Fights hard and dies with pride (... mainly dying) ...since April 2008

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  • Category: Xelorium
  • Last Updated: Friday, 21 November 2014 07:21
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XLII's Metronomicon is the second dungeon of the Xelorium dimension. It is located in the Present area.This dungeon is intended for level 170 characters.

The key is required to enter the dungeon. The recipe to craft the key is this:
XLII's Metronomicon Key Recipe

Two challenges are required for the XLII achievements:
Barbaric Barbaric: Use a weapon a each turn on harm an enemy or an ally.
Tight Tight: Finish your turn on a cell adjacent to an ally.

The Duo achievement must be done in less than 80 turns (with 2 characters or less).

You can consult the map below to find the dungeon entrance. To access the dungeon, you will have to talk with the NPC Horologium Guardian and give him the key.
Road to the Dungeons

The Altdemons

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.

All the Altdemons have a double effects-bonus activating and depending on their maximum vitality.

Aurour

Auroraire
This is a harmless summon.
Like in the other dungeons, the Aurour will jump around the room in like the hand on the dial of a clock.
At each hour, the characters and mobs will increase their damages of 10%.
Once the Aurour has complete a full turn around the dial, the damage will be set back to 40% of the normal damage, which is the also what it will start you at when the fight starts. To make the fight go smoother, it's better to take advantage of this, concentrating your damage on turns where you have a high "bonus" (or, if you prefer, a low malus).
Metronomicon Room

Sethen

Sethen
3.900-4.200
12
6
20-40
33-50%
33-50%
1.600-2.400
-20 to -16%
25 to 29%
11 to 15%
22 to 26%
2 to 6%

Vitality > 50% : attract to the mob the character hitting it
Vitality < 50% : +50 critical damage for one turn

Spells:

Moronimo: deals AIR and WATER damage. Range: 1-3 in circle.
Wallop: deals EARTH, FIRE and NEUTRAL damage. Range: 1 (close combat).
Behavior: Short range/Aggressive/Critical Hit specialist

Siks-T

Siks-T
3.900-4.200
12
5
40-60
33-50%
33-50%
1.600-2.400
25 to 29%
11 to 15%
22 to 26%
2 to 6%
-20 to -16%

Vitality > 50% : gives a -2 range malus to any character hitting it
Vitality < 50% : +1 MP and +10 dodge

Spells:

Poison Punch: deals NEUTRAL damage from long range, lasting 2 turns (poison). Range: 5-10 boostable in circle.
Hithiker: deals AIR damage depending of the AP used by the character targeted at his next turn, very long range (poison). Range: 5-10 in line.
Behavior: Fearful/Long range/Poisons

Thirtree

Thirtree
3.900-4.200
12
5
60-80
33-50%
33-50%
1.600-2.400
2 to 6%
 -20 to -16%
25 to 29%
11 to 15%
22 to 26%

Vitality > 50% : +1 MP and +10 dodge
Vitality < 50% : +400 vitality for 2 turns at each hit received

Spells:

Brute Force: deals NEUTRAL damage indexed on the monster's remaining vitality. Range: 1-3 in line, cross area.
Fistachio: deals FIRE damage index on the monster's remaining vitality. Range: 1-3 in diagonal, cross area.
Behavior: Aggressive/High damage regarding his vitality

Thriten

Thriten
3.900-4.200
12
4
60-80
33-50%
33-50%
1.600-2.400
11 to 15%
22 to 26%
2 to 6%
-20 to -16%
25 to 29%

Vitality > 50% : +3% resistance each hit
Vitality < 50% : +50 power each hit

Spells:

Ray Binds: deals FIRE damage and steals PM. Range: 1-5 in line, one cast per turn.
Missed Rebound: life steal EARTH and apply the Unhealable state to the targeted character. Range: 1 (close combat).
Behavior: Tank/Low move/Damage/Aggressive

Twentoo

Twentoo
3.900-4.200
12
5
20-40
33-50%
33-50%
1.600-2.400
22 to 26%
2 to 6%
-20 to -16%
25 to 29%
11 to 15%

Vitality > 50% : heal all characters and mobs around itself in a 2 slots circle.
Vitality < 50% : deals damage around itself in a 2 slots circle.

Spells:

Massurance: deals AIR damage and put the targeted character in Gravity state. Range: 1-6 in line.
Discontent: deals WATER damage and reduce AP. Range: 2-5 in circle.
Behavior: Average range/Fearful/AP Reducing

XLII

XLII
8.800-13.000
14
5
80
50%
80%
2400
6 to 10%
2 to 6%
18 to 22%
8 to 12%
26 to 30%

Spells:

[!]Buff Heure : all forced movement (push, pull and so on), MP reduction, effect of control will unlock a spell that make him able to change his place with another monster (XLII is entering the state [!]Dérèglement).
Banter: deals AIR damage (around 300) at short range and unbewitchs 1 turn of effects from the targeted character. Range: 0-1 circle of 2 slots.
Demonic Breath: deals very high WATER damage (around 600) and put the Pacifist state on the targeted character, making them unable to do any damage. Range: 1-3, does not required line of sight.
Malfunction: changes his place with another monster. Can be cast only if XLII is in the [!]Dérèglement state. Range: infinity. One cast each 2 turns.
Behavior: Agressive/Short range

Manage the mobs before the boss can be a good idea : XLII will have problem to reach you if he's going back to his starting position all the time. Therefore, limiting his and the other monster's movement will be a very good choice.
It's advisable to pick a number of character that's a factor in 12: 2, 3, 4 or 6. To take full advantage of the Aurour buff, manipulate your initiative so your hardest hitting character goes last. Following this, you should buff when the Aurour is at the first dial steps so you're ready to hit hard when it reaches the higher clock hours.

Prefered (but by no means required) of things to be killed:

  •  Thirtree (hits very hard when it's hp gets lower because of the vitality buffs)
  •  Thirten (applies unlealable state, likes to get close)
  •  Siks-T (poisons that gets annoying after a while)


Then whatever is left. Leaving the boss to last is preferable so you don't miss the periodical buff the Aurour gives.

Waves composition

Wave 1 :

4 XLII XLII
4 Thriten Thriten
4 Twentoo Twentoo
4 Thirtree Thirtree
5 Sethen Sethen
6 Siks-T Siks-T
7 Thriten Thriten
8 Siks-T Siks-T

Wave 2 :

4 Thirtree Thirtree
4 Thirtree Thirtree
4 Siks-T Siks-T
4 Sethen Sethen
5 Thriten Thriten
6 Thirtree Thirtree
7 Thriten Thriten
8 Twentoo Twentoo

Wave 3 :

4 Twentoo Twentoo
4 Twentoo Twentoo
4 Siks-T Siks-T
4 Thirtree Thirtree
5 Thriten Thriten
6 Sethen Sethen
7 Twentoo Twentoo
8 Thirtree Thirtree

Wave 4 :

4 Siks-T Siks-T
4 Siks-T Siks-T
4 Thriten Thriten
4 Twentoo Twentoo
5 Thirtree Thirtree
6 Siks-T Siks-T
7 Sethen Sethen
8 Twentoo Twentoo

Wave 5 :

4 Sethen Sethen
4 Sethen Sethen
4 Siks-T Siks-T
4 Thriten Thriten
5 Twentoo Twentoo
6 Thirtree Thirtree
7 Siks-T Siks-T
8 Twentoo Twentoo

Source: Dofus Mag #42 & tofus.fr