Valkyrie Profile Classic Jobs Part VII
Apr. 7th, 2025 04:56 pmAfter a bit of a hiatus - but not nearly as long as some of the breaks I took before 2023 - I was back to playing Valkyrie Profile with a knight, a thief, a white mage, and a black mage. This play session was on April 7, 2025.
In the prior session, we finished chapter 4 with the Tower of Lezard Valeth... and there were a few things that really didn't go well with it. There was nothing too disruptive this time.
The first thing that happened in chapter 5 was Mystina's recruitment sequence... which is roughly 15 minutes long with almost no input. Delightful.
In the prior session, we finished chapter 4 with the Tower of Lezard Valeth... and there were a few things that really didn't go well with it. There was nothing too disruptive this time.
The first thing that happened in chapter 5 was Mystina's recruitment sequence... which is roughly 15 minutes long with almost no input. Delightful.
At least we got to appreciate Mystina's slippers.

The next thing that happened was Lucian's recruitment sequence. I didn't expect any issues here, but the idea crossed my mind that he could be "re-initialized" as a new recruit here and have his stats reset or something. That didn't take place.

I was also carefully watching Valkyrie's seal rating. I had done the Weeping Lily Meadow thing and got Lucian, and so the seal rating was fairly low. Rather than see it go to zero before another scene that could lower it, I thought it made sense to transfer an einherjar. I chose to get Yumei ready and send her.

Now that I had raised Valkyrie's seal value to 28, it was worthwhile to go meet Brahms. I did a weird move where I accidentally had Valkyrie in the party instead of Jayle for one battle - which had some odd behaviours to it when I hot-swapped them again. I just chose to flee that fight.

This was my first time fleeing a battle. Note that Valkyrie has never been used in a fight, and thus her max DME is still 1000. This ended up having a peculiar effect on Jayle after I left the battle.

Well, at least her maximum DME and other stats were unaffected! We healed her up in the next fight.

Even though I was 45 minutes into the play session, the couple of fights in Brahms' castle were my first battles. And since my last play was at the end of January, it's been ages! It felt good, I guess?

Next, we encountered Brahms.

I chose to fight him, for no particular reason. It's not really that hard; physical attacks were useless for me, but he only really attacks one character per turn... who gets utterly destroyed.

As long as someone was throwing out Union Plumes to revive characters, we could do some damage with mages when they eventually recharged. Jayle and Lucian's job, really, was just to see if we could get more purple gems to speed things up. It was slow, but we won only having used maybe a dozen Union Plumes.

Beating Brahms doesn't actually do anything, of course... but I saved up anyway. And now the seal rating went down a little bit again.

We did a Cave of Oblivion, which was useless, and then we did two spiritual concentrations which both directed us to Arkdain Ruins. First, we did Gray's recruitment.

I enjoy this scene. I thought, I'd like to learn more about this enigmatic Gray fellow, so I checked him out. The first line of his bio made me chuckle.

Next, we did Arkdain Ruins as a dungeon. It was a little bit tricky; I was surprised at some of the trickier moves that seemed to be mandatory. This did result in me being lost for a little bit.

I recalled that this place's gimmick is that almost all of the treasure chests are trapped with enemies, but the enemies are really easy. At the end, we fought Raver Lords, who aren't nearly as inclined to dance as you might expect.

There are some good prizes at the end of this area, like a Star Guard, a Robe of Bryttain, and the elusive Mighty Check.

I did spiritual concentration, revealing the Citadel of Flame. However, it turned out I had actually used up all of my time available in this chapter!

The most interesting thing about starting chapter 6 was probably that the Divine Item option now allowed me to create Orihalcon. I needed this earlier to change it into a Creation Jewel in the Tower of Lezard Valeth. I recalled that there was something really good about getting another one. I spent some time transmuting things and then converting things into material points (MP) including some pricey things like the Unicorn's Horn staff - which I knew I would never use because of the bug we encountered last time. With that, I had plenty of MP available to get an Orihalcon.

I didn't remember specifically what it was good for. It turns out it was this:

I didn't think we'd be replacing our wonderful new Icicle Sword or Glare Swords so quickly, but Gram is awesome. It's got 2000 attack compared to 1200 from the other weapons, and makes all three of the character's attacks available. This is probably almost as good as it's going to get.
There's some other way to get a Gram within the next couple of chapters, but I might also consider trying to accrue another 100000 MP to make another earlier, maybe.
Just so that I would remember where I was going, I thought it was important to enter the Citadel of Flame right away at the start of chapter 6. This dungeon is annoying; I don't know if there's some sort of trick to the fireball parts but if there is I didn't figure it out. We took a lot of environmental damage.

There are rooms that took me some time to figure out here, but I got through. I thought I might be missing some alternate path for a while, so I used an Eye of Heaven.

The enemies ramped up just a tiny bit here. A lot of them were the same as Arkdain Ruins or some of the Caves of Oblivion, but a battle with four Flame Elementals who can attack the whole team for ~5000 damage was a bit of a closer call than I would've liked.
We got to the final save point in this area and I saved. We'll resume chapter 6 next time.

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The next thing that happened was Lucian's recruitment sequence. I didn't expect any issues here, but the idea crossed my mind that he could be "re-initialized" as a new recruit here and have his stats reset or something. That didn't take place.

I was also carefully watching Valkyrie's seal rating. I had done the Weeping Lily Meadow thing and got Lucian, and so the seal rating was fairly low. Rather than see it go to zero before another scene that could lower it, I thought it made sense to transfer an einherjar. I chose to get Yumei ready and send her.

Now that I had raised Valkyrie's seal value to 28, it was worthwhile to go meet Brahms. I did a weird move where I accidentally had Valkyrie in the party instead of Jayle for one battle - which had some odd behaviours to it when I hot-swapped them again. I just chose to flee that fight.

This was my first time fleeing a battle. Note that Valkyrie has never been used in a fight, and thus her max DME is still 1000. This ended up having a peculiar effect on Jayle after I left the battle.

Well, at least her maximum DME and other stats were unaffected! We healed her up in the next fight.

Even though I was 45 minutes into the play session, the couple of fights in Brahms' castle were my first battles. And since my last play was at the end of January, it's been ages! It felt good, I guess?

Next, we encountered Brahms.

I chose to fight him, for no particular reason. It's not really that hard; physical attacks were useless for me, but he only really attacks one character per turn... who gets utterly destroyed.

As long as someone was throwing out Union Plumes to revive characters, we could do some damage with mages when they eventually recharged. Jayle and Lucian's job, really, was just to see if we could get more purple gems to speed things up. It was slow, but we won only having used maybe a dozen Union Plumes.

Beating Brahms doesn't actually do anything, of course... but I saved up anyway. And now the seal rating went down a little bit again.

We did a Cave of Oblivion, which was useless, and then we did two spiritual concentrations which both directed us to Arkdain Ruins. First, we did Gray's recruitment.

I enjoy this scene. I thought, I'd like to learn more about this enigmatic Gray fellow, so I checked him out. The first line of his bio made me chuckle.

Next, we did Arkdain Ruins as a dungeon. It was a little bit tricky; I was surprised at some of the trickier moves that seemed to be mandatory. This did result in me being lost for a little bit.

I recalled that this place's gimmick is that almost all of the treasure chests are trapped with enemies, but the enemies are really easy. At the end, we fought Raver Lords, who aren't nearly as inclined to dance as you might expect.

There are some good prizes at the end of this area, like a Star Guard, a Robe of Bryttain, and the elusive Mighty Check.

I did spiritual concentration, revealing the Citadel of Flame. However, it turned out I had actually used up all of my time available in this chapter!

The most interesting thing about starting chapter 6 was probably that the Divine Item option now allowed me to create Orihalcon. I needed this earlier to change it into a Creation Jewel in the Tower of Lezard Valeth. I recalled that there was something really good about getting another one. I spent some time transmuting things and then converting things into material points (MP) including some pricey things like the Unicorn's Horn staff - which I knew I would never use because of the bug we encountered last time. With that, I had plenty of MP available to get an Orihalcon.

I didn't remember specifically what it was good for. It turns out it was this:

I didn't think we'd be replacing our wonderful new Icicle Sword or Glare Swords so quickly, but Gram is awesome. It's got 2000 attack compared to 1200 from the other weapons, and makes all three of the character's attacks available. This is probably almost as good as it's going to get.
There's some other way to get a Gram within the next couple of chapters, but I might also consider trying to accrue another 100000 MP to make another earlier, maybe.
Just so that I would remember where I was going, I thought it was important to enter the Citadel of Flame right away at the start of chapter 6. This dungeon is annoying; I don't know if there's some sort of trick to the fireball parts but if there is I didn't figure it out. We took a lot of environmental damage.

There are rooms that took me some time to figure out here, but I got through. I thought I might be missing some alternate path for a while, so I used an Eye of Heaven.

The enemies ramped up just a tiny bit here. A lot of them were the same as Arkdain Ruins or some of the Caves of Oblivion, but a battle with four Flame Elementals who can attack the whole team for ~5000 damage was a bit of a closer call than I would've liked.
We got to the final save point in this area and I saved. We'll resume chapter 6 next time.

<< First | < Previous | Index | Next >