yamato tradition, Ushio left Sir Cennair's ward to set forth on his swordwalk. Attacks: Flashblade: Staggering blow that sets the air aflame. Attack Gauge Boost: 18 Steelwing: Lifting slash of a bird taking flight. Launches enemy upward. Attack Gauge Boost: 14 Shadowslash: Light-speed assault invisible to the naked eye. Cannot be blocked. Attack Gauge Boost: 15 Special Attack: Giant Slayer: Unsheathes with a passing blow and spirals upward on flashes of steel. Hits: 10; Attack Gauge Boost: 45 Joins as Guest after Stage 18. Joins Party after Stage 22 VALMUR Class: Archer Age: 28 Gender: Male Homeland: Artolia Profile: As first son of the venerated House Haughn, Valmur was given an exhaustive education in the arts of war as soon as he could stand, expected to follow one day in the hallowed footsteps of his honoured forebears. In his youth, however, Valmur took quickly to the book and slowly to the blade, and soon came to doubt his own heroism -- a doubt that still lingers to this day. Though he is a Lord of House Haughn by name, more dear to Valmur's heart are his kin. That the name of his house might someday mean the death of those he loves torments him to no end. Attacks: Cutthroat: shot aimed straight for the jugular. Attack Gauge Boost: 18 Tri-Stinger: Burst of three arrows nocked and loosed simultaneously to blindside target. Attack Gauge Boost: 18 Needlerain: Skyward releaase that summons a downpour of missiles from the clouds above. Attack Gauge Boost: 18 Special Attack: Divine Arrow: Looses an arrow high into the heavens, wherefrom the gods cast it down at blistering speed. Hits: 3; Attack Gauge Boost: 48 Joins as Guest after Stage 40. Joins Party after Stage 42 PHIONA Class: Warrioress Age: 20 Gender: Female Homeland: Artolia Hot-tempered daughter of House Haughn who alongside her brother Nicolas persisted in spurring their sheepish eleder brother Valmur to action. Nicolas' sudden death upset the balance, and now the once mighty house seems destined for ruin. Though she knows betrothal to another house awaits, Phiona's pride will not let her accept her true house's disgrace, and for this she lashes out against Valmur, lord of the house. Attacks: River of Blood: Downward turning slice. Attack Gauge Boost: 18 Sea of Thorns: Stinging forward thrust. Attack Gauge Boost: 15 Ocean of Pain: Scream0inducing slash en passant. Cannot be blocked. Attack Gauge Boost: 16 Special Attack: Crimson Grace: Dances, blade in hand, crossing and doubling until there blooms a flower of blood. Hits: 13. Attack Gauge Boost; 47 Joins as Guest after Stage 42. Joins Party after Stage 42 REINHILDE Class: Archer Age: 52 Gender: Female Homeland: Artolia Profile: Devoted wife of Auguste, former Lord of House Haughn, Reinhilde has stood by her husband in all matters, trusting in his vision over that of the house's current lord, her son Valmur. The sudden death of her son Nicolas, however, has called her faith in names and nobility into question. All she wishes for now are the survival and well-being of her children. Attacks: Ill Injection: Fearsome shot of a needle. Attack Gauge Boost: 18 Vicious Volley: Barrage of bolts in rapid succession. Attack Gauge Boost: 18 Shrewd Shot: Dynamic discharge of an all-piercing arrow. Cannot be blocked. Attack Gauge Boost: 20 Special Attack: Danse Macabre: Launches a volley of magical bolts that lift and twirl their unwilling partner about. Hits: 9; Attack Gauge Boost: 56 Joins as Guest after Stage 46. Joins Party after Stage 47 AUGUSTE Class: Pugilist Age: 60 Gender: Male Homeland: Artolia Auguste met his first battle holding tight his sorcerer's rod, only to dispense with it forevermore on witnessing the beauty of unarmed combat. His imagination captured, Auguste thenceforth dedicated all of his energies to perfecting the way of the fist. After a lifetime spent defending his clan's honour, August was forced to bury his son Nicolas, and no longer did the virtue of dying a warrior's death appeal to him. He wishes solely that his remaining children outlive him, so that he need never suffer the agony of losing a child again. Attacks: Boxing Mantis: Flurry of flying fists. Attack Gauge Boost: 18 Kicking Crane: Fatal footwork that strikes from bottom to top. Attack Gauge Boost: 21 Soaring Phoenix: uppercut soaring to the heavens. Launches enemy upward. Attack Gauge Boost: 18 Special Attack: Hundred Hands: Channels mind and spirit through the fingers to inflict pain at the enemy's very core. Hits: 16; Attack Gauge Boost: 51 Joins as Guest after Stage 46. Joins Party after Stage 47 FAUXNEL Class: Sorcerer Age: 25 Gender: Male Homeland: Artolia Profile: Artolian court magus who has assumed the position of the court archimagus in absentia, granting him temporary rule over all palace sorcerers. A former colleague of both Rosea and Lieselotte, Fauxnel was said to be intimately involved in the mysterious death of Sir Cennair, for which the two were banished. Joins as Guest after Stage 33. Joins Party after Stage 37 LANGREY Class: Sorcerer Age: 24 Gender: Male Homeland: Artolia Profile: Eldest prince of Artolia, but not its Crown Prince. That honour belongs to the son of the Queen Regnant, Prince Kristoff, per the traditions of Artolian succession. Nevertheless, there are those who argue that since Langrey's mother was of a birth more noble than the Queen's, the throne is by right his, and Artolia has been embroiled in conflict since the princes were mere babes. Langrey's wishes for Artolian prosperity are genuine, and he laments that his kingdom does not enjoy the wealth its neighbours do. It is for that very reason, the future welfare of his homeland, that Langrey seeks to rule. Joins Party only in Seraphic Gate. KRISTOFF Class: Warrior Age: 23 Gender: Male Homeland: Artolia Profile: Crown Prince of Artolia, but not its eldest prince. By the laws and customs of old, the first son of the King and Queen Regnant, Kristoff, is entitled to the throne, yet some contend there are grounds that substantiate the claim of the elder Langrey, first son of the King who was born out of wedlock. Regardless, Kristoff cares deeply for his elder half-brother. While trying to calm the political furor raised in the wake of his father's death, Kristoff's passive demeanour has been a great detriment, placing him at the mercy of insistent and insidious advisors. Attacks: Whelming Wave: Lifting, twisting slice. Launches enemy upward. Attack Gauge Boost: 16 Churning Blade: Rotating swipe. Attack Gauge Boost: 14 Fell Swing: Lethal dive of a bird of prey. Casts enemy down. Attack Gauge Boost: 20 Special Attack: Noble Crusade: Slashes boldly at the enemy's heart before swooping down for the coup de grace. Hits: 13; Attack Gauge Boost: 47 ROIENBOURG Class: Lancer Age: 55 Gender: Male Homeland: Artolia Profile: Old friend to whom the former king had entrusted the fosterage of his two sons. Weary of ceaseless political infighting at court and assigned the title of Margrave, Roienbourg left the palace and the young prince to tend to his demesne in the southern borderlands. Following the king's death, he looked on from afar as the succession controversy unfolded and, recognising the infighting would ultimately spell Artolia's ruin, took up the banner of Joshua, eldest son of Duke Valery, brother of the former king. Attacks: Axesmash: Slash unfurled from a tightly wound stance. Attack Gauge Boost: 18 Jaws of Death: Driving assault that buries the hatchet deep in its victim's chest. Attack Gauge Boost: 16 Triple Thrust: Lightning strike in the same place thrice. Attack Gauge Boost: 18 Special Attack: Ferocious Fangs: hacks away at a foe's limbs, then rips into its flesh faster than the eye can see. Hits: 25. Attack Gauge Boost: 60 Joins Party only in Seraphic Gate. AILYTH Class: Hound of Hel Age: Unknown Gender: Female Homeland: Niflheim, Land of the Dead Profile: Loyal servant of Hel, Queen of Niflheim, who assumes the guise of a lady so as to move freely about Midgard. Ailyth's true form is that of the ravenous demon-hound, Garm. Attacks: Dusting Off: Fundamental housecleaning manoeuvre that removes unwelcome detritus as well as guests. Attack Gauge Boost: 16 Mopping Up: Thorough swashing of foes with which one wipes the floor. Attack Gauge Boost: 16 Tea Time: Careful and deliberate pouring of scalding hot refreshment. Attack Gauge Boost: 16 Special Attack: Shadow Storm: Are not a maiden's secrets best kept that way, Master? Hits: 30; Attack Gauge Boost: 60 Joins Party only in Seraphic Gate. LENNETH Class: Chooser of the Slain, Valkyrie Age: Unknown Gender: Female Homeland: Valhalla Profile: Valkyrie presiding over Midgard at present. Sent forth by Odin, the Battle Maiden scours the killing fields for fallen warrior souls upon whom to bestow eternal heavenly glory. The Chooser of the Slain is revered as a saviour by some, reviled as a death goddess by others. Attacks: Bolt Slash: Downward cutting attack from above. Casts enemy down. Attack Gauge Boost: 18 Gale Winds: Sudden swipe that sends forth a whipping wind. Attack Gauge Boost: 18 Vertical Raid: Slashing blow that cuts from low to high. Launches enemy upward. Attack Gauge Boost: 16 Special Attack: Nibelung Valesti: Binds its victim still to receive the sacred lance hurled from on high. Hits: 10; Attack Gauge Boost: 50 Joins Party only in Seraphic Gate. FREYA Class: Give of Life, Goddess Age: Unknown, Immortal Gender: Female Homeland: Valhalla Profile: Goddess of Creation who stands ever faithful by Odin's side, and to whom the All0Father entrusts the consummation of his commands. For her ability to conjure being where there once was none, Freya is worshipped by mortals as a Goddess of Life and Fertility. Yet what the goddess giveth, she also taketh away, and those who cross her soon find the Mother of Creation is equally capable of punishing her children as she is of nurturing them. Hers is a power before which gods and men alike are compelled to kneel. Attacks: Critical Flare: Effusion of holy beams. Cannot be blocked. Attack Gauge Boost: 16 Sacred Smiting: Blighting, looping kick. Launches enemy upward. Attack Gauge Boost: 20 Thunder Sword: Beam of concentrated aura. Cannot be blocked. Attack Gauge Boost: 14 Special Attack: Ether Strike: Discharages a concentrated ball of pure ether down upon its helpless victims. Joins Party only in Seraphic Gate. HRIST Class: Chooser of the Slain, Valkyrie Age: Unknown Gender: Female Homeland: Valhalla Profile: Her fervent loyalty fo Odin often compels the eldest of Fate's three daughters to act with blatant disregard for the will of mortals. Only one Battle Maiden remains awake to recruit Einherjar at any given time. While Lenneth tends to the duties of the Valkyrie, and Silmeria remains in the custody of the Lord of the Undead, Hrist's spirit lies dormant within a mortal body on Midgard. Attacks: Bolt Slash: Downward cutting attack from above. Casts enemy down. Attack Gauge Boost: 18 Gale Winds: Sudden swipe that sends forth a whipping wind. Attack Gauge Boost: 18 Vertical Raid: Slashing blow that cuts from low to high. Launches enemy upward. Attack Gauge Boost: 16 Special Attack: Nibelung Valesti: Binds its victim still to receive the sacred lance hurled from on high. Hits: 10; Attack Gauge Boost: 50 Joins Party only in Seraphic Gate. ARNGRIM Class: Warrior Age: 26 Gender: Male Homeland: Artolia Profile: Artolian mercenary soul not incarnated at present, yet destined to achieve great renown once he is born again. Though once an Einherjar of Hrist's, Arngrim was returned to the cycle of transmigration directly after running afoul of Odin. Attacks: High Wind: Arngrim's classic downward hack from overhead. Attack Gauge Boost: 18 Wild Break: Wild swipe that crushes with brute strength. Attack Gauge Boost: 18 Surging Rush: Full forward rush behind the point of the blade. Knocks enemy back. Attack Gauge Boost: 18 Joins Party only in Seraphic Gate. Tavern Lore In every village, you will have the option to listen to Tavern gossip and obtain information by choosing to access the 'Lore' that is available. You will find new 'lore' available at each Tavern, but you will be able to access any past Lore from other towns as well. Each item will have a title and if it is new or unread, it will be displayed in green. When read, it then will be displayed in white. The first Lore available is as follows: Worlds Apart From the great ash, Yggdrasil, proceed all things. Into the soil deep of the netherworld its roots sink, and up to the heavens high its treetop soars. On its boughs rests Midgard, the coil upon which mortals dwell, under the celestial watch of the godsrealm, Asgard, at the apex. Though curiosity and caprice will now and again summon deities to the lands of men, those of mortal blood are never to pass beyond their birthworld. Nevertheless, the old legends still speak of portals on Midgard that bridge the chasms between realms. The Valkyrie Upon the field of battle the Chooser of the Slain descends, to claim worthy warrior souls as the All-Father commands. On wings of light she carries the chosen, her einherjar, forth to Valhalla on high, where they spar daylong until the cataclysmic clash that waits at World's end --- Ragnarok. At the graves of those she takes lays the Battle Maiden her feather, and leaves their praises for poets to sing forevermore. Among those devoted to war's art, no honour is equal, no glory greater. In Market Marteigh, you will find the following new Lore: Market Marteigh The southwesterly settlement of Market Marteigh was not known as such before the Great Plague of the 7th century (continental calendar). As the epidemic delivered more to their grave than the undertaker could inhume, out of the south emerged a saviour. She it was who conjured the mysterical field that encompassed the township, instantaneously purifying all inside as well as all who passed through. Thus was it decided the town would be renamed in gratitude to the Saintess Marteigh. Unrest and Upheaval Though prolonged warfare takes its toll upon the welfare of aristocrat and peasant alike, there too exist those who thrive amid the destruction. Those once unfit to wield a serf's ploughshare or an artisan's tool now seize the initiative, and take weapon to hand as instability sweeps the countryside, leaving Artolia's future to rest in savage, artless hands. An Inquisition The whispers about Market Marteigh speak of mysterious huntsmen questioning locals regarding the whereabouts of a young woman, amid rumours that a recent desertion has unnerved Artolia's rank and file. Demise of the King One half year since Artolians were told their king had fallen from his horse to his grave, suspicions of conspiracy have surfaced in light of recent revelations. The allegations stem from a long-standing feud between the mothers of the king's two sons, and have grown to implicate several noblemen in the king's murder. Yet just who colluded with whom to install which prince varies according to whom one asks. Fall of the Great Houses For a score of years, Artolia's peerage has been plunged into a period of intense political infighting and domestic conflict to which no end yet lies in sight. Beset by an enfeebled crown and the imminent threat of foreign invasion, turmoil befalls several of the high names of old, and more than a few disenfranchised vassals have turned to military service to fend for sustenance.