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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 - Base Classes


Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
Shield MasteryPassive--Self-Increases physical DEF by 15% only if the user equips shield
Cannon MasteryPassive--Self-Increases cannon's damage output by 15%
Line GuardSupportArms-Selected row511Increases physical DEF by 50%, only last until the end of turn. Must equip a shield
Mana GuardSupportArms-All allies615Increases elemental DEF by 67%, only last until the end of turn. Must equip a shield
Healing GuardSupportArms-Self37Increases physical DEF by 34%, heal self when taking damage, only last until the end of turn. Must equip a shield
GunmountAttackArmsLine Guard (2),
Mana Guard (2),
Healing Guard (2)
One enemy214Replicates any Guard skill used last turn, except Divide Guard, and deals bash damage
Barrage WallDebuffArms-All enemies1022Deals bash damage and decreases physical ATK by 20% for 6 turns
Dragon RoarBuffHead-One ally513Increases DEF by 10% and being targeted by 45% for 6 turns
Decoy BunkerSupportArms--310Summons one Decoy Bunker which has 10 HP, 255 DEF, and 350% chance of being targeted.
Defense FormBuffHeadDecoy Bunker (2)All allies410Increases physical DEF by 34% for 6 turns. Requires a bunker on the field. It fails to activate when all bunkers are destroyed

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

Dragoon focuses on keeping the party alive by reducing the received damage as much as it can. This class can equip Heavy Armor and Shields, which greatly enhance physical defense, and also has multiple damage mitigation skills to keep the other members alive. Line Guard gives protection toward physical-based attacks, Mana Guard gives protection toward element-based attacks, and Healing Guard heals own health when taking damage. Dragon Roar is a buff that increases the chance that enemy attacks will target a specific party member, Decoy Bunker summons Bunkers which serve as decoys with a high chance to be each enemies’ primary target for attacks, and Defense Form increases the party's defense against physical attacks, although bunkers have to be out of the field to use it. But this class is not all about defense. One particularly useful skill is Gunmount, which deals damage to an enemy and replicates the Guard Skill used in the previous turn at no additional cost. Lastly, Barrage Wall is a skill that damages all enemies and reduces their physical attack with a debuff.

Dragoon can pretty much fit into any team, and it’s recommended to place Dragoon in the front row so it is more likely to be targeted by enemy attacks. If you intend to use Bunkers, Bunkers are considered summons which are limited by 3 slots, so it's discouraged to bring another class which can also summon like Rover or Necromancer. Although this class is built to protect your team, unfortunately it can't always do the job. If there are multiple enemies with various physical and element-based attacks, the user must choose between Line Guard and Mana Guard, and let your party members deal with other types.

For early build, Gunmount may be the best skills to be used because it increases defense while also deals damage. However, Dragoon needs to level up a little bit until it can unlock Gunmount, so Decoy Bunker can be used as temporary shield. One point to Decoy Bunker, two points for each Line Guard, Mana Guard, and Healing Guard, and then build Gunmount to the max. Afterward the skill points can be spread into Decoy Bunker, Dragon Roar, or upgrading Line Guard and Mana Guard.

Contributed by Hemless

My build advice to get the most benefit with the least skills points spent:
Start Line Guard / Mana Guard (1) and Bunker level 1 (if no Necromancer).
Then Line Guard / Mana Guard (2) and Gunmount (1).
Optionally Dragon Roar(1)
Then Bunker to 4 (skip this if have a Necromancer)
Then Line Guard / Mana Guard (4)

Afterward either Level Bunker, Line / Mana Guard, Dragon Roar, or Gunmount (no higher than 4), 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.

When using Rovers (1 or 2 pets) and Dragoons (1 or 2 bunkers) in the same party, be aware that the Bunkers will draw Row-attacks and Splash attacks to the summon row which typically causes pets to take more damage than usual. Rover pets are very costly to replace, so it may be wise to skip bunkers for the sake of avoiding fatal damage to the pet(s).