- This page is about the battle against Aelfric the Flamebringer. For the main character page, see Aelfric.
Aelfric the Flamebringer is an enemy in Octopath Traveler 0 and Champions of the Continent. While in Champions of the Continent it is the boss of Chapter VII of the Bestower of All, in Octopath Traveler 0 is an optional fight, and winning is necessary to unlock the alternative path and ending.
Battle[]
- Summon Sacred Flame - Start of battle. Summons the Great Flame to the battlefield.
- Oracle of Protection - First action before and after his first resurrection. Imparts all allies with permanent
Phys. Def. Up and
Elem. Def. Up. - Hammer of Judgement - Deal
damage to a traveler. - Holy Light - Deal
damage to a traveler. - Holy Phosphorescence - Deal
to random traveler 3 time(s). - Celestial Light - Deal
to random traveler 3 time(s). Impart
Light Res. Down for 2 turns. - Blinding Light - Deal
damage to a 2 time(s). - Lux Congerere - Deal
damage to Front 3 time(s). - Ethereal Healing - At 50% HP or less. Impart self with permanent
Vim and Vigor. - Reflective Veil - At 50% HP or less and next action after the effect wears off. Impart self with
Intercept Elem. for 3 turns. Counters with Holy Light. Effect is removed upon break. - Flamebringer's Guidance // Aelfric can take more actions!: At 2 BP. Increases his actions per turn to two for 2 turns. Effect can be removed upon break.
- Aelfric the Flamebringer shines brighter!: After recovering for a break. Imparts self with
Divine Aura for 3 turns.
- Augmenting effects vanish in the Great Flame's light!: Removes non-permanent augmenting effects from the Front.
- The Great Flame revives Aelfric...: When Aelfric is defeated for the first time. Revives Aelfric with his stats enhanced, changes his weaknesses set to




. - The Great Flame revives Aelfric and fades away...: When Aelfric is defeated the second time. Revives Aelfric with his stats further enhanced, changes his weaknesses set to




. Takes up to 100% damage of max HP from Self.
- Great Flame Veil - First action. Impart self with permanent
Phys. Def. Up and
Elem. Def. Up. - Holy Judgement - Deal
damage to single target. - Ray of Light - Deal
damage to single target. - Celestial Light - Deal
to random traveler 3 time(s). Impart
Light Res. Down for 2 turns. - Triple Leg Bash - Deal
damage to Front 3 time(s). Inflict
Speed Down with every attack for 3 turns. - Lux Debilitare - Deal
damage to Front 3 time(s). Inflict
Phys. Atk. Down and
Elem. Atk. Down for 3 turns. - Ethereal Healing - At 50% HP or less. Impart self with permanent
Vim and Vigor. - Reflective Veil - At 50% HP or less and next action after the effect wears off. Impart self with
Intercept Elem. for 3 turns. Counters with Ray of Light. Effect is removed upon break. - Flamebringer's Guidance // Aelfric can take more actions!: At 2 BP. Increases his actions per turn to three for 2 turns. Effect is removed upon break.
- Aelfric the Flamebringer shines brighter: After recovering for a break. Imparts self with
Divine Aura for 3 turns.
- Summon Sacred Flame - Start of battle. Summons the Great Flame to the battlefield.
- Oracle of Protection - First action before and after his first resurrection. Imparts all allies with permanent
Phys. Def. Up and
Elem. Def. Up . - Hammer of Judgement - Deal
damage to single target. - Holy Light - Deal
damage to single target. - Holy Phosphorescence - Deal
to random target 3 time(s). - Luminescense (All) - Deal
damage to Front. - Blinding Light (All) - Deal
damage to Front 2 time(s). - Lux Congerere (All) - Deal
damage to Front 3 time(s). - Ethereal Healing (Single) - At 50% HP or less. Impart self with permanent
Vim and Vigor (The target will gain some HP at the end of their turn). - Reflective Veil - At 50% HP or less and next action after the effect wears off. Impart self with
Intercept Elem. (The target will completely block and counter elemental damage) for 3 turns. Counters with Holy Light. Effect is removed upon break. - Flamebringer's Guidance // Aelfric can take more actions!: At full BP. Increases his actions per turn to two for 2 turns. Effect is removed upon break.
- Aelfric the Flamebringer shines more brightly!: After recovering for a break. Imparts self with
Divine Aura (
Shield Regen,
Phys. Atk. Up and
Elem. Atk. Up) for 3 turns.
- Augmenting effects vanish in the Great Flame's light!: Removes non-permanent augmenting effects from the Front.
- The Great Flame revives Aelfric...: When Aelfric is defeated for the first time. Revives Aelfric and fully restores his HP, change his weaknesses set to




, raising his HP cap to 712,700, his shield points cap to 25 and his Speed cap to 388. - The Great Flame revives Aelfric and fades away...: When Aelfric is defeated the second time. Revives Aelfric with full HP, change his weaknesses set to




, raising his HP cap to 1,045,000, his shield points cap to 28 and his Speed cap to 415. Takes up to 100% damage of max HP from Self.
- Great Flame Veil - First action. Impart self with permanent
Phys. Def. Up and
Elem. Def. Up . - Holy Judgement - Deal
damage to single target. - Ray of Light - Deal
damage to single target. - Raging Luminescence - Deal
damage to random target 3 time(s). Inflict
Light Res. Down with every attack for 3 turns. - Triple Leg Bash - Deal
damage to Front 3 time(s). Inflict
Spd. Down with every attack for 3 turns. - Lux Debilitare (All) - Deal
damage to Front 3 time(s). Inflict
Phys. Atk. Down and
Elem. Atk. Down for 3 turns. - Ethereal Healing (Single) - At 50% HP or less. Impart self with permanent
Vim and Vigor (The target will gain some HP at the end of their turn). - Reflective Veil - At 50% HP or less and next action after the effect wears off. Impart self with
Intercept Elem. (The target will completely block and counter elemental damage) for 3 turns. Counters with Ray of Light. Effect is removed upon break. - Flamebringer's Guidance // Aelfric can take more actions!: At full BP. Increases his actions per turn to three for 2 turns. Effect is removed upon break.
- Aelfric the Flamebringer shines more brightly!: After recovering for a break. Imparts self with
Divine Aura (
Shield Regen,
Phys. Atk. Up and
Elem. Atk. Up) for 3 turns.
