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Ferea

Season 20's map 112: an open high level field, 362 common monsters with a 5 second respawn and the Lord of Ferea with 25 million health.

Updated on August 10, 2026

Ferea is map 112 and it was the first Season 20 map to land here complete: terrain, textures, lighting, minimap, internal teleports and the monsters with Webzen's original models. It is a large open field, high bracket, built for players who already hit the level 400 wall and are climbing master level. The entry requirement is 420 total level, not 420 normal level.

The defining trait of the map is density. There are 362 common monsters spread across the whole area (124 Ferea Knight, 129 Ferea Archer and 109 Ferea Fighter), all with a 5 second respawn, plus two Ferea General with 5 million health at fixed points and the Lord of Ferea, who comes back every 23 hours.

  • 112map number
  • 420total level required
  • 22,000zen on the Move
  • 362common monsters
  • 5 sfield respawn
  • 25 mLord health
Minimap of Ferea
Ferea. The arrival safe zone is in the eastern corner, around 235,151, and the rest of the map is open ground.

A common mix-up: a lot of people write that Ferea is map 113. It is not. The data folder inside the client is called World113 because the client always uses the map number plus one. Map 113 is Nixie's Lake, which is a different place, with a different requirement.

How to get there

RouteRequirementCostWhere you land
Move window, "Ferea" entry420 total level22,000 zenFerea (235,151)
Portal in Ferea (236,175)level 400freeTarkan (187,54)
Four internal teleportslevel 400freeother corners of Ferea
Source: WarpList index 50 and portals 345, 347, 349, 351 and 353.

Inside the arrival safe zone stands Baz The Vault Keeper, the vault keeper, so you can store what dropped without leaving the map. The four internal teleports shorten the crossing, which is long: the spawns run from (21,9) to (239,243), meaning the entire map is used.

Who lives in Ferea

MonsterLevelHealthDamageDefenseHow manyRespawn
Ferea Knight150105,0001,400 to 1,4501,2251245 s
Ferea Archer15398,0001,500 to 1,6001,1801295 s
Ferea Fighter156120,0001,250 to 1,3001,3551095 s
Ferea General1605,000,0002,500 to 3,3002,05025 s
Lord of Ferea19025,000,0004,500 to 5,0003,050123 h
Design values, imported from Season 20.

Those levels were corrected. On import the Ferea monsters came in around 120, and that is not what they are in Season 20: they are 150, 153 and 156, with the General at 160. Beyond being right, the numbers close a hole in the whole game, because between level 148 and 170 there was no monster at all on the server, and every item whose drop level fell in that range was unreachable by construction.

The Ferea General is the detail that catches people off guard: there are two of them, they sit at fixed points in the middle of the map, they have 5 million health and they hit for nearly double a common monster from here. They are not event bosses, they are normal spawns, and they come back 5 seconds after dying. If you are cutting through their area, you are going to be attacked by something that takes far more punishment than it looks like.

The three common monsters are front line, melee and bow, with no area magic. What kills you in Ferea is accumulation: with a 5 second respawn, stopping in the middle of three groups and running out of potions ends badly.

The Lord of Ferea

The Lord of Ferea exists in two forms. One is the fixed spawn: he appears in the northeast corner of the map, with the full 25 million health, and comes back every 23 hours. The other is the boss event, which reproduces the original Season 20 mechanic and is far more interesting than a big health bar.

  1. 1Crystal Orb

    A Ferea Crystal Orb appears at (24,123). It can be destroyed and it does not fight back.

  2. 2Break the orb

    Destroying the orb summons the Lord of Ferea at (31,120), already aggressive.

  3. 3Four phases

    At each health threshold he heals himself and calls in reinforcements from the region.

  4. 4End

    With no orb and no Lord alive, the event closes.

Lord healthHealKnightsArchersFighters
90%+70,000122
70%+70,000223
50%+70,000334
30%+70,000334
Cap of 25 escorts alive at the same time. Values from the original FereaBoss.xml.

His three abilities are faithful to the original and none of them is decorative:

  • WhirlWind, every 3 seconds: a spinning strike in a 3 tile radius, at 80% of his damage.
  • Land Mine, every 6 seconds: plants 5 real traps on the tiles where players are standing. They stay on the ground for 20 seconds and explode when someone steps on them.
  • Roar of Lord, every 8 seconds: 6 tile radius, 50% damage, pushes 4 tiles back and stuns for 3 seconds. It is what breaks the party formation.

Is it worth it?

In favor
  • A 5 second respawn with 362 monsters: nobody fights over a spot for lack of targets.
  • Level 150 to 156 monsters give good master experience for anyone who just reached 420 total.
  • It is the only level 148 to 170 bracket on the server, so the drop items in that range come only from here.
  • Vault keeper inside the safe zone, with no need to go back to town.
  • Four internal teleports cut down the crossing of the map.
Against
  • It has no drop of its own. Ferea inherits only the standard groups: zen, random item, jewel and excellent.
  • The two Ferea Generals with 5 million health get in the way of anyone who just wants to farm in peace.
  • The boss event is not scheduled, so the Lord only shows up through the 23 hour fixed spawn.
  • No monster here drops a mastery piece: mastery gear does not drop from monsters anywhere.

The honest summary: Ferea is excellent as an experience map right after 400 and weak as a treasure map. If your goal is master level, the fast respawn pays off. If the goal is items, the classic maps of equivalent level give you the same thing, because the drop table is the same.