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Altar of Ascension

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Altar of Ascension
Altar of Ascension.png
Location Valley of Fallen Souls
Min. Level 65
Level 65~70
Monster Level 65~70
End Boss Luminous Anodron

Description

The Altar of Ascension is a special gauntlet-type area, where you must attempt to get though seven rounds of enemies. In order to move on, you must defeat all enemies in a round before going to the next. After each round, you can choose whether you'd like the next round to be Easy or Hard. Needless to say, you'll fight much harder enemies in a Hard round. 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).

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

Restrictions

  • You can enter the Altar of Ascension up to 3 times a day.
  • Entry is restricted to the first 10 minutes of every hour.
  • Much like the Altar of Infinity, you're free to use whatever consumables and Cube Frag skills you have.
  • You are limited to 4 life tokens uses per run.
  • Going in with a Party makes the monsters stronger.
  • Sacred Blessings WILL NOT work or take effect.


Death & Rewards

You'll gain Item Cards and extra experience based on how far you made through the Altar. The more rounds you complete, the more Item Cards and EXP you'll get. However, the max amount of Item Cards is limited to ten.

Enemies may also drop Heaven's Medals when defeated. Hard enemies and Luminous Anodron will have a very high chance of dropping them. Heaven's Medals can be traded at Iris for 1 of 3 different types of Luminous Anodron cards which enchants a Sub Equipment.

Completing Altar of Ascension may reward you with a Bind Sphere or Gold Bind Sphere. Going through more hard monsters will raise your chances of obtaining a bind sphere. Bind Spheres are used to combine 2 rare equipment and generate a high level one. Gold Bind Spheres combine 2 legacy or unique equipment into more powerful ones.

Monsters

  • Each monster is set dependent on the round. The 1st and 7th rounds are always the same. You'll have your choice of enemies for the 2nd through 6th rounds.

Round 1

Attendant Gordic

  • Permanent Super Armor
  • Cannot be thrown
  • Occasionally rolls away in response to attacks and follows up up with a ramming attack that stuns
  • Attacks with an arcing slash or ramming attack
  • When he raises his sword, he will charge up a ground slam that can be avoided by jumping.

Round 2

Puppeteer Coco (Easy)

  • Takes very little damage when attacked directly
  • Accompanied by 4 Dark Cloud Scarecrow Puppets
  • Inflicts confusion
  • Dies when puppets are destroyed

Sniper Trigger (Hard)

  • Cannot be thrown
  • Frequently teleports to either side of the room and becomes invisible.
  • Upon teleporting, drops a grenade that inflicts heavy damage
  • Will try to snipe you with a Neil the Sniper style attack. Hitting him will stop this.
  • Medium damage forward shots.

Round 3

Black Pig BooWoo (Easy)

  • Permanent super armor
  • Freezing breath attack
  • Will jump off screen and quickly crash down on your position.
  • Randomly rolls around with invincibility frames.

Elise's Soul (Hard)

Round 4

Javelin Yom (Easy)

  • Throws a multitude of long-lasting boomerangs
  • Will attempt to stand in the path of her boomerangs, so it is best to fight at a distance
  • Also has a quick forward dashing strike.

Goblin Underminer (Hard)

  • Ranger McGee fighting style
  • Has a tumbling move that will hit any player in its path. He will use this to stop combos and can do it mid-air.
  • Stops to put down a mine that releases a bomb into the air; he is invincible for the duration of the cast bar when setting. When the bomb hits the ground, the impact will knock you down. Quick rebound to avoid massive room-wide damage. Must be on the ground to be knocked down.
  • The bomb falls at a slow rate and can be knocked back into the air as well as in the direction of the hit, allowing you to keep it on screen to watch its progress and keep it in the air if desired. If it takes too much damage, however, it may explode mid air.

(Observed party issue) When the bomb hits the ground, it may cause only one player to fall and thus be able to quick rebound, so the other player must utilize invincibility to avoid damage.

Round 5

Dark Soul (Easy)

Schizoid Porto (Hard)

  • Gets a sparkling aura that draws into him, which will release a medium range freezing shockwave.
  • After taking enough damage, he will stab himself and become invincible, similar to Vangelis. This summons 3 other GBL type enemies. One has a freezing aura similar to Ghoulish, one inflicts silence, and one will blast a large flamethrower after his cast bar fills. If they are all not killed before Porto's cast bar finishes filling, the summoned enemies will disappear and players take heavy damage. Killing all 3 within the time limit will cause Schizoid to take damage instead.

Round 6

Neil (Easy)

(NOTE: please edit with more detail/corrections if necessary)

  • There are two enemies, Neil, a toros warrior, and his brother Pan, a bantu warrior
  • Similar attack patterns to their creature type, with Neil also having an evasive rolling attack and Pan having a fairly long charge attack that can hit at an angle
  • When one brother dies, the other one grows larger and stronger(faster too?)
  • Neil can only be harmed by strong attacks, doing above ~20,000 damage, While Pan can only be harmed by weaker attacks, ~7500 damage(Numbers are rough guesses)

Noa Monea (Hard)

  • Two impostor style monsters, one red, one blue. The red one is immensely weak against ice, and the blue one against fire.
  • Both enemies will use the lightning attack like in Noier Ferra.
  • Upon their hp going to 0, both enemies leave their body on the ground with a health bar. The body can only be destroyed with an attack of the monster's weakness, and if left alone too long, they will resurrect. If you cannot inflict both fire and ice elemental damage, this fight is impossible. A summoned Nias is capable of covering the ice damage in a pinch, but the AI might not cause it to attack in time.
  • Attacking them with the opposite element to their weakness heals them as well as damages you.

Round 7

Luminous Anodron

  • Has two kinds of auras that he will activate, both of which are very specific with their safe zones and damaging if you don't stay in them:

-The first aura involves one large spinning ring around Anodron and a red lingering shadow underneath him. Being outside of the ring will cause heavy tic damage, so stay inside of the ring. The trick here is that the red shadow also damages you, so you need to stay away from any area it covers also, and it grows over time. Both the ring and shadow move with Anodron, who likes to move a lot with this aura on, and the shadow will trail and slowly disappear, making avoiding damage very difficult. It tends to be easier to avoid damage by changing your y-axis than your x-axis, but it is not always the case. Attacking during this aura is difficult to do safely, as many melee attacks will put you in the red shadow.

-The second aura still has the large outer ring, but instead of the red shadow, there is a smaller ring around Anodron. You must stay within the smaller circle to avoid heavy tic damage. This is a good time to attack Anodron, as you can hit stun him and keep the safe zone from moving very much.

  • Anodron may randomly create little bubbles that look similar to a nen guard. They are not protective, however, and will explode and release a cloud of stars that inflict medium damage. This attack occures most frequently during his first aura.
  • Luminous Anodron himself has no form of melee attack, so there is no danger to being close to him, provided his set aura lets you.
  • When Anodron's aura wears off, if he does not cast another one, he will instead pick up anyone in the room in a shadow orb. A meter will appear next to your character with a blue zone and marker in the middle and two red zones on the top and bottom. Holding the X button causes the marker to rise, and not holding it causes it to fall. You must keep the marker in the blue zone or a series of 5 orbs on the side of the meter will light up. Once all the orbs are lit, the character is thrown up and dropped for heavy damage.