recursal/Fanatic-Fandom huggingface dataset:
FAQs

Q: Where can I find Green Dragons?

A: The Beacon L3, Chapter 1, costs 1 stamina.

Q: Where can I find Golem?

A: Carramagh Cave B4, Chapter 1 subquest (orange tab), costs 1 stamina.

Q: Where can I find She-Slimes?

A: "Visit the Beacon" (Book > Green tab > Chapter 1) will give at least 4, costs 1 stamina.

Q: Where can I find Slimes?

A: "Visit the hill to the east" (Book > Green tab > Chapter 1) will give at least 5, costs 1 stamina.

Q: Where can I find Draky?

A: Chapter 1's Stargazer's Temple L1 and L2 gives both Draky and Slimes, costs 1 stamina.

Q: Where can I find Chimaeras?

A: Dryle Grotto B5 (Book > Orage tab > Batraccia Southwest Island) can give 3 Chimera per run, costs 3 stamina.

Q: Where can I find Trolls?

A: Alltrades Abby L3 (Chapter 2) gives 1 troll per run, costs 1 stamina.

Q: Where can I find Robbin' 'Ood?

A: Robbin' Hideout L5 (Chapter 3), costs 5 stamina.

Q: Is there a cap on free gems?

A: Nope

Q: What is the green symbol next to someone's level?

A: It means they revocated. Basically they are lvl 99 + the level they are at. You can revocate each vocation up to 3 times.

Q: How do I level up my adventurer rank or get more stamina?

A: These two are directly connected. Main quests, sub quests, and Fiend dungeons in solo. Numbered Dragon Quest events (i.e. Dragon Quest 1, Dragon Quest II, etc.) also contribute, both solo and multiplayer versions.

Q: Will the Daily Ticket Exchange change?

A: Daily ticket exchange has never changed in Japan, so the Battle God set should not go away. Global did get Mottle King Whistle that was not available in Japan, so things could be different. Primary use of Daily Tickets after acquiring Battle God set is Armour Skill Orbs.

Q: What is best spot to farm xp without using keys?

A: Alltrades Temple with corresponding vocation.

Q: How does resistance work?

A: It is multiplicative. So two 50% and one 20% resists will be calculated like this: 100-(100-50)\*(1-.05)\*(1-0.2)= 80% resistance.

Q: What vocations should I select and how should I level them up?

A: See Vocation Guide.

Q: What level is required for Fiend fights?

A: First, begin with Giga-Legendary fights, as these are more difficult than Legendary but significantly easier than Fiend. The easiest Fiend fights are Xenlon, Zoma, and Estark. All others are extremely difficult and probably require a specific piece of gear such as Metal Slime Robe for Bansesword. Generally speaking, at least Revocation 1, 400 Attack, and 500 Defense Is required to be compete.

Q: Where can I find Accelerate?

A: Book > Orange tab > Mahrad Continent: Southeast > Carvey fort > L4 - defeat boss with attack spell. It is also attached to a few Gacha items, always check before selling.

Q: Where can I find Ring of Riddance?

A: Complete the Sub-quest in Chapter 22 (Jungal Continent: South) that takes you to Jungal Geoglyph Ditch

Q: Does an alchemized weapon require another alchemized weapon to be evolved?

A: Nope. Alchemized weapons can be evolved with their unalchemized base weapon. For example, Liquid Metal Sword can be evolved using a regular Metal Slime Sword.
The Time Being (Event)

The Time Being
 Sizz
 Resist
 Fire Breath

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Bangmurta** (Random: Magic Bang: 4x *~80 DMG*)
	+ Yellow to Red: **Sands of Time** (All (Enemy and Party): Revive, Full HP Restore, CT Reduction: 100%, Cancel all Buffs and Debuffs)

* **Regular** **Attacks (The Time Being)**
	+ **Normal Attack** (Random: Physical: 2x *~10 DMG*)
	+ **Dazzleflash** (All: Blind)
	+ **Fizzle** (Single: Lock)
	+ **Frigid Wave** (All: Dispels Buffs)

* **Skill Gauge Moves (The Time Being)**
	+ **Kefrizz** (Random: Magic Frizz: 4x *~60 DMG*)
	+ **Boulder Toss** (All: Physical Rubblerouser: *~90 DMG*)
	+ **Chainspell** (2x used randomly: **Divine Intervention** (Single: Magic Defense Down 1 Step (20%)) or **Kerfrizz** or **Bangmurta**)

* The Time Being will use **Bangmurta** > **Boulder Toss**, when he uses Sands of Time, it'll then be: **Chainspell** > **Boulder Toss** > **Chainspell** > etc

**Strategy**

* There are 3 waves before you fight The Time Being
* **The Time Being**

Mission Rewards

Sigils
Magic Attack +3
Stun Resist +5%
Blind Resist +5%
Lock Resist +5%
 Time Being (Top)
Magic Healing +3
Sizz DMG -5%
Bang DMG -5%
Earth Breath DMG -5%
Confusion Resist +5%

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists
Goldfeather (Portal Crevasse)

Fiend

Goldfeather
 Sizz
 Effective
 Fire Breath

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Forbidden Demon Arts** (Random: Magical Zam: 5x *~80 DMG* + Venom)
	+ Yellow to Red: **Forbidden Demon Arts** (Random: Magical Zam: 5x *~80 DMG* + Venom)
* **Regular Attacks**
	+ **Normal Attack** (Random: Physical: 3x *~70 DMG)*
	+ **Anger** (Self: Magic Attack and Agility Up 1 Step (20%))
	+ **Forbidden Demon Arts** (Random: Magical Zam: 5x *~80 DMG* + Venom)

* **Skill Gauge Move**
	+ **Dazzling Star** (Single: Confusion + Spell Resist Down 2 Steps (40%))
	+ **Kaswoosh** (All: Magical Woosh: *~100 DMG*)
	+ **Call Companions** (Resummons Darkcrawlers)
* **Regular Attacks (Back Left Silhouette)**
	+ **Normal Attack** (Single: Physical: *~30 DMG*)
* **Skill Gauge Move (Back Left Silhouette)**
	+ **Thwhack** (SIngle: Magical: Instant KO)
* **Regular Attacks (Back Right Silhouette)**
	+ **Normal Attack** (Single: Physical: *~30 DMG*)
* **Skill Gauge Move (Back Right Silhouette)**
	+ **Cool Breath** (All: Cool Breath: *~100 DMG*)
	+ **Fizzle** (Single: Magical: Lock)
	+ **Dazzle** (Single: Magical: Blind)
* **Regular Attacks (Darkcrawler)**
	+ **Normal Attack** (Single: Physical: *~50 DMG* + Stun)
* **Skill Gauge Move (Darkcrawler)**
	+ **Envenom Break** (All: Physical: *~??? DMG* (*~??? DMG* when Poisoned) + Remove Poison)
	+ **Confusion Break** (All: Physical: ~??? DMG (~??? DMG when Confused) + Remove Confusion)
	+ **Lightning** (Single: Physical Zap: *~100 DMG*)

* Goldfeather will use **Anger** + **Forbidden Demon Arts** at the beginning of Battle
* Goldfeather will use **Dazzling Star** > **Kaswoosh** for Skill Gauge Moves. He will use **Call Companions** when both Darkcrawlers are dead
* Both Darkcrawlers will use only **Normal Attack**, they will alternate using **Lightning** and will use **Envenom Break** only when someone is Poisoned

**Strategy**

* As is introduced in this event, the Silhouettes are organized in the far back like old DQ games and take half DMG with Slashing and Striking Physical DMG, Goldfeather and the Darkcrawlers will take normal DMG from all weapons
* Make sure to cure Poison asap in this fight, you do not want to get hit with **Envenom Break**
* Despite the formation, All Attacks can hit every monster, so it is highly advised to use All Attacks (like Rubiss Light)
* Goldfeather is an extremely weak Boss, so as long as you kill his companions, you won't have to worry too much about him
* Magic Shield pretty much invalidates all the DMG in this fight, so bring it if you have it

Mission Rewards

Sigils
Magic Attack +3
Earth Breath DMG -5%
Sizz DMG -5%
Defence Down Resist +5%
Confusion Resist +5%

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists (Most > Least)
07132020ArchangelBanner

**Availability:** 2020/07/14 00:00 UTC to 2020/07/27 23:59 UTC

**Draw Rates:**

* 5-star: 7%
* 4-star: 68%
* 3-star: 25%

**Featured limited equipment:**

* Archangel's Sword
* Archangel's Staff
* Archangel's Axe
* Archangel's Hammer
* Archangel's Fan
* Archangel's Spear
* Archangel's Rod
* Archangel's Boomerang

* Focus equipment: 0.5%
* 5-star non-focus weapons: 0.0083%
* 5-star non-focus shields: 0.07%
* 5-star non-focus helmets and tops: 0.0636%
* 5-star non-focus bottoms: 0.07%
* 4-star weapons: 0.51%
* 4-star shields: 1.7%
* 4-star armours: 1.7486%
* 3-star weapons: 0.2727%
* 3-star shields: 0.65%
* 3-star armours: 0.5313%

* 5-star
* 4-star
* 3-star
Attack Spells

Last Updated: August 2, 2020

* Common Gacha completed: August 2, 2020

**Weapon name in Bold:** Weapon uses skill as main skill, and weapon must be broken to extract the skill.

Weapon name not bolded: Skill is a sub-skill of this weapon, and weapon does not need to be broken.

No weapon listed: Skill is universal and can be used in any weapon so long as there is an appropriate available slot.
Penguin

*Este artículo es un talón. Puedes ayudar a Wiki OwO Bot expandiéndolo.*

Las aves que no pueden volar

"Las aves que no pueden volar"

El **Penguin** es un animal que se puede capturar mientras se realiza  Caza Manual o  Auto Caza en el OwO Bot. Es un animal de rango Epico y se puede entrenar como Mascota para que pueda salir a Cazar o Luchar por ti.

## Obtención

Un penguin se puede obtener mediante caza manual o automática. Al ser del rango Epico, las posibilidades de encontrar uno ("Drop Rate") es **0,2%** para todos los jugadores de OwO. Cada penguin que atrapes vale **250** Puntos Zoo.

## Entrenamiento

Una vez que hayas atrapado tu primer penguin, podrás entrenarlo como mascota agregándolo a tu Equipo. A continuación, puedes enviar a tu equipo a buscar más animales. Incluso puedes darle una Arma para luchar contra jugadores aleatorios (PvE) por XP o contra tus amigos (PvP) por diversión.

## Vender o sacrificar

Cada penguin que atrapes puede conservarse, venderse o sacrificarse. Cada penguin vale **250 cowoncy** cuando se vende, o **250 esencia** cuando se sacrifica. Ten en cuenta que ya sea que se venda o se sacrifique, todavía tendrás un penguin en tu Zoológico como mascota que puede ser entrenada y utilizada para cazar y luchar en cualquier momento.

## Estrategia de batalla

Bajo el Meta Actual, el Pingüino <Penguin> generalmente se considera bueno como Sanador (Rol) , cuando está equipado con un Spirit Staff  preferiblemente o un Healing Staff   si no tienes uno bueno.

* Otras opciones para  incluyen  Butterfly,  Unicorn,  Pdolphin,  Squid,  Camel,  Shrimp,  Frog,  2018halloween,  2019easter,  Glitchcrab,  Glitchheart,  Leprechaun,  Rudolph,  500kdino,  2020christmas,  New OwO,  Octopus, o  Glitchotter.
Rubiss Sword

#### Overview

This weapon is incredibly overpowered among all equipment available in the international release. Not only does it come with incredibly high stats, it heals when you auto attack, comes with A-ranks in AtkAbility, SupSpell AND AtkSpell. Combine this with an extra copy of the much coveted MOREHEAL as well as the super busted Rubiss Light (At MAX level, 520% potency with 75% chance to reduce targets' agility by 30%/one stage. Targets all foes) and being able to use powerful abilities and spells like Ka- prefix spells (exclude kazap), puff!, gyrfalcon slash, asteroid slash, hurricane slash, gigaslash, hellslash among other overpowered skills from breaking down other weapons in combination with an already extremely busted main skill. If you are crazy enough to evolve this FOUR times, then you will also be enjoying an A-rank slot for SupAbility, which can be anything from gritty ditty, soothing song, ANOTHER Rubiss light, Meditation and other busted stuff. There is a reason this weapon is so coveted - it's so extremely busted.
Great Argon Lizard (Event)

Great Argon Lizard
 Sizz
 Resist
 Fire Breath
 Resist

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Ferocious Roar** (All: Physical: *~90 DMG* + Stun)
	+ Yellow to Red: **Anger** (Self: Defence and Agility Up 1 Step (20%))
	+ Yellow to Red: **Ferocious Roar** (All: Physical: *~90 DMG* + Stun)

* **Regular** **Attacks**
	+ **Normal Attack** (Single: Physical: *~50 DMG*)
	+ **Psyche Up** (Self: Tension Up 1 Step)

* **Skill Gauge Moves**
	+ **Desperate Blow** (SIngle: Physical (100% Critical): *~200 DMG*)
	+ **Leap Attack** (All: Physical: ~??? DMG)

* Great Argon Lizard will use **Normal Attack** + **Psyche Up** every turn
* Great Argon Lizard will use **Desperate Blow** > **Leap Attack** > Repeat for Skill Gauge Moves

**Strategy**

* Be careful of triggering Bar Break when **Desperate Blow** is about to be used, someone can potentially die from that combo
* Try to kill Great Argon Lizard before **Leap Attack** is used, be aware with **Anger** up, the CT will fill up pretty quickly for it

Sigils
Breath DMG -3%
Sleep Resist +5%
Agility Down Resist +5%
Confusion Resist +5%
Curse Resist +5%

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists
Garet

Isaac's best friend who was also born an raised in Vale. He is a hot headed ax wielding mars adept who uses the power of fire psyenergy to burn away his foes. His parents were also killed in the tragic alchemy eruption in Vale.

Classes for Garet

http://www.goldensun-syndicate.net/gs/classes/character/garet/
Sheba

Sheba is a powerful wind adept that joins Felix's party early on in their adventure. Not much is known about her origins except that she reportedly fell from the sky as a child and was kidnapped during the events of the first Golden Sun game.

More info on Sheba

https://goldensun.neoseeker.com/wiki/Sheba
Awakened Araniad (The Guardian Beasts and the Accursed Star)

Fiend

Awakened Araniad
 Sizz
 Effective
 Fire Breath
 Normal

* **Threshold Skills (Bar Breaks) (Awakened Araniad)**
	+ Green to Yellow: **Lightning Crash** (All: Physical Zap: *~120 DMG*)
	+ Yellow to Red: **Lightning Crash** (All: Physical Zap: *~120 DMG*)
* **Regular Attacks (Awakened Araniad)**
	+ **Normal Attack** (Random: Physical: 4x *~40 DMG)*
	+ **Distorted Anger** (Self: Attack & Agility Up 2 Steps (40%))
	+ **Mutually Assured Destruction** (2 Allies: Ruin State)
* **Skill Gauge Move (Awakened Araniad)**
	+ **Flame Spikes** (Random: Physical Frizz: 4x *~40 DMG*)
	+ **Tangleweb** (All: Agility Down 1 Step (20%))
	+ **Agitated Bug Spikes** (Random: Physical Zap: 6x *~100 DMG* + Awakened State)
	+ **Fires of Insanity** (All (Including Araniad): Fire Breath: *~60 DMG*)
	+ **Regeneration** (All: Revives all Araniad)
	+ **Angry Spikes** (Random: Physical Frizz: 8x *~100 DMG* + Instant KO)

* **Regular Attacks (Araniad)**
	+ **Regular Attack** (Single: Physical: *~10 DMG*)
* **Skill Gauge Move (Araniad)**
	+ **Decelerate** (Single: Agility Down 1 Step (20%))
	+ **Blunt** (Single: Attack Down 1 Step (20%))
	+ **Brutal Blow** (Single: Physical (100% Critical): *~??? DMG*)
* Awakened Araniad will only use **Normal Attack** per turn
* Awakened Araniad will use **Distorted Anger** when Araniad Helpers die to **Fires of Insanity**
* Awakened Araniad will use for Skill Gauge Moves: **Flame Spikes** > **Tangleweb** > **Agitated Bug Spikes** for Left Side Gauge and **Fires of Insanity** and either **Regeneration** if all Araniads are destroyed or **Angry Spikes** if **Distorted Anger** is up for Right Side Gauge
* Awakened Araniad will Interrupt and Skip Skill Gauge Moves when Bar Breaks are triggered and go straight to the next Skill in Rotation

**Strategy**

* Awakened Araniad will use **Distorted Anger** when he kills his helpers with **Fires of Insanity**, so it is HIGHLY recommended that you use All Attacks to quickly defeat his helpers to prevent this, you don't want to deal with **Angry Spikes**.
* Awakened Araniad will not use **Frigid Wave**, so buffs are effective here
* Awakened Araniad will cancel his Skill Gauge Moves when you trigger a Bar Break, so its highly recommended to focus on triggering them to prevent him from using many attacks

Sigils
Resilience +3
Critical Hit Rate +1%
Sleep Resist +5%
CT Reduction Resist +5%
Breath Defence Down Resist +5%

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists (Most > Least)
Lightning Sword

#### Overview

Unless you're rocking an Armamentalist, this weapon isn't considered top-tier. Hurricane Slash has a lot of DPS potential but the chance of a boss being neutral (much less vulnerable) to both elements Hurricane Slash uses is rare. Still, in those moments where the boss does not resist these elements the Hurricane Sword can do plenty of damage in the hands of a decent Armamentalist.
Walkthrough

As the sheer amount of information that this walkthrough would contain would amount to astronomical, each chapter / section will be split into a page in order to provide all the details.

## Main Story

#### **Season 1**

**Chapter 1 The First Island** Completed: August 3 2020

**Chapter 2 A New Power** Completed: August 8, 2020

**Chapter 3 The Notorious Thief** Completed: August 22, 2020

**Chapter 4 The Barren World Tree** Completed: August 22, 2020

**Chapter 5 The Blacksmith's Haven** Completed: September 14, 2020

**Chapter 6 The Enraged Protector** Completed: September 14, 2020

**Chapter 7 Final Battle! La Citadelle des Lions** Completed: September 19, 2020

**Chapter 8 To the Polar North**

**Chapter 9 The Winter Queen's Land**

**Chapter 10 Land of Blizzards**

**Chapter 11 The Queen's Icy Keep**

**Chapter 12 The Land of Mages**

**Chapter 13 Hunting the Ghost Ship**

**Chapter 14 The King of Mahrad Castle**

**Chapter 15 The Three Towers**

**Chapter 16 Beyond the Volcanoes**

**Chapter 17 The Sea Dragon's Strike**

**Chapter 18 Koalad, the Forbidden Land**

**Chapter 19 The Tropical Land**

**Chapter 20 Bushwacking**

**Chapter 21 Liars and Truth-tellers**

**Chapter 22 The Legendary Bird**

**Chapter 23 Towards Desert Lands**

**Chapter 24 The Riddling Queen**

**Chapter 25 The Desert Guardian**

**Chapter 26 The Parched Holy Eldertree**

**Chapter 27 To Darkstar Castle**

**Chapter 28 The Lost General**

**Chapter 29 Brother and Sister**

**Chapter 30 The Lunar Astronomer**

**Chapter 31 Moonbreaker**

**Chapter 32 The Squirril Truth**

**Chapter 33 The Moon's Secret**

**Chapter 34 Stellar Memory**

**Chapter 35 Two Planets**

## Permanent Dragon Quest Events

These are events listed in Keys / Other that have no end date. They are loosely based off the various trilogy storylines from the main Dragon Quest games.

Guided by Rubiss's Light: Legend of Erdrick - This event loosely follows the story of DQ I, II, and III. **Requirement:** Clear Chapter 3, The Notorious Thief: Visit the castle

The Heavenly Golden Dragon: History of Zenith Dragon - This event loosely follows the story of DQ IV, V, and VI. **Requirement:** Clear Chapter 4, The Barren World Tree: Visit the village to the north
Armamentalist

Taking strengths from both the Warrior and Mage vocations, the **Armamentalist** assails its foes with elemental strikes, capable of causing an impressive amount of damage under the right circumstances.

## Abilities

Armamentalist receives relatively large boosts to **Strength** and **Magic Attack** while also having an above average **Max HP**, and **Agility**, but low **Magic Healing**. They can be an extremely potent damage dealer, but requires having a proper setup. Armamentalist can be handicapped by a lack of relevant equipment (a strong weapon with at least a B tier Attack Spell slot) and a strong Attack Spell to go along with it. Furthermore, bosses can sometimes resist specific elements hindering their performance even more so. However, if you have a decent stash of Attack Spells and equipment, the Armamentalist can be a force to reckon with.

#### Magic Flurry

Deals a 300% potency attack with the selected spell's potency and elemental typing being stacked on top. If you were to cast Zapple with a potency of 105% then Magic Flurry's potency would become 405% and have the Zap element. The spell you select to perform Magic Flurry is also used prior to the ability going off, allowing you to combo off of your own spell!

 6 | 339% | 29 seconds

#### Magic Barrier

Reduces all incoming magic damage by 25% for a minimum of two turns.

 6 | 25% | 34 seconds

## Vocation Bonuses

Leveling your **Warrior** will grant a CD reduction for Magic Flurry as well as added Strength, while leveling the **Mage** will give a lower CD for Magic Barrier and boosts to your Magic Attack. Leveling both vocations will give +10 HP each at level 60 and +5 Luck at level 99.

Specialist Vocation Bonuses
 Level 80 | Attack Spell Crit Rate +3%

## Recommended Equipment

* Lightning Sword
* Sword of Kings
* Erdrick's Sword
* Dragon Slayer
* Metal Slime Dagger
* Gladius
* Deft Dagger
* Sage's Staff
* Metal Slime Whip
Dothradeth

Strategy: This is a very difficult fight. Dothradeth frequently revives his hands, so you should take 1 of 2 strategies: (1) if you have powerful AoE skills (such as Kazap, Gigaslash, Rubiss's Light), you can take them down frequently, but they should not be focused unless you can destroy one right before it uses a skill; or (2) ignore the hands and just focus Dothradeth. He frequently uses paralyze and sleep, so bring both resistance and items. Dark and Fire Breath, Crack, Zam, Agi down (or bring accelerate), Stun resistances. Uses Scorch when breaking blue and green bars. When breaking yellow bar, does Dark Star Forbidden Arts - a 5 hit attack to random party members, this one should definitely be defended. Similar to Zoma, you want to break last bar with everyone defending, but with most powerful skills and chainspell ready so you can burn last bar as quickly as possible.

Attacks

* Scorch whenever a bar is broken except last bar
* Dark Star Forbidden Arts - a 5 hit attack to random party members, when last bar is broken.
* Stuns frequently on last phase

Best weapons/armour/accessories/resistances to bring:

* Strong AoE skills (Kazap, Gigaslash, Rubiss's Light)
* Goddess Ring (Paralyze Resistance)
* Rousing Ring (Sleep Resistance)
* Zam Charm
* Dragon Scale (Fire Breath Resistance)
* If you have Rubiss's Staff Sage, then have helper be Pirate and do Double High Seas Shanty, if not, have helper be Rubiss's Staff Sage.

Food:

* Multiplayer
* Solo
	+ If you have enough damage to quickly burn down last bar, then bring Paralyze (pancakes). If not, bring Stun resist.

Items:

* Wakerobin (Sleep)
* Lunaria (Paralyze + HP restore)

Brilliant attacks - he is weak against these:

* Woosh

Sub-par attacks - he is strong against these:

* Fire breath
0728SacredLordBanner

**Availability:** 2020/07/28 (after maintenance) to 2020/08/05 23:59 UTC

**Draw Rates:**

* 5-star: 7%
* 4-star: 68%
* 3-star: 25%

**Featured limited equipment:**

* Sacred Lord's Axe
* Sacred Lord's Bow
* Wargod's Spear
* Wargod's Shield
* Wargod's Helm
* Wargod's Armour Top
* Wargod's Armour Bottom

* Focus equipment: 0.5%
* 5-star non-focus weapons: 0.0425%
* 5-star non-focus shields: 0.02%
* 5-star non-focus helmets and tops: 0.0691%
* 5-star non-focus bottoms: 0.0760%
* 4-star weapons: 0.51%
* 4-star shields: 1.7%
* 4-star armours: 1.7486%
* 3-star weapons: 0.2727%
* 3-star shields: 0.65%
* 3-star armours: 0.5313%

* 5-star
* 4-star
* 3-star
Teachings

Teachings were introduced on Sept. 01 2020, and they allow specialist to use specialized "teachings" to get 2 vocation specific skills that are on that teaching, and when that character "Learn Teachings", they will get to use those skills until the player wishes them to have a different teaching.

Several notes:

* Teachings come as a pair of skills, and the skills are randomly picked from a specialist vocation specific pool.
* You can not have 2 active skills from the same pool
* You can only learn one teaching at a time - that said, multiple characters can learn the same teaching, and there is no cost to switch between teachings
* The teaching is only active while you are that specific vocation. If you switch out, you will no longer use that teaching. When you switch back, you will automatically continue using that teaching
* Teachings can be forgotten/sold at the Buyback Merchant - but have no monetary value
* If you obtain the exact same teaching (ie: exact same pair of skills), you will have the message "Obtained" on the treasure screen, and the teaching will be grayed out.
Junior EuroAsia 23rd Edition Wiki

.......Junior EuroAsia 23rd Edition is an Asian European song contest for People from Europe, the Caucasus, the Middle East and North Africa. The competition is organized by the host broadcaster ERT And European Public Broadcasting Association. The competition will take place in kapa studios, Attica, Greece After winning the 22nd Editon. the contest will feature 2 semi- finals. from each semi 5 countries with the most votes will take part in the grand final. Record Breaking number of countries will take part in the contest, 29. Romania And The Uk Withdrew. While Armenia, Azerbaijan, Bulgaria And Germany Returend.

\*Due To Covid-19 Outbreak in some countries it was decided that every song will be performed in it's home country in a studio. the main event will still take place in the Arena with no audience.

## Participating countries

**Semi Final 1 - DATE - April 8, 2020**

12 countries will take part in this semi. Greece Italy and ukraine will vote in this semi. Germany Won The Semi Becase They got More 12 points then israel.

**Semi Final 2 - DATE - April 9, 2020**

12 countries will take part in this semi. Hungary And Switzerland will vote in this semi.

**Grand Final - DATE - April 10, 2020**

## other countries

Malta: even tho TVM intended to participate in the previous edition, they showed no intention to participate in this edition.

Romania: TVR announced that due to poor results, Romenia Will Withdrew.

The United Kingdom: The BBC announced that due to Lack of interest The UK Will Withdraw.

Poland: TVP Announced that they will consider returning the next edition.

## Process for selecting representatives

Albania: Internal selection

Armenia: Internal selection

Australia: Internal selection

Azerbaijan: Internal selection

Belgium: Internal selection

Bulgaria: Internal selection

Czechia: Internal selection

Estonia: Internal Selection

Finland: Internal Selection

France: Internal selection

Germany: Internal selection

Greece: Internal selection

Hungary: Eurázsia Magyarország dalverseny

Israel: Internal Selection

Italy: Internal Selection

kazakhstan: Qazaqstan üşin än

Latvia: Internal selection

Lithuania: Internal selection

Moldova: Internal selection

Morocco: Internal selection

Norway: Internal selection

Portugal: Internal selection

Russia: Internal selection

Slovenia: Internal selection

Spain: EuroasiaFest

Sweden: Internal Selection

Switzerland: Internal Selection

Turkey: Internal Selection

Ukraine: Internal Selection
Dilapidation (Fiend)

Fiend Class Key can be obtained from Dilapidation (Legendary) from Portal Crevasse Event

Dilapidation (Legendary)

Dilapidation
 Sizz
 Normal
 Fire Breath
 Effective

* **Regular Attacks**
	+ **Normal Attack** (All: Physical: *~140 DMG)*
	+ **Anger** (Self: Attack Up 2 Step and Defence Down 2 Step (40%)) (Interrupt)
	+ **Pursuit** (All: Physical: *~140 DMG*) (Interrupt)

* **Skill Gauge Move**
	+ **Mountainmover** (All: Magical Rubblerouser: *~190 DMG*)
	+ **Brutal Triple Blow** (Random: Physical (100% Critical Rate): 3x *~300 DMG*)
	+ **Fiendish Ray** (All: Physical Bang: *~220 DMG*)

* Dilapidation will use **Anger** every 8 actions and follow up with **Pursuit** every 4 actions afterward
* **Anger** will wear off after Dilapidation uses a **Normal Attack**
* Dilapidation will use **Mountainmover** > **Brutal Triple Blow** > **Fiendish Ray** for his Skill Gauge Moves

**Strategy**

* For the beginning of the fight, just focus on Defending and building CT for buffs
* While Dilapidation's DMG received will be drastically increased while **Anger** is on, it also makes his physical attacks become Instant Death, so its best to make sure you Defend when **Anger** is up on Dilapidation and then focus on attacking after he uses **Normal Attack** and it wears off, if you are using the 2 PLD cover method, obviously, you should instead focus on DMG only when he has Anger up
* Because Dilapidation will use **Anger** every 8 actions, it is highly advised that you coordinate with your party and have each person limit themselves to 2 actions, so that way the party can be ready to defend **Normal Attack**, Be aware that self buffs such as sporadic accelerate, etc DO count toward that 8 action limit, so bringing buffs like that can be a huge detriment to the fight
* Once you have increased the party Defence and Agility to 2 Steps, you can then start focusing on combo chaining and slowly whittling away the Health Bar
* Buffs should be a high priority over attacks when doing this fight, the priority is: Defence > Agility > Attack
* Debuffs such as Spell Resistance Down, Agility Down, and Bang Resist Down work on Dilapidation
* Despite having multiple Health Bars, Dilapidation has no Bar Break Moves, so no need to worry about finishing a Health Bar
* 3 Sages and 1 Pirate or 2 Pirate and 2 Paladin are highly recommended formations for this fight
* Make sure to always have at least 250 HP when guarding an angered **Normal Attack**
* For those with Liquid Metal Crown, you don't have to worry about guarding **Brutal Triple Blow**, elsewise, focus on defending Skill Gauge Moves

Mission Rewards

First Clear Rewards (Multiplayer)
 500 Gems

Recommended Food

Recommended Items

Highly Recommended Resists (Most > Least)
Rubiss Staff

#### Overview

This weapon is so insanely busted that it remains TOP TIER even in the JAPANESE VERSION years after release. Kazap is absolutely insane in having a better magic damage formula than all other 'Advanced' spells. (Superior to Kaboom, Mountainmover, Kasizz, Kazam, Kafrizz, Kaswoosh) while targeting ALL foes (and doing more damage than powerful single target spells), although it also has to be upgraded up to LVL 15 for maximum effect. Rubiss Staff is the penultimate weapon for sages, as no other weapon released internationally has skills as good as the Rubiss Staff. To further abuse sage spell buffs, the Rubiss Staff comes with the much coveted MOREHEAL and a spare A-Rank AtkSpell slot. Clearly, you should be breaking down lower-end garbage like Sages Staff, Celestial Scepter, Falcon-Knife Earrings, even Metal Slime Staff, as their A-Rank spells do much better on the Rubiss Staff. Rubiss Staff also comes with a second slot for SupSpell being B-rank initially but eventually upgrading to A-rank. This is basically an invitation to slap Midheal or whatever team buff you want on it (Kabuff/Insulatle/MagicBarrier). If you are crazy enough to evolve this already overpowered weapon, please do. It gains an extra AtkSpell slot if you do, enabling relatively useful B-Rank (After Evolves) AtkSpells like Zapple or Frizzle to be equipped, and allow the Sage using this to spell spam even more (If you max evolve this, slap another good A-Rank Spell instead to push this Staff's offensive capabilities through the roof). Also, there is absolutely NO REASON to break this weapon down except for evolving, as nothing (at least in the international release) can use S-Rank spells in sub slots, meaning that although other equipment can be justly broken down for good main skills, the Rubiss Staff cannot, and therefore is the natural choice for a long term investment.
Psaro Manslayer (Event)

Legendary (Heavenly Golden Dragon)

Giga-Legendary

Fiend

Psaro - First form
 Sizz
 Normal
 Fire Breath
 Normal

Psaro - Second form
 Sizz
 Normal
 Fire Breath
 Resist

* **Phase 1**
	+ **Threshold Skills (Bar Breaks)**
		- Green to Yellow: **Nothing**
		- Yellow to Red: **Hellslash** (All: Physical Zam: *~120 DMG*)
	+ **Regular Moves**
		- **Normal Attack** (Single: Physical (High Critical Rate): *~60 DMG*)
		- **Frigid Wave** (All: Removes all Buffs)
		- **Crush** (Single: Physical: *~20 DMG* and Stun)
		- **Aim & Strike** (Single: ???: *~30 DMG* and CT 3/4 Reduction and end Targeted State)
		- **Kasizz** (All: Magic Sizz: *~70 DMG*)
		- **Sweet Breath** (All: Breath: Sleep) (used 2nd turn after Red Health Bar)
	+ **Skill Gauge Moves**
		- **Demon King's Attack** (Single: Physical: *~300 DMG*)
* **Phase 2**
	+ **Threshold Skills (Bar Breaks)**
		- Green to Yellow: **C-C-Cold Breath** (All: Ice Breath: *~220 DMG*)
		- Yellow to Red: **Rage** (Self: Increases Attack and Defence 2 steps (40%))
		- Yellow to Red: **C-C-Cold Breath** (All: Ice Breath: *~220 DMG*)
	+ **Regular Attacks**
		- **Normal Attack** (Random: 2x (+1 with Anger) Physical (High Critical Rate): *~20 DMG*)
		- **Anger** (Self: Increases Attack and Defence 1 step (20%) (ends after Shining Darkness)
		- **Targeted** (Single: Targeted State)
		- **Bounce** (Self: Buff: Reflects Magic Damage) (used on first turn)
		- **Aim & Strike** (Single: ???: *~30 DMG* and CT 3/4 Reduction and end Targeted State)
	+ **Skill Gauge Moves**
		- **Inferno** (All: Fire Breath: *~100 DMG*)
		- **Shining Darkness** (All: Dark Breath: *~200 DMG* and CT 1/4 Reduction)
		- **Kazam** (Single: Magic Zam: *~120 DMG*)

**Strategy**

Mission Rewards (Solo)
 Perfect Clear Reward

First Clear Rewards (Solo)
 ???

Mission Rewards (Multiplayer)
 Perfect Clear Reward

First Clear Rewards (Multiplayer)
 ???

Notable Rewards
 Alena Gear Set

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists
07132020WrymPalliumBanner

**Availability:** 2020/07/14 00:00 UTC to 2020/07/27 23:59 UTC

**Draw Rates:**

* 5-star: 7%
* 4-star: 68%
* 3-star: 25%

**Featured limited equipment:**

* Wyrmwand (Note: Puff can not damage metal-type monsters)
* Sun Crown
* Pallium Regale
* Royal Trousers
* Sun Shield
* Archangel's Dagger
* Archangel's Whip

* Focus equipment: 0.5%
* 5-star non-focus weapons: 0.0425%
* 5-star non-focus shields: 0.02%
* 5-star non-focus helmets and tops: 0.0691%
* 5-star non-focus bottoms: 0.076%
* 4-star weapons: 0.51%
* 4-star shields: 1.7%
* 4-star armours: 1.7486%
* 3-star weapons: 0.2727%
* 3-star shields: 0.65%
* 3-star armours: 0.5313%

* 5-star
* 4-star
* 3-star
TempleofDeepEvent

This is a tower climbing event where you will climb 3 25 floor towers to try and gain treasures... and food!

This tower is unique in that progress is tied to both solo and multiplayer modes - so if you cleared level 1 solo, got to level 2 and found that you can't clear it, you can host level 2 in multiplayer. That said, all progress is tied to each individual player - this means that you **MUST** spend stamina in order to progress. In other words - multiplayer is only meaningful to the host, and joiners are only there to help the host out and get food.

Pretty much every level is random and have non-fixed difficulties. All Fixed bosses have a chance of dropping Divine Solder's equipment.

## Reward Table (Normal)

Grats for clearing the Deep Sea temple, but what is this? A new temple. Oy yo yoy time for some more floors in...The Temple of the Deep ADVANCED.

Ooh you have cleared the advanced temple now have you? Grats on that, but whats this? A Temple for true heroes. Oy yo yoy here we go again, this time the Temple of Deep Sea...HEROIC style.

You finished all 3 towers. YAY for you!!! Whats next you asked? Well you did get a Fiend Class Aquarion Key from that final floor so.....Hop to it.

If you need help for Aquarion (Fiend) Class there is a page dedicated to it.

## Treasure of the Deep Treasure Vault (Key is used upon completing)

Boss: Necromancer

Win the Boss Battle within 10 turns: Starspirit Fruit Reward

Defeat the Boss using a skillful Finish: Yggdrasil Leaf Reward

Clear the quest without dying: 2000 G reward

## Resistance Table / Battle Strategies

(Information courtesy of Game8)

<Boss Name>
 Sizzle
 Normal
 Fire Breath
 Normal

## Map quests

Beginner: 100 Gems
 2
 3
 4
 5

Advanced: 100 Gems
 2
 3
 4
 5
Armour Skill Orb

Heroic: 300 Gems
 2
 3
 4
 5
Super Armour Skill
Alchemy and Awakening

This is a list of weapons and armour that will have alchmeny and awakening forms later, the equipment will have new skills and stronger stats. You want to keep these, especially duplicates.

What is Alchemy? - This is a future content update where you gain items that changes the weapon, giving it stronger stats and new skills

What is Awakening? - A far future content update requiring gear to be fully evolved, will transform it into supreme gear that possess very strong skills and stats.

## Equipment that will be desirable

Equipment you do not want to break, will become strong gear when alchemised or awakened

 Sage's Staff

## Weapons that gain strong skills via Alchemy

These weapons gain strong skills via Alchemy,

## Weapons that are safe to break

These weapons are safe to extract main skills as their alch forms are not worthy or give very little gains
Alltrades (ALL)

All 3 difficulties of each Vocation's Temple have the same strategy, Leonidas just gets stronger stats. Below they are listed easiest to hardest (of course this is debatable).

All versions Anger in final phase and begin casting skill Vocation Lords Road - a powerful 4 hit attack to random party members. Make sure you are defending before he casts.

**Superstar**

* This is the easiest of all the temples.
* Superstar Leonidas only has a special ability upon the final bar break. He will use Superstar's Form, greatly increasing his evasion, making him very difficult to hit with physical attacks.
* Bring along weapons with powerful spells and multi-hit to increase the chances of landing hits in final phase.
* For your Friend/Helper, bring a revocated Sage with Rubiss's Staff. After Leonidas uses Superstar Form, have the Sage use Chainspell to finish him off quickly.

**Armamentalist**

* Armamentalist Leonidas only has a special ability upon the final bar break. He will begin casting Magic Flurry upon final bar break, but it has a very short CT. He always uses Sizzle with Magic Flurry, so the whole party should defend.
* Equip your party with Sizz resist gear, as it will be cast 2-3 times throughout, including the Magic Flurry.

**Battlemaster**

* Battlemaster Leonidas uses Charge Crash upon each bar break. Charge Crash is a powerful attack on 1 party member that significantly reduces CT of all skills. If possible, have all party members defend upon each bar break, and be prepared to heal.

**Sage**

* Sage Leonidas only has a special ability upon the final bar break. He will begin casting Chainspell upon final bar break, but it has a very short CT. He always casts two Sizzles, so the whole party should defend.
* Equip your party with Sizz resist gear, as it will be cast 2-3 times throughout, including the Chainspell.

**Paladin**

* Paladin Leonidas uses Solar Flair (Bang) upon each bar break, which hits all party members. All party members should defend upon each bar break, and be prepared to heal.
* Equip your party with Bang resist gear.

**Monster Master**

* Monster Master Leonidas uses Scorch upon each bar break, which hits all party members. All party members should defend upon each bar break, and be prepared to heal.
* Equip your party with Flame Breath resist gear. Dragon's Scale and Tantegel Armour Top have Fire Breath resist. Tantegel Armour Top can be farmed from the DQ1 levels of Guided by Rubiss's Light permanent event.
* For your Friend/Helper, bring a Pirate for High Seas Shanty, which increases defense and reduces Breath Damage.

**Pirate**

* Pirate Leonidas uses Blast upon each bar break, a powerful 4 hit attack that hits random party members. All party members should defend upon each bar break, and be prepared to heal.
Trauminator (Portal Crevasse)

Fiend

Trauminator
 Sizz
 Normal
 Fire Breath

* **Threshold Skills (Bar Breaks)**
	+ Blue to Green: **Rain of Arrows** (Random: Physical Bang: 4x *~130 DMG*)
	+ Green to Yellow: **Rain of Arrows** (Random: Physical Bang: 4x *~130 DMG*)
	+ Yellow to Red: **Higher Gear Shift** (Self: Attack Up 1 Step (20%))
	+ Yellow to Red: **Rain of Arrows** (Random: Physical Bang: 4x *~130 DMG*)
* **Regular Attacks**
	+ **Cleaver** (Single: Physical: *~70 DMG*) (Interrupt)
	+ **Call Companion** (Summon Companions)

* **Skill Gauge Move**
	+ **Super Laser** (All: Physical Bang: *~110 DMG*)

* Trauminator will use **Cleaver** every turn
* Trauminator will use 2x **Cleaver** every ??? actions as an Interrupt

**Strategy**

* Trauminator is accompanied by 4 companions, when they are all defeated, he'll resummon them, they are weak enough that you can kill them with a single Rubiss Light or Kaboom
* Focus only on Trauminator and bring Bang Resist gear and food
* Golden Dragon Claws is extremely effective against Trauminator

Mission Rewards

Sigils
Healing Magic +3
Bang DMG -5%
Blind Resist +5%
Stun Resist +5%
Lock Resist +5%

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)
Priest

Heals companions' wounds. Can also equip hefty weapons like clubs and spears. Every team needs a healer. This vocation is required to unlock the Paladin and Sage Vocations.

## Abilities

Priests excel with **Support Spells**, thanks to their **Magic Healing** growth. Equipment that maximize Magic Healing should have highest priority.

### Heal / Midheal

**Heal**: A beginner spell that heals a small amount of HP.

Target: Single Ally.

Skill type: Support Spell

 5 | 15 seconds

**Midheal**: An intermediate healing spell.

Target: Single Ally.

Skill type: Support Spell

 5 | 20 seconds

### Care Prayer

Raises **Magic Healing** by 100%. Lasts at least 3 turns.

Target: Self

Skill type: Support Ability

 5 | 31 seconds

## Special Vocations

To unlock the Sage and Paladin vocations, leveling up the **Priest** to level 50 is required.

## Vocation Skills

* Heal / Midheal upgrades: Levels 1, 10, 20, 40, 60
* Care Prayer upgrades: Levels 30, 50
* Magic Healing +10 upgrades:
	+ With Preferred Weapon - Levels 1, 25, 45
	+ Without Preferred Weapon - Levels 15, 35
* Spell CT Cut 3% with preferred weapon: Levels 5, 55
Attack Skills

Last Updated: August 3, 2020

* Common Gacha completed: August 1, 2020
* Chapter 1 completed: August 3

**Weapon name in Bold:** Weapon uses skill as main skill, and weapon must be broken to extract the skill.

Weapon name not bolded: Skill is a sub-skill of this weapon, and weapon does not need to be broken.

No weapon listed: Skill is universal and can be used in any weapon so long as there is an appropriate available slot.
Nokturnus (Emergency Attack)

**Fiend**

Strategy: <insert a short summary>

Attacks

Best weapons/armour/accessories/resistances to bring:

* Bullet list

Food:

* Multiplayer
* Solo

Items:

Brilliant attacks - he is weak against these:

* Bullet list

Sub-par attacks - he is strong against these:

* Bullet list

Fiend

Strategy:

<insert a short summary>

Attacks

Best weapons/armour/accessories/resistances to bring:

* Bullet list

Food:

* Multiplayer
* Solo

Items:

Brilliant attacks - he is weak against these:

* Bullet list

Sub-par attacks - he is strong against these:

* Bullet list
Rex Lucifer (Fiend)

Fiend Class Key can be obtained from Legendary Leonidas (Ancient Ruins of Teachings Event)

Rex Lucifer
 Sizz
 Resist
 Fire Breath
 Normal

**Fiend Clear video by GateofDestiny**:https://www.youtube.com/watch?v=HlrVOa6VHsg&ab\_channel=GateOfDestiny

Mission Rewards
 Defeat the boss using a Skillful Finish
 Clear the quest without dying

First Clear Rewards
 ???

Recommended Food

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists
Yuna and Warrior of Light (Dissidia Final Fantasy Opera Omnia Collaboration)

Cloud and Y'shtola Manikin

Garland and Jecht Manikin

Sephiroth Manikin

Planesgorger

Blackened Will

Yuna Manikin
 Sizz
 Normal
 Fire Breath
 Resist

Warrior of Light Manikin
 Sizz
 Normal
 Fire Breath
 Resist

**Yuna Manikin**

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Energy Blast** (Random: Magical: 5x *~100 DMG*)
	+ Yellow to Red: **Energy Blast** (Random: Magical: 5x *~100 DMG*)
* **Regular Attacks**
	+ **Normal Attack** (Single: Physical: *~20* *DMG*)
	+ **Energy Blast** (Random: Magical: 5x *~100 DMG*) (used at start of battle)
	+ **Cheer** (Self: Reduce Physical DMG (75%))
* **Skill Gauge Moves**
	+ **Sonic Wings** (Single: Magical Woosh: *~150 DMG*)
	+ **Energy Ray** (All: Magical Bang: *~80 DMG*)
	+ **Esuna (Right Skill Gauge)** (All: Debuffs Removed) (used when debuffs are on her or Warrior of Light Manikin)
* Yuna Manikin will recast **Cheer** the instant her unique buff wears off from it

**Warrior of Light Manikin**

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Shining Wave** (All: Physical: *~100 DMG* and Self 100 HP Recovered)
	+ Yellow to Red: **Shining Wave** (All: Physical: *~100 DMG* and Self 100 HP Recovered)
* **Regular Attacks**
	+ **Normal Attack** (Single: Physical: ~30 DMG)
	+ **Shining Shield** (Single: Physical: *~50 DMG* + Reduce Magic DMG (75%))
* **Skill Gauge Moves**
	+ **Throw Buckler** (All: Physical: *~50 DMG* and nullify DMG from 1 Skill attack)
* Warrior of Light Manikin will recast **Shining Shield** the instant his unique buff wears off from it

**Strategy**

* Yuna Manikin will resist Physical DMG and Warrior of Light Manikin will resist Magical DMG, so make sure to bring a mixture of both
* Yuna Manikin's attacks are pure magic, so some form of Magic Shield (Rubiss's Shield or Liquid Metal Shield) is HIGHLY recommended
* Warrior of Light Manikin's **Throw Buckler** will nullify DMG from one skill, so make sure when you see his purple shield buff, that you use a weak or all move to get rid of it.
* Warrior of Light Manikin is vulnerable to speed down and attack down, but be aware Yuna Manikin will follow up with **Esuna** at some point

Mission Rewards
 Defeat the boss using a Skillful Finish
 Clear the fight without dying

First Clear Rewards
 100 Gems

Notable Rewards

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists
Pirate

### Passives

Ocean Bond:Extends duration of all allies' Support Ability/Spell status by +1 turns.

### Abilities

High Seas Shanty,
Blast

### Weapons

Sword, Axe, Hammer, Dagger, Fan, Boomerang

Taking strengths from both the Sailor and Dancer vocations, the **Pirate** is the ruler of the seas. It is a vocation with strength and a High Seas Shanty that bolsters companions.

## Abilities

**Pirates** receives equal amounts of boost to Max HP, Resilience, and Strength. They hit strong, and with the Resilience that naturally grows, tank hits so they can keep others' DPS up.

### High Seas Shanty

Raises Defense by 20% and breath resistance by 30%. Lasts at least 2 turns. Due to the importance of defense and prevalence of breath attacks, this is considered a very powerful skill, making Pirate powerful in most boss fights. On Revocation 3, gains a passive ability "Cheers on Board" that passively allows a 3% chance for this Ability to activate at the start of any Round.

Target: All Allies

Skill type: Support Ability

 8 | seconds

### Blast

A 100% potency 5-hit attack.

Target: Random Enemy

Skill Type: Attack Ability

 8 | seconds

## Vocation Bonuses

Standard Vocation Bonuses
 99 | Luck +5 | Luck +5

Specialist Vocation Bonuses
 Level 80 | Critical Hit and Runaway Magic Potency +7%Additional +8% if Pirate

## Recommended Equipment

* Metal Sword/Liquid Metal Sword
Vulpis the Vanquisher (Portal Crevasse)

Fiend

Vulpis the Vanquisher
 Sizz
 Normal
 Fire Breath

* **Threshold Skills (Bar Breaks)**
	+ Blue to Green: **Vanquisher's Target** (Single: Target State)
	+ Green to Yellow: **Vanquisher's Target** (Single: Target State)
	+ Yellow to Red: **Anger** (Self: Defence Up ??? Step)
	+ Yellow to Red: **Kerfrizz** (Random: Magical Frizz: 4x ~140 DMG)
* **Regular Attacks**
	+ **Normal Attack** (Single: Physical (High Critical Rate): *~80 DMG)*
	+ **Vanquisher's Target** (Single: Target State)

* **Skill Gauge Move**
	+ **Lava Toss** (All: Physical Frizz: ~*30 DMG*)
	+ **Curse Wedge** (Single: Physical: ~*40 DMG* + Curse)
	+ **Curse Crush** (All: Physical: *1 DMG* (*200 DMG* if Cursed) + Remove Curse)
	+ **Violent Roar** (All: Physical: *~30 DMG* + Stun)
	+ **Demon Claw** (Random: Physical Zam: 3x *~100 DMG*)

* Vulpis the Vanquisher will use **Vanquisher's Target** at the start of Battle
* Vulpis the Vanquisher will use Skill Gauge Moves randomly, except if someone has Curse, then Vulpis the Vanquisher will use **Curse Crush**

**Strategy**

* Whoever has Target State from **Vanquisher's Target**, Defend, Vulpis the Vanquisher will chain a ton of attacks
* Vulpis the Vanquisher has low HP, so if you bring Zap DMG, this fight will go quickly
* Be careful of Criticals from **Normal Attack**
* Be careful of **Kerfrizz** when reaching Red Health Bar, it does decent DMG

Mission Rewards

Sigils
Str +1
Critical Rate +1%
Paralyze Resist +5%
Lock Resist +5%
Flame Breath DMG -5%

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists (Most > Least)