The Fraktal's Megalith is lowest leveled dungeon in Xelorium. It is located in the Gonebyways area. It is intended for level 120 characters.
To enter the dungeon you have to talk to Glitch Hyperia (NPC) and give him the key.
The recipe for the key:
The two challenges required for the achievements in Fraktal's Megalith are these two:
Hermit: Never finish your turn on a cell adjacent to an ally. This can not fail on the winning turn: the final blow may be made while adjacent to an ally.
Blitzkrieg: Whenever an adversary is attacked, that character must be killed before their next turn begins.
This map will lead you to the dungeon. [0,5] is the position where you arrive after entering an Xelorium portal.
The dungeon consists of one room and one room only, like all the dungeons from the divines dimensions.
The mobs will appear in waves. 5 waves in total that will arrive in intervals of 5 turns (Note: this used to be 3 turns before the update of Tuesday 18 November 2014). The first wave of mobs contains the boss. At the end of this page you will find the exact composition of the mobs in each wave, indexed after the number of characters of your group.
This is a harmless summon.
The way it rotates will decide if your attacks will do damage or not.
If the Aurour rotates clockwise, your damage will be regular damage.
But, when the Aurour rotates anti-clockwise, your attacks will heal. Therefore it might be best not to hit the monsters you want to kill when the Aurour moves this way. You could use these turns to heal your own characters, as any normally damaging spells will in this case heal your own characters too (spell cast by characters).
Surprise Attack: deals WATER damage. The targeted character will heal the Brikablak when the character receives damage for one turn. Range: 2-5.
Drizzly Pixlar: deals NEUTRAL damage in area, the mobs are healed. Range: 2-4 in circle.
Assurance: removing MP to the mobs around the caster and heals the mobs in it's area of effect. Range: 0, circle of 3 slots. Lasts 2 turns, cast each 3 turns.
Behavior: Fearful/Healing/Average range
Clingy Bubble: For two turns, with a cooldown period of 3 turns, Smashlete will cast this spell. When a character is in line with it and Smashlete is hit, Smashlete will draw himself close to the character (if it's the character that hits it that's in line) and push the character away again.
Klyroff: Pushes characters around the monster. Range: 0, cross of two cells.
Smash Bro: At 1 range, attracts the target to himself and pushes it back 4 cells. Deals AIR damage based on how many MP he has used. 3 range in line.
Behavior: Tank/Pushbak damages/Aggressive/Good mobility
Kleptornado: removes MP and hits with an EARTH steal. Range: 4-8 in circle.
Circle of Light: deals damage FEU in an area of effect. The characters who are inside this area of effect will suffer and additional 50% damage when hit during the next turn. Range: 3-4 in line, circle of two cells.
Farce Down: Cast each 3rd turn. Reduces the damage done to itself when attacked and pushes away attackers who attack from 1-1 range.
Behavior: Longue distance/Restricting/Fearful.
Massassin: Kills the target. PO: 1. Cooldown : 1 turn.
Instant Transmission: changes places with a fellow monster or a character. If it's a character: deals AIR damage. Range: 1-3 in circle.
Dreamy Warmup: applies the Unmovable state to the caster for the current turn and gives it a +2 MP bonus at the beginning of the next. Range: 0.
Behavior: Short range killer/Low mobility/Aggressive.
Segmentation: deals AIRdamage and applies erosion. Range: 3-4 in line.
Pale Fire: deals FIRE damage depending on how low it's hp is. Range: 1-5.
Anti-Heal: Cast each 3rd turn. Applies Unhealable state for 1 turn if attacked.
Behavior: Fearful/Good damage/Medium range
Fleeting Heat: deals FIRE damage in line. The damage is based on the MP Fraktal has used this turn before using the spell (less mp used means more damage). Range: 1-4 in line, does not required line of sight.
Frakasse: deals EARTH damage to a character, who in turn applies damage around him-/herself the following turn. Range: 1-8.
Temporal Instability: each 5 turns, deals NEUTRAL damage for for any character over 6 squares away. Which means an inverted circle with minimum range 7. Does not affect summons. Range: 0.
Behavior: Fearful/Good damage/Medium range
If you can damage Fraktal or not is not only based on what direction Aurour moves, but also based on where Auror is compared to Fraktal when Fraktal's hp is above/below 50%.
Fraktal's hp above 50% means he has to be 5 range or more away from Aurour.
Below 50% means he needs to be within 4 range to receive damage.
Staing away from Fraktal will require Fraktal to use more MP to reach you, and therefore her attacks will hit less.
Wave 1 :
Wave 2 :
Wave 3 :
Wave 4 :
Wave 5 :
Source: Dofus Mag #42 & tofus.fr