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:
Two challenges are required for the XLII achievements:
Barbaric: Use a weapon a each turn on harm an enemy or an ally.
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.
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.
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).
Vitality > 50% : attract to the mob the character hitting it
Vitality < 50% : +50 critical damage for one turn
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
Vitality > 50% : gives a -2 range malus to any character hitting it
Vitality < 50% : +1 MP and +10 dodge
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
Vitality > 50% : +1 MP and +10 dodge
Vitality < 50% : +400 vitality for 2 turns at each hit received
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
Vitality > 50% : +3% resistance each hit
Vitality < 50% : +50 power each hit
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
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.
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
[!]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.
Wave 1 :
Wave 2 :
Wave 3 :
Wave 4 :
Wave 5 :
Source: Dofus Mag #42 & tofus.fr