Home's Lost Atelier (Another Dungeon)/Mechanics/Purgatory

From Another Eden Wiki

This trial requires the player to pick between Wind, Fire, Earth and Water paths. The player must then attempt to defeat the Great Elemental Spirit Boss with the highest damage possible, before the fight ends.

  • Lvl 72 Trial Fight ends in 1 turn.
  • Lvl 80 Trial Fight ends in 3 turns.

On the path to each Great Elemental Spirit there are 3 maps with lesser spirits as well as a sparkle for 25 Deep Scarlet Stones. After fighting 3 encounters on each map, the player will be automatically teleported to the next map, so collect the sparkle first. The player will be allowed a total of 9 encounters before fighting the boss. By killing these lesser elementals, the player can stack up buffs on their team. Lesser spirits will run from the fight if not killed within a certain number of turns. This will often be telegraphed such as "the middle spirit is trying to escape".

  • The Magic Key bought from the Mysterious Bard at the entry of Home's Lost Atelier entry room halves the HP of the lesser spirits and the Boss' first HP bar (equivalent to damage of 15M on Lvl72 Boss or 450M on Lvl80 Boss)

Buffs Stacking Specifics[edit]

  • All of the buffs have a duration of 99 turns or 99 moves.
  • Multiple buffs of the same type stack into one:
    • Buffs/Debuffs stack per each 1 spirit killed: an encounter with 3 mobs gives 15% buff/debuff, total 6 encounters with 3 mobs each gives total of 90% buff/debuff.
  • PWR and INT Buffs bought from the Mysterious Bard from Home's Lost Atelier entry room have separate buff icons and will stack with total PWR/INT buffs from spirits with diminished returns.
  • In the lvl80 trial, encounters with a single mob has a maximum of 2027768 HP and encounters with 3 mobs have a maximum of 937502 HP each.
  • List of buffs on maps:
    • Map 1 only
      • Critical Rate and Magic Critical Rate +100%
      • Physical Critical Damage +45%, 1 spirit
    • Map 2 only
      • Apply Poison, 1 spirit
      • Apply Pain, 1 spirit
    • Map 3 only:
      • Deploy Flash Strike Stance in 1 turn
      • Deploy <Elemental> Stance opposite to Great Spirit Element
      • If both are taken Flash Strike Zone will be the only one active in battle.
    • Each Map:
      • Type damage +5%, 2 Encounters, 3 spirits each
      • <Element> resist -5%, 2 Encounters, 3 spirits each
      • Power +5%, 2 Encounters, 3 spirits each
      • Intelligence +5%, 2 Encounters, 3 spirits each

Boss Shields Specifics[edit]

Each boss has "shields" - additional HP bars

  • lvl80 trial Bosses have 10 shield-HP-bars, 900m each
  • lvl72 trial Bosses have 5 shield-HP-bars, 30m each
  • The Magic Key item taken from Home's Lost Atelier entry room will halve only the first shield-HP-bar (equivalent to damage of 15M on Lvl72 Boss or 450M on Lvl80 Boss).
  • Extra damage from a single hit will not overflow to the next shield-HP bar. Thus multihits can be more useful to prevent loss of damage.

Tips for lvl 80 Boss battles max scores[edit]

  • One of several methods to approach the Boss fights is to try to use 2 50% AF bars, specifically on the 1st and 3rd turns. Running Flash Zone AF in T1 and Zoneless AF in T3 can be helpful. Helpful things to recharge AF bar to 50%:
    • Each EOT attack in Flash Strike Zone recharges AF by 10%.
    • Elemental attack against Weakness outside a zone recharges AF bar by 3.5% per hit. For example, a total of 15 hits (52.5%) against Weak will recharge to 50%. Or 12 Weak hits (42%) and EOT in turn 1 Flash zone (10%). Calculate number of hits needed. Refer to Another Force for details on AF charging.
    • Additional hits from Thunder units with Lunatic - Charge, can recharge AF a lot even without weakness: Victor 10%, Melina (Extra Style) 5-12.5% from 1 attack without Zone.
    • Weakness Hits outside Zone can cause AF to last longer than within Zone. 3x Weak hit in Zoneless replenishes 10.5%, while in Zones any attack replenishes fixed 10% (Flash Zone) or 7.5% (other Zones) regardless of number of hits. A longer AF will generate a higher combo rate, which also gives more damage. The damage boost from Zone may be less useful than the longer AF and higher combo provided by a Zoneless strategy. Find a balance that works for the party.