Valkyria Chronicles Leveling Guide
by your name here
v1-12/18/08-Complete. Barring any errors, this is the final version.
The purpose of this guide is to provide information regarding leveling the
different classes in Valkyria Chronicles so that the user may properly plan out
how to distribute experience. Included within is a table of required experience
for each level, a list of the different bonuses gained when leveling and when
they are acquired, and a list of the different orders that can be aquired.
There are no specific strategies for leveling. You should level your classes
based on your playstyle. If you're unsure, just try to keep everyone at around
the same level.
Table of Contents
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[REX]--Required Experience
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This is a table of the experience required to level up the classes. It can be
used to tell how many levels of a certain class you can "afford" with your
current experience. It might be interesting to know that you need a total of
2,278,273 experience to get all classes to level 20.
[BNS]--Bonuses
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Upon reaching certain levels, You may gain battle potentials for your classes
and orders. The scout, shock trooper and Lancer class all earn special weapons
upon reaching level 11 (Elite status). The scout gains a grenade launcher as a
secondary weapon, which allows them to throw their grenades much further. The
shock trooper class gains a flamethrower, another secondary weapon with a large
spread and infinite ammo. The Lancer class gains the mortar lance (Lancaar-SH),
which needs to be researched first, and is a replacement to the default anti-
tank lance.
----Scout----
Level 4: Potential 1
Level 6: Potential 2
Level 9: Order: All Units Evade
Level 11: Rifle Grenades
Level 12: Order: Caution
Level 14: Potential 3
Level 17: Potential 4
Level 19: Order: Concentrate Fire
----Shock Trooper----
Level 3: Potential 1
Level 5: Order: Attack Boost
Level 7: Potential 2
Level 10: Order: All Units Attack
Level 11: Potential 3/Flamethrower
Level 13: Order: Neutralize
Level 16: Order: First Aid
Level 18: Potential 4
----Lancer----
Level 2: Potential 1
Level 4: Potential 2
Level 7: Order: Damage Boost
Level 8: Order: Demolition Boost
Level 11: Potential 3/Mortars
Level 15: Order: Healing Boost
Level 19: Order: Ressuply
Level 20: Potential 4
----Engineer----
Level 3: Order: Defense Boost
Level 4: Potential 1
Level 6: Order: All Units Defend
Level 9: Potential 2
Level 12: Order: Antidote
Level 14: Potential 3
Level 17: Order: Explosives Boost
Level 20: Potential 4
----Sniper----
Level 2: Potential 1
Level 5: Order: Aim Boost
Level 8: Potential 2
Level 10: Order: All Units Aim
Level 13: Potential 3
Level 15: Order: Penetration
Level 16: Potential 4
Level 18: Order: Attack Weak Spot
[ODR]Orders
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Orders are listed here in the order that they appear in the game's list. I've
included notes for the orders whose descriptions don't make the effect obvious.
Also, orders gained from the old man are random, and are determined at the
start of each new chapter. If you refuse to learn an order from the old man for
whatever reason, then he will not teach it to you again for a while.
---Evade Boost---
CP cost: 1
Aquired: Given while visiting the training field for the first time
Game Description: Raises one ally's evasion.
---Attack Boost---
CP cost: 1
Aquired: Get the Shock Trooper class to level 5
Game Description: Raises one ally's anti-personnel attack power.
---Neutralize---
CP cost: 1
Aquired: Get the Shock Trooper class to level 13
Game Description: Prevents one ally's attacks from being countered.
---Healing Boost---
CP cost: 1
Aquired: Get the Lancer class to level 15
Game Description: Increases the HP one ally can heal using Ragnaid (S).
---Resupply---
CP cost: 1
Aquired: Get the Lancer class to level 19
Game Description: Restocks one ally's ammunition.
---Defense Boost---
CP cost: 1
Aquired: Get the Engineer class to level 3
Game Description: Raises one ally's defense.
---Antidote---
CP cost: 1
Aquired: Get the Engineer class to level 12
Game Description: Removes one ally's status ailments.
---Explosives Boost---
CP cost: 1
Aquired: Get the Engineer class to level 17
Game Description: Increase the damage done by hand grenades for one ally.
---Aim Boost---
CP cost: 1
Aquired: Get the Sniper class to level 5
Game Description: Raises one ally's accuracy.
---Retreat---
CP cost: 1
Aquired: Learn from the Aged Gentleman
Game Description: Orders one ally to retreat
---Medic Request---
CP cost: 1
Aquired: Learn from the Aged Gentleman
Game Description: Evacuates one fallen ally.
---Healing Request---
CP cost: 1
Aquired: Learn from the Aged Gentleman
Game Description: Restores a set amount of one ally's HP.
---All Units Evade---
CP cost: 2
Aquired: Get the Scout class to level 9
Game Description: Raises all allies' evasion.
---Caution---
CP cost: 2
Aquired: Get the Scout class to level 12
Game Description: Raises one ally's resistance to interception fire.
---Concentrate Fire---
CP cost: 2
Aquired: Get the Scout class to level 19
Game Description: Raises one ally's accuracy to focus shots on the target
---All Units Attack---
CP cost: 2
Aquired: Get the Shock Trooper class to level 10
Game Description: Raises all allies' anti-personnel attack power.
---Damage Boost---
CP cost: 2
Aquired: Get the Lancer class to level 7
Game Description: Raises one ally's anti-tank attack power.
Notes: This also affects damage against lancers and all non-infantry.
---All Units Defend---
CP cost: 2
Aquired: Get the Engineer class to level 6
Game Description: Raises all allies' defense.
---All Units Aim---
CP cost: 2
Aquired: Get the Sniper class to level 10
Game Description: Raises all allies' accuracy.
---Penetration---
CP cost: 2
Aquired: Get the Sniper class to level 15
Game Description:
---Sniper Support---
CP cost: 2
Aquired: Learn from the Aged Gentleman
Game Description: Attacks one specified enemy foot soldier unit.
---Heal All---
CP cost: 2
Aquired: Learn from the Aged Gentleman
Game Description: Restores a set amount of all allies' HP.
---Awaken Potential---
CP cost: 2
Aquired: Learn from the Aged Gentleman
Game Description: Awakens one ally's innate abilities (Potentials).
Notes: This causes Potentials to activate much more often.
---Recon Requets---
CP cost: 2
Aquired: Learn from the Aged Gentleman
Game Description: Makes all enemy units' current positions visible.
---First Aid---
CP cost: 3
Aquired: Get the Shock Trooper class to level 16
Game Description: Fully restores one ally's HP.
---Demolition Boost---
CP cost: 3
Aquired: Get the Lancer class to level 8
Game Description: Greatly raises one ally's anti-tank attack power.
Notes: This also affects damage against lancers and all non-infantry.
---Attack Weak Spot---
CP cost: 3
Aquired: Get the Sniper class to level 19
Game Description: Makes all of one ally's attacks do critical damage.
---Mortar Support---
CP cost: 3
Aquired: Learn from the Aged Gentleman
Game Description: Attacks the area around one specified enemy unit.
---Awaken All---
CP cost: 3
Aquired: Learn from the Aged Gentleman
Game Description: Awakens all allies' innate abilities (Potentials).
Notes: This causes Potentials to activate much more often.
---Artillery Support---
CP cost: 6
Aquired: Learn from the Aged Gentleman
Game Description: Attacks all enemy units.