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Difference between revisions of "City of Noire Ferra"
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− | + | [[Category:Ancient Dungeons]] | |
− | + | [[Category:Noire Ferra Dungeons]] | |
− | [[Category:Dungeons]] | ||
− | [[Category:Noire Ferra]] | ||
{{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. | + | |Image=[[File:NoireFerra.png]] |
− | |MinLevel= | + | |MinLevel=85 |
− | |Level= | + | |Level=85-88 |
− | |MLevel= | + | |MLevel=85-88 |
− | |Boss= | + | |Boss={{Monster link|Phantasmal Delezie}} |
}} | }} | ||
==Description== | ==Description== | ||
− | Tragedy has befallen the Dark Elf | + | 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== | ||
− | |||
− | |||
− | |||
+ | *Entrance Fee: 10 {{Item|Endless Eternity|Endless Eternities}} and 120 {{Item|Clear Cube Fragment|Clear Cube Fragments}} | ||
+ | *3 tokens total per run (With or without a party.) | ||
==Map== | ==Map== | ||
Line 29: | Line 26: | ||
! style="text-align:right'''|'''Start =''' [[File:Starting Point.png]] '''Boss =''' [[File:Boss.png]] | ! style="text-align:right'''|'''Start =''' [[File:Starting Point.png]] '''Boss =''' [[File:Boss.png]] | ||
|- | |- | ||
− | |style="padding:10px;" style="text-align:center"| [[File: | + | |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== | ||
− | 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. | + | 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=== | ===Room 1=== | ||
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*[[Dark Elf Militia Commander|<font color="green">Dark Elf Militia Commander </font>''']] | *[[Dark Elf Militia Commander|<font color="green">Dark Elf Militia Commander </font>''']] | ||
− | 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 | + | 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=== | ===Room 3=== | ||
− | *Screaming Dark Elf Zombie x7 | + | *[[Screaming 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. | ||
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*[[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=== | ||
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*[[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 | + | 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=== | ===Room 6=== | ||
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*Small Dimensional Rift | *Small Dimensional Rift | ||
− | In this room, | + | 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. | *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)=== | ===Room 7 (Boss Room)=== | ||
− | [[ | + | [[Phantasmal Delezie|<font color="#ff1493">Phantasmal Delezie</font>''']] |
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 | + | *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. 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 or deal heavy damage by chaining throws. Once again, the boss has knockback on standup. |
− | == | + | == Legendary items == |
− | + | ||
− | + | {{Equipment list|dungeon={{PAGENAME}}}} | |
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Latest revision as of 19:48, 19 April 2018
City of Noire Ferra | |
---|---|
Location | Noire Ferra Time Gate - Requiem |
Min. Level | 85 |
Level | 85-88 |
Monster Level | 85-88 |
End Boss | Phantasmal Delezie |
Contents
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
- Entrance Fee: 10 Endless Eternities and 120 Clear Cube Fragments
- 3 tokens total per run (With or without a party.)
Map
Normal map |
---|
Start = Boss = |
Min. Fatigue Points: 7 Max. Fatigue Points: 7 |
Monsters
- Dark Elf Militia
- Dark Elf Militia Commander
- Screaming Dark Elf Zombie
- Wailing Dark Elf Zombie
- Patchwork Dark Elf Zombie
- Immortal Imposter
- Grim Seeker Noubillus
- Grim Seeker Nigrumnex
- Grim Seeker Candidumnex
- Delezie's Necroplasm
- Deranged Imposter
- Small Interdimensional Rift
- Boss: Phantasmal Delezie
Quests
- Arrive in the City of Noire Ferra
- People in Noire Ferra
- Mastermind of the Tragedy
- [City of Noire Ferra] Clearance
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
- Dark Elf Militia x12
- Dark Elf Militia Commander
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
- Immortal Impostor x6
- Shadow Seeker Priest Noubillus
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
- Delezie's Necroplasm
- Deranged Impostor
- Small Dimensional Rift
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)
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 | 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 | 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 | Bracelet | 85 | M. Def. +5227 STR +40 VIT +99 |
Movement Speed +3 %
All Abnormal Status Resist +45 |
||
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 | Magic Stone | 85 | STR +58 INT +58 VIT +58 SPR +58 |
Shadow Damage +24
Punish that wicked imposter! |
||
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 | Magic Stone | 85 | STR +91 INT +58 VIT +91 SPR +58 |
HP MAX +550
|
||
Candidumnex's Emission Necklace | Necklace | 85 | M. Def. +8712 INT +40 SPR +99 |
|||
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 | Necklace | 85 | M. Def. +8712 INT +40 SPR +99 |
|||
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 | 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 | 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 | 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 | 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 | Sub Equipment | 85 | STR +39 INT +39 VIT +39 SPR +39 |
Indentifies the bearer as the leader of the milita. |
||
Shadow Seeker Bible | Sub Equipment | 85 | STR +39 INT +39 VIT +39 SPR +39 |
|||
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 | 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 | 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 | Dual Blade | 85 | P. Atk. +1022 M. Atk. +801 I. Atk. +607 STR +68 EXO +736 |
Physical Critical Chance +10 %
|
||
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 | 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 | 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 | Pole | 85 | P. Atk. +1081 M. Atk. +901 |
Oh, my people have suffered enough... - Queen Maya |
||
Militiaman's Cranium | Rosary | 85 | P. Atk. +901 M. Atk. +1229 I. Atk. +607 INT +189 |
|||
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 | 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 | Knuckle | 85 | P. Atk. +952 M. Atk. +1152 I. Atk. +607 INT +68 |
Casting Speed +2 %
Powerful attacks are often silent. |
||
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 | 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 | 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 | 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 |