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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

W - Omnimancer

Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
Reserve MagicPassive--Self-Increases damage by 25% and adds the previous attack type or element to the next skill
TP UpPassive--Self-Increases TP by 30%
WindstormAttackHeadFireball (3),
Icicle Lance (3),
Lightning (3)
All enemies1427Deals INT-based cut damage and has 30% chance to inflict Arm Bind
EarthspikeDebuffHeadAll enemies1427Deals INT-based stab damage and decreases elemental ATK by 25% for 2 turns
RockfallAttackHeadAll enemies1427Deals INT-based bash damage and has 30% chance to inflict Stun
AltarAttack ChargeHeadWindstorm (5),
Earthspike (5),
Rockfall (5)
One enemy2040Deals amplified INT-based bash damage based on how many times the target's weakness are being hit while this skill is being charged for 3 turns. Also has 90% chance to inflict Petrification
Anti-MagicPassive-Magic Shield (3)User's row-Has 15% chance to nullify elemental damage
Life SiphonPassive-Anti-Magic (3)Self-Restores Union Gauge by 6% when the user manages to hit the target's weakness.
Spread ChantSupport ChargeHeadFocus Chant (5)Self1525All multi target skills hit about 2 - 6 times, with each hit deals about 75% of normal damage output
Magic DEF UpPassive--Self-Increases elemental DEF by 15%

Recommended Race(s): Celestian

Omnimancer is the master of attributes, having access to 3 new elements: wind, earth, and rock, for a total of 6 attributes, but they aren't considered as elements in the game and deal physical damage instead. Windstorm, Earthspike, and Rockfall deals cut, stab, and bash damage, respectively. However, unlike most other physical damage skills, they use INT stat instead of STR stat. Reserve Magic adds last turn's attack type or element to this turn's element with bonus damage, Altar deals amplified damage after it’s charged for 3 turns and may inflict petrification, Anti-Magic gives a chance to nullify elemental damage for the user’s row, and Spread Chant turns multi-hit multi-target skills into multi-hit attacks than can deal up to 4.5x damage to a single target.

Reserve Magic used properly allows spells to deal physical and elemental damage at the same time, so Omnimancer benefits from all damage buffs and debuffs. Windstorm and Rockfall may inflict binds and ailments, respectively, so Harbinger's Wilting Miasma has synergy with this class. Omnimancer is very TP hungry and you’ll never have enough SP to get all the skills you’ll want, so be prepared to make hard choices.

With the assumption of rested character with around 30 skill points, the three new elements should be learned as fast as possible. Spend 4 points for each Firebolt, Icicle Lance, and Lightning, then another 4 points for each new element. Afterward, learn Spread Chant, Quick Chant, Amplifier, and Reserve Magic, then Altar after Spread Chant is maxed. Anyway, it's impossible to maximize all six attributes unless you sacrifice the other skills, so just pick what elements you prefer to use the most.

Contributed by Enfinete:

  • Reserve Magic: will trigger on non-Magi skills, but doesn't proc on normal attacks or union attacks. Equip skills are fine, but items are not (I believe; needs verification). The damage boost is universal and may apply to any skills regardless of element or stat (so long as it is different element from a turn before).
  • Altar: not a magi skill. Cannot use Chants. Will hit at the start of turn when counter is 1 and not 0. Can be elemental if you use Reserve Magic but needs to happen before the skill is selected. Weakness hit damage bonus is applied on per-hit basis (i.e. multi-hits count) from any ally and Union Skill hits also count. Stab is registered as element for Reserve Magic once Altar lands.

Contributed by Hemless:

  • As started in the description Omnimancer requires large amounts of TP, SP, and build planning to be effective. This class is often best saved until late game when you have the points and the knowledge to properly approach this class, as such there is no particular build recommendation.
  • Reserve Magic(10), Quick-Chant (1 or 5) are seemingly must-haves and Focus Chant or Spread Chant should be leveled as high as you can afford SP wise without causing you to lose damage from your main skills.
  • To further combat SP concerns it may be wise to choose one element (usually Fire) and one of the physical spells to max, then focus on enhancing them with the rest of your build. At times you may want to rest (at the guild) and tailor your skill build to a certain FOE’s or boss’ weakness.