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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 - Phantom Duelist

Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
Ray of LightPassive--Self-Increases DEF up to 45% and being targeted up to 72% at maximum stacks when the user manages to dodge attacks, reset when the user takes damage
LightweightPassive--Self-Increases evasion by 75% if the user equips nothing
Phantom SwordDebuffLegs-One enemy's row513Decreases accuracy by 20% for 6 turns. Must equip a sword
LureSupportLegsPhantom Sword (3)User's row812When the user manages to dodge an attack, all party members in the same row will counterattack. Only last until the end of turn
Dodge BoonPassive-Self-Restores Union Gauge by 6% when the user manages to dodge an attack. Multi hit attacks are counted as one.
Auto-CurtainPassive-Wind Curtain (3)Self-Has 25% chance to activate Wind Curtain at the start of battle. Only activates once per battle
Divine GustSupportHeadAuto-Curtain (3)All allies1530Increases evasion by 105% but decreases by 35% for each activation, only last until the end of turn. These effects don't stack; if the second Phantom Duelist activates this skill, it'll override the first one
Deft ThrustSupportArmsOptic Thrust (3)Self818Deals stab damage to one enemy, then increases evasion and being targeted by 35% until the end of turn
Revenge ThrustAttackArmsDeft Thrust (5)One enemy1224Deals amplified stab damage based on how many times the user has managed to dodge attacks since the last use of this command
Counter BoostPassive-Slyphid (5)Self-Has 50% chance to deal extra hits up to 3 times when Sylphid activates

Recommended Race(s): Earthlain, Therian

Phantom Duelist's specialty is all about evasion. Its skill revolves around becoming a decoy and dodging enemy attacks, and then counterattacks while it can. Ray of Light and Deft Thrust draws enemies' attacks toward the user, Lightweight sacrifices equipment to increase evasion stats, Phantom Sword reduces enemies' accuracy, Divine Gust gives evasion buff to party members, and Counter Boost adds extra hits when Sylphid activates. Its main offensive move is Revenge Thrust, which deals multiple hits based on how many attacks that are managed to be dodged since the last Revenge Thrust. Lastly, when using the Lure skill, each time the Phantom Duelist dodges an attack, the entire row shared by the Phantom Duelist will launch a counter attack - there is no cap on the number or counter-attacks triggered in this manner.

If Phantom Duelist is one of your main attacker, you need a party with evasion buff and accuracy debuff. Divine Herald can be added into the team due to its Haste Prayer. Blind ailment also reduces enemies' accuracy. Fencer's Optic Thrust, Botanist's Dark Smoke, Deathguard's Masking Miasma, and Flying Falcon's Feather Storm should fit into this category. Dragoon’s Dragon Roar is helpful for directing attacks to a Phantom Duelist. Lure can also be a incredible offensive tool when paired with the classes such as Impact Brawler, Chain Duelist, Blade Dancer, and/or Shaman. Using Lure with the proper party compositions, Union skills, and Class skills will enable feats such as defeating the strongest boss in the game in a single turn.

Contributed by Terron145:

When you first unlock Promotions, you're going to Rest. From here, barring Race Skills, my choices went as such...
[Rapier Mastery (1) > Sylphid (5) > Counter Boost (1) > Optic Thrust (3) > Deft Thrust (1) > Phantom Swords (3) > Dodge Boon (5)]
- I prioritize Dodge Boon for Union Skill abuse.

I run Earthlain Phantom Duelist as personal preference, so your Race Skill choice will be different from mine if you're running Therian. I only choose six skills from the Race Tree - [Forage Skill / Gathering Skill / Black Mist / Bodybuilding / Cardio / Gaia's Gift].

Assuming you Rested at 27 to fall back down to 25, you'll have enough SP to invest in all of that with 2 points left over. We invest in Ray of Light from here, hyper-focusing to get that to Level 5 before finally moving on to Lightweight, which will also be hyper-focused to Level 5. The Phantom Duelist isn't actually going to start removing any gear until around the time you face the 3rd Stratum Boss; the reason for this lies with the acquisition of the Urumi, which boosts your AGI by 10 when fully forged, as well as Lightweight, which won't yield significant returns until it hits Level 5.

By the time you hit Level 35, you'll want to have Phantom Swords (5) and Lure (1). Progression will typically diverge at this point, with your focus varying on what you feel you need most. I went...
[Deft Thrust (5) > Lightweight (10) > Counter Boost (5) > Ray of Light (10)]

Now, I should mention that Revenge Thrust was a part of my original progression path, but having made it to the 5th Stratum, I have to say that the skill, while good, is not worth the investment if you're going to keep the Urumi to facilitate the use of Lightweight. Any and all SP that is considered being put towards Revenge Thrust should instead go to Lure.

Lure yields solid damage, regardless of if your party is or is not specifically built for running Chains or Hell Slash. Its greatest boon lies with how there is no effective cap on how many Lure counters you can get. If, for example, Phantom Duelist dodges 8 separate enemy attacks or a multi-hit attack that attempts to hit 8 times, the two people sharing a row with the Phantom will deliver 8 swings a piece. 16 free swings, all of which benefit from Charge Skills and, because they are considered Basic Attacks, can have elements rigged onto them to benefit from Dance Oracle. Lure counters also count towards the Chain Duelist's stacks of Resonance - this skill is great, and I recommend it to anyone looking to use a Phantom Duelist.

From here, you'll be close to the post-game, so the only Skills left to max out are Sylphid, Counter Boost, Phantom Swords, and Lure. I don't intend to max out Deft Thrust, but there is no harm in doing so once all of the other skills have gotten their focus. I consider Deft Thrust to be low priority; its aggro/evasion bonus doesn't increase until it hits Level 10, which brings with it a TP Cost increase. In turn, the damage bonus you get en route from 5 to 9 isn't particularly beneficial since you're sticking with the Urumi's AGI boost.