The Peaceful Mage of Purity is the sixth trial of the Chamber of Arms in Final Fantasy Brave Exvius. Players face Vindemiatrix, the Boss of the Virgo constellation to earn the Assassin's Dagger. This trial has no official difficulty estimation.
|Elemental Resistance||Light +300%|
|Status Ailment Resistance||Immune to all.|
|Others||Vulnerable to ATK/DEF/MAG/SPR debuffs. Immune to Charm.|
As is the norm of the Chamber of Arms, Vindemiatrix is faces in multiple phases, each one with a different strategy. Vindemiatrix is unique, however, being the first Boss to have HP threshold hardlocks before a phase changes, having many such hardlocks of 10% during the first phase. They do, nonetheless, come with a slight change in behaviour (these will be symbolized in her sprite as the people surrounding her become gravestones one by one).
Phase 1 (100% - 50%)Edit
During this phase, Vindemiatrix uses these abilities:
- Gravestone Refusal: Mitigate physical damage taken (100%) to self for 1 turn. Cannot be dispelled.
- Mourning Refusal: Mitigate magic damage taken (100%) to self for 1 turn. Cannot be dispelled.
- Ecstatic Gloom: Increase fire, ice, lightning, water resistance (300%) to self for 1 turn. Cannot be dispelled.
- Strength of Rage: Increase ATK (20%) and Mitigate physical damage taken (100%) to self for 1 turn. Cannot be dispelled.
- Killer Intent: Increase MAG (20%) and Mitigate physical damage taken (100%) to self for 1 turn. Cannot be dispelled.
- Confession: Fixed damage (0.15x) as MP drain (15%) to all unit.
- With My People: Magic damage (21x) and reduce ATK/DEF/MAG/SPR (50%) for 3 turns to all enemies, also inflict Sleep (100%) on all units.
- Cradle of Souls: Reduce ATK/DEF/MAG/SPR (50%) for 3 turns to all units and inflict Sleep (100%) on all units.
- Spell of Refusal: Magic damage (5x) to one unit.
- Tears of Grief: Magic damage (5x) to all units.
Vindemiatrix starts the battle with a preemptive strike using Gravestone Refusal, Cradle of Souls and ends her turn.
Every turn she will use Spell of Refusal twice per turn (a third one used below 70% HP). Every 4 turns starting from turn 3 (3, 7, 11, etc.) she will use Confession to Drain the party's MP. Every 3 turns starting from turn 2, she will use Tears of Grief for Magic Damage to all units. Remaining actions are normal attacks.
Depending on her HP, Vindemiatrix starts her turn with a distinct ability which determines the strategy to employ until reaching the next HP threshold:
100-90%: Gravestone Refusal for immunity to Physical Attacks. 90%-80%: Mourning Refusal for immunity to Magic Attacks. 80%-70%: Ecstatic Gloom to greatly increase resistance to Fire, Ice, Lightning and Water elements (no Physical or Magic immunities). 70%-60%: Strength of Rage for immunity to Physical Attacks and self ATK buff. 60%-50%: Killer Intent for immunity to Magic Attacks and self MAG buff.
She also has accordingly several HP threshold attacks during this phase:
90%: Mourning Refusal, Tears of Grief twice and ends turn. 80%: Ecstatic Gloom, Tears of Grief twice and ends turn. 70%: Strength of Rage, With My People and ends turn. 60%: Killer Intent, With My People and ends turn.
Phase 2 (50% - 0%)Edit
This phase is actually more straightforward, focusing much less on trickery and more on higher damager, making it actually easier than the previous phase. Vindemiatrix will now use these abilities instead:
- Scream of Despair: Magic attack with Fixed 99% HP damage to all units.
- Life Snatch Embrace: Instant KO (100%) to one unit.
- Breath of Regret: Wind Magic Damage (15x) and reduce wind resistance (100%) for 5 turns to all units.
- Blessed Burial: Physical damage (2x) to all units. This attack cannot be evaded.
- Shackles of Despair: Remove all buffs and debuffs from all units, then inflict paralyze (100%) to all units.
- Loitering Dead: Physical damage (6x) to one unit.
Every 3 turns following from turn 2 sequence (2, 5, 8, 11, etc.) she will use Life Snatch Embrace. Every 2 turns following from turn 1 sequence (1, 3, 5, 7, etc) she uses Breath of Regret. Below 40% HP she uses Loitering Dead every turn and below 20% HP will use Breath of Regret every turn. Remaining attacks are normal attacks but have a 15% chance of being Loitering Dead instead.
There are fewer thresholds attacks used in this phase including the phase transition, they are as follows:
50%: Shackles of Despair, Scream of Despair, Life Snatch Embrace (to highest SPR unit) and ends turn. 40%: Breath of Regret twice and ends turn. 20%: Blessed Burial, Scream of Despair, Shackles of Despair and ends turn.
There are no damage immunities or additional elemental resistances associated during this phase.
Vindemiatrix is relatively complex, although the bulk of the trickery lies in the first phase where multiple measures are required, while the second phase is purely a damage race and endurance test.
Vindemiatrix starts the battle with a physical immunity, which is later changed with a magic immunity, later a Fire, Ice, Lightning and Water immunity and then reassumes to physical immunity and later magic immunity.
As such the player will need both physical damage units and magic damage units. Since she will become immune to Fire, Ice, Lightning, Water and Light damage, capitalizing in Wind, Earth, Dark or non-elemental damage is the preferred way, although using elements is better due to propelling chains and boosting damage through elemental debuffs. The usual chainers like Orlandeau, Veritas of the Dark, Agrias, Raegen, Fryevia, Aileen, Camille, etc. are effective for physical damage, while Barbariccia, Lexa, Dark Fina/Seabreeze Dark Fina (at 7★), Pure Summoner Rydia are great for Magic Damage (Tornado+Aeroja combo or double Tornado chains, being an effective way to deal magic damage and bypasses her resistances).
Vindemiatrix preferred method of damage is Magic Damage, so a Magic Cover Tank is the best method of protection. Mystea and Shylt can do the job properly but will need a 200% Wind Resistance for the 2nd phase. The first phase has non-elemental damage so their endurance will be more thoroughly challenged, so boosting their HP and SPR as high as possible is also suggested, with continuous Reraise casts as an additional measure. For security, Awakened Rain and Chow (if pulled when available) will be significantly more sturdy, although may still be felled by With My People so Reraise is still suggested. A Provoke Tank to take normal attacks and later the stronger physical attacks on phase 2 is also recommended. Awakened Rain can do this as he can be a Magic Tank and Provoke Tank, although it may cause problem during the first turn or whenever he is KO'd. Otherwise the usual, Veritas of the Earth, Warrior of Light or Wilhelm are all solid choices: the first one has Stat Debuff prevention, the second one can debuff Vindemiatrix's stats, and Wilhelm is incredibly tough at 7★.
Vindemiatrix can be debuffed in every stat which should be exploited as her damage output can be quite high without ATK/MAG debuffs (even more so when she buffs herself), furthermore being able to debuff her DEF/SPR makes crossing thresholds much faster, which has the added benefit of skipping some annoying attacks like Confession as it drains the party's MP, if this cannot be reached in time an MP restoring unit will be needed. Debuffs of at least 45% will suffice, preferably covering at least two stats at once (like ATK and MAG).
Status ailment resistance is also encouraged as Vindemiatrix will inflict Sleep and Paralysis during each phase respectively, and being able to pass through each threshold a turn will greatly simplify the battle. The second phase starts tricky as a result of Vindemiatrix dispelling the party and following with an instant KO attack which will basically render Reraise null, however, if a provoke tank has innate chance to be targeted, it can take the hit and survive provided it has instant KO immunity. From there onwards, the player should aim to defeat her quickly as she sets up no more defenses and mostly tries to overwhelm the player with higher damage.