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by ZeoKnight

Table of Contents

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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

D - Cannon Bearer

Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
Gun RevengePassive--Self-Increases ATK up to 153% at maximum stacks when the user activates any Guard skill or the bunker/turret is being attacked, reset after bonus is applied, only for Artillery-related skills. One stack is gained even when the attack misses the bunker/turret. Two stacks are gained when the bunker/turret is destroyed
Phys ATK UpPassive--Self-Increases ATK by 15%
TP UpPassive--Self-Increases TP by 30%
Prep ArtillerySupport ChargeHeadTP Up (3)Self1020Multiplies next turn's damage by 2.5, increases accuracy by 56%, and multiplies action speed by 3, only for Artillery-related skills
Rapid CannonAttackArmsBarrage Wall (3)One enemy314Deals bash damage which almost always goes first
Curse CannonAttackArmsOne enemy718Deals bash damage and has 80% chance to inflict Curse
Hypno CannonAttackArmsOne enemy718Deals bash damage and has 100% chance to inflict Sleep
Buster CannonAttackArmsRapid Cannon (3),
Curse Cannon (3),
Hypno Cannon (3)
One enemy2040Deals amplified bash and fire damage, and produces maximum damage output if both the user and the target are on the front row
Decoy TurretSupportArmsDefense Form (3)-616Summons one Decoy Turret which has 10 HP, 500 ATK, 255 DEF, and 250% chance of being targeted. Turret will counterattack only if it takes damage
Gun SupportPassive-Decoy Turret (3)Self-Has 34% chance to create Decoy Turret when the user takes reduced damage or manages to nullify it

Recommended Race(s): Earthlain (Ailment skills), Therian (Damage skills)

Cannon Bearer trades specialized defensive skills for a solid array of offensive skills. Gun Revenge amplifies the damage dealt by the next artillery-related skill, Prep Artillery grants various bonuses to the artillery-related skill used on the next turn, while Rapid Cannon (almost always goes first), Curse Cannon (inflicts Curse), Hypno Cannon (highest Sleep infliction rate in the game), and Buster Cannon (bonus damage when used in the front row) deal damage. Bunkers also have 2 additional moves: Decoy Turret works like Decoy Bunker but it can counterattack, and Gun Support gives a chance to create Decoy Turret when fulfilling certain condition.

Because Cannon Bearer still retains Dragon Roar, Decoy Bunker, Gunmount, Line Guard, and Mana Guard, the player has the option of building a hybrid tank that gets bonus damage (Gun Revenge) by protecting the party with damage mitigation skills and Decoy skills, can inflict Sleep ailment for set-up, and packs a solid punch with Rapid Cannon and Gunmount. It would be best to skip bunkers and turrets if you plan to use Rover or Necromancer.

Cannon Bearer’s main claim to fame may be the offensive build based around Prep Artillery and Buster Cannon which, with the proper buffs and 3 turns of being unable to defend the party, can deal enough damage to one-shot FOEs in the 3rd stratum. The Cannon Bearer itself is relatively sturdy due to heavy armor, but if you choose a purely offensive build the other members of the party may need another source of damage mitigation. A Cannon Bearer using the Buster Cannon skill fully benefits from all damage buffs and debuffs. However, buffs must be placed on the Cannon Bearer BEFORE they start the Buster Cannon skill or they will not affect the applied damage, and debuffs simply have to be placed before Buster Cannon applies damage to the enemy.

With the assumption of rested character with around 30 skill points, maximize Rapid Cannon and Buster Cannon. Rapid Cannon works for random enemies, while Buster Cannon works for bosses, so 3 points for each Rapid Cannon, Curse Cannon, and Hypno Cannon, then 7 points to Rapid Cannon and 10 points to Buster Cannon. Afterward, level up both Decoy Turret and Prep Artillery, and then Gun Revenge, Phys ATK Up, and Dragoon's Cannon Mastery. With those attack buffs, Buster Cannon will obliterate anything on your path.

Contributed by Enfinete:

  • Gun Revenge: Outside of Dragoon's Guard skills, Union skills such as Tri-Shield / Aegis Shield (if Dragoon is affected) also can increase stack. All Artillery skills will use up the stacks, including Gunmount.
  • Prep Artillery: many but not all Artillery equip skills count/benefit from Prep Artillery. Check bottom screen. It's strictly for Artillery skills.
  • Buster Cannon: basically don't touch that move command. Even if Dragoons don't move, any allies moving will cause it to fail. Also, targeted enemy's death will cause it to fail. Delayed skills in general will use buffs/player passives at the time of preparing the skill and debuffs at the time of landing. Shaman's Dance Oracle works on the enemy and is fine to use on the landing turn.

Contributed by Hemless:

Build notes:

  • Always keep Cannon Bearer in the front row when using Buster Cannon and do not even TOUCH the move command after using Buster Cannon.
  • Gun Revenge allows Cannon Bearer to gain stacks whenever a Turret or Bunker are damaged, regardless of who summoned the Turret or Bunker. Similarly, Gunmount allows the Cannon Bearer to copy the last Guard skill used, even if only another Dragoon used a Guard skill in the previous turn.
  • Using Prep Artillery and Buster Cannon together leave you with little-to-no TP for other skills, so this build isn’t particularly random battle friendly. TP boosting accessories are your friend.

FOE/Boss Buster Cannon Bearer Build:
Start [TP Up(3) > Prep Artillery(10) >Barrage Wall (3) > Rapid Cannon (3) > Curse Cannon (3) > Hypno Cannon (3) > Buster Cannon (7)]

While Prep Artillery(10) is the first priority because it contributes more damage to the result, Buster Cannon (10) should be obtained ASAP.

From there skills like Gun Revenge, Line Guard, Mana Guard, Gunmount, Cannon Mastery, and Union/Racial/Gathering skills should be obtained based on the composition of your party or whichever gives the biggest damage boost per point spent.