List of potentials for the characters

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  3. List of potentials for the characters

User Info: BrazilianMagus

BrazilianMagus
8 years ago#31
And is hard to think that a potential would have a critical plot info...
Khaaaaaaaaaaaaaaaan

User Info: Busard

Busard
8 years ago#32
Gallian generics are available in command room when many characters are dead (less than 25 survivors). They have semi-random name, semi-random HP, semi-random battle potentials, no personal potential and like no one!


Scout (likes no one) HP 282 or 289 or 305 AP 900
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Undodgeable Shot-Attacks have a set probability of being impossible for enemies to evade.

Nocturnal-Their keen eyes pierce the dark of night, allowing for visibility equal to that in the middle of the day

Resist Crossfire-Damage taken from enemy interception fire is lessened

Double Movement-They have a chance of being able to move twice consecutively
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Sighting-Accuracy is improved after sighting an enemy

First Aid Boost-The healing powers of Ragnaid (S) are occasionally increased

Third Eye-Defensive instincts kick in, offering a chance to avoid any critical damage from enemy counterattacks

Ultimate Evade-Evasion skills are greatly enhanced, on a permanent basis.
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Stealth-Defenses are strengthened when in hiding

Power Scout-Sighting five or more enemy units grants a boost in both evasion and attack power.

Super Evasion-Evasion skills have a chance of being greatly enhanced

Full HP Recovery-They have a chance of recovering all of their HP after attacking
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Evasion Boost-They have a set probability of enjoying enhanced evasion abilities

Skilled Assassin-If able to successfully land an attack without being noticed first, attack power and evasion both rise

Dud Mine-Land mines have a set chance of not exploding when tripped

Concentration-Through intense focus, they are occasionally able to make all shots hit a single point.



Trooper (likes no one) HP 360 or 364 or 369 AP 450
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Damage Boost-Attack power against human targets is boosted a set percentage of the time

Kamikaze-Both accuracy and evasion receive a boost when HP drops to a single digit

Dud Mine-Land mines have a set chance of not exploding when tripped

Phoenix-They have a set chance of returning to life with full HP when their HP reaches zero
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Undercover Fire-When crouching, their attack power is boosted

Ambush Spotter-Enemy units in hiding can be spotted from the same distance as a scout

Super Damage-Attack power against human targets is greatly boosted a set percentage of the time

Full HP Recovery-They have a chance of recovering all of their HP after attacking
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Melee Skills-Firing accuracy is improved when an enemy is nearby

Undodgeable Shot-Attacks have a set probability of being impossible for enemies to evade.

Neutralize-Attacks have a set chance of preventing the enemy from counter attacking

Double Attack-They have a set chance of being able to attack twice consecutively
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First Aid Boost-The healing powers of Ragnaid (S) are occasionally increased

Fearless Will-Attack power and defense increase when they enter the range of enemy interception fire

Mid-Range Skills-Firing accuracy is improved when no enemies are in the immediate vicinity

Ultimate Damage-Parameters relating to anti-personnel attacks are permanently greatly enhanced

User Info: Busard

Busard
8 years ago#33
Lancer (likes no one) HP 414 or 433 AP 400
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Anti-armor Boost-Their attack power against tanks is occasionally increased

Stand Ready-Defense receives a boost when they enter the range of enemy interception fire

Poison Tolerance-An acquired tolerance to toxins renders them immune to status ailments

Tank Destroyer-Attacks against tanks have a chance to deal a lethal blow
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Tank Killer-When near a tank, they enjoy heightened accuracy

Tank Slayer-When near two or more tanks, they receive a boost to attack-related parameters

Super Anti-armor-Their attack power against tanks is greatly boosted a set percentage of the time

Ammo Refill-They have a set chance of recovering all ammunition after attacking
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First Aid Boost-The healing power of Ragnaid (S) are occasionally increased

Extra Shot-They can occasionally follow up an attack by loading one more round of ammunition

Dbl. Tank Damage-Attacks have a chance to deal damage to both tank body and tread HP

Ult. Anti-armor-Their attack power against tanks is permanently greatly enhanced



Engineer (likes no one) HP 198 or 207 or 217 AP 650
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Repair Boost-Repairs performed on tanks have a chance of restoring an increased amount of HP

Resist Counters-Damage taken from enemy counterattacks is lessened a set percentage of the time

Super Defense-Defensive abilities are greatly boosted a set percentage of the time

Invincible-Enemy attacks occasionally deal no damage
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Undodgeable Shot-Attacks have a set probability of being impossible for enemies to evade.

Poison Tolerance-An acquired tolerance to toxins renders them immune to status ailments

Super Repair-Repairs performed on tanks have a chance of restoring a greatly increased amount of HP

Ultimate Defense-Defensive abilities are greatly enhanced on a permanent basis
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Defense Boost-While taking action, they occasionally enjoy heightened defenses

Demolition Man-Attacks using hand grenades have a set chance of dealing more damage than normal

Super First Aid-The healing powers of Raganid (L) are occasionally increased

Double Action-They have a set probability of being able to take two actions consecutively



Sniper (likes no one) HP 178 or 197 or 206 AP 300
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Nest Master-Shooting from a position at the top of a ladder grants increased attack power

Roof Hunter-Both evasion and attack power are enhanced when firing up at an elevated target

Super Accuracy-Firing accuracy is greatly boosted a set percentage of the time

Ammo Refill-They have a set chance of recovering all ammunition after firing
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Accuracy Boost-Firing accuracy is boosted a set percentage of the time

Backup Sniping-All attack parameters enjoy a boost when shooting with no one else nearby

Critical Shot-A set percentage of the time, all shots that connect deal critical damage

Eagle Eye-The zoom-in capability is enhanced a set percentage of the time
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Perfect Dodge-Cat-like reflexes allow them to consistently dodge enemy counterattacks

Extra Shot-They can occasionally follow up an attack by loading one more round of ammuntion

Penetrator-Their attacks can occasionally ignore the target's defenses

Ult. Accuracy-Their firing accuracy is greatly enhanced on a permanent basis

User Info: Jolteon

Jolteon
8 years ago#34
That's actually really interesting. What do the generics look like? Do they just wear helmets or something?
Is this finally a conundrum that CAN'T be solved with helicopter theft?

User Info: Busard

Busard
8 years ago#35
On chapter 9, the enemies are fake gallians soldiers, the generics look exactly like them.

User Info: Tabitosan

Tabitosan
8 years ago#36
Wow, that's cool

User Info: BlazingSpeed

BlazingSpeed
8 years ago#37
Our lists have different purposes. Mine is simply a list of potentials and a lot easier to search for a specific potential. His is more to look for the usefulness of a specific character.

I agree with this and the spoiler tag need I had peeked at the sticky topic and saw Alicia's potentials list and instantly started hating this game's story for being to damn predictable.


MGO: Sango. Scout, Sniper,

User Info: Sekoku

Sekoku
8 years ago#38
Quick question: What is needed to unlock the last "Personal" (P) for the non-main character characters (not the generics that apparently show up if you kill too many).

Like Hermes' last potential: How do I unlock that? Make him the "rising star?" (Kill a tank and two enemies) in a battle?

User Info: Busard

Busard
8 years ago#39
Just use them in battle and go see Ellet to eventually unlock their hidden personal potential (and a little more background about them in the personnel tab).

User Info: Sekoku

Sekoku
8 years ago#40
Okay, have them all unlocked. Now the bonus question:

To get the medal about what everyone does after the war, I just finish the game now? I have no one dead and I'm curious mostly when I get the medal. On the third play-through after the first mission that gives me the HQ or something?
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