The Unraveler

> "*Let's see how you fare against a myth!*"
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*For the extreme version, see The Unraveler EX.*

**The Unraveler** is the second challenge on the *Azaveyran Challenges* board.

## Attacks

All of the Unraveler's attacks deal Good/Evil damage.

1. The Unraveler unfolds itself and screams.
	* *The Unraveler cries out to your fiercest dreams.*
	* Applies 'Dream Terror' for 10 turns.
		+ +50 Bonus.
		+ +25 Boost.
	* Attacks for 4 hits of 100% Good Melee damage (400% total).
	* Inflicts 'Unraveled' for 1 turn, a stun.
2. The Unraveler unfolds itself and screams.
	* *The Unraveler cries out to your deepest nightmares.*
	* Applies 'Nightmare Terror' for 10 turns.
		+ +120 Melee/Pierce/Magic.
	* Attacks for 4 hits of 100% Evil Melee damage (400% total).
	* Inflicts 'Dream Terror' for 9 turns.
		+ -20 Bonus.
3. The Unraveler sticks out its proboscis and drains its target.
	* Attacks for 2 hits of 100% Good Melee damage (200% total) with +50 Bonus.
	* Heals itself for 100% of the damage dealt for each successful hit.
4. The Unraveler sticks out its proboscis and drains its target.
	* Attacks for 2 hits of 100% Evil Melee damage (200% total) with +50 Bonus.
	* If a hit connects, applies 'Energized' for 3 turns.
		+ +X All.
		+ -X Health.
		+ X is equal to its target's All resistance, floored at 20.
	* Inflicts 'Drained' for 3 turns inclusive.
		+ -X All.
		+ +X Health.
		+ X is equal to its target's All resistance, floored at 20.
5. The Unraveler strikes its target with a barrage of energy spears.
	* Attacks for 6 hits of 75% Good Melee damage (450% total).
6. The Unraveler strikes its target with a barrage of energy spears.
	* Attacks for 6 hits of 75% Evil Melee damage (450% total).
7. The Unraveler unfolds itself and screams twice.
	* *The Unraveler screams for the Void.*
	* Applies 'Void Terror' for 10 turns.
		+ +75 Boost.
	* Attacks for 4 hits of 50% Good Melee damage and 4 hits of 50% Evil Melee damage (400% total).
	* Good-element hits inflict 'Dream Terror' for 9 turns.
		+ -75 Bonus.
	* Evil-element hits inflict 'Unraveled' for 2 turns, a stun.
8. The Unraveler sticks out its proboscis and drains its target.
	* Attacks for 2 hits of 100% Good/Evil Melee damage (200% total) with +50 Bonus.
	* Heals itself for 100% of the damage dealt for each successful hit.
	* If a hit connects, applies 'Energized' for 2 turns.
		+ +X All.
		+ -X Health.
		+ X is equal to its target's All resistance, floored at 20.
	* Inflicts 'Drained' for 2 turns inclusive.
		+ -X All.
		+ +X Health.
		+ X is equal to its target's All resistance, floored at 20.
9. The Unraveler summons pillars of energy to strike its target.
	* Attacks for 3 hits of 100% Good/Evil Melee damage (300% total).

## Rotation

The Unraveler's attack rotation is complex and split into multiple phases.

* Dreams: 1 -> 3 -> 5 -> 5 -> 3 -> 5 -> 5 -> 3 -> 5 -> 5.
* Nightmares: 2 -> 4 -> 6 -> 6 -> 4 -> 6 -> 6 -> 4 -> 6 -> 6.

The Unraveler randomly begins the battle in either Dreams or Nightmares phase, switching after 10 turns. It will also immediately switch phases if it has lost 10% of its maximum HP from direct damage (MP damage is counted). Direct damage taken is kept track of with a hidden counter that resets to 0 immediately after the hit which pushed it over the threshold. *This counter does not reset when the Unraveler changes phases.* In its first randomly chosen phase, the Unraveler's rotation will also be 1 turn shorter, using Attack 5 or 6 only once at the end before switching.

* Reducing its HP from 90% to 70% in 1 hit will cause a phase change and reset the counter, meaning another phase change will occur once it loses 10% HP from direct damage.
* Reducing its HP from 90% to 80% in 1 hit and from 80% to 71% via more hits before it attacks will cause a phase change but set the counter at 9%, meaning another phase change will occur once it loses 1% HP from direct damage.
* Reducing its HP to 90% to 80% in 1 hit and letting it heal to 95% without hitting it will cause another phase change to occur once it loses 10% HP from direct damage, i.e., at 85% HP.

When the Unraveler falls below 60% HP (6016) for the first time, it permanently switches to Void phase:

* Void: 7 -> 8 -> 9 -> 8 -> 9 -> 8 -> 9 -> 8 -> 9 -> 8 -> repeat.

While in Void phase, the Unraveler's attacks randomly deal Good/Evil damage. It will not revert to Dreams/Nightmares phase, even if it heals back above 60%.

## Mechanics

* The Unraveler will permanently remember its target's largest value of All resistance for calculating the strength of 'Drained' and 'Energized'.
* If its target has increased its All resistance at the start of the Unraveler's turn, it will adjust accordingly.
	+ *The Unraveler imprints on your new resistance.*

## Resistances

* Immobility: 200
* Health: -10
* All: 10

## Gear

Due to 'Drained' being floored at 20, having high amounts of All will make The Unraveler harder to defeat. The following gear maximize Good and Evil resistances without exceeding 20 All, and does not require any gear from the Inn:

* (12+0) Transcendence
* (0+7) Kickstarter Cape
* (15+0) Unhallowed DeathKnight Circlet
* (0+8) DragonLord Captain's Helm
* Slimy Necklace
* (5+0) Exalted Blaster II (any version)
* (0+5) Ogorek's Treasure

Total: 32 Good/Evil + 20 All, has 47 Immo before factoring in total END