Welcome to the DFO World Wiki. With many major updates since the release of DFO, many items are missing. Visit Item Database Project to learn more.
Please remember to click "show preview" before saving the page.
Thanks for the updated logo snafuPop!
Difference between revisions of "Tower of Anguish"
(→Floor 21~30: Added floor 22) |
(→Floor 21~30: Added Floor 23) |
||
Line 272: | Line 272: | ||
|- align="center" | |- align="center" | ||
|colspan="2|{{IconLink|Hell March}} - {{IconLink|RX-78 Land Runner}} - {{IconLink|Camouflage}} - {{IconLink|HS-1 Friends}} | |colspan="2|{{IconLink|Hell March}} - {{IconLink|RX-78 Land Runner}} - {{IconLink|Camouflage}} - {{IconLink|HS-1 Friends}} | ||
+ | |- | ||
+ | |||
+ | !rowspan="2"|23F | ||
+ | |rowspan="2" align="center"|110 | ||
+ | |rowspan="2" align="center"|Yosimanggu | ||
+ | | An Omniblade; His two big moves are [[Omnislay: Mind's Sword]] and [[Ultimate Blade Dance - Lightning]] both have invincibility frames to them allowing him to counter any attack you were intending. Using quick rebound can be difficult as he may spam [[Omnislay: Mind's Sword]] during it and due to its multi hits it may hit you shortly after it ends. Attacking from the Y-Axis prevents these two moves but his Draw Sword moves can hit on the Y-Axis. It is still a good option as well as getting read to attack after Ultimate Blade Dance ends. | ||
+ | |- align="center" | ||
+ | |colspan="2|{{IconLink|Ultimate Blade Dance - Lightning}} - {{IconLink|Omnislay: Mind's Sword}} - {{IconLink|Lightning Draw Sword}} - {{IconLink|Draw Sword}} - {{IconLink|Raging Dragon Slash}} | ||
|- | |- | ||
|} | |} |
Revision as of 17:26, 30 August 2017
Tower of Anguish | |
---|---|
Location | Valley of Fallen Souls |
Min. Level | 90 |
Level | 90 |
Monster Level | 110 |
End Boss | None |
When the prophesied time came,
the warriors who carried the name of Despair left their tower
for Pandemonium to test their destiny.
The news didn't spread quickly.
New challengers continued to flock to the tower,
wanting a match with these warriors from ancient times and other worlds.
But they only found themselves an empty tower.
Disappointed, they were about to leave
when the caretaker of the tower called to them.
The old caretaker named Simona propositioned them
to stay and claim the empty tower for themselves.
She said they could train inside the tower
where time flowed more slowly than it did outside,
until they transcended all their limits.
Those who wanted new and different challenges left.
The others, who wanted to become stronger, remained.
They renamed their new home the 'Tower of Anguish'
and prepared it for a new millennium.
"We thanked the owners of the Tower of Despair
for giving us this chance to train our strength across time and space."
- New Owners of the Tower
Description
Much like the Tower of Despair, this tower involves you facing and defeating 100 formidable opponents with unique gimmicks until you reach the peak of the tower. However unlike the Tower of Despair, The Tower of Anguish deviates from the Tower of Despair in that the APCs are much stronger and more gimmicky than that of former tower. The APCs have more health and damage, can absorb more hits and are able to use 1st and even 2nd awakening skills. You can only enter and complete one floor a day and no items may be used much like the Tower of Despair. Life Tokens can still be used upon death but you are limited to 1 Token, after which you have there is no third chance. Completion of the Tower will reward you with items that can be used to buy special Pots that give Epic-Tier Equipment and Weapons. These Pots give you more freedom, allowing you to choose the weapon of your choice between the level range of 80-90. The pot is untradable and costs a total of 10,000,000 gold to open.
Restrictions
- Restricted to one entry a day.
- Entry limit may be subject to change based on the level of your Arad Explorer Club.
- Can only use 1 Life Token.
- Can not use any consumable items.
- Cube skills begin on cooldown.
Enemies
- The tower's APCs function much like the Tower of Despair, but are much more stronger. They can not only use the same kind of skills as before, but can now use 2nd awakening skills.
- So once again, be prepared for ANYTHING.
- Unlike the Tower of Despair Male Mage, Knight, Female Slayer and Demonic Lancer APCs are available inside the Tower.
Floor 1~10
Floor | Monster Information | Notes | |
---|---|---|---|
Lv | Name | ||
1F | 110 | Bluish Silver | A Dark Lord; all of his attacks have a much lower than normal cooldown allowing him to use his two main abilities Tombstone Triangle and Dark Flame Sword (Soul Bender) frequently. Beware of Keiga's invulnerability frames as Silver likes to attack once he is on the same X-axis as the player. His Awakening isn't as deadly without his ghosts, but it has virtually no cooldown. |
Ghost 7: Furious Blache - Tombstone Triangle - Dark Flame Sword (Soul Bender) - Ghost Slash - Kalla of Dark Flame - Drive Slash - Afterimage of Keiga - Lunar Curtain | |||
2F | 110 | Slasher King | A Blade Dancer; all of her attacks have a much lower than normal cooldown allowing her to frequently use her two main abilities: Explosive Palm and Oppressive Pressure. Beware of being in the same X-axis as Slasher King as she may pull you in with Spiritual Suction. She may also approach with Blazing Palms followed by Fiery Hell. Be sure to Quick Rebound after the final hit of Blazing Palms to avoid most of the damage from her Awakening. |
Fiery Hell - Explosive Palm - Oppressive Pressure - Spiritual Suction - Cutting Palms - Blazing Palms - Lotus Dance | |||
3F | 110 | Dum Dum Bam | A Raven; His main combo is using Windmill + Mach Kick to stun/knock you away and occasionally using Fast Draw against you. While he is firing the barrage approaching near his front will cause a mini pushback. If you can bait out his barrage which he will usually follow up after mach kick you can stand behind him and punish him. If you combo him too long he will get back up and begin combo-ing in super armor. His Secret Land Runner has a low cooldown allowing for multiple Land Runners to spawn if you multi-hit him enough, though they have very low health. At a certain interval, he will also cast Mech Drop on the field. |
Fast Draw - Mech Drop - Windmill - Mach Kick - Punisher - Steep Slide - Secret Land Runner | |||
4F | 110 | Witch Lulu | A Geniewiz; Her gimmick is all her spells will fail. As with other members of the tower her low CD allows her to spam her machine skills often. Since machine skills grant super armor it is possible for her to slowly whittle your health down however. |
Florae Electric Rabbit - Mega Drill - Gravitas - Florae Collider - Lava Potion No. 9 - Acid Rain - Lollipop - Jackyl | |||
5F | 110 | Hellhole | A Justice; He makes constant use of Ducking Dash while weaving in his punch skills when close enough. Due to low CDs he will use Big Bang Punch often as well. His Ducking Dash can make it hard to hit due to missing or super armor, so hit-and-run tactics or attacking right after Ducking Dash from a distance may prove useful. |
Big Bang Punch - Nuclear Punch - Atomic Chopper - Demolition Punch - Sidewind - Ducking Dash - Will Driver | |||
6F | 110 | Lulu | A Gaia; She will use Elvish Jump constantly to attempt to close in on your position. Beware as she has a low CD Nature's Fury allowing her to immobilize you giving her time to pile on damage. It is possible to intercept her Elvish Jump and counter attack. Another method is to get behind her during Nature's Fury or Lunge Evolution. |
Nature's Fury - Pulverize - Lunge Evolution - Elvish Jump - Rose Armor - Blessing of Mother Nature | |||
7F | 110 | Tornado | An Ultimate Diva; She can be an issue if you are close range, unless you have an escape, with her lower CDs she can easily grab lock you with her available move set. If you do fight close then look for openings such as after Wild Cannon Spike to engage. |
Torbellino - Wild Cannon Spike - Elbow Shock - Shoulder Tackle - Unstoppable Grab | |||
8F | 110 | Snowflake Girl | A Freyja; Her G-61 Gravity Grenade can be an issue because not only will it suck you in but will hit lock you for a while giving her time to attack. Combine that with M18 Claymore and Napalm she can hold a good portion of the room hostage. Once she starts to get low she will begin using her EMP Storm frequently taking up even more space. |
EMP Storm - Pistol Carbine - G-61 Gravity Grenade - Napalm - M18 Claymore - C4 - G-35L Flash Bang - G-14 Buster - Overcharge - Aerial Fire - Nitro Motor | |||
9F | 110 | Woon | A Durandal; He Will attempt to close in using Chain Wave Lance and Mist Flare then attempt to combo if he can catch you. All of his attack are X-axis based so you can abuse his Y-axis if needed. |
Mist Flare - Quadruple Drive - Chain Wave Lance - Double Punto - Quick Punto | |||
10F | 110 | Ant | A Dark Lord; His gimmick that he is tiny and will summon Ant Colony at his location periodically thoughout the fight. All of his ability have no CD allowing him to spam anything he wants. The Ant Colonies don't hit hard but may interrupt combos. After he falls below 90 bars of HP he becomes giant, Gains additional defense, casts Afterimage of Keiga and Kalla of Dark Flame, and gains Ghost Slash: Overdrive and Ghost Slash He behaves similarly but spams different skills. It is much easier to be caught up to now and you have to contend with Afterimage of Keiga invulnerability frames. |
Tiny Phase: Phantom Sword Slash - Force Wave: Neutral - Upward Slash
Big Phase: Ghost Slash: Overdrive - Ghost Slash - Afterimage of Keiga - Kalla of Dark Flame Shared: Ice Saya - Hazy-Eyed Bremen - Mountainous Wheel |
Floor 11~20
Floor | Monster Information | Notes | |
---|---|---|---|
Lv | Name | ||
11F | 110 | Ice Next Door | An Eternal; He has no cooldowns on his skills allowing him to spam his two main skills Ice Field and Ice Crash. When in danger will use Teleport. Most of his skill will give him super armor and due to their ability to grab or multi-hit can cause issue getting a good hit on him. Attacking him from the Y-Axis, from range or with grabs of your own is effective. |
Ice Craft - Ice Field - Ice Crash - Pinpoint Rush - Teleport - Path of Frost - Resonance (Glacial Master) | |||
12F | 110 | Orotoros | A Thanatos; Her Nicholas Rapport has an effect similar to Iris's Form - Wand, however Nicholas will summon 5 clones. All of the skills Orotoros possesses requires Nick to work so killing all the clones will have the boss attempt to flee without retaliation. Even while Nick is out she will run away from you while using the skills she has access to while Nick chases you down. Any AOE is useful to mass kill the Nicks giving you time to attack the boss without issue. |
Nicholas Rapport - Living Dead - Black Web - Zombie Rapport | |||
13F | 110 | Anne | A Majesty; Beware of Arcane Sword Blast and Illusion Sword as both will persist for a bit, taking up room in the area. While under 90 bars of health will begin using Unleash in place of Arcane Sword Blast. |
Unleash - Arcane Sword Blast - Illusion Sword - Flash - Imperial Swordsmanship - Sliding Slash | |||
14F | 110 | Haureth | An Immortal; He will use Spinning Deformation to attempt to reach you then combo with his other abilities. Attacking him from behind as he leaves Spinning Deformation is a good chance to combo him. Due to Metamorphosis he can string together long chains if he can catch you. |
Spinning Deformation - Shadow Render - Spin Cutter - Metamorphosis - Painful Rapture | |||
15F | 110 | Kyukakyuka | An Oblivion; He will spam Teleport to get to a safe distance. Combine that with the screen wide blind of Dark Zone, hitting him can prove difficult. Once safe will use Elemental Cannon and typically will fire in bursts of 3. Will start using Chain Lightning below 50 bars of HP and can hit across the screen, due to its ability to lock on to you, you will need to finish him before he kills you due it unavoidable nature. If you have trouble hitting through blind try and let him gain distance while trying you best to stay off his X-Axis and attack while he is casting Elemental Cannon. |
Dark Zone - Chain Lightning - Crystal Crash - Elemental Cannon - Teleport | |||
16F | 110 | Straightaway Universe Theory | A Marshal; He will occasionally use Danger Close occasionally and does not spam it. Will typically use auto attack and use G-14 Buster. Will use BBQ and Jack Spike if you get close. |
Danger Close - Elemental Bullet - Overcharge - G-14 Buster - BBQ - Jack Spike - M-137 Gatling Gun | |||
17F | 110 | Eungam Rider | A Kaiser; She has Super Armor which make is hard to stop her from attacking. He main gimmick is that on a timer bikers will ride across the screen if you or the boss impact them it will summon a Biker Gang or Chain Biker Gang. She can use them to chain Lightning Dance off of and can spam it as there is no CD. Killing any spawns as soon as possible allows you to kite her as both attack require melee range. |
Lightning Dance - One Inch Punch - Power Fist - Super Armor - Muscle Shift - Stampede | |||
18F | 110 | Gold Kiwi | A Blade Dancer; A number of her attack can hit from a long distance or give super armor potentially making it hard for melee to engage. Note Cutting Palms has a large y-axis hit-box when trying to avoid it. Like with most floor he low CDs make it easy for her to combo someone to death. |
Cutting Palms - Fluttering Blades - Blazing Palms - Explosive Sword - Soaring - Sword Wheel | |||
19F | 110 | She's Bruised | A Kaiser; She will run around trying to attack you. Crushing Fist can travel diagonally. She is overall not too threatening as she will pause occasionally allowing you to get a few hits in. |
Mountain Pusher - One Inch Punch - Crushing Fist - Power Fist - Super Armor - Muscle Shift - Stampede | |||
20F | 110 | Mayham | A Dark Lord; The main skills to worry about are Descent of Sieg and Blade Phantom as both can hit lock you and last a decent amount of time. Along with Blade Phantom, Plague Rhasa, Ice Saya and Hazy-Eyed Bremen all can take up room in the area. If you have to run through any of them Bremen is the least threatening, Phantom is the most. He will not cast Blade Phantom if one is down. Once he is bellow 90 bars of HP is when he gains Descent of Sieg and will begin using it often, which adds another area that will take up space. As with all the other soulbenders so far beware of Afterimage of Keiga frames of invincibility. He does not attack much so getting him in a good spot with no ghosts will allow you an opportunity to strike. |
Descent of Sieg - Blade Phantom Possession: Technique - Blade Phantom - Tombstone - Plague Rhasa - Kalla of Dark Flame - Ice Saya - Hazy-Eyed Bremen - Ghost Slash - Afterimage of Keiga |
Floor 21~30
Floor | Monster Information | Notes | |
---|---|---|---|
Lv | Name | ||
21F | 110 | Inazuma Kick! | A Tyrant; He has a lot of X-axis mobility with his skills so escape on that axis would be tough since he lacks y-axis ability it best to stay on it to help avoid him. Like the other striker floors so far his Super Armor makes it tough to attackwithout retaliation so tactics that worked on those floor help here as well |
Suju Inferno - Power Descent - Atomic Cannon - Dragon Kick - Power Fist - Muscle Shift - Super Armor | |||
22F | 110 | Hiya | A Prime; His Hell March has about a 20 second cooldown and will take up almost the entire screen when used. Other than that he runs around with Camouflage casting RX-78 Land Runner. He has no other offensive abilities and does not attack back. |
Hell March - RX-78 Land Runner - Camouflage - HS-1 Friends | |||
23F | 110 | Yosimanggu | An Omniblade; His two big moves are Omnislay: Mind's Sword and Ultimate Blade Dance - Lightning both have invincibility frames to them allowing him to counter any attack you were intending. Using quick rebound can be difficult as he may spam Omnislay: Mind's Sword during it and due to its multi hits it may hit you shortly after it ends. Attacking from the Y-Axis prevents these two moves but his Draw Sword moves can hit on the Y-Axis. It is still a good option as well as getting read to attack after Ultimate Blade Dance ends. |
Ultimate Blade Dance - Lightning - Omnislay: Mind's Sword - Lightning Draw Sword - Draw Sword - Raging Dragon Slash |