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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 - Base Classes

Warlock

Skill NameTypeBody PartPrerequisite SkillsTargetTPMastered Effects and Extra Notes
Lv 1
Magi MasteryPassive--Self-Increases spell's damage output by 15%
Quick-ChantPassive-Magi Mastery (5)Self-Doesn't need to wait for one turn to cast any Chant skills, but all Chant skills' TP are increased by 5. Can't be turned off once learned.
FireballAttackHead-One enemy718Deals splashed fire damage
Icicle LanceAttackHead-One enemy718Deals line-piercing ice damage
LightningAttackHead-One enemy's row718Deals volt damage
AmplifierBuffHead-Selected row513Increases elemental ATK by 45% for 5 turns
Magic ShieldSupportHeadAmplifier (2)All allies820Increases elemental DEF by 75%, only last until the end of turn
Focus ChantSupport ChargeHead-Self515Multiplies next turn's elemental damage by 2.25 but the spell can only target one enemy
LevitationField---410Negates damage from certain floors for 250 steps, and increases the chance of preemptive battle by 25%
InvisibilityField---512Mitigates encounter rates to become 10% for 250 steps

Recommended Race(s): Celestrian

Warlock is the main offensive spellcaster of this game, having early access to all elemental attacks. A lot of enemies have weak resistance to certain elements, so their weakness should be exploited in order to defeat them quicker. Fireball, Icicle Lance, and Lightning deals fire, ice, and volt damage, respectively. To increase the damage output, it has 1 buff, Amplifier, and 1 active skill, Focus Chant. As a defensive measure, Magic Shield can be activated to reduce all elemental damage. Outside of battle, Warlock also has 2 field effect skills. Levitation negates the damage taken from stepping on damage tiles and increases preemptive strikes in the labyrinth, while Invisibility reduces the encounter rate.

Warlock isn't a front liner so it should be put on back row due to its low armor tier. Additionally, mitigating damage a with Dragoon or Necromancer’s Fierce Shield further addresses fragility concerns. Warlock gains benefit from any element buffs and debuffs, so Shaman is probably the best choice to be put into the team due to Ruinous Prayer and Dance Oracle combined with Blaze Prayer, Hail Prayer, or Bolt Prayer. Botanist can also be considered in the team due to its Smokeblight.

As a spellcaster, Fireball, Icicle Lance, and Lightning should be learned as early as possible, and then focus on them until they reach level 4. Why? Because they still deal increased damage with the same TP cost. This class heavily depends on spells which eat up TP real fast, so you need to conserve your TP as many as you can. Afterward, you can learn Amplifier, Focus Chant, Magic Shield, or Union/Racial/Gathering skills. Levitation isn't needed until you reach 3rd Stratum, and Invisibility is pretty much not needed unless you want to reach higher floor faster. However, don’t learn Quick Chant early game as it increases TP cost and can’t be turned off once it’s learned.