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by ZeoKnight

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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

F - Chain Duelist

Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
Sonic BladePassive-Rapier Mastery (3)Self-Has 40% chance to perform extra hit when performing normal attack
Phys ATK UpPassive--Self-Increases ATK by 15%
Chain KillerAttackLegsChain Boost (3),
Chain Burst (3)
One enemy412When the target is afflicted with any ailments, binds, or stun, the user will perform a follow up attack with amplified damage output
Chain AllSupport ChargeLegsChain Killer (5)Self1016Increases maximum number of hits of any Chain skills next turn to become 9, and any activated Chain skills will target all enemies
Chain PlusBuffHeadSelf614Increases ATK by 50% and activation of Chain skills by 80% for 6 turns, only for Chain-related skills
Chain DoublePassive-Self-Has 40% chance to perform extra hit when activating any Chain skills. With Chain All, the extra hit will also target all enemies
SylphscreenPassive--Self-Increases DEF and being targeted by 6% for each attack the user manages to land, only last until the end of turn
Multi-StabAttackArmsOptic Thrust (3)One enemy's row1223Deals multiple random hits up to 5 times
ResonanceAttackArmsDeft Thrust (5)One enemy313Deals amplified stab damage based on how many times the user has managed to land hits on the last turn
Speed UpPassive--Self-Multiplies action speed by 1.4 and increases accuracy and evasion by 10%

Recommended Race(s): Therian (Highest STR), Earthlain

Chain Duelist's specialty is chain attacks, in which all of its skills are aimed to deal as many attacks as possible during a single turn. Sonic Blade, Chain Killer, and Chain Double trigger extra hits, Chain All increases all Chain skills' maximum amount of hits on the next turn, and the Chain skill used on the next turn will also target all enemies. Chain Plus increases Chain skills' activation rate and damage, Sylphscreen gives evasion and defense bonuses each time an attack is landed - Sylphscreen’s bonuses last until the end of current turn, Multi-Stab deals multi hit attacks, and Resonance deals amplified single damage based on how many hits the user has managed to land hits last turn.

The typical Chain Duelist needs partners that enable the party to launch matching elemental attacks or classes than can launch the matching elements on their own, such as Shaman and Warlock. Creative combinations of Shaman skills, Shield Bearer’s Counter Guard or Phantom Duelist’s Lure, and other offensive classes can lead to substantial amounts of damage. Using bows (Rover, Shaman, Botanist) or stabbing physical skills also synergize with a Chain Duelist although they often provide less phenomenal results compared to elemental attacks. A Chain Duelist using an elemental Chain Skill fully benefits from all damage buffs and debuffs

A Chain Duelist using Chain Killer is very different and instead needs allies that excel in landing ailments or binds like Barrage Brawler, Harbinger, Rover and Graced Poisoner. A well-known trick is to use the Therian’s Binding Force Union which gives all physical attacks, even those from Pets, Wraiths, or Chain Killer itself, a chance of binding part of an enemy which greatly increases the damage potential of Chain Killer for a single turn.

With the assumption of rested character with around 30 skill points, all Chain related skills should be maxed as soon as possible. Five points to Chain Killer, five points to Chain All, then 10 points to both Chain Plus and Chain Double. Don't forget to learn Fencer's Chain related skills, and then spread the rest of the points to Resonance and Sonic Blade. Chain All will ensure maximum amount of hits while Resonance wrecks the enemies.

Contributed by Enfinete:

Chain Killer: if you use Binding Force Union Skill, it can proc itself if the Chain Killer hit binds the enemy. There is also no diminishing chance and no max number of procs (other than how many ailments / binds you can inflict on that turn individually). But a single action can only proc a single Chain Killer hit i.e. Barrage Brawler’s Clinch will not proc more than 1 Chain Killer hit. Pugilist’s One-Two Punch has reports of multiple proc but I have not been able to verify it and I am personally convinced that it's 1 only. Otherwise properly benefits from all Chain-related skills. There's a glitch where multiple CK users share CK targets.

Contributed by Hemless:

A Simple Chain Duelist build:
Start [Chain Flame (2) >Chain Freeze (2) > Chain Shock(2) > Chain Boost (5) > Chain Burst (3) > Chain Killer (5) > Chain Double (1) > Chain Plus(5)]

With the leftover skill points I would recommend maxing one of the Chain Elemental skills or Chain Killer depending on which is more useful to you.

Leveling from here is a simple math/logic:

  • Rapier Mastery (1) for conditionals / if you need it to proc chains.
  • Chain All if your party is capable of exceeding 5 Chain procs in a single turn or you find it useful in random encounters - despite the additional TP consumption and needing a turn to cast it.
  • Chain Burst (5), Chain Double (5), Chain Plus (10), Chain Boost (10) all according to whichever gives the biggest boost to your damage at the time.
  • Resonance shines brightly on parties that can trigger a plethora of attacks from their Chain Duelist.