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Tower of Anguish

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Revision as of 18:05, 18 August 2017 by Rigrot (talk | contribs) (Added floor 11)
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Tower of Anguish
TowerOfAnguishIcon.png
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 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.png Ghost 7: Furious Blache - Tombstone Triangle.png Tombstone Triangle - Dark Flame Sword (Soul Bender).png Dark Flame Sword (Soul Bender) - Ghost Slash.png Ghost Slash - Kalla of Dark Flame.png Kalla of Dark Flame - Drive Slash.png Drive Slash - Afterimage of Keiga.png Afterimage of Keiga - Lunar Curtain.png 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.png Fiery Hell - Explosive Palm.png Explosive Palm - Oppressive Pressure.png Oppressive Pressure - Spiritual Suction.png Spiritual Suction - Cutting Palms.png Cutting Palms - Blazing Palms.png Blazing Palms - Lotus Dance.png 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.png Fast Draw - Mech Drop.png Mech Drop - Windmill.png Windmill - Mach Kick.png Mach Kick - Punisher.png Punisher - Steep Slide.png Steep Slide - Secret Land Runner.png 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.png Florae Electric Rabbit - Mega Drill.png Mega Drill - Gravitas.png Gravitas - Florae Collider.png Florae Collider - Lava Potion No. 9.png Lava Potion No. 9 - Acid Rain.png Acid Rain - Lollipop.png Lollipop - Jackyl.png 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.png Big Bang Punch - Nuclear Punch.png Nuclear Punch - Atomic Chopper.png Atomic Chopper - Demolition Punch.png Demolition Punch - Sidewind.png Sidewind - Ducking Dash.png Ducking Dash - Will Driver.png 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.png Nature's Fury - Pulverize.png Pulverize - Lunge Evolution.png Lunge Evolution - Elvish Jump.png Elvish Jump - Rose Armor.png Rose Armor - Blessing of Mother Nature.png 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.png Torbellino - Wild Cannon Spike (Female).png Wild Cannon Spike - Elbow Shock.png Elbow Shock - Shoulder Tackle.png Shoulder Tackle - Overwhelming Grab.png 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.png EMP Storm - Pistol Carbine.png Pistol Carbine - G-61 Gravity Grenade.png G-61 Gravity Grenade - Napalm.png Napalm - M18 Claymore.png M18 Claymore - Flying C4.png C4 - G-35L Flash Bang.png G-35L Flash Bang - G-14 Buster.png G-14 Buster - Overcharge.png Overcharge - Aerial Fire.png Aerial Fire - Nitro Motor.png 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.png Mist Flare - Quadruple Drive.png Quadruple Drive - Chain Wave Lance.png Chain Wave Lance - Double Punto.png Double Punto - Quick Punto.png 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.png Phantom Sword Slash - Force Wave- Neutral.png Force Wave: Neutral - Upward Slash.png Upward Slash

Big Phase: Ghost Slash- Overdrive.png Ghost Slash: Overdrive - Ghost Slash.png Ghost Slash - Afterimage of Keiga.png Afterimage of Keiga - Kalla of Dark Flame.png Kalla of Dark Flame

Shared: Ice Saya.png Ice Saya - Hazy-Eyed Bremen.png Hazy-Eyed Bremen - Mountainous Wheel.png 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 got hit on him. Attacking him from the Y-Axis, from range or with grabs of your own is effective.
Ice Craft.png Ice Craft - Ice Field.png Ice Field - Ice Crash.png Ice Crash - Pinpoint Rush.png Pinpoint Rush - Teleport.png Teleport - Path of Frost.png Path of Frost - Resonance (Glacial Master).png Resonance (Glacial Master)