recursal/Fanatic-Fandom huggingface dataset:
Santa (Christmas Seasonal Event)

Santa
 Sizz
 Normal
 Fire Breath
 Immune

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Starfall Dance** (All: Stun)
	+ Yellow to Red: **Starfall Dance** (All: Stun)
	+ Yellow to Red: **Sacred Protection** (Self: Defence and Agility Up 2 Steps (40%))
* **Regular Attacks**
	+ **Normal Attack** (Random: Physical: 3x *~20 DMG*)
	+ **Have at Me! Do Your Worst!** (All: Full HP Recovery) (Interrupt)
	+ **Call a Companion** (Summons Companion Gift) (Interrupt)
* **Skill Gauge Moves**
	+ **Bewitching Eyes** (Single: Sleep)
	+ **C-C-Cold Breath** (All: Ice Breath: *~115 DMG*)
	+ **Scorch** (All: Flame Breath: *~115 DMG*)
	+ **Pious Pugilist** (Single: Physical Bang: *~20 DMG*)
* **Regular Attacks (Companion Gift)**
	+ **Normal Attack** (Single: Physical (High Critical Rate): *~10 DMG (~90 DMG)*)
	+ **Smile at Santa** (No Action)
* **Skill Gauge Moves (Companion Gift)**
	+ **Strange Present** (Randomly use a Special Gauge Move)
	+ **Whack** (Single: Instant KO)
* **Special Gauge Moves (Companion Gift)**
	+ **Gift 1** (Single: 999 HP recovery + Venom)
	+ **Gift 2** (Single: Spell Resistance Down 2 Steps + Magic Attack Up 2 Steps (40%))
	+ **Gift 3** (Single: Defence Down 2 Steps + Attack Up 2 Steps (40%))
* Santa will use **Have at Me! Do Your Worst!** at the start of battle
* Santa will use **Bewitching Eyes** > **Pious Pugilist** > **Scorch** > **C-C-Cold Breath** as his Skill Gauge Moves
* Santa will use **Call a Companion** 4 actions after any Companion Gift dies

**Strategy**

* There are 3 enemy waves before Santa
* **Santa**
	+ No need to bring recovery along the way to Santa, he'll heal everyone with **Have at Me! Do Your Worst!** at the start of battle
	+ Aim to kill the Companion Gifts regardless of Santa being able to resummon them, **Strange Present** and **Whack** are extremely troublesome, its recommended to kill them with All attacks
	+ Go all out at the beginning of the fight, Santa doesn't increase his attack DMG nor DMG with his Bar Breaks, so you can easily combo kill him down
	+ CT Reduction and Agility Down work on Santa, but again, its easy enough to clear without it

Mission Rewards

First Clear Rewards

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists

Secondary Recommended Resists
Schleiman (Event)

Fiend

Schleiman
 Sizz
 Normal
 Fire Breath
 Resist

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Goong-Ho** (Self: Attack + Defence + Agility Up 1 Step (20%) (Cannot be Dispelled and will be removed after 1-2 turns))
	+ Green to Yellow: **Schleimangreif** (All: Physical: *~10 DMG*)
	+ Yellow to Red: **Goong-Ho** (Self: Attack + Defence + Agility Up 1 Step (20%) (Cannot be Dispelled and will be removed after 1-2 turns))
	+ Yellow to Red: **Schleimangreif** (All: Physical: *~10 DMG*)
* **Regular Moves**
	+ **Normal Attack** (Random: Physical: 3x *~60 DMG*)
	+ **Repels the Power Gnawing Away** (Self: Removes all debuffs)
	+ **Schleimangreif** (All: Physical: *~10 DMG*)
	+ **Pursuit** (Random: Physical: 3x *~60 DMG*)
* **Skill Gauge Move**
	+ **Schleiman Cannon** (All: Physical: *~60 DMG*)
* Schleiman will use only **Normal Attack** per turn, however if a debuff is on him, he will use **Repels the Power Gnawing Away**
* Schleiman will use **Pursuit** every 8 actions, after using **Goong-Ho,** Schleiman will also use **Schleimangreif** (seperate from **Pursuit**) every 8 actions
* Schleiman only uses **Schleiman Cannon** for Skill Gauge Moves

**Strategy**

* Bring buffs, Schleiman has no way to remove them
* Debuffs can be used, but be aware you won't get the most bang for your buck on them unless you land them after Schleiman has used his **Normal Attack**, otherwise he will immediately remove them
* Attack Down is not needed as long as you have high Defence in this fight
* Do not even think of bringing any Zap abilities, boss and all enemies on the way are immune to it, however do bring Zam abilities, Schleiman is weak to it
* Keep in mind when Schleiman is about to use **Pursuit** and **Schleimangreif**, it could make it very hard to set up a combo otherwise
* **Goong-Ho** will be removed after a turn or two, so if DMG is too high, just Defend and wait for it to wear off

Recommended Food

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists (Most > Least)
Gadabout

A mystery vocation useless at combat but great at having fun. On the path to success? Or slackerdom? Just relax when you go into battle with these!

## Abilities

Gadabouts are there to dodge things, and bring Luck into Multiplayer matches.

### Having Fun

Try out assorted things

Skill type: Support Ability

 7 | 17 seconds

## Vocation Skills

* Having Fun upgrades: Levels 1, 22, 33, 44, 55, 77, 99
* Wild Whim: Level 5
* Dodge Rate +1: Levels 27, 38, 49, 60, 88
* Luck upgrades:
	+ +5: Levels 11, 22, 33, 44, 55
	+ +6: Level 66
	+ +7: Levels 77, 99
Empyreal Serpent (Revelation)

Revelation Key can only be obtained from Gold Task or Rainbow Task on A Rank Adventurer Maps or any Task on S Rank Adventurer Maps

Empyreal Serpent
 Sizz
 Fire Breath
 Resist

* **Threshold Skills (Bar Breaks)**
	+ Aqua to Blue: **Transient Illusion** (2 Allies: 99% Current HP DMG)
	+ Blue to Green: **Transient Illusion** (2 Allies: 99% Current HP DMG)
	+ Green to Yellow: **Transient Illusion** (2 Allies: 99% Current HP DMG)
	+ Yellow to Red: **Transient Illusion** (2 Allies: 99% Current HP DMG)
* **Regular Attacks**
	+ **Normal Attack** (Random: Physical: 3x *~80 DMG*)
	+ **Bears Down** (All: Physical: *~70 DMG*)
	+ **Frigid Wave** (Removes all Buffs)
	+ **Crunch** (Single: Physical: *~80 DMG* + Defence Down 2 Steps (40%))
	+ **Glares** (Single: Stun)
* **Skill Gauge Moves**
	+ **Scorch** (All: Fire Breath: *~300 DMG*)
	+ **C-C-Cold Breath** (All: Ice Breath: *~250 DMG*)
	+ **Ferocious Roar** (All: Stun)
	+ **Unattainable Dream** (**Scorch** + **C-C-Cold Breath**)
* Empyreal Serpent will randomly use 2 Regular Attacks each turn
* Empyreal Serpent will use **Scorch** > **Ferocious Roar** > **C-C-Cold Breath** > repeat for Skill Gauge Moves
* Empyreal Serpent will only use **Unattainable Dream** in Red Health Bar

**Strategy**

* Be careful, unlike Xenlon, this fight isn't really as easy, this boss has a ton of health and can attack frequently for decent DMG, so play smart
* While Empyreal Serpent does have **Frigid Wave**, it can be randomly used, so you can decide to use buffs if you want, esp if you want to time them right as Empyreal Serpent is about to use a damaging Skill Gauge Move
* **Scorch** and **C-C-Cold Breath** will do decent DMG, you may want to Defend against them if you don't have good Fire and Ice Resist
* Be careful with multiple Bar Breaks in this fight, **Transient Illusion** will do 99% of your current HP DMG to 2 allies and if you aren't careful, he could hit the whole party and do an all attack and instant wipe the party, also if you are a BTM, be aware you will instantly die if you get hit by this with Anger up, since Anger increases DMG, it'll increase the DMG to above 100% current HP DMG, so don't use Anger until Red Health Bar

Notable Rewards
Empyreal Helmet
Empyreal Armour Top
Empyreal Armour Bottom
Empyreal Shield

Recommended Food

Recommended Items

Highly Recommended Resists

Secondary Recommended Resists
Vulpis the Vanquisher (Fiend)

Fiend Class Key can be obtained from Vulpis the Vanquisher (Legendary) from Portal Crevasse Event

Vulpis the Vanquisher (Legendary)

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 *~400* *DMG*)
* **Regular Attacks**
* **Normal Attack** (Single: Physical (High Critical Rate): *~250 DMG (~500 DMG))*
* **Vanquisher's Target** (Single: Target State)

* **Skill Gauge Move**
	+ **Lava Toss** (All: Physical Frizz: ~*500 DMG*)
	+ **Curse Wedge** (Single: Physical: ~*400 DMG* + Curse)
	+ **Curse Crush** (All: Physical: 1 *DMG* (??? *DMG* if Cursed) + Remove Curse)
	+ **Violent Roar** (All: Physical: *~250 DMG* + Stun)
	+ **Demon Claw** (Random: Physical Zam: 3x *~240 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
* Make sure to use recovery items to heal the person that Vulpis has currently targeted, also make sure to keep everyones health up for when Vulpis the Vanquisher switches targets
* Buffs are very helpful in this fight, priority is Defence > Agility
* Bring at least 2 people who can cure Curse, you really do not want Curse to be on someone when **Curse Crush** is used
* Cure Curse only when you see **Curse Crush** being used, that way it'll just do 1 DMG and give you breathing room against Vulpis the Vanquisher's Skill Gauge Moves
* Make sure you are always ready to Defend when Target State changes, otherwise you will most likely eat dirt
* Be careful of Criticals from **Normal Attack**
* When triggering Bar Breaks, be ready to Defend immediately in case the Target State shifts to you
* Be careful of **Kerfrizz** when reaching Red Health Bar, make sure to Defend before triggering this Bar Break

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

First Clear Rewards
 Accessory

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)
0810WeaponBanner

**Availability:** 2020/08/11 00:00 UTC to 2020/08/17 23:59 UTC

**Draw Rates:**

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

**Featured limited equipment:**

* Sacred Lord's Knife
* Wargod's Bow
* Archangel's Sword
* Erdrick's Sword
* Zenithian Sword
* Falcon Blade (Note: attacks one foe twice on standard attacks)
* Sage's Staff
* Wyrmwand (Note: Puff! does not damage metal monsters)
* Orichalcum Claws
* Orichalcudgel
* Archangel's Dagger
* Archangel's Staff
* Archangel's Spear
* Archangel's Axe
* Archangel's Rod
* Archangel's Claws
* Archangel's Whip
* Archangel's Fan
* Archangel's Hammer
* Archangel's Boomerang
* Archangel's Bow
* Astraea's Abacus
* Falcon Knife Earrings

**Full list:**

Rates: Normal slot (Guaranteed 5-star slot)

* ALL 5-star items: 0.2188% or 0.2187% (3.1250%)
* 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
Trauminator (Fiend)

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

Trauminator (Legendary)

Trauminator
 Sizz
 Normal
 Fire Breath

* **Threshold Skills (Bar Breaks) (Trauminator)**
	+ Blue to Green: **Rain of Arrows** (Random: Physical Bang: 4x *~650 DMG*)
	+ Green to Yellow: **Rain of Arrows** (Random: Physical Bang: 4x *~650 DMG*)
	+ Yellow to Red: **Higher Gear Shift** (Self: Agility Up 2 Step (40%))
	+ Yellow to Red: **Rain of Arrows** (Random: Physical Bang: 4x *~650 DMG*)
* **Regular Attacks (Trauminator)**
	+ **Cleaver** (Single (P1 > P4): Physical: *~250 DMG*)

* **Skill Gauge Move (Trauminator)**
	+ **Super Laser** (All: Physical Bang: *~500 DMG*)
	+ **Rain of Arrows** (Random: Physical Bang: 4x *~650 DMG*)
* **Regular Attacks (Stainless Scrapper)**
	+ **Normal Attack** (Single: Physical: *~180 DMG*)
	+ **Swing Around** (All: Physical: *~??? DMG* + Stun)
	+ **Defend** (Self: DMG reduced by 50%)
* **Threshold Skills (Bar Breaks) (Stainless Scrapper)**
	+ **Double-Edged Slash** (Single: Physical: *~300 DMG* (with Attack Down 2 Steps) and Stun, also deals DMG dealt to Self)

* Trauminator will use **Cleaver** every turn
* Trauminator will use only **Super Laser** as a Skill Gauge Move, he'll switch to **Rain of Arrows** during Red Health Bar
* Stainless Scrappers will only use **Normal Attack** or **Swing Around** or **Defend** each turn
* Stainless Scrappers will only use **Double-Edged Slash** when Trauminator uses a Bar Break Skill, up to 2x per Bar Break

**Strategy**

* Defense is the key! When the battle starts, use your Kabuff Drink A to raise your defense immediately to survive attacks
* Buffs are the highest priority in this fight, in order of: Defence > Attack > Agility
* The fight will be made easier if you Blind or inflict Attack Down 2 Steps on Trauminator's companions
* Trauminator can resummon his companions, so don't bother attacking them, plus you don't want to have to reinflict debuffs on the new ones
* Trauminator's **Cleaver** goes P1 > P4, so make sure to defend when its your turn to get cut
* Make sure to Defend before triggering Bar Breaks, they will hurt alot otherwise
* Its very hard to ensure that all Stainless Scrappers are dead when a Bar Break triggers due to high HP, so go into each Bar Break assuming to get hit with **Double-Edged Slash**
* Trauminator will use **Rain of Arrows** at a very fast pace when it hits Red Health Bar, so make sure to kill him asap when he hits the final Bar Break

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

First Clear Rewards
 Accessory

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists (Most > Least)
0728BaneswordBanner

**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:**

* Banesword's Blade (Note: attacks random foes 1 to 3 times during standard attack)
* Banesword's Headband
* Banesword's Attire Top
* Banesword's Attire Bottom
* Golden Claws
* Gringham Whip
* Smart Shield
* Thinking Cap
* Dragon Robe
* Wargod's Fan (Note: Standard attacks strike a single target twice and can not strike multiple enemies)

* Focus equipment: 0.5%
* 5-star non-focus weapons: 0.045%
* 5-star non-focus shields: 0.034%
* 5-star non-focus helmets and tops: 0.0109%
* 5-star non-focus bottoms: 0.034%
* 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
Support Spells

Last Updated: August 3, 2020

* Common Gacha completed: August 2, 2020
* Chapter 1 included: 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.
Almighty (Revelation)

Revelation Key can only be obtained from Gold Task or Rainbow Task on A Rank Adventurer Maps or any Task on S Rank Adventurer Maps

Almighty
 Sizz
 Normal
 Fire Breath
 Normal

* **Threshold Skills (Bar Breaks)**
	+ Aqua to Blue: **Underpants Dance** (All: (100%) Stun)
	+ Blue to Green: **Frigid Wave** (Removes all Buffs)
	+ Blue to Green: **Underpants Dance** (All: (100%) Stun)
	+ Green to Yellow: **Underpants Dance** (All: (100%) Stun)
	+ Yellow to Red: **Frigid Wave** (Removes all Buffs)
	+ Yellow to Red: **Light Breath** (All: Light Breath: *~250 DMG*)
* **Regular Attacks**
	+ **Normal Attack** (Random (Hit Count increases by 1 with every Bar Break): Physical: *~70 DMG*)
	+ **One Liner** (Single: (100%) Stun)
	+ **Eerie Gleam** (Single: (100%) Sleep)
* **Skill Gauge Moves**
	+ **Scorch** (All: Fire Breath: *~300 DMG*)
	+ **Lightning** (All: Physical Zap: *~400 DMG*)
	+ **Freezing Breath** (All: Ice Breath: *~300 DMG*)
* Almighty will use **Normal Attack** + either **One Liner** or **Eerie Gleam** per turn
* Almighty will use **Scorch** > **Lightning** > **Freezing Breath** > repeat for Skill Gauge Moves
* All of Almighty's Status Ailments are 100% hit rate unless you bring 91%+ resistance

**Strategy**

* Buffs are highly recommended to bring, especially since Almighty will only use **Frigid Wave** 2x total as part of his Bar Breaks
* All of Almighty's Skill Gauge Moves hurt alot, so its highly recommended you bring Defence/Breath buffs as well as the right resists
* Almighty has a almost 100% hit rate on sleep from **Eerie Gleam**, so bring wakerobins to cure sleep
* Almighty's Bar Breaks will be 100% stun unless you bring 91%+ resist, so make that a priority when deciding on resistance, also make sure that when you are about to trigger the **Frigid Wave** Bar Breaks (Blue > Green and Yellow > Red), that you don't refresh buffs before it
* Make sure your HP is high enough when you trigger his final Bar Break, it'll do roughly 250 Light DMG to the party
* Try to defeat him as quickly as possible when he is on Red Health Bar, his normal attack will hit 5x during that Health Bar

Notable Rewards
Almighty Turban
Almighty Clothes Top
Almighty Clothes Bottom
Almighty Shield

Recommended Food

Recommended Items

Highly Recommended Resists

Secondary Recommended Resists
Final Battle! In the Footsteps of Erdrick (Fiend)

Fiend Key can be obtained from Legendary Final Battle! In the Footsteps of Erdrick

Legendary (Solo)

Dragonlord
 Sizz
 Resist
 Fire Breath
 Normal

Malroth
 Sizz
 Resist
 Fire Breath
 Normal

Zoma
 Sizz
 Resist
 Fire Breath
 Normal

**Fiend Clear video by GateofDestiny**:https://www.youtube.com/watch?v=whjkB4LyD6M&ab\_channel=GateOfDestiny

Mission Rewards
 Defeat the final 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
Sage

Taking strengths from both the Mage and Priest vocations, the **Sage** casts potent attack and healing spells. Spell Tricks kill shortens casting times.

## Abilities

**Sages** receives equal amounts of boost to Magic Healing and Magic Attack. What is most important to note though is that beyond Zing, the **Sage** does not come with any actual Magic Spells. Therefore, it must rely on weapons that have a variety of Attack and Support Spells

### Zing

Revives an ally with % of their HP. Gains a Passive Skill **Miracle of Resurrection** on Revocation 3, allowing a 15% chance for Zing to become Kazing when casted, which revives an ally with 100% of their HP.

Target: Single Ally

Skill type: Support Spell

 8 |  | seconds

### Chainspell

Lets the user select 2 Spells and cast them in rapid succession. This can not be interrupted by counter-attacks.

Skill Type: Support Ability

 8 | seconds

## Vocation Bonuses

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

Specialist Vocation Bonuses
 Level 80 | Magic +7Additional Magic +8 added if Sage

## Recommended Equipment

* Rubiss's Staff
* Sage's Staff
Monster Master

At Revocation 3, gains "Beast Instinct": 15% chance to remove paralysis, sleep, and confusion if afflicted at the start of each Turn.

### Abilities

Blaze Breath,
Crunch

### Weapons

Sword, Axe, Hammer, Whip, Boomerang, Bow

Taking strengths from both the Sailor and Ranger vocations, the **Monster Master** is the only vocation capable of breath attacks. They can lower enemy stats with the Crunch skill.

## Abilities

**Monster Masters** receives most amounts of boost to Max HP and Resilience. The reason is simple - they rely on their Blaze Breath attack to make short work of everything else while they soak up damage. If there is ever an enemy or a boss that is immune to Blaze Breath, they can still help by using Crunch to potentially reduce defence or attack.

### Blaze Breath

Triggers 1 of the following skills: Flame Breath, Inferno, Scorch, Hellfire. At level 5 or higher, this skill stops triggering Flame Breath.

Skill type: Attack Ability

 8 | seconds

### Crunch

A potency attack with a separate chance to reduce Defence and Attack.

Target: Single Enemy

Skill Type: Support Ability

## Vocation Bonuses

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

Specialist Vocation Bonuses
 Level 80 | Monster Whistle CT Cut 30%Grants +1 use to Monster Whistle uses if Monster Master
Maps

THIS PAGE IS A PLACEHOLDER UNTIL I CAN FIGURE OUT WHERE TO PUT THIS INFO:

### Monthly Maps

Late: 20th to 1st.

Missions
Rewards
100 Gems
100 Gems
 Clear dungeons 1 time in multiplayer!
100 Gems
 Clear key dungeons 2 times in solo play!
Metal Key
 Destroy 3 pots and barrels!
100 Gems
 Locate 5 sparkles on the atlas
Attack Ability Orb
 Eat any food before attempting a quest 1 time
100 Gems
 Defeat metal slime 3 times
Liquid Metal Chocolate
King Sanguini (Event)

Legendary (Portal Crevasse)

Fiend

King Sanguini
 Sizz
 Normal
 Fire Breath
 Resist

* **Threshold Skills (Bar Breaks)**
	+ Blue to Green: **Monster's Paradise** (All: Physical: 120 DMG + Sanguini State)
	+ Green to Yellow: **Monster's Paradise** (All: Physical: 120 DMG + Sanguini State)
	+ Yellow to Red: **Monster's Paradise** (All: Physical: 120 DMG + Sanguini State)
* **Regular Moves**
	+ **Normal Attack** (Single: Physical: ~50 DMG)
	+ **Lovely Lashing** (Single: Physical: ~50 DMG + Charm)
	+ **Additional Attack** (Single: Physical: ~50 DMG) (Interrupt)
	+ **Accelerate** (Self: Agility Up 1 Step (20%)) (Interrupt)
* **Skill Gauge Move**
	+ **C-C-Cold Breath** (All: Ice Breath: ~200 DMG)
	+ **Panic Spark** (Random: Physical Zap: 3x ~60 DMG + Confusion)
	+ **Lovely Crush** (All: Physical: 1 DMG (300 DMG if charmed) + Removes Charm)
* King Sanguini will use **Lovely Lashing** frequently and will occasionally use both **Normal Attack** and **Lovely Lashing** in a single turn
* King Sanguini will use **C-C-Cold Breath** > **Panic Spark** > **C-C-Cold Breath** > etc, but if someone has charm, he will use **Lovely Crush** instead

**Strategy**

* If you have a way to cure charm, bring it, **Lovely Crush** will do a staggering 300 DMG to a charmed person, which will most likely result in death
* Sanguini State from **Monster's Paradise** will be removed after a certain amount of time has passed
* While Sanguini State is active, anywhere you touch the screen where a Sanguini is will not count as being touched, so an effective way of using skills or moving the Skill Wheel is to flick the wheel or rapidly tap where the Sanguini are not at
* King Sanguini will reset his Skill Gauge when a Bar Break is triggered, so use that to effectively stop him from doing a Skill Gauge

Mission Rewards

Sigils
Str +3
Curse Resist +5%
Poison Resist +5%
Sleep Resist +5%
Zap DMG -5%

Recommended Food

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists (Most > Least)
EstarkEvent

## Stages

**Beginner:** 15 Stamina, 2 Battles

* Clear the quest in 15 turns total: 100 Gems
* Defeat the boss using a Skillful Finish: Weapon Upgrader
* Clear the quest without dying: Armour Upgrader
* **First Clear Reward:** 500G, Armour Upgrader, Strong Medicine, Bushy Bazaar Tray
* **Monsters**: Rashaverak, Aamon

**Advanced:** 20 Stamina, 3 Battles

* Clear the quest within 15 turns total: 100 Gems
* Defeat the boss using a Skillful Finish: Super Weapon Upgrader
* Clear the quest without dying: Super Armour Upgrader
* **First Clear Reward:** 1000G, Weapon Upgrader, Amor Seco Essence, Bushy Bazaar Tray
* **Monsters:** Barbatos, Pruslas, Aamon

**Hero:** 30 Stamina, 3 Battles

* Clear the quest within 15 turns total: 100 Gems
* Defeat the boss using a Skillful Finish: Secret Cavern Key
* Clear the quest without dying: Hidden Treasure Hoard Key
* **Perfect Clear Reward:** Estark's Magistone
* **First Clear Reward:** 1500G, Super Armour Upgrader, Special Medicine x3, Bushy Bazaar Tray
* **Monsters:** Pruslas, Rashaverak, Estark

**Legendary:**

* Clear the quest within 15 turns total: 300 Gems
* Defeat the boss using a Skillful Finish: Armour Skill Orb
* Clear the quest without dying: Liquid Metal Key
* **Perfect Clear Reward:** Demonic Emperor Key
* **First Clear Reward:** 3000G, Super Weapon Upgradder, Yggdrasil Leaf x3, Big Bushy Bazaar Tray
* **Monsters:** Barbatos, Aamon, Estark

## Resistance Table

(Information courtesy of Game8)

Estark
 Sizzle
 Normal
 Fire Breath
 Normal

## Attacks, Bar Breaks, and Known Inflictions

* Double Sword Standard Attack (High chance of Crit)
* Whole Party Slash Attack
* Sizzle
* Kaboom
* Kazam
* Scorch
* **First Bar Break:** Imperial Flash - Physical whole party attack
* **Second Bar Break:** Berserk Magic - Whole party high spell attack + CT Down
* **Third Bar Break:** Evolve Finish - Whole party purple shock (evaded only via Battle Buddy)
	+ Adds Single Target Confusion attack
	+ Adds Whole party Shock, or decrease agility, or decrease defense attack
0818FlameDragonBanner

**Availability:** 2020/08/18 00:00 UTC to 2020/08/24 23:59 UTC

**Draw Rates:**

* 5-star: 10%
* 4-star: 68%
* 3-star: 22%

**Featured limited equipment:**

* Flame Dragon's Axe (Note: Might boost attack on rare occasions)
* Flame Dragon's Shield
* Flame Dragon's Helm
* Flame Dragon's Armour Top
* Flame Dragon's Armour Bottom
* Banesword's Blade (Note: attacks random foes 1 to 3 times as standard)
* Flail of Destruction
* Golden Tiara
* Princess Robe Top
* Princess Robe Bottom
* Princess Shield
* Wargod's Hammer (Note: occasionally adds a critical hit as standard)

**Full list:**

Rates: Normal slot (Guaranteed 5-star slot)

* Focus equipment: 0.5%
* 5-star non-focus weapons: 0.1% (1.75%)
* 5-star non-focus shields: 0.03% (1.2%)
* 5-star non-focus helmets and tops: 0.0455% (1.2727%)
* 5-star non-focus bottoms: 0.03% (1.2%)
* 4-star weapons: 0.51%
* 4-star shields: 1.7%
* 4-star armours: 1.7486%
* 3-star weapons: 0.24%
* 3-star shields: 0.572%
* 3-star armours: 0.4675%

* 5-star
* 4-star
* 3-star
StargazerEvent

This is a tower climbing event where you will climb a 50 floor tower 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.

## Resistance Table / Battle Strategies

(Information courtesy of Game8)

Rigor Mortex
 Sizzle
 Normal
 Fire Breath
 Normal

### Bring the following:

* Curse resistance (5-stars)
* Dark Breath resistance (4-stars)
* Confusion resistance (2-stars)
* Frizz resistance (2-stars)
* Defence (1-star)

## Map quests

Beginner: 100 Gems
 2
 3
 4
 5

Advanced: 200 Gems
 2
 3
 4
 5
1x Liquid Metal Chocolate
1x Liquid Metal Key
Don Mole (event)

Don Mole
 Sizz
 Normal
 Fire Breath
 Normal

* **Threshold Skills (Bar Breaks) (Don Mole)**
	+ Green to Yellow: **Avant-Garde Special** (All: Confusion)
	+ Yellow to Red: **Avant-Garde Special** (All: Confusion)

* **Regular** **Attacks (Don Mole)**
	+ **Normal Attack** (Single: Physical: *~70 DMG*)
	+ **Hustle Dance** (All Enemies: Heals 200 HP)

* **Skill Gauge Moves (Don Mole)**
	+ **Tremor** (All: Physical: *~120 DMG* + Confusion)
* **Regular Attacks (Soul Mole)**
	+ **Normal Attack** (Single: Physical: *~10 DMG*)
	+ **Psyche Up** (Self: Tension Up 1 Step)
* **Skill Gauge Moves (Soul Mole)**
	+ **Whack-a-Mole** (Single: Physical: *~20 DMG*)

* Don Mole uses **Normal Attack** + **Hustle Dance** every turn
* Don Mole only uses **Tremor** for Skill Gauge Moves
* Soul Mole will only use **Normal Attack** or **Normal Attack** + **Psyche Up** every turn
* Soul Mole will only start building CT for **Whack-a-Mole** once it has used **Psyche Up**

**Strategy**

* Focus only on Don Mole, he will be in the back row of the formation, so certain weapons will get resisted, so its highly recommended to use all attack skills to DMG him and his Soul Moles
* Don Mole's **Hustle Dance** will heal everyone by about 200 HP per turn, so even more reason to try to use all attacks to kill his helpers, each helper has roughly 1000 HP
* Make sure to have Angel Bells ready to use when you trigger a Bar Break

Sigils
STR +1
Bang DMG -5%
Rubblerouser DMG -5%
Blind Resist +5%
Topple Resist +5%

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists
Dailies

There's several activities to do on a daily basis. As with most mobile gatcha games there is a time related resource called stamina.

1) Once Alltrades is opened up, you get 1 stamina free run of each all trades available that day. Accessed by the blue book icon, under the daily tab. These free runs are reset daily, it's not carried over to the following day.

2) Daily quest is important, it's a super easy give away, takes 1 stamina and there's 1 easy battle. You get an orb and a ticket. Accessed by the blue book icon, under the daily tab. It can be done daily and resets daily. It's not carried over to the following day.

3) Search for Sparkles. Go to the blue planet icon, zoom out and spin the planet and tab on the larger sparkles. It's free loot. The sparkles refresh 1 per hour.

4) Wandering Adventures: Maps -- get yourself some free treasure maps and share ones you've completed. You can start 3 every day for free. Pay gems for more if desired.

5) Crafting Herbs and Cooking. While not a 'daily' these are time elapsed activities that you can queue up. Items and foods become more important later. A note on food, you can achieve a 'great success' which results in a food of the same type but 1 level higher.

6) In the herb crafting or cooking there's a tab on the top right that allows you to automatically collect all your resource nodes. If you've leveled up your nodes, it'd be on a 2 hour timer.

7) Using your stamina periodically will help you maximize this resource. This can be in the form of Event Dungeons (multi/solo), Main story line (multi/solo) and Alltrades. Stamina is restored at 1pt/3 min. The gain is furthering the content, gaining experience and loot.

8) A very important daily activity is the Lucky Chest draw. Normally you will have 1 free Gacha chest, once in a while there may be more. Otherwise you have to pay gems to open chests.

9) Once casino is open you can visit it once per day to obtain a small amount of casino coins used to play the casino games. Obtaining a large number of casino coins will allow you to get cosmetics, some food which enhances luck and even a new class to use.
Valenslime (Event)

Valenslime
 Sizz
 Effective
 Fire Breath
 Effective

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Chocolin Bazooka** (Random: Physical: 3x (6x if **Intense Chocolin** is active) *~45 DMG*)
	+ Yellow to Red: **Chocolin Bazooka** (Random: Physical: 3x (6x if **Intense Chocolin** is active) *~45 DMG*)
* **Regular Attacks**
	+ **Normal Attack** (Random: Physical: 2x *~45 DMG*)
	+ **Intense Chocolin** (Self: Attack and Defence and Agility Up 1 Step (20%))
	+ **Pursuit** (Random: Physical: 2x *~45 DMG*)
* **Skill Gauge Moves**
	+ **Chocolin Cannon** (All: Physical: *~15 DMG*)
	+ **Chocolin Charge** (All: Physical: *~70 DMG*)
* Valenslime will only use **Normal Attack** every turn and **Pursuit** every ??? actions
* Valenslime will use **Intense Chocolin** after a while and will then after a while use "Valenslime becomes tired" to signal when its close to wearing off
* Valenslime will use only **Chocolin Cannon** while **Intense Chocolin** isn't up, but will use **Chocolin Cannon** (Left) and **Chocolin Charge** (Right) when it is up

**Strategy**

* There is 1 enemy wave before Valenslime
* **Valenslime**
	+ Only advice is don't trigger Bar Breaks when **Intense Chocolin** is up, it will very likely cause multiple deaths or a wipe

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists
Xyack (The Guardian Beasts and the Accursed Star)

Fiend

Xyack
 Sizz
 Normal
 Fire Breath
 Resist

* **Regular Attacks (Xyack)**
	+ **Normal Attack** (Random: Physical: 1-3x *~30 DMG)*
	+ **Just Deserts** (Self: DMG Received -75%)
	+ **Forgetful Blow** (Single: Physical: *~80 DMG* + Job Abilities Sealed State)
	+ **Forgetful Triple Blow** (Random + All: Physical: 3x *~80 DMG* + Job Abilities Sealed State + All Enemy Agility Up 1 Step (20%))
	+ **Regenerate** (Self + All Enemies: Self DMG -33% of Current HP + Revive all Enemies with Full HP)
* **Skill Gauge Move (Xyack)**
	+ **Tornado** (All: Physical Woosh: *~120 DMG*)
	+ **Kaswoosh** (All: Magical Woosh: *~120 DMG*)
* **Regular Attacks (Xyack's Shadow (Left))**
	+ **Regular Attack** (2 Allies: Physical: *~100 DMG*)
* **Regular Attacks (Xyack's Shadow (Right))**
	+ **Regular Attack** (All: Physical: *~100 DMG*)
* **Skill Gauge Move (Xyack's Shadow)**
	+ **Flash of Darkness** (All: Physical Zam: *~120 DMG* + Lock)
	+ **Deceleratle** (All: Spell: Agility Down 1 Step (20%))
	+ **Flash of Light** (All: Physical Sizz: *~120 DMG* + Blind)
	+ **Fuddlemeow** (All: Confusion)
	+ **Whack** (All: Chance of Death)
	+ **Frigid Wave** (Allies: Buffs Removed)
* Xyack will use **Just Deserts** at the start of Battle
* Xyack uses **Forgetful Blow** at the beginning of turns 2 and 4 and **Forgetful Triple Blow** at the beginning of turn 5
* Xyack will use **Regeneration** if both adds are dead
* Xyack will use **Tornado** > **Kaswoosh** > etc for Skill Gauge Moves
* Xyack's Shadows will always start charging up **Flash of Darkness** (Left) and **Deceleratle** (Right) at the start of battle, after that, both will use a skill randomly from their Skill Gauge Move list

**Strategy**

* It is highly recommended to defeat Xyack's Shadows in addition to doing DMG to Xyack, Xyack will do a hefty 33% current HP DMG to himself in order to revive them, which will help considering he has -75% DMG taken at all times
* Aim to defeat Xyack before turn 5, otherwise he will start using **Forgetful Triple Blow** and increase all enemies Agility Up 1 Step
* Don't rely too heavily on job abilities, he does frequently lock them from use
* Xyack is vulnerable to Agility Down, Blind, and Lock

Sigils
Breath DMG -3%
Zam DMG -5%
Paralyze Resist +5%
Blind Resist +5%
Lock Resist +5%

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists (Most > Least)
Gudied by Rubiss's Light: Final Battle! In the Footsteps of Erdrick

Game 8 page

**Legendary**

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
0828WargodBanner

**Availability:** 2020/08/28 00:00 UTC to 2020/09/03 23:59 UTC

**Draw Rates:**

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

**Featured limited equipment:**

* Wargod's Dagger (Note: Attacks 1-3 times at a single target on standard attacks)
* Wargod's Boomerang
* Wargod's Spear
* Wargod's Fan
* Sacred Lord's Axe
* Sacred Lord's Bow
* Sacred Lord's Knife

**Full list:**

Rates: (Guaranteed Rate)

* Focus equipment: 0.5% (0.5%)
* 5-star non-focus weapons: 0.0292% (2.3542%)
* 5-star non-focus shields: 0.07% (1.0%)
* 5-star non-focus helmets and tops: 0.0636% (0.9091%)
* 5-star non-focus bottoms: 0.07% (1.0%)
* 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
King Sanguini (Portal Crevasse)

Hero (Star Gazer's Cave)

Fiend

King Sanguini
 Sizz
 Normal
 Fire Breath
 Resist

* **Threshold Skills (Bar Breaks)**
	+ Blue to Green: **Monster's Paradise** (All: Physical: 120 DMG + Sanguini State)
	+ Green to Yellow: **Monster's Paradise** (All: Physical: 120 DMG + Sanguini State)
	+ Yellow to Red: **Monster's Paradise** (All: Physical: 120 DMG + Sanguini State)
* **Regular Moves**
	+ **Normal Attack** (Single: Physical: ~50 DMG)
	+ **Lovely Lashing** (Single: Physical: ~50 DMG + Charm)
	+ **Additional Attack** (Single: Physical: ~50 DMG) (Interrupt)
	+ **Accelerate** (Self: Agility Up 1 Step (20%)) (Interrupt)
* **Skill Gauge Move**
	+ **C-C-Cold Breath** (All: Ice Breath: ~200 DMG)
	+ **Panic Spark** (Random: Physical Zap: 3x ~60 DMG + Confusion)
	+ **Lovely Crush** (All: Physical: 1 DMG (300 DMG if charmed) + Removes Charm)
* King Sanguini will use **Lovely Lashing** frequently and will occasionally use both **Normal Attack** and **Lovely Lashing** in a single turn
* King Sanguini will use **C-C-Cold Breath** > **Panic Spark** > **C-C-Cold Breath** > etc, but if someone has charm, he will use **Lovely Crush** instead

**Strategy**

* If you have a way to cure charm, bring it, **Lovely Crush** will do a staggering 300 DMG to a charmed person, which will most likely result in death
* Sanguini State from **Monster's Paradise** will be removed after a certain amount of time has passed
* While Sanguini State is active, anywhere you touch the screen where a Sanguini is will not count as being touched, so an effective way of using skills or moving the Skill Wheel is to flick the wheel or rapidly tap where the Sanguini are not at
* King Sanguini will reset his Skill Gauge when a Bar Break is triggered, so use that to effectively stop him from doing a Skill Gauge

Mission Rewards

Sigils
Resilience +3
Curse Resist +5%
Poison Resist +5%
Stun Resist +5%
Zap DMG -5%

Recommended Food

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists (Most > Least)
TeachingsEvent

The **Ancient Ruins of Teachings** is a multiplayer only event that allows players to team up against poor old Leondias. To make this easier to understand, think of this as a *multiplayer version of Alltrades**,*** **with Teachings and without the armour crystal or vocation powders**. That said, there **is a fiend version available**, so there is that.

Unlike Alltrades, vocations in this event only gets **3 hours** in which they open, then they will rotate to the next set of vocations. On a whole, the following vocations are run at the same time:

* Superstar (White), Monster Master (White), Armamentalist (Blue)
* Sage (Blue), Paladin (White)
* Pirate (Red), Battlemaster (Red)

## Mission Tables

Advanced - Difficulty 42, Stamina 30, Battles 1
* Armamentalist: Attack Ability Orb
* Sage: Support Spell Orb
 Clear without items
 Clear without dying

Hero - Difficulty 62, Stamina 35, Battles 1
* Armamentalist: Attack Spell Orb
* Sage: Attack Spell Orb
 Clear without items
 Clear without dying

Legendary - Difficulty 82, Stamina 40, Battles 1
* Armamentalist: Attack Spell Orb
* Sage: Attack Spell Orb
 Clear without items
 Clear without dying

## Resistance Tables

(Information courtesy of Game8)

Leonidas (Red)
 Sizzle
 Normal
 Fire Breath
 Normal

Leonidas (Blue)
 Sizzle
 Normal
 Fire Breath
 Normal

Leonidas (White)
 Sizzle
 Normal
 Fire Breath
 Normal
Cloud and Y'shtola Manikin (Dissidia Final Fantasy Opera Omnia Collaboration)

Yuna and Warrior of Light Manikin

Garland and Jecht Manikin

Sephiroth Manikin

Planesgorger

Blackened Will

Cloud Manikin
 Sizz
 Fire Breath
 Resist

Y'shtola Manikin
 Sizz
 Fire Breath
 Resist

**Cloud Manikin**

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Meteorain** (All: Physical (High Critical Rate): ~60 DMG (~120 DMG Critical) + Dispel)
	+ Yellow to Red: **Mighty Critical Hit** (Self: Attack Up 1 Step (20%) and Defence Up 2 Step (40%) and Brutality (Critical Rate) Up 1 Step (???%))
	+ Yellow to Red: **Meteorain** (All: Physical (High Critical Rate): ~60 DMG (~120 DMG Critical) + Dispel)
* **Regular Attacks**
	+ **Normal Attack** (Single: Physical (High Critical Rate): ~60 DMG (~120 DMG Critical) + Defense Down 1 Step (20%))
	+ **Critical Crush** (Single: Physical (High Critical Rate): ~60 DMG (~120 DMG Critical)) (Interrupt)
* **Skill Gauge Moves**
	+ **Cross Slash** (Random: Physical: 3x ~60 DMG (~120 DMG Critical) + Paralyze)
	+ **Finishing Touch** (All: Physical Woosh: ~60 DMG + Topple)

**Y'shtola Manikin**

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Stone** (Single: Magical Rubblerouser: ~70 DMG + 30% CT Down)
	+ Yellow to Red: **Stone** (Single: Magical Rubblerouser: ~70 DMG + 30% CT Down)
* **Regular Attacks**
	+ **Normal Attack** (Single: Physical: ~10 DMG)
	+ **CT Rejuvenate All** (All: 25% Skill Gauge Increase) (Interrupt)
	+ **Pulse of Life** (All: Revives Ally and Heal 999 HP) (only used when Cloud Manikin is defeated first)
* **Skill Gauge Moves**
	+ **Stone (Left Skill Gauge)** (Single: Magical Rubblerouser: ~70 DMG + 30% CT Down)
	+ **Medica II (Right Skill Gauge)** (All: ??? HP Heal + ??? HP Regen per action)

**Strategy**

* Defeat Y'shtola Manikin first, otherwise she'll use Pulse of Life to revive Cloud Manikin and heal herself
* Cloud Manikin has an extremely high Critical Rate, so if you have it, equip Metal Coronet to reduce DMG from his Criticals

* Debuffs that work:
* Debuffs that don't work: Lock,

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

First Clear Rewards
 100 Gems

Notable Rewards

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists

Secondary Recommended Resists
Chapter 1 The First Island

## Story

If there are no dungeon rewards, this would be because it is not a dungeon segment, but a travel segment

## Subquest: Innish Isle: All

Start point: Sage's Cottage Condition:

Reward: Amor Seco Essence
* Clear quest without items: Support Spell Orb
 Spring Cave: B2
* Clear quest without items: Support Ability Orb
* Clear quest without dying: Attack Spell Orb

## Multiplayer: Innish Isle: All

* Defeat boss with Skilful: Medicinal Herb
 2
* Defeat boss with Skilful: Bread
 3
* Defeat boss with Skilful: Oomph Drink
* Clear without dying: 300 G
1003BaneswordBanner

**Availability:** 2020/10/03 00:00 UTC to 2020/10/12 UTC

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

**Featured limited equipment:**

* Banesword's Blade
* Banesword's Headband
* Banesword's Attire Top
* Banesword's Attire Bottom
* Orichalcum Claws
* Archangel's Whip
* Smart Shield

**Rates**: (Guaranteed Rate)

* Focus equipment: 0.5% (0.5%)
* 5-star non-focus weapons: 0.0425% (1.4375%)
* 5-star non-focus shields: 0.0200% (0.9500%)
* 5-star non-focus helmets: 0.0691% (1.5909%)
* 5-star non-focus tops: 0.0691% (1.5909%)
* 5-star non-focus bottoms: 0.0760% (1.7500%)
* 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%
Rigor Mortex (Fiend)

Fiend Class Key can be obtained from Legendary Rigor Mortex (R50 of Star Gazer's Tower Event or Portal Crevasse)

Legendary (Star Gazer's Tower)

Legendary (Portal Crevasse)

Rigor Mortex
 Sizz
 Normal
 Fire Breath
 Normal

* **Threshold Skills (Bar Breaks)**
	+ Aqua to Blue: **Cursing Eye** (2 characters: Curse)
	+ Blue to Green: **Cursing Eye** (2 characters: Curse)
	+ Green to Yellow: **Cursing Eye** (2 characters: Curse)
	+ Yellow to Red: **Rage** (Self: Agility Up 1 Step (20%))
	+ Yellow to Red: **Cursing Eye** (2 characters: Curse)
	+ Yellow to Red: **Stellar Destruction** (All: 90% Current HP DMG)
* **Regular Attacks**
	+ **Normal Attack** (Single (P1 > P4): Physical: *100 DMG*)
	+ **Advanced Machinery** (Self: Increases **Normal Attack** DMG by 20)
	+ **Stellar Destruction** (All: 90% Current HP DMG)

* **Skill Gauge Move**
	+ **Accursed Balance** (All: 50% Current HP DMG)
	+ **Lava Toss** (All: Physical Frizz: *~600 DMG*)
	+ **Darkness Breath** (Random: Dark Breath: 4x *~260 DMG*)

* Rigor Mortex will use **Normal Attack** every 3-4 actions as an Interrupt
* Rigor Mortex **Normal Attack** order will be random in Red Health Bar
* Rigor Mortex will randomly use **Advanced Machinery**
* Rigor Mortex will use **Stellar Destruction** at the Start of Battle
* Rigor Mortex will use **Accursed Balance** > **Lava Toss** > **Darkness Breath** for Skill Gauge Moves

**Strategy**

* Use healing items on P1 and P2 to ensure they don't die to **Normal Attack** following **Stellar Destruction** opening
* Rigor Mortex doesn't use **Frigid Wave**, so buffs are highly recommended for this fight
* Defence Down and Agility Down can be inflicted, so make sure to bring them
* Make sure to bring some way to cure Curse assuming it lands
* Don't use unnecessary actions in this fight, he'll either do **Normal Attack** or **Advanced Machinery** every 3-4 actions, so if you drag this out too long, you could end up dealing with 200-300 DMG per **Normal Attack**
* Make sure to guard against his **Lava Toss** and **Darkness Breath**, only guard **Accursed Balance** if you are next to be hit with **Normal Attack** and your HP won't be enough to survive
* Be very careful of the final Bar Break Stellar Destruction, it does 90% Current HP DMG, its very easy to wipe to a Skill Gauge Move or his **Normal Attack** if you don't heal from this
* Try to save Revivify Stones for Red Health Bar so that when things go south, you can revive and push DMG to win

**Fiend Clear video by GateofDestiny**:https://www.youtube.com/watch?v=r4llttdAAik&t=0s&ab\_channel=GateOfDestiny

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

First Clear Rewards
 Armor Alchemic Crystal

Recommended Food

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists
Wind Spirit (Event)

Fire Spirit (Legendary)

Water Spirit (Legendary)

Earth Spirit (Legendary)

Wind Spirit
 Sizz
 Normal
 Fire Breath
 Resist

* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Kaswooshle** (All: Magical Woosh: *~170 DMG*)
	+ Yellow to Red: **Dazzle** (All: Blind)
	+ Yellow to Red: **Kaswooshle** (All: Magical Woosh: *~170 DMG*)

* **Regular** **Attacks**
	+ **Normal Attack** (Single: Physical: *~10 DMG*)
	+ **Fizzle** (Single: Lock)
	+ **Decelerate** (Single: Agility Down 1 Step (20%))

* **Skill Gauge Moves**
	+ **Thin Air** (All: Physical Woosh: *~60 DMG*)
	+ **Wind Sickles** (Single: Physical Woosh: *~30 DMG*)

* Wind Spirit will use **Fizzle** or **Decelerate** or **Normal Attack** + **Normal Attack** each turn
* Wind Spirit will use **Thin Air** > **Wind Sickles** > **Thin Air** > etc for Skill Gauge Moves

**Strategy**

* Make sure to bring Blind Resist or a way to cure it if you are a physical Damage Dealer
* Make sure to either stack up on Woosh Resist for Bar Breaks or bring Magic Shield
* Bring Lock Resist if you are a magic user

Sigils
Breath DMG -3%
Frizz DMG -5%
Curse Resist +5%
Lock Resist +5%
Sleep Resist +5%

Recommended Food

Recommended Food (For Luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists
Mythologie étrusque

*Cet article est basé sur plusieurs sources de Wikipédia*

La mythologie étrusque est abordée par Tite-Live qui nous a laissé le témoignage de la profonde religiosité du peuple étrusque : « L'Étrurie […] tenait plus que toute autre nation à l'observation des rites religieux ». En effet, il n'est rien qui ne fût religieux dans leur culture, en dépit de l'amour pour la vie qu'ils manifestaient, jusque sur les peintures de leurs tombes.

La mythologie chez les Étrusques est née de la révélation faite aux hommes par la nymphe Bégoé, ou Végoia, et le génie Tagès. La première était liée à la fertilité et les rituels (consignés dans un traité) dépendaient de celle-ci. Le second passait pour être un enfant chauve, enfant-vieillard, sorti d'un sillon de la terre. Cette révélation, aux dires des anciens, a été consignée dans le corpus des livres sacrés, sous le nom de *Disciplina etrusca*. Ce thème de la révélation d'un « livre saint » ou d'une doctrine secrète par un être surnaturel n'est pas rare et est attesté en Égypte et en Mésopotamie, en Inde et au Tibet. Ce fait devint même populaire à l'époque hellénistique et le scénario du *puer aeternus* (enfant éternel) qu'est Tagès rappelle l'hermétisme. Cicéron précise que les Grecs l'assimilaient à Hermès *chthonien* (Hermès Trismégiste).