Eye of Vortex is the 3rd dungeon in the Xelorium dimension. This dungeon is intended for level 200 characters.
Recipe to craft the key:
Two challenges are required for the Vortex achievements:
Impertinence: Finish your turn on a cell adjacent to an enemy.
Focus: When an enemy is attacked, they must be finished off before any other enemy is attacked. Focus fails if you hit an enemy or enemy summon after another enemy or enemy summon has been hit.
To access the dungeon, use the same route as the previous dungeons (Fraktal, XLII). The only difference is that you need to use Watch Running Fast one extra time compared to XLII to reach the NPC opening the doors.
If you don't know the way by heart yet, you're free to consult the map below for directions. [0,5] is the map you first arrive at when entering Xelorium.
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 intervalls of 5 turns (Note: 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.
At the beginning of each turn, the Fugitive create a blue glyph on the map. If any of your characters move over it, the character in question will automatically transposed with the enemy who placed the glyph. Moving on these glyphs, the character (and sometimes some mob too) will receive a particular bonus for one turn:
- Crushmore's glyph: 50% damages received are reduced
- Krossfire's glyph: +200 power
- Ickyrus's glyph: +1 PM
- Hystairkal's glyph: Heals
- Wastrel's glyph: +200 pushback damage
When a mob is killed, he will be revived at the Vortex's turn in the Zombie state with half of his original vitality. The mob will have the buffs [!]Death Latent the first turn it is revived. He will lose this buff after his turn and enters a new state based on the hour the Aurour is at.
Kill the mob at the same hour as the hour he died the first time will make the mob enter the state Turn Canceled (infinity).
Kill the mob at a different hour than the one he dies the first time he was killed will give it a second state according the hour of his death, making it possible to kill him again at two different hours.
The mobs in both Zombie and Corrupted state are in invulnerable and unmovable state.
To make the Vortex vulnerable, you'll have to kill each mob twice. Vortex will stop entering the Marginal state. At the next turn, all the mobs will disappear from the map. The next turn there again, Vortex will be vulnerable.
The Aurour change of hour at the begin of each characters turn.
The Aurour will move one hour if an ally is moving on glyph made by a mob.
The Aurour is the target of the spell All in Good Time from Vortex. This spell deals EARTH damages to allies in line with Aurour.
The Aurour will change place with the allies or enemies standing on the slot it's supposed to go to. If the Auror is shifted by the Xelor spell Rhol Bak, it will come back to it's position at the next move.
If an ally hit the Aurour, he'll be coop of 180° with her (if the slot exists). If a mob is in the way, the Aurour will cast the effect [!]Disturbance for the turn (at this point we are not sure what the effect of this spell is).
Morcrux: deals WATER damage and steals MP at short range. Does not require line of sight. PA: 4. RANGE: 1-3.
Crazy Drain: life steal (around 400) AIR in melee. The affected characters will reflect 50% of damage they receive with heals to their attacker for 1 turn. RANGE: 1.
Absorbent Shield: Cast each 3rd turn. The damage Crushmore receives will increase his power and his MP. Boost.
Double Kross: deals (around 500) FIRE damage and immobilizes the target until it is moved. One cast per turn. RANGE: 1-7 linear. To remove this effect it will be required to move the target.
Poisoned Art: each 3 turns, characters will receive a poison WATER (around 800) that lasts for 3 turns. This poison can be removed if the characters are healed. Affects all characters on the entire map (does not affect summons). RANGE: Infinity. To remove the poison, heal the targeted ally.
Optic Shots: deals (around 500) NEUTRAL damage. Next hit received will have the damage multiplied by 2. RANGE: 3-5 in diagonal. To remove the bewitchment, apply light damages to the targeted ally.
Behavior: High range/Low mobily/Fearful
Deadaloss: deals EARTH damage (around 300) and steals 100 strength from the character (for 2 turns). Removes AP. RANGE: 1-3 in circle.
Ring of Fire: deals FIRE damage (around 300) and steals 100 intelligence in an area around the caster (for 2 turns). Circle of 2 cells around the caster.
Winged Attraction: each 3 turns. Attract characters, reduce their MP and put the them in Gravity state. Steals 100 agility at each (for 2 turns). At next turn, deals heavy AIR damages (around 600) around the caster. If a character is touched, he will lose all his mp. Circle of 3 cells around the caster.
Behavior: Mobile/Restraint/Short range/Aggressive
Hystairia: Cast each 3 turns. Switches places with another mob at distance, push the close allies around. RANGE: 8-10 in circle.
Sitting Duck: long range. Deals EARTH damage (around 350). The character will receive 50% more damage for one turn. RANGE: 3-7 linear.
Ray of Plight: deals WATER damage (around 600). The targeted character can't deal damage for one turn. RANGE: 1-3 linear.
Behavior: Low mobility/Strong linear attaques/Support/Fearful
Placement: attracts entities close the target, applies a push of 4 slots and increase the pushback damage of the caster. RANGE: 1-3 linear.
Takeoff: each 3 turns, the targets will have a malus of -300 pushback damages. Furthermore, if they receive pushback damages during this turn, the caster will be healed.
Neutralisation: teleports the character symmetrically to the caster and deals NEUTRAL damage. For 1 turn the character will lose PM for each pushback damage he receives. RANGE: 1-3 linear.
Behavior: Fearful/Middle range/Pushback damages
Clockrock : Cast each 3 turns, gives a bonus to mobs depending on the hour.
Vormhole: deals NEUTRAL and WATER damage to characters around the target and teleport at his previous position. The damage will be redone at the next turn (without dealing damage to the target). RANGE: 1-4 in circle. All the characters affected will deal EARTH damage to their allies around them the next turn depending on the caster's (here: the character which is the center of the new damage) erosion.
All in Good Time : deals AIR damage and applies erosion in a infinity cross around the Aurour. RANGE: infinity, effects has a range in an infinity cross shape.
Zombie Contamination: deals area damage around the mobs in Zombie state and puts the characters who get hit in the unhealable state. RANGE: infinity, ring size 2.
Time Out: deals AIR and FIRE damage. The spell is removing 2 turns of effects and the target can't deal damage for one turn. RANGE: 1-8, linear, doesn't require line of sight.
At the begin of the fight, Vortex will have a malus of -100 PM and enters the invulnerable state. These two things are linked.
He will be in Marginal state for the 12 first turns of fight. After the 12th turn he will cast it again each turn from turn 13 as long as you don't deactivate his invulnerability.
At his turn, Vortex will cast the spell All in Good Time, dealing damage to allies linear with the Aurour. This spell does not affect enemies.
The Vortex will revive enemies killed at the beginning of his turn. He will revive them very close to himself.
Each 3 turns, it means at turns 4, 7, 10, 13, and so on, Vortex will cast the spell Clockrock, which effects depends of the hour of Aurour. This spell is cast when Vortex is just one square away from Aurour..
It's possible to "choose" the boost Clockrock will give by disturbing the Aurour's movement.
As an example: With 4 characters you will need just disturbances to make Vortex cast Clockrock with some of the more limited effects (undodgable) the turns Vortex is ready to cast the spell.
List of Clockrock spell effects:
01h : +10 critical hits and +200 critical damages
02h : enemies turn undodgeable
03h : +400 intelligence
04h : + 2 PM
05h : +150 critical resistances
06h : +400 chance
07h : NC
08h : NC
09h : +400 strength
10h : Unmovable state
11h : NC
12h : +400 agility
Some tips to make the fight run smoother
- Rolling your mouse over Vortex will make it possible to see which mobs are alive and which ones are in Zombie state (corrupted or not).
- At the beginning of each character's turn, the fight chat will indicate the Zombies entering in the associated hour and thereby showing you the ones availble to be killed and corrupted. Just click on the name of the mob in the fight chat and an arrow will show you the position of the mob on the map.
Wave 1 :
Wave 2 :
Wave 3 :
Wave 4 :
Wave 5 :