A guide to every important collectible, and some random bits and bobs because I can.
Honestly, the game is pretty nice so far in my opinion, I have yet to check out harder modes and the Other-Valkyrie or Seraphic Gate modes, though. The big issue I see with the game is the steep price – the base price should be half of what it is.
Regardless, on to the guide: In here, I will detail which Weapons, Subquests, Runes, Spells and Ambrosias can be found in which missions. There will be mild spoilers and I will not tag them all (because basically the latter three quarters of the guide would be black), but you have been warned.
Originally, this is based on a lovely guide I wrote as a one pager in HTML, with great <dl>s in a responsive grid that would adjust the amount of columns based on how many fit on the screen, but alas, Steam hates HTML embeds – even though it obviously parses the guides posted here for malicious content, anyway – so you get an ugly version of it. Just give me an [IFRAME] tag – if I wanted to give someone a virus, I could just use the IMG-BBCode tag that already works within Steam guides (supposedly, anyway, from what I have read) and link a malicious image with embedded code…
Am I rambling? Do I care? Not really, but here is the next section of the guide:
Runes (Weapon Enhancements)
You can put one of the following 18 runes into these slots. They give you various benefits.
To continue with personal recommendations: Physical Attack Power Up III and Arts Gauge Recovery Up III on Alfodr, Magic Attack Power Up III and Soul Gauge Recovery Up III on Sidgrani, Physical Attack Power Up II and Physical Damage Reduction III on Baleygr.
Divine Arts (Spells)
Also, not a single enemy is weak to earth, so that spell is just a “recolour” of Convergence that does damage.
Note that Einherjar quests may not be immediately available after completing the required Chapter as is listed, you may need to refresh the area first – either by doing a different quest first or by saving and reloading the saved game from the title screen.
Ambrosias (Health Upgrades)
Arts Ambrosias (Magic Upgrades)
– before completing chapter 8: Lightning Bolt I, Fire Storm I or Ifrit Caress I, any element tier I that enemies in the area are weak to, Heal I
– after completing Chapter 8: Lightning Bolt I, Extreme Void I, Nibelung Valesti I or II, Heal I
Soul Ambrosias (Summoning Upgrades)
- The Subquest “Mother’s Ring” contains about 8 chests with Small and Medium Elixirs and Arts Elixirs, in case you need to farm those.
- Soul Elixirs are harder to find, especially the “Small” variety. They mostly come from Main Quests, but there “Midgardian Studies 2” contains about 5 chests with various elixirs, one of them being a Small Soul Elixir.
- “An Imprisoned Soul 1” is the first Subquest that drops Black and Rainbow Gems for those final high level upgrades. On top of that, you can get them an entire Main Quest sooner than you are supposed to be able to otherwise.
- Great Subquests to level up weapon proficiency for that one achievement are “An Imprisoned Soul 1 and 2” due to having very short textboxes during which you do not have to wait for character animations, lots of enemies that are spread out just enough to prevent you from getting overwhelmed, and they drop those high level gems. Of course, other quests are available if you so choose.
- The average weapon proficiency gain per hit seems to be 2 points. The issues seem to be that some weapons try to hit the enemy multiple times per button press – and to gain weapon proficiency, all (or at least most) of those hits seem to need to hit. Some special attack combos from skills may not give any experience with some weapons, yet they do give great experience with others. Long story short: just judging by hits per proficiency efficiency, using nothing but strong attacks would probably be the most efficient… but that is not very fun, now is it?
- Nibelung Valesti is, essentially, a screen clear attack that hits all enemies in a large radius. However, it first needs to hit an enemy with the initial dash attack action Valkyrie performs. If this strike does not hit, your 6 Arts points are wasted and the spell will not go off. This is similar behaviour to Soul Strikes.
- You gain lengthy, valuable seconds of invulnerability while casting spells or executing Soul Strikes. This effect even allows you to avoid otherwise unblockable attacks with the greatest of ease. Of course, not every spell has a lengthy cast time: some of the better ones, in particular, are cast instantly.
The scoring system at the end of each quest works as follows:
- Your “time” score starts out at 30.000 and ticks down by 1 point every second, giving you about 8 hours to complete each mission before it would reach zero.
- You lose a couple 100 points for using items during quests.
- You lose points for every damage you take. Which starts considering the taken damage to be “heavy” super early on…
- You lose 4.500 points for every death you take. Healing with items is by far preferrable.
- You can gain up to 2.500 points for each of the following actions you can take:
- Casting spells. You gain 25 points per spell, I believe, capping out the bonus after 100 casts.
- Summoning Einherjars. You gain 50 points per summon, capping out after 50 summons.
- Technical actions. This means precision dodging and blocking, I believe, and gives 100 points for each.
- Kills. You gain points per kill, and you can hardly cap this bonus out on most missions because the amount of enemies is too low.
- Hint: each checkpoint in a mission will restore you to full once, so you can artificially increase your score by spamming spells and summons, then healing up and continuing.
- Your final grade will be determined by your final score. On normal mode, I found it rather hard to get a score below A and only received a B once on a mission I died on. A score somewhat well above 30.000 will give you an S, above around 25.000 you should be getting an A, below that is B, and I frankly do not know if there are worse or better scores, nor do I care.
- Shorter quests will usually be a bit more lenient and give you the S even below 30.000.
- You gain Yellow Souls for your final score, too. It is calculated by score/1000 and rounded down, netting you about 30 souls which is absolutely and completely negligible at least on normal mode.
Einherjars have a maximum power level, as well as different growth rates. Their powers grow by
at the end of every mission. They reach their maximum power after having been summoned 200 times.
Because how else was I going to end this guide? Really now.