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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 id9078 (ES_StoryMonster, story 9, area 5); BossFinal = 1
ModelHero 20053 (body radius 0.9; flagged as a Sendril target)
Attribute points10 across the board
Poise / Resilience70 (regen 10) / 160 (regen 30); Stamina 80
Crit resistance600: the crit bonus against him is multiplied by 0.6
Weak pointsES_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 costSanDamage 130
AchievementThe Hero Who Went Astray (id 40001)

Phases#

  1. Phase 1 (grade 1). Sword combos, tail swipes, a backward slash, the blood-sword attacks S, SP and NHO and a chant OP. Moves marked P1 are used only now.
  2. 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.
  3. Berserk. At 20% Health or lower (SkillNO2HpPer = 0.2 in the AI) he starts NO2 and becomes rampaging. The data tags his moves with a style number in SkillCondition: style 1 is phase 1 (LLL, DPHHH, NLLL); promotion sets every skill to style 2 (hero20053.lua:74-83): HHH2, NS2, NSP2, HPHHHH2 and the fast LLLS1, DPHHHS1, NLLLS1; the berserk NO2 sets style 3 (hero20053.lua:350-362): OO and the fast ...S2 / ...2S combos (NLLLS2, LLLS2, DPHHHS2, HHH2S, NS2S, NSP2S, HPHHHH2S). Moves with no style number (LP, HP1, ND, NDP, S, SP, NHH, NHO, OP, NHP2, NOP2, NO2, NLP and 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.

JourneyLevelStageHealthPhysical attackElemental attackDefenceElemental resist.Pierce resist.
125112,565510412202417835
1252 (Lunatic)12,565610412302417835
250121,3158857252355001,000
2502 (Lunatic)21,3159857253355001,000
370126,7401,1289752525151,030
3702 (Lunatic)26,7401,2289753525151,030
489130,0651,3561,2122585221,045
4892 (Lunatic)30,0651,4561,2123585221,045

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.

MoveWhat it doesPhaseFlat power and effectsAttack mult.AI (range, cone, chance, cooldown)
LLLSword: 3 light hitsP180–90 physx0.8-0.97–9 m · 45° · cd 2s
LPForward swing80 physx0.86–14 m · 45° · 30% · cd 8s
HP1Backward slashP180 physx0.84–9 m · 145° · 65% · cd 5s
DPHHH4 heavy hitsP160–100 physx0.6-15–7 m · 45° · cd 2s
OODraw-sword charged slash (4 parts; last-ditch, when berserk at ≤1.5% HP)P2120–160 phys/fire, guard break 200x1.2-1.6≤20 m · 30° · 60% · cd 30s
NLLLSword: 3 light hits (variant)P180–100 physx0.8-18–9 m · 45° · cd 2s
NDTurning tail swipe80 physx0.8≤7 m · 150° · 50% · cd 7s
NDPTwo tail swipes80 physx0.8≤5.5 m · 120° · 65% · cd 5s
SShoots blood swords (explode after a delay)70 darkx0.75–20 m · 30° · 40% · cd 4s
SPBlood swords all around70 darkx0.78–20 m · 20° · 40% · cd 15s
NHHCloak heavy strikeany70 phys, guard break 200x0.7≤8 m · 45° · 35% · cd 10s
NHOBlood swords fall from above70 darkx0.7
OPChant (buff)buff: Ebbinghaus' Holy Dewx050% · cd 25s
HHH23 heavy hitsP280–100 physx0.8-17–9 m · 45° · cd 2s
NS2Rushing attackP280–100 physx0.8-110–20 m · 45° · 30% · cd 12s
NSP2Rising slashP2120 physx1.210–20 m · 30% · cd 10s
HPHHHH2Hold-heavy 5-hitP270–120 phys, guard break 150x0.7-1.27–9 m · 45° · cd 2s
NHP2Stabs himself (goes berserk)P2100 darkx1≤6 m · 90° · 65% · cd 6s
NOP2Summons blood mistP280 physx0.8≥7 m · 60° · 50% · cd 25s
NO2Goes berserk (at ≤20% HP)P2100 physx1cd 35s
LLLS13 light hits, fast80–90 physx0.8-0.9cd 2s
DPHHHS14 heavy hits, fast70–100 physx0.7-1cd 2s
NLLLS13 light hits (variant), fast80–100 physx0.8-1cd 2s
NLLLS23 light hits (variant), fastP280–100 physx0.8-1cd 2s
LLLS23 light hits, fastP280–90 physx0.8-0.9cd 2s
DPHHHS24 heavy hits, fastP270–100 physx0.7-1cd 2s
HHH2S3 heavy hits, fastP280–100 physx0.8-1cd 2s
NS2SRushing attack, fastP280–100 phys, guard break 150x0.8-1cd 12s
NSP2SRising slash, fastP2120 phys, guard break 150x1.2cd 10s
HPHHHH2SHold-heavy 5-hit, fastP270–120 phys, guard break 150x0.7-1.2cd 2s
NLPEnds berserkP2140 physx1.4≤20 m · 45° · 60% · cd 30s
SkilShootSwordShoots swords from his shoulders70 darkx0.7
skill102Dodgex1cd 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 1Journey 2Journey 3Journey 4
Light combo LLL (strongest hit) (90, physical)54988611051310
Blood swords S (70, dark)358578752918
Rising slash NSP2 (120, physical)852130215941867

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 move NO2; when it triggers, the clamp is lowered to max 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 = 0.015 in the AI, attack20053.lua:246), he performs the four-part charged slash OO. 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 start NO2, the charged slash OO and the berserk ender NLP start, the code sets a minimum of 1 on Poise and Resilience (hero20053.lua:379-386), and the chant and NO2 also trigger a slow-motion time scale. Interrupting these with a heavy hit is not possible. (Derived from the code.)
  • The berserk start buffs him. NO2 gives 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_StatusData 10107, 10108). The chant OP uses 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.
  • OO has 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_StoryMonster row 9078; ES_StoryMonsterProperty rows 745 and 746 (grade 2: +100 Attack, +100 Defence); ES_HeroData 20053; ES_SkillData HeroId 20053; ES_StoryQuest 99103, 99107, 91209, 91009, 91109; ES_Achievement 40001.
  • 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.md section 18 and reports/data/boss_moves.json (hero 20053).
Categories:Bosses