recursal/Fanatic-Fandom huggingface dataset:
Gananana, the Wicked Seer

> "*Gananana, seeker of the Quadforce, and see-er of all things! A beast, thought defeated, has returned to challenge you!*"
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**Gananana, the Wicked Seer** is the third challenge on the *Forgotten Beasts* Challenges board. It appears alongside Augahim, Voice of the Wastes in Ancient Duo.

## Attacks

All of Gananana's attacks deal Evil, elemental, or weakness seeking damage.

1. Gananana blasts its target with a laser beam from its middle eye.
	* *Blinding beam!*
	* Attacks for 1 hit of 100% Evil Magic damage.
	* Inflicts 'Blinded' for 9 turns.
		+ -75 Bonus.
2. Gananana blasts its target with a laser beam from its middle eye.
	* *Weakening beam!*
	* Attacks for 1 hit of 100% Evil Magic damage.
	* Inflicts 'Weakened' for 9 turns.
		+ -50 Boost.
3. Gananana blasts its target with a laser beam from its middle eye.
	* *Slowing beam!*
	* Attacks for 1 hit of 100% Evil Magic damage.
	* Inflicts 'Slowed' for 10 turns inclusive.
		+ -100 Melee/Pierce/Magic.
4. Gananana blasts its target with a laser beam from its middle eye.
	* *Crippling beam!*
	* Attacks for 1 hit of 100% Evil Magic damage.
	* Inflicts 'Crippled' for 9 turns.
		+ -200 Crit.
5. Gananana's eyes twinkle before it blasts its target with a massive laser.
	* *Mega beam!*
	* Permanently increases its damage per hit by +5%.
	* Attacks for 3 hits of (100 + 50X)% weakness seeking Magic damage with +(20X) Bonus (300 + 150X% total).
		+ X is equal to the number of status effects active on Gananana and its target.
6. Gananana approaches its target before blasting it with lasers from its small eyes.
	* *Blazing lasers!*
	* Attacks for 2 hits of 50% Evil Magic damage (100% total).
	* Heals itself for 1.25% of its maximum HP for every successful hit.
		+ *Health drained.*
	* Inflicts 'Burning' for 7 turns, a 150% Fire DoT.
7. Gananana approaches its target before blasting it with lasers from its small eyes.
	* *Freezing lasers!*
	* Attacks for 2 hits of 50% Evil Magic damage (100% total).
	* Heals itself for 1.25% of its maximum HP for every successful hit.
		+ *Health drained.*
	* Inflicts 'Freezing' for 7 turns, a 150% Ice DoT.
8. Gananana approaches its target before blasting it with lasers from its small eyes.
	* *Light lasers!*
	* Attacks for 2 hits of 50% Evil Magic damage (100% total).
	* Heals itself for 1.25% of its maximum HP for every successful hit.
		+ *Health drained.*
	* Inflicts 'Lightscar' for 7 turns, a 150% Light DoT.
9. Gananana approaches its target before blasting it with lasers from its small eyes.
	* *Dark lasers!*
	* Attacks for 2 hits of 50% Evil Magic damage (100% total).
	* Heals itself for 1.25% of its maximum HP for every successful hit.
		+ *Health drained.*
	* Inflicts 'Darkwound' for 7 turns, a 150% Darkness DoT.

## Rotation

Gananana's attack rotation is 1 -> 2 -> 3 -> 4 -> 5 -> 6 -> 7 -> 8 -> 9 -> 5 -> repeat.

## Resistances

* Darkness: 10
* Light: 10
* Immobility: 200
* Shrink: 200
Cloudpaw

Cloudpaw is a current medicine cat apprentice of Shredclan.

art by aurum

## Personality

Cloudpaw is sarcastic, and a trickster. She covers up for her pranks with innocence, which she is good at faking.

## Appearance

Cloudpaw bears resemblance to a lynx-point Siamese. She has cloudy-white fur with a grey mask, which is flecked with black fur. Her paws and half her tail are black.

## Story

Cloudpaw's first appearance is when she tortures a kitten with her mentor, Darkhope.

She later joins ShredClan, as the Medic Apprentice to Logspots and Darkhope
Devoured Horizons

> "*From beyond the reach of the stars, an unlikely pair of space-faring creatures is here to face you.*"
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**Devoured Horizons** is the seventh challenge on the *Otherworldly Creatures Part 2* board. It consists of defeating a sextet of the Protus Symbiote, four Proteans, and the Star-Eating Serpent at the same time.

## Rules

### Protus Symbiote

1. The Protus Symbiote is accompanied by 4 Proteans that can attack and have various effects.
	* Every 5 turns, the Protus Symbiote absorbs all Proteans to heal itself and apply a large +Boost/Bonus buff.
	* Proteans gain +Boost/Bonus the fewer there are alive.
	* If a Protean is defeated by the player, the player takes damage and is inflicted with a stacking -All/MPM/BPD debuff.
2. The Protus Symbiote alternates between 'Sturdy Form' (+STR, +Bonus, -Crit, and +Damage Reduction) and 'Swift Form' (+DEX, +INT, +Crit, +Boost) every 5 turns when it nukes.
3. If there are fewer than 4 Proteans alive, hitting the Protus Symbiote will cause it to generate a Protean, as well as gaining a stacking +MPM buff.

### Star-Eating Serpent

1. The Star-Eating Serpent permanently applies a HoT effect.
2. The Star-Eating Serpent has a Solar Charge counter that increases by 10 every turn, maxing at 100.
	* Solar Charge increases by 10 every turn, increases by 10 if it is hit with Light, and decreases by 10 if it is hit with Darkness.
	* At 100 Solar Charge, the Star-Eating Serpent inflicts lethal damage and a massive Null DoT, effectively ending the fight in a loss.
3. While below 50 Solar Charge, the Star-Eating Serpent gets -Health and +MPM/BPD, and while above 50 Solar Charge, it gets +Health and +Boost/Bonus/Crit.
4. Every 9 turns, the Star-Eating Serpent automatically applies and inflicts a -All and -MPM/BPD debuff that increases every turn.
	* This effect can be purged by stunning the Star-Eating Serpent.

## Turn Order

Star-Eating Serpent -> Protus Symbiote -> Proteans

## Equipment

* A Fear/Good/Evil weapon is highly recommended for this fight to take advantage of the Star-Eating Serpent's weakness.
* Consider bringing a Darkness weapon to aid in lowering the Star-Eating Serpent's Solar Charge.
* Since this fight features both Metal and Darkness damage, All resistance is preferred, though after one of the bosses is defeated, the other can be resistance stacked.
* The Clawkin Cloak Grasp VII is a strong necklace for this fight, providing both +13 Metal and +13 Darkness.

## Strategy

* The Protus Symbiote is generally more dangerous than the Star-Eating Serpent, so it should be focused down quickly.
* In order to reduce the Protus Symbiote's healing and the strength of its +Boost/Bonus buff, Proteans should be reduced below 50% HP, but not defeated, in order to avoid their debilitating on-defeat effects.
* While the Star-Eating Serpent needs to be hit with Darkness to reduce its Solar Charge, this can usually be handled with a Darkness-aligned pet Dragon using Primal Fury and Outrage.
* Make sure to stun the Star-Eating Serpent every once in a while to reset the stacking -All/MPM/BPD effect.

## Classes

* DeathKnight
* Ranger
ChronoCorruptor

**ChronoCorruptor** is the 2012 calendar class. It is obtained by either redeeming the code from a 2012 AE calendar from HeroMart, or by purchasing its DC variant with updated art called **Reforged ChronoCorruptor** from Stryche in Falconreach for 4000 DCs. The original ChronoCorruptor armor variant is now rare due to the 2012 calendar being out of stock. Owners of the original variant will also receive the reforged variant for free.

## Skills

* Cannon of Meanwhile
	+ 20 MP, 14 CD
	+ Attacks for 6 hits of 33.333% damage (200% total) with +200 Crit.

* Continuum Slip
	+ (0.579 \* [Player Level] + 4.8) MP, 5 CD
	+ Attacks for 2 hits of [(Max Enemy HP - Current Enemy HP) / 2] + 50% stat damage Evil damage with -200 Crit.
		- HP is only checked when the skill is used (both hits will deal the same amount of damage).
		- Damage is capped at sqrt(Player Level) \* 50 before modifiers (such as the 50% stat damage).
			* This damage is **unaffected** by racial damage boosts (such as Vile Rose).
		- Stat damage follows weapon type (Melee uses STR, Pierce uses DEX, Magic uses INT).
			* If a scythe is equipped, uses highest mainstat instead.
	+ At level 90, this skill costs 57 MP, and each hit is capped at 474 damage before modifiers.

* Condense
	+ 20 MP, 6 CD
	+ Applies 'Damage' for 3 turns inclusive.
		- +80 Crit.
	+ Attacks for 1 hit of 130% damage.

* Skip
	+ 0 MP, 7 CD
	+ Heals the player for 12% of their maximum MP.

* Space Bomb
	+ 20 MP, 14 CD
	+ Attacks for 1 hit of 110% damage.
	+ Inflicts 'Time Bomb' for 4 turns.
		- -35 Bonus.

* Multi Strike
	+ 15 MP, 1 CD
	+ Attacks all enemies for 5 hits of 26% damage (130% total).

* Scratch
	+ 12 MP, 1 CD
	+ Attacks for 3 hits of 50% damage (150% total).

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 125% damage.

* Chaos Orb
	+ 18 MP, 14 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Twisted' for 4 turns
		- -50 Boost.

* Tempus Blade
	+ 20 MP, 9 CD.
	+ Attacks for 1 hit of 120% damage.
	+ Inflicts 'Tempus Blade' for 5 turns, a 40% weapon + stat damage Metal DoT.

* Chronolock
	+ 15 MP, 14 CD
	+ Attacks for 1 hit of 120% damage.
	+ Inflicts 'Stun' for 3 turns, a stun.

* Chronowall
	+ 25 MP, 7 CD
	+ Applies 'Avoidance' for 2 turns inclusive.
		- +180 Melee/Pierce/Magic.
	+ Attacks for 1 hit of 100% damage.

* HP Steal
	+ 0 MP, 2 CD
	+ Heals the player for 5% of their maximum HP.
	+ Attacks for 4 hits of 16.66% damage (66.66% total).

* Fast Forward
	+ 10 MP, 19 CD (carries between battles)
	+ Resets all CDs, except Fast Forward.

* Dark Blink
	+ 20 MP, 13 CD
	+ Attacks for 6 hits of 33% damage (200% total).
	+ Grants an additional action.

## Rotation

Help the endgame wiki by supplying this page with a rotation!

## Strategy

This is widely considered to be the weakest calendar class. You probably have better alternatives.
Dimensional Transphaser

**|**, or **Dimensional Transphaser**, is a DC class available from Book of Lore's Armor Shop, Feldspar in *Book 3* Cysero's Superstore of Savings, or the Libraseum in *Book 3* Falconreach.

## Skills

* *--{-*
	+ 0 MP, 4 CD
	+ Attacks for 4 hits of 56.25% damage (225% total).

* *oO0o0*
	+ 0 MP, 4 CD
	+ Attacks for 6 hits of 33.333% damage (200% total).

* *-|---*
	+ 0 MP, 4 CD
	+ Attacks for 2 hits of 125% damage (250% total).

* Attack
	+ 0 MP, 0 CD
	+ ***Cannot use On-Demand specials.***
	+ Attacks for 3 hits of 66.66% damage (200% total).

## Notes

When equipped, this class cannot:

* Equip pets from your inventory or summon your Dragon. Actions that forcefully equip temporary pets (like Twilly) will still work.
* Activate On Hit specials.

## Rotation

*-|--- → --{- |* Ignore the *oO0o0, it's pointless.*

## Strategy

It's a joke class, what do you expect? However, this class is broken on low levels as it has high average damage. Use this class if you are feeling bored of using the same classes over and over.
DragonFable Endgame Wiki

## Welcome to the DragonFable Endgame Wiki!

This is a wiki dedicated to chronicling DragonFable's endgame content! This wiki contains up-to-date information and guides on classes, challenges, game mechanics, special items, and food.

Join the community Discord server here: https://discord.gg/tzBzBwk

## Content

This wiki primarily documents challenge fights located within the Inn at the Edge of Time, which can be accessed by clicking on the portal floating above Falconreach.

We currently have **11,486** edits to **276 articles** and **558 images** on this wiki.
Ancient Duo

> "*A pair of long forgotten ancient beasts are here to face you!*"
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**Ancient Duo** is the fifth challenge on the *Forgotten Beasts* Challenges board. It consists of defeating a duo of Gananana, the Wicked Seer and Augahim, Voice of the Wastes at the same time.

## Rules

### Gananana

1. On the fifth and tenth attack of its rotation, Gananana will deal heavy weakness-seeking damage, dealing more damage and gaining Bonus for each effect on *both* itself and its target.
2. Gananana will alternate between inflicting crippling debuffs and powerful DoTs in between nukes.

### Augahim

1. On the second attack of its rotation, Augahim will to reduce your All resistance by -100.
2. On the third attack of its rotation, Augahim will attempt to stun for 2 turns.
3. On the fourth and fifth attack of its rotation, Augahim will use an extremely powerful Good nuke that has a 5% chance per hit to heal 2.5% of its HP.
4. Depnding on whether the first attack of its rotation missed or not, Augahim will replace the second and/or thrid attack with the nuke.

## Equipment

All resistance is mandatory, due to Gananana's nuke automatically attacking with your lowest resistance.

## Strategy

* Gananana should be killed first, as every effect it inflicts are both crippling and long-lasting.
* Don't be afraid to restart due to bad RNG. Due to the scaling nature of Gananana's nuke, getting hit early can effectively end your run before it begins, as the crippled defenses will lead to every other debuff being applied.
* Augahim's boulder should be avoided at all costs.

## Classes

As the fight punishes getting hit, any class with strong shields or a way of purging themselves will have a much easier time with this fight.

In no paricular order:

* Cryptic
* Baltael Soulweaver
* Ranger
* Pyromancer
* Riftwalker
* Kathool Adept
* Paladin
* Pirate
Elemental Chaos

> "*Siofra and Theano, together at last!* "
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**Elemental Chaos** is the third challenge on the *Dragon Challenges* board. It consists of defeating a duo of Theano and Siofra at the same time.

## Rules

### Theano

1. Theano buffs himself for the first two turns of his rotation, allowing him to hit more accurately, gain more damage and defense.
2. Theano has a 75% chance of healing small amounts of HP every other turn.

### Siofra

1. Siofra is normally immune to damage.
2. Every time Siofra attacks, he gains -100 resistance to one of the ten elements (Fire, Water, Wind, Ice, Nature, Energy, Light, Metal, Silver).
3. Siofra opens with a multihit stun, and will repeat this every 7 turns.
4. Siofra will lower your Nature resistance by 25 every other turn.

## Equipment

* As Theano is Human, Vile Infused Rose can help do a little extra damage to speed up the fight.
* Bringing coverage for Siofra is essential for an easy clear, as the less elements you bring, the more dead turns you will have.
	+ If you own Grove Tender, equipping it will let you ignore Siofra's resistance shifting entirely.

## Strategy

* There is no preferred order in which to kill first.
* Both Siofra and Theano have no Immobility resistances, and can be stunned freely.
	+ Despite being vulnerable to stuns however, Siofra's gimmick punishes you for stunning him.

## Classes

Pretty much any class can do this fight, as there's very little going on mechanically, and neither do very much damage. However, classes with stuns and a way of lowering resistances will have faster clear times.
Caitiff

> "*Caitiff, the scourge of Falconreach.*"
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**Caitiff** is the sixth challenge on the Unfortunate Souls Challenges board. It appears alongside Sepulchure in Failed Doom.

## Attacks

All of Caitiff's attacks deal standard elemental, ??? (Void), and Evil damage.

1. Caitiff summons the 8 Elemental Orbs to strike its target.
	* Attacks for 8 hits of 12.5% Ice, Nature, Fire, Wind, Light, Energy, Water, and Darkness Magic damage (100% total).
	* Randomly grants 1 of 10 effects. Effects are only applied or inflicted once the corresponding orb strikes Caitiff's target:
		+ *Where am I?*
			- Aligns next attack to ???.
			- Applies 'Magic of the Unknown' for 10 turns.
				* +10 All.
				* -10 Health.
		+ *Fascinating.*
			- Aligns next attack to Evil.
			- Inflicts 'Evil Entropy' for 5 turns inclusive.
				* -10 All.
				* +10 Health.
				* Every hit of this attack can inflict this effect.
		+ *What shall I choose?*
			- Aligns next attack to Ice.
			- Automatically inflicts 'Freezing' for the next 5 turns.
				* -50 Melee/Pierce/Magic.
		+ *Does this hurt?*
			- Aligns next attack to Nature.
			- Applies 'The Power of Nature' for 5 turns inclusive.
				* +25 Boost.
		+ *How will you be destroyed?*
			- Aligns next attack to Fire.
			- Applies 'Fueled by Fire' for 5 turns inclusive.
				* +75 Bonus.
		+ *How do you react to this?*
			- Aligns next attack to Wind.
			- Applies 'Wind Shield' for 2 turns.
				* +100 Melee/Pierce/Magic.
		+ *Teach me.*
			- Aligns next attack to Light.
			- Automatically heals itself for 10% of its maximum HP.
		+ *What comes next?*
			- Aligns next attack to Energy.
			- Inflicts 'Shattered' for 1 turn, a stun.
				* 3 hits of this attack can inflict this effect (Energy, Water, Darkness).
		+ *What thoughts crawl through your mind?*
			- Aligns next attack to Water.
			- Inflicts 'Waterlogged' for 4 turns.
				* -5 Boost.
				* 2 hits of this attack can inflict this effect (Water, Darkness).
		+ *Who are you?*
			- Aligns next attack to Darkness.
			- Automatically inflicts 'Blinded by Darkness' for 5 turns.
				* -25 Bonus.
2. Caitiff blasts its target with a massive laser.
	* Attack for 3 hits of 200% Magic damage with +33 Bonus (600% total).
	* This attack's element is determined by the element chosen by Attack 1.
3. Caitiff summons a shade of Pro Pain to burn its target with blue flames.
	* *Let's try some fire.*
	* Attacks for 3 hits of 200% Fire Magic damage (600% total).
	* Inflicts *Blue Flames* for 5 turns, a 30% Fire DoT.
4. Caitiff summons a shade of Kathool to strike its target with its tentacles.
	* *I will tear the knowledge from you!*
	* Automatically purges its target of all status effects besides 'Stuffed', permanent effects, and Caitiff's debuffs.
	* Attacks for 7 hits of 100% Water Magic damage (700% total).

## Rotation

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

* If Fire is chosen on Attack 1, Caitiff will use Attack 3.
* If Water is chosen on Attack 1, Caitiff will use Attack 4.
* Otherwise, Caitiff will use Attack 2.

## Resistances

* All: 25
* Shrink: 200
* Immobility: 100
Ancient Exosuit

**Ancient Exosuit** 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

* Target Nullification Protocol
	+ 23 MP, 9 CD
	+ Attacks for 1 hit of 125% damage.
	+ Inflicts 'Targeting Parameters Limited!, BtH Lowered!' for 3 turns.
		- -55 Bonus.

* Damage Limiter Protocol
	+ 28 MP, 10 CD
	+ Attacks for 1 hit of 130% damage.
	+ Inflicts 'Power Systems Limited! Damage Lowered!' for 4 turns.
		- -40 Boost.

* Reinforce Armor
	+ 24 MP, 7 CD
	+ *Armor Subsystems Engaged! Damage from all attack types mitigated!*
	+ Applies 'Armor Reinforced! Damage taken lowered!' for 4 turns inclusive.
		- +35 All.
		- -35 Health.
		- -35 Mana.

* Enhancement Systems
	+ 25 MP, 7 CD
	+ Applies 'Combat Subsystems Activated! Damage and BtH increased!' for the next 5 turns.
		- +60 Bonus.
		- +40 Boost.
	+ Attacks for 1 hit of 110% damage.

* Energy Drain
	+ 0 MP, 10 CD
	+ Attacks for 5 hits of 20% damage (100% total).
	+ Heals the player for 5% of their maximum MP for each hit that connects.

* Power Drain
	+ 30 MP, 10 CD
	+ Attacks for 5 hits of 20% damage (100% total).
	+ Heals the player for 5% of their maximum HP for each hit that connects.

* Shield Emitter
	+ 25 MP, 7 CD
	+ Applies 'Defense' for 2 turns inclusive.
		- +250 Block/Parry.

* Attack
	+ 0 MP, 0 CD
	+ ***Cannot use On-Demand specials.***
	+ Attacks for 1 hit of 125% damage.

* Lazer Cutter
	+ 15 MP, 1 CD
	+ Attacks for 13 hits of 11.15% damage (145% total).

* Static Discharge
	+ 22 MP, 12 CD
	+ Attacks for 5 hits of 25% damage (125% total).
	+ Inflicts 'Stun' for 3-turns, a stun.

* Wave Form Generator
	+ 20 MP, 2 CD
	+ Attacks all enemies for 1 hit of 135% damage.

* Overload Matrix
	+ 27 MP, 15 CD
	+ Attacks for 1 hit of 170% damage with +200 Crit.

* Lingering Corruption
	+ 26 MP, 5 CD
	+ Attacks for 5 hits of 26% damage (130% total).
	+ Inflicts 'Shadow Corruption' for 4 turns, a 40% ??? (Void) DoT.

* Directed Laser
	+ 19 MP, 3 CD
	+ Attacks for 13 hits of 10.77% damage (140% total) with +200 Bonus.

* Quantum Cannon
	+ 65 MP, 18 CD, 2 Charge Time
	+ Attacks for 2 hits of 200% damage (400% total).

## Rotation

Reinforce Armor -> Enhancement Systems -> Quantum Cannon (or Overload Matrix) -> Lingering Corruption -> Lazer Cutter -> Shield Emitter -> Directed Laser -> Damage Limiter Protocol (or Target Nullification Protocol) -> Power Drain (If needed) -> repeat

## Strategy

This class has stellar defensive/tanking options. Most of it is relatively straightforward, but one skill might require some extra analysis: Reinforce Armor. +35 All might not sound like it's anything overly special. However, since it is additive, you can reach ridiculous amounts of All resistance if you start with high All res. If you start with 0 resistance, +35 will reduce incoming damage by 35%. If you have 30 resistance to start with, +35 will bring you to 65, halving incoming damage compared to before. If you have 64 res, +35 will bring you to 99, reducing incoming damage by 35/36ths!
Doctor When

> "*The question should be What, not When...*"
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**Doctor When** is the second challenge on the *Displaced Fates* challenge board. He appears alongside En and Tropy in Tainted Time.

## Attacks

All of Doctor When's attacks deal Metal damage.

1. Doctor When blasts his target with psionic waves.
	* Attacks for 6 hits of 20% Metal Melee damage (120% total).
	* Inflicts 'Aged Sight' for 2 turns.
		+ -75 Bonus.
2. Doctor When blasts his target with psionic waves.
	* Attacks for 6 hits of 20% Metal Melee damage (120% total).
	* Inflicts 'Aged Recovery' for 3 turns inclusive.
		+ +X Health.
			- X is equal to (Doctor When's remaining HP % - 20), floored at 0.
3. Doctor When blasts his target with psionic waves.
	* Attacks for 6 hits of 20% Metal Melee damage (120% total).
	* Inflicts 'Aged Precision' for 2 turns.
		+ -200 Crit.
4. Doctor When calls his phone booth to crash into his target.
	* Attacks for 1 hit of 100% Metal Melee damage.
	* Adds 2 turns of cooldown to all of his target's skills besides trinkets and On-Demands.
		+ *Knocked all the way to next week! +1 to Cooldowns.*
5. Doctor When blasts his target with several psionic beams.
	* If Doctor When is affected by any DoTs, they are purged from him and automatically inflicted upon his target for their remaining duration.
		+ Reflected DoTs are unaffected by Doctor When's DEX.
	* Attacks for 17 hits of (10 + 5Y)% Metal Melee damage ((170 + 85Y)% total) with +(20Y) Bonus.
		+ Y is equal to the number of status effects active on Doctor When, including DoTs.
	* Inflicts 'Overwhelmed' for 1 turn, a stun.
6. Doctor When creates a blue barrier.
	* *Doctor When prepares himself for incoming attacks.*
	* Applies 'Readied' for 4 turns.
		+ +20 Boost.
		+ If Doctor When receives a hit, he automatically inflicts 'Rebounding Time' for 5 turns, a 100% Fear DoT. This effect cannot reinflict until it expires.

## Rotation

Doctor When's attack rotation is 1 -> 2 -> 3 -> 4 -> 5 -> 6 -> repeat.

## Mechanics

### Not So Fast

* If Doctor When receives 2 hits before he can act, he automatically applies 'Not So Fast' for the rest of the turn.
	+ +300 Melee/Pierce/Magic.

### Impeccable Suit

* Doctor When applies 'Impeccable Suit' for 99 turns at the start of battle and every turn.
	+ +X All.
	+ -X Health.
	+ X is equal to (Doctor When's remaining HP % - 20), floored at 0.

## Resistances

* Shrink: 200
* Immobility: 300
* Energy: 30
* Fire: 10
* Bacon: -5
First Encounters

> "*Every journey begins with a first encounter... Although maybe not always fighting them!*"
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**First Encounters** is the sixth challenge on the *Beginnings* board. It consists of defeating a duo of Rolith and the Red Dragon at the same time.

## Rules

### Rolith

* When doing a Tog Order check, Rolith will declare Even or Odd, and then deal a small amount of Constant Damage before checking if your HP is even or odd. Completing this check grants a small buff, failing it results in Rolith dealing significantly more damage.
	+ Every time Rolith receives direct damage, he cycles between Green/Yellow/Red, which determines whether he uses 1, 2, or 3 for the HP check.
* Rolith can randomly reroll his tog cycle once per rotation, making his check harder to predict.
* Every time Rolith is stunned, he reduces the duration to 1 and gains +10X% Boost and +50X Immobility.
* Twilly will randomly appear during Rolith's turns, offering a choice of healing you <Level> HP or reversing Rolith's Tog Order by 1.

### Red Dragon

* The Red Dragon gains Rage every turn, decreased only while in a Nature or Stone rotation.
* Each turn, the first time the Red Dragon receives Nature or Stone damage, it uses a different rotation and gains stacks of Avoidance or All resist.
	+ At the end of a Nature/Stone rotation, the Red Dragon automatically switches to the other element.
* Upon reaching 30 Rage, the Red Dragon resets its elemental stacks and gains +50X Bonus and +100X% Boost for 6 turns inclusive.
* Below 30% HP, the Red Dragon locks into an enraged version of its current rotation for the rest of the fight.

## Equipment

Since the Red Dragon alternates between Nature and Stone damage, while Rolith mostly does Silver damage, it's best to stack your All resistance.

## Strategy

* The Red Dragon is the more dangerous of the two, due to slowly gaining Boost and Bonus over the course of the fight, and thus should be taken out first.
Genesis Song Contest

*For the current edition see Genesis Song Contest 1.*

The **Genesis Song Contest**, often shortened to **GSC**, is a song contest held on Youtube held between members of the Genesis Streaming Corporation. It has been held since March 2022 and was based upon the format of the Eurovision Song Contest, held among the member countries of the European Broadcasting Union (EBU) since 1956. The current executive supervisors are exchanging depending on the host country, whilst Ado is responsible for the organisation of the contest.

Each country's head of delegation gets to select an entry for each edition, either by internal or national selection. The countries get to vote in a number of shows (preliminary round and final) to determine the qualifiers and the winner of the edition.

## History

On 22nd March 2022, Ado, decided to launch a song contest, where every full member of the GSCcould take part by sending artists to represent their countries. It was called *Genesis Song Contest*. At the start, the contest was not fully developed so there were a lot of rule changes and disputes between broadcasters during that time phase.

### Logo and theme

The generic logo for the contest was introduced in the first edition. The logo featured the contest's name as well as host information. The edition-specific logo also includes the flag of the host country made into a shine on the last letter of the contests' name.

### Slogans

When producing the theme art for each edition of the contest, a slogan is also decided, often based around the visual identity of the previous winning country.
Baleful Brothers

> "*Is this their true potential?*"
>
>
>

The **Baleful Brothers** is the fourth challenge on the *Change of Heart* board. It consists of defeating the trio of Majji, Akaz and Al'nold at the same time.

## Rules

### Majji

1. Majji deals significant amounts of damage every turn.
2. Majji can reduce your All resistance and Bonus to Hit, or your Avoidance.
3. Majji cannot be stunned, and his nuke deals more damage whenever a stun attempt is "successful".

### Akaz

1. Akaz has a 40-turn attack rotation that alternates between attacking and buffing the stats of all three Baleful Brothers.
2. Akaz will fully heal himself every 8 turns if he is <80% HP (8532), healing 10% less each time he does so.
3. If Akaz is over 80% HP, or has used up all his heals, he instead gives himself +75 Boost +75 Crit +75 Bonus every 8 turns.

### Al'nold

1. Al'nold starts off with +100 Avoidance to a random damage type, which changes on an 8-turn cycle.
2. Al'nold inflicts a Poison DoT that increases in strength with each use.
3. Al'nold applies +150 B/P/D to the two damage types not changed by Rule 1.
4. If Al'nold is <50% HP, Rule 1 instead applies 500 Avoidance, and Rule 3 instead applies 300 Defense.

## Strategy

* Majji should be dealt with first, as he deals the most amount of frontloaded damage.
* Al'nold should go second, as his damage ramps up over time.
Life and Death

> "*Life and death, giving and taking, push and pull.*"
>
>
>

**Life and Death** is the third challenge on The Conduit board. It consists of defeating a duo of Ayauhnqui and Reaver at the same time.

## Rules

### Ayauhnqui

1. If damaged at the start of its rotation, Ayauhnqui attacks with a massive Energy nuke, which inflicts a powerful Energy DoT.
2. If not damaged, Ayauhnqui will instead reflect 75% of damage for 3 turns.
3. Ayauhnqui gains massive All on rotation, growing stronger each time it is applied, capping at 100 All.
4. Ayauhnqui will use an extremely powerful Energy nuke right before the end of its rotation, that gains more damage and Bonus every time it is used.

### Reaver

1. Reaver is permanently Deathproof.
2. Reaver automatically halves your effective Darkness resistance (Darkness+All) every time it acts.
3. Reaver heals an increasing amount whenever it uses Attack 2.
4. Reaver can purge effects from itself and its target, and gain All resistance if it successfully purges.
5. Reaver regenerates HP based on the number of hits taken in a single round.

## Strategy

* Reaver should be dealt with ASAP, as it has a short rotation, a purge, and becomes increasingly harder to kill if left alive for too long.

## Classes

* Cryptic
* Kathool Adept
Dream Duo

> "*The Mega Meowphant and the Sporca at the same time? Can you fight back this nightmare?*"
>
>
>

**Dream Duo** is the third challenge on the *Dreamspace Challenges* board. It consists of defeating a duo of Mega Meowphant and Sporca at the same time.

## Rules

### Mega Meowphant

1. Mega Meowphant attempts a 2-turn stun every 7 turns.
2. Attacking increases Mega Meowphant's damage with each hit.
3. Mega Meowphant cannot be stunned, and multiplies its damage whenever a stun attempt is "successful".
4. Reducing Bonus below 0 makes Mega Meowphant attack 4 times per turn.

### Sporca

1. Sporca has extremely high base MPM/BPD.
2. Sporca inflicts multiple high damage Poison DoTs and deals bonus damage when DoTs are inflicted.
3. While its HP is below 50%, Sporca's maximum damage range increases by 50% every time it inflicts a DoT.

## Equipment

Both Mega Meowphant and Sporca deal Fear damage. Although not necessary, Fear and All resistance are sensible choices. Sporca DoTs deal Poison damage so it is wise to use also equipment that gives Poison -resistance. If you have Dragon Amulet, Summon Honda -trinket is a great option.

## Strategy

* Outside of its stun, Mega Meowphant is not very threatening and can be left alone until Sporca is defeated.

## Classes

Due to Sporca's innate defenses, any class with ways of greatly increasing their Bonus will have a much easier time winning.
Angler

Angler is not a class meant for combat, with its sole usage being in the fishing minigame. As such, it is incapable of using any skills or equipping any (non-temporary) items, and has absolutely no use during combat, and especially not for any endgame content.

## Skills

* Attack
	+ Attacks for 1 hit of 100% damage.

## Strategy

There's absolutely zero reason to use this class for actual combat.
Dominion of Dreams

> "*Control and chaos. Don't get swept away.*"
>
>
>

**Dominion of Dreams** is the seventh challenge on the *Dreamspace Challenges* board. It consists of defeating a trio of Simulacrum of Kathool, Archdryad Malydrys and Argus Skywatcher at the same time.

## Rules

### Simulacrum of Kathool

1. Kathool heals from direct damage while the attacker's HP is above 50%.
	* Pets will always heal Kathool.
2. Kathool's rotation includes a crippling -All debuff that should be avoided.
3. Kathool automatically increases all of your cooldowns every 5 turns.
4. Kathool purges its own effects and heals based on the number of effects removed.
5. Kathool deals enormous amounts of damage when its HP is below 20%.

### Archdryad Malydrys

1. While Argus Skywatcher is alive, Archdryad Malydrys heals from normal damage dealt to Skywatcher.
2. Archdryad Malydrys applies effects on itself that increase its power.
3. Archdryad Malydrys heals 5% of its maximum HP every 6 turns.
4. When Skywatcher or Kathool is defeated, Archdryad Malydrys becomes enraged:
	* Attacks no longer follow a cycle
	* Applies a secondary set of effects that are twice as powerful as the original, that can stack with the original effects.
	* Heals 10% of its maximum HP instead of 5%

### Argus Skywatcher

1. While Archdryad Malydrys is alive, Argus Skywatcher heals from normal damage dealt to Malydrys.
2. When Malydrys or Kathool is defeated, Argus Skywatcher becomes enraged:
	* Damage is increased +500%.
	* Heals 2.5% of its maximum HP every 2 turns.
	* Automatically inflicts -200 Crit debuff as long as it is alive.
	* Inflicts -200 MPM debuff with its attack every 2 turns.

## Turn Order

Simulacrum of Kathool -> Argus Skywatcher -> Archdryad Malydrys

## Equipment

Combined, they deal damage of many different elements, All resistance is the most effective way to resist damage. After Archdryad Malydrys is defeated, swapping to items with high Light AND Darkness resistance is viable.

## Strategy

* Generally accepted attack order is Archdryad > Skywatcher > Kathool.
* Although Argus Skywatcher can nullify your MPM, equipment with high BPD is still a viable way to defend yourself.
* As Kathool has no Immobility resistance, it can be stunned as it reaches 20% HP, in order to safely burn it down before it can start nuking.

## Classes

* DeathKnight (with full Relics) effectively hard counters this fight after Dryad is defeated.
	+ It has extremely high Light/Darkness resistance, greatly reducing the threat an enraged Argus poses.
	+ It can freely manipulate its own HP to deal with Kathool's mechanics.
	+ It also has access to  Deathproof to get free turns in, as none of the monsters have access to DoTs (which also has the added benefit of setting your HP to below half to damage Kathool).
Augahim, Voice of the Wastes

> "*The forgotten beast Augahim, chained in servitude, and unleashed upon you!*"
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>
>

**Augahim, Voice of the Wastes** is the fourth challenge on the *Forgotten Beasts* Challenges board. It appears alongside Gananana, the Wicked Seer in Ancient Duo.

## Attacks

All of Augahim's attacks deal Good damage.

1. Augahim approaches its target and punches it twice.
	* Attacks for 2 hits of 100% Good Melee damage (200% total).
2. Augahim lifts a boulder and throws it at its target.
	* Attacks for 1 hit of 100% Good Melee damage.
	* Inflicts 'Crushed' for 5 turns inclusive.
		+ -100 All.
		+ +100 Health.
3. Augahim summons a flurry of pink chains to bind its target.
	* Attacks for 3 hits of 50% Good Melee damage (150% total) with +25 Bonus.
	* Inflicts 'Chained' for 2 turns, a stun.
4. Augahim approaches its target and unleashes a flurry of punches at it.
	* Attacks for 12 hits of 100% Good Melee damage (1200% total) with +25 Bonus.
	* Has a 5% chance to heal itself for 2.5% of its maximum HP on every successful hit.
		+ *Health sapped.*

## Rotation

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

* If Augahim misses **both** hits of Attack 1, it will replace Attack 2 and Attack 3 with Attack 4.
* If Augahim misses the **second** hit of Attack 1, it will replace Attack 3 with Attack 4.

## Resistances

* Evil: 50
* Good: 50
* Immobility: 200
* Shrink: 200
Chronomancer

**Chronomancer** is the 2011 calendar class. It is obtained by either redeeming the code from a 2011 AE calendar from HeroMart, or by purchasing its DC variant with updated art called **Reforged Chronomancer** from Stryche in Falconreach for 4000 DCs. The original Chronomancer armor variant is now rare due to the 2011 calendar being out of stock. Owners of the original variant will also receive the reforged variant for free.

## Skills

* Blade of Meanwhile
	+ 20 MP, 14 CD
	+ Attacks for 3 hits of 66.667% damage (200% total) with +200 Crit.

* Continuum Slash
	+ (0.579 \* [Player Level] + 4.8) MP, 5 CD
	+ Attacks for 2 hits of [(Max Enemy HP - Current Enemy HP) / 2] + 50% stat damage Evil damage with -200 Crit.
		- HP is only checked when the skill is used (both hits will deal the same amount of damage).
		- Damage is capped at sqrt(Player Level) \* 50 before modifiers (such as the 50% stat damage).
			* This damage is **unaffected** by racial damage boosts (such as Vile Rose).
		- Stat damage follows weapon type (Melee uses STR, Pierce uses DEX, Magic uses INT).
			* If a scythe is equipped, uses highest mainstat instead.
	+ At level 90, this skill costs 57 MP, and each hit is capped at 474 damage before modifiers.

* Overclock
	+ Required Level: 2
	+ 18 MP, 4 CD
	+ Applies 'Damage' for 5 turns inclusive.
		- +40 Boost.
	+ Attacks for 1 hits of 100% damage.

* Rewind
	+ Required Level: 5
	+ 25 MP, 7 CD
	+ Heals the player for 20% of their maximum HP.

* Tempus Storm
	+ Required Level: 5
	+ 18 MP, 14 CD
	+ Attacks for 1 hit of 110% damage.
	+ Inflicts 'Tempus Storm' for 4 turns.
		- -35 Boost.

* Time Span
	+ Required Level: 4
	+ 15 MP, 1 CD
	+ Attacks all enemies for 1 hit of 130% damage.

* Record
	+ Required Level: 2
	+ 12 MP, 1 CD
	+ Attacks for 3 hits of 50% damage (150% total).

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 120% damage.

* Chrono Orb
	+ 16 MP, 14 CD
	+ Attacks for 1 hit of 110% damage.
	+ Inflicts 'Blind' for 4 turns
		- -50 Bonus.

* Time Bombs
	+ 20 MP, 9 CD.
	+ Attacks for 1 hit of 120% damage.
	+ Inflicts 'Tempus Blade' for 5 turns, a 40% weapon + stat damage Metal DoT.

* Chronolock
	+ 15 MP, 14 CD
	+ Attacks for 1 hit of 120% damage.
	+ Inflicts 'Stun' for 3 turns, a stun.

* Chronosphere
	+ 12 MP, 7 CD
	+ Applies 'Avoidance' for 2 turns inclusive.
		- +180 Melee/Pierce/Magic.
	+ Attacks for 1 hit of 100% damage.

* Mana Steal
	+ 0 MP, 8 CD
	+ Heals the player for 5% of their maximum MP.
	+ Attacks for 4 hits of 16.667% damage (66.66% total).

* Fast Forward
	+ 10 MP, 19 CD (carries between battles)
	+ Resets all CDs, except Fast Forward.

* Blink
	+ 20 MP, 13 CD
	+ Required Level: 18
	+ Attacks for 4 hits of 50% damage (200% total).
	+ Grants an additional action.

## Rotation

Help the endgame wiki by supplying this page with a rotation!

## Strategy

This is widely considered to be the second weakest calendar class. You probably have better alternatives. It is marginally better than Chronocorruptor (that it is almost identical to), as it has a +40% Power Boost skill. Combine it with Continuum Slash to do really high damage every few turns.
Frallmar, the Scourge of Frostval

> "*The legendary young frost wyrm, Frallmar, Scourge of Frostval!*"
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>
>

**Frallmar, the Scourge of Frostval** is the first challenge on the *Forgotten Beasts* Challenges board.

## Attacks

All of Frallmar's attacks deal Ice damage.

1. Frallmar roars, covering itself in ice.
	* *Frallmar covers itself in a beautiful, shining, layer of ice!*
	* Applies 'Pure Frost Scales' for 99 turns.
		+ +300 All.
		+ -300 Health.
		+ -200 Fire.
	* Sets its **Icy Armor** to 8 stacks (see Mechanics).
2. Frallmar blasts its target with its icy breath.
	* Attacks for 3 hits of 100% Ice Magic damage (300% total).
	* Inflicts 'Frallmar's Chill' for 5 turns, a 20% Ice DoT.
		+ *Frallmar chills you to your very core, and its eyes glint in anticipation.*
			- There is a visual bug where if Frallmar misses all 3 hits of this attack on turn 5 of its rotation, its first successful hit from Attack 5 / 6 will trigger this popup instead.
3. Frallmar slams into its target, creating ice crystals on impact.
	* Attacks for 5 hits of 100% Ice Magic damage (500% total).
	* Inflicts 'Frozen' for 1 turn, a stun.
4. Frallmar blasts its target with its icy breath.
	* If its target is not affected by 'Frallmar's Chill', applies 'Cold Focus' for 5 turns.
		+ +25 Bonus.
	* Attacks for 3 hits of 100% Ice Magic damage (300% total).
5. Frallmar blasts its target with its icy breath.
	* If its target is not affected by 'Frallmar's Chill', applies 'Cold Might' for 5 turns.
		+ +10 Boost.
	* Attacks for 3 hits of 100% Ice Magic damage (300% total).
6. Frallmar blasts its target with its icy breath.
	* If its target is not affected by 'Frallmar's Chill', applies 'Cold Fury' for 5 turns.
		+ +20 Crit.
	* Attacks for 3 hits of 100% Ice Magic damage (300% total).

## Rotation

Frallmar's attack rotation is 1 -> 2 -> 3 -> 4 -> 2 -> 5 -> 6 -> repeat.

## Mechanics

* If Frallmar is not affected by 'Pure Frost Scales' at the start of its turn, it will heal itself for 0.5% of its maximum HP.
* Frallmar's 'Pure White Scales' can be removed with Fire damage to briefly render it vulnerable.
* Frallmar has a hidden counter known as **Icy Armor** that decreases by 1 for every hit of Fire damage it receives.
	+ *Frallmar's icy armor melts slightly.*
* If Icy Armor reaches 0, 'Pure White Scales' will be automatically removed.
	+ *Frallmar's icy armor melts away entirely!*
* If Icy Armor does not reach 0 by the time Frallmar uses Attack 1 again, it will be reset to 8 stacks.

## Resistances

* Immobility: 200
* Shrink: 200
Artix

> "*It's everyone's favorite paladin, Artix von Kreiger!*"
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>
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**Artix** is the eighth challenge on the *Beginnings* board. He appears alongside Zorbak in Doomwood Duo.

## Attacks

1. Artix channels energy, then slashes his target twice.
	* If 'Inner Light' is active:
		+ Purges 'Inner Light'.
		+ Applies 'Shining Light' for 99 turns inclusive.
	* If 'Shining Light' is active:
		+ Purges 'Shining Light'.
		+ Applies 'Inner Light' for 99 turns inclusive.
	* Attacks for 1 hit of 100% Light Melee damage, then 1 hit of 100% Null Melee damage (200% total).
		+ See Mechanics.
2. Artix blasts his target with Light energy.
	* Attacks for 6 hits of 60% Light Melee damage (360% total).
	* Inflicts 'Crushing Light' for 2 turns, a stun.
3. Artix slashes his target.
	* Applies 'Light's Guidance' for 2 turns inclusive.
		+ +100 Bonus.
	* Attacks for 1 hit of 250% Light Melee damage.
4. Artix performs a jumping combo.
	* *Artix: 'Let's keep going! Battle on!'*
	* Attacks for 5 hits of 60% Light Melee damage (300% total).
	* Inflicts 'Impending Destiny' for 1 turn, a 200X% Light DoT.
		+ X is equal to the number of times this move has been used.
5. Artix throws a spear at his target.
	* Attacks for 2 hits of 0% Light Melee damage with -1200 Crit.
	* If a hit connects, sets his target's HP to 1.
	* Resets **Thrill of Battle** and **Joy of Battle** stacks to 0.
6. Artix drinks a potion.
	* Heals himself for 40% of his maximum HP (6085).

## Rotation

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

* If Artix's combined **Thrill of Battle** and **Joy of Battle** stacks exceed 30, he will pause his rotation to use Attack 5.
* If Artix falls below 60% of his maximum HP (9128), he will pause his rotation to use Attack 6. This can only occur twice.
	+ This attack has priority over Attack 5, in case both conditions are met at the same time.

## Mechanics

### Inner Light/Shining Light

* Upon using Attack 1, Artix alternates between 'Inner Light' and 'Shining Light' for 99 turns inclusive.
	+ Inner Light:
		- +100 Block/Parry/Dodge.
		- +30% Damage Reduction.
	+ Shining Light:
		- +25 Boost.
		- +60 Crit.
* Artix starts the battle with 'Inner Light'.

### Thrill of Battle/Joy of Battle

* Artix permanently applies 'Thrill of Battle'.
	+ +2X All.
	+ -2X Health.
	+ -2X Immobility.
	+ X increases by 1 each time Artix receives direct damage.
* If Artix takes direct damage while stunned:
	+ X is reset to 0.
	+ Artix reduces the duration to 1 turn and gains stun resistance.
		- *Artix's Thrill of Battle resets as he manages to shake off some of your stun.*
* Artix permanently applies 'Joy of Battle'.
	+ +2Y Boost.
	+ -5Y Bonus.
	+ Y increases by 1 each time Artix lands a hit.
	+ If Artix misses an attack, Y is reset to 0, even in the middle of an attack.
		- *Artix's Joy of Battle resets with his missed attack!*
* If Artix's combined Thrill of Battle and Joy of Battle stacks exceed 30, he will pause his rotation to use Attack 5.
	+ *Artix is overcome by the thrill and joy of battle!*

## Resistances

* Evil: 10
* Darkness: 50
* Light: 50
* Shrink: 300
The Emperor of the Sea Chickens EX

> "*The ultimate in Sea Chicken Emperor-ness.*"
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>
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*For the regular version, see The Emperor of the Sea Chickens.*

**The Emperor of the Sea Chickens EX** is the third challenge on the *Azaveyran Challenges* board. Unlike the regular version, DoomKnight is banned from this fight.

## Attacks

All of the Emperor of the Sea Chickens EX's attacks randomly deal Energy/Nature/Water/Wind damage.

1. The Emperor of the Sea Chickens EX screeches and glares at its target.
	* *The Emperor glares at you.*
	* Attacks for 1 hit of 100% Melee damage.
	* Inflicts 'Cowering' for 4 turns.
		+ -50 Boost.
2. The Emperor of the Sea Chickens EX screeches and glares at its target.
	* *The Emperor glares at you.*
	* Attacks for 1 hit of 100% Melee damage.
	* Inflicts 'Terrified' for 4 turns.
		+ -100 Bonus.
3. The Emperor of the Sea Chickens EX blasts its target with teal flames.
	* *The Emperor blasts you with its acrid breath.*
	* Attacks for 1 hit of 100% Melee damage.
	* Inflicts 'Crippled' for 3 turns, a stun.
4. The Emperor of the Sea Chickens EX screeches and glares at its target.
	* *The Emperor's onslaught is imminent!*
	* Attacks for 1 hit of 100% Melee damage.
	* Inflicts 'Prey' for 2 turns inclusive.
		+ -100 All.
		+ +100 Health.
5. The Emperor of the Sea Chickens EX repeatedly glares at, blasts, and bites its target.
	* Attacks for 7 hits of 175% Melee damage (1225% total).
6. The Emperor of the Sea Chickens EX lunges forward and bites its target.
	* *The Emperor recovers.*
	* Heals itself for 10% of its maximum HP.
	* Attacks for 1 hit of 100% Melee damage.

## Rotation

The Emperor of the Sea Chickens EX's attack rotation is (1 or 2) -> 3 -> 4 -> 5 -> 6 -> repeat.

## Resistances

* All: 10
* Energy: 50
* Fire: 50
* Water: 50
* Shrink: 200
Pirate Monkey

**Pirate Monkey** is a joke class from the Pirate vs Ninja Monkey War of 2008. The war can still be accessed via Time Travel Fairies Time Tours in Falconreach.

## Skills

* Bomb Toss
	+ 15 MP, 14 CD
	+ Attack for 1 hit of 100% damage, with +200 Crit.

* Cannon
	+ 20 MP, 2 CD
	+ Attacks all enemies for 1 hit of 100% Pierce damage.

* Banana Mush
	+ 0 MP, 2 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Mush' for 10 turns, a 3-5 Nature DoT.

* Shin Strike!
	+ 10 MP, 1 CD
	+ Attacks for 1 hit of 120% weapon + 100% stat damage.

* Attack
	+ 0 MP, 0 CD
	+ ***Cannot use On-Demand specials.***
	+ Attacks for 1 hit of 100% damage.

* Defend
	+ 35 MP, 3 CD
	+ Applies 'Block +80%' for 2 turns inclusive.
		- +80 Block.

* Heal
	+ 35 MP, 3 CD
	+ Heals the player for 20% of their maximum HP.

* Smoke Bomb
	+ 20 MP, 4 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Stun' for 2 turns, a stun.

## Strategy

Don't use this class, it's just a joke class and is absolutely terrible. It has a strong heal on low CD as the one thing going for it though, and its stun is okay considering its cooldown as well. The rest is absolute trash.
Pandora's Gauntlet

> "*Before you stands Pandora herself, in her most sinful incarnation.*"
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**Pandora's Gauntlet** is the eighth and final challenge on *The Corrupted Seven* board. Rather than an single challenge fight, the Pandora's Gauntlet is a selection of three options:

* All options grant the same baseline rewards.
* A single fight against Pandora.
* A gauntlet consisting of the Corrupted Seven in the following order:
	+ Greed
	+ Envy
	+ Lust
	+ Gluttony
	+ Wrath
	+ Sloth
	+ Pride
	+ After deafeating all seven, a weakened version of Pandora is fought.
	+ Healing if available every two spirits (Envy, Gluttony, Sloth), along with one before Pandora.
* A single fight against an extreme version of Pandora.
	+ Unlike the other two options, defeating Pandora EX gives access to an exclusive reward!