Battle Potentials[]
In Valkyria Chronicles 3, all characters can be any unit class and share the same set of Battle Potentials. The Master Table in the Training Grounds allows you to view a complete set of a character's Battle Potentials. It is also where a character is able to learn High Potentials and Super Potentials, provided they meet the requirements.
Class Potentials are the potentials tied to a specific unit class. Each unit class has 3, with each one tied to a different class rank. High Potentials are unlocked by learning 2 potentials from 2 different unit classes. And Super Potentials are unlocked by mastering 4 different unit classes. Mastering a unit class requires reaching the max class rank and unlocking all 3 of the unit class's Class Potentials.
In battle, Morale affects the activation of all Battle Potentials. Higher Morale means that more potentials will activate. In addition, having higher Morale will increase the chance that a positive potential instead of a negative one will activate.
Personal Potential[]
Personal Potentials reflect a given character's personality, and can be good or bad. Effects can range from being positive (Giulio's Procurement Expert, refill ammo after an attack) to being negative (Zahar's Drunkard, turn ends when AP falls to half).
All Nameless members have a personal mission, Squadmate Missions, which grant them a new potential. These potentials are always positive and sometimes replace a negative potential. To unlock a character's Squadmate Mission, they need to be used 35 times in battle (1CP = 1 time). The missions are then unlocked and found under under story fragments (断章) on the Gallian Map.
Exceptions to this are: Kurt, Riela, Imca, Gusurg, and Carisa. Kurt, Riela, Imca, and Gusurg gain new potentials as the main story progresses, while Carisa has all her potentials already unlocked when she joins.
When special powers are activated, no potentials can be activated, or "Procced".
Potential List[]
Mastery | Super Potential | Trigger |
---|---|---|
Double Action - Able to act again after an attack. | After attacking | |
No Damage - No damage taken from interception fire and counterattacks. Landmines are unaffected. | Start a turn or take interception fire | |
Phoenix - HP is fully restored when HP is depleted. | HP reaches 0 |