diff --git a/content/fru/p4.md b/content/fru/p4.md
index d9f8136..8d3c9c8 100644
--- a/content/fru/p4.md
+++ b/content/fru/p4.md
@@ -1,7 +1,6 @@
+++
title="Phase 4: Roommates"
weight=5
-draft=true
description = "Mechanical guide to phase 4 of Futures Rewritten (Ultimate)."
[extra]
@@ -9,6 +8,8 @@ toc = true
sectoc = true
short_title = "Roommates"
+++
+# UNDER CONSTRUCTION MAY BE INACURAT AND INKOMPLETE
+
After getting the {{mob(n="Oracle of Darkness")}} below 20% HP,
and surviving {{cast(n="Memory's End")}},
the {{mob(n="Usurper of Frost")}} will reappear at the south side of the arena.
@@ -75,7 +76,49 @@ as long as they are balanced when the casts go off.
## Sequence 1: Darklit Dragonsong
-To come...
+The first of two mechanic sequences is {{cast(n="Darklit Dragonsong")}},
+cast simultaneously by both bosses.
+It's mostly another variation of {{cast(n="Light Rampant")}},
+with {{mob(n="Gaia")}} repeating several mechanics seen already in phase 3.
+During the castbar, two light party stack markers appear on random players.
+These are {{cast(n="Spell-in-Waiting")}} stacks and do *not* resolve immediately.
+
+The cast itself is a very heavy raidwide.
+As it resolves:
+
+1. The two players with stack markers receive {{buff(b="siw-water", dur=19)}}.
+2. Everyone receives {{buff(b="lightsteeped", dur=12, stacks=3)}}.
+3. Four players, exactly one of whom has {{buff(b="siw-water", short=true)}},
+ are tethered together with {{buff(b="refulgent-chain", dur=7)}}.
+ Just like in phase 2, the tethers form a loop, but unlike phase 2,
+ the tethers can spawn in any configuration.
+4. Two towers appear, north and south of center.
+
+About 4 seconds before the towers go off, the {{buff(b="refulgent-chain")}} expire
+and become {{buff(b="refulgent-fate", dur=14)}}.
+Unlike in phase 2, but like in {{gloss(k="E8S")}},
+these tethers will explode if the tethered players get either too close *or* too far apart.
+The towers are the perfect distance to be safely soaked by tethered players.
+
+{{mob(n="Shiva")}} casts {{cast(n="The Path of Light")}}, resolving at the same time as towers,
+hitting the four closest players with cones.
+As in phase 2, both the towers and cones inflict {{buff(b="lightsteeped", stacks=1, short=true)}},
+so one player can't be hit by both.[^1]
+
+As the towers and cones resolve, {{mob(n="Gaia")}} begins casting {{cast(n="Spirit Taker")}}.
+When it resolves, she leaps and hits a random player with a small circular {{gloss(k="AoE")}}.
+Anyone else within the circle is knocked back into the wall.
+{{mob(n="Shiva")}} follows this up with {{cast(n="Hallowed Wings")}},
+a half-room cleave of either the east or west side, telegraphed by a glowing wing.
+The {{buff(b="siw-water", short=true)}} resolve just before this cleave goes off.
+
+Finally, {{mob(n="Gaia")}} uses {{cast(n="Somber Dance")}},
+only a few seconds after the {{cast(n="Hallowed Wings")}}.
+As before, this is a leaping one-two tankbuster on the farthest and then nearest players.
+The tank swap must be done with positioning, not {{action(n="Provoke")}}.
+
+[^1]: Oddly, the durations of the debuff are different depending on which source they came from,
+ but it doesn't matter because there's no more stacks.
### Akh Morn & Morn Afah
@@ -98,9 +141,8 @@ This allows a tank with proper mitigation to survive a hit solo,
but not with an invuln.
Right after {{cast(n="Akh Morn")}}, the roommates simultaneously cast {{cast(n="Morn Afah")}}.
-As mentioned above, this is a {{gloss(k="full-party stack")}} {{gloss(k="AoE")},
-but if the bosses are too far apart in HP,
-it's an instakill for anyone hit by it.
+As mentioned above, this is a {{gloss(k="full-party stack")}} {{gloss(k="AoE")}},
+but if the bosses are too far apart in HP, it's an instakill for anyone hit by it.
## Sequence 2: Crystallize Time
@@ -108,8 +150,183 @@ it's an instakill for anyone hit by it.
with {{mob(n="Shiva")}} just south of her,
and the two cast {{cast(n="Crystallize Time")}},
their second big mechanic.
+The mechanic is a combination of {{cast(n="Relativity")}} and, from {{gloss(k="E8S")}},
+{{cast(n="Wyrm's Lament")}}.
+After the initial heavy raidwide, predictably, everyone's debuff bars are again thrown into chaos.
+Additionally, six {{mob(n="Sorrow's Hourglasses")}} spawn
+at the centers of each of the lines on the floor.[^2]
+
+Both bosses will go untargetable a few seconds after the cast, for the entire mechanic.
+A few seconds later, the {{mob(n="Fragment of Fate")}}, if still alive,
+will use an {{cast(n="Edge of Oblivion")}}.
+
+There are a lot of parts to this mechanic, so I will lay them out separately.
+
+[^2]: How many times do we have to tell you: sometimes the lines are circles.
+
+### Debuffs
+
+Debuffs are entirely random except as noted. From left to right, they are as follows:
+
+1. Everyone receives a primary Spell-in-Waiting:
+ 1. One player receives {{buff(b="siw-water", dur=12)}}.
+ 1. One player receives {{buff(b="siw-dark", dur=14)}}.
+ 1. Two players receive {{buff(b="siw-wind", dur=14)}}.
+ 1. Three players receive {{buff(b="siw-ice", dur=14)}}.
+ 1. One player receives {{buff(b="siw-unholy", dur=17)}}.
+
+2. Everyone receives a {{buff(b="wyrm-red", short=true)}}
+ or {{buff(b="wyrm-blue", short=true)}} debuff.
+ 1. Two of the three players with {{buff(b="siw-ice", short=true)}} receive
+ {{buff(b="wyrm-red", dur=17)}}.
+ 2. The two players with {{buff(b="siw-wind", short=true)}} receive
+ {{buff(b="wyrm-red", dur=40)}}.
+ 3. The remaining players receive {{buff(b="wyrm-blue", dur=40)}}.
+
+3. Everyone receives {{buff(b="siw-return", dur=33)}}.
+
+4. Three players receive {{buff(b="siw-quietus", dur=31)}}.
+ Since all they do is cause raidwides, it is entirely irrelevant who receives them.
+
+Or in summary, leaving out the {{buff(b="siw-quietus", short=true, dur=31)}}:
+
+| 2× | 2× | 1× | 1× | 1× | 1× |
+| :-: | :-: | :-: | :-: | :-: | :-: |
+| {{buff(b="siw-ice", short=true, dur=14)}}{{buff(b="wyrm-red", short=true, dur=17)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-wind", short=true, dur=14)}}{{buff(b="wyrm-red", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-ice", short=true, dur=14)}}{{buff(b="wyrm-blue", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-water", short=true, dur=12)}}{{buff(b="wyrm-blue", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-dark", short=true, dur=14)}}{{buff(b="wyrm-blue", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} | {{buff(b="siw-unholy", short=true, dur=17)}}{{buff(b="wyrm-blue", short=true, dur=40)}}{{buff(b="siw-return", short=true, dur=33)}} |
+
+### Hourglasses
+
+{{mob(n="Gaia")}} casts {{cast(n="Speed")}} as in phase 3.
+This time, the yellow tethers always hit the north and south {{mob(n="Hourglasses")}}.
+The purple tethers will hit either the NW and SE hourglasses, or NE and SW.
+In other words, all three {{mob(n="Hourglasses")}} go off in opposite pairs,
+with north and south going off first.
+
+The cast from the {{mob(n="Hourglasses")}} in this mechanic is {{cast(n="Maelstrom")}},
+a circular {{gloss(k="AoE")}} that covers the entire circle on the floor.
+There is a very brief {{gloss(k="omen")}}, hardly enough to dodge.
+
+The explosions happen concurrently with the Spell-in-Waiting debuffs resolving,
+towards the start of the mechanic.
+The hourglasses are completely inert after they explode.
+
+### Drachen Wanderers
+
+Two {{mob(n="Drachen Wanderers")}}---large, ghostly wyrm heads---also
+appear just north of the northernmost {{mob(n="Hourglass")}}.
+The {{mob(n="Wanderers")}} begin a slow journey around the arena,
+one clockwise, one counterclockwise.
+
+If a player with {{buff(b="wyrm-red", short=true)}} makes contact with a {{mob(n="Wanderer")}},
+it will cleanse the {{buff(b="wyrm-red", short=true)}}
+and explode in a circular AoE called {{cast(n="Longing of the Lost")}}.
+The size is similar to {{cast(n="Maelstrom")}}.
+This *can* break the {{mob(n="Fragment of Fate")}}.
+
+The first time a {{buff(b="wyrm-red", short=true)}} is cleansed
+on a given {{mob(n="Wanderer")}}, it shrinks.
+The second time, it disappears entirely.
+If either {{mob(n="Wanderer")}} survives to make a complete lap of the arena,
+it will fly off to the sky and wipe the party.
+
+Additionally, cleansing {{buff(b="wyrm-red", short=true)}} leaves behind a small blue beacon.
+The beacon can be used once to cleanse a {{buff(b="wyrm-blue", short=true)}}.
+
+In order to resolve this part of the mechanic completely, therefore,
+both {{mob(n="Wanderers")}} must be touched twice each
+by players with {{buff(b="wyrm-red", short=true)}},
+and the resulting beacons must each be touched
+by a player with {{buff(b="wyrm-blue", short=true)}}.
+
+### Exalines and Knockbacks
+
+Around the time of the second {{cast(n="Maelstrom")}} explosions,
+{{mob(n="Shiva")}} will teleport to either the east or west edge of the arena
+and cast {{cast(n="Tidal Light")}}.
+
+This attack begins a large {{gloss(k="exaline")}} that covers the entire width of the arena,
+and is about as thick as 1/4 of the arena's diameter.
+The exaline travels across the arena away from {{mob(n="Shiva")}}.
+It is slow enough to dodge by stepping into the previous explosion before the next.
+
+If you look closely, {{mob(n="Shiva")}} has a blue circle under her during this attack---the
+same blue circle, in fact, as players get from {{buff(b="siw-return")}}.
+This is a visual hint that {{mob(n="Shiva")}}, too,
+will have her position rewound later in the mechanic.
+Remember which cardinal she appeared at.
+
+Towards the end of the first set of exalines,
+{{mob(n="Shiva")}} teleports to either the north or south edge of the arena,
+and repeats {{cast(n="Tidal Light")}}, producing a second exaline identical as the first.
+
+As the second exaline travels across the arena, the final debuffs expire.
+First, the three {{buff(b="siw-quietus", short=true)}} explode in three relatively small raidwides
+that don't even add up to a big one.
+Then, the {{buff(b="siw-return", short=true)}} expire,
+snapshotting everyone's positions and granting {{buff(b="return", dur=7)}} to everyone.
+
+{{mob(n="Gaia")}} begins another {{cast(n="Spirit Taker")}}, so the party must spread.
+And finally, {{mob(n="Shiva")}} teleports back to the center and casts {{cast(n="Hallowed Wings")}}.
+Before her cast completes, however, the {{buff(b="return", short=true)}} debuffs expire,
+inflicting {{buff(b="stun", dur=9)}} and teleporting everyone back to their snapshotted positions.
+{{mob(n="Shiva")}}, too, is teleported---back to where she first cast {{cast(n="Tidal Light")}}.
+This will always, therefore, be the east or west cardinal.
+
+Unlike the earlier cast of the same name,
+this {{cast(n="Hallowed Wings")}} is a massive {{gloss(k="wild charge")}} knockback.
+All players are hit, regardless of position,
+and are knocked away from {{mob(n="Shiva's")}} cardinal about half the width of the arena.
+
+The damage dealt by the attack is based on proximity to {{mob(n="Shiva's")}} cardinal,
+with the closest player receiving the most damage,
+the second-closest receiving the second-most, etc.
+Additionally, the four players in front receive a {{buff(b="mvuln", dur=6)}},
+causing them to take quadruple damage if hit again...
+
+Which they will be, because, while everyone is still stunned,
+{{mob(n="Shiva")}} is teleported to the cardinal where she cast the second exaline,
+and repeats the attack.
+Note, however, that this attack deals fixed damage based on position even if a player is dead;
+it is not a shared-damage attack.
+
+Thus, players must be able to survive (or resist) both knockbacks
+and the large amount of damage.
+I will try to get exact damage numbers into this guide at some point,
+but for now, suffice to say that the both the first position and the quadrupled fifth position
+inflict very heavy damage, so they should be taken by tanks,
+and whoever takes the first four {{buff(b="mvuln", short=true)}} hits
+should not be in the front four for the second round.
+
+The players are released from stun during the second knockback,
+and both bosses teleport to mid and become targetable again,
+marking the end of the mechanic.
+
+### Timeline
+
+The timeline of the entire mechanic is as follows:
-To come...
+| | |
+| :----: | :---: |
+| *t* = 0 | Buffs go out |
+| *t* + 3 s | {{mob(n="Drachen Wanderers")}} appear |
+| *t* + 5 s | {{cast(n="Edge of Oblivion")}} raidwide |
+| *t* + 10 s | First {{cast(n="Malestrom")}} omen appear |
+| *t* + 12 s | {{buff(b="siw-water", short=true)}} stack and first {{cast(n="Maelstroms")}} go off |
+| *t* + 14 s | {{buff(b="siw-dark", short=true)}} circle, {{buff(b="siw-ice", short=true)}} donut, and {{buff(b="siw-wind", short=true)}} knockback go off
Safe to cleanse {{buff(b="wyrm-red", short=true)}} without breaking {{mob(n="Fragment")}} |
+| *t* + 15 s | Second {{cast(n="Maelstrom")}} omens appear |
+| *t* + 16 s | {{mob(n="Shiva")}} teleports to east or west |
+| *t* + 17 s | {{buff(b="siw-unholy", short=true)}} stack and second {{cast(n="Maelstroms")}} go off
East/west exaline omen appears
{{buff(b="wyrm-red", dur=17, short=true)}} kills if not cleansed by now |
+| *t* + 20 s | Third {{cast(n="Maelstrom")}} omens appear
East/west exalines begin, firing approx. every 2 seconds |
+| *t* + 22 s | Third {{cast(n="Maelstroms")}} go off
{{mob(n="Shiva")}} teleports to north or south |
+| *t* + 24 s | North/south exaline omen appears |
+| *t* + 27 s | North/south exalines begin
East/west exalines end |
+| *t* + 31 s | {{buff(b="siw-quietus", short=true)}} raidwides go off |
+| *t* + 33 s | {{buff(b="siw-return", short=true)}} snapshots player positions
North/south exalines end |
+| *t* + 37 s | {{cast(n="Spirit Taker")}} spread |
+| *t* + 40 s | Players stunned and returned to snapshot positions
{{buff(b="wyrm-red", short=true, dur=40)}} and {{buff(b="wyrm-blue", short=true, dur=40)}} kill if not cleansed by now
{{mob(n="Drachen Wanderers")}} wipe party if not destroyed by now |
+| *t* + 44 s | First {{cast(n="Hallowed Wings")}} knockback |
+| *t* + 48 s | Second {{cast(n="Hallowed Wings")}} knockback |
+| *t* + 49 s | Sequence complete |
## Enrage
@@ -130,6 +347,6 @@ with hope that the {{mob(n="Fragment of Fate")}} survived...
## Acknowledgments
Special callouts for this section go to {{mob(n="felty fan")}};
-regular callouts go to anyone who helped me in NAUR,
+regular callouts go to anyone who helped me in NAUR
and anyone who uploaded PoVs,
especially Lucrezia and Kindred.
diff --git a/content/gloss.toml b/content/gloss.toml
index 0a1fac2..fae94b6 100644
--- a/content/gloss.toml
+++ b/content/gloss.toml
@@ -12,7 +12,8 @@ Omens = "Puddle telegraphing an upcoming AoE"
"principal directions" = "Cardinals or intercardinals"
"Principal directions" = "Cardinals or intercardinals"
-"exalines" = "A series of line AoEs, shifted each hit so they are like a single traveling wave. An exaflare but straight."
+"exaline" = "A series of line AoEs, shifted each hit so they are like a single traveling wave. An exaflare but straight."
+"exalines" = "Series of line AoEs, shifted each hit so they are like a single traveling wave. An exaflare but straight."
"stack" = "An attack that shares damage among all the players hit"
"Stack" = "An attack that shares damage among all the players hit"
@@ -31,6 +32,8 @@ Omens = "Puddle telegraphing an upcoming AoE"
"full-party stack" = "A shared-damage stack meant for the entire party"
"Full-party stack" = "A shared-damage stack meant for the entire party"
+"wild charge" = "An attack intended to be taken by multiple players that deals more damage to the player(s) closest to the source of damage. Often, but not always, the damage is shared."
+
E8N = "Eden's Verse: Refulgence"
E8S = "Eden's Verse: Refulgence (Savage)"
E11S = "Eden's Promise: Anamorphosis (Savage)"
diff --git a/templates/shortcodes/action.html b/templates/shortcodes/action.html
new file mode 100644
index 0000000..cb7dd2a
--- /dev/null
+++ b/templates/shortcodes/action.html
@@ -0,0 +1 @@
+{{n | safe}}
\ No newline at end of file