Dungeon in Frigost
Korriander's Lair
The Korriandre is different from several previous Frigost bosses: he doesn't start out invulnerable.
Lv. 180+Medium
Petrified Forest monsters
Overview
Key data
Present monsters
Vitality
AP
MP
Earth
Air
Fire
Water
Neutral
Sporachnee
Damage
5000HP
5AP
4MP
Key resistances
+16%
+49%
+24%
+9%
-45%
Important drops
Fungore
Damage
4600 to 4900HP
12AP
7MP
Key resistances
+14%
-37%
+62%
+25%
+9%
Important drops
Bag of Resin
4 %
Fungore Gill
10 %
Serpula
Damage
4600 to 5000HP
8AP
4MP
Key resistances
+9%
+34%
-55%
+17%
+10%
Important drops
Bag of Resin
4 %
Serpula Flake
10 %
Fistulina
Damage
4600 to 5000HP
12AP
5MP
Key resistances
+14%
+9%
-37%
+51%
+25%
Important drops
Bag of Resin
4 %
Fistulina Volva
10 %
Treecherous
Damage
4900 to 5200HP
12AP
5MP
Key resistances
+68%
+19%
+24%
-41%
+7%
Important drops
Bag of Resin
4 %
Treecherous Bark
10 %
Clump
Damage
5000 to 5500HP
4AP
0MP
Key resistances
-36%
+10%
+16%
+59%
+29%
Important drops
Dungeon boss
Korriander
Control
Summons
Characteristics
8900 to 13000HP
15AP
6MP
Key resistances
+9%
+17%
+15%
+5%
+45%
Important drops
Korriander Eye
5 %
Korriander Foot
10 %
Escudo-trofeo del Cil
100 %
Boss spells
Effect
- Summons a un aliado muerto en combate con 50% de sus HP
No line of sightLancelying onlineModifiable rangeReload: 3 turns
Effect
- 10% of attacker's missing HP (Water damage)
- Damage: 61 to 70 (Water)
- Atrae 3 casilla(s)
- -50 Dodge (1 turn)
Critical
- 13% of attacker's missing HP (Water damage)
- Damage: 71 to 80 (Water)
- Atrae 3 casilla(s)
- -70 Dodge (1 turn)
Requires line of sightLancelying onlineModifiable rangePer turn: 2Per objective: 1
Effect
- Steals 46 to 55 HP (Air) (1 turn)
Critical
- Steals 56 to 65 HP (Air) (1 turn)
Requires line of sightLancelying onlineModifiable rangePer turn: 1
Effect
- Summons: Esporakna (grado 5)
Requires line of sightLancelying onlineModifiable rangeReload: 3 turns
Tactical guide
Strategy
1
Before entering: The Korriandre is different from several previous Frigost bosses: he doesn't start out invulnerable. The real danger here is the glyphs that appear under the characters and the fact that the boss can revive dead monsters.
2
Room 1: The monsters in the area can hit a lot and bother with AP, MP, Heals and uncomfortable statuses. Don't stick too close to your allies if there are enemies that hit in the area.
3
Room 2: Here it's time to play more calmly. Avoid leaving characters locked up or without mobility, because in the boss room moving well will be key.
4
Boss: What is Korriander doing?: From the beginning of combat, your characters enter a state where at the beginning of each turn a deadly glyph appears on the square where they were. If a character starts or ends their turn on that glyph, they die. The Korriandre is vulnerable from the start, draws in line, hits very hard in melee and the less health it has, the more dangerous it becomes. Additionally, it can summon dead monsters, so it is often best to kill it first.
5
How to remove vulnerability: You don't have to remove invulnerability: Korriander is already vulnerable from the start. The important mechanic here is not breaking it, but managing the glyphs. Each turn you must move and avoid ending up on the marked squares.
6
extra: The typical mistake here is running out of MP or moving poorly. The truth is, if the team controls its squares well and kills the Korriandre quickly, the fight becomes much clearer.
Progress
Associated achievements
Korriander's Lair
Defeat Korriander in this boss's dungeon.
Korriander (Mystique)
Defeat Korriander in this boss's dungeon. Characters must not use weapons.
Korriander (Zombie)
Defeat Korriander in this boss's dungeon. Characters must use exactly 1 MP per turn.
Korriander (Duo)
Defeat Korriander in this boss's dungeon with 2 characters maximum in less than 15 turns.
Not To Be Glyphed At
Complete the following achievements:
I Am Legend
Complete the following achievements:
Final Destination
Complete the following achievements: