recursal/Fanatic-Fandom huggingface dataset:
Laptop/Chapter by chapter

## Chapter 3

An electronic voice rang out beyond the door.``—Rank 934, Kim. Chun. Dong. Take. Your. Luggage.``It was a robot. Throwing the gun on the couch, I opened the door and saw a fairly big box on the ground.
It seemed Chundong sent his belonging beforehand. I picked up the box and brought it in.``[Agent Military Academy Rank 1543, Hero Military Academy Rank 934 Kim Chundong. Personal belonging.]``Rank 934, wasn’t that too average?
With a smirk, I pulled off the tape.``“… Huh?”``There was only a single item in the big box.
But I knew what it was.
This wasn’t Chundong’s, but mine.
This was from my previous life… Though, it felt a bit weird to call it a ‘previous’ life.``Anyways, this was the laptop I had used on Earth to write my novel.`

## Chapter 4

[Current SP: 54]``▷Stats
*Variable Stats
[Strength 4]
[Stamina 4.3]
[Speed 4]
[Perception 5]
[Vitality 4]
[Magic power 3.5]

*Invariable Stats
[Intelligence – 4/10]
[Perseverance – 4/10]
[Luck – 4/10]
[Charm – 4/10]``▷Gift…???
▷Arts…???
…???
…???
…
…
…Supplement… Setting Chart…``===[Synchronizing… 70% Complete]===``“…What is this?”``This window on the monitor, this format, I recognized it. It was the format of my settings book. But without a doubt, I had never written or even thought of a setting like this.
This incomprehensible phenomenon made me sweat. My hands and feet trembled, and my heart began to pound.
This strange object, just who sent it to me, for what purpose, and for what reason?``At that moment…
The **laptop** screen turned off.
From the black **laptop** screen, a face was being reflected. It wasn’t Kim Chundong’s question mark, but my face, Kim Hajin’s face.
Without giving me a chance to be shocked, the **laptop** turned back on and words began to appear on the **laptop** screen.``[Kim Chundong, synchronization with Kim Hajin complete.]
[All status reset.]
[Unique Authority, ‘Setting Intervention’, acquired.]`
Icebound Revenant

**Icebound Revenant** is a DC class, available for 1800 DCs from Book of Lore's Armor Shop, or Feldspar in *Book 3* Cysero's Superstore of Savings.

## Skills

* Frigid Cold
	+ 22 MP, 6 CD
	+ Automatically inflicts 'Frigid Cold' for 5 turns, a 30% Ice DoT.
	+ Attacks for 1 hit of 75% Ice damage.

* Long Winter
	+ 25 MP, 3 CD
	+ Automatically inflicts 'Winter Chill' for 3 turns, a X% Ice DoT.
	+ Attacks for 1 hit of Y% Ice damage.
	+ X and Y are values that changes depending on how much you use this skill:
		- 1st use: 30%, 130%
		- 2nd use: 50%, 140%
		- 3rd use: 70%, 150%
		- 4th use: 90%, 160%
		- 5th+ use: 100%, 170%

* Icebound Fury
	+ 24 MP, 7 CD
	+ Applies '+30% damage, +20% BtH, +30 Immobility' for 5 turns inclusive.
		- +30 Boost.
		- +20 Bonus.
		- +30 Immobility.
	+ Attacks for 1 hit of 60% Ice damage.

* Howling Talons of Ice
	+ 25 MP, 3 CD
	+ Attacks all enemies for 1 hit of 145% Ice damage.

* Razor Ice
	+ 26 MP, 15 CD
	+ Attacks for 1 hit of 200% damage with +200 Crit.

* Icy Grip
	+ 20 MP, 15 CD
	+ Attacks for 1 hit of 135% damage.
	+ Inflicts 'Frozen' for 3 turns, a stun.

* Fortitude of Frost
	+ 22 MP, 5 CD
	+ Applies '+155 Block/Parry/Dodge' for 3 turns inclusive.
		- +155 Block/Parry/Dodge.

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 135% damage.

* Revenant's Curse
	+ 22 MP, 98 CD
	+ Automatically inflicts '-X to Ice' for 99 turns inclusive.
		- -X Ice.
	+ X is based on the combined Ice + All resist the target has:
		- If the target's Ice + All resist is 50 or lower:
			* -30 Ice.
		- If the target's Ice + All resist is between 51 and 91:
			* -60 Ice.
		- If the target's Ice + All resist is greater than 91:
			* -200 Ice.
	+ Attacks for 1 hit of 60% Curse damage.

* Chains of Ice
	+ 24 MP, 6 CD
	+ Automatically inflicts 'Lowered Damage' for 1 turn.
		- -100 Boost.
	+ Attacks for 1 hit of 40% Ice damage.

* Icy Touch
	+ 24 MP, 7 CD
	+ Automatically inflicts 'Frostbite' for 2 turns, a 50% Ice DoT.
	+ Attacks for 1 hit of 115% Ice damage.

* Will of the Fallen
	+ 18 MP, 1 CD
	+ Attacks for 1 hit of 180% Ice damage.

* Frost Strike
	+ 25 MP, 3 CD
	+ Attacks for 1 hit of 140% Ice damage with +250 Bonus.

* Frigid Chill
	+ 27 MP, 5 CD
	+ Automatically inflicts '-50% chance to hit' for 2 turns.
		- Bonus -50.
	+ Attacks for 1 hit of 120% Ice damage.

* Reaver's Desire
	+ 40 MP, 7 CD
	+ Attacks for 3 hits of 95% damage (285% total).

## Strategy

Icebound Revenant is a class with a variety of powerful debuffs that automatically apply. One of these debuffs is a blatantly overpowered -Ice, which rarely, if ever gets to be fully utilized, as most fights don't reach the 91+ threshold, and the ones that do are better done with any other class. Without this debuff powered, it lacks damage, and should not be used.
Leyendas Mortales

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

Twitter
Twitter

Twitter
Facebook

¡Bienvenidos Imperiales!
***Leyendas Mortales Wiki* es como una enciclopedia enfocada principalmente en la serie literaria del mismo y recopila la información oficial sobre ella** .
Bienvenido viajero, al parecer te noto perdido.

Entra a la comunidad apoyada por la compañía de Miltrayert C.B.M, en el cual podrás desempeñar y conocer las creaciones dadas a conocer por su escritor y equipo de dibujantes además del equipo de desarrollo, consejos y más sobre Leyendas Mortales en Amino, cuyo avance ira evolucionando con el pasar del tiempo.

Bienvenido a la comunidad Leyendas Mortales, tu llegada ha complace a la Estrella Madre, no obstante estás en medio de la guerra galáctica más grande, ahora ve como una historia de ciencia ficción y ficción militar abarca el universo de Leyendas Mortales, en medio del conflicto entre la República de Genosia (Una civilización Gema) y el reciente Imperio del Sol Rojo (Una civilización Ionix).

Si quieres también seguir el Universo expandido, lee la nueva temporada de Leyendas Mortales: Crisis de la Tierra, que está disponible tanto en inglés como español.

Ahora de que lado estarás ¿Imperio o República?

Nota:

Debes entrar primero a las normas de comunidad y leer los 18 artículos subidos hasta ahora, si hay reglas que colocar en la descripción se hará solo en el caso de ser necesario o conveniente.

Advertencia: clasificación +17, Contenido explícito de guerra, contenido vulgar, violento y referencias a la sexualidad muy explícitas.

Entre bajo su propio riesgo.

-Novedades: Ahora se subirá mas contenido referente al Roleplay en Español de LEYENDAS MORTALES, por favor disfruta de crear contenido e historia de vuestros personajes favoritos.

Leer más...

## **Actividad reciente**

 Bienvenido a Leyendas Mortales, donde encontraras contenido sobre la serie Leyendas Mortales en tanto las novelas originales, reboots y series de Wattpad.
 No te lo pierdas y únete para agregar contenido nuevo en las categorías correspondientes.
 En compañía de todos los usuarios que crearemos un nuevo elenco de personajes correspondientes.
## **Colabora con este wiki**

 Todo el Universo de Leyendas Mortales y crossovers no oficiales es hecho por los escritores originales y fans, no le limitamos la creatividad nadie y respetamos sus gustos.

Recuerda que para que algo sea importante y genial para ti, debes colocar imágenes y vídeos en tus publicaciones sobre la información exacta de la franquicia.

Esta wiki está afiliada al conglomerado **Miltrayert C.B.M**

Sin censura todo es mas hermoso.

Discord Principal
Discord de Leyendas Mortales
Discord de Star Wars Fanon
Mas información en:
Tainted Time

> "*Doctor When and En & Tropy have one thing in common...*"
>
>
>

**Tainted Time** is the fourth challenge on the *Displaced Fates* board. It consists of defeating a trio of Doctor When, En and Tropy at the same time.

## Rules

### En and Tropy

1. En and Tropy are both permanently Deathproof.
2. En and Tropy attacks gain Bonus if the other one's previous attack connected.
3. Every time attacks connect, each of their effects intensify.
4. If one is stunned, the other gains +200 Immobility and uses berserk attacks until the first is unstunned.
5. If one is defeated, the other will always use berserk attacks.
6. If one is defeated, the other will revive it on the 3rd subsequent attack.

### Doctor When

1. Doctor When starts the fight with very high All resist that decreases as his HP decreases.
2. Doctor When can inflict large debuffs, and reflects any DoTs back to you.
3. Doctor When automatically gains +300 MPM if hit more than 2 times per turn.

## Equipment

* En and Tropy deal Darkness damage, whereas Dr. When deals Metal damage. A high All -resistance is recommended.

## Strategy

* Deal with En and Tropy first, as Doctor When doesn't really do very much damage.

## Classes

* Ranger is an excellent choice for this fight. Its high damage and large DoT makes it easy in removing En and Tropy quickly, while its long shield and low hitcount ensures suvivability and sustained high damage against Dr. When.
* DeathKnight is also very good choice for this fight with it's Relics, as it too has high damage, low hitcount and the relics offer it high Light and Darkness resistance.
Trigoras

> "*The three headed menace, Trigoras!*"
>
>
>

**Trigoras** is the sixth challenge on the *Dragon Challenges* board. It appears alongside Oratath and Gelunguis in Triple Trouble.

## Attacks

All of Trigoras' attacks deal Nature damage.

1. Trigoras approaches its target and blasts it with its breath.
	* Attacks for 4 hits of 100% Nature Melee damage (400% total).
	* Randomly inflicts 1 of 5 effects:
		+ *Trigoras' blinding breath!*
			- Inflicts 'Blinded' for 1 turn.
				* -60 Bonus.
		+ *Trigoras' burning breath!*
			- Inflicts 'Burn' for 5 turns, a 100% Fire DoT.
		+ *Trigoras' charging breath!*
			- Applies 'Charged' for 3 turns inclusive.
				* +100 Boost.
		+ *Trigoras' freezing breath!*
			- Inflicts 'Frostburn' for 5 turns, a 100% Ice DoT.
		+ *Trigoras' paralyzing breath!*
			- Inflicts 'Paralyzed' for 1 turn, a stun.
2. Trigoras approaches its target and claws it.
	* Attacks for 1 hit of 200% Nature Melee damage.
3. Trigoras approaches its target before repeatedly clawing and blasting it.
	* *Trigoras lets out a massive roar!*
	* Applies 'Charged' for the next 3 turns.
		+ +100 Boost.
	* Attacks for 10 hits of 100% Nature Melee damage (1000% total).

## Rotation

Trigoras' attack rotation is 1 -> 2 -> 2 -> 2 -> repeat.

* If Trigoras is below 25% HP (3117), Attack 1 is replaced by Attack 3.
Ionix

Especie Ionix es una especie de la Variante Lemus-Mec que descienden directamente de los Lemus-Lina, esta sub-especie es conocida por ser una de las mas poderosas en la Galaxia de Sedarus, algunos científicos denominan a esta especie como: "Espectros de Espacio y Tiempo", "Seres de energia cósmica" y "Puntos de energia concentrados en un solo Punto", se desconoce como esta especie tan poderosa controla uno de los Imperios mas poderoso de toda la galaxia de Sedarus, el Imperio Tyriense, algunos argumentan que el tamaño de esta especie con el tiempo tiende a multiplicarse, aunque su población aun ni siquiera se sabe cuanto es realmente su tamaño, algunos incluso creen fervientemente que ya han sobrepasado los 20 mil millones de habitantes.

Solo en la Tierra esta especie esta a los 4 mil millones junto con las gemas suman otros 4 mil millones de seres energéticos imparables, la especie Ionix rara vez suele ser tan devastador pero muy sexualmente activo y demasiado enfocada en el sexo y la guerra, debido a su exposición a la corrupción sexual, la misma especie es portadora principal de la Corrupción Sexual, que curiosamente es capaz de infectar todas las civilizaciones que entre en contacto con la misma, aunque selectivamente solo la corrupción sexual ataca de forma selectiva y tiene tambien distinciones cuando y donde atacar.

La especie Ionix es catalogada en la Galaxia, como una especie super-depredadora sexual, es decir que son una especie inteligente que al estar al merced del sexo en su mayor parte de vida, son capaces de hacer autenticas salvajadas contra otras especies por su instinto sexual, incluso esclavizándolas a la servidumbre sexual, lo cual las hace una especie imparable en condiciones normales, pues no se cansan, no duermen y no tienen la necesidad de comer alimentos orgánicos, pues su mayor placer es estarse follando a un espécimen de otra especie para su propio placer personal, lo cual los hace aun mas peligrosas.
The Abomination

> "*The undead centaur abomination, torn from some unholy timeline, is here to challenge you!*"
>
>
>

**The Abomination** is the fifth challenge on the *Nefarious Challenges* board. It appears alongside the Legion Crawler in Undead Duo.

## Attacks

All of the Abomination's attacks deal Poison damage.

1. The Abomination spits a blast of toxic flame at its target.
	* If the Abomination's last hit on its previous attack was successful, increases **Toxicity** by 1.
		+ *The Abomination's rot takes a stronger hold!*
	* If the target is not affected by 'Rotting Away', Toxicity is reset to 1.
	* Attacks for 2 hits of 100% Poison Pierce damage (200% total).
	* Inflicts 'Rotting Away' for 10 turns, a (16.7X)% Poison DoT, capped at a 167% DoT.
		+ X is equal to the Abomination's Toxicity.
		+ The duration of 'Rotting Away' does not refresh with each stack.
2. The Abomination releases a cloud of toxic gas from its scythe.
	* *The Abomination corrupts the rot!*
	* Heals itself for (5X)% of its maximum HP.
		+ X is equal to the Abomination's Toxicity.
	* Attacks for 5 hits of (100 + 50X)% Poison Pierce damage with +10X Bonus ((500 + 250X)% total).
		+ X is equal to the Abomination's Toxicity.

## Rotation

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

## Mechanics

* The Abomination has a stacking mechanic referred to as **Toxicity**. Toxicity is built by uses of Attack 1.
* When 'Rotting Away' expires or is purged, Toxicity resets to 1 upon the next use of Attack 1.
* Attack 2 does not reset Toxicity. If 'Rotting Away' is purged at 9 stacks right before the Abomination uses Attack 2, for example, it will still scale its healing, damage, and Bonus to 9 stacks of Toxicity. Purging it a turn earlier (on the Abomination's last use of Attack 1 in its rotation) will properly reduce Toxicity to 1 for Attack 2.

## Resistances

* All: 10
* Immobility: -10
* Health: -10
The Balance We Make

> "*Caught in the middle 'twixt Doom and Destiny.*"
>
>
>

**The Balance We Make** is the third challenge on the *Tenets of the Devoted* board. It consists of defeating a duo of the Uaanta, Avatar of the Makers and Notha, Bane of Destiny at the same time.

## Rules

### Uaanta, Avatar of the Makers

1. Uaanta permanently has +30 All resistance.
2. Uaanta has a 17-turn psuedorandom rotation where she aligns to different elements, and inflicts various effects based on the element.
	* Uaanta heals 20% of her maximum HP every rotation, and has an attack that reduces your HP to 1 if it hits, among other debuffs.
3. On every 17th attack, Uaanta does an unavoidable Good element nuke and gains a stacking 50 Boost each time it is used.

### Notha, Bane of Destiny

1. Notha permanently has +100 All, making all attacks do no damage to her.
2. Notha takes unresisted Good or Evil damage (or both when nuking), depending on her current debuff.
3. Notha's rotation lets her retaliate damage, gain lots of Bonus, lots of All resistance, DoT you, blind you, reduce your All resistance, and then nuke twice, in that order.
4. At 50% HP, Notha enrages, gaining a stacking Boost/Bonus buff, and alternating between her two nukes until defeated.

## Turn Order

Uaanta, Avatar of the Makers -> Notha, Bane of Destiny

## Equipment

* A Good and Evil weapon (such as the weapons from The Exaltia Tower) is **mandatory**, due to Notha's mechanics.
* Vile Infused Rose is useful here, as both bosses are Human.

## Strategy

* Because of how dangerous her effects are, combined with the random nature of them, Uaanta should be defeated first.
	+ Don't be afraid to cut your losses and restart if bad RNG makes Uaanta use the worst debuffs at the worst times.
* Uaanta's Energy attack must be avoided at all costs, as she acts before Notha. Failure to do so is functionally an instant defeat, as it sets your HP to 1.
	+ Due to her pseudorandom nature, her Earth attack must also be avoided if Energy had not already happened, as it applies -180 MPM if it connects, making shields and blinds useless if she follows with Energy.
* Pay attention to Notha's current weakness, as a mistimed attack will do no damage to her.
The Archives

> "*One of the ancient archives of the Exalted. The exalted protectors still wander the halls, watching for any intruders. Will you be able to fight your way through?*"
>
>
>

**The Archives** is the fourth stage of The Exaltia Tower. It is preceded by The Reliquary and followed by The Apex. Rather than being a single challenge fight, the Archives is a test of attrition, comprising of multiple tower floors.

The stages of the Archives feature the following:

* Trade-off: At the start of each floor, the player is given a choice between two ways to augment the tower. Each choice may be beneficial or detrimental, and may contain a secondary trade-off.
* Minion monsters
* Miniboss
* Boss

## Attacks

Celestial and Infernal minions populate the floors of the Archives.

### Celestial Guard

1. The Celestial Guard approaches its target and stabs it.
	* Attacks for 2 hits of 100% Good Pierce damage (200% total).
	* Inflicts 'Celestial Pierce' for 4 turns, a 75% Good DoT.
2. The Celestial Guard blasts its target with light energy.
	* Attacks for 5 hits of 50% Good Magic damage (250% total).
	* Inflicts 'Celestial Mark' for 4 turns inclusive.
		+ -50 All.
		+ +50 Health.

### Infernal Guard

1. The Infernal Guard approaches its target and stabs it.
	* Attacks for 2 hits of 100% Evil Pierce damage (200% total).
	* Inflicts 'Infernal Pierce' for 4 turns, a 75% Evil DoT.
2. The Infernal Guard blasts its target with dark energy.
	* Attacks for 5 hits of 50% Evil Magic damage (250% total).
	* Inflicts 'Infernal Mark' for 3 turns.
		+ -50 Bonus.

### Celestial Sentry

1. The Celestial Sentry approaches its target and stabs it.
	* Attacks for 2 hits of 100% Good Pierce damage with +200 Bonus (200% total).
2. The Celestial Sentry blasts its target with light energy.
	* Attacks for 5 hits of 50% Good Magic damage (250% total).
	* Inflicts 'Celestial Pull' for 4 turns inclusive.
		+ -100 Melee/Pierce/Magic.

### Infernal Sentry

1. The Infernal Sentry approaches its target and stabs it.
	* Attacks for 2 hits of 100% Evil Pierce damage with +400 Crit (200% total).
	* Inflicts 'Infernal Pierce' for 4 turns, a 75% Evil DoT.
2. The Infernal Sentry blasts its target with dark energy.
	* *Infernal Pull*
	* Heals itself and its allies for 100% of its maximum base damage.
	* Attacks for 5 hits of 50% Evil Magic damage (250% total).

### Celestial Guard / Infernal Sentry (Miniboss)

Randomly selects a Celestial Guard or Infernal Sentry as the miniboss of each run, with no extra mechanics.

### Daatael (boss)

A monster that switches between Good and Evil states and revives its minions.

Daatael is accompanied by either 1 Celestial Guard and 1 Infernal Guard or 1 Celestial Sentry and 1 Infernal Sentry. Both of his minions are unaffected by Exaltia options.

## Rotation

All Celestial and Infernal minions randomly use Attack 1 or Attack 2.

## Resistances

All 4 minions share the same resistances.

* All: 10
* Evil: 15
* Good: 15
* Immobility: 50
* Shrink: 200
Vaal

> "*Vaal in his prime and his soulminion are ready.*"
>
>
>

**Vaal** is the second challenge on the *Unfortunate Souls Challenges* board. He appears alongside Xan in Egomaniacs.

## Attacks

All of Vaal's attacks deal Fire damage.

1. Vaal blasts his target with red soulthreads.
	* Attacks for 9 hits of 100% Fire Melee damage (900% total).
	* Inflicts 'Stunned' for 1 turn, a stun.
2. Vaal laughs.
	* Heals himself for 10% of his maximum HP.
	* Attacks for 3 hits of 100% Fire Melee damage (300% total).
3. Vaal throws Transcendence at his target.
	* Attacks for 6 hits of 100% Fire Melee damage (600% total).
	* Inflicts 'Bloodwoven' for 7 turns, a 50% Fire DoT.
4. Vaal impales his target with spikes.
	* *Resistances shattered.*
	* Attacks for 5 hits of 100% Fire Melee damage (500% total).
	* Inflicts 'Shattered' for 2 turns inclusive.
		+ -50 All.
		+ +50 Health.
5. Vaal blasts his target with countless butterflies.
	* Attacks for 13 hits of 100% Fire Melee damage (1300% total).
6. Vaal summons his target's soul and snaps, imploding it.
	* Attacks for 1 hit of X Fire Melee damage.
		+ X is equal to 2000% of his maximum HP + 200% stat damage.
7. Vaal summons his target's soul and snaps, imploding it.
	* *There can be only one. You are a mockery.*
	* Attacks for 1 hit of X Fire Melee damage.
		+ X is equal to 2000% of his maximum HP + 200% stat damage.

## Rotation

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

* If his target's HP is below 40%, Vaal will pause his rotation to use Attack 6.
* If the player has (Dark) Transcendence equipped, Vaal will pause his rotation to use Attack 7.

## Mechanics

### Vaal's Ego

* Every 40 seconds in real time, the player will lose 10% of their maximum HP.
	+ *Vaal's Ego punishes you.*
	+ Vaal's Ego cannot reduce the player's HP below 1.
	+ HP loss can occur on anyone's turn, including after Vaal is defeated in Egomaniacs.

## Resistances

* Ice: 200
* Shrink: 100
* Darkness: 200
* Immobility: 50
* Fire: 200
Zardbie

**Zardbie** is the third Mogloween class. It is automatically equipped during Resident Sneevil: Uprising, and cannot be taken outside of the quest. To use Zardbie anywhere else, an Armour Closet is required, in which case it is automatically unlocked. As such, Zardbie technically requires 1000 DCs and a Dragon Amulet to use.

## Skills

* Feast
	+ 22 MP, 9 CD
	+ Attacks for 3 hits of 65% damage (195% total) with +50 Bonus.

* Bite
	+ 25 MP, 8 CD
	+ Applies 'OMNOMNOM POWER!' for the next 3 turns.
		- +30 Boost.
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'My strength...' for 2 turns.
		- -40 Boost.

* Regeneration
	+ 0 MP, 14 CD
	+ *Regenerating life!*
	+ Heals the player for 12% of their maximum HP and MP.

* Slash
	+ 20 MP, 7 CD
	+ Attacks for 1 hit of 170% damage with +100 Crit.

* Bone Throw
	+ 22 MP, 4 CD
	+ Attacks for one hit of 100% damage.
	+ Inflicts 'Bad Joke' for 4 turns, a 45-65% Evil DoT.

* Undead Reflexes
	+ 20 MP, 6 CD
	+ Applies 'Avoidance' for 3 turns inclusive.
		- +220 Melee/Pierce/Magic.

* BrainDead
	+ 32 MP, 9 CD
	+ Attacks for 1 hit of 115% damage.
	+ Applies 'Braindeaded', a 3-turn stun.

* Attack
	+ 0 MP, 0 CD
	+ ***Cannot use On-Demand specials.***
	+ Attacks for 1 hit of 115% damage.

* Dem' Bones
	+ 15 MP, 1 CD
	+ Attacks all enemies for 1 hit of 125% damage.

* Munch
	+ 15 MP, 2 CD
	+ Attacks for 1 hit of 115% damage with +200 Bonus.

* Scratch
	+ 18 MP, 1 CD
	+ Attacks for 1 hit of 150% damage.

* Decay
	+ 25 MP, 3 CD
	+ Attacks for 1 hit of 130% damage.
	+ Inflicts 'Decay' for 3 turns, a X% Disease DoT.
		- X is based on how many times you use this skill:
			* 1st use: 25%.
			* 2nd use: 35%.
			* 3rd use: 55%.
			* 4th use: 75%.
			* 5th+ use: 90%.

* Outbreak
	+ 45 MP, 14 CD
	+ *Attack, beasts of war!*
	+ Attacks for 6 hits of 50% damage (300% total).

## Rotation

Against weaker enemies simply doing Bite and following it with one of it's nukes should work fine.

Due to the lack of a blind, you'll be using Bite defensively for the -40 Boost. As such, the rotation for a boss fight should be Shield > Decay > Bone Throw > Bite > Outbreak > Feast > Decay.

## Strategy

Has some neat skills I guess, but overall there's probably little use for it and it's outclassed by a lot of classes in most / all ways. It still manages to do a surprising amount of damage due to its multiple hard hitting moves and a damage boosting attack. However it has really poor defensive options. If insistent on using this class, pair it with a defensive pet dragon to help cover its weaknesses.

In longer fights try to use Decay as much as possible, since the DoT gets considerably stronger the more you use it.
VERLYRUS!?

> "*You've somehow found your way into what appears to be a twisted and distorted bodybuilding competition. Will you come out on top?*"
>
>
>

VERLYRUS!? is the boss monster of the Challenger Gauntlet on the *Displaced Fates* board.

## Attacks

All of VERLYRUS!?'s attacks deal ??? (Void) damage.

1. VERLYRUS!? flexes before approaching his target and punching it once.
	* Applies a random effect (see Mechanics).
	* Attacks for 1 hit of 300% ??? Melee damage.
2. VERLYRUS!? flexes before approaching his target and punching it twice.
	* Applies a random effect (see Mechanics).
	* Attacks for 2 hits of 100% ??? Melee damage (200% total).

## Rotation

VERLYRUS!? randomly uses Attack 1 or Attack 2.

## Mechanics

* VERLYRUS!? randomly applies 1 of 3 effects at the start of every turn:
	+ *Verlyrus flexes and focuses his core!*
		- Applies 'Buffed Abs' for 3 turns.
			* +(50 + 15X) Melee/Pierce/Magic.
			* X is equal to the number of times this effect has been applied.
		- Applies 'Hardened Abs' for 2 turns.
			* +180 Parry.
	+ *Verlyrus flexes and increases his upper body strength!*
		- Applies 'Buffed Biceps' for 3 turns.
			* +(25 + 10Y) Boost.
			* Y is equal to the number of times this effect has been applied.
		- Applies 'Buffed Body' for 2 turns.
			* +180 Block.
	+ *Verlyrus' adrenaline is pumping! Healed X HP!*
		- Heals himself for (100 - 10Z)% of his maximum HP.
			* Z is equal to the number of times VERLYRUS!? has healed himself, capped at 9.
		- Applies 'Hyper Dodge' for 2 turns.
			* +180 Dodge.
	+ VERLYRUS!? has a 2/3 chance of advancing to the next effect and a 1/3 chance of using the previous effect. He will never use the same effect twice in a row.
		- For example, if VERLYRUS!? applies 'Buffed Abs' on turn 1, he has a 2/3 chance of applying 'Buffed Biceps' and a 1/3 chance of healing on turn 2.

## Resistances

* Shrink: 200
* Immobility: 200
Wrath

> "*Before you stands Wrath, an artificial Elemental Spirit born of Pandora's anger.*"
>
>
>

**Wrath** is the fifth challenge on *The Corrupted Seven* challenge board.

## Attacks

All of Wrath's attacks deal Water damage.

1. Wrath screams and charges herself up.
	* Heals herself for 5% of her maximum HP.
	* Randomly applies 1 of 4 effects:
		+ *'I will BREAK you!'*
			- Applies 'Resilient Wrath' for 1 turn.
				* +200 Block/Parry/Dodge.
		+ *'I will CRUSH you!'*
			- Applies 'Critical Wrath' for the next turn.
				* +200 Crit.
		+ *'I will PULVERIZE you!'*
			- Applies 'Precise Wrath' for the next turn.
				* +200 Bonus.
		+ *I will SMASH you!'*
			- Applies 'Smashing Wrath' for the next turn.
				* +100 Boost.
2. Wrath approaches her target and claws it.
	* Attacks for 2 hits of 100% Water Melee damage (200% total).
3. Wrath approaches her target and claws it twice.
	* Attacks for 4 hits of 70% Water Melee damage (280% total).
4. Wrath approaches her target and claws it thrice.
	* Attacks for 6 hits of 50% Water Melee damage (300% total).
5. Wrath screams and crashes into her target, clawing it as the screen turns black.
	* Attacks for 36 hits of 25% Water Melee damage (900% total).

## Rotation

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

## Mechanics

* If Wrath receives a critical hit, she will regenerate 100% of the damage taken. This includes glancing criticals.
	+ *'I'll devour your anger and rage!'*

## Resistances

* Shrink: 200
* Immobility: 200
Weird Duo

> "*Leorilla has swallowed its pride, and Sir Bearginion is being dishonorable! What is this weirdness?*"
>
>
>

**Weird Duo** is the third challenge on the *Otherworldly Creatures Challenges* board. It consists of defeating a duo of Leorilla and Sir Bearginion at the same time.

## Rules

### Leorilla

1. Leorilla will alternate between watching you and checking itself every 5 turns.
2. While watching you, for every turn that you have any active effects, Leorilla will enrage, healing 33% of its HP and dealing 5x damage with +200 Bonus.
	* The following effects on the player do not trigger Leorilla's enrage:
		+ DoTs/HoTs.
		+ Archivist's empowerments.
		+ ShadowWalker of Time's 'Umbral Form'.
		+ DeathKnight's 'Relic Barrier'.
3. While checking itself, for every turn that it itself has any active effects, Leorilla will enrage, healing 33% of its HP and dealing 5x damage with +200 Bonus.
4. When Leorilla drops below 50% HP, it will instead alternate between watching you and checking itself every turn.

### Sir Bearginion

1. Sir Bearginion automatically gains +30 resistance to whatever element hit it last.
2. While Sir Bearginion is alive, if you change equipment or use a pet, it will enrage and automatically kill you.
3. If your HP drops below 40%, Sir Bearginion will apply a lethal DoT if you end your next turn while still under 40% HP.

## Equipment

Both Leorilla and Sir Bearginion deal Nature damage. Stacking Nature + All will help massively in winning:

* (0+10) Blades of the Great One
* (15+0) Rose Researcher's Mask
* (0+15) Wings of the Thousand Flames
* (15+0) Mosscrystal Pendant VI
* (10+0) Leorilla Mane Belt IV
* (10+0) Fulgurite Ring VII
* (5+0) Man's Best Friend
* (0+1) Legion Bracer

Total: 81 Nature + All.

As Sir Bearginion gains resistance to the last element it was attacked with every turn, the fight can be sped up by using a weapon that can switch elements, such as Blades of the Great One (from Book 3 Dragesvard quests) or any of the Anniversary scythes.

## Strategy

* Sir Bearginion should be defeated first, as after his death you can safely bring in pets and switch equipment.
* You must be able to keep your HP above 40% as long as Sir Bearginion is alive.
* If you bring a weapon that can switch elements, you should switch elements every turn against Sir Bearginion to maximize your damage.
* Leorilla will punish you for using buffs or debuffs, greatly restricting your set-ups and combos. He is still vulnerable to stuns however, which will pause his rotation and won't enrage him.

## Classes

Despite the restrictions both monsters place on the player, any class should be able to do this fight if they stack enough Nature + All resistance (70+).

* Due to Leorilla's mechanics, Pyromancer and Necromancer will enrage Leorilla no matter what, as they both passively apply or inflict an effect respectively. Regardless, both classes are capable of clearing the fight.

* Ranger has both the high damage to take out Beariginion and ability to deal damage without the use of buffs/debuffs to grind down Leorilla relatively quickly.
Vath

> "*What's a DragonLord without a dragon?.*"
>
>
>

**Vath** is the seventh challenge on the *Lords of Chaos* board. He appears alongside Stalagbite in Chaotic Dragonbond.

## Attacks

All of Vath's attacks deal ??? (Void) damage.

1. Vath snares his target with chaotic energy.
	* Attacks for 4 hits of 100% ??? Melee damage (400% total).
	* Inflicts 'Enshrouded' for 2 turns.
		+ -75 Bonus.
2. Vath slams his target with his Chaotic Dragonblade.
	* Attacks for 1 hit of 100% ??? Melee damage.
	* Heals himself for 5% of his maximum HP (416).
3. Vath thrashes his target with chaotic frenzy.
	* Attacks for 6 hits of 200% ??? Melee damage (1200% total).
4. Vath snares his target with chaotic energy.
	* Attacks for 4 hits of 100% ??? Melee damage (400% total).
	* Inflicts 'Enveloped' for 3 turns inclusive.
		+ -50 All.
		+ +50 Health.
5. Vath slams his target with his Chaotic Dragonblade.
	* Attacks for 1 hit of 100% ??? Melee damage.
	* Inflicts 'Dragonburst', a 5-turn stun.

## Rotation

* Vath's attack rotation is 1 -> 2 -> 2 -> 3 -> 4 -> 5 -> repeat.

## Mechanics

### Stalagbite

* Vath has additional mechanics when paired with Stalagbite in Chaotic Dragonbond.
	+ The first time Stalagbite takes direct damage, Vath applies 'Chaos Rage' for 999 turns.
		- *'You will fall!'*
		- +100 Boost.
	+ If Stalagbite is defeated, Vath applies 'Chaos Scale' for 999 turns whenever he acts.
		- *'Stalagbite, grant me your strength!'*
		- +150 Melee/Pierce/Magic.
		- In addition, each of Vath's attacks gain +100% base damage.

## Resistances

* Shrink: 300
* Immobility: 300
Warlic

> "*The Blue Mage emerges from his solitude.*"
>
>
>

**Warlic** is the fifth challenge on the *Change of Heart* board. He appears alongside Nythera in Teacher and Student.

## Attacks

1. Warlic levitates and blasts his target with lightning.
	* Gains 20 MP.
	* Attacks for 6 hits of 100% Energy Magic damage with +400 Crit (600% total).
2. Warlic shields himself in a pillar of flame.
	* Gains 20 MP.
	* Applies 'Flame Shield' for 3 turns.
		+ +140 Block/Parry/Dodge.
		+ Retaliates 100% of Warlic's base damage.
			- Currently bugged to retaliate 100% of attacker's base damage.
3. Warlic summons icy spikes to impale his target.
	* Gains 10 MP.
	* Applies 'Chilling Sight' for 2 turns inclusive.
		+ +75 Bonus.
	* Attacks for 2 hits of 100% Ice Magic damage (200% total).
	* Inflicts 'Chilled' for 3 turns inclusive.
		+ -50 Boost.
		+ +50 Health.
4. Warlic engulfs his target in a black and red whirlwind.
	* Gains 20 MP.
	* Attacks for 4 hits of 100% Darkness/Wind Magic damage (400% total).
	* If Warlic's target has >20 All and a hit connects, applies 'Copied Resistance' for 4 turns.
		+ +X All.
		+ -X Health.
		+ X is equal to his target's All.
	* Otherwise, heals himself for 100% of the damage dealt for each successful hit.
5. Warlic shoots flames at his target with his orb.
	* Gains 5 MP.
	* Attacks for 3 hits of 100% Fire Magic damage (300% total).
	* Inflicts 'Burning' for 1 turn, a 50% Fire DoT.

## Rotation

Warlic's attacks have pseudo-cooldowns and follow a priority sequence:

* If Warlic's target's Dodge and Magic Defense are both lower than his Bonus, Warlic will use Attack 1 with a cooldown of 5 turns.
* If Warlic's target's Dodge or Magic Defense are equal to or higher than his Bonus, Warlic will use Attack 2 with a cooldown of 6 turns.
* Attack 3 has a cooldown of 5 turns.
* Attack 4 has a cooldown of 8 turns.
* If none of his other attacks are available, Warlic will use Attack 5.

Because Attack 1's usage is influenced by his target's (lack of) defenses, Warlic's effective attack rotation depends on the player's use of shields or gearswapping. With high enough MPM/BPD to not trigger Attack 1 normally, but low enough to trigger Attack 1 when Warlic is buffed by 'Chilling Sight', the first few turns will go as follows:

2 -> 3 -> 1 -> 4 -> 5 -> 5 -> 2 (overload) -> 3 -> 1 -> 5 -> 5 -> 4 -> 2.

## Mechanics

### Mana Overload

* Warlic starts with 0 MP.
* Warlic gains MP every time he attacks.
* If Warlic reaches 100 MP or more, he overloads.
	+ *Warlic overloads on Mana! Stunned next turn, but getting stronger...*
	+ Resets MP to 0.
	+ Purges himself of 'Flame Shield', 'Chilling Sight', and 'Copied Resistance'.
	+ Heals himself for 20% of his maximum HP.
	+ Applies 'Recharging' for 1 turn, a stun.
	+ Applies 'Unstable Power' for 99 turns inclusive.
		- +(10X) Boost.
		- X is equal to the number of times Warlic has overloaded.

## Resistances

* Shrink: 300
* Immobility: 300
* All: 5
Yaphael

**Yaphael** is the Infernal boss monster in The Antechamber of The Exaltia Tower. Its Celestial counterpart is Ezrajal.

## Attacks

All of Yaphael's attacks deal Melee/Pierce/Magic damage, depending on its target's weakest **combined defense** stat (Avoidance + Defense).

1. Yaphael approaches its target and slashes it.
	* Heals itself for 2% of its maximum HP.
	* Applies 'Honed' for 5 turns.
		+ +100 Crit.
	* Applies 'Sharpened' for 5 turns.
		+ +100 Bonus.
	* Attacks for 1 hit of 100% Evil damage.
2. Yaphael raises its arm and binds its target with chains.
	* *Infernal Chains!*
	* Heals itself for 2% of its maximum HP.
	* Applies 'Forged' for 4 turns.
		+ +100 Melee/Pierce/Magic.
	* Attacks for 1 hit of 100% Evil damage.
	* Inflicts 'Locked' for 2 turns, a stun.
3. Yaphael summons Infernal blades to bombard its target.
	* Attacks for 5 hits of 50% Evil damage (250% total).
	* Inflicts 'Pierced' for 4 turns inclusive.
		+ -25 All.
		+ +25 Health.
4. Yaphael summons Infernal blades to bombard its target.
	* Attacks for 5 hits of 50% Fear damage (250% total).
5. Yaphael slashes its target several times in succession.
	* Attacks for 4 hits of 125% Evil damage (500% total).
6. Yaphael slashes its target several times in succession.
	* Attacks for 4 hits of 125% Fear damage (500% total).

## Rotation

Yaphael's attack rotation is (1 or 2)\* -> 3 -> 4 -> (2 or 1 or 6)\* -> 5 -> 6 -> repeat.

* On turn 1:
	+ If Yaphael's target has any Avoidance/Defense stat where [Stat + 20] > [Yaphael's Bonus], Attack 1 is used.
	+ Otherwise, Attack 2 is used.
* On turn 4:
	+ If Yaphael used Attack 1 on turn 1, Attack 2 is used.
	+ If Yaphael's target has any Avoidance/Defense stat where [Stat + 20] > [Yaphael's Bonus], Attack 1 is used.
	+ Otherwise, Attack 6 is used.

## Mechanics

This monster's stats are modified by choices made while ascending The Exaltia Tower.

## Resistances

* All: 10
* Evil: 50
* Good: 50
* Immobility: 100
* Shrink: 200
Zeclem, the DeathKnight

**Zeclem, the DeathKnight** is the boss monster in Zeclem's Keep on the *Lost Fables* board.

## Attacks

All of Zeclem's attacks deal Darkness damage.

1. Zeclem approaches his target and stabs it.
	* Applies 'Soul Reap' for 5 turns.
		+ +30 Boost.
		+ +50 Bonus.
	* Automatically inflicts 'Soul Reap' for 5 turns.
		+ -30 Boost.
		+ -50 Bonus.
	* Attacks for 1 hit of 200% Darkness Melee damage.
2. Zeclem approaches his target and uppercuts it.
	* Attacks for 1 hit of 200% Darkness Melee damage.
	* Inflicts 'Weakness' for 4 turns inclusive.
		+ -30 All.
		+ +30 Health.
		+ -100 Crit.
			- Currently bugged to only inflict -50 Crit.
3. Zeclem approaches his target and slashes it twice before summoning an undead minion to strike it.
	* Attacks for 3 hits of 100% Darkness Melee damage (300% total).
	* Inflicts 'Fear of Death' for 3 turns, a stun.
4. Zeclem bombards his target with explosive skulls.
	* Attacks for 4 hits of 100% Darkness Melee damage (400% total).
	* Heals himself for 200% of the damage dealt for each successful hit.
5. Zeclem approaches his target and furiously slashes at it.
	* Attacks for 3 hits of 100% Darkness Melee damage (300% total) with +400 Crit and +50 Bonus.

## Rotation

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

## Mechanics

* Zeclem is permanently Deathproof.
* Zeclem automatically inflicts 'Lifebreaker' for 2 turns inclusive at the start of every turn.
	+ +X Health.
	+ X is equal to his target's missing HP %.
* Zeclem automatically inflicts 'Necrotic Presence' for 1 turn at the start of every turn, a (6.25(Y + 2))% Curse DoT (max 137.5%).
	+ Y is equal to the number of times Zeclem has attacked.
* Zeclem automatically applies 'Necrotic Aura' for 1 turn at the start of every turn, a (0.07Y)% HoT (max 1.4%).
	+ Y is equal to the number of times Zeclem has attacked.

## Resistances

* Immobility: 300
* Light: 10
* Good: 15
* Evil: 15
* Darkness: 200
Vayhu

**Vayhu** is the miniboss monster in The Spiral of Creation of The Exaltia Tower.

## Attacks

All of Vayhu's attacks deal Wind damage.

1. Vayhu approaches its target and slashes it.
	* Attacks for 1 hit of 100% Wind Pierce damage with +100 Bonus.
	* Inflicts 'Windburn' for 10 turns, a (25X)% Wind DoT, stacking up to 5 times for a 125% DoT.
2. Vayhu approaches its target and engulfs it in a whirlwind.
	* Attacks for 5 hits of 100% Wind Pierce damage (500% total) with +100 Bonus.
	* Inflicts 'Windblown' for 1 turn, a stun.
3. Vayhu approaches its target and furiously slashes it.
	* Attacks for 9 hits of 100% Wind Pierce damage (900% total) with +100 Bonus.
	* Inflicts 'Windslice' for 10 turns, a 100% Wind DoT.

## Rotation

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

## Mechanics

This monster's stats are modified by choices made while ascending The Exaltia Tower.

## Resistances

* All: 10
* Evil: 50
* Good: 50
* Shrink: 200
Xing

> "*She looks a little too happy to see you.*"
>
>
>

**Xing** is the fifth challenge on the *Lords of Chaos* board. She appears alongside Xang in Chaos Twins.

## Attacks

1. Xing somersaults backwards, kicking her target.
	* Attacks for 1 hit of 100% Evil Pierce Damage.
2. Xing wraps herself in chaos magic.
	* *'Get out of my way!'*
	* Applies 'Steamroller' for 3 turns inclusive.
		+ +100 Boost.
	* Applies 'Steamroller' for 3 turns inclusive to Xang.
		+ +100 Boost.
3. Xing stomps down, summoning a gigantic foot that steps on her target.
	* *'Don't worry about it.'*
	* Attacks for 2 hits of 200% Evil Pierce Damage (400% total).
	* Inflicts 'Hearttorn' for 5 turns inclusive.
		+ +75 Health.
4. Xing stomps down, summoning a gigantic foot that steps on her target.
	* Attacks for 2 hits of (100 + 3X)% Evil Pierce Damage ((200 + 6X)% total) with +3X Bonus.
		+ X is equal to her stacks of **Enrage**.
		+ With at least one stack of **Enrage**:
			- *'Get squished!'*
5. Xing stomps down, summoning a gigantic foot that steps on her target.
	* *'Slow down, loser!' X slow(s) left.*
	* Automatically adds 3 turns of cooldown to all of her target's skills besides trinkets and On-Demands.
	* Attacks for 2 hits of 100% Evil Pierce Damage (200% total).

## Rotation

* Xing's attack rotation is 1 -> 2 -> 1 -> 3 -> 1 -> 4 -> repeat.
	+ Whenever Xing drops below 75%, 50%, or 25% HP for the first time (6373, 4249, and 2125), she will pause her rotation to use Attack 5 once.
		- If she drops below multiple thresholds before she acts, she will use Attack 5 again in a row for each threshold she dropped below.

## Mechanics

### Enrage

* Xing has an **Enrage** counter that increases by 1 each time she takes direct damage.
	+ *'Are you really hitting me?'*
	+ Each stack of **Enrage** increases the damage and Bonus of Attack 4.

### Xang

* In Chaos Twins, 'Steamroller' from Attack 2 will also be applied to Xang.
	+ In addition, Xang's 'Back Off' will apply to Xing.

## Resistances

* Shrink: 300
* Immobility: 300
Xang

> "*She does not look happy to see you.*"
>
>
>

**Xang** is the fourth challenge on the *Lords of Chaos* board. She appears alongside Xing in Chaos Twins.

## Attacks

1. Xang somersaults backwards, kicking her target.
	* Attacks for 1 hit of 100% Good Pierce Damage.
2. Xang wraps herself in chaos magic.
	* *'Back off!'*
	* Applies 'Back Off' for 3 turns inclusive.
		+ +125 Melee/Pierce/Magic.
		+ Reflects 100% of direct damage taken.
	* Applies 'Back Off' for 3 turns inclusive to Xing.
		+ +125 Melee/Pierce/Magic.
		+ Reflects 100% of direct damage taken.
3. Xang stomps down, summoning a gigantic foot that steps on her target.
	* Attacks for 2 hits of 200% Good Pierce Damage (400% total).
	* Inflicts 'Stomped' for 5 turns, a 50% Good DoT.
4. Xang stomps down, summoning a gigantic foot that steps on her target.
	* Attacks for 2 hits of (100 + 20X)% Good Pierce Damage ((200 + 40X)% total) with +20X Bonus.
		+ X is equal to her stacks of **Enrage**.
		+ With at least one stack of **Enrage**:
			- *'Dodge this!'*
5. Xang stomps down, summoning a gigantic foot that steps on her target.
	* *'Let's try this again!' X heal(s) left.*
	* Heals herself 100% of her maximum HP.
	* Heals her target for 100% of their maximum HP.
	* Attacks for 2 hits of 100% Good Pierce Damage (200% total)

## Rotation

* Xang's attack rotation is 1 -> 2 -> 1 -> 3 -> 1 -> 4 -> repeat.
	+ If Xang is below 50% of her maximum HP (4249), she will pause her rotation and use Attack 5.
		- Xang can only use Attack 5 a maximum of 3 times per fight.

## Mechanics

### Enrage

* Xang has an **Enrage** counter that increases by 1 each time she misses an attack.
	+ *Xang is getting mad that she can't hit you.*
	+ Each stack of **Enrage** increases the damage and Bonus of Attack 4.

### Xing

* In Chaos Twins, 'Back Off' from Attack 2 will also be applied to Xing.
	+ In addition, Xing's 'Steamroller' will apply to Xang.

## Resistances

* Shrink: 300
* Immobility: 300
Xan

> "*Xan has never looked hotter.*"
>
>
>

**Xan** is the third challenge on the *Unfortunate Souls Challenges* board. He appears alongside Vaal in Egomaniacs.

## Attacks

All of Xan's attacks deal Fire damage.

1. Xan throws a massive fireball at his target.
	* Automatically inflicts 'Everburn' for 99 turns.
		+ See Mechanics.
	* Attacks for 1 hit of 100% Fire Magic damage.
2. Xan spits a trio of fireballs at his target.
	* Automatically inflicts 'Everburn' for 99 turns.
		+ See Mechanics.
	* Attacks for 3 hits of 100% Fire Magic damage (300% total).
3. Xan casts an orange shield over himself.
	* *DON'T YOU SEE? I'M UNSTOPPABLE! THE FLAMES CANNOT BE QUENCHED!*
	* Applies 'Protective Flames' for 30 turns.
		+ +200 Melee/Pierce/Magic.
	* Heals himself for 100% of his maximum HP.
	* Applies 'Exposed Flames' for 5 turns.
		+ -100 Water.

## Rotation

Xan's attack rotation is 1 -> 1 -> 2 -> repeat.

* If Xan is below 30% HP (2763), he will pause his rotation to use Attack 3.
	+ This attack has a cooldown of 2 turns, but only Attack 2 reduces the cooldown.

## Mechanics

### Everburn

* Every time Xan uses Attack 1 or 2, he automatically inflicts 'Everburn' for 99 turns, a (13.3X)% Fire DoT, capped at a 13300% DoT.
	+ X is equal to the number of times Xan has attacked + 1, capped at 1000.
* If 'Everburn' is purged, it will tick once at 13.3% before updating to its correct value.

## Resistances

* Ice: 200
* Shrink: 100
* Darkness: 200
* Immobility: 50
* Stone: 100
* Fire: 200
Yllmar, the Maw of the Deep

> "*Dropping anchor near the massive whirlpool only drew out its occupant: Yllmar, the Depth's Maw, peril to anything that wanders too near to its territory.*"
>
>
>

**Yllmar, the Maw of the Deep**, is a challenge fight located in the southernmost region of the Pale Sea.

## Attacks

All of Yllmar's attacks deal Water damage.

1. Yllmar slams into its target.
	* Attacks for 5 hits of 100% Water Melee damage (500% total).
	* Inflicts 'Drowning' for 1 turn, a stun.
2. Yllmar roars, covering itself in a massive bubble.
	* Applies 'Soaked' for 3 turns.
		+ +100 Boost.
3. Yllmar blasts its target with its watery breath.
	* Attacks for 3 hits of 100% Water Melee damage (300% total).
4. Yllmar roars, covering itself in a massive bubble.
	* Heals itself for 25% of its maximum HP.
	* Applies 'Soggy' for 3 turns.
		+ +100 Block/Parry/Dodge.

## Rotation

Yllmar's attack rotation is 1 -> (2 OR 4) -> 3 -> repeat.

* If Yllmar is below 50% HP (12920), it has a 50% chance to use Attack 4 instead of Attack 2.
Yalla, the Arch-Druid

> "*A tale of fury and conquest, born of loss.*"
>
>
>

**Yalla, the Arch-Druid** is the first challenge on the *Lost Fables* board. She appears alongside Braytes San, the Heretic in Conquest and Faith.

## Attacks

All of Yalla's attacks deal Wind and Nature damage.

1. Yalla approaches her target and cleaves it with her axe.
	* *Yalla attacks with great might! (Attack with +(100 + 5X) Boost)*
	* Attacks for 1 hit of (200 + 5X)% Wind Melee damage.
		+ X is equal to Yalla's missing HP% (max 700% damage).
2. Yalla charges at her target.
	* *Yalla attempts to pierce through your resistance.*
	* Attacks for 6 hits of 20% Nature Melee damage (120% total).
	* Inflicts 'Resolute Break' for 3 turns inclusive.
		+ -50 All.
		+ +50 Health.
3. Yalla approaches her target and cleaves it with her axe.
	* *Yalla attacks with great might! (Attack with +(100 + 5X) Boost)*
	* Attacks for 1 hit of (200 + 5X)% Nature Melee damage.
		+ X is equal to Yalla's missing HP% (max 700% damage).
4. Yalla engulfs her target in a whirlwind.
	* Attacks for 5 hits of 20% Wind Melee damage (100% total).
	* Inflicts 'Windswept' for 3 turns, a 50% Wind DoT.

## Rotation

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

## Mechanics

* If Yalla receives a hit, she applies 'Dynamic Armor' for 3 turns inclusive.
	+ *Dynamic armor increases resistance to <element> by 5Y!*
	+ +5Y resistance to the element of the hit, equal to the number of times she has received a hit for that specific element.
		- Dynamic Armor is capped at 40 hits (+200 resistance).
	+ Yalla applies a separate 'Dynamic Armor' effect for each element she receives a hit from.
	+ When a 'Dynamic Armor' effect expires, Yalla's resistance to that element resets.
* Yalla becomes immune to direct damage between 50-40% HP (4358-3487) and 10-0% (872-0) HP, setting the damage of any direct hits she receives to 0, regardless of resistances.
	+ *Yalla's armor hardens, becoming impervious to direct damage!*
	+ These immunity phases can be partially or completely skipped by doing enough damage in a single hit.

## Resistances

* Shrink: 300
* Immobility: 300