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Difference between revisions of "City of Noire Ferra"
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==Notes== | ==Notes== | ||
Ancient Dungeon <br> | Ancient Dungeon <br> | ||
− | |||
Only 3 tokens total can be used per run (Party or not) <br> | Only 3 tokens total can be used per run (Party or not) <br> | ||
+ | Required Items: 1 Elven Script of Preservation. (Obtained from an Epic/Repeatable Quest from Klonter.) | ||
+ | |||
==Map== | ==Map== | ||
Line 34: | Line 35: | ||
==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. |
+ | *Note: Most enemies in here have Knockback on Standup, in which when they get knocked into the air and when they hit the ground, a green circle appears below the enemy and will blow you back a small distance. It is possible for this to activate multiple times in a row. | ||
===Room 1=== | ===Room 1=== | ||
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===Room 2=== | ===Room 2=== | ||
*Dark Elf Militia x12 | *Dark Elf Militia x12 | ||
− | *Dark Elf Militia Commander | + | *[[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 | + | 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 knockback on standup. |
===Room 3=== | ===Room 3=== | ||
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*Wailing Dark Elf Zombie x7 | *Wailing 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 | + | 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. |
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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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 that cast large Voids, and if not attacked over time, will eventually fill the entire room, basically ending the dungeon run. | ||
− | 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 | + | 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=== | ||
*Delezie's Necroplasm | *Delezie's Necroplasm | ||
*[[Deranged Impostor |<font color="green">Deranged Impostor</font>''']] | *[[Deranged Impostor |<font color="green">Deranged Impostor</font>''']] | ||
− | * | + | *Small Dimensional Rift |
− | In this room, there'll be a | + | In this room, there'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. |
===Room 7 (Boss Room)=== | ===Room 7 (Boss Room)=== | ||
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*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 and have massive hitstun. The best way to avoid this is to run until Delezie reappears. | ||
− | The primary strategy in this fight is focus fire on Delezie. If it creates duplicates, try to take care them quickly, since they can prolong the fight significantly by healing the boss. | + | 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. |
== Monsters == | == Monsters == | ||
*Dark Elf Militia | *Dark Elf Militia | ||
− | *Dark Elf Militia Commander | + | *[[Dark Elf Militia Commander|<font color="green">Dark Elf Militia Commander </font>''']] |
*Screaming Dark Elf Zombie | *Screaming Dark Elf Zombie | ||
*Waling Dark Elf Zombie | *Waling Dark Elf Zombie | ||
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*Delezie's Necroplasm | *Delezie's Necroplasm | ||
*[[Deranged Impostor |<font color="green">Deranged Impostor</font>''']] | *[[Deranged Impostor |<font color="green">Deranged Impostor</font>''']] | ||
− | * | + | *Small Dimensional Rift |
*'''Boss: [[Phantastmal Delezie|<font color="#ff1493">Phantasmal Delezie</font>''']] | *'''Boss: [[Phantastmal Delezie|<font color="#ff1493">Phantasmal Delezie</font>''']] |
Revision as of 07:18, 25 March 2011
City of Noire Ferra | |
---|---|
File:NoireFerra.gif | |
Location | Noire Ferra |
Min. Level | 55 |
Level | 56-59 |
Monster Level | 58-61 |
End Boss | Phantasmal Delezie |
Contents
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?
Notes
Ancient Dungeon
Only 3 tokens total can be used per run (Party or not)
Required Items: 1 Elven Script of Preservation. (Obtained from an Epic/Repeatable Quest from Klonter.)
Map
Normal map |
---|
Start = Boss = |
Min Fatigue: 7 Max Fatigue: 7 |
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.
- Note: Most enemies in here have Knockback on Standup, in which when they get knocked into the air and when they hit the ground, a green circle appears below the enemy and will blow you back a small distance. 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 knockback on standup.
Room 3
- Screaming Dark Elf Zombie x7
- Wailing 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.
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. 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 that cast large Voids, and if not attacked over time, will eventually fill the entire room, basically ending the dungeon run. 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
- Delezie's Necroplasm
- Deranged Impostor
- Small Dimensional Rift
In this room, there'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.
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 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. Doesn't do much damage, but can be annoying.
- 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.
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.
Monsters
- Dark Elf Militia
- Dark Elf Militia Commander
- Screaming Dark Elf Zombie
- Waling Dark Elf Zombie
- United Dark Elf Zombie
- Immortal Impostor
- Shadow Seeker Priest Noubillus
- Shadow Seeker Priest Nigrumnex
- Shadow Seeker Priest Candidumnex
- Delezie's Necroplasm
- Deranged Impostor
- Small Dimensional Rift
- Boss: Phantasmal Delezie