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Tower of Anguish
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, 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 - Tombstone Triangle - Dark Flame Sword (Soul Bender) - Ghost Slash - Kalla of Dark Flame - Afterimage of Keiga - Lunar Curtain - Drive Slash | |||
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 - Jackyl - Lollipop | |||
5F | 110 | Hellhole | A Justice; Make 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 |