recursal/Fanatic-Fandom huggingface dataset:
Mega Fluffy Tog

> "*It's so fluffy!*"
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The **Mega Fluffy Tog** is the first challenge on the *Dreamspace2* Challenges board. It appears alongside The AdventureFiend in Myths of Aspenvale.

## Attacks

All of the Mega Fluffy Tog's attacks deal Ebil damage.

1. The Mega Fluffy Tog approaches its target before jumping up and biting it.
	* Attacks for 1 hit of 100% Ebil Melee damage.
2. The Mega Fluffy Tog approaches its target and barks at it.
	* Attacks for 1 hit of 100% Ebil Melee damage.
3. The Mega Fluffy Tog approaches its target before jumping up and biting it multiple times.
	* Attacks for 5 hits of 25% Ebil Melee damage (125% total).
4. The Mega Fluffy Tog fires a laser at its target.
	* Attacks for 3 hits of 100% Ebil Melee damage (300% total).
		+ Inflicts 'Afterburn' for 1 turn, a 100% Fire DoT.
5. The Mega Fluffy Tog approaches its target; its eye flashes purple before it jumps up and bites its target multiple times.
	* Heals itself for 10% of its maximum HP (533).
	* Attacks for 5 hits of 100% Ebil Melee damage (500% total) with +200 Crit.

## Rotation

* While above 75% HP (3996), the Mega Fluffy Tog's attack rotation is 1 -> 2 -> repeat.
* While below 75% HP (3996), the Mega Fluffy Tog's attack rotation is 3 -> 3 -> 4 -> 5 -> repeat.
* When switching rotations, the Mega Fluffy Tog will carry over its place from its previous rotation.
	+ When switching from the <75% to >75% rotation, Attack 4/5 will be replaced by Attack 2.

## Mechanics

* The Mega Fluffy Tog is permanently Deathproof.
* When the Mega Fluffy Tog receives a direct hit, it regenerates some or all of the damage while ignoring Health resistance, depending on its current HP.
	+ >75% HP: regenerates 75% of the hit's damage.
		- *The mega fluffy tog's mega fluffy coat absorbs most of your direct damage!*
	+ <75% HP: regenerates 100% of the hit's damage.
		- *The mega fluffy tog's mega fluffy coat absorbs all of your direct damage!*
	+ In addition, any direct hit that would reduce it below 75% of its maximum HP receives 100% regeneration.
		- For example, if the Mega Fluffy Tog is at 80% HP and a hit would take it to 70% HP, it will regenerate 100% of damage and remain at 80%, rather than be reduced to 77.5% of its HP.

## Resistances

* Shrink: 300
* Immobility: 300
The AdventureFiend

> "*And so the fateful encounter is had. A horrifying doom most foul has found you, and it is terrible and mighty, uncontained by the seals which once kept it bound! The AdventureFiend seeks your soul, and the souls of all others!*"
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**The AdventureFiend** is the second challenge on the *Dreamspace2* Challenges board. It appears alongside the Mega Fluffy Tog in Myths of Aspenvale.

## Attacks

All of the AdventureFiend's attacks do Fear damage.

1. The AdventureFiend approaches its target and bites it.
	* Heals itself for 2.5% of its maximum HP.
	* Attacks for 1 hit of 100% Fear Magic damage.
2. The AdventureFiend spits a fireball at its target.
	* Attacks for 1 hit of 100% Fear Magic damage.
	* Inflicts 'Decay' for 1 turn, a 100% Null DoT.
3. The AdventureFiend charges itself up before approaching its target and whipping it with its tail.
	* *The AdventureFiend refocuses its attacks!*
	* Gains 1 stack of **Focus**.
	* Applies 'Refocused' for 99 turns.
		+ +25X Boost.
		+ +25X Bonus.
		+ X is equal to the AdventureFiend's Focus.
	* Attacks for 1 hit of 400% Fear Magic damage with +400 Crit.
4. The AdventureFiend charges itself up before approaching its target and whipping it with its tail.
	* *The AdventureFiend refocuses after its miss!*
	* Gains 1 stack of **Focus**.
	* Applies 'Refocused' for 99 turns.
		+ +25X Boost.
		+ +25X Bonus.
		+ X is equal to the AdventureFiend's Focus.
	* Attacks for 1 hit of 400% Fear Magic damage with +200 Bonus and +400 Crit.

## Rotation

The AdventureFiend's attack rotation is 1 -> 1 -> 2 -> 3 -> repeat.

* If the AdventureFiend's last attack was not successful, it will pause its rotation to use Attack 4 once. This can chain indefinitely.

## Mechanics

* If the AdventureFiend is hit 2 times before it can act, it automatically applies 'Reactionary' for the rest of the turn.
	+ *The AdventureFiend learns from your attack pattern!*
	+ +600 Melee/Pierce/Magic.
* The AdventureFiend has a **Focus** mechanic which increases the strength of its 'Refocused' buff.
	+ If the AdventureFiend is hit 20 times, it will remove 'Refocused' from itself and reset its Focus to 0.
		- *The AdventureFiend is losing focus as it gets hit. (Y/20)*
		- *The AdventureFiend loses focus.*

## Resistances

* Shrink: 300
* Immobility: 300
The Emperor of the Sea Chickens

> "*The mighty Emperor of the Sea Chickens! I wonder if he's related to chickencows or dragons? Or maybe both?*"
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*For the extreme version, see The Emperor of the Sea Chickens EX.*

**The Emperor of the Sea Chickens** is the first challenge on the *Azaveyran Challenges* board.

## Attacks

All of the Emperor of the Sea Chickens's attacks randomly deal Energy/Nature/Water/Wind damage.

1. The Emperor of the Sea Chickens screeches and glares at its target.
	* *The Emperor glares at you.*
	* Attacks for 1 hit of 100% Melee damage.
	* Inflicts 'Cowering' for 4 turns.
		+ -25 Boost.
2. The Emperor of the Sea Chickens screeches and glares at its target.
	* *The Emperor glares at you.*
	* Attacks for 1 hit of 100% Melee damage.
	* Inflicts 'Terrified' for 4 turns.
		+ -50 Bonus.
3. The Emperor of the Sea Chickens blasts its target with teal flames.
	* *The Emperor blasts you with its acrid breath.*
	* Attacks for 1 hit of 100% Melee damage.
	* Inflicts 'Crippled' for 3 turns, a stun.
4. The Emperor of the Sea Chickens screeches and glares at its target.
	* *The Emperor is focusing to unleash a powerful attack! (4 turns left)*
	* Attacks for 1 hit of 100% Melee damage.
5. The Emperor of the Sea Chickens lunges forward and bites its target.
	* *The Emperor is focusing to unleash a powerful attack! (3 turns left)*
	* Attacks for 1 hit of 100% Melee damage.
6. The Emperor of the Sea Chickens lunges forward and bites its target.
	* *The Emperor is focusing to unleash a powerful attack! (2 turns left)*
	* Attacks for 1 hit of 100% Melee damage.
7. The Emperor of the Sea Chickens screeches and glares at its target.
	* *The Emperor's onslaught is imminent!*
	* Attacks for 1 hit of 100% Melee damage.
	* Inflicts 'Prey' for 2 turns inclusive.
		+ -100 All.
		+ +100 Health.
8. The Emperor of the Sea Chickens repeatedly glares at, blasts, and bites its target.
	* Attacks for 7 hits of 150% Melee damage (1050% total).
9. The Emperor of the Sea Chickens lunges forward and bites its target.
	* *The Emperor recovers.*
	* Heals itself for 5% of its maximum HP.
	* Attacks for 1 hit of 100% Melee damage.

## Rotation

The Emperor of the Sea Chickens's attack rotation is (1 or 2) -> 3 -> 4 -> 5 -> 6 -> 7 -> 8 -> 9 -> repeat.
Sepulchure

> "*Sepulchure. An old foe.*"
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**Sepulchure** is the fifth challenge on the *Unfortunate Souls Challenges* board. He appears alongside Caitiff in Failed Doom.

## Attacks

All of Sepulchure's attacks deal Evil damage.

1. Sepulchure blasts his target with a ball of Doom energy.
	* *You will burn! 'I command it!'*
	* Attacks for 5 hits of 100% Evil Melee damage (500% total).
	* Inflicts 'Leech' for 10 turns, a 25-50 Evil MP DoT.
2. Sepulchure jumps up and slashes his target.
	* *Cease your squirming! 'Just surrender!'*
	* Attacks for 2 hits of 100% Evil Melee damage (200% total).
	* Inflicts 'Crushed' for 3 turns, a stun.
3. Sepulchure encases his target in a bubble of Doom energy.
	* *The Darkness will consume you.*
	* Attacks for 1 hit of 100% Evil Melee damage.
	* Inflicts 'Blind' for 3 turns.
		+ -50 Bonus.
4. Sepulchure slashes his target.
	* *Break! Break! 'Shatter!'*
	* Attacks for 3 hits of 150% Evil Melee damage (450% total).
5. Sepulchure laughs.
	* *'You cannot fight the shadows.' I know that more than anyone.*
	* Attacks for 1 hit of 100% Evil Melee damage.
	* Inflicts 'Taunted' for 2 turns.
		+ -50 Boost.
6. Sepulchure slashes his target.
	* Attacks for 3 hits of 150% Evil Melee damage (450% total).
7. Sepulchure encases his target in a bubble of Doom energy.
	* *Your life will fuel me! 'Abandon hope!'*
	* Applies 'Necrotic Warmth' for 3 turns, a 1% HoT.
		+ HoT strength is calculated from his target's max HP.
	* Attacks for 1 hit of 100% Evil Melee damage.

## Rotation

Sepulchure's attack rotation is 1 -> 2 -> 3 -> 4 -> 5 -> 6 -> repeat.

* If Sepulchure is below 50% HP (5135), he will replace Attack 3 with Attack 7.

## Mechanics

* Sepulchure permanently gains +1% damage per hit every turn.
* After 150 turns, Sepulchure permanently gains +1000% damage per hit.
	+ *'I have had enough of your insolence.'*
* If the player has DoomKnight equipped, Sepulchure will enrage, permanently increase his damage per hit by +1000% and gains +500 Bonus.
	+ *'I own you.'*

### Resilience

* Sepulchure applies 'Resilience' for 99 turns at the start of every turn.
	+ +X All, capped at +94 All.
	+ -X Health, capped at -94 Health.
	+ X is equal to [94 - % of his remaining HP].
* If Sepulchure is affected by Stan the ScanOrb's 'Scanned', he will apply 'Unscannable' for 100 turns at the start of his turn.
	+ +15 All.
	+ -15 Health.
* If Sepulchure takes direct damage from an element he has negative resistance to, he will regenerate 110% of the damage taken.
	+ *You'll have to do better than that.*
	+ Debuffs to All resistance **do not** trigger his healing.

## Resistances

* All: 5
* Shrink: 200
* Immobility: 100
Siofra

> "*The ever-changing Siofra is here!* "
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**Siofra** is the second challenge on the *Dragon Challenges* board. He appears alongside Theano in Elemental Chaos.

## Attacks

All of Siofra's attacks deal Nature damage.

1. Siofra approaches his target before punching it several times.
	* *Siofra smash!*
	* Attacks for 5 hits of 100% Nature Melee damage (500% total).
	* Inflicts 'Stun' for 2 turns, a stun.
2. Siofra approaches his target and punches it.
	* Heals himself for 5% of his maximum HP (reduced to 1 HP by his All resistance).
	* Attacks for 1 hit of 100% Nature Melee damage.
	* Inflicts 'Sapped' for 2 turns inclusive.
		+ -25 Nature.
3. Siofra approaches his target before rolling up and tackling it.
	* *Siofra speeds up!*
	* Attacks for 2 hits of 100% Nature Melee damage (200% total).
4. Siofra approaches his target before rolling up and tackling it.
	* *Siofra is blindingly fast!*
	* Attacks for 2 hits of 100% Nature Melee damage (200% total).

## Rotation

Siofra's attack rotation is 1 -> 2 -> 3 -> 2 -> 3 -> 2 -> 4 -> repeat.

## Mechanics

### Dynamic Armor

* Every time Siofra acts, he applies 'Dynamic' for 1 turn.
	+ *Siofra's armor shifts away from X!*
	+ -100 X.
	+ X is one of the following elements:
		- Fire
		- Water
		- Wind
		- Ice
		- Nature
		- Energy
		- Light
		- Darkness
		- Metal
		- Silver
* If Siofra's All is lowered in any way, he will start healing HP with every use of Attack 2.

## Resistances

* Immobility: -100
* All: 100
Majji

> "*Face off against the resolute Majji!*"
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**Majji** is the third challenge of the *Change of Heart* board. He appears alongside Al'nold and Akaz in the Baleful Brothers challenge.

## Attacks

1. Majji creates a storm of chocolate rain.
	* Attacks for 6 hits of (250 + 50X)% Nature Magic damage ((1500 + 300X)% total).
		+ X is equal to the number of hits Majji has received while affected by a stun.
2. Majji binds his target with vines.
	* Attacks for 2 hits of 100% Nature Magic damage (200% total).
3. Majji fires sugar cubes at his target.
	* *Majji's sugary attack erodes your resistances and blinds you!*
	* Attacks for 5 hits of 100% Nature Magic Damage (500% total).
	* Inflicts 'Sugary Erosion' for 3 turns inclusive.
		+ -50 All.
		+ +50 Health.
		+ -100 Bonus.
4. Majji fires sugar cubes at his target.
	* *Majji's sugary attack slows down your reflexes, reducing your Avoidance!*
	* Attacks for 5 hits of 100% Nature Magic Damage (500% total).
	* Inflicts 'Sugary Bombardment' for 3 turns inclusive.
		+ -100 Melee/Pierce/Magic.

## Rotation

Majji's attack rotation is 1 -> 2 -> 3 -> 1 -> 2 -> 2 -> 4 -> repeat.

## Mechanics

* If Majji receives a hit while affected by a stun, he will automatically remove all stuns from himself and permanently gain +50% damage per hit on Attack 1.
	+ *Majji metabolizes your stun effect and grows stronger.*
	+ As this is applied each time he is stunned, multihit stuns will result in massively increased damage, as each hit will attempt to stun.
	+ Autostuns, such as those from Necromancer and SnugglePanda can avoid enraging Majji if the player avoids hitting it until the stun expires (IE they glancing blow/miss that turn).

## Resistances

* Evil: 10
* Good: 10
* Light: 10
* Darkness: 10
* Shrink: 300
Triple Trouble

> "*Welp.*"
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**Triple Trouble** is the eighth challenge on the *Dragon Challenges* board. It consists of defeating a trio of Oratath, Gelunguis and Trigoras at the same time.

## Rules

### Oratath

1. Oratath defends itself, which has a 7 turn cooldown.
2. Oratath blinds you, which has a 11 turn cooldown.
3. Oratath heals itself below 50% of its maximum HP, which has a 21 turn cooldown.

### Gelunguis

1. Gelungis can automatically inflict -25 Ice, which also attempts to stun.
	* It always starts the battle with this attack.
2. Gelungis can randomly telegraph a nuke the following turn.

### Trigoras

1. Trigoras can inflicts or applies an effect at the beginning of its rotation.
	* If Trigoras is below 25% HP (3117), it will instead nuke, and apply 100 Boost for the rest of its rotation.

## Classes

DragonSlayer autowins due to all 3 being dragons and doesn't even require any equipment to do so. Even if not cheesing the fight, none of the dragons are a real threat due to their low damage.
Nythera

> "*Fury and control, two halves of a whole, united.*"
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**Nythera** is the sixth challenge on the *Change of Heart* board. She appears alongside Warlic in Teacher and Student.

## Attacks

1. Nythera summons earthen spikes from the ground.
	* *'Binding Earth!'*
	* Attacks for 2 hits of 100% Nature Magic damage (200% total).
	* Inflicts 'Bound by Earth' for 2 turns.
		+ -50 Bonus.
2. Nythera fires a beam of energy at her target with her book.
	* Attacks for 1 hit of 200% Good Magic damage with +400 Crit.
3. Nythera summons a dragon's head to breathe white flames at her target.
	* Attacks for 3 hits of 100% Good Magic damage (300% total).
	* Inflicts 'Terrified' for 2 turns.
		+ -20 Boost.
4. Nythera heals herself with a spell.
	* *'Cleansing Water!'*
	* Purges herself of all effects.
	* Heals herself for 10% of her maximum HP.
	* Applies 'Water Shield' for 3 turns.
		+ +100 Melee/Pierce/Magic.
5. Nythera siphons energy from her target.
	* Attacks for 5 hits of 50% ??? Magic damage (250% total).
	* Heals herself for 50% of the damage dealt for each successful hit.
	* Inflicts 'Drained' for 3 turns, a stun.
6. Nythera summons a dragon's head to breathe white flames at her target.
	* Attacks for 3 hits of 100% Good Magic damage (300% total).
	* Inflicts 'Dragon's Sear' for 4 turns, a 25% Good DoT.
7. Nythera opens a portal to the Void.
	* Applies 'Residual Void Power' for 5 turns.
		+ +15 Boost.
	* Attacks for 3 hits of 200% ??? damage (600% total) with +400 Crit.
8. Nythera opens a portal to the Void.
	* Applies 'Residual Void Power' for 5 turns.
		+ +15 Boost.
	* Attacks for 3 hits of 200% ??? damage (600% total) with +400 Crit.
	* Inflicts 'Dragon's Sear' for 4 turns, a 50% ??? DoT.

## Rotation

* In phase 1, Nythera's attack rotation is 1 -> 2 -> 3 -> 2 -> 4 -> repeat.
* In phase 2, Nythera's attack rotation is 5 -> 2 -> 6 -> 2 -> 7 -> repeat.
* In phase 3, Nythera's attack rotation is 5 -> 1 -> 2 -> 3 -> 2 -> 4 -> 8 -> repeat.

## Mechanics

* Nythera has 3 phases to her fight, which advance when she falls below a certain HP threshold.
* During phase 1 and phase 2, Nythera is Deathproof.
* When Nythera falls below 66% HP (5255) for the first time, she resets her rotation and transitions to phase 2.
	+ *'Power of the Void, to me!'*
	+ Purges herself of all effects except 'Water Shield'.
	+ Sets her HP to 66% of her maximum HP.
* When Nythera falls below 33% HP (2628) for the first time, she resets her rotation and transitions to phase 3.
	+ *'I'm not holding anything back!'*
	+ Purges herself of all effects except 'Water Shield'.
	+ Sets her HP to 50% of her maximum HP.

## Resistances

* ???: 10
* Evil: 10
* Good: 10
* Shrink: 300
* Immobility: 300
Student

**Student** is the second Hero's Heart Day class. It is available for 1000 DCs from Book of Lore's Armor Shop, or Feldspar in *Book 3* Cysero's Superstore of Savings.

## Skills

* Power
	+ 10 MP, 0 CD
	+ Attacks for 1 hit of 175% damage.

* Aimed
	+ 7 MP, 4 CD
	+ Applies 'Bonus' for 5 turns inclusive.
		- +30 Bonus.
	+ Attacks for 1 hit of 100% damage

* Stun
	+ 17 MP, 14 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Stun' for 3 turns, a stun.

* Defend
	+ 11 MP, 4 CD
	+ Applies 'Avd' for 2 turns inclusive.
		- +180 Melee/Pierce/Magic.

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 100% damage.

* Cleave
	+ 14 MP, 2 CD
	+ Attacks all enemies for 1 hit of 120% damage.

* Disarming Strike
	+ 7 MP, 4 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Disarmed' for 5 turns.
		- -20% Boost.

* Wound
	+ 4 MP, 4 CD
	+ Attacks for 1 hit of 50% damage.
	+ Inflicts 'Wound' for 5 turns, 20% weapon + stat damage Metal DoT.

* Final
	+ 8 MP, 9 CD
	+ Attacks for 1 hit of 150% damage with +200 Crit.

## Strategy

Hide behind your shield while your dragon does all the work for you.
Tyndurspawn

> "*Ann odd bubbling emerges from under the surface of the ocean... what would happen if you dropped anchor here and took a look?*"
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**Tyndurspawn** is a challenge fight located in the south-western region of the Tyndur's Depths.

## Attacks

1. Tyndurspawn pinches with its upper pincers.
	* Attacks for 2 hits of 100% Water Melee damage (200% total).
	* Inflicts one of the following four effects, inflicting each effect no more than once per rotation:
		+ 'Crippled' for 2 turns.
			- -60 Bonus.
		+ 'Pinched' for 4 turns, a 33.3% Null DoT.
		+ 'Shell Crush' for 3 turns inclusive.
			- -30 All.
			- +30 Health.
		+ 'Smashed' for 2 turns.
			- -50 Boost.
2. Tyndurspan blasts its target with its fiery breath.
	* Attacks for 7 hits of 100% Fire Magic damage (700% total).
3. Tyndurspawn pinches with all its pincers.
	* Attacks for 3 hits of 100% Water Melee damage (300% total).

## Rotation

Tyndurspawn's attack rotation is 1 -> 2 -> 3 -> 1 -> 2 -> 3 -> 2 -> 1 -> 3 -> 2 -> 1 -> 3 -> 3 -> repeat.

## Mechanics

* If Tyndurspawn is below 50% (12945) HP, it will apply 'Under Pressure' for 99 turns inclusive whenever it acts.
	+ +80 Melee/Pierce/Magic.
	+ +30 Boost.
Safiria

> "*Time to find out what kind of miserable little pile of secrets you are.*"
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**Safiria, the Vampire Queen** is the fourth challenge on the *Ties that Bind* Challenges board. She appears alongside Amaris in Everlasting Night.

## Attacks

All of Safiria's attacks do Darkness or Null damage.

1. Safiria slashes her target with a blood blade.
	* Attacks for 2 hits of 100% Darkness Melee damage (200% total).
	* Inflicts 'Nightblade' for 2 turns inclusive.
		+ -20X Darkness.
		+ X is equal to the number of times in a row this effect has been successfully inflicted (when it does, duration becomes 3). If the player purges Nightblade or the effect expires, the next use will restart from -20.
2. Safiria snaps her target with an implosion of blood.
	* *Safiria: 'So much blood to spill.' Empowered by your health! The Bloodburst has 10X Boost.*
	* Attacks for 1 hit of (100 + X)% Darkness Melee damage.
		+ X is equal to 100 \* (target's current HP / target's max HP).
	* Inflicts 'Bloodburst' for 4 turns, a 100% base damage + stat damage Darkness DoT.
3. Safiria sucks blood from her target.
	* *Safiria: 'Let's see what you taste like.'*
	* Attacks for 1 hit of 100% Null Melee damage with +600 Bonus.
	* If this attack connects, heals herself for 5% of her max HP.
	* If this attack connects, applies 'Vampiric Frenzy' for 99 turns.
		+ +5X Boost.
		+ +5X Bonus.
		+ X is equal to the number of times this move has been used.
4. Safiria turns into a bloody mist and swarms her target.
	* *Safiria: 'Darkness comes.'*
	* Attacks for 6 hits of (100 \* X)% Darkness Melee damage ((600 + 600X)% total).
		+ X is equal to the number of times this attack has been used in a row.
	* Heals herself for 100% of the damage dealt.
	* If Safiria successfully lands at least 3 hits, she will repeat Attack 4 next turn. This can occur indefinitely.
		+ *Safiria: 'You cannot escape me.' X/6 hits!*

## Rotation

Safiria's attack rotation is 1 > 2 > 1 > 3 > 1 > 4\* > repeat.

* If Safiria successfully lands at least 3 hits during Attack 4, she will repeat it the next turn. This can occur indefinitely.
	+ *Safiria: 'You cannot escape me.' X/6 hits!*

## Mechanics

* At the start of the fight, Safiria says nothing. (No effect)
	+ *Safiria: '...'*

## Resistances

* Shrink: 300
* Immobility: 300
* Darkness: 200
* Ice: 50
* Light: 50
Legion Crawler

> "*The dreaded Legion Crawler! Where did it come from? Who does it serve?*"
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The **Legion Crawler** is the fourth challenge on the *Nefarious Challenges* board. It appears alongside The Abomination in Undead Duo.

## Attacks

All of the Legion Crawler's attacks deal weakness seeking damage.

1. The Legion Crawler approaches its target and slams down on it with its front leg.
	* Attacks for (1 + X) hits of (100 + 33Y)% weakness seeking Pierce damage (100% \* Z total).
		+ X is equal to the number of times this attack has been used, capped at 2.
		+ Y is equal to the number of times this attack has been used, minus 3, floored at 0.
		+ Z is equal to the number of times this attack has been used.
2. The Legion Crawler approaches its target and stabs it with its front legs.
	* Attacks for 1 hit of 100% weakness seeking Pierce damage with +255 Bonus.
3. The Legion Crawler approaches its target and fires a purple beam at it.
	* Attacks for 3 hits of 100% weakness seeking Pierce damage (300% total).
	* Inflicts 'Blind' for 1 turn.
		+ -50 Bonus.

## Rotation

The Legion Crawler's attack rotation is 1 -> (2 or 3) -> repeat.

## Mechanics

After Attack 1 starts dealing 3 hits, each use of Attack 1 will increase the damage of each hit by 33%, effectively dealing an additional 100% damage each time.
Passion & Peace

> "*At the end of the universe, there's always time for a challenge.*"
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**Passion & Peace** is the seventh challenge on the *Crossroads* board. It consists of defeating a duo of J6 and Master Twang at the same time.

## Rules

### J6

1. At the start of the battle J6 is cloaked and cannot be hit. On his first turn, he purges all effects, including this cloak.
2. If his HP% is higher than the player's, he gains -5 All/+5 Health resistance and a +40 Crit buff. If it is lower, he gains a -20 Bonus nerf and +20% Boost buff.
3. J6 has 3 nukes in his rotation:
	1. The first one attempts to stun for 1 turn.
	2. The second one will only occur if Tracked was inflicted on the player previously. If it was not, he instead heals himself and gains +100 Bonus and Crit.
	3. The third one is empowered by Feedback Loop depending on how many individual hits he received while it was active.
4. The first time J6 is brought below 33% HP (4830), he will pause his rotation to set the player's HP to 1, this attack however can be avoided.

### Master Twang

1. Master Twang has two different rotations based on which stance he is currently on, and starts in Defensive Stance.
2. He switches to Offensive Stance if the player hits him directly, and back to Defensive Stance when he is not hit that turn by the player (pets do not cause him to switch stance). Both stances have their own separate rotation that pauses when he switches stance or uses his instakill attack.
3. Both stances give Master Twang buffs; Offensive increases Boost and Bonus, while Defensive increases All and gives him retaliation.
4. In both stances, Master Twang can inflict massive stat debuffs.
5. If Master Twang has received 3 stacks of stance buffs, he receives Inner Power, which increases MPM and Crit.
6. If Inner Power reaches 4 stacks, or the player's HP drops below 20%, Master Twang will exclusively use an instakill attack that cannot miss.

## Equipment

* Since both foes deal ??? damage, it's best to stack your ??? + All resistance.
	+ Both foes can stun so having 100+ Immobility + All also helps.
* Pet Dragon with Protection is recommended for the extra shield.

## Strategy

* It's best to focus on Master Twang, attacking him twice in a row and then attacking J6 once (or using a defensive skill) so that he doesn't stay in one stance for too long and eventually kill you with Inner Power stacks.
	+ Classes with Deathproof can be more liberal with their targets as only J6 has DoT effects.
* If your HP is set to 1 by J6, you must heal to avoid getting nuked by Master Twang.
* Classes with naturally high hit counts or BPD shields will have a tougher time, as J6 can crit frequently if he has more HP and the Feedback Loop nuke will be extremely powerful.

## Classes

* DeathKnight's The Edge of Death effectively pauses Master Twang's rotation for 3 turns, allowing you more flexibility in dealing with both of them. However, due to reliance on the Relics, it does have to take more damage overall between nukes.
* Bulwark DragonLord has Darkness and Earth Dragon Spirit as well as Wind Bulwark to ignore J6 while focusing on Master Twang and avoiding his debuffs.
Kerfluffle

> "*It's so fluffy! And somewhat ominous. But fluffy!*"
>
>
>

**Kerfluffle** is the eighth challenge on the *Forgotten Beasts* Challenges board. It consists of defeating a duo of Doomkitten and Guffer at the same time.

## Rules

### Doomkitten

1. Doomkitten will attempt to increase all your cooldowns by 1 at the beginning of the fight, then try again every 6 turns.
2. Doomkitten inflicts a stacking -All and +Health debuff on all turns except turn 1 and 3 of its rotation that ignores hit check.
3. Upon hitting certain stacks of the debuff, Doomkitten will gain permanent Bonus and BPD.

### Guffer

1. Sometimes, Guffer won't attack, but will follow up the next turn with a powerful hit with +200 Bonus that can either do massively increased damage, or have +200 Crit depending on what popup is shown the turn before.

## Equipment

* Since both of them deal ??? (Void) damage, it's best to use equipment that gives ??? (Void) and All resistance.

## Strategy

* Because Doomkitten both lowers your All and gains power over time, it should be dealt with first.
* Guffer may do a lot of damage, but it spends a lot of time doing nothing, letting you recover in between attacks.

## Classes

* Classes that either have strong shields, or are able to burst down Doomkitten will have no problem doing this fight.
Jack Crescent and the Gnarly Guitar of Doom

> "*The one and only Jack Crescent! (and Gnarly Guitar of Doom)*"
>
>
>

**Jack Crescent** and the **Gnarly Guitar of Doom** form the second challenge of the *Nefarious Challenges* board.

## Attacks

### Gnarly Guitar of Doom

All of the Gnarly Guitar of Doom's attacks deal Evil damage.

1. The Gnarly Guitar of Doom launches sound waves at its target.
	* Attacks for 1 hit of 100% Evil Magic damage.
	* Inflicts 'Ears Ringing' for 2 turns, a 50% Darkness DoT.
2. The Gnarly Guitar of Doom floats up to its target and bashes it.
	* Attacks for 2 hits of 100% Evil Magic damage (200% total).

### Jack Crescent

None of Jack Crescent's attacks deal damage.

1. Jack Crescent snaps his fingers.
	* Randomly applies 1 of 4 effects:
		+ *'Can't stop this rhythm!'*
			- Applies 'Soulbound' to the Gnarly Guitar of Doom for the next 2 turns.
				* +80 Block/Parry/Dodge.
		+ *'I'm here all night, baby!'*
			- Applies 'Songbound' to the Gnarly Guitar of Doom for the next 2 turns.
				* +80 Bonus.
		+ *'This is gonna rock your soul!'*
			- Applies 'Spellbound' to the Gnarly Guitar of Doom for the next 2 turns.
				* +80 Crit.
		+ *'Watch and learn, baby!'*
			- Heals the Gnarly Guitar of Doom for 10% of Jack Crescent's maximum HP.
2. Jack Crescent snaps his fingers.
	* Randomly says 1 of 4 popups:
		+ *'Can't stop this rhythm!'*
		+ *'I'm here all night, baby!'*
		+ *'This is gonna rock your soul!'*
		+ *'Watch and learn, baby.'*
	* Automatically inflicts 'Snapped' for 2 turns, a 150% Darkness DoT.

## Rotation

The Gnarly Guitar of Doom randomly uses Attack 1 or Attack 2.

Jack Crescent normally only uses Attack 1.

* If the Gnarly Guitar of Doom has been defeated, Jack will permanently use Attack 2 instead, even after reviving it.

## Mechanics

* If either Jack Crescent or the Gnarly Guitar of Doom have been defeated, the other will revive them at the start of their next turn.
* Jack Crescent will revive the Gnarly Guitar of Doom with 400% of Jack's maximum HP.
	+ *'Ah, much better.'*
	+ *'Alright, let's do this the hard way!'*
	+ *'Come on now, do you know how much that cost?'*
	+ *'Hey! You break it you buy it!'*
	+ *'Oh. Oh, that's not good.'*
* The Gnarly Guitar of Doom will revive Jack Crescent with 99,999 HP.
	+ *'Can't stop the Jack!'*
	+ *'If you put me in a coffin, I'd be a Jack in the box, 'cause I'd keep popping back out!'*
	+ *'Jack is BACK, baby!'*
	+ *'Ooooh! That smarts! Do it again, baby!'*

## Resistances

### Jack Crescent

* Immobility: 1000
* Light: 5
* Darkness: 5
Roirr

> "*Roirr infused with a piece of the mana core. Unstable.*"
>
>
>

**Roirr** is the sixth challenge on the *Azaveyran Challenges* board. He appears alongside Magester Mislav in The Beginning and the End.

## Attacks

All of Roirr's attacks deal Fear damage.

1. Roirr unleashes a blast of stray mana at his target.
	* *Roirr is unstable!*
	* Attacks for 6 hits of 100% Fear Magic damage (600% total).
	* This attack has a 20% chance to damage MP instead of HP.
		+ *Mana storm!*
2. Roirr unleashes a blast of stray mana at his target.
	* Attacks for 6 hits of 125% Fear Magic damage with +25 Bonus (750% total).
	* This attack has a 20% chance to damage MP instead of HP.
		+ *Mana storm!*
3. Roirr unleashes a blast of stray mana at his target.
	* *Roirr is coming apart at the seams!*
	* Attacks for 6 hits of 150% Fear Magic damage with +50 Bonus (900% total).
	* This attack has a 20% chance to damage MP instead of HP.
		+ *Mana storm!*
4. Roirr unleashes a blast of stray mana at his target.
	* *Explosion imminent.*
	* Attacks for 6 hits of 175% Fear Magic damage with +75 Bonus (1050% total).
	* This attack has a 20% chance to damage MP instead of HP.
		+ *Mana storm!*
5. Roirr unleashes a blast of stray mana at his target.
	* *Mana overload!*
	* Attacks for 6 hits of (100 + 600X)% damage with +(25X) Bonus ((600 + 3600X)% total).
	* X is equal to the number of times Roirr has attacked.

## Rotation

Roirr's attack rotation is 1 -> 2 -> 3 -> 4 -> (5 indefinitely).

## Mechanics

* At the start of Roirr's turn, he applies 'Unstable' for 1 turn.
	+ -10X All.
	+ X is equal to the number of times Roirr has attacked.

## Resistances

* All: -25
* Immobility: 300
Reaver

> "*Reaver has arrived, but not summoned by you.*"
>
>
>

The **Reaver** is the first challenge on *The Conduit* board. It appears alongside Ayauhnqui in Life and Death.

## Attacks

All of the Reaver's attacks deal Darkness damage.

1. The Reaver summons skeletal arms to restrain its target.
	* Automatically inflicts 'Call of the Dead' for 5 turns, a 66% Darkness DoT.
	* Attacks for 5 hits of 100% Darkness Pierce damage (500% total).
	* Inflicts 'Undertow' for 3 turns, a stun.
2. The Reaver blasts its target with shadow pillars.
	* Attacks for 3 hits of 100% Darkness Pierce damage (300% total) with +100 Bonus and +200 Crit.
		+ After 33 successful hits from this attack, this attack gains +500% damage per hit (1800% total).
	* Heals itself for (3X)% of the damage dealt.
		+ X is equal to the number of successful hits from this attack, including prior uses.
3. The Reaver summons purple skulls to strike its target.
	* Attacks for 6 hits of 100% Darkness Pierce damage (600% total).
	* If a hit connects:
		+ Purges itself of all effects.
		+ Purges its target of all effects except the following:
			- *Status effects devoured!*
			- 'Stuffed'.
			- 'Reaver's Aura: Darkness'.
			- 'Call of the Dead'.
			- 'Undertow'.
			- Any permanent effects on target.
		+ Applies 'Reaver's Cloak' for 4 turns.
			- +10Y All.
			- -10Y Health.
			- Y is equal to the number of Reaver's debuffs active on its target:
				* 'Reaver's Aura: Darkness'.
				* 'Call of the Dead'.
				* 'Undertow'.

## Rotation

The Reaver's attack rotation is 1 -> 2 -> 3 -> 2 -> (repeat or 2 -> repeat).

* The Reaver has a 50% chance to use Attack 2 again before restarting its rotation.

## Mechanics

* The Reaver automatically inflicts 'Reaver's Aura: Darkness' for 1 turn inclusive at the start of every turn.
	+ -Z Darkness.
	+ Z is equal to half of its target's combined Darkness + All resistance.
	+ This reduction **does not** factor in the resistance cap of 80 (it is based off of the total Darkness + All shown on the status screen)
* The Reaver is permanently Deathproof.
* If the Reaver receives a hit, it will regenerate (10A)% of the damage taken.
	+ A is equal to the number of hits it has previously taken that turn, capped at 10.
	+ 0% of the first hit and 100% of the 11th+ hits will be regenerated.

## Resistances

* Darkness: 5
* Light: -5
* Shrink: 200
* Immobility: 300
Templates

This page is meant to be a resource to format entries consistently. It is highly likely that this page will most definitely not be under multiple major revisions every several weeks.

# Monsters

> "*Intro quote (from quest box)*"
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>
>

(Monster picture)

**Monster** is the <Xth> challenge on the <Y Challenges> board. (If applicable) <[He/She/It/They] appear alongside [B] in [Z Challenge].>

## Attacks

### Monster 1

(If applicable) All of Monster's attacks deal <element> damage.

1. Attack 1 description
	* *Notification message.*
	* Applies 'Buff' for X turns.
		+ Buff effect +X.
	* Automatically inflicts 'debuff' for X turns.
		+ Debuff effect -X.
	* Increment/decrement counters and other mechanics that do not need to hit to activate, like healing at the start of the attack.
	* Attacks for X hits of Y% <element> <type> damage (Z% total) with +C Crit and +B Bonus to Hit.
	* Inflicts 'Stunname', a Y-turn stun.
	* Inflicts 'Debuff' for X turns.
		+ Debuff effect -X.
	* Inflicts 'DoTdebuff' for X turns.
		+ A Y% <element> DoT.
		+ Debuff -Z
	* If a hit connects, applies 'Buff' for X turns.
		+ Buff effect +X.
	* Increment/decrement counters and other mechanics that need to hit to activate, like healing based on damage dealt.
2. Attack 2 description
3. ...

### Monster 2

1. Attack 1 description
2. ...

## Rotation

Monster's attack rotation is rotation -> rotation -> rotation.

* (If applicable) If X circumstance, Monster does Y.

## Mechanics

Explain monster mechanics. Subheadings and **Bold Mechanic** when introducing a new concept.

## Stats

Generated monster stats page (Sol will probably do this if it's not chaos)

## Resistances

List monster resistances as seen in-game.

# Classes

Class formatting should use the following order:

lol, lmao even
The Mage and the Serpent

> "*The Chaos Lord and Beast, in a twisted realm.*"
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**The Mage and the Serpent** is the third challenge on the *Lords of Chaos* board. It consists of defeating a trio of Escherion and the Staff of Inversion and the Chaos Hydra at the same time.

## Rules

### Escherion

1. Escherion loses his All resistance if the Staff of Inversion is defeated.
2. Escherion revives the Staff of Inversion every 5 turns.
3. Escherion inverts his target's HP 2 times every 10 turns.

### Staff of Inversion

1. The Staff of Inversion heals both itself and Escherion every turn.
2. The Staff of Inversion revives Escherion if he is defeated.
3. The Staff of Inversion deals massive damage every 5 non-stunned turns.
4. The Staff of Inversion **can** be stunned.

### Chaos Hydra

1. The Chaos Hydra is permanently Deathproof.
2. The Chaos Hydra attacks more times in a row with lower HP.

## Turn Order

Escherion -> Chaos Hydra -> Staff of Inversion

## Strategy

* Keep track of when Escherion inverts HP.
* Chaos Hydra should be defeated first, as Escherion's inversion can be used to your advantage.
* Due to Escherion inverting HP on rotation, aggressive play is encouraged, as it is optimal to have as little HP as possible before he inverts.
* As Escherion is only vulnerable when the Staff of Inversion is dead, and revives it every 5 turns, the staff should be defeated right after the turn he tries to revive it so you have more turns to damage Escherion.
Elder Ice Dragon

> "*Deep in the reaches of this unnaturally frozen cave, you stumbled upon an ancient frost dragon... who is none to happy to see you.*"
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**Elder Ice Dragon** is a challenge fight located in the south-western region of the Tyndur's Depths.

## Attacks

All of Elder Ice Dragon's attacks deal Ice damage.

1. Elder Ice Dragon approaches his target and and blasts it with freezing air.
	* *Elder Ice Dragon' frigid tempest freezes you to your core!*
	* Automatically inflicts 'Frozen' for 5 turns.
		+ -25 Ice.
	* Attacks for 1 hit of 100% Ice Melee damage.
	* Inflicts 'Frozen' for 1 turn, a stun.
2. Elder Ice Dragon approaches his target and bites it, creating ice crystals on impact.
	* This attack has a 50% chance to enable Attack 3.
		+ *You feel the air around you get... warmer? Elder Ice Dragon is absorbing cold energy!*
	* Attacks for 4 hits of 100% Ice Melee damage (400% total).
3. Elder Ice Dragon approaches his target and roars, breathing ice on it.
	* *Elder Ice Dragon unleashes his stored energy!*
	* Attacks for 10 hits of 100% Ice Melee damage (1000% total).

## Rotation

Elder Ice Dragon's attacks have pseudo-cooldowns and follow a priority sequence:

* Attack 3 has no cooldown, but can only be used if it was enabled by Attack 2 on the previous turn.
* Attack 1 has a cooldown of 3 turns.
* If none of his other attacks are available, Elder Ice Dragon will use Attack 2.
The Beginning and the End

> "*The start of the Magesterium, and its demise, both against you at once.*"
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**The Beginning and the End** is the seventh challenge on the *Azaveyran Challenges* board. It consists of defeating a duo of Roirr and Magester Mislav at the same time.

## Rules

### Roirr

1. Roirr gains increasing damage and Bonus every turn.
2. Roirr gains increasing -All every turn.
3. Roirr has a 20% chance each turn for the first 4 turns to attack your MP instead of HP, effectively removing all of your MP.
4. After 5 turns, Roirr enrages, and starts dealing massive amounts of damage until defeated.

### Magester Mislav

1. Mislav applies a BPD shield for 3 turns every 6 turns.
	* Attacking Mislav while he has his shield active deals damage roughly equal to Mislav's base damage range.
2. Depending on the order of attacks, Mislav's subsequent attacks will gain additional effects.

## Equipment

Magester Mislav deals a variety of elements, while Roirr deals exclusively Fear damage. All resistance is recommended to reduce damage. An offensive loadout can help take down Roirr, but is not necessary.

## Strategy

* As Roirr effectively kills you in 5 turns, he must be defeated first.
	+ As a result of Roirr's strict time limit, the majority of the fight will effectively be the same as fighting Mislav by himself.

## Classes

* Because of how Roirr's mechanics work, this fight is effectively a solo, as Roirr is either defeated in 5 turns, or you are defeated in 5 turns. As such, any class that can deal with either monster separately can do this fight.
Junipurr

> "*How did this even happen?*"
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>
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**Junipurr, the Overgrown** is the seventh challenge on the *Dreamspace2* Challenges board. It appears alongside The Adjudicator in The Weight of Life.

## Attacks

1. Junipurr summons roots from the ground to attack its target.
	* Attacks for 2 hits of (100 + 20X)% Nature Melee damage ((200 + 40X)% total) with +100 Bonus.
		+ X is equal to the number of times Attack 3 has been used.
	* If a hit connects, applies 'Holding Prey' 5 turns.
		+ -20 All.
		+ +20 Health.
	* Inflicts 'Grasped' for 3 turns.
		+ -25 Boost.
2. Junipurr strikes its target with its appendage.
	* Attacks for 1 hit of (100 + 20X)% Nature Melee damage.
		+ X is equal to the number of times Attack 3 has been used.
	* If the hit connects, heals itself for 2.5% of its maximum HP (345).
		+ If its target is affected by 'Grasped', instead heals itself for 10% of its maximum HP (1381).
	* Inflicts 'Drained' for 3 turns.
		+ -10Y Bonus.
		+ If the target is affected by 'Grasped', instead inflicts -30Y Bonus.
		+ Y refers to the first, second, and third use of this attack within Junipurr's 5 turn rotation.
3. Junipurr shoots arcs of lightning from its eyes.
	* *Junipurr absorbs nutrients and grows stronger!*
	* Attacks for 6 hits of (100 + 20X + 10Y)% Nature Melee damage ((600 + 120X + 60Y)% total) with +2000 Bonus.
		+ X is equal to the number of times Attack 3 has been used.
		+ Y is equal to the number of times Attack 2 has successfully landed a hit.
	* Inflicts 'L4Z0R' for 4 turns, a 100% Nature DoT.

## Rotation

Junipurr's attack rotation is 1 -> 2 -> 2 -> 2 -> 3 -> repeat.

## Resistances

* Nature: 100
* Shrink: 300
* Immobility: 300
Mega Meowphant

> "*It's the Meowphant! But Mega! Can you withstand its unrelenting charge?*"
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The **Mega Meowphant** is the second challenge on the *Dreamspace Challenges* board. It appears alongside Sporca in Dream Duo.

## Attacks

All of the Mega Meowphant's attacks deal Fear damage.

1. The Mega Meowphant approaches its target and stomps on the ground.
	* Attacks its target for 2 hits of 100% Fear Melee damage (200% total).
		+ Inflicts 'Stunned' for 2 turns, a stun.
2. The Mega Meowphant approaches its target and rams through it.
	* Attacks for 2 hits of 100% Fear Melee damage (200% total).
3. The Mega Meowphant approaches its target and rams through it repeatedly.
	* *The Mega Meowphant goes into a blind rampage!*
	* Attacks for 4 hits of 300% Fear Melee damage (1200% total).

## Rotation

The Mega Meowphant's attack rotation is 1 -> 2 -> 2 -> 2 -> 2 -> 2 -> 2 -> repeat.

* While the Mega Meowphant's Bonus is below 0, Attack 2 is replaced by Attack 3.

## Mechanics

* The Mega Meowphant permanently gains +5% damage per hit for every hit it receives.
* If the Mega Meowphant receives a hit while affected by a stun, it will automatically remove all stuns from itself and permanently gain +500% damage per hit.
	+ *Mega Meowphant breaks out of the stun and gets mad!*
	+ As this is applied each time it is stunned, multihit stuns will result in massively increased damage, as each hit will attempt to stun.
	+ Autostuns, such as those from Necromancer and SnugglePanda can avoid enraging the Mega Meowphant if the player avoids hitting it until the stun expires (IE they glancing blow/miss that turn).

## Resistances

* All: 30
* Shrink: 200
Undead Duo

> "*Two undead nemeses from different worlds, united against you!*"
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**Undead Duo** is the sixth challenge on the *Nefarious Challenges* board. It consists of defeating a duo of Legion Crawler and The Abomination at the same time.

## Rules

### Legion Crawler

1. Legion Crawler will always attack with whichever element is your lowest resistance.
2. Legion Crawler alternates between an attack that gains 1 extra hit each time its used and either an attack with +250 Bonus or a 3-hit blind.

### The Abomination

1. The Abomination inflicts a stacking DoT every turn for 9 turns.
2. Every 10 turns, The Abomination will use a nuke that can heal it up to 50% of its HP based on how many times the DoT was stacked.

## Equipment

* As Legion Crawler always seeks your lowest resistance, All resist is the only resistance that can lower its damage.
* As Abomination deals exclusively Poison, Summon Honda is recommended to be used to greatly reduce incoming damage.

## Strategy

* Because Legion Crawler deals more damage as the fight goes on, it should be defeated first.
* Due to repeating the same attack 9 times before nuking, it may be wise to keep track of how many times The Abomination has attacked in order to not get caught off guard when it nukes.
* The Abomination has effectively no Immobility resistance meaning that you can stun it without any issue.

## Classes

Every class can do this fight comfortably, as the The Abomination's nuke is the only real attack that needs to prepared for, and it happens every 10 turns.
Leorilla

> "*The legendary and proud Leorilla. Its shining mane of fur and rippling muscles are the envy of itself when it looks at its reflection.*"
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**Leorilla** is the first challenge on the *Otherworldly Creatures Challenges* board. It appears alongside Sir Bearginion in Weird Duo.

## Attacks

All of the Leorilla's attacks deal Nature damage.

1. The Leorilla approaches its target before punching and headbutting it.
	* Attacks for 3 hits of 100% Nature Melee damage (300% total).
2. The Leorilla approaches its target before punching and headbutting it.
	* *The Leorilla is enraged at your attempt to strengthen yourself!*
	* Heals itself for 33% of its maximum HP.
	* Attacks for 3 hits of 500% Nature Melee damage (1500% total) with +200 Bonus.
3. The Leorilla approaches its target before punching and headbutting it.
	* *The Leorilla discovers that its perfect fur has been affected!*
	* Heals itself for 33% of its maximum HP.
	* Attacks for 3 hits of 500% Nature Melee damage (1500% total) with +200 Bonus.

## Mechanics

* The Leorilla does not have a standard attack rotation. Instead, it will normally switch between watching the player and checking itself every 5 turns.
	+ *The Leorilla is watching you carefully.*
	+ *The Leorilla is checking itself for any impurities.*
* While below 50% HP, the Leorilla will switch between watching the player and checking itself every turn.
* If the player is affected by a status effect when the Leorilla is watching, it becomes enraged and uses Attack 2.
	+ The following effects on the player do not trigger the Leorilla's enrage:
		- DoTs/HoTs.
		- Archivist's empowerments.
		- ShadowWalker of Time's 'Umbral Form'.
		- DeathKnight's 'Relic Barrier'.
* Similarly, if the Leorilla is affected by any effects when checking itself, it becomes enraged and uses Attack 3.
	+ DoTs/HoTs on the Leorilla **will** trigger its enrage, such as those from Necromancer.

## Resistances

* Immobility: -200
* Health: -10
* All: 10
Twisted Amalgam EX

> "*With Myalos fully charged, Notha forces yet another confrontation.*"
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**The Twisted Amalgam EX** is a challenge fight in the *A Friendly Contest* war, accessible from Uaanta -> Reactivation in Book 3 Falconreach. While not an Inn Challenge fight, its stats and mechanics deserve documentation.

## Attacks

1. The Twisted Amalgam EX rings its bell several times.
	* *The Amalgam raises the alarm!*
	* Applies 'Alarm' for 5 turns.
		+ +50 Boost.
		+ +100 Bonus.
	* Attacks for 7 hits of 100% Fear Pierce damage (700% total).
	* Heals itself for 200% of the damage dealt for each successful hit.
2. The Twisted Amalgam EX hurls its bell at its target.
	* *You feel the Amalgam try to crush your resistances.*
	* Attacks for 1 hit of 300% Fear Pierce damage.
	* Heals itself for 200% of the damage dealt for each successful hit.
	* Inflicts 'Descent' for 99 turns.
		+ -10X All.
		+ +10X Health.
		+ X is equal to the number of times this attack has been used.
3. The Twisted Amalgam EX hurls its bell at its target.
	* Attacks for 1 hit of 300% Fear Pierce damage.
	* Heals itself for 200% of the damage dealt for each successful hit.
	* Inflicts 'The Toll' for 1 turn, a 50% Fear DoT.
4. The Twisted Amalgam EX screams.
	* *The Amalgam's cry slows your reflexes.*
	* Attacks for 6 hits of 100% Fear Pierce damage (600% total).
	* Inflicts 'Compress' for 5 turns inclusive.
		+ -200 Melee/Pierce/Magic.
5. The Twisted Amalgam EX summons a second ring of skulls and chitters loudly.
	* Attacks for 8 hits of 100% Fear Pierce damage (800% total).
	* Inflicts 'Defy' for 5 turns, a stun.

## Rotation

The Twisted Amalgam EX's attack rotation is 1 -> 2 -> 3 -> 4 -> 2 -> 3 -> 5 -> 2 -> 3 -> repeat.

## Mechanics

* If the Twisted Amalgam EX receives a critical hit, it will regenerate 85% of the damage dealt.
	+ *The Amalgam seems to absorb part of your critical hit!*

## Resistances

* Health: -20
* All: 20
* Immobility: 300
* Shrink: 300