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Difference between revisions of "City of Noire Ferra"

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[[Category:Dungeons]]
 
[[Category:Noire Ferra]]
 
 
[[Category:Ancient Dungeons]]
 
[[Category:Ancient Dungeons]]
 +
[[Category:Noire Ferra Dungeons]]
 
{{Infobox_Dungeon
 
{{Infobox_Dungeon
 
|backgroundcolor=#000
 
|backgroundcolor=#000
 
|fontcolor=#fff
 
|fontcolor=#fff
|Location=[[Noire Ferra]]
+
|Location=[[Noire Ferra]]<br>[[Time Gate - Requiem]]
 
|Name=City of Noire Ferra
 
|Name=City of Noire Ferra
 
|Image=[[File:NoireFerra.png]]
 
|Image=[[File:NoireFerra.png]]
|MinLevel=55
+
|MinLevel=85
|Level=56-59
+
|Level=85-88
|MLevel=58-61
+
|MLevel=85-88
|Boss=[[Phantasmal Delezie]]
+
|Boss={{Monster link|Phantasmal Delezie}}
 
}}
 
}}
 
==Description==
 
==Description==
Tragedy has befallen the Dark Elf City of Noire Ferra. A horrible epidemic killed many residents... and turned others into undead monsters. After determining that the Dark Elf alchemist Morgan hid his journal somewhere in the city before he himself was consumed by the epidemic, Klotner has asked that you aid him in locating it, as the journal may contain information about his last days in the City of Noire Ferra. What could possibly have taken place to ruin the once-peaceful Dark Elven homeland?
+
Tragedy has befallen the Dark Elf village of Noire Ferra. An epidemic killed many residents... and turned the rest into ghouls. Some of the ghouls roam inside the stranded cave, howling with anger, but most of them are outside, cursing the living and thirsting for blood. The epidemic had killed countless Dark Elves. [[Iris]]'s divination read, "The epidemic that spread in the Dark Elf village is related to what the Human empire is doing," and that only deepened the Dark Elves' distrust in the Humans.
  
 
==Notes==
 
==Notes==
Ancient Dungeon. <br>
+
 
Only 3 tokens total can be used per run. <br>
+
*Entrance Fee: 10 {{Item|Endless Eternity|Endless Eternities}} and 120 {{Item|Clear Cube Fragment|Clear Cube Fragments}}
Each run requires 1 Elven Script of Preservation. (Obtained from an Epic/Repeatable Quest from Klonter.)
+
*3 tokens total per run (With or without a party.)
  
 
==Map==
 
==Map==
Line 29: Line 28:
 
|style="padding:10px;" style="text-align:center"| [[File:Noire_ferra_map.PNG]]
 
|style="padding:10px;" style="text-align:center"| [[File:Noire_ferra_map.PNG]]
 
|-
 
|-
| style="text-align:center"| '''Min Fatigue:''' 7<br>'''Max Fatigue:''' 7
+
| style="text-align:center"| '''Min. Fatigue Points:''' 7<br>'''Max. Fatigue Points:''' 7
 
|}
 
|}
 +
 +
== Monsters ==
 +
 +
* {{Spawns|Dark Elf Militia}}
 +
* {{Spawns|Dark Elf Militia Commander}}
 +
* {{Spawns|Screaming Dark Elf Zombie}}
 +
* {{Spawns|Wailing Dark Elf Zombie}}
 +
* {{Spawns|Patchwork Dark Elf Zombie}}
 +
* {{Spawns|Immortal Imposter}}
 +
* {{Spawns|Grim Seeker Noubillus}}
 +
* {{Spawns|Grim Seeker Nigrumnex}}
 +
* {{Spawns|Grim Seeker Candidumnex}}
 +
* {{Spawns|Delezie's Necroplasm}}
 +
* {{Spawns|Deranged Imposter}}
 +
* {{Spawns|Small Interdimensional Rift}}
 +
* '''Boss:''' {{Spawns|class=boss|Phantasmal Delezie}}
 +
 +
==Quests==
 +
{{Quest list|dungeon={{PAGENAME}}}}
  
 
==Strategy==
 
==Strategy==
Line 47: Line 65:
  
 
===Room 3===
 
===Room 3===
*Screaming Dark Elf Zombie x7
+
*[[Screaming Dark Elf Zombie]] x7
*Wailing Dark Elf Zombie x7
+
*[[Waling Dark Elf Zombie]] x7
  
Starting out in this room, the enemies will be split amongst the sides of the room, with the Screaming on the left, and Wailing on the right. The gimmick of this room is to prevent the Screaming and Wailing Dark Elf Zombies from combining with each other. If they do, they'll merge into a United Dark Elf Zombie, recovering all HP. They can let out a roar that will Stun everyone in the room (only happens once) and summon rocks to fall on a character similar to Stone Skeletons. On top of that, they're MUCH stronger and faster than the Screaming and Wailing Zombies, and are much more dangerous to deal with as a result.
+
Starting out in this room, the enemies will be split amongst the sides of the room, with the Screaming on the left, and Wailing on the right. The gimmick of this room is to prevent the Screaming and Wailing Dark Elf Zombies from combining with each other. If they do, they'll merge into a United Dark Elf Zombie, recovering all HP. They can let out a roar that will Stun everyone in the room (only happens once), can punch players across the room, and summon rocks to fall on a character similar to Stone Skeletons. On top of that, they're MUCH stronger and faster than the Screaming and Wailing Zombies, and are much more dangerous to deal with as a result.
  
 
The Screaming Dark Elf Zombies have low Magic Defense, and the Wailing Dark Elf Zombies have low Physical Defense, so split your forces accordingly.
 
The Screaming Dark Elf Zombies have low Magic Defense, and the Wailing Dark Elf Zombies have low Physical Defense, so split your forces accordingly.
Line 58: Line 76:
 
*[[Shadow Seeker Priest Noubillus |<font color="green">Shadow Seeker Priest Noubillus </font>''']]
 
*[[Shadow Seeker Priest Noubillus |<font color="green">Shadow Seeker Priest Noubillus </font>''']]
  
Arriving in the room, you'll see the Immortal Impostors, poised to attack. They can lay down Lightning Bolts that can cause Electrocution and track players across the room for a long period of time, meaning they should be dealt with quickly while avoiding the bolts. But the true enemy in the room is Shadow Seeker Priest Noubillus who'll revive the fallen Immortal Impostors. However, he'll move around quickly and hide himself, as well as having knockback on standup, making him a hard target to kill.
+
Arriving in the room, you'll see the Immortal Impostors, poised to attack. They can lay down Lightning Bolts that can cause Electrocution and track players across the room for a long period of time, meaning they should be dealt with quickly while avoiding the bolts. But the true enemy in the room is Shadow Seeker Priest Noubillus who'll revive the fallen Immortal Impostors if he gets close to them. However, he'll move around quickly and hide himself, as well as having knockback on standup, making him a hard target to kill.
  
 
===Room 5===
 
===Room 5===
Line 64: Line 82:
 
*[[Shadow Seeker Priest Candidumnex|<font color="green">Shadow Seeker Priest Candidumnex </font>''']]
 
*[[Shadow Seeker Priest Candidumnex|<font color="green">Shadow Seeker Priest Candidumnex </font>''']]
  
This room has two Shadow Seeker Priests that cast large Voids, and if not attacked over time, will eventually fill the entire room, basically ending the dungeon run.
+
This room has two Shadow Seeker Priests, one on each side of the room, that cast large Voids. These voids will travel across the room towards the opposite priest, placing markers over their heads upon contact similar to Guardian Cinder from King's Relic (but in reverse). Thus, you must constantly keep them under attack to keep the counter down. If triggered, the party is Blinded for an extended period of time. They may randomly summon rocks around themselves similar to the Puppeteers' attacks that can deal severe damage if you get caught in it. They also have a super-armor bubble, but breaking it causes the priest to become invulnerable and teleport a short distance. They both have knockback on standup.
They also have a marker over their heads, similar to Guardian Cinder from King's Relic (but in reverse). Thus, you must constantly keep them under attack to keep the counter down. If triggered, the party is Blinded for an extended period of time. They may randomly summon rocks around themselves similar to the Puppeteers' attacks that can deal severe damage if you get caught in it. They both have knockback on standup.
 
  
 
===Room 6===
 
===Room 6===
Line 80: Line 97:
  
 
It may not be the true Delezie, but it'll put up quite a fight nonetheless.
 
It may not be the true Delezie, but it'll put up quite a fight nonetheless.
*Combo Attack - Does a basic combo attack that deals significant damage.
+
*Combo Attack - Does a basic 3-hit combo attack that deals significant damage.
 
*Drill Attack - Shapeshifts into a drill, and drills across the room. Deals decent damage.
 
*Drill Attack - Shapeshifts into a drill, and drills across the room. Deals decent damage.
*Eat - Delezie will open its large mouth and engulf and hold a character in place. Doesn't do much damage, but can be annoying.
+
*Eat - Delezie will open its large mouth and engulf and hold a character in place for a second before throwing the character across the room. Doesn't do much damage, but can be annoying.
 +
*Super Bite - The screen will darken and Delezie will start pulling players towards it before performing a massive bite attack. Only the main boss can do this move.
 
*Duplicate - Delezie's most dangerous move; it'll create duplicates of itself that act exactly like Phantasmal Delezie, but also have the ability to heal the boss for several bars of HP at close range.  
 
*Duplicate - Delezie's most dangerous move; it'll create duplicates of itself that act exactly like Phantasmal Delezie, but also have the ability to heal the boss for several bars of HP at close range.  
*Ground Spikes - Usually occurs during or after creating a Duplicate. Delezie will go underground and shapeshift into spikes that erupt from the ground. If hit, these can do massive damage, as they hit multiple times and have massive hitstun. The best way to avoid this is to run until Delezie reappears.
+
*Ground Spikes - Usually occurs during or after creating a Duplicate. Delezie will go underground and shapeshift into spikes that erupt from the ground. If hit, these can do massive damage as they hit multiple times, have massive hitstun, and can combo into more spikes. The best way to avoid this is to run until Delezie reappears.
 +
 
 +
The primary strategy in this fight is to focus fire on Delezie. If it creates duplicates, try to focus your attacks on them and take care of them quickly, since they can prolong the fight significantly by healing the boss or deal heavy damage by chaining throws. Once again, the boss has knockback on standup.
  
The primary strategy in this fight is to focus fire on Delezie. If it creates duplicates, try to focus your attacks on them and take care of them quickly, since they can prolong the fight significantly by healing the boss. Once again, the boss has knockback on standup.
+
== Legendary items ==
  
== Monsters ==
+
{{Equipment list|dungeon={{PAGENAME}}}}
*[[Dark Elf Militia]]
 
*[[Dark Elf Militia Commander|<font color="green">Dark Elf Militia Commander </font>''']]
 
*[[Screaming Dark Elf Zombie]]
 
*[[Waling Dark Elf Zombie]]
 
*[[United Dark Elf Zombie|<font color="green">United Dark Elf Zombie</font>''']]
 
*[[Immortal Impostor]]
 
*[[Shadow Seeker Priest Noubillus |<font color="green">Shadow Seeker Priest Noubillus </font>''']]
 
*[[Shadow Seeker Priest Nigrumnex |<font color="green">Shadow Seeker Priest Nigrumnex </font>''']]
 
*[[Shadow Seeker Priest Candidumnex|<font color="green">Shadow Seeker Priest Candidumnex </font>''']]
 
*[[Delezie's Necroplasm]]
 
*[[Deranged Impostor |<font color="green">Deranged Impostor</font>''']]
 
*[[Small Dimensional Rift]]
 
*'''Boss: [[Phantasmal Delezie|<font color="#ff1493">Phantasmal Delezie</font>''']]
 

Latest revision as of 19:48, 19 April 2018

City of Noire Ferra
City of Noire Ferra.png
Location Noire Ferra
Time Gate - Requiem
Min. Level 85
Level 85-88
Monster Level 85-88
End Boss Icon-Phantasmal Delezie.png Phantasmal Delezie

Description

Tragedy has befallen the Dark Elf village of Noire Ferra. An epidemic killed many residents... and turned the rest into ghouls. Some of the ghouls roam inside the stranded cave, howling with anger, but most of them are outside, cursing the living and thirsting for blood. The epidemic had killed countless Dark Elves. Iris's divination read, "The epidemic that spread in the Dark Elf village is related to what the Human empire is doing," and that only deepened the Dark Elves' distrust in the Humans.

Notes

Map

Normal map
Start = Starting Point.png Boss = Boss.png
Noire ferra map.PNG
Min. Fatigue Points: 7
Max. Fatigue Points: 7

Monsters

Quests

Strategy

Unlike the other Ancient Dungeons, the City of Noire Ferra puts your speed and damage to the test. Thus, many of the rooms can be cleared quickly if your damage output is high enough. Most enemies in here have Knockback on Standup, which means if they get knocked into the air, a green circle appears below the enemy and will blow you back a small distance when they hit the ground. It is possible for this to activate multiple times in a row.

Room 1

  • Dark Elf Militia x8

Pretty easy to approach, but beware of the Dark Elf Militia's attacks. Their attacks can cause Bleeding, and they may try to self-destruct when low on HP. If hit, you'll be infected with very high-level Poison.

Room 2

Very similar to Room 1, but now with a Dark Elf Militia Commander. The Commander must be killed off quickly as he'll summon more enemies into the fight. Like the Militia, the Commander's attacks can cause Bleeding, and has pools of Blood he spits on the ground. Standing on these pools rapidly drain your HP, so watch where you're standing. Has knock back on standup.

Room 3

Starting out in this room, the enemies will be split amongst the sides of the room, with the Screaming on the left, and Wailing on the right. The gimmick of this room is to prevent the Screaming and Wailing Dark Elf Zombies from combining with each other. If they do, they'll merge into a United Dark Elf Zombie, recovering all HP. They can let out a roar that will Stun everyone in the room (only happens once), can punch players across the room, and summon rocks to fall on a character similar to Stone Skeletons. On top of that, they're MUCH stronger and faster than the Screaming and Wailing Zombies, and are much more dangerous to deal with as a result.

The Screaming Dark Elf Zombies have low Magic Defense, and the Wailing Dark Elf Zombies have low Physical Defense, so split your forces accordingly.

Room 4

Arriving in the room, you'll see the Immortal Impostors, poised to attack. They can lay down Lightning Bolts that can cause Electrocution and track players across the room for a long period of time, meaning they should be dealt with quickly while avoiding the bolts. But the true enemy in the room is Shadow Seeker Priest Noubillus who'll revive the fallen Immortal Impostors if he gets close to them. However, he'll move around quickly and hide himself, as well as having knockback on standup, making him a hard target to kill.

Room 5

This room has two Shadow Seeker Priests, one on each side of the room, that cast large Voids. These voids will travel across the room towards the opposite priest, placing markers over their heads upon contact similar to Guardian Cinder from King's Relic (but in reverse). Thus, you must constantly keep them under attack to keep the counter down. If triggered, the party is Blinded for an extended period of time. They may randomly summon rocks around themselves similar to the Puppeteers' attacks that can deal severe damage if you get caught in it. They also have a super-armor bubble, but breaking it causes the priest to become invulnerable and teleport a short distance. They both have knockback on standup.

Room 6

In this room, they'll be a Small Dimensional Rift and an Deranged Impostor, a stronger Immortal Impostor without the Lightning attack. The goal in this room is to defeat the Small Dimensional Rift, since it'll summon Delezie's Necroplasms, which act similar to Land Runners and will explode and inflict high-level Poison. The Necroplasms will fill the room as long as the Rift stands. On top of that, the rift powers up the Deranged Impostor and will revive it if it dies. However, defeating the Small Dimensional Rift will kill the Deranged Impostor if you haven't killed it yet.

  • Note: If you get Hell Mode in City of Noire Ferra, this room will only have a few Delezie's Necroplams to defeat since the Sealed Container appears here. In other words, this room is actually much easier to clear with Hell Mode active.

Room 7 (Boss Room)

Phantasmal Delezie

It may not be the true Delezie, but it'll put up quite a fight nonetheless.

  • Combo Attack - Does a basic 3-hit combo attack that deals significant damage.
  • Drill Attack - Shapeshifts into a drill, and drills across the room. Deals decent damage.
  • Eat - Delezie will open its large mouth and engulf and hold a character in place for a second before throwing the character across the room. Doesn't do much damage, but can be annoying.
  • Super Bite - The screen will darken and Delezie will start pulling players towards it before performing a massive bite attack. Only the main boss can do this move.
  • Duplicate - Delezie's most dangerous move; it'll create duplicates of itself that act exactly like Phantasmal Delezie, but also have the ability to heal the boss for several bars of HP at close range.
  • Ground Spikes - Usually occurs during or after creating a Duplicate. Delezie will go underground and shapeshift into spikes that erupt from the ground. If hit, these can do massive damage as they hit multiple times, have massive hitstun, and can combo into more spikes. The best way to avoid this is to run until Delezie reappears.

The primary strategy in this fight is to focus fire on Delezie. If it creates duplicates, try to focus your attacks on them and take care of them quickly, since they can prolong the fight significantly by healing the boss or deal heavy damage by chaining throws. Once again, the boss has knockback on standup.

Legendary items

Icon Name Type Lv Base Stats Other Options
Rock Slide Lore Trousers.png Rock Slide Lore Trousers Leather Bottom 85 P. Def. +2178
STR +108
INT +108
SPR +45
HP MAX +220
What happened to these pants to have deformed them like this? - Alchemist Morgan
Black Mist Plague Bracelet.png Black Mist Plague Bracelet Bracelet 85 M. Def. +5227
STR +40
VIT +99
EXO +460
Fighter(F):
Apply Poison Skill Lvl + 1
Fighter(M):
Poison Throw Skill Lvl + 2
If you can control diseases, then you can control the entire continent.
Noubillus's Mind Control Bracelet.png Noubillus's Mind Control Bracelet Bracelet 85 M. Def. +5227
STR +40
VIT +99
Movement Speed +3 %
All Abnormal Status Resist +45
Condensed Grudge Orb.png Condensed Grudge Orb Magic Stone 85 I. Atk. +110
STR +58
INT +58
VIT +58
SPR +58
Poison Damage +40 %
Poison Level +8
Bleeding Damage +40 %
Bleeding Level +8
Deranged Imposter's Seal Orb.png Deranged Imposter's Seal Orb Magic Stone 85 STR +58
INT +58
VIT +58
SPR +58
Shadow Damage +24
Punish that wicked imposter!
Shadow Seeker Gleaming Eye.png Shadow Seeker Gleaming Eye Magic Stone 85 STR +58
INT +58
VIT +58
SPR +58
Shadow Resist +18
Shadow Damage +24
No one knows their origin.
Two Hearts.png Two Hearts Magic Stone 85 STR +91
INT +58
VIT +91
SPR +58
HP MAX +550
Candidumnex's Emission Necklace.png Candidumnex's Emission Necklace Necklace 85 M. Def. +8712
INT +40
SPR +99
Estranged Lover's Necklace.png Estranged Lover's Necklace Necklace 85 M. Def. +8712
INT +40
SPR +99
This story strikes a chord with me. - Klonter
Nigrumnex's Emission Necklace.png Nigrumnex's Emission Necklace Necklace 85 M. Def. +8712
INT +40
SPR +99
Shadow Seeker Black Rosary.png Shadow Seeker Black Rosary Necklace 85 M. Def. +8712
INT +40
SPR +99
Shadow Damage +24
What are the Shadow Seekers doing in there?
Lunatic Blade.png Lunatic Blade Ring 85 M. Def. +3485
STR +92
INT +92
Attack Speed +2 %
Movement Speed +2 %
Casting Speed +3 %
Slow Down Tolerance +35
Personified Nightmare Ring.png Personified Nightmare Ring Ring 85 M. Def. +3485
STR +59
INT +59
Hit Recovery +90
Poison Damage +20 %
Every night I have nightmares. The fact that I couldn't stop what happened haunts me, squeezing my soul dry. - Rion
Madness of the Dirty Illusion.png Madness of the Dirty Illusion Plate Armor Shoes 85 STR +24
INT +24
VIT +28
Movement Speed +4 %
I didn't know a mere illusion could be so strong!
Shadow Seeker Order Shoes.png Shadow Seeker Order Shoes Cloth Shoes 85 P. Def. +653
INT +30
SPR +30
Movement Speed +4 %
Shadow Damage +14
Mage(F):
The Void Skill Lvl + 3
The Void Upgrade Skill Lvl + 1
Mage(M):
Dark Zone Skill Lvl + 3
Dark Zone Upgrade Skill Lvl + 1
Embroidered with the words, Walk in the Shadows.
Militia Captain's Armband.png Militia Captain's Armband Sub Equipment 85 STR +39
INT +39
VIT +39
SPR +39
Indentifies the bearer as the leader of the milita.
Shadow Seeker Bible.png Shadow Seeker Bible Sub Equipment 85 STR +39
INT +39
VIT +39
SPR +39
Priest(M):
Metamorphosis Skill Lvl + 1
Demonize Skill Lvl + 1
This book describe the end of the world.
Shadow Seeker Priest Face Veil.png Shadow Seeker Priest Face Veil Sub Equipment 85 STR +39
INT +39
VIT +39
SPR +39
Shadow Resist +30
Shadow Damage +18
I hear the dead crying... - Mintai
Ancient Weapon.png Ancient Weapon Chakra Weapon 85 P. Atk. +767
M. Atk. +1102
I. Atk. +607
INT +101
EXO +736
Casting Speed +5 %
Hit Rate -1 %
Thief(F):
Kunai Throw Skill Lvl + 1
Spiral Wheel Kunai Skill Lvl + 2
Kunai Mastery Skill Lvl + 2
Blackened Blood.png Blackened Blood Scythe 85 P. Atk. +952
M. Atk. +1002
I. Atk. +607
STR +68
INT +68
EXO +736
Shadow Damage +26
Physical Critical Chance +2 %
Magic Critical Chance +2 %
Priest(M):
Painful Rapture Skill Lvl +1
Metamorphosis Skill Lvl +1
Priest(F):
Sin-burdened Body Skill Lvl +1
This is the blood of my people! - Queen Maya
Bloodthirsty Dual Blades.png Bloodthirsty Dual Blades Dual Blade 85 P. Atk. +1022
M. Atk. +801
I. Atk. +607
STR +68
EXO +736
Physical Critical Chance +10 %
Fallen Heart Cross.png Fallen Heart Cross Cross 85 P. Atk. +1002
M. Atk. +952
I. Atk. +607
P. Def. +990
M. Def. +990
INT +68
VIT +83
SPR +83
EXO +736
Casting Speed +2 %
Shadow Damage +22
Priest(M):
Echoes of Nothing Skill Lvl + 3
Falling Soul Skill Lvl + 3
Priest(F):
Sin-burdened Body Skill Lvl + 3
Seven Deadly Sins Skill Lvl + 3
Some Priests have succumbed to the harsh reality. - Grandis Gracia
Illusion's Ominous Fang.png Illusion's Ominous Fang Spear 85 P. Atk. +1202
M. Atk. +851
I. Atk. +607
STR +101
Inflict Shadow Damage
Shadow Damage +24
Physical Critical Chance +2 %
Mage(F):
Shadow Chaser Skill Lvl + 5
Mage(M):
Shikari Skill Lvl + 3
Offering Skill Lvl + 2
Oh, this reaction...?! - Some Mage
Militia Captain's Deformed Hand.png Militia Captain's Deformed Hand Gauntlets 85 P. Atk. +1202
M. Atk. +901
I. Atk. +607
STR +211
VIT +33
Hit Rate +1 %
Critical Damage +20% (conditional)
A terrible thing has happened. - Morgan
Militia Captain's Yellowed Horn.png Militia Captain's Yellowed Horn Pole 85 P. Atk. +1081
M. Atk. +901
Oh, my people have suffered enough... - Queen Maya
Militiaman's Cranium.png Militiaman's Cranium Rosary 85 P. Atk. +901
M. Atk. +1229
I. Atk. +607
INT +189
Casting Speed +5 %
Magic Critical Chance +2 %
Attack Damage +10%
It's sad, really. - Sharan
Nightmare-infested Tooth.png Nightmare-infested Tooth Dual Blade 85 P. Atk. +1194
M. Atk. +801
I. Atk. +607
STR +68
Inflict Shadow Damage
Attack Speed +10 %
Shadow Damage +14
Physical Critical Chance +10 %
All right then, let's settle it right here and now.
Sharp Silent Scream.png Sharp Silent Scream Bowgun 85 P. Atk. +789
M. Atk. +876
I. Atk. +607
STR +68
INT +34
Light Damage +24
Physical Critical Chance +11 %
Magic Critical Chance +8 %
Hit Rate +1 %
Critical Damage +17%
Remember: no poison is deadlier than sadness. - Ludmilla
Silent Mayhem- Lightning.png Silent Mayhem: Lightning Knuckle 85 P. Atk. +952
M. Atk. +1152
I. Atk. +607
INT +68
Casting Speed +2 %
Powerful attacks are often silent.
Silent Mayhem- Swiftness.png Silent Mayhem: Swiftness Revolver 85 P. Atk. +937
M. Atk. +789
I. Atk. +607
STR +68
Inflict Shadow Damage
Shadow Resist +18
Shadow Damage +26
Physical Critical Chance +2 %
I'm willing to take the risk. - Rebecca
Squirming Vile Spirit Residue.png Squirming Vile Spirit Residue Wand 85 P. Atk. +809
M. Atk. +1152
I. Atk. +607
INT +68
Shadow Damage +22
Magic Critical Chance +5 %
Eliminate them all. - Elder Saffron
Unsung Warrior's Tachi.png Unsung Warrior's Tachi Katana 85 P. Atk. +952
M. Atk. +1052
I. Atk. +607
STR +112
INT +162
HP MAX +550
Casting Speed +4 %
Physical Critical Chance +15 %
Magic Critical Chance +15 %
Hit Rate -1 %
Slayer Level 1-20 All Skill Lv +3 (Special Skills excluded)
Dark Knight Level 1-20 All Skill Lv +3 (Special Skills excluded)
The skill level increases based on the initial skill level. There are no increases for skills that are mastered at Level 1.
Wailing Revenant Form.png Wailing Revenant Form Rod 85 P. Atk. +901
M. Atk. +1102
I. Atk. +607
INT +101
Casting Speed +5 %
Hit Rate -1 %
Mage(F):
Lesser Spirit: Stalker Skill Lvl + 2
Greater Spirit: Dead Murker Skill Lvl + 2
Common Spirit: Sheyd Skill Lvl + 2
Mage(M):
Ice Lance Skill Lvl + 2
Broken Arrow Skill Lvl + 2
Ice Orb Skill Lvl + 2
Young Mage, I see your sad past is weighing you down. - Sharan