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Jenny of Exilium, called "the Bride" in the data, is the third boss and the boss of Chapter 3. Phase 1 is a quick melee duel with spinning slashes, a launcher, shoulder bashes and single ice spikes. Phase 2 starts only when you become Lunatic: she then adds a giant wave, a laser, a giant hand and long, vanishing leap chains, and most of the new moves are unblockable. It is the first boss where the second phase is clearly more dangerous than the first.

Overview#

Internal names伊瑟流姆的珍妮 (hero 20022, story monster 3001, scene Arena10007)
Fight startsWalk into the arena; intro cutscene
SanitySanDamage 100, SanKill 200
Weak pointsWeak-point multipliers 1 / 1 / 1 in the table, i.e. x2 damage, Poise and Resilience on a weak collider (the game adds 1 to each multiplier (animalbase_value.lua:2340-2341, 2646); whether her model has one is unverified)
Backstab / executionNot backstabbable (HitBackstab 0); can be executed
Phase 2 triggerYou turn Lunatic while she is in phase 1; 2 s black fade

Stats#

Built as described in Enemies#How enemy stats are built from ES_HeroData 20022 and the grade rows of ES_StoryMonsterProperty (story 3, monster 3001).

StatJourney 1Journey 2Journey 3Journey 4+
Enemy level8406589
HP3,7278,90712,93215,032
Attack (physical)1875888541084
Physical defence, phase 1 / phase 2106 / 206222 / 322250 / 350258 / 358
Fire / poison / arcane / dark resistance, phase 173 / 123 / 123 / 123172 / 288 / 288 / 288184 / 307 / 307 / 307188 / 313 / 313 / 313
Fire / poison / arcane / dark resistance, phase 2173 / 223 / 223 / 223272 / 388 / 388 / 388284 / 407 / 407 / 407288 / 413 / 413 / 413
Poise / Poise recovery105 / 50105 / 50105 / 50105 / 50
Resilience / Resilience recovery75 / 3075 / 3075 / 3075 / 30
  • Phase 2 adds +100 physical defence and +100 to every resistance, which is a very large jump at journey 1 (106 to 206 physical).
  • She is much weaker to fire than to everything else in phase 1 (73 against 123), because her resistances start 50 apart; the gap remains in phase 2 (173 against 223).
  • Her Poise and Resilience figures above do not apply while she runs a chain move in phase 2: they are then locked and cannot be emptied (see Jenny of Exilium#hm-while-the-leap-chains-run-she-cannot-be).

Phases#

Phase 1#

Melee: LPLL (a three-hit spin, last hit travels about 8 m), L (thrust combo), HH (two crescent slashes), NLP (a dash of 6.5 m that knocks you up), NL (back kick), ND / NDP (shoulder bashes to the left or right, about 4 m sideways) and NS (sweep). Ranged: S1, a single ice spike projectile, and SP, a chant that is a dark area attack and takes 10 sanity (the only way she drains your sanity). She also uses NHP1 (an airborne flurry) and NH1 (a stomp).

Moves that only exist in phase 1: SP (chant), S1 (single ice spike), NHP1 (flurry) and NH1 (stomp).

Phase 2#

The same melee moves remain. The phase-1-only moves S1, NHP1 and NH1 are replaced by upgraded versions: S2 (ice spike volley), NHP2 (a dash of three charges at 250 damage each, guard break 200) and NH2 (stomp with a burst, which opens an ice-spike hazard under her feet). The chant (SP) is dropped. The new moves are:

  • OP, giant wave: a wave of fire, 300 flat power, unblockable. Opens a hazard (trick 10003). Chance 60%, cooldown 15 s.
  • O, laser: she vanishes upward and a laser sweep follows (300 to 500 dark, unblockable, trick 10002). Cooldown 12 s. It is followed by the air drop (Down), where she lands on you.
  • NOP / NO, leaping chains: 4-hit leaps, up to 14 m per leap, 150 damage each, unblockable, cooldown 20 s each. NOP goes to her left and ends with the air shot (DownShoot), a shot from above that does 200 unblockable. NO goes to the right and ends with the giant hand (GiantHand, 300 unblockable, trick 10004) followed by an air drop.
  • Giant hand and air shot each have a 12 s cooldown.

Moves#

MoveWhat it doesPhaseAI (range, cone, chance, cooldown)
LPLLSpinning 3-hit (last hit travels ~8 m)any≤7 m · 60° · cd 1.5s
LThrust comboany≤6.5 m · 60° · cd 1.5s
HHCrescent slash ×2any≤5.5 m · 60° · cd 1.5s
SPChant: dark AoE, −10 sanityP1≤10 m · 180° · 30% · cd 20s
S1Ice spike (projectile)P15–20 m · 60° · 45% · cd 5s
S2Ice spike volley (projectile)P25–20 m · 60° · 45% · cd 6s
NLPLauncher: dashes ~6.5 m and knocks you upany4–7 m · 60° · 45% · cd 4s
NLBack kickany≤5 m · 110° · 65% · cd 4s
NHP1Flurry (airborne)P15–15 m · 45° · 55% · cd 4s
NHP2Dash: 3 charges, 250 damage eachP26–20 m · 45° · 40% · cd 8s
NH1StompP1≤6 m · 30° · 45% · cd 4s
NH2Stomp with a burstP2≤12 m · 70° · 40% · cd 5s
DBack jump (~9 m)any5 m · 55° · 40% · cd 4s
OPGiant wave (300, unblockable)P260% · cd 15s
OLaser (300 + 500 dark, unblockable)P210° · cd 12s
NOPLeaping 4-hit chain, to the left (up to 14 m per leap)P2cd 20s
DownShootAir shot: vanishes upward, fires down from aboveP2cd 12s
NOLeaping 4-hit chain, to the rightP2cd 20s
GiantHandGiant hand (300, unblockable)P2cd 12s
DownAir drop: vanishes and lands on youP2-
NDShoulder bash, leftany≤4.5 m · 60° · 65% · cd 4s
NDPShoulder bash, rightany≤4.5 m · 60° · 65% · cd 4s
NSSweepany≤6.5 m · 65° · cd 3s

Damage#

attack = her stat x BaseRate / 1000 + flat power, using her physical, fire or dark stat (the three are close but not identical at higher loops). The columns show the strongest hit of each move before defence at each journey.

MoveTypeFlat power per hitStrongest hit, Journey 1Journey 2Journey 3Journey 4+Guard breakPoise / Resilience hitExtras
LPLLphys10028768895411843051 / 27-
Lphys12030770897412045051 / 27-
HHphys9027767894411744051 / 27-
SPdark902776669661254-51 / 27-10 sanity
S1fire150337726102613148051 / 27-
S2 (P2)fire150337726102613148051 / 27-
NLPphys60247648914114415051 / 27-
NLphys100287688954118410051 / 27-
NHP1phys10028768895411843051 / 27-
NHP2 (P2)phys2504378381104133420051 / 27-
NH1phys2003877881054128415051 / 27-
NH2 (P2)fire2003877761076136415051 / 27-
Dphys5023763890411343051 / 27-
OP (P2)fire30048787611761464unblockable51 / 27-
O (P2)dark300-500687107613761664unblockable51 / 27-
NOP (P2)phys15033773810041234unblockable51 / 27-
DownShoot (P2)phys20038778810541284unblockable51 / 27-
NO (P2)phys15033773810041234unblockable51 / 27-
GiantHand (P2)phys30048788811541384unblockable51 / 27-
Down (P2)phys15033773810041234unblockable51 / 27-
NDphys1503377381004123415051 / 27-
NDPphys1503377381004123415051 / 27-
NSphys10028768895411845051 / 27-

Most of her new phase 2 moves are unblockable (guard break 999 in the data), so only dodging helps. Among the phase 2 moves only S2, NHP2 and NH2 can be blocked.

Arena hazards ("tricks") opened by her moves#

These are separate damage sources defined in ES_TrickData. They use the hazard formula damage x (1 - defence / (defence + 100)) instead of the move formula (see Damage formula). Every trick also removes 100 Poise and 10 Resilience from you.

TrickOpened byTypeJourney 1Journey 2Journey 3Journey 4+Note
10002 "Tornado"O (laser)Fire500625750875
10003 "Giant wave"OP (giant wave)Fire9001,125900900Guard break 150. Journeys 3 and 4+ are lower than journey 2: this looks like a data slip
10004 "Giant hand"GiantHandPhysical8001,0001,2001,400
10005 "Ice spike"NH2 (stomp with burst)Fire400400400400The data types it as fire damage

The link between a move and its trick is read from the script (hero20022.lua:405-460); which of the two (the hit or the trick) is the main damage is inferred.

Strategy#

  • Phase 1 is a duel of ranges. Almost all her melee starts within 4.5 to 7 m and a 45 to 65 degree cone. Back out of the cone, or step to her side and hit during the recovery.
  • Do not guard her phase 2 moves. Giant wave, laser, air shot, giant hand and the leap chains cannot be blocked. Roll early.
  • The chains use fixed routes. In code the leap chains aim at numbered scene markers (1, 2, 3 then 7 for NOP; 4, 5, 6 then 8 for NO), not at you, so you can learn the route and stand outside it. The air drop and air shot afterwards aim at you.
  • Dark chant (SP): range up to 10 m, 180 degree cone, 30% chance, 20 s cooldown. If you want to stay Normal, stay out of range or dodge.
  • Fire is her weak resistance in phase 1. Her fire resistance is the lowest resistance she has (73 at journey 1 against 123), which matters for fire-type throwables (see Damage types and resistances).

Rewards#

  • Items: none (DropId and FirstDropId empty).
  • Sanity drop 30094 (not at Normal sanity when she dies): 40% for Anthozoan Bones, 1-2 at journeys 1-2 and 2-3 at journeys 3-4+. This drop id is shared with Rosen Cavalier Patrick.
  • Sanity: killing her restores sanity (SanKill 200).
  • Flags: boss-kill flag 91203; if she died in phase 2, also 91003 and 91103 (the Chapter 5 NPC line, see Maddened Ascetic).

Hidden mechanics#

  • Phase 2 comes from your sanity, not her HP. With SanDamage 100, you lose exactly as much sanity as the percentage of her HP you remove. From 100 sanity, you are Abnormal after 30% of her HP and Lunatic after 50%. At exactly 50% of her HP removed she is at 50% when the change happens, so the heal of Bosses#Boss mode and the phase change adds almost nothing.
  • While the leap chains run she cannot be staggered. Her script sets the Poise and Resilience floors to 1 for the whole of O, NOP, NO and GiantHand (and for the air drop and air shot), so a hit cannot empty them. The floors are removed when the chain ends.
  • She passes through everything during chains. The same moves switch on "move through all" and flying, and the model is hidden at some jump points (for example the final leg of NOP and NO, and the laser), so she can vanish between leaps.
  • After the giant hand she is placed on a fixed arena point. GiantHand ends by setting her position to scene marker 11 (inferred: the arena's centre or her home position).
  • Data quirk: the data types her ice spikes (S1, S2, NH2) and the phase-2 stomp as fire damage even though the report calls them ice.
  • No special weak point, but a fire gap. Her weak-point multipliers are the default 1 (x2 on a weak collider, if her model has one); her real opening is fire. See Jenny of Exilium#Stats.

Sources#

  • Weak-point multipliers: ES_HeroData 20022 (WeakDamageMultiplier / WeakToughnessMultiplier / WeakWeaknessMultiplier = 1 / 1 / 1); applied as (1 + multiplier) in logic/playervalue/animalbase_value.lua:2340-2341, 2646.
  • reports/bosses_and_enemies.md section 4; reports/data/boss_moves.json (hero 20022).
  • ES_StoryMonster story 3 monster 3001 (levels 8/40/65/89, SanDamage 100, SanKill 200, SanDropId 30094, CompleteQuestId "91203;31002;31007", CompleteQuestId2 "91003;91103", BossFinal 1); ES_StoryMonsterProperty story 3 monster 3001 grades 1-2; ES_HeroData 20022.
  • ES_SkillData hero 20022 (flat power, BaseRate, guard break); ES_TrickData 10002-10005; ES_ItemDropData story 3 drop 30094.
  • Locked Poise/Resilience, flying, scene markers, tricks: luascript/logic/player/hero20022.lua:190-250, 405-460, 495-565; gamedata/playerdefine/hero20022_define.lua:40-43.
  • Phase change, heal and kill flow: luascript/logic/player/animalbase.lua:1497-1567; luascript/controller/controllerstorymode.lua:2253-2262, 2868-2884, 3338-3470.
  • Trick formula: luascript/logic/playervalue/animalbase_value.lua:1915-2044 (as documented on Damage formula).
Categories:Bosses