Ambrosia – Full Bestiary Guide

Ambrosia – Full Bestiary Guide 13 - gameplaylists.com
Ambrosia – Full Bestiary Guide 13 - gameplaylists.com
Full stats (HP and Weaknesses) for all of the monsters and bosses within the game.

 
 

Introduction + Tips/Advice

 
First off, the real reason you’re clicking on this guide is at the very bottom (in its own section) of this guide. Next, I will divide up each map into a category it fits into (which you’ll see on your right and at the end of this section) along with each monster and its stats present in that map. Lastly, I will single out important bits about certain unique aspects of both the bosses and the silver chests functions into its own section, as well. 
 
Before moving on to the list of the map areas into their categories, I felt I needed to put some Tips & Tricks out on the table so you’re more aware of them: 
 
Tip #1: Poison damage (whether on Flode or your enemy) takes 10% of max hp each turn. For the bosses that can be poisoned (who will be mentioned in their sections) and the bosses that can poison you, this is highly useful to keep aware of. 
 
Tip #2: Most every regular monster can be blinded and put to sleep, with some bosses being susceptible to being blinded, as well as sometimes being put to sleep. I’ve experimented with most of them, but not all of them so I can’t not say one boss can or can’t be put to sleep/blinded; I just might’ve not tried it. 
 
Tip #3: Some status ailments that Flode can have (Aroused, sensitive, drenched [in c*m], org*sm [in combat]) will negatively affect Flode’s stats. Being drenched lowers your agility (your speed and/or dodge); Being sensitive lowers your defense; and being aroused lowers all of your base stats by a significant amount. Orgasming while in combat will result in a turn of Flode’s being missed, while having even lower stats for that turn duration. 
 
Tip #4: Perhaps the biggest tip/trick/advice that I know to give is: If you’re having difficulty with some battles; you’re already on the easiest difficulty setting within the game (unless you’ve changed it yourself, you madman). Do not be afraid to level-up Flode or get some better gear, spells and accessories. Your Priestess Rank is important in the post game battles! The higher it is, the better spells you have at your disposal. 
 
Tip #5: The ma*sage you can get in Myra is beneficial to you in various ways. The first (cheapest) ma*sage you can get gives an all-day small stat boost, but also an exp boost. The second (middle-option) ma*sage you can get gives an all-day better stat boost, along with the exp boost. The third (more expensive) option gives the same benefits as the 2nd ma*sage, but gives you the H-event along with it. Just to emphasize: The ma*sage boost lasts all day until you go to sleep to the next day. 
 
Tip #6: A small bit of advice about the ‘Fear’ status effect some monsters can inflict. Although it does not affect your magical abilities’ damage or resistance, it does affect your attack and defense. If you’re using a lot of physical melee strikes or receiving a lot of them in the battle, get rid of it! 
 
Tip #7: You remember all those Techniques you could choose to start with when starting your New Game? The primary reason I bring this up is that you can get all of them once you start a NG+. Once you re-unlock Myra as a destination, visit the Fortune Teller’s shop. She will have for sale all 6 of the skills you could choose to start with for 50,000 G each. This becomes very useful for tackling post-game bosses. 
 
Categories: 
 
Primary locations: 
 
*) Strange-Smelling Forest 
*) Coastal Cave 
*) Abandoned Mine 
*) Altoce City / Altoce Temple 
*) Shrine Maiden’s Pilgrimage 
 
Secondary locations: 
 
*) Fear Plains 
*) Leid Mountain 
*) Road to South Cerbes 
*) Old Fortress Nemeos 
 
Late Game locations: 
 
*) Road to Western Cerbes 
*) Underground Alchemy Facility 
 
Post Game locations: 
 
*) Drug Dealer’s Hideout 
*) Forgotten Treasure House 
*) Skilla Archipelago 
*) Paracress’s Divine Land 
 
Silver Chests 
 
Night-time Bosses 
 
True Final Boss 
 
 

Primary Locations

 
============ 
Strange-Smelling Forest 
Difficulty: [1-star] 
====== 
Bush Hunter 
HP: 90 
 
Greedy Petal 
HP: 150 
Weakness: Fire-element magique 
 
Hornet 
HP: 110 
 
Old Tree Giant 
HP: 250 
Weakness: Fire-element magique 
 
Outlaw (Forest) 
HP: 500 
Note: Doesn’t show up until story progresses after First Treasure obtained 
 
Basilisk (Night-time-only Boss) 
HP: 4900 
Drops: Wasp Emblem (100%); Gold Bar 
Notes: Poisons semi-frequently, so having a wearable item to nullify poison is essential 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Mary’s Garden (Boss) 
HP: 1800 
Weakness: Fire-element magique 
Drops (Battle): Fairy Flower Leaf (100%) 
Drops (Chest): Beast Coin ; Forest Staff ; Insecticide 
 
—– 
============ 
Coastal Cave 
Difficulty: [2-star] 
====== 
Cave Fish 
HP: 200 
Weakness: Electric-element magique 
 
Deep Soldier 
HP: 300 
Weakness: Electric-element magique 
 
Sea Jewel 
HP: 270 
Weakness: Electric-element magique 
 
Aqua Drake 
HP: 600 
Weakness: Electric-element magique 
Drops: Water snake core (100%) 
Notes: Appears next to the golden chest you find the Swimsuit within as a 100% guaranteed spawn. 
 
Deep Knight 
HP: 450 
Weakness: Electric-element magique 
 
Kraken (Night-time-only Boss) 
HP: 8000 
Weakness: Electric-element magique 
Drops: Sea Monster Emblem (100%); Pure Mana Water 
Notes: Can poison you semi-regularly 
 
King of the Sea (Boss) 
HP: 2799 
Weakness: Electric-element magique 
Drops (Battle): Squid Ink 
Drops (Chest): Fish Coin ; Purification Ring ; Sorcerer’s Brooch 
Notes: Blinds semi-frequently; either wear something to nullify the blind, or use magic (which isn’t affected by blind) 
 
—– 
============ 
Abandoned Mine 
Difficulty: [3-star] 
====== 
Kobold Trooper 
HP: 420 
 
Kobold Scout 
HP: 400 
 
Yellow Jellian 
HP: 370 
Weakness: Fire 
 
Goblin Soldier 
HP: 550 
 
Goblin Shaman 
HP: 420 
 
Orc Warrior 
HP: 750 
 
Demi-Orc Hero (Night-time-only Boss) 
HP: 9999 
Drops: Warrior Emblem (100%) 
Notes: Can be poisoned, can be put to sleep, can be blinded. 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Orc Chief (Boss) 
HP: 4800 
Drops (Battle): Fighting Spirit Ruby (Not 100%) 
Drops (Chest): King’s Coin ; Warrior Insignia ; Earth Spirit Ring 
Notes: Can poison you. Able to be poisoned; able to be put to sleep 
Notes: Has one Orc Warrior and one Goblin Soldier accompanying him 
 
—– 
============ 
Altoce City 
Difficulty: [5-star] 
====== 
Remnant Dealer’s Guards 
HP: 1300 
Notes: Can be put to sleep; can be poisoned 
 
Underground Village Crook 
HP: 950 
 
—– 
============ 
Altoce Temple 
Difficulty: [5-star] 
====== 
Miasmatic Spirit 
HP: 720 
Weakness: Holy-element magique 
 
Geist 
HP: 750 
Weakness: Holy-element magique 
 
Zombie 
HP: 900 
Weakness: Holy-element magique 
 
Purple Jellian 
HP: 699 
Weakness: Fire-element magique 
 
Cursed Coin 
HP: 700 
 
Fury 
HP: 800 
Weakness: Holy-element magique 
 
High Priest 
HP: 850 
Weakness: Holy-element magique 
 
Grim Reaper (Night-time-only Boss) 
HP: 13333 
Weakness: Holy-element magique 
Drops: Harvest Emblem (100%) ; Pure Mana Water 
Notes: You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Grand Master (Boss) 
HP: 9500 
Weakness: Holy-element magique 
Drops (Battle): Religious Text (100%) ; Magi’s Soul ; Sanctuary Khakkhara 
Drops (Chests): Skeleton Coin ; Miasmatic Spirit Ring 
Notes: Can blind you. 
 
—– 
============ 
Shrine Maiden’s Pilgrimage 
Difficulty: [6-star] 
====== 
Miasmatic Element 
HP: 950 
Weakness: Holy-element magique 
 
Evil Eye 
HP: 1190 
Weakness: Ice-element magique 
 
Succubus 
HP: 950 
Weakness: Holy-element magique 
 
Living Loom 
HP: 1300 
Weakness: Fire-element magique 
 
Red Jellian 
HP: 1000 
Weakness: Fire-element magique 
 
Outer God (Night-time-only Boss) 
HP: 20000 
Weakness: Qliphoth Sign (Melee-only when equipped) 
Drops: Spiritual Emblem (100%) 
Notes: You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Noir’s Avatar (Boss) 
HP: 14000 
Weakness: Holy-element magique 
Drops (Battle): Fruit of Pa*sion (100%) ; Gold Bar 
Drops (Chest): Phantasmagoric Coin ; Spiritual Fabric ; Divine Ore ; Miasmatic Spirit Ring 
Notes: Can inflict ‘aroused’ status. 
 
 

Secondary Locations

 
============ 
Fear Plains 
Difficulty: [4-star] 
====== 
Green Jellian 
HP: 600 
Weakness: Fire-element magique 
 
Barghest 
HP: 600 
Weakness: Ice-element magique 
 
Harpy (Plains): 
HP: 580 
Weakness: Fire-element magique 
 
Beryl Horn 
HP: 3200 
 
Nuxy (Night-time-only Boss) 
HP: 50000 
Drops: Giant Beast Emblem (100%) ; Nuxy Meat 
Notes: Permanently regains 250 HP every turn. 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
—– 
============ 
Leid Mountain 
Difficulty: [4-star] 
====== 
Glider Boa 
HP: 550 
Weakness: Ice-element magique 
 
Minor Wyvern 
HP: 700 
Weakness: Ice-element magique 
 
Harpy (Mountain): 
HP: 580 
Weakness: Fire-element magique 
— 
Magma Fish 
HP: 580 
Weakness: Ice-element magique 
 
Rock Eater 
HP: 600 
Weakness: Ice-element magique 
 
Lava Crab 
HP: 900 
Weakness: Ice-element magique ; Physical-attacks when “Heat Shell” is active 
 
Leidran the Spirit Eater (Night-time-only Boss) 
HP: 50000 
Drops: Demon Dragon Emblem (100%) ; Dragon Blood 
Notes: Highly resistant to all 3 offensive element-magique spells (Holy isn’t affected) 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
—– 
============ 
Road to South Cerbes 
Difficulty: [4-star] 
====== 
Green Jellian 
HP: 600 
Weakness: Fire-element magique 
 
Misty Bandits Member (S. Cerbes Road) 
HP: 620 
Notes: Will disappear once Misty Bandits Leader is arrested and turned in to the Guards. 
 
—– 
============ 
Old Fortress Nemeos 
Difficulty: [5-star] 
====== 
Misty Bandits Adventurer 
HP: 600 
 
Misty Bandits Member 
HP: 620 
 
Misty Bandits Former Guard 
HP: 650 
 
Misty Bandits Fallen Caster 
HP: 550 
 
Misty Bandits Corrupt Knight 
HP: 650 
Drops: (?) Royal Knight Insignia 
 
Misty Bandits Martial Artist 
HP: 800 
 
Misty Bandits Leader (one-time-Boss) 
HP: 4500 
Notes: After defeating this boss, all Bandits will disappear from South Cerbes Road as encounters. 
 
 

Late Game Locations

 
============ 
Road to Western Cerbes 
Difficulty: [7-star] 
====== 
Green Jellian 
HP: 600 
Weakness: Fire-element magique 
 
Eriel 
HP: 1400 
 
Outlaw (W. Cerbes Road) 
HP: 1000 
 
Samluke 
HP: 3500 
 
—– 
============ 
Underground Alchemy Facility 
Difficulty: [8-star] 
====== 
Alchemic Golem Mk.2 
HP: 1920 
Weakness: Electric-element magique 
 
Alchemic Golem Mk.1 
HP: 1350 
Weakness: Electric-element magique 
 
Alchemic Golem Mk.3 
HP: 1620 
Weakness: Electric-element magique 
 
Metal Jellian 
HP: 200 
Weakness: Highly-resistant to magic; physical resistance not as high (not cla*sed as a ‘weakness’) 
Notes: Can run away if you don’t kill it fast enough. 
 
Prototype Golem 
HP: 3400 
 
Chimera (Night-time-only Boss) 
HP: 25000 
Weakness: Electric-element magique 
Drops: Demon Beast Emblem (100%) ; Pure Mana Water 
Notes: Attacks twice each turn. 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Paracress (one-time-story-boss) 
HP: 25000 
Note: After every cast of its special move “Ground Zero”, it will then cast miasma to lower your stats; you can negate it with the use of the Rank 5 ability <Rainbow Protection> the move after Ground Zero. 
Note(2): Once it gets low-HP, it will add-in a 2000-hp heal into its rotation of its possible actions. 
 
 

Post Game Locations

 
============ 
Drug Dealer’s Hideout {Post-game} 
Difficulty: [5-star] 
 
Unlocked: NPC Quest, next to Fortune Teller in Myra. 
Additional Requirement: Need to have beaten the Misty Bandits’ Leader and handed him over to the Guards before this NPC shows up. 
====== 
Drug Dealer’s Guard (Hideout) 
HP: 1300 
 
Remnant Dealer (one-time-boss) 
HP: 500 
Notes: Has 2 Drug Dealer’s Guards with him during his battle. 
 
Additional Note: In case you missed the event/Bad End before, you can lose to any of the guards in this location to unlock the “lose to the Remnant Dealer’s Guards” Bad End/H-event. 
—– 
 
============ 
Forgotten Treasure House {Post-game} 
Difficulty: [9-star] <Self-evaluated> 
 
How to get here: 
Ambrosia - Full Bestiary Guide 
 
No other requirement is needed besides reaching the Post Game. 
====== 
Mimic 
HP: 3500 
Weakness: Fire-element magique 
 
Revenant 
HP: 2800 
Weakness: Holy-element magique 
Notes: Can poison you 
 
Gold Jellian 
HP: 8000 
Weakness: non-elemental magique (Synthetic Buster/Shark Bringer/Spirit Destruction) 
Notes: Can run away! 
Notes(2): Highly resistant to all elemental-magique; high agility/dodge-chance 
 
Trap Jar 
HP: 3200 
Weakness: Electric-element magique 
Notes: Can put you to sleep 
 
Living Armor 
HP: 4000 
Weakness: Electric-element magique 
 
Draco Alrem (Secret boss, located at <FTH – Guardian Space>) 
HP: 20000 
Weakness: None (Normal damage from electric and non-elemental magique) 
Notes: Resists holy, fire, ice magique; has high defense & resistance 
Notes(2): Has a heal towards the later-half of his HP (Once he does Overload) 
 
Mimic Sentry (one-time-boss) 
HP: 30000 
Weakness: Fire-element magique 
Drops: Mimic Soul (100%) 
Notes: Casts ‘Random Box’ often which has a random effect on Flode; postives, negatives, and ‘nothing happening’ are all within range 
 
—– 
============ 
Skilla Archipelago {Post-game} 
Difficulty: [10-star] 
====== 
Storm Shark 
HP: 2800 
Weakness: Electric-element magique ; Chainsaw Charm (when equipped [melee-attacks only]) 
Notes: Can be insta-killed with Chainsaw Charm melee-attacks 
 
Ice Shark 
HP: 3200 
Weakness: Fire-element magique ; Chainsaw Charm (when equipped [melee-attacks only]) 
Notes: May sometimes become a regular Storm Shark (when hit by their elemental weakness?) 
Notes(2): Can be insta-killed with Chainsaw Charm melee-attacks 
 
Fire Shark 
HP: 3200 
Weakness: Ice-element magique ; Chainsaw Charm (when equipped [melee-attacks only]) 
Notes: May sometimes become a regular Storm Shark (when hit by their elemental weakness?) 
Notes(2): Can be insta-killed with Chainsaw Charm melee-attacks 
 
Topaz Shark 
HP: 3900 
Weakness: Electric-element magique ; Chainsaw Charm (when equipped [melee-attacks only]) 
Notes: Can be insta-killed with Chainsaw Charm melee-attacks 
 
Gigalodon (once-a-day shark boss) 
HP: 42000 
Weakness: Electric-element magique ; Chainsaw Charm (when equipped [melee-attacks only]) 
Drops: Shark Heart (100%) ; Shark (100%) 
 
Storm Dragon Typhon (one-time-story-boss) 
HP: 65000 
Weakness: Electric-element magique 
Drops: Storm Dragon Scale (100%) 
Notes: Will cast ‘Overload’ when it reaches near the last ~10-15k of its’ health 
 
—– 
============ 
Paracress’s Divine Land {Post-game} 
Difficulty: [13-star] <Self-evaluated> 
====== 
Root of Paracress (in all areas) 
HP: 8000 
Weakness: Fire-element magique 
 
Larva 
HP: 4200 
Weakness: Holy-element magique 
 
Stray Jellian 
HP: 4000 
Weakness: Fire-element magique 
 
— 
Epidemia 
HP: 2900 
 
Tiny Legion 
HP: 3000 
 
Alraune 
HP: 4800 
Weakness: Fire-element magique 
 
Diva (Ethereal Forest Boss) 
HP: 45000 
Weakness: Insecticide (Melee-attacks only when equipped) 
Notes: Poisons you extremely regularly; Fears semi-regularly; has 2 Tiny Legions accompanying it, which it can revive 0-2 turns after any die 
Notes(2): Can put the tiny legions to sleep 
— 
Orihalcon Crab 
HP: 5300 
Weakness: Lightning-element magique 
 
Alchemic Shark 
HP: 4000 
Weakness: Lightning-element magique 
 
Charybdis (Holy Spring Cave Boss) 
HP: 40000 
Weakness: Lightning-element magique 
Notes: Auto-heals 800 HP each turn 
— 
Adamas Horn 
HP: 6800 
Weakness: Ice-element magique 
 
Highlander Orc (Godly Mine Roadway Boss) 
HP: 50000 
Notes: Can be poisoned! 
— 
Alchemic Golem F 
HP: 5000 
Weakness: Electric-element magique 
Notes: Attacks twice each turn 
 
Chronos (Vacant Temple Boss) 
HP: 52000 
Weakness: Holy-element magique ; Qliphoth Sign (Melee-only when equipped) 
— 
The Faceless (Top Floor, Secret Boss) 
HP: 65000 
Weakness: Qliphoth Sign (Melee-only when equipped) 
— 
Paracress Antithesis (one-time-story-boss) 
HP: 120000 
Weakness: Reverse Nemesis (unlockable spell) ; Qliphoth Sign (Melee-only when equipped) 
Notes: Highly recommended to be at Level 90-99, highest level staff, gear and accessories and Rank 9 Priestess rank. Recommended to battle in NG+, unlocking all of the skills from the Fortune Teller 
Notes(2): Has 3 phases. Initial phase starting out; Second phase when it bathes itself with holy energy; Third phase when it upgrades its heal from 3k to 5k, and adds Miasmatic Flare as an attack it can use. 
—– 
 
 

Silver Chests

 
This deserves its own section simply because of its mechanic (that is also shared with the harvesting mechanic). 
 
Silver chestOPENINGSare randomized loot each time; same thing withharvestingat most any one harvest spot. 
 
What this means is that if you need an item (which I have mostly listed in their corresponding boss earlier in the guide) from a specific chest but don’t want to spend in-game days to get it, you can save-scum for the item. 
 

  • Step 1: Beat the boss 
  • Step 2: Save before opening the Silver Chest 
  • Step 3: Open chest, check rewards 
  • Step 4: If rewards are not what you wanted from the chest, quit to title and reload save. 
  • Step 5: Repeat until you get what you wanted.

 
Please note, this also works for almost any harvesting location. Although some locations generally only have a predetermined “roll” for the type of harvest you get, there are some that have multiple types that you can get. 
For instance in the Sweet-Smelling Forest, you might go through all of the harvesting marks and only get 1 rubian fruit. You could reload a save before harvesting the Forest, and go through it once more but this time get 5 rubian fruits instead. 
 
===== 
A useful Technique you get at some point Post Game status is called “Collector” and it’s super useful for harvesting. I’m unsure of the exact requirements to obtain it, though my guess is it involves harvesting a certain amount of times, or unlocking and harvesting from all harvest spots in a day. 
The main draw of this technique is that you get DOUBLE (and sometimes triple depending on harvesting location) the harvesting loot from each spot every time
 
[If someone is able to narrow down the requirements for this and inform me of it, I’ll add it to the guide.] 
 
 

Night-Time Bosses

 
This deserves its own section because 1st) they have to be found at night and 2nd) They have a difficulty curve. Which is all I needed in order to make it into its own section! So in here, I will order the bosses by difficulty (NOT BY LOCATION); and I will also provide pictures to pinpoint their locations. 
 
One other thing to note: You CAN surprise all but one night-time bosses by initiating the battle on their right-side tile so you have an extra turn in the beginning. 
 
======= 
 
Basilisk (Forest) 
HP: 4900 
Drops: Wasp Emblem (100%); Gold Bar 
Notes: Poisons semi-frequently, so having a wearable item to nullify poison is essential 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Ambrosia - Full Bestiary Guide 
 
======= 
 
Kraken (Coastal Cave) 
HP: 8000 
Weakness: Electric-element magique 
Drops: Sea Monster Emblem (100%); Pure Mana Water 
Notes: Can poison you semi-regularly 
 
Ambrosia - Full Bestiary Guide 
 
Ambrosia - Full Bestiary Guide 
 
======= 
 
Demi-Orc Hero (Abandoned Mine) 
HP: 9999 
Drops: Warrior Emblem (100%) 
Notes: Can be poisoned, can be put to sleep, can be blinded. 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Ambrosia - Full Bestiary Guide 
 
Ambrosia - Full Bestiary Guide 
 
======= 
 
Grim Reaper (Temple) 
HP: 13333 
Weakness: Holy-element magique 
Drops: Harvest Emblem (100%) ; Pure Mana Water 
Notes: You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Ambrosia - Full Bestiary Guide 
 
======= 
 
Outer God (Pilgrimage) 
HP: 20000 
Weakness: Qliphoth Sign (Melee-only when equipped) 
Drops: Spiritual Emblem (100%) 
Notes: You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Ambrosia - Full Bestiary Guide 
 
======= 
 
Chimera (Alchemy Facility) 
HP: 25000 
Weakness: Electric-element magique 
Drops: Demon Beast Emblem (100%) ; Pure Mana Water 
Notes: Attacks twice each turn. 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Ambrosia - Full Bestiary Guide 
 
======= 
 
Leidran the Spirit Eater (Leid Mountain/Cave) 
HP: 50000 
Drops: Demon Dragon Emblem (100%) ; Dragon Blood 
Notes: Highly resistant to all 3 offensive element-magique spells (Holy isn’t affected) 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Ambrosia - Full Bestiary Guide 
 
======= 
 
Nuxy (Fear Plains) 
HP: 50000 
Drops: Giant Beast Emblem (100%) ; Nuxy Meat 
Notes: Permanently regains 250 HP every turn. 
Notes(2): You can gain an upper-hand on the fight by approaching it on the right side to initiate the fight, to get a free turn 
 
Ambrosia - Full Bestiary Guide 
 
======= 
======= 
 
I could have easily switched Leidran and Nuxy but I personally struggled with Nuxy more because of the pa*sive healing from Nuxy was obnoxious. 
 
 

True Final Boss

 
First off, the stats of the True Final Boss: 
Name: Paracress Antithesis 
HP: 120000 
Weakness: Reverse Nemesis (unlockable spell) ; Qliphoth Sign (Melee-only when equipped) 
 
If you are seriously attempting to battle this boss (on any difficulty), it is highly recommended to be at least level 90-99, highest level staff you have (Shark Staff is best, Paracelsus Staff second best), best gear and accessories you can use (more on that later) and Rank 9 Priestess rank for the best possible skills to use. It’s entirely possible to beat this boss on a fresh NG playthrough, but it’s 100% recommended to battle in NG+, after unlocking all of the skills from the Fortune Teller (which all give good pa*sive effects useful in this battle). 
 
So first off, I’ll detail the best possible gear/accessories to have, followed by the next best; and if you can’t afford those, a final option will be presented though isn’t entirely recommended/guaranteed to let you win. 

  • Weapon: Shark Staff > Alchemic Staff: Paracelsus > Alchemic Staff: Aurora 
  • Body: Priestess Dress > Magique Uniform 
  • Head: Eden’s Flower Crown > Saint’s Ribbon 
  • Feet: Astral Boots > Silver Wings 
  • Accessory (1): Omnipotent Brand > Demi-god Soul > Eternal Coin > E. Master Ring 
  • Accessory (2): Forest Charm (for MP regen) > Qlipoth Sign > Destruction God Insignia 
  • Special: Nox’s Protection > Holy Woman’s Necklace

 
After the gear optimization, next is spells. Depending on the weapon and gear you’re using, your spell usage will also change drastically. If you have the Shark Staff or the Alchemic Staff: Paracelsus, you likely will not use any other offensive spell besides those primarily. The only concern comes from how you’re going to recover MP; either through item recoveries, or through an accessory that pa*sive regens. 

  • Shark Staff’s Shark Bringer brings good consistent damage each turn, normally out-damaging the heal Antithesis can do. 
  • Alchemic Staff: Paracelsus’ Spirit Destruction, paired with E. Master Ring‘s high-level magic works well. Ma*sive MP consumption. 
  • Reverse Nemesis is a must-have for Phase 2 and beyond in this battle, and everyone can obtain it by beating the secret boss (looting the chest behind it) in the Forgotten Treasure House. It simply nullifies the Holy Energy buff Antithesis applies to himself while also doing some weakness-typed damage to him. 
  • Senescence debuffs Antithesis considerably well, allowing you to reduce the amount of physical and magical damage you receive whenever it’s applied (although managing to keep it active is tough sometimes when you’re being hit by a streak of bad luck). 
  • Drop of Leight is the best possible heal you can use (besides item heals if you want to save MP and have an abundance of HP-healing items). 
  • Rainbow Protection is the best counter to the debuffs that Antithesis casts on you. If you’re hit with the debuff from Qliphoth Elixir, simply using it will erase the debuffs and protects you from further ones until they run out. One thing to take note on, if you’ve been hit with Qliphoth Elixir to always heal first before using Rainbow Protection in-case Antithesis charges up for Nemesis immediately after. You can survive if you have full HP + defending even with lowered stats; the same can’t be said if you’re defending with low HP but full stats.

 
Lastly, item usages. For these, I’ll simply name off the best recovery items to prioritize over others in the same category, then some additional items to consider using in Phase 2-3 (or 3 only if limited supplies). 

  • For HP recovery: Complete Recovery ; Life Essence ; Nectar ; Sweet Syrup 
  • For MP recovery: Nectar ; Sweet Syrup ; Spiritual Water ; Pure Mana Water 
  • For additional buffs: Dragon’s Blood, Soul Powder, Heat Potion

Dragon’s Blood is the best item to save until the last phase of the battle, where you’re more likely to need to out-damage Antithesis through his 5000 HP heals. Next best is Soul Powder, which has a pa*sive MP regeneration throughout its use along with a ma*sive buff to your magical attacks. 
 
——- 
 
Now to the meat of the matter: how this boss functions + how to combat it. 
 
Paracress Antithesis has 3 ‘phases’ or ‘stages’ it can effectively be categorized into. 
 
Phase 1: Its initial stage it starts the battle with. This is generally the warm-up for both of you to feel each other’s attacks, see the damage each of you can dish out, and generally is the most important step of this battle. If you notice you’re not doing good damage, or you’re taking too much damage already, you’re not ready enough to battle this boss without some serious headaches and a lucky streak. 
 
Phase 2: This phase starts when Paracress Antithesis starts ‘bathing itself with holy energy’ as a visible buff (and not the attack). What this buff means is: Antithesis does double the amount of damage for everything. If you were having trouble in Phase 1, Phase 2 isn’t going to be easier unless you have Reverse Nemesis. But if you do, simply use the spell whenever Antithesis buffs itself to remove it, and continue on in Phase 2 as you were in Phase 1. Simply watch out for its HP-halving attack (which ma*sively debuffs you, too), and its 3000 HP heals. Other than that, Phase 2 is no different than Phase 1. 
 
Phase 3: Continuing onwards in the long battle, Antithesis will eventually enter Phase 3, where instead of a 3000 HP heal; it becomes a 5000 HP heal. Along with that change, it also has a Miasmatic Flare attack it will use. Besides those 2 changes, the fight remains the same. Simply remove the holy energy buff whenever possible to make the fight easier, and keep your health up. 
 
The different possible attacks Paracress Antithesis can do: 

  • Tentacle arms (x2 physical attack) 
  • Eclipse (single medium-damage magical attack) 
  • Qliphoth Elixir (Miasmatic-typed(?) attack that halves your current HP and debuffs your stats significantly) 
  • Miasmatic Flare (single high-damage magical attack) 
  • Nemesis [After a 1-turn warm-up message of collecting ma*sive amounts of holy energy] (x3 magical attacks) 
  • 3000 (5000) HP self-heal [Although technically not an attack, needs to be listed here]

 
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Below is the stat-page and build I used in the video at the bottom of this section. 
Please note: These stats should not be used as a baseline to what you’ll need to beat Antithesis on the default (Story) difficulty. This is just natural character progression through 3 play-throughs as a NG++ save file. 
 
Ambrosia - Full Bestiary Guide 
 

 
As seen in the video, Antithesis on Very Hard does whatever whenever so it’s not the best guideline to what I’ve mentioned earlier. It does show how the fight can progress and what you can do to win. 
 
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I’d be happy to know if this guide or video helped; and if you have any corrections/tips to help make this guide better, let me know that as well. 
 

Written by DaKatGod

This is all that we can say about Ambrosia – Full Bestiary Guide for now. I hope this post helped you. If there is anything that we should add, please let us know via comment below. See you soon!
 
 


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