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City of Noire Ferra
Noire Ferra | |
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File:NoireFerra.gif | |
Location | Noire Ferra |
Min. Level | 53 |
Level | 56-59 |
Monster Level | 58-61 |
End Boss | Phantasmal Delezie |
Contents
Description
NOTE: Will be updated with more information after the dungeon is officially released.
Entry Requirement
- Required Items: 1 Elven Script of Preservation. (obtained from an Epic/Repeatable Quest from Klonter)
Map
Normal map |
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Start = Boss = |
[[File:]] |
Min Fatigue: 7 Max Fatigue: 7 |
Strategy
Unlike the other Ancient Dungeons, 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.
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 also rapidly drain your HP, so watch where you're standing! Also has a knockback aura.
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 and letting out a roar that will Stun everyone in the room. On top of that, they're MUCH stronger than the Screaming and Wailing Zombies, and are much more dangerous to deal with.
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 Tombstone that can deal severe damage if you get caught in it. They both have knockback on standup.
Room 6
- Delezie's Necroplasm
- Deranged Impostor
- Interdimensional Rift
In this room, there'll be a Interdimensional Rift and an Deranged Impostor, a stronger Immortal Impostor without the Lightning attack. The goal in this room is to defeat the Interdimensional Rift, since it'll summon Delezie's Necroplasms, which can Poison on contact and will fill the room as long as the Rift stands. On top of that, the Necroplasms power up the Deranged Impostor. However, defeating the Interdimensional 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 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.
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
- Interdimensional Rift
- Boss: Phantasmal Delezie