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

Table of Contents

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

D - Shield Bearer

Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
HP UpPassive--Self-Increases HP by 20%
Recovery GuardSupportArmsGunmount (3)Selected row716Increases physical DEF by 30% and heals all binds. Only last until the end of turn, must equip a shield
Counter GuardSupportArmsSelected row818Increases physical DEF by 34% and always counterattacks for each enemy's attack. The counter's damage output isn't mitigated only at maximum level. Only last until the end of turn, must equip a shield
Divide GuardSupportArmsOne ally512The user will absorb all damages inflicted to the chosen ally until the end of turn, and the user takes 30% reduced damage. Must equip a shield
Full GuardSupportArmsRecovery Guard (3),
Counter Guard (3),
Divide Guard (3)
All allies2550Increases DEF by 50% but has 5 cooldowns. Only last until the end of turn, must equip a shield
Soul GuardSupportArmsSelected Row1023Increases physical DEF by 30% and has 66% chance to endure fatal blow. Only last until the end of turn, must equip a shield
Shield ThrowAttackArms-One enemy's row725Deals cut damage by throwing the shield, using DEF stat multiplied by 3 instead of ATK. Get boosted by Cannon Mastery instead of Shield Mastery. Must equip a shield
Auto-RoarPassive-Dragon Roar (3)Self-Has 67% chance to activate Dragon Roar at the start of battle
Dragon ForcePassive-Auto-Roar (3)User's row-Has 15% chance to nullify damage
Auto-BunkerPassive-Decoy Bunker (3)Self-Has 67% chance to activate Decoy Bunker at the start of battle

Recommended Race(s):Brouni (High TP, Good VIT, Great WIS), Earthlain

Shield Bearer gives Dragoon more defensive (Guard) skills to enhance it’s tanking capability. Recovery Guard works similar to Healing Guard but applies for one row, and has a chance to recover binds, Counter Guard performs a single counterattack while each time the targeted row is attacked, Divide Guard lets the user absorb all damage for a targeted ally for one turn, Full Guard reduces all physical and elemental damage for the party - but has a cooldown of at least 5 turns, and Soul Guard reduces STR-based damage and gives a chance to endure fatal blow for a row. It also has one attack move, Shield Throw, which the user deals damage by throwing the shield, and also has three passive skills. Dragon Force gives small chance to nullify physical-based damage, while Auto-Roar and Auto-Bunker give a chance to activate Dragon Roar (on self) and Decoy Bunker at the start of the battle.

Shield Bearer fits into any team, but if Dragoon's Decoy Bunker is learned, it's discouraged if you bring another summoner such as Rover or Necromancer, although a party built around Spirit Evoker’s Wraith Dance and Grave skills can find may elect to have a Shield Bearer take the place of a third Necromancer. Bunkers created by a Shield Bearer will provide Gun Revenge stacks for a Cannon Bearer in the same party. Divide Guard also works for glass cannons like Blade Dancer as it's very fragile and needs protection.

With the assumption of rested character with around 30 skill points, Decoy Bunker and Auto-Bunker should be maxed to ensure party's survival, so 15 points for both skills. Then maximize Counter Guard, and spread the rest of the points to Full Guard, Soul Guard, and Recovery Guard while also upgrading Dragoon's Line Guard and Mana Guard. Don't learn Shield Throw as Shield Bearer's job isn't to deal damage. Dragon Force may also be learned but don't spend too much on it. You may consider keeping Gunmount at low level to reduce TP burden on more expensive skills and, in case of Full Guard, the usability. Otherwise, Gunmount can be used to deal damage while replicating any Guard skill.

Contributed by Hemless:

Build notes:

  • The further the player progresses in the game the less Bunkers are effective, as enemies start to get more row-piercing attacks, random target multi-hit attacks, or party targeting attacks. It is still a solid skill, but not something that can be solely relied on.
  • Divide Guard is almost a must-have for Impact Brawlers, Blade Dancers, or any class that is in constant danger of dying.
  • As stated many times, Dragon Roar can be used to direct attacks to various allies, but Auto-Roar draws attacks to the Shield Bearer only. Be mindful that you do not get in the way of your own combos with this skill.
  • Shield Bearer’s build is simply choosing to what your party wants for the moment because most of the skills are situational. Line Guard, Mana Guard, and Full Guard (if you have no idea what the enemy does) are probably the only skills you “need”.

Start Line Guard / Mana Guard (4), Healing Guard (2) and Gunmount (1 or 4)

Afterward either level the Decoy Bunker’s skill tree, Line / Mana Guard, Dragon Roar’s skill tree, work towards Full Guard, or Union/Racial/Gathering skills depending on what your party needs most. Try to be mindful of having a sufficient TP pool before leveling skills to 5 or beyond.