The First Fallen: Handel is the final boss of the DLC story, a duke who attacks with a sword, a cloak, a tail and blood swords that explode after a delay. He has a normal phase 2 when you go Lunatic and a berserk state (also called rampage) near the end of his Health. His second phase has a rule almost nobody notices: he cannot be killed by damage, and his last attack ends the fight. He is one of the Bosses and is fought in the DLC arena Arena15012.
Overview#
| Story monster id | 9078 (ES_StoryMonster, story 9, area 5); BossFinal = 1 |
| Model | Hero 20053 (body radius 0.9; flagged as a Sendril target) |
| Attribute points | 10 across the board |
| Poise / Resilience | 70 (regen 10) / 160 (regen 30); Stamina 80 |
| Crit resistance | 600: the crit bonus against him is multiplied by 0.6 |
| Weak points | ES_HeroData weak-point multipliers 1 / 1 / 1, i.e. x2 damage, Poise and Resilience on a weak collider (the game adds 1 to each multiplier (animalbase_value.lua:2340-2341, 2646)); no bonus Resilience loss on armour break (WeaknessPermilSub = 0). Whether the model has a hittable weak collider is unverified |
| Sanity cost | SanDamage 130 |
| Achievement | The Hero Who Went Astray (id 40001) |
Phases#
- Phase 1 (grade 1). Sword combos, tail swipes, a backward slash, the blood-sword attacks
S,SPandNHOand a chantOP. Moves marked P1 are used only now. - Phase 2 (grade 2, Lunatic). Starts when you are Lunatic and he is still in grade 1 (
controllerstorymode.lua:2252-2262; the standard phase change of Bosses#Boss mode and the phase change, with the Health top-up to at least 50%). The row for grade 2 adds +100 physical Attack and +100 Defence. New moves: three-hit and five-hit heavy combos, a rush, a rising slash, blood mist and the berserk set. The elemental stats do not change. - Berserk. At 20% Health or lower (
SkillNO2HpPer = 0.2in the AI) he startsNO2and becomes rampaging. The data tags his moves with a style number inSkillCondition: style 1 is phase 1 (LLL,DPHHH,NLLL); promotion sets every skill to style 2 (hero20053.lua:74-83):HHH2,NS2,NSP2,HPHHHH2and the fastLLLS1,DPHHHS1,NLLLS1; the berserkNO2sets style 3 (hero20053.lua:350-362):OOand the fast...S2/...2Scombos (NLLLS2,LLLS2,DPHHHS2,HHH2S,NS2S,NSP2S,HPHHHH2S). Moves with no style number (LP,HP1,ND,NDP,S,SP,NHH,NHO,OP,NHP2,NOP2,NO2,NLPand the shoulder swords) work in every state.
Stats#
How the numbers scale#
Stats come from the model's attribute points plus the placement level and the grade rows of ES_StoryMonsterProperty (New Game Plus enemy scaling#What a level does to a stat). Journey 1 is the first playthrough; journeys 2 to 4 are New Game Plus, and later journeys reuse journey 4 (BattleData.GameLoopMax = 4). The values below were calculated with the game's own formula and rounded down.
| Journey | Level | Stage | Health | Physical attack | Elemental attack | Defence | Elemental resist. | Pierce resist. |
|---|---|---|---|---|---|---|---|---|
| 1 | 25 | 1 | 12,565 | 510 | 412 | 202 | 417 | 835 |
| 1 | 25 | 2 (Lunatic) | 12,565 | 610 | 412 | 302 | 417 | 835 |
| 2 | 50 | 1 | 21,315 | 885 | 725 | 235 | 500 | 1,000 |
| 2 | 50 | 2 (Lunatic) | 21,315 | 985 | 725 | 335 | 500 | 1,000 |
| 3 | 70 | 1 | 26,740 | 1,128 | 975 | 252 | 515 | 1,030 |
| 3 | 70 | 2 (Lunatic) | 26,740 | 1,228 | 975 | 352 | 515 | 1,030 |
| 4 | 89 | 1 | 30,065 | 1,356 | 1,212 | 258 | 522 | 1,045 |
| 4 | 89 | 2 (Lunatic) | 30,065 | 1,456 | 1,212 | 358 | 522 | 1,045 |
Only his physical Attack and his Defence move in phase 2. His elemental resistance is 417 to 522 and his Pierce resistance twice that.
Moves#
The "Attack mult." column is each move's BaseRate (x0.6 to x1.6). The Phase column comes from the earlier boss report; the style numbers described under Phases (from ES_SkillData.SkillCondition) are the authoritative gate, so HP1, LP and NHH are not limited to one phase and the S1-suffix fast combos belong to phase 2 rather than phase 1.
| Move | What it does | Phase | Flat power and effects | Attack mult. | AI (range, cone, chance, cooldown) |
|---|---|---|---|---|---|
LLL | Sword: 3 light hits | P1 | 80–90 phys | x0.8-0.9 | 7–9 m · 45° · cd 2s |
LP | Forward swing | 80 phys | x0.8 | 6–14 m · 45° · 30% · cd 8s | |
HP1 | Backward slash | P1 | 80 phys | x0.8 | 4–9 m · 145° · 65% · cd 5s |
DPHHH | 4 heavy hits | P1 | 60–100 phys | x0.6-1 | 5–7 m · 45° · cd 2s |
OO | Draw-sword charged slash (4 parts; last-ditch, when berserk at ≤1.5% HP) | P2 | 120–160 phys/fire, guard break 200 | x1.2-1.6 | ≤20 m · 30° · 60% · cd 30s |
NLLL | Sword: 3 light hits (variant) | P1 | 80–100 phys | x0.8-1 | 8–9 m · 45° · cd 2s |
ND | Turning tail swipe | 80 phys | x0.8 | ≤7 m · 150° · 50% · cd 7s | |
NDP | Two tail swipes | 80 phys | x0.8 | ≤5.5 m · 120° · 65% · cd 5s | |
S | Shoots blood swords (explode after a delay) | 70 dark | x0.7 | 5–20 m · 30° · 40% · cd 4s | |
SP | Blood swords all around | 70 dark | x0.7 | 8–20 m · 20° · 40% · cd 15s | |
NHH | Cloak heavy strike | any | 70 phys, guard break 200 | x0.7 | ≤8 m · 45° · 35% · cd 10s |
NHO | Blood swords fall from above | 70 dark | x0.7 | ||
OP | Chant (buff) | buff: Ebbinghaus' Holy Dew | x0 | 50% · cd 25s | |
HHH2 | 3 heavy hits | P2 | 80–100 phys | x0.8-1 | 7–9 m · 45° · cd 2s |
NS2 | Rushing attack | P2 | 80–100 phys | x0.8-1 | 10–20 m · 45° · 30% · cd 12s |
NSP2 | Rising slash | P2 | 120 phys | x1.2 | 10–20 m · 30% · cd 10s |
HPHHHH2 | Hold-heavy 5-hit | P2 | 70–120 phys, guard break 150 | x0.7-1.2 | 7–9 m · 45° · cd 2s |
NHP2 | Stabs himself (goes berserk) | P2 | 100 dark | x1 | ≤6 m · 90° · 65% · cd 6s |
NOP2 | Summons blood mist | P2 | 80 phys | x0.8 | ≥7 m · 60° · 50% · cd 25s |
NO2 | Goes berserk (at ≤20% HP) | P2 | 100 phys | x1 | cd 35s |
LLLS1 | 3 light hits, fast | 80–90 phys | x0.8-0.9 | cd 2s | |
DPHHHS1 | 4 heavy hits, fast | 70–100 phys | x0.7-1 | cd 2s | |
NLLLS1 | 3 light hits (variant), fast | 80–100 phys | x0.8-1 | cd 2s | |
NLLLS2 | 3 light hits (variant), fast | P2 | 80–100 phys | x0.8-1 | cd 2s |
LLLS2 | 3 light hits, fast | P2 | 80–90 phys | x0.8-0.9 | cd 2s |
DPHHHS2 | 4 heavy hits, fast | P2 | 70–100 phys | x0.7-1 | cd 2s |
HHH2S | 3 heavy hits, fast | P2 | 80–100 phys | x0.8-1 | cd 2s |
NS2S | Rushing attack, fast | P2 | 80–100 phys, guard break 150 | x0.8-1 | cd 12s |
NSP2S | Rising slash, fast | P2 | 120 phys, guard break 150 | x1.2 | cd 10s |
HPHHHH2S | Hold-heavy 5-hit, fast | P2 | 70–120 phys, guard break 150 | x0.7-1.2 | cd 2s |
NLP | Ends berserk | P2 | 140 phys | x1.4 | ≤20 m · 45° · 60% · cd 30s |
SkilShootSword | Shoots swords from his shoulders | 70 dark | x0.7 | ||
skill102 | Dodge | x1 | cd 8s |
Raw strength of three typical hits#
A move's raw strength is attack stat x the move's attack multiplier + the move's flat power, using the stat that matches its damage type; your defence or resistance then reduces it (see Damage formula and Damage types and resistances). The table shows that raw number before your defence is applied.
| Move (flat power, type) | Journey 1 | Journey 2 | Journey 3 | Journey 4 |
|---|---|---|---|---|
| Light combo LLL (strongest hit) (90, physical) | 549 | 886 | 1105 | 1310 |
| Blood swords S (70, dark) | 358 | 578 | 752 | 918 |
| Rising slash NSP2 (120, physical) | 852 | 1302 | 1594 | 1867 |
Drops and rewards#
He has no drop list, no story item and no sanity drop. The kill fires quest 99103 (leave boss mode; achievement The Hero Who Went Astray), 99107 (save), 91209 (boss kill that is not reset) and, when he was killed in phase 2, 91009 and 91109 (the "second phase" markers).
Hidden mechanics#
- His Health is clamped in phase 2. When he is promoted, the game sets a minimum Health of
max x 0.15 - 1(SkillNO2HpPer = 0.15,hero20053.lua:74-85,hero20053_define.lua:56), so no hit can take him below about 15%. At 20% or lower his AI begins the berserk moveNO2; when it triggers, the clamp is lowered tomax x 0.01 - 1(SkillOOHpPer = 0.01,hero20053.lua:348-360). - He ends the fight himself. Once he is rampaging and at 1.5% Health or lower (
SkillOOHpPer = 0.015in the AI,attack20053.lua:246), he performs the four-part charged slashOO. On the fourth part's trigger the code removes the clamp and sets his Health to zero (hero20053.lua:371-374). The way to win phase 2 is therefore to survive that slash. - He cannot be staggered during his big set pieces. While the chant
OP, the berserk startNO2, the charged slashOOand the berserk enderNLPstart, the code sets a minimum of 1 on Poise and Resilience (hero20053.lua:379-386), and the chant andNO2also trigger a slow-motion time scale. Interrupting these with a heavy hit is not possible. (Derived from the code.) - The berserk start buffs him.
NO2gives him status 10108 (physical defence +50% of base, 999 s, so for the rest of the fight; Buffs) and the self-inflicted status 10107 (a damage-over-time status in the Bleed family by its logic type; its damage was not traced) (hero20053.lua:355-361;hero20053_define.lua:53-54;ES_StatusData10107, 10108). The chantOPuses status 10109 (hero20053.lua:260). - Phase 1 has no clamp. If you never go Lunatic, he can be killed normally in phase 1.
- Crit bonus cut to 60%. His crit-resist stat of 600 scales your crit damage bonus by 0.6.
- Sanity cost 130. The Lunatic line is reached after about 38% of his Health (inferred), which is when phase 2 begins.
Strategy#
- Because the clamp prevents a kill, the berserk threshold of 20% is where the fight turns into a survival test: dodge the fast combos and wait for
OO. OOhas the longest reach in the kit (up to 20 m, 30 degree cone, 60% chance, 30 s cooldown) and deals 120 to 160 physical and fire damage with a 200 guard break. Block is not a good plan.- The blood swords (70 dark each) explode after a delay; move after they land, not before.
Sources#
- Tables:
ES_StoryMonsterrow 9078;ES_StoryMonsterPropertyrows 745 and 746 (grade 2: +100 Attack, +100 Defence);ES_HeroData20053;ES_SkillDataHeroId 20053;ES_StoryQuest99103, 99107, 91209, 91009, 91109;ES_Achievement40001. - Code:
hero20053.lua:36-100, 260, 340-375;hero20053_define.lua:56-59;attack20053.lua:245-246, 596-626, 1216-1228;controllerstorymode.lua:2252-2262;animalbase.lua:1497-1567. - Move list:
reports/bosses_and_enemies.mdsection 18 andreports/data/boss_moves.json(hero 20053).