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!

Tower of Anguish

From DFO World Wiki
Revision as of 20:40, 31 August 2017 by Rigrot (talk | contribs) (Floor 1~10: Added missing skill to floor 5)
Jump to: navigation, search
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

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 - Sway.png Sway - 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, and she can hold a good portion of the room hostage. Once she starts to get low on HP, 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 attacks 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 throughout 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 gigantic, 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's 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, he will use Teleport. Most of his skills 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 are effective strategies.
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)
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.png Nicholas Rapport - Living Dead.png Living Dead - Black Web.png Black Web - Zombie Rapport.png 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, she will begin using Unleash in place of Arcane Sword Blast.
Unleash.png Unleash - Arcane Sword Blast.png Arcane Sword Blast - Illusion Sword.png Illusion Sword - Flash.png Flash - Imperial Swordsmanship.png Imperial Swordsmanship - Sliding Slash.png 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.png Spinning Deformation - Shadow Render.png Shadow Render - Spin Cutter.png Spin Cutter - Metamorphosis.png Metamorphosis - Painful Rapture.png 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, and hitting him can prove difficult. Once safe will use Elemental Cannon and typically will fire in bursts of three (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 its 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.png Dark Zone - Chain Lightning.png Chain Lightning - Crystal Crash.png Crystal Crash - Elemental Cannon.png Elemental Cannon - Teleport.png 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.png Danger Close - Elemental Bullet.png Elemental Bullet - Overcharge.png Overcharge - G-14 Buster.png G-14 Buster - BBQ.png BBQ - Jack Spike.png Jack Spike - M-137 Gatling Gun.png M-137 Gatling Gun
17F 110 Eungam Rider A Kaiser; She has Super Armor, which makes it hard to stop her from attacking. Her main gimmick is that on a timer bikers will ride across the screen; if you or the boss impact them, a Biker Gang or Chain Biker Gang will be summoned. 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 (Female).png Lightning Dance - One Inch Punch.png One Inch Punch - Power Fist.png Power Fist - Super Armor.png Super Armor - Muscle Shift.png Muscle Shift - Stampede.png Stampede
18F 110 Gold Kiwi A Blade Dancer; A number of her attacks can hit from a long distance or give super armor, potentially making it hard for melee to engage. Note that her attack Cutting Palms has a large y-axis hit-box when trying to avoid it. Like with most floors, her low CDs make it easy for her to combo you to death.
Cutting Palms.png Cutting Palms - Fluttering Blades.png Fluttering Blades - Blazing Palms.png Blazing Palms - Explosive Sword.png Explosive Sword - Soaring.png Soaring - Sword Wheel.png Sword Wheel
19F 110 She's Bruised A Kaiser; She will run around trying to attack you. Her 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.png Mountain Pusher - One Inch Punch.png One Inch Punch - Crushing Fist.png Crushing Fist - Power Fist.png Power Fist - Super Armor.png Super Armor - Muscle Shift.png Muscle Shift - Stampede.png 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 below 90 bars of HP, he will cast Descent of Sieg and will begin using it often, which adds another area that will take up space. As with all the other Soul Benders 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.png Descent of Sieg - Blade Phantom Possession- Technique.png Blade Phantom Possession: Technique - Blade Phantom.png Blade Phantom - Tombstone.png Tombstone - Plague Rhasa.png Plague Rhasa - Kalla of Dark Flame.png Kalla of Dark Flame - Ice Saya.png Ice Saya - Hazy-Eyed Bremen.png Hazy-Eyed Bremen - Ghost Slash.png Ghost Slash - Afterimage of Keiga.png 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.png Suju Inferno - Power Descent.png Power Descent - Atomic Cannon.png Atomic Cannon - Dragon Kick.png Dragon Kick - Power Fist.png Power Fist - Muscle Shift.png Muscle Shift - Super Armor.png 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.png Hell March - RX-78 Land Runner.png RX-78 Land Runner - Camouflage.png Camouflage - HS-1 Friends.png 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.png Ultimate Blade Dance - Lightning - Omnislay- Mind's Sword.png Omnislay: Mind's Sword - Lightning Draw Sword.png Lightning Draw Sword - Draw Sword (Weapon Master).png Draw Sword - Raging Dragon Slash.png Raging Dragon Slash
24F 110 Leader A Justice; Similar to floor 15 will spam Sway and Ducking Dash while near you. Once in melee range he will spam Ducking Body Blow and will then follow up with other skills after. Can be troublesome due to his spam of his two evade moves giving him invincibility frames and other skills giving super armor. If you get far enough away he will run right towards you allowing you to abuse X-Axis skills to engage him.
Nuclear Punch.png Nuclear Punch - Atomic Chopper.png Atomic Chopper - Ducking Body Blow.png Ducking Body Blow - Sway.png Sway - Ducking Dash.png Ducking Dash - Will Driver.png Will Driver