Welcome to the DFO World Wiki. With many major updates since the release of DFO, many items are missing. Visit Item Database Project to learn more.
Please remember to click "show preview" before saving the page.
Thanks for the updated logo snafuPop!

City of Noire Ferra

From DFO World Wiki
Jump to: navigation, search
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


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.



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




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
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

Damage from enemy attacks creates a 20% chance of casting Super Armor (Status).png Super Armor (Status) for 3 seconds. (Cooldown: 10 sec.)

During the item's optional Super Armor period, damage from enemy attacks restores 20% HP and MP for 3 seconds. (Cooldown: 3 sec.)
No one knows their origin.
Estranged Lover's Necklace.png Estranged Lover's Necklace Necklace 85 M. Def. +8712
INT +40
SPR +99
Damage from enemy attacks create a 30% chance of decreasing your HP by -2%, creating Blood Pool, casting Super Armor (Status).png Super Armor (Status) for 5 seconds, and increasing Physical/Magical Critical Chances by 7%. (Cooldown: 5 sec)
This story strikes a chord with me. - Klonter
Personified Nightmare Ring.png Personified Nightmare Ring Ring 85 M. Def. +3485
STR +59
INT +59
Hit Recovery +90
Poison Damage +20 %

Attacks have a 3% chance of summoning Delezie's GHost. (Cooldown: 5 sec.)

Delezie's Ghost hits and inflicts Poison (Status).png Poison (Status) on enemies, inflicting additional damage at 1,200 Atk. every 0.5 seconds for 5 seconds. (The chance and effect decrease if the targets are Lv. 91 or above, and increase if Lv. 90 or below.)
Every night I have nightmares. The fact that I couldn't stop what happened haunts me, squeezing my soul dry. - Rion
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
Attacks have a 5% chance of summoning Shadow Seeker Void. (Cooldown: 1 sec.)
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
Casting Speed +5 %
Hit Rate -1 %
Kunai Throw Skill Lvl + 1
Spiral Wheel Kunai Skill Lvl + 2
Kunai Mastery Skill Lvl + 2

Kunai Throw.png Kunai Throw kunai size +30% and cooldown -25%

Dark Shadow.png Dark Shadow Explosive Amulet explosion size +30%
Blackened Blood.png Blackened Blood Scythe 85 P. Atk. +952
M. Atk. +1002
I. Atk. +607
STR +68
INT +68
Shadow Damage +26
Physical Critical Chance +2 %
Magic Critical Chance +2 %
Painful Rapture Skill Lvl +1
Metamorphosis Skill Lvl +1

Metamorphosis Demon gauge decrease interval -20%

Falling Soul INT bonus per Demon gauge point +20%

Attacks decrease their targets' Shadow Resistance -10 for 15 seconds. (Max stacks: 1)
This is the blood of my people! - Queen Maya
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
Casting Speed +2 %
Wisdom Blessing Skill Lvl + 2
Echoes of Nothing Skill Lvl + 1
Falling Soul Skill Lvl + 3

Wisdom Blessing.png Wisdom Blessing increases Shadow Damage +22 for its duration. (Max Stacks: 1)

Dark Authority.png Dark Authority Atk. +15%

Pandemonium.png Pandemonium Atk. +15%

Demonize.png Demonize Atk. +20 seconds
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 %
Shadow Chaser Skill Lvl + 5
Shikari Skill Lvl + 3
Offering Skill Lvl + 2
Shadow damage +10%
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 %

Attacks have a 5% chance of casting Super Armor (Status).png Super Armor (Status) for 10 seconds and increasing Physical/Magical Critical Chances +10% and Critical Damage +20% for 20 seconds. (Cooldown: 20 sec.

*Multiple Critical Bonus does not stack. Only the highest value of bonus applies. (Applicable with only Critical Damage))
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
Decreases Physical/Magical Def. -10,000 for all enemies within a 300 px range.

Attacks create a 3% chance of Bleeding enemies, inflicting additional damage at 500 Atk. every 0.5 seconds for 3 seconds.

(The chance and effect decrease if the targets are Lv. 91 or above, and decrease if Lv. 90 or below.)

+10% damage on Bleeding enemies
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%

*Mutliple +% damage bonus does not stack. Only the highest value of bonus applies. (Not applicable to Critical Damage)

+15,000 damage on Human enemies

+15,000 damage on Undead enemies

Casts a Cursing aura around enemies in a 500 px range.
It's sad, really. - Sharan
Nightmare-infested Tooth.png Nightmare-infested Tooth Twin Sword 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 %

Piercing Strength + 15

Critical damage + 17%

*Multiple Critical Bonus does not stack. Only the highest value of bonus applies. (Applicable with only Critical Damage)
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 %

Attacks have a 10% chance of casting Repenting Lightning for 10 seconds. (Cooldown: 20 sec.)

Repenting Lightning creates a 50% chance of Electrocution (Status).png Shock (Status) enemies for 4 seconds, inflicting damage at 1,200 Atk. in each attack.
(This chance and effect decreases if the targets are Lv. 91 or above and increases if Lv. 90 or below.)

+10 damage on Electrocution (Status).png Shock (Status) enemies
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 %

Attacks create a 3% chance of casting Camouflage for 5 seconds. (Cooldown: 10 sec. This option is canceled when the item is unequipped.)

During this item's Camouflage effect, attacks create a 10% chance of decreasing enemy HP -30%. (The chance and effect decrease if the targets are Lv. 91 or above and increase if Lv. 90 or below. 1/3 effectiveness on Champion monsters and 1/6 on Boss/Hell monsters.)
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 %

Attacks have a 10% chance of causing one of the following Abnormal status effects to enemies for 5 seconds.

- Bleeds, Poisons, or Burns, inflicting damage at 2,333 Atk. every 0.5 seconds for 6 seconds.

- Shocks for 6 seconds, inflicting additional damage at 2,333 Atk. in each attack.

- Petrifies for 6 seconds, and then inflicts damage at 15,775 Atk.

- Curses, decreasing STR/VIT/INT/SPR -67 for 6 seconds.

- Slows down, decreasing Movement Speed -15% and Attack Speed -10% for 6 seconds.

- Blinds, decreasing visual range -90% and Hit Rate -20% for 6 seconds.

- Freezes/Stuns/Immobilizes/Confuses for 6 seconds.

(The listed Abnormal Status chances and effects decrease if the targets are Lv. 91 or above and increase if Lv. 90 or below.)

+10% damage on Abnormal enemies
Eliminate them all. - Elder Saffron
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 %
Lesser Spirit: Stalker Skill Lvl + 2
Greater Spirit: Dead Murker Skill Lvl + 2
Common Spirit: Sheyd Skill Lvl + 2
Ice Lance Skill Lvl + 2
Broken Arrow Skill Lvl + 2
Ice Orb Skill Lvl + 2

Creates an aura for party members within a 300 px range to increase their Shadow Damage by 20.

Lesser Spirit- Stalker.png Lesser Spirit: Stalker Atk. +20% and summon duration +10 sec.

Greater Spirit- Dead Murker.png Greater Spirit: Dead Murker Lesser Spirit cost +1 and max summon count +1

Stalker Sacrifice.png Stalker Sacrifice basic summon count +1

Resonance (Glacial Master).png Resonance (Glacial Master) Enemy Water Resistance Reduction Rate +15

Ice Lance.png Ice Lance Atk. +20%, Cooldown -10%

Windmill Spear.png Windmill Spear Atk. +15%
Young Mage, I see your sad past is weighing you down. - Sharan