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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

P - Barrage Brawler

Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
Double PunchPassive--Self-Has 50% chance to perform another Concussion, Arm Crusher, Low Blow, or Corkscrew if the user performs it but fails to inflict the respective ailment or bind.
Status ATK UpPassive--Self-Multiplies the chance of inflicting ailments and binds by 1.2
CorkscrewAttackArms-One enemy410Deals bash damage and has 60% chance to inflict Paralysis
Leading BlowAttackArmsOne-Two Punch (5),
Corkscrew (2)
One enemy1530Deals bash damage, and then Concussion if the target's head is bound, Arm Crusher if the target's arms are bound, Low Blow if the target's legs are bound, and Corkscrew if the target suffers from any ailment, hence the maximum amount of hits is 5
Speed UpPassive--Self-Multiplies action speed by 1.4 and increases accuracy and evasion by 10%
Lash OutAttackArmsSpeed Up (5)Random enemies27Deals multi hit bash damage up to 9 times based on how many times the user manages to land attacks last turn. For instance, Therian's Tri-Attack Union Skill + Leading Blow + Blood Wrath
Cross CounterAttackArmsOverexertion (5)One enemy38Deals bash damage and has 100% chance to inflict Head Bind, Arm Bind, or Leg Bind, but only works when an enemy uses its body part to attack ally on the same row for the first time
BreatherSupport Charge--Self320Multiplies next turn's damage by 2.5 only if the user suffers from any ailment or bind. This skill also recovers those ailments and binds
Fault BlockerBuffArms-User's row718Raises ailments and binds resistance by 67% for 6 turns
ClinchSupport-Breather (3),
Fault Blocker (3)
One enemy and self515Has 67% chance to inflict Full Bind on enemy and 50% chance to inflict Full Bind on self

Recommended Race(s): Earthlain

Barrage Brawler specializes in binds. This class has various skills to inflict binds and perform damage based on how many parts of the enemy are or are not bound. Double Punch gives a dice roll for a free second binding use of Concussion, Arm Crusher, Leg Bind, Corkscrew, or Cross Counter if the first hit fails to bind the enemy. Corkscrew may inflict paralysis, Lash Out deals multiple hit damage based on how many hits the user managed to land last turn, Cross Counter performs a counterattack and tries to bind body part used by the attacker, Breather removes all binds and ailments and increases next-turn’s damage, Fault Blocker increases bind and ailment resistance for the user’s row, and Clinch attempts to inflict Head/Arm/Leg binds to one enemy and the user in a single move.

Wilting Miasma reduces enemies' resistance toward binds/ailments so both of Harbinger’s Mastery classes are great additions to the team, not to mention that Harbingers can inflict ailments to empower Leading Blow. Similarly, Graced Poisoner's vast array of ailment-inflicting Smoke skills aid the Barrage Brawler by empowering Leading Blow. A Harbinger and/or Graced Poisoner combined with a Barrage Brawler are very well equipped to fully “lockdown” a FOE/Boss with various debilitating ailments and multiple bound party parts making them almost helpless for what can be the majority of or the entire duration of a battle.

With the assumption of rested character with around 30 skill points, spend 1 point for each Concussion, Arm Crusher, Leg Bind, Corkscrew, Double Punch, Status ATK Up, then maximize Overexertion and Cross Counter. The other combo will be (Overexertion) - Clinch - Breather - Leading Blow, but it requires many skill points to learn. Upgrade any or most of the former skills before trying to perform the combo.

Contributed by Enfinete:

There are 2 paths available:

  • Damage-focused: should go for Leading Blow path. One-Two Punch can still help to get bind in, or we can even have another unit doing the binding for Barrage Pug.
    • 30 SP: going for Leading Blow right away doesn’t actually make sense SP-wise. Leading Blow is too much of SP hog for this to happen this early; we can still build towards it but not sure if it’s within the given scope of 30 SP.
  • Bind-focused: Clinch (3 part) or single part (Double Punch + individual punches).
    • Support-oriented: Clinch 10, Status ATK Up 1, Blood Wrath 1, Overexertion 10, Black Mist 1, Cardio 1 = 30 SP for binding 3 parts via Clinch and physical attack buff via Overexertion.

Contributed by Hemless:

Build notes:

  • I believe that the Black Mist Union skill is a must have, someone in your party should have this skill if the Binding Pug does not. Chain Blast Union skill is also a good back-up skill, I sometimes use Chain Blast on the 2nd turn if Black Mist and the Binding Pug had subpar results on the 1st turn.
  • I’ve seen someone post that equipping the Arm Bind Resist accessory (Ominous Gloves) will prevent the Pugilist from Binding their own arms when using Clinch, allowing you to immediately start on attacking without a turn spent on the Breather. Players may weigh equipping this accessory against the LUCK+TP accessories.
  • For all builds Corkscrew has the lowest Priority of the single target punches because: 1) It isn't triggered by One-Two Punch, 2) Hopefully you have another character to use ailment skills with. Don't ignore completely Corkscrew though, it contributes to Leading Blow damage.

My build advice is just taking it further from where Enfinete left off:

Support Pug
Start [Breather (3) > Fault Blocker (3) > Clinch (10) > Blood Wrath (1) > Overexertion (10) > Status ATK Up (1) > Black Mist Union Skill(1) > Cardio Racial Skill (1)]

Then Status ATK Up (10) or work towards Leading Blow.

  • This is a FOE/Boss focused build, simply for throwing Overexertion on your biggest damage character before or after doing Black Mist + Wilting Miasma (if there is a Harbinger) + Clinch on the enemy. Keep in mind that you cannot use Overexertion if you are inflicted by Head Bind.

Middle Ground

Start [ Blood Wrath (1) > Overexertion (10) > Status ATK Up (1) > Concussion (3) > Arm Crusher (3) > Low Blow(3) > One-Two Punch (5) > Corkscrew (2) > Leading Blow (1) > Black Mist Union Skill (1)] Cardio Racial Skill (1) and Double Punch (1) should be leveled ASAP, you may also consider delaying Leading blow for them.

Then Keep your Single Punch skills between 4,5 or 9, One-Two Punch at 5 or 9, and Leading Blow at 4 until have the TP pool to spam skills increase them. Status ATK Up leveled as you wish. Even working towards Clinch is an option.

  • This is basically the reverse of the build above. You'll do more damage than the Support build, have the option of using of Overexertion on yourself, and have an much easier time handling random battles. The obvious downside is you'll be less reliable in quickly getting full binds (complete shutdown) and setting up 5 Leading Blows on FOES/Bosses.

Stand Alone Pug

Start [Status ATK Up (1) > Concussion (3) >Arm Crusher (3) > Low Blow (3) > One-Two Punch (9) > Corkscrew (2) > Leading Blow (4) > Black Mist Union Skill (1) > Cardio Racial Skill (1) > Double Punch (1)]

Optional Breather(1)

Then your choice in further leveling the skills in the Leading Blow tree as your TP pool expands while grabbing useful Union/Gathering/Racial Skills (STR, LUCK), grabbing Overexertion, dabbling in Lash out, or taking the long road to Clinch.

  • This is a Binding Pug build I used in a shutdown party where Pugilist, Shaman, and Blade Dancer were the only sources of damage. The Pugilist had to be able to land binds to keep the Blade Dancer alive, be a powerful source of damage if something was interfering with the Blade Dancer, and use One-Two Punch or Leading Blow to feed Hell Slashes.