What do you need help on? Cancel X
  Prev Next  
Close X FAQ/Walkthrough
by ZeoKnight

Table of Contents

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

FAQ/Walkthrough by ZeoKnight

Version: 1.4 | Updated: 04/05/18

Table of Contents

  1. Intro
    1. Gameplay Info
  2. The Beginning
  3. In Depth - Base Classes
    1. Fencer
    2. Dragoon
    3. Pugilist
    4. Harbinger
    5. Warlock
    6. Necromancer
    7. Rover
    8. Masurao
    9. Shaman
    10. Botanist
    11. Racial Skills and Extra Notes
    12. Equipment Skills
    13. Recap of Buffs, Debuffs, Ailments and Binds Skills
  4. 1st Stratum
    1. 1F - Pursuing an Old Legend
    2. 2F - Around the Campfire
    3. 3F - What Lurks behind the Trees
    4. 4F - A Dance with Stone Statues
    5. 5F - The Guardian of the Woods
    6. 1st Stratum Boss and Epilogue
  5. 2nd Stratum
    1. 6F - Rising to New Heights
    2. 7F - Beware of Stampede
    3. 8F - A Beast Born to Fight
    4. 9F - Across the Mountain Pass
    5. 10F - The Master of the Skies
    6. 2nd Stratum Boss and Epilogue
  6. In Depth - Master Titles
    1. F - Phantom Duelist
    2. F - Chain Duelist
    3. D - Shield Bearer
    4. D - Cannon Bearer
    5. P - Barrage Brawler
    6. P - Impact Brawler
    7. H - Deathbringer
    8. H - Deathguard
    9. W - Omnimancer
    10. W - Elemancer
    11. N - Spirit Evoker
    12. N - Spirit Broker
    13. R - Flying Falcon
    14. R - Hunting Hound
    15. M - Blade Dancer
    16. M - Blade Master
    17. S - Divine Punisher
    18. S - Divine Herald
    19. B - Merciful Healer
    20. B - Graced Poisoner
    21. Equipment Skills II
    22. Recap of Buffs, Debuffs, Ailments and Binds Skills II
  7. 3rd Stratum
    1. 11F - Chasing the Dying Light
    2. 12F - Over a Toxic Graveyard
    3. 13F - Where Wraiths Wander
    4. 14F - An Executioner's Axe
    5. 15F - The Lord of the Undying
    6. 3rd Stratum Boss and Epilogue
  8. 4th Stratum
    1. 16F - Discovering the Next Level
    2. 17F - Pillars on the Pathway
    3. 16F - Discovering the Next Level (hidden area)
    4. 1F - Pursuing an Old Legend (hidden area)
    5. 3F & 4F Tutelary Forest (hidden area)
    6. 7F - 9F Jagged Reach (hidden area)
    7. 15F - The Lord of the Undying (hidden area)
    8. 18F - Lost in the Crystal Caves
    9. 19F - A Mysterious Stranger
    10. 20F - The Creature in the Cavern
    11. 4th Stratum Boss and Epilogue
  9. 5th Stratum
    1. 21F - Back to the Beginning
    2. 22F - Echoes of Calamity
    3. 23F - Hindered by Gravity
    4. 21F & 22F Untamed Garden (hidden area)
    5. 24F - Through a Needle's Eye
    6. 25F - The Genesis of Darkness
    7. 5th Stratum Boss and Epilogue
  10. 6th Stratum
    1. 26F - Taking a Step Beyond
    2. 2nd Stratum Superboss
    3. 27F - Paths Lit by Heaven
    4. 1st Stratum Superboss
    5. 28F - Propechies in the Void
    6. 3rd Stratum Superboss
    7. 29F - Past the Edge of Despair
    8. 4th Stratum Superboss
    9. 30F - The Dawn of a New Myth
    10. 6th Stratum Boss and Epilogue
    11. Special Strategy: 99999 damage
  11. Full Maps
    1. 1st Stratum - Tutelary Forest
    2. 2nd Stratum - Jagged Reach
    3. 3rd Stratum - Fetid Necropolis
    4. 4th Stratum - Lucent Hollows
    5. 5th Stratum - Untamed Garden
    6. 6th Stratum - Empyreal Bridge
  12. Iorys Marketplace
    1. SHOP - 1st Stratum
    2. SHOP - 2nd Stratum
    3. SHOP - 3rd Stratum
    4. SHOP - 4th Stratum
    5. SHOP - 5th Stratum
    6. SHOP - 6th Stratum
  13. Book
    1. Quests
    2. Missions
    3. Monstrous Codex
    4. Item Compendium
  14. Unlockables
  15. Downloadable Content
  16. Closing

In Depth - Master Titles

B - Graced Poisoner

Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
Smoke BoostPassive--Self-Increases the speed of Toxic Smoke, Dark Smoke, Numbing Smoke, and Chaos Smoke by 60%, and reduces their TP cost
TP UpPassive--Self-Increases TP by 30%
Status ATK UpPassive--Self-Multiplies the chance of inflicting ailments and binds by 1.2
Numbing SmokeDebuffHeadAntibodies (3)One enemy's row614Has 55% chance to inflict Paralysis and decreases Paralysis resistance by 40% for 6 turns
Chaos SmokeDebuffHeadOne enemy's row921Has 40% chance to inflict Panic and decreases Panic resistance by 30% for 6 turns
Smoke BombAttackHeadParalysis Smoke (3),
Chaos Smoke (3)
One enemy2036Dispels one debuff from the target to deal amplified fire damage. Only works if the target has both ailment and Smoke debuff
SmokestoneAttackHeadSmokeblight (5)One enemy412Has 75% chance to inflict Petrification but only if the target has Smoke debuff
SmokeflashAttackHeadOne enemy37Has 85% chance to inflict Stun but only if the target has Smoke debuff
Passing ScentBuff-Smokeflash (3),
Smokestone (3)
Self59Enables the activation of the ailment of the last used Smoke skill to all enemies at the end of turn, with 33% chance. Lasts for 10 turns
Auto-SmokePassive-Self-Has 25% chance to activate a random Smoke skills to enemies on the front row at the start of battle. If the user knows at least 4 Smoke skills, the chance is increased to 100%

Recommended Race(s):Celestian (High TP, High Luck, Highest INT), Earthlain (Highest Luck, Lowest TP, Low INT)

Graced Poisoner gains a wide variety of ailment Smoke skills, putting aside Botanist's main job as a healer. Smoke Boost increases Smoke skills' speed and reduces TP cost, Numbing Smoke and Chaos Smoke inflicts and/or mitigates enemies' resistance toward Paralysis and Panic, respectively, Smoke Bomb deals amplified damage if the target has both ailment and debuff, Smokeflash and Smokestone may inflict Stun and Petrify, respectively, only when the target has Smoke debuff, Passing Scent attempts to inflict ailments to the enemy party based on what smoke debuffs they have at the end of the turn, and Auto-Smoke gives a chance to perform random Smoke skill at the start of the battle.

Similar to how Cannon Bearer deviates from Dragoon's main job, you may need to bring a healer to replace or supplement the Graced Poisoner’s abilities. Rover, Shaman, or both of their Mastery classes may be included into the team. Since it deals various lowered-resistance toward ailments, all skills with a chance to inflict certain ailments gain benefits from them. Deathbringer's Toxic Reap gains benefit from Toxic Smoke, Fencer's Optic Thrust and Flying Falcon's Feather Storm gain benefit from Dark Smoke, Barrage Brawler's Corkscrew gains benefit from Paralysis Smoke, and Deathbringer's Chaos Reap and Hunting Hound's Menacing Howl gain benefit from Chaos Smoke. Harbinger’s Wilting Miasma is a welcome addition to the team. Graced Poisoner perhaps works best by having party members that can bind the Head, Arms, and Legs so you can run a “Lockdown Party”. This simply means that for several turns or even for an entire FOE / boss battle the enemy will be absolutely helpless as you keep it bound and/or ailing so that it cannot perform skills or actions.

With the assumption of rested character with around 30 skill points, maximize Smoke Boost, one point to Status ATK Up, then spread the skill points to every Smoke skill. Its main offensive move is Smoke Bomb but it only works if the target has both ailment and debuff. Your main attackers shouldn't need certain setup to deal damage as opposed to Smoke Bomb. It's quite useful for bosses, but landing any ailment and debuff won't be that easy since most of the bosses have high resistance toward ailments.

Contributed by Hemless:

Build notes:

  • I feel that it is always worth having Revival Herb. Nectars are somewhat of a hassle to farm, with that whole ‘walking’ thing.
  • I feel the goal is to either have a single point in Healing Herb just for out of battle healing or no points at all in the healing skills other than Refreshing/Revival Herb. However, if you must divert points towards healing skills to survive, do so.
  • I prioritize Auto-Smoke because it saves TP and turns by automatically casting a free Smoke Debuff at the start of battle for Smokestone, Smokeflash, Smokebomb, and/or Smokeblight. It also has a decent chance of landing an ailment for free or weakening resistance to an ailment I planned to use anyway.
  • Ignore Passing Scent - not worth it unless you have all the points in the world.
  • I’m generally not a fan of prioritizing Smoke Bomb or Toxic Smoke because ailment “Shutdown” is more valuable than trying to compete against the classes with better damage options.

Start [Refreshing Herb (3) > Revival Herb (1) > Antibodies (3) > Numbing Smoke (1) > Chaos Smoke (1) > Toxic Smoke (2) > Dark Smoke (2) > Smokeblight (5) > Smokestone (3) > Smokeflash (3) > Auto-smoke (9 - Max this ASAP)]

Optional Healing Herb (1), TP Up (1), Smoke Boost (1, 5, or 10), Status ATK Up (1, 10 eventually), Smoke Bomb (1), Racial Skills that increase Luck.
Keep the above skills in mind, you don’t have to get them now or in any particular order, but you’ll eventually want them.

Whether Auto-Smoke was maxed or skipped- Decide which ailments you like best and invest more deeply into them. The best ailments for me were - Chaos Smoke (best overall) > Smokestone (Bosses/FOEs) > Dark Smoke > Numbing Smoke > Toxic Smoke (Parties with Master Classes should no longer be reliant on poison).