recursal/Fanatic-Fandom huggingface dataset:
Gelunguis

> "*The legendary ice dragon Gelunguis!*"
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**Gelunguis** is the fifth challenge on the *Dragon Challenges* board. It appears alongside Oratath and Trigoras in Triple Trouble.

## Attacks

All of Gelunguis's attacks deal Ice damage.

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

## Rotation

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

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

> "*They're fighting like they've never fought before.*"
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**Egomaniacs** is the fourth challenge on the *Unfortunate Souls Challenges* board. It consists of defeating a duo of Vaal and Xan at the same time.

## Rules

### Global

1. Every 40 seconds real-time, you lose 10% of your maximum HP (or reduces to 1 HP, if applicable).

### Vaal

1. Vaal starts his rotation with a multihit stun.
2. Vaal ends his rotation by lowering your All by 50, followed by a nuke.
3. If your HP is below 40%, or you have Transcendence equipped, Vaal will pause his rotation and attempt to attack for lethal damage for long as either requirements are met.
	* This attack **can** miss.

### Xan

1. Whenever Xan acts, he automatically inflicts a stacking Fire DoT.
2. If Xan's HP is below 30% (2763), Xan will fully heal himself and apply an extremely powerful 30-turn shield.

## Equipment

Both Vaal and Xan deal Fire damage from all sources. Stacking Fire+All resistance will greatly help in winning. The following equipment reaches the gearcap of 80 effective Fire Resistance. Care should be taken however, as this setup does not provide 100 Immobility to avoid being stunned by Vaal.

* (0+10) Sea Chicken's Conquest (or any +10/-20 weapon that is not Ice/Darkness/Fire/Stone), with Blade of Awe shown
* (7+5) Tytanvisage Helm VII
* (15+2) Puzzling Cards
* (12+0) Sundragon Pendant
* (10+3) Leechscale Binding VII
* (10+0) Mechanical Ring VII
* (10+0) Mirror Eye Trinket
* (0+1) Legion Bracer

## Strategy

* Due to the realtime mechanic, it's highly advised to know what you're about to do before your turn starts, lest you lose too much HP from it and lose as a result.
* Shield Vaal's -All, as the sudden drop in resistances will make Everburn do many times more damage.
* As Xan fully heals himself and applies an extremely powerful shield if he is below 30% health, he must be bursted down in order to defeat him.
* Both bosses can be stunned, which can buy precious time in order to finish off one of them.
Conquest and Faith

> "*The justifications for actions are many, but in the end, who is right?*"
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**Conquest and Faith** is the third challenge on the *Lost Fables* board. It consists of defeating a duo of Yalla, the Arch-Druid and Braytes San, the Heretic at the same time.

## Rules

### Yalla, the Arch-Druid

1. Yalla becomes immune to direct damage between 50% - 40% and 10% - 0% max HP.
2. Yalla's axe swing deals more damage the less HP she has.
3. Yalla loops a strong -All debuff.

### Braytes San, the Heretic

1. Braytes San is immune to both damage and effects that require hitcheck, unless the attacker is affected by 'Lightsworn', which his first attack inflicts.
	* Pets **cannot** do any damage or inflict any effects that require hitcheck.
2. Braytes San deals more damage the less HP he has.
3. Braytes San inflicts powerful -Light debuffs on rotation and automatically inflicts a massive -Light debuff the first time he is reduced below 75%, 50%, and 25% HP.
4. Braytes San heals equal to the amount of -Light his target has.

## Strategy

* You **must** be hit by Braytes' first attack, or you won't be able to do damage to him.
* Braytes should be defeated first, as he's much more threatening.
	+ Do not stall when doing so, as Braytes becomes exponentially more dangerous if he's left alive at low HP.
* As Yalla only becomes immune to direct damage at certain thresholds, it is possible to bypass this mechanic entirely by doing one massive hit that skips through those thresholds (51% -> 39%, 11% -> 0%)

## Classes

* Classes without strong DoTs should be avoided, as Yalla becomes immune to direct damage from 50% - 40% and 10% - 0% HP.
* DoomKnight is the best class for this fight, as it has both the large burst damage to remove Braytes from the fight quickly, and a strong DoT to progress thru Yalla's invulnerability phases relatively quickly, on top of its other tools.
* Baltael Soulweaver is the best free option, as it too has the frontloaded burst damage needed for Braytes. In addition, since neither enemy has +bonus, its long shield grants it more survivability against both enemies.
Groundhog Dave

> "*I mean, of course it's an Avatar of Time!*"
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**Groundhog Dave** is the fifth challenge on the *Otherworldly Creatures Challenges* board. He appears alongside Super Sentog Justice Go in Big and Small.

## Attacks

All of Groundhog Dave's attacks deal Fear or weakness seeking damage.

1. Groundhog Dave launches a massive array of time particles at his target.
	* Attacks for for 3 hits of 100% Fear Magic damage (300% total).
	* Inflicts 'Timestopped' for 1 turn, a stun.
2. Groundhog Dave launches bolts of lightning at his target.
	* Attacks for 4 hits of 75% weakness seeking Magic damage (300% total).
	* Inflicts 'Drained' for 2 turns.
		+ -50 Boost.
3. Groundhog Dave's armor detaches and drains energy from his target.
	* *Groundhog Dave steals some of your time and powers up!*
	* Applies 'Time Anomaly' for 3 turns.
		+ +150 Block/Parry/Dodge.
	* Attacks for 5 hits of 75% weakness seeking Magic damage (375% total).
	* Inflicts 'Drained' for 1 turn.
		+ -75 Bonus.
4. Groundhog Dave fires an explosive burst of energy at his target with his hand.
	* Attacks for 1 hit of 400% Fear Magic damage.
5. Groundhog Dave summons the Orb of Time and and unleashes a powerful spell.
	* *Dave unleashes his charged time energy!*
	* Heals himself for 100% of his maximum HP.
	* Attacks for 1 hit of 900% Fear Magic damage with +200 Bonus.

## Rotation

Groundhog Dave's attacks have psuedo-cooldowns and follow a priority sequence:

* Attack 1 has a cooldown of 10 turns.
* Attack 2 has a cooldown of 2 turns.
* Attack 3 has a cooldown of 5 turns.
* Attack 5 has a charge time of 14 turns and a cooldown of 13 turns (Used on turn 15, 29, 43, etc.).
* If none of his other attacks are available, Groundhog Dave will use Attack 4.

The first few turns will go as follows:

1 -> 2 -> 3 -> 4 -> 2 -> 4 -> 4 -> 2 -> 3 -> 4 -> 2 -> 1 -> 4 -> 2 -> 5.

## Mechanics

* Groundhog Dave permanently gains +5% damage per hit every time Attack 3 is used.
* Groundhog Dave telegraphs his use of Attack 5 using popups.
	+ During the first turn of combat:
		- *Dave begins charging time energy.*
	+ 7 turns before Attack 5 (Turn 8, 22, 36, etc.):
		- *Dave is halfway charged with time energy.*
Big and Small

> "*Does it get any stranger than this? And togs are really bad at math.*"
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**Big & Small** is the sixth challenge on the *Otherworldly Creatures Challenges* board. It consists of defeating a duo of Groundhog Dave and Super Sentog Justice Go at the same time.

## Rules

### Groundhog Dave

1. Dave will nuke and fully heal every 16 turns.
2. Dave can inflict Boost and Bonus debuffs.
3. Every 6 turns, Dave will permanently increase his damage by 5% per hit.

### Super Sentog Justice Go

1. Sentog opens with a nuke that grows stronger every time it is used.
	* If using DoomKnight Variant One, Sentog will enrage and automatically kill you with this attack.

## Turn Order

Super Sentog Justice Go -> Groundhog Dave

## Equipment

* Both Dave and Sentog can inflict stuns. 100+ Immobility+All resistance is recommended.
* Due to Sentog attacking with 4 different elements, and Dave attacking with Fear, All resistance is the only way to reduce both their damage at the same time.

## Strategy

* Dave should be taken out first, as he dies much quicker than Sentog.
* Despite fully healing every 16 turns, most classes have more than enough damage to defeat him.
	+ As Dave has no Immobility resistance, you can buy a few more turns by stunning him.

## Classes

* Despite the full heal every 16 turns (before factoring in stuns), most classes can do more than enough damage to defeat him before it can go off.
* Sentog is not a huge offensive threat either, although its autocrit gaining in power every time it is used can lead to spiky damage if not consistently shielded.
* Technomancer, Ranger, and Baltael Soulweaver can easily do this fight.
Akriloth, the Protector

> "*The legendary protector of the volcanic island of Maar, Akriloth! With him are his attendants, DragonLords of a time past...* "
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**Akriloth, the Protector** is the second challenge on the *Dragon Challenges 2* board. It consists of defeating a trio of Akriloth, Scales of Akriloth and Fang of Akriloth at the same time.

## Rules

### Akriloth

1. Akriloth empowers the skills of the Dragonlords while under effect of the scales, nukes after they are removed. Scales can be removed by dealing 10% of Akriloth's total HP in Ice or Water damage, inclusing DoTs.
	* If they aren't removed, Akriloth will buff himself when the rotation starts again instead of applying scales again.
2. Akriloth can buff everyone before he attacks.
3. If scales aren't removed before the end of rotation, Akriloth will do a second nuke.
	* Otherwise Akriloth will reduce your Fire resistance while increasing all resistances of all foes.
4. If both Scales and Fang are defeated, Akriloth will revive them once with 30% HP.

### Scales of Akriloth

1. Has a variety of defensive skills, similar to Bulwark DragonLord.
	* Those can be empowered by Akriloth and if Akriloth is defeated, Scales will use empowered skills for the rest of the fight.
2. Defeating both Fang and Akriloth before Scales will make him do two nukes before setting his own HP to 1 and playing death animation.

### Fang of Akriloth

1. Has a variety of offensive skills, similar to Wrath DragonLord.
	* Those can be empowered by Akriloth and if Akriloth is defeated, Fang will use empowered skills for the rest of the fight.
2. Defeating both Scales and Akriloth before Fang will make her do two different nukes for the rest of the fight, increasing her Boost and Bonus each round but losing 10% of total health every turn.

## Turn Order

Akriloth -> Scales of Akriloth -> Fang of Akriloth

## Equipment

* Both Scales and Fang are Human-type, so Vile Infused Rose can help do a little extra damage to speed up the fight.
* Akriloth is already weak to ice, so using Ice Scythe can help you even more.
* While Akriloth is alive, having some Fire resistance in addition to All resistance is a good choice.
	+ After Akriloth is down, focusing on All resistance is recommended.
		- After only Scales or Fang is alive and using only nukes, stacking Good resistance is recommended.

## Strategy

* It's recommended to deal with either Akriloth or Scales first, depending how fast you can take Akriloth down. If Scales keeps buffing Akriloth too much for your liking, take him down first.
* Both Scales and Fang can be stunned once, but not when either of them is the only one alive and in nuke rotation.
Seven-Branched Sword

A historical weapon said to have been found in the final room of the Wiryeseong Dungeon. The king of Baekje gave this iron sword to the Japanese emperor.

Kim Suho, on the Traveling Club's first trip, used the replica from the National Weapons Museum to defeat a Demi-Djinn and some monsters which had attacked the museum.
Crystal and Stone

> "*Slow growth, steady growth, Crystal and stone, pressure and time.*"
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**Crystal and Stone** is the sixth challenge on *The Conduit* board. It consists of defeating a duo of Roktoru and Ricterild at the same time.

## Rules

### Roktoru

1. Roktoru gains All resistance when not attacked with Energy.
2. Roktoru's attack rotation changes depending on how many times it is attacked with Energy.
3. If attacked with energy 6 times over 6 turns within 10 turns by you (pets cannot contribute), it stuns itself and becomes extra-vulnerable to damage.

### Ricterild

1. Ricterild cocoons if not attacked for 4 turns, or falls below 75% HP (the latter can happen up to 3 times).
2. Ricterild gains 5% damage for every turn spent in cocoon.
3. While cocooned, Ricterild reduces your Bonus by -50 every 20 seconds.
4. Ricterild fully heals and effectively has up to 75% more HP compared to its stated HP value.
5. Ricterild gains new attacks and buffs when it breaks out of its cocoon.
6. Ricterild inflicts a series of DoTs with each unique attack. If all DoTs are active, Ricterild deals massively increased damage with all attacks.

## Equipment

* An energy weapon is functionally mandatory for Roktoru, as left alone it will eventually hit 100+ All, negating all damage.
* Ricterild does exclusively Light damage, and Roktoru does exclusively Stone damage.
	+ Due to Ricterild encasing itself in a cocoon after 5 turns of not being attacked, it's entirely feasible to bring two sets of gear to maximize each individual res to trivialize the fight.

## Strategy

* As Ricterild cocoons itself after 5 turns, this duo is effectively just fighting the two on their own.
* Ricterild has no failsafes in place to prevent it from dying before going through every cocoon, making it possible for certain classes to burst him in one turn from 75% HP.

## Classes

* DeathKnight
* Ranger
Salamander

A creature Hajin's group encounters on their Mock Dungeon Trial. Weak to people with water attributes.

## Appearance

Size depends on the ranking of the creature, terrifying eyes and flickering tongue.

## Abilities

A salamander can wield the four elements and are quite tricky to defeat. Their most destructive element is fire, evident in their move firebreath.
Chaotic Dragonbond

> "*Dragon and lord, united in Chaos.*"
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**Chaotic Dragonbond** is the ninth challenge on the *Lords of Chaos* board. It consists of defeating a duo of Vath, the Dragonlord and Stalagbite, the Chaos Dragon at the same time.

## Rules

### Global

1. If one is defeated, the survivor will gain 100% Base Damage.

### Vath

1. Vath can lower your All resistance before attempting a 5-turn stun.
2. If Stalagbite takes direct damage, Vath applies 'Chaos Rage' for 999 turns.
	* *You will fall!*
	* +100 Boost.
3. If Stalagbite is defeated, Vath applies 'Chaos Scale' for 999 turns.
	* *Stalagbite, grant me your strength!*
	* +150 Melee/Pierce/Magic.

### Stalagbite

1. Stalagbite deals more damage over time.
2. Stalagbite heals 20% of his HP on rotation.
3. If Vath takes direct damage, Stalagbite applies 'Chaos Scale' for 999 turns.
	* *Brace yourself, Stalagbite!*
	* +150 Melee/Pierce/Magic.
4. If Vath is defeated, Stalagbite applies 'Chaos Rage' for 999 turns.
	* *Vath, no!*
	* +100 Boost.

## Equipment

An anti-dragon weapon will greatly help in defeating Stalagbite.

## Strategy

* Avoid using any multis, as it will trigger both of their buffs.
* Vath should be defeated first, as an enraged Vath is significantly more dangerous than an enraged Stalagbite.
* Do not underestimate Stalagbite's damage, as he deals more damage the longer the fight goes.

## Class

* Because the survivor will passively have at least 179 MPM, classes that have ways of increasing their own Bonus or lowering enemy MPM will have a much easier time dealing with the enraged survivor.
Medea

She is the Administrator of 3rd floor known as Prestige, of Tower of Wish.

She collects fashionable things like clothes and Jewelry to improve her State of Existence.

Kim Hajin gives her his best crafted dress in exchange of 40% of Prestige, which elevates her beauty even to the point Hajin stares at her in daze.

She wishes to escape from Tower of Wish and live normal life on Earth, but for that she has to met two conditions to retrieve her dead body. The conditions are:

1. The sense of Accomplishment, which she believes will get by Raising Artificial Sun on Prestige
2. Increasing her State of Existence.
Envy

> "*Before you stands Envy, an artificial Elemental Spirit born of Pandora's jealousy.*"
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**Envy** is the first challenge on *The Corrupted Seven* challenge board.

## Attacks

All of Envy's attacks deal Poison damage, and his damage is modified by **Jealousy** (See Mechanics).

1. Envy focuses his power.
	* *Envy is ready.*
	* Gains 1 Jealousy.
	* Heals himself for 10% of his maximum HP.
	* Applies 'Prepared' for 1 turn.
		+ +50 All.
		+ -50 Health.
2. Envy fires a massive laser at his target.
	* Attacks for 2 hits of 500% weakness seeking Magic damage (1000% total).
		+ If Envy has lost focus, instead attacks for 2 hits of (100 + 5X)% weakness seeking Magic damage ((200 + 10X)% total).
3. Envy impales his target with green spikes.
	* Gains 1 Jealousy.
	* Attacks for 4 hits of (100 + 5X)% Poison Magic damage ((400 + 20X)% total).
4. Envy blasts his target with green fireballs.
	* Gains 1 Jealousy.
	* Attacks for 3 hits of (100 + 5X)% Poison Magic damage ((300 + 15X)% total).
5. Envy focuses his power.
	* *Envy powers up.*
	* Gains 5 Jealousy.
	* Heals himself for 10% of his maximum HP.
	* Applies 'Prepared' for 1 turn.
		+ +50 All.
		+ -50 Health.
6. Envy fires 3 massive lasers at his target.
	* Gains 1 Jealousy.
	* Attacks for 6 hits of (100 + 5X)% Poison Magic damage ((600 + 30X)% total).

## Rotation

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

## Mechanics

### Jealousy

* Envy has a **Jealousy** counter that starts at 0 and caps at 200.
	+ *Envy's jealousy is at X*
* Envy permanently gains +5% damage per hit for every stack of Jealousy.
* If Envy takes direct damage after using Attack 1 or 5, he will gain an additional 10 Jealously.
	+ *Envy loses focus and glares at you.*
	+ *'No! Don't take this away from me!'*
	+ Gains 10 Jealousy.
	+ In addition, Attack 2 deals reduced damage if Envy is hit the turn he would use it.

## Resistances

* Immobility: 200
* Silver: -10
* Metal: -10
* Bacon: 70
Ezrajal

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

## Attacks

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

1. Ezrajal raises its arm and creates a barrier.
	* *The Celestial mirrors your defense and avoidance!*
	* Heals itself for 2% of its maximum HP.
	* Applies 'Celestial Mirror' for 4 turns.
		+ +X/Y/Z Melee/Pierce/Magic.
		+ +A/B/C Block/Parry/Dodge.
		+ Buff values are equal to 100% of its target's corresponding defense stats, ignoring LUK.
	* Attacks for 1 hit of 100% Good damage.
2. Ezrajal raises its arm and casts a light spell.
	* *Blinded by Celestial radiance!*
	* Heals itself for 2% of its maximum HP.
	* Automatically inflicts 'Blind' for 4 turns.
		+ -50 Bonus.
	* Attacks for 4 hits of 100% Good damage (400% total).
	* Inflicts 'Stunned' for 2 turns.
3. Ezrajal approaches its target and slashes it.
	* Attacks for 2 hits of 100% Good damage (200% total).
4. Ezrajal approaches its target and slashes it.
	* Attacks for 2 hits of 100% Fear damage (200% total).
5. Ezrajal summons Celestial blades to pierce its target.
	* Attacks for 8 hits of 100% Good damage (800% total).
6. Ezrajal summons Celestial blades to pierce its target.
	* Attacks for 8 hits of 100% Fear damage (800% total).

## Rotation

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

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

**Gnomish Personal Steamtank** is a DC class, available from Popspocket. Note that players can only get the second version (Mk II) as the first version (Vr 1.0) was made rare because of a bug.

## Skills

* Blind
	+ 10 MP, 2 CD
	+ Attacks for 1 hit of 100% Melee damage.
	+ Inflicts 'Blind' for 4 turns.
		- Bonus -50.

* Nanobots
	+ 30 MP, 9 CD
	+ Applies 'Nano' for 5 turns, 10% HoT.

* Frighteningly Big Gun
	+ 10 MP, 19 CD
	+ Attacks for 1 hit of 100% damage with +200 Crit.

* Flamethrower
	+ 10 MP, 4 CD
	+ Attacks all enemies for 1 hit of 100% Fire Pierce damage.

* Stun
	+ 20 MP, 14 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Stun' for 3 turns, a stun.

* Cannonball Run
	+ 10 MP, 2 CD
	+ Only available if the last hit connects from your last attack.
		- Does not include hits from Blind, Frighteningly Big Gun, Lazars Go Pew!Pew!, Burn, Self Destruct or trinkets.
	+ Attacks for 2 hits of 80% weapon + 100% stat damage (160% weapon + 200% stat damage total).

* Shield
	+ 20 MP, 4 CD
	+ Applies 'Block' for 2 turns inclusive.
		- Block +80.

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

* Scatter Shot
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 100% damage.
	+ If the target is affected by 'Blind', instead attacks for 1 hit of 200% weapon damage + 100% stat damage with +100 Crit.

* Biohazard
	+ 0 MP, 6 CD
	+ Applies 'Bio' for 5 turns, a 5% MP HoT.
	+ Automatically inflicts 'Bio' for 5 turns, 10% None DoT.
	+ Attacks for 1 hit of 90% damage.

* Boiling Point
	+ 30 MP, 9 CD
	+ Purges 'Bio' from both the player and the target.
	+ Attacks for 1 hit of 70% damage.
	+ If 'Bio' is purged and attack successfully lands, inflicts 'Boiled Over' for 1 turn, a Fire DoT.
		- Damage is equal to the remaining damage left on 'Bio' when it was purged.

* Lazars Go Pew!Pew!
	+ 10 MP, 4 CD
	+ Attacks for 1 hit of 70% Melee damage.
	+ Inflicts '-10 to hit, -20 to Boost' for 4 turns.
		- -10 Bonus.
		- -20 Boost.

* Burn
	+ 5 MP, 0 CD
	+ Attacks for 1 hit of 80% Melee damage.
	+ Inflicts 'Burn' for 5 turns, 10% Fire DoT.
		- This DoT is currently bugged, and will randomly deal 1.5x damage.

* OVERDRIVEEEEEE
	+ 20 MP, 4 CD
	+ Applies 'BOOM' for 3 turns inclusive.
		- Crit +200.

* Self Destruct
	+ 5 MP, 0 CD
	+ Halves the player's current HP, floored at 1.
	+ Attacks all enemies for 1 hit of 125% Melee damage with +10X Bonus.
		- X is equal to the following DoTs active on the target (max +30 Bonus):
			* 'Bio'
			* 'Boiled Over'
			* 'Burn'

## Strategy

Seriously, don't use this class as many skills aside from Blind are useless. There are many classes better than this.
Ayauhnqui

> "*Ayauhnqui has awoken to challenge you.*"
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**Ayauhnqui** is the second challenge on *The Conduit* board. It appears alongside Reaver in Life and Death.

## Attacks

All of Ayauhnqui's attacks deal Energy / Nature / Wind damage.

1. Ayauhnqui blasts its target with a massive energy beam.
	* *'YOU DARE DISTURB ME?'*
	* Applies 'Empowered' for 5 turns.
		+ +10 Boost.
	* Attacks for 18 hits of 100% Energy Magic damage (1800% total) with +100 Bonus and +100 Crit.
	* Inflicts 'Laser Burn' for 5 turns, a 100% Energy DoT.
2. Ayauhnqui casts a defensive barrier.
	* *An energy barrier has been constructed! Shocking!*
	* Applies 'Hibernation' for 3 turns.
		+ +15 Boost.
		+ Reflects 75% of all direct damage taken.
3. Ayauhnqui cuts its target with gusts of wind.
	* Attacks for 3 hits of 100% Wind Magic damage (300% total).
4. Ayauhnqui approaches its target and engulfs it in a whirlwind.
	* *Ayauhnqui attempts to sap your health!*
	* Attacks for 9 hits of 100% Nature Magic damage (900% total).
	* Heals itself for 50% of the damage dealt for each successful hit.
5. Ayauhnqui casts a defensive barrier.
	* *Ayauhnqui gathers energy!*
	* Heals itself for 5% of its maximum HP.
	* Applies 'Energy Shield' for 3 turns.
		+ +(60 + 10X) All (max +100).
		+ -(60 + 10X) Health (max -100).
		+ X is equal to the number of times this attack has been used previously, starting at 0 and capped at 4.
6. Ayauhnqui unleashes an explosion of energy.
	* *RWHAAAAAAAAH!*
	* Automatically inflicts 'Nova Blind' for 3 turns.
		+ -50 Bonus.
	* Attacks for 9 hits of (110 + 10Y)% Energy Magic damage ((990 + 90Y%) total) with +(20 + 20Y) Bonus (max 1350% with +100 Bonus).
		+ Y is equal to the number of times this attack has been used, capped at 4.

## Rotation

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

* If Ayauhnqui receives a hit immediately before turn 1 of its rotation, Attack 1 is used.
* Otherwise, Attack 2 is used.

## Resistances

* Water: -5
* Evil: 10
* Good: 10
* Shrink: 200
* Immobility: 300
Doomwood Duo

> "*From the depths of Doomwood emerge two- well, one champion, and one moglin.* "
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**Doomwood Duo** is the ninth challenge on the *Beginnings* board. It consists of defeating a duo of Zorbak and Artix at the same time.

## Rules

* Twilly will be helping Zorbak and Artix, providing them with +Boost, +Bonus, or healing at the start of every turn.

### Zorbak

1. Zorbak applies a Protective Bubble that buffs his All/Boost/Bonus. The Protective Bubble has HP equal to 25% of his maximum HP.
	* If the Protective Bubble runs out of health, Zorbak is weakened for a turn before he can reapply it again.
2. Zorbak will attempt to copy the positive stat buffs that the player has, applying them to himself every 2 turns.
3. Zorbak will randomly choose between inflicting debuffs or collecting bones. Once he collects bones 3 times, he unleashes a powerful nuke the next time he would choose between debuffs and bones.

### Artix

1. Artix switches between a defensive buff in Inner Light, which gives him +BPD and Damage Resistance, and a more aggressive buff in Shining Light, which gives him +Boost/Crit.
2. Artix has 2 stacking buffs: Thrill of Battle, which gives +All every time he is hit, but is reset when he is stunned, and Joy of Battle, which gives +Boost and -Bonus each time he lands a hit, but is reset when he misses.
	* If Artix exceeds a combined total of 30 stacks of Thrill of Battle and Joy of Battle, he will use an attack that sets the player's HP to 1 if it lands.
3. Twice per fight, Artix will heal 40% of his HP when he drops below 60% of his HP.

## Equipment

* Artix primarily deals Light damage (and Null damage), meaning Light resistance will be useful once Zorbak goes down.
	+ Exalted Blaster II (Amalgam) is a very useful trinket against Artix, granting +10 Light and inflicting +30 Health to counter his heals.

## Strategy

* While Protective Bubble is up, Zorbak is quite troublesome to deal with, alongside him stealing all of the stat buffs you apply. However, once the bubble pops, there is a 1-turn window where Zorbak is weakened and will take more damage. Use this window to burst Zorbak down, as without his Protective Bubble his health is quite low.
* Artix's greatest threat is his stacking DoT that occurs every 6 turns. Make sure you have a plan to deal with it, whether through stacking Light resist or avoiding the attack altogether.
* Keep watch on Artix's Thrill of Battle and Joy of Battle to know when his HP-adjusting attack is coming. Make sure to avoid having the attack line up with Artix's +Bonus buff.
Bound Terror

The **Bound Terror** is the miniboss monster in The Reliquary of The Exaltia Tower.

## Attacks

All of the Bound Terror's attacks deal Fear damage.

1. The Bound Terror shields itself in a magical cube.
	* Applies 'Mana Shield' for 3 turns.
		+ +255 Block/Parry/Dodge.
2. The Bound Terror unleashes a blast of stray mana at its target.
	* Attacks for 5 hits of 60% Fear Magic damage.
		+ The 1st, 3rd, and 5th hits damage MP instead of HP (180% total).
		+ The 2nd and 4th hits damage HP (120% total).
3. The Bound Terror approaches its target and blasts it with a massive laser.
	* Attacks for 5 hits of (100 + 5X)% Fear Magic damage ((500 + 25X)% total).
		+ X is equal to its target's missing MP %.

## Rotation

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

## Mechanics

* This monster's stats are modified by choices made while ascending The Exaltia Tower.
* If the Bound Terror is hit while its attacker is between 33% and 66% MP, it will regenerate 50% of the damage taken.
	+ *The Bound Terror absorbs some of your attack's mana!*
* If the Bound Terror is hit while its attacker is below 33% MP, it will regenerate 100% of the damage taken.
	+ *The Bound Terror absorbs your attack's mana!*

## Resistances

* Immobility: 200
* All: 10
Failed Doom

> "*There is only one path that Doom will lead you to. Do not follow Evil. There is nothing there for you.*"
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**Failed Doom** is the seventh challenge on the *Unfortunate Souls Challenges* board. It consists of defeating a duo of Caitiff and Sepulchure at the same time.

## Rules

### Caitiff

1. Caitiff attacks with one of 10 Orb effects, and then attacks the following turn with an accurate attack of that element.
2. Caitiff can randomly purge status effects, or decrease your stats in some way.

### Sepulchure

1. Sepulchure deals more damage the longer he is alive.
	* After 150 turns, Sepulchure deals an additional 1000% damage per hit.
2. Sepulchure increases his All resistance based on his remaining HP.
3. Sepulchure heals from direct damage dealt to an element he has explicit negative resistance to, even if his All resistance exceeds it. This does not happen if you give him -All.
4. You cannot use Stan the ScanOrb to lower Sepulchure's All. Trying to do so will instead make him get an additional buff that nullifies it.
5. If you use DoomKnight, Sepulchure will enrage, dealing an additional 1000% damage per hit, and gaining +200 Bonus.

## Equipment

While Sepulchure does exclusive Evil damage, Caitiff can attack with multiple elements, mandating All resistance to effectively reduce overall damage.

## Strategy

* Caitiff attacks every other turn with a hard hitting nuke that can possibly purge all your effects, making it the more immediate threat.
* Sepulchure inflicts a Mana DoT and gains more damage the longer the fight goes, making turtling ineffective.
* As Sepulchure's All only updates when he is able to act, and has low enough Immobility to be stunned by some classes (or your Dragon), you can "cheat" his All by stunning him, and get an extra turn of damage before his resistance updates.

## Classes

* As Sepulchure regenerates damage if he has any non-All negative resistance, and can reach enough All to basically nullify damage, classes without -All should not attempt this fight.
* Technomancer is the best class to bring to this fight, as it has ways of lowering All, and turns Sepulchure's Mana DoT into more damage thanks to Drive Boost.
* Despite enraging Sepulchure, DoomKnight can still do this fight, but it requires both specific gear and RNG, as Caitiff has to purge your statuses right after defeating Sepulchure.
Blades and Bones

> "*From stories of the past and future come legends across the sky and the sea, here to face you.*"
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**Blades and Bones** is the third challenge on the *Lost Fables Chapter 2* board. It consists of defeating a duo of the Duskbolt, the Tempest and Keelhaul, the Sunken at the same time.

## Rules

### Keelhaul, the Sunken

* Lowers your END each turn, can be purged by drinking a potion (either HP or Mana).
* Boost and Bonus increases when it successfully hits you, decreases when misses you.
* Has many effects/skills Pirate has, including opening mechanic that deals extra two hits if you miss against Keelhaul, small HoT that removes debuffs, and many -Bonus attacks.
* After dropped below 50%, will nuke you once and then increase it's Crit and Boost that you can lower by hitting either Wind (lowers Crit) or Water (lowers Boost).

### Duskbolt, the Tempest

* Has many powerful and long-lasting dots that inflict nasty debuffs on you, can get a boost to Crit/Boost/Bonus depending how many poisons you have.
* Will switch rotation if you increase your avoidance with a skill.
* Increases Bonus by 5 every time it's hit, will nuke when hit 20 times aka Techno Charge is at 100.

## Turn Order

Keelhaul, the Sunken -> Duskbolt, the Tempest

## Equipment

* Since Keelhaul deals Water damage and Duskbolt deals Wind damage, it's best to stack both. After one of them is down, you can switch your gear to stack only one of them.

## Strategy

* While depending on your class, it's generally better to take Duskbolt out first, even if Keelhaul might seem threatening with it's -END effect. If you can nuke Keelhaul fast enough (10 turns or less), you can take it out first instead.

## Classes

Mostly any class with a good shield and capable of purging dots is best here.

* Pirate
* Kathool Adept
* Technomancer
* Ranger
* Bulwark DragonLord
Fractured Self

> "*Irreconcilable.*"
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**Fractured Self** is the seventh challenge on the *Displaced Fates* board. It consists of defeating a duo of The Professor and Wargoth at the same time.

## Rules

### The Professor

1. The Professor loops strong buffs every 6 turns.
	* Landing enough hits on The Professor, especially crits, can remove these buffs.
2. The Professor spams a powerful heal if you increase (or don't increase) your avoidance on certain turns in the fight.
3. The Professor opens himself up to a stun once per rotation.

### Wargoth

1. Wargoth becomes more powerful the more you defend against or miss him.
2. Wargoth coinflips between two powerful buffs as well as two separate rotations.
3. Wargoth unleashes a powerful nuke every 9 turns.
4. Wargoth deals massively increased damage if he is below 50% HP.

## Equipment

In general, because The Professor does Fear or weakness seeking damage, while Wargoth does exclusively Fire damage, it is recommended to maximise both your Fire and All resistance.

The following is a relatively easy free player setup that maximises Fire and All resistance:

* (0+10) Exalted Apotheosis
* (15+2) Puzzling Cards
* (8+2) Rose General's Ring
* (7+5) Tytanvisage Helm VII
* (0+10) Tizheruk Scale IX
* (10+0) Eggsalted Remnant
* (0+10) Grimoire of the Lich III/Ouroboros Root Belt III
* (0+1) Legion Bracer

Total: 40 Fire + 40 All

The following setup also maximises Fire and All resistance and provides much better stats, but requires DM gear and DC/Seasonal gear

* (0+10) Exalted Apotheosis
* (8+5) Blessing of Kyanos IX
* (10+0) Mechanical Ring VII
* (10+5) Winter's Harbinger IX
* (0+10) Defender's Dragon Necklace XXXV
* (10+0) Eggsalted Remnant
* (0+10) Grimoire of the Lich III/Ouroboros Root Belt III
* (0+1) Legion Bracer

Total: 38 Fire + 41 All

## Strategy

* Kill the Professor first.
* Bring weapons with different MPM values to allow you to play around the Professor's MPM mechanic.

## Classes

* Doomknight
* Ranger
Cauldron Groupies

> "*The Cauldron Groupies of Jack Crescent!*"
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**The Cauldron Groupies** (Bubble, Toil, and Trouble) form the first challenge of the *Nefarious Challenges* board.

## Attacks

### Bubble

All of Bubble's attacks deal Poison damage.

1. Bubble approaches her target before jumping and slicing it with her claws.
	* Applies 'Candy Fueled' for 3 turns.
		+ +255 Block/Parry.
	* Attacks for 1 hit of 100% Poison Pierce damage.
	* Inflicts 'Bleeding' for 2 turns, a 50% Darkness DoT.
2. Bubble eats a piece of candy and approaches her target before jumping and slicing it with her claws.
	* Applies 'Candy Fueled' for 3 turns.
		+ +255 Block/Parry.
	* Applies 'Claws Out' for 3 turns.
		+ +100 Boost.
	* Attacks for 1 hit of 100% Poison Pierce damage.

### Toil

All of Toil's attacks deal Fire damage.

1. Toil approaches her target before slicing it with her daggers.
	* Applies 'Candy Fueled' for 3 turns.
		+ +255 Parry/Dodge.
	* Attacks for 1 hit of 100% Fire Melee damage.
	* Inflicts 'Poisoned' for 2 turns, a 50% Poison DoT.
2. Toil eats a piece of candy and approaches her target before slicing it with her daggers.
	* Applies 'Candy Fueled' for 3 turns.
		+ +255 Parry/Dodge.
	* Attacks for 1 hit of 100% Fire Melee damage.
	* Inflicts 'Armor Pierced' for 3 turns inclusive.
		+ -255 Melee/Pierce/Magic.
		+ -255 Block/Parry/Dodge.

### Trouble

All of Trouble's attacks deal Silver damage.

1. Trouble's orb detaches from her staff and strikes her target.
	* Applies 'Candy Fueled' for 3 turns.
		+ +255 Block/Dodge.
	* Attacks for 1 hit of 100% Silver Magic damage.
2. Trouble casts a spell; her orb detaches from her staff and strikes her target.
	* Applies 'Candy Fueled' for 3 turns.
		+ +255 Block/Dodge.
	* Inflicts 'Heart Torn' for 2 turns inclusive.
		+ +90 Health.

## Rotation

The Cauldron Groupies randomly use Attack 1 or Attack 2.

* Trouble always uses Attack 2 on turn 1 before randomly using Attack 1 or Attack 2.

## Mechanics

* The Cauldron Groupies each do 30% more damage for every Groupie that has been defeated.

## Resistances

### Bubble

* Light: 5
* Darkness: 5

### Toil

* Light: 5
* Darkness: 5

### Trouble

* Light: 5
* Darkness: 5
Carnax Gauntlet

> "*Carnax, destroyer of the Taladosian civilization! Carnax rises once more, this time to lay waste to our lands.*"
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**The Carnax Gauntlet** is the eighth challenge on the *Crossroads* board. Rather than being a single challenge fight, the Carnax gauntlet consists of a sequence of fights, with healing partway through:

* Carnis and Carnbog.
* Left and Right Arms of Carnax plus Carnix and Carnbog.
* Makkinax.
* Carnax.

The player also receives assistance from members of the Order, which provides a variety of beneficial effects depending on the fight.

An extreme version of this challenge called **Carnax (Extreme)** is also available as the ninth challenge on the *Crossroads* board. It consists of the same fights, but with no assistance or healing.

## Fights

### Carnis and Carnborg

The first fight consists of a duo of Carnis and Carnborg.

#### Carnborg

1. Carnborg leaps and claws its target.
	* Attacks for 2 hits of 100% Ice Melee damage (200% total).
2. Carnborg scorches its target with a pillar of fire.
	* Attacks for 1 hit of 400% Fire Magic damage.
	* Inflicts 'Carnborg Burn' for 5 turns.
		+ A 50% Fire DoT.
		+ -5 Boost.

##### Rotation

Carnborg's rotation is 1 -> repeat.

* If Carnborg takes any direct Fire damage, it will pauses rotation to use Attack 2 once.

##### Resistances

* Darkness: -20
* Light: -20
* Wind: -20
* Water: -20
* All: 45
* Fire: -45

#### Carnis

1. Carnis pounces at its target.
	* Attacks for 1 hit of 100% Stone Pierce damage.
2. Carnis claws its target.
	* Attacks for 1 hit of 100% Stone Pierce damage, with +100 Crit.
3. Carnis claws its target.
	* Attacks for 1 hit of 100% Ice Pierce damage.
	* Inflicts 'Frozen Claw' for 3 turns, a stun.
4. Carnis bursts into flame and pounces at its target.
	* Attacks for 1 hit of 200% Stone Pierce damage, with +60 Bonus.

##### Rotation

Carnis' attack rotation is 1 -> 2 -> 1 -> 3 -> repeat.

* If Carnis takes any direct Fire damage, it will pauses rotation to use Attack 4 once.

##### Resistances

* Darkness: 30
* Light: -10
* All: 30
* Fire: -20

### Arms of Carnax (Mini-boss)

The second fight consists of a quad of the Left and Right Arms of Carnax, alongside another Carnis and Carnborg.

* Left Arm of Carnax
* Right Arm of Carnax

### Makkinax (Mini-boss)

The third fight consists of Makkinax, a monster that enrages when hit multiple times in a row.

### Carnax (boss)

The fourth fight consists of Carnax's head, a monster that changes its vulnerabilities every turn, has multiple debuffs it can inflict on you and has multiple phases.

## Classes

Due to Arms being essentially a shield check and Carnax lasting for a long time, classes with access to burst skills or being able to heal and defend itself accordingly are best here. Those include:

* Pirate
* Ninja
* Bulwark DragonLord
* Archivist
Greed

> "*Before you stands Greed, an artificial Elemental Spirit born of Pandora's avarice.*"
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**Greed** is the second challenge on *The Corrupted Seven* challenge board.

## Attacks

All of Greed's attacks deal Energy damage.

1. Greed approaches his target and engulfs it in a shockwave.
	* *Greed charges a defensive barrier.*
	* *'Mine! Hands off my things!'*
	* Applies 'Greed Bubble' for 2 turns.
		+ +180 Block/Parry/Dodge.
	* Attacks for 12 hits of 20% Energy Pierce damage (240% total) with +5X Bonus.
		+ X is equal to the number of status effects active on Greed.
2. Greed approaches his target and electrocutes it with his hands.
	* *Greed attempts to copy any beneficial buffs!*
	* *'Give me that!'*
	* Copies all buffs on its target and applies them to himself for 15 turns.
		+ See Mechanics.
	* Attacks for 7 hits of 10% Energy Pierce damage (70% total) with +5X Bonus.
		+ X is equal to the number of status effects active on Greed.
3. Greed approaches his target and engulfs it in a shockwave.
	* Attacks for 12 hits of (20 + 5X)% Energy Pierce damage ((240 + 60X)% total) with +5X Bonus.
		+ X is equal to the number of status effects active on Greed.
4. Greed approaches his target and engulfs it in a shockwave.
	* *Greed puts up a resistant barrier!*
	* *'Don't take my stuff!'*
	* Applies 'Greedy Barrier' for 2 turns.
		+ +20Y All.
		+ -20Y Health.
		+ Y is equal to the number of buffs on Greed, including 'Greedy Barrier'.
	* Attacks for 12 hits of (20 + 5X)% Energy Pierce damage ((240 + 60X)% total) with +5X Bonus.
		+ X is equal to the number of status effects active on Greed.

## Rotation

Greed's attack rotation is (1 or 2) -> 3 -> 3 -> 3 -> 2 -> 4 -> repeat.

## Mechanics

### Copying Buffs

* For the purposes of Attack 2, Greed will copy buffs that increase any of the following:
	+ Stats.
	+ Melee/Pierce/Magic.
	+ Block/Parry/Dodge.
	+ Crit.
		- This includes modifiers to Crit damage, such as 'Penumbra' from ShadowWalker of Time.
	+ Bonus.
	+ Boost.
	+ Damage Reduction.
	+ Resistances are not copied.

## Resistances

* Immobility: 200
* Fire: -10
* Light: -10
* Silver: 70
Chaos Twins

> "*Double Trouble.*"
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**Chaos Twins** is the sixth challenge on the *Lords of Chaos* board. It consists of defeating a duo of Xang, The Good and the Xing, The Bad at the same time.

## Rules

### Global

1. Any buffs the twins apply to themselves will apply to the other for their full duration.

### Xang

1. When Xang drops below 50% HP, she will heal everyone for 100% of her own max HP (effectively resetting everyone's HP), and can do so up to 4 times.
2. Xang's stomp deals more damage and gains more Bonus every time she misses.

### Xing

1. When Xing drops below 75%, 50%, or 25% HP for the first time, her next attack will automatically increase your cooldowns by 3.
2. Xing's stomp deals more damage and gains more Bonus every time she is hit.

## Strategy

* There is no generally preferred order for who to kill first.
* While it may be tempting to try and burn either of the twins down due to their relatively low HP, their mechanics make it extremely punishing if you can't secure the kill.

## Classes

* Despite the threat of being chipped out in a drawn-out fight thanks to their mechanics, the fight is easy enough for any class to do it.
* As Xang doesn't purge herself of debuffs before healing, classes with ways of reducing her healing can greatly speed up the fight.
Everlasting Night

> "*Darkness and Light, keeping vigil over Doomwood and all who dwell within.*"
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**Everlasting Night** is the sixth challenge on the *Ties that Bind* Challenges board. It consists of defeating a duo of Safiria and Amaris at the same time.

## Rules

### Amaris

1. Amaris has +300 Melee/Pierce/Magic on the first turn.
2. Amaris gains +200 Melee/Pierce/Magic on Attack 1, and +100 Boost and Crit on Attack 4.
	* Both of these effects decay every turn, or decay twice as quickly if hit with Darkness since the previous turn.
3. If either of these effects is reduced to 0, they reset to full.

### Safiria

1. Safiria inflicts scaling -Darkness the more times 'Nightblade' hits in a row.
2. Safiria's Attack 2 deals more damage the more HP you have, and can be extremely powerful with low Darkness resistance.
3. Safiria's Attack 3 deals unavoidable Null damage, heals for 5% of her maximum HP, and permanently increases her Bonus and Boost% by 5X.
4. Safiria's Attack 4 drains HP, and will repeat indefinitely with increased damage if at least 3 hits land.

## Equipment

As Safiria deals mostly Darkness damage, while Amaris altenates between Light and Silver damage, stacking Darkness, Light and Silver resistance will greatly help in winning.The following setups maximise the resistances needed and provides much better stats, but requires DM/Seasonal gear and DCs:

* Exalted Apotheosis (or any non-Ice/Light/Dark +10/-20 weapon)
* Radiant Wings of Light
* Mechanical Ring VII
* Radiant Crown of Sek Duat
* Relic Deathknight Amulet
* Elemental Unity Defender XV
* Relic Deathknight Belt
* Legion Bracer

Total: 80 Darkness/Light + All

* Exalted Apotheosis (or any non-Ice/Light/Dark +10/-20 weapon)
* Wings of the Thousand Flames
* Dragon Scale Coil VII
* Deatharrows Fearless Helm
* Defender's Dragon Necklace XXXV
* Elemental Unity Defender XV
* Defender's Dragon Belt XXIII/Grimoire of the Lich/Ourobouros Root Belt
* Legion Bracer

Total: 76 Darkness/Silver + All