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Tower of Illusion

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Revision as of 20:42, 14 November 2010 by Mr.dancing banana (talk | contribs) (Monsters)
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You follow illusions your entire life just to learn that everything is worth nothing at all; a poignant irony that makes life the greatest gift of all. It's sad that once you learn that, life is just about over. Are you confused? Do you lack meaning in life? Have you lost your way, not knowing what to do? Let me invite you to my world of illusions where you don't have to spend your whole life struggling to find the truth. Just come to me and accept the gift of life that I have to offer you.

Tower of Illusion
Tower of Illusion.png
Location Valley of Fallen Souls
Min. Level 1
Level 1-60
Monster Level Varies
End Boss None

Description

The Tower of Illusion is a special gauntlet-type area, where you must attempt to get as far as you can. In order to move on, you must defeat all enemies on a floor before going to the next. There are 25 floors in total, and the further you go, the harder the enemies get. Consequently, the enemies also get harder if you bring more people with you. However, you're put on semi-even odds with your enemies, as your stats will increase to balance out with the enemies (much like the balancing in PvP). Entering the Tower of Illusion consumes one Dreyfus' Invitation.

  • The Tower of Illusion does not require and fatigue points to enter, nor does it consume any.

Restrictions

Unlike the Tower of Death, you're free to use whatever consumables and cube frag skills you have.

You cannot use life tokens, but you can use "Use" items.

Some moves are also put on automatic cooldown (such as Awakenings), and Summmons don't carry over from one floor to the next, with the exception of a Mech's G-Series skills.

Death & Rewards

Since you can't use tokens here, if you die, that's it. You'll gain Item Cards and extra experience based on how far you made it up the tower. The further you make it up the tower, the more Item Cards and EXP you'll get. However, the max amount of Item Cards is limited to five, and the fifth can only be gotten if you beat your previous record upon completing the tower.

However, it should be worth noting that the Tower of Illusion is one of few places that allow you get Victory Points (VP) without having to do PvP. This can be beneficial for classes or players not skilled at PvP, since this allows them to get VP for Awakening and Quests.

Monsters

  • Varies from floor to floor. You'll face a wide variety of enemies throughout the tower from other areas, as well as many APCs.
  • Upon defeating all the enemies on your floor, you will recover 50% HP and MP.

Floor 1-10

Floor Monster Configuration Notes
Name
1F Hilgave x3
2F Hilgave x4
Progue x3
3F 1 Random low level APC Refer to list below for possible APCs
4F Tau Beast x4
5F Liay (Mage)
Liay will use Phase Shift and basic Mage skills.
6F Merciless One x4
Ghoul x5
7F Lightning Kinoll
Goblin x5
King Galloch
King Galloch inflicts stun with his attacks.
8F Expeller x4
Axe Expeller x3
9F Lugaru
Sirogaru
Kurogaru
Gardener Lal
Whimiscal Sielle
Sielle attacks with the power of a random element.
10F Daius Bloodhand (Exorcist)
Mini Marpisa x4
Daius uses Furious Grab and Smasher.
11F 1~2 Random APCs Higher level APCs start appearing here.
12F Aejorines
Melnahrut
Aejorines absorbs Water attacks, Melnahrut absorbs Light attacks.
13F Dendroid x2
Goliden x2
Gardener Lal x3
Floor Name: Garden of Illusions
14F Marpisa x4
Poison Marpisa x4
15F Anastacia (Nen Master)
Szak
Floor Name: Absolute Defence
Anastacia attacks with Nen Master skills. Try not to take too many hits as Electrocution will kick in and amplify damage done to you.
16F Quick Marv
Deliberate Dingo
Quiet Humphrey
Dark Elf Guard x2
Rag Zombie x2
Traps and bombs are all over the room. Quick Marv can lay more bombs.
Dingo summons 2x Dark Elf Guards periodically. Will guard until you engage him in melee range. Heals extremely fast while guarding.
Humphrey summons 2x Rag Zombies periodically. His slamming attack must be avoided by jumping. Has moderately fast HP regeneration.

This room may be impossible to clear if you cannot do enough damage to kill the summons and the elites.

17F 1~2 Random APCs Refer to list below for possible APCs
18F Flame Hulk
Aquarius
Dead Murker
Glarine
19F Space Fish x8 Space Fish cannot be launched, grabbed or knocked down. They can heal by eating the coral grass in the corners of the room.
20F Crossfire Santiago (Spitfire)
Karkazak x2
Santiago can use Freezing Bullet and Crossmore.(At the moment, Santiago has no weapon, so damage is very weak)
21F Headless Skeleton x4
Skull Tosser x3
Skeleton heads can be knocked to stun enemies.
22F Wild Toy Soldier x9
Screaming Toy Soldier
This floor is mostly to waste your time. Kill the enemies fast.
23F 1~3 Random APCs Refer to list below for possible APCs
24F Deadly Poison Hidea (Brawler)
Cursed Spider x6
Poison Marpisa x2
Hidea has a vicious Raging Vulcan/Mount that will most likely instantly kill you if you are poisoned by her or the spiders. Get up fast.
25F Sajin the Dragon Swordsman (Blademaster)
Freet X9
Sajin buffs himself with Overdrive, then proceeds to spam Raging Dragon Slash with no cooldown. Can use Draw Sword and Secret Slayer Technique as well.


Random APC List

This covers most of the APCs that show up on the Tower of Illusion.

APC Name Level Floors Skills Notes
Average Slayer 15 3,11,17,23 Ashe Fork, Upward Slash Does basic combos. Will jump and do Ashe Fork.
Common Priest 15 3,11,17,23 Giant Weapon Launcher, Slow Heal, Furious Grab, Smasher Does basic combos. Will attempt to heal at low health.
Average Fighter 15 3,11,17,23 Hammer Kick, Muse's Uppercut, Low Kick Does basic combos. Will continue to attack you while you're downed.
Myre Striker 45 11,17,23 Muse's Uppercut, Low Kick, etc. High HP; usually in Super Armor.
Akaz: Wind Jizun 50 11,17,23 Tornado Kick, Hammer Kick Will always rush you and attempt to force you into melee combat. Comboes using kick skills.
Akaz: Cloud Lin 50 11,17,23 Tornado Kick, Air Walk, etc. Will attempt to do aerial Tornado Kick and Air Walk.
Akaz: Sand Horan 35 11,17,23 Sand Splash, Heaven's Net Spams Sand Splash.
Chris Ruckus 20 11,17,23 Lucky Straight Punch, Blades of Purity, Slow Heal, etc. Slightly more dangerous than Common Priest, as he can combo attacks easier with cancels. Will attempt to heal at low health.
Wayward Exorcist 20 11,17,23 Enter Nirvana, Lucky Straight Punch, Piercing the Darkness, Phoenix Hammer, etc. Slow Attack, Casting, and Movement Speed.
Fire Terra Cotta Mage 30 11,17,23 Lantern Firebomb, Fire Pillar, Phase Shift Will use various combination of attacks in conjunction with Backstep. Be wary of Fire Pillar.
(Water) Terra Cotta Mage 30 Magic Festival, Frosty's Head, Ice Walls, Phase Shift Be very careful approaching her. You may be lured into getting hit by Ice Walls.
Light Terra Cotta Mage 30 Florae Circle, Sun Burst, Phase Shift Be very careful approaching her; her Light attacks are close-range.
Shadow Terra Cotta Mage 30 Pluto, Phase Shift, The Void Has no weapon.
Captain Crux 20 11,17,23 M-137 Gatlling Gun, Steyr AMR, Jack Spike, BBQ Stay away from his horizontal range and attack from above or below.
Dale of Ashen 30 17,23 Ashe Fork, Upward Slash, Aerial Chain Slash Mostly tries to do Ashe Fork.
Springtime Hoi 25 17,23 Wave Wheel Slasher, Triple Slash, Upward Slash, Ashe Fork Will attempt to combo a lot. Being hit by Hoi's attacks may cause the Sleep or Slow effects.
Valedictorian Elin 45 17,23 Muse's Uppercut, Low Kick, Suplex, Tornado Kick, Air Steiner, etc. Will attempt to cast Super Armor whenever possible, try to stop her from doing so. Very aggressive, try to avoid close range combat.