The Timetorn Matrix

> "*The smallest/medium/largest Timetorn Matrix. What lost secrets can you find?*"
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**The Timetorn Matrix** is the third challenge on the *Nefarious Challenges* board. Rather than being a single challenge fight, the Matrix is a test of attrition, comprising three dungeons of increasing size:

* Timetorn Matrix I (Small) has 10x10 (100) rooms.
* Timetorn Matrix II (Medium) has 20x25 (500) rooms.
* Timetorn Matrix III (Huge) has 32x32 (1024) rooms.

The Matrix also features several monsters with new effects.

## Rooms

This dungeon has several special rooms:

* Hazard rooms: rooms with a triangle design on the ground that deal damage equal to 30% of the player's maximum HP. Can be avoided by walking around the sides.
* Healing rooms: divided into HP only, MP only, HP/MP, Mushrooms (HP/MP), and unlimited potion box. Potion rooms are particularly great for healing to full, and then taking potions for the unfortunate situation where you don't find another healing room soon.
* Timetorn Chest room: opens a shop to buy a single Timetorn Teleshard for 1,000 gold. Shops will disappear regardless of buying the Teleshard or not. Sometimes guarded by a Mimic (see below).
* Boss room: unlike normal dungeons where every fork in the road has the potential to be the boss room, Timetorn Matrix dungeons will not generate the boss room until the dungeon is at least 50% explored.

## Attacks

### Darkness Elemental

1. The Darkness Elemental approaches its target and swings upwards on it with both fists.
	* Attacks for 1 hit of 100% Darkness Melee damage.
	* Inflicts 'Corruption' for 5 turns, a 300% Darkness DoT.

### Earth Elemental

1. The Earth Elemental approaches its target and slams down on it with both fists.
	* Applies 'Solid Earth' for 2 turns.
		+ +255 Block/Parry/Dodge.
	* Attacks for 1 hit of 100% Stone Melee damage.

### Energy Elemental

1. The Energy Elemental approaches its target and slams down on it with both fists.
	* Attacks for 1 hit of 200% Energy Melee damage.
2. The Energy Elemental approaches its target and punches it.
	* Attacks for 1 hit of 200% Energy Melee damage.

### Fire Elemental

1. The Fire Elemental approaches its target and swings upwards on it with both fists.
	* Attacks for 1 hit of 100% Fire Melee damage.
	* Inflicts 'Burn!' for 5 turns, a 100% Fire DoT.
2. The Fire Elemental launches a fireball at its target.
	* Attacks for 1 hit of 100% Fire Melee damage.
	* Inflicts 'Burn!' for 5 turns, a 100% Fire DoT.

### Heart Elemental

1. The Heart Elemental approaches its target and slashes it with a gust of wind.
	* Attacks for 1 hit of 100% Good Melee damage.
2. The Heart Elemental approaches its target and blows a whirlwind at it.
	* Attacks for 1 hit of 100% Good Melee damage.
	* Inflicts 'Heart Torn' for 5 turns inclusive.
		+ +80 Health.

### Ice Elemental

1. The Ice Elemental approaches its target and swings upwards on it with both fists.
	* Attacks for 1 hit of 100% Ice Melee damage.
2. The Ice Elemental launches an ice shard at its target.
	* Attacks for 1 hit of 100% Ice Melee damage.
	* Inflicts 'Frozen' for 1 turn, a stun.

### Light Elemental

1. The Light Elemental approaches its target and swings upwards on it with both fists.
	* Attacks for 1 hit of 100% Light Melee damage.
	* Inflicts 'Blind' for 2 turns.
		+ -75 Bonus.

### Water Elemental

1. The Water Elemental approaches its target and slams down on it with both fists.
	* Heals itself and its allies for 25% of the Water Elemental's maximum HP.
	* Attacks for 1 hit of 100% Water Melee damage.
2. The Water Elemental approaches its target and punches it.
	* Heals itself and its allies for 25% of the Water Elemental's maximum HP.
	* Attacks for 1 hit of 100% Water Melee damage.

### Wind Elemental

1. The Wind Elemental approaches its target and slashes it with a gust of wind.
	* Attacks for 1 hit of 100% Wind Melee damage.
2. The Wind Elemental approaches its target and blows a whirlwind at it.
	* Applies 'Wind Blown' for 2 turns.
		+ +125 Melee/Pierce/Magic.
	* Attacks for 1 hit of 100% Wind Melee damage.

### Mimic (miniboss)

All of the Mimic's attacks deal Fear damage.

1. The Mimic approaches its target and impales it on its tendrils.
	* Attacks for 2 hits of 100% Fear Melee damage (200% total).
	* Inflicts 'Jumped' for 3 turns, a stun.
2. The Mimic approaches its target and claws it with its arms.
	* Attacks for 1 hit of (300 - 50X)% Fear Melee damage.
		+ X is equal to the number of times this attack has been used since the last use of Attack 1.

### Blood Elemental (boss)

All of the Blood Elemental's attacks deal Evil damage. The Blood Elemental is also accompanied by two Water Elementals.

1. The Blood Elemental approaches its target and slams down on it with both fists.
	* Attacks for 1 hit of (200 + 100Y)% Evil Magic damage with +(50 + 50Y) Bonus.
		+ Y is the number of Water Elementals that have not been defeated.
	* Inflicts 'Corruption' for 5 turns, a 200% Evil DoT.
2. The Blood Elemental approaches its target and punches it.
	* Attacks for 1 hit of (200 + 100Y)% Evil Magic damage with +(50 + 50Y) Bonus.
		+ Y is the number of Water Elementals that have not been defeated.

## Rotation

All elementals randomly use Attack 1 or Attack 2 (if they have one).

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

## Resistances

The basic elementals have standard weaknesses and resistances, common to the rest of the game.