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

W - Elemancer

Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
Common MagicPassive--Self-All spells' damage output are increased by 50% until the end of turn only if another party member inflicts INT-based damage before the user
Magic ATK UpPassive--Self-Increases elemental ATK by 15%
ExplodeAttackHeadFireball (5)All enemies2440Deals fire damage
HailstormAttackHeadIcicle Lance (5)All enemies2440Deals ice damage
ThunderbreakAttackHeadLightning (5)All enemies2440Deals volt damage
Mana FlowBuff HealHeadExplode (3),
Hailstorm (3),
Thunderbreak (3)
Self25After performing any skill, restores a random party member's TP by 50% of the TP cost of that skill. Lasts for 6 turns
Cutting CostsPassive-Self-Has 34% chance to cast spells for free. Only affects the TP of spells (not including Chant skills)
Clever StrikeAttackArmsMagic Shield (3)One enemy210Deals physical INT-based damage, with 10 points accuracy bonus only at maximum level
Abating ChantSupport ChargeHeadFocus Chant (5)Self15All spells' damage output are multiplied by 0.9 but their TP costs are decreased by 25
Status DEF UpPassive--Self-Raises ailments and binds resistance by 0.3

Recommended Race(s): Celestian

Elemancer doesn't gain new attributes as Omnimancer, but instead have upgraded spells for the main 3 elements. Explode, Hailstorm, and Thunderbolt hit all enemies with amplified fire, ice, and volt damage, respectively. Unfortunately theirs TP cost are too high, so Elemancer has a few skills to control their TP. Mana Flow is a buff that restores TP to random party member each time the Elemancer casts a spell, Cutting Costs gives a chance to cast spells for free, and Abating Chant reduces damage output in order to reduce TP cost. Perhaps the best skill for TP management is Clever Strike, which surprisingly deals high damage output for INT-based skill at a very low TP Cost.

Clever Strike deals INT-based damage and inherits its type of damage (Bash usually) from whichever weapon they are using; if a Warlock equips a Staff then they must be in the front row to do full damage with Clever Strike, and Clever Strike also inherits elemental properties from Oils or Shaman Prayers. For example, an Elemancer using Clever Strike with a Cannon (Gun) from the back row will do full INT bash type damage (+ element from any oil / prayer used) because cannon is a ranged weapon. Clever Strike used in this manner benefits from all damage buffs and debuffs. Common Magic is a passive skill that gives a 50% damage boost if another character performs an INT-based skill before the user, combining this skill with how Clever Strike works makes Shaman the perfect partner for an Elemancer. Graced Poisoner with Smokeblight and Smoke Bomb isn’t too shabby either, but it requires Oil Items for Clever Strike or Magi spells to take advantage of elements without a Shaman.

With the assumption of rested character with around 30 skill points, Clever Strike has the highest priority. It deals a good amount of damage with low TP, so the user won't need to conserve their TP. That's 3 points to Magic Shield and then 10 points to Clever Strike. Since it doesn't have any element, Elemancer needs the basic Firebolt, Icicle Lance, and Lightning to deal elemental damage. Raise those skills to level 4, then spread the rest of the points to Mana Flow, Cutting Costs, Amplifier, and Common Magic. Abating Chant is useless so don't learn Quick Chant.

Contributed by Hemless:

Build notes:

  • A late game build with Explode, Hailstorm, and Thunderbolt and Focus Chant will out-damage a Clever strike build, but it is obviously much more TP and SP intensive.
  • Clever Strike is available at almost maximum strength from the moment you unlock Master Classes.
  • Staff weapons have better stats for Clever Strike and there are strategies that work best when using Clever Strike in the front row with a Staff. However, I prefer to equip my Elemancer with a Cannon and use Clever Strike from the back row.

Clever Strike Build:
Start [ Amplifier (9) > Magic Shield (3) > Clever Strike (10) > Common Magic (10)]

Then level Magic ATK Up (1, 5, or 10) and grab useful Union/Gathering/Racial Skills. The build is then complete and you can spend the remaining points on whatever you like.