FAQ/Walkthrough by Malduke

Version 1.1, Last Updated 2012-09-25

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Post-game (Continued)

Uber Equipment

Once you're strong enough to be able to reach floor 100 of a Ran-geon, then finding and fortifying equipment should be your next goal. The most important main-titles to find are:

  • ATK equipment or weapons with Amplify 300%
  • Dark Damage Up 3%
  • Drain or Free Drain

An Amplify 300% title with 25+ sub-titles under it will be more powerful than a +99 item without an Amplify title. Dark damage cannot be resisted unless the monster is blinded with black poison (or is a Potato), so it'll be helpful against physical resistant or immune monsters. Drain and Free Drain will heal you as you kill monsters and as long as your damage marker doesn't move too far, then you'll be almost unstoppable. Drain is a little bit better as the 50% mana increase can be applied to Infinite Circuits which will decrease the mana cost and other main-titles on the item can use Universal Principles. Other optional main-titles to find are:

  • Damage to Males/Females +5%
  • SWD/CLB/SPR/KNF/BOW Power +1%

If you have these titles, then you can handle even tougher enemies with lower ATK. Hopefully you will also have found more Widens or even a couple Triples. If you plan on soloing ran-geons, 6000-8000 ATK is enough if you keep monster levels low, but if you want to be able to handle even Lv.9999 monsters, I was able to defeat them with 24,400 ATK without the extra damage titles.

Random Dungeons

These optional dungeons are a great place to gain levels and obtain powerful equipment. Despite its name, random dungeons aren't very random at all. Floor ranges follow certain themes which determine what monsters appear and boss floors 15, 30, 45, 60, 75, 90, 100 and 200 are always the same. The randomness comes from which gates appear, traps and floor layout.

Gates

Each floor in random dungeons has 2-3 gates that lead further down, except on boss floors. Boss floors will have Transit, Angel, Growth, Devil, Hell and Exit gates past the gold door. Entering gates have a chance to increase or decrease its level, but if it reaches level 4 (crown) its level will stay there for the rest of the dungeon. While in a Ran-geon, open the menu and press left or right on the D-pad or left analog stick to see the current levels of the gates.

Transit Gate

This gate will recover your MP, barely increase monster levels and not change item drop rates and rare title rate at all. It also has a small chance of transforming into another gate.

Growth Gate

The Growth gate will increase monster level and can either increase or decrease item drop and rare title rates. Occasionally, this gate will either double its monster level increase, raise the level of another gate or grant a little experience.

Angel Gate

This useful gate increase item drop and rare title rates and leaves monster level untouched. It also has a chance to recover HP, MP, durability, revive characters or all of these.

Devil Gate

Increases monster level and decreases item drop and rare title rates. Can transform into Angel or Hell gates. If an Angel gate appears, it will completely recover all HP, MP and durability.

Hell Gate

Like the Devil gate, increases monster level and decreases item drop and rare title rates, but higher amounts. Has a chance to transform into Angel gates as well that will completely recover your party. This gate will also occasionally cause Potatoes to appear on the next floor.

Warp Gate

This gate increases monster level and can change item drop and rare title rates by a little. It will also skip ahead 1-4 floors of the dungeon, depending on its level.

Change Gate

Depending on this gate's level, it will transform into one of the other gates. At level one, Transit, Growth and Angel gates are often the result, but Devil and Hell also have a chance of resulting. Level two increases the chance of Devil and Hell gates, as well as Fortify gates. I've seen Darkness gates appear at level three, but haven't seen any of the others. The only way this gate levels up is from Growth gates.

Fortify Gate

A gate that can be used to improve equipment found in the current dungeon. If you choose to attempt to fortify an item, three outcomes can occur: successful fortification, monster levels increased or the item can be completely destroyed. A successful fortification will turn normal items into fine ones and fine items into keen. Also, each main-title the item has will have three sub-titles added underneath it. This is the only way to create super strong equipment.

Rule Gate

This gate will apply a random rule to the dungeon and increase monster level, item drop rate and rare title rate by a little. Rules applied include:

  1. Gate effects x2
  2. Only 2 gates per floor
  3. Exit gate appears in the next 3 floors but none after
  4. A Rule or Hell gate will always appear
  5. All enemies attacks are poisonous
  6. Enemies only drop single-use items or fine items
  7. All HP, MP and durability is recovered in Rule gates

Occasionally, the Rule gate will transform to an Angel gate and erase all active rules.

Forgotten Gate

One of two invisible gates that do not count towards the 2-3 gate limit per floor. Invisible gates cannot be seen unless standing directly next to them and they cannot be jumped over, so don't try. This gate only appears if you previously died or left a ran-geon and lost found equipment. If you return to the same dungeon without loading a save file, this gate will give you one of the items you lost.

Darkness Gate

The other invisible gate that should be avoided at all costs. This gate will take you to a Dark Zone floor with many high-powered monsters, multiple traps and environmental hazards. One strategy to get through the floor is to dash past everything and look for a gate as fast as possible. If you're strong enough, move slowly and defeat monsters individually while searching for an exit, but there may be Potatoes lurking about.


Baby-geons, Ran-geons, Hard-geons and Demon-geons

There are a bunch of differences between the types of random dungeons. Baby-geons have only 30 floors and monster levels cap at 100. The others have up to 200 floors and monster levels can reach 9999. Additional differences include starting monster levels, number of traps, and appearance rates of the different gates. Angel gates appear less often in harder dungeons, but Fortify gates will appear earlier. Demon-geons also do not have guaranteed exits on boss floors except for 100F and 200F. Potato traps will also appear earlier in Demon-geons.


Floor Guide

I'll just be listing enemies that appear in each area, with some additional details on boss floors. Floors are made up of pre-determined rooms, so as you traverse these dungeons, you'll be able to recognize rooms and know what monsters will be there.

Summer Area 1F - 7F
  • Trappy, High Trappy, Boss Trappy
  • Taranchu, Mega Taranchu
  • Meow Mao, Meow Tao
  • Quarry Star, Quarry Luna
  • Pole, Hard Pole
  • Reaper
Swampy Area 8F - 14F
  • Nisper, Sea Nisper, Marine Nisper
  • Froggel, Lick Froggel, Swan Froggel
  • Lizern, Buff Lizern, King Lizern
  • Reaper, Lethal Reaper, Death Reaper
  • Shroomgo, Bad Shroomgo, Demon Shroomgo
Marsh King 15F
  • Lethal Reaper
  • Trappy, High Trappy
  • Lick Froggel
  • Pole
  • Willowood (Boss)

The boss is to the very north of the floor with Poles shooting beams that prevent you from getting too close. Either take them out or use ranged attacks to defeat the boss.

Demon-geon
  • Death Reaper
  • Mega Taranchu, Giga Taranchu
  • Master Elu
  • Hard Pole
  • Chaos Willowood (Boss)

Not a big difference, but the Hard Poles are immune to physical attacks.

Mushroom Area 16F - 22F
  • Elu, Elu Chief, Master Elu
  • Taranchu, Mega Taranchu, Giga Taranchu
  • Shroomgo, Bad Shroomgo, Demon Shroomgo
  • Dasher, Megalo Dasher
  • Lick Froggel
Mine Area 23F - 29F
  • Hot Bomber, Hot Bomber Chief, Hot Bomber King
  • Trappy, High Trappy, Boss Trappy
  • Dasher, Megalo Dasher, Dasher King
  • Axe Man, Mega Axe Man
  • Pole, Hard Pole
Grotto King 30F
  • Hot Bomber, Hot Bomber Chief
  • Metal Gigolem (Boss)

You can use the bombs that the other monsters drop to defeat the boss.

Demon-geon
  • Shroomgo, Bad Shroomgo, Demon Shroomgo
  • Proto Gigolem (Boss)

The Shroomgos respawn a short while after being defeated, but the Gigolem's shockwave attack can be avoided by just jumping.

Ocean Area 31F - 40F
  • Nisper, Sea Nisper, Marine Nisper
  • Garchnel, Neo Garchnel, Star Garchnel
  • Aqua Lady, Aqua Diva, Aqua Queen
  • Gazeler, Great Gazeler
  • Hard Pole, Shell Pole

Be careful around Garchnel and narrow paths -- you don't want to be trapped between two of them.

Desert Area 41F - 44F
  • Skullbone, Skullbone Rogue, Skullbone Ghoul
  • Death Baroom, Baroom Ogre
  • Sylphie, Sylphie Gust
  • Meow Tao, Meow Pao
  • Aqua Lady, Aqua Diva
Deep Sea King 45F
  • Garchnel
  • Gilden Baron (Boss)

The Garchnel can be defeated before fighting the boss.

Demon-geon
  • Star Garchnel
  • Gilden Baron
  • Gilden Road (Boss)

The boss is immune to physical and has a deadly energy ball spray attack. Ice or Dark damage is recommended.

Frozen Area 46F - 52F
  • Slippen, Slippen Soldier, Kaiser Slippen
  • Quarry Star, Quarry Luna, Quarry Sunny
  • Sylphie, Sylphie Gust
  • Snow Childrake
  • Ice Spirit
Quartz Area 53F - 59F
  • Gazeler, Great Gazeler, King Gazeler
  • Lilima, Night Lilima
  • Ghost, Meta ghost
  • Magichama
  • Shados

Potato traps appear in this area.

Crystal King 60F
  • Ice Spirit
  • Sylphie Gust
  • Helluzard (Boss)

Take care of the two Ice Spirits before heading north to the boss.

Demon-geon
  • Sylphie Storm
  • Hellun Master (Boss)

There are a lot of frost throwers in the boss room. Ice absorbing armor can be extremely helpful.

Jungle Area 61F - 67F
  • Elu, Elu Chief, Master Elu
  • Dasher, Megalo Dasher, Dasher King
  • Lizern, Buff Lizern, King Lizern
  • Reaper, Lethal Reaper, Death Reaper
  • Willowood, El Willowood
Lava Area 68F - 74F
  • Skullbone, Skullbone Rogue, Skullbone Ghoul
  • Hot Bomber Chief, Hot Bomber King
  • Mega Axe Man, Axe King
  • Baroom, Death Baroom
  • Fire Spirit
Tropical Area 75F
  • Skullbone Rogue
  • Dasher
  • Flame Demon (Boss)

A Skullbone Rogue and Dasher along the left path, as well as a couple of flame throwers. The Flame Demon is at the top of the floor.

Demon-geon
  • Skullbone Ghoul
  • Dasher King
  • Shock Demon (Boss)

A couple additional flame throwers block the boss room.

Golden Area 76F - 82F
  • Neo Garchnel, Star Garchnel
  • Slippen Soldier, Kaiser Slippen
  • Meow Tao, Meow Pao
  • Hard Pole, Shell Pole
  • Gossfem
Bonus Area 77F
  • Quarry Luna
  • High Trappy, Boss Trappy
  • Swan Froggel

This area usually has some bronze doors and Pickles.

Dragon Area 83F - 89F
  • Lava Dragon, Frost Dragon
  • Flare Childrake, Snow Childrake, Zap Childrake
  • Shroomgo, Bad Shroomgo, Demon Shroomgo
  • Buff Lizern, King Lizern
  • Death Baroom, Ogre Baroom
  • Giga Taranchu
Dragon King 90F
  • Zap Childrake
  • Volt Dragon (Boss)

The Childrakes are to the side and are avoidable. Spike traps can be used to damage the boss, but the boss has to walk into them. Blinding the boss with black poison will allow you to get close for the first hit.

Demon-geon
  • Snow Childrake, Zap Childrake
  • Volt Dragon (Boss)

The Childrakes respawn shortly after being defeated, so try fight the boss away from where they spawn.

Magic Area 91F - 95F
  • Lilima, Night Lilima, Blood Lilima
  • Magichama, Magichamarune, Magichamaruneder
  • Phanatos, Phanatosmare, Phanatos Gibbear
  • Meta Ghost, Final Ghost
  • Hellmarge, Helluzard

Be wary of the Phanatos monsters, as their projectiles will ignore your HP and directly damage your equipment. Sometimes there are multiple Magichamaruneders and their homing lightning balls can quickly do a lot of damage.

Ancient Area 96F - 99F
  • Gossfem, Archgossfem, Gran Gossfem
  • Gazeler, Great Gazeler, King Gazeler
  • Shados, Dark Shados, Abyss Shados
  • Gilden Night, Gilden Baron
  • Phanatos Gibbear
Ancient King 100F
  • Abyss Shados
  • Mad Jezma (Boss)

Only three monsters, but there are Potato traps. The Abyss Shadoses can be lured away, but since they can warp around it could be difficult to defeat them without getting close to the boss.


In order to continue past floor 100, a Black Key is needed to unlock the Forbidden Door. Black Keys can drop from any regular enemy in the dungeon and is quite random. Floors 101-199 alternate between five types with each type containing a different set of monsters. The environment also changes as you move deeper into the dungeon, but it's mostly aesthetic.

Insect Floor 1X1F - 1X2F
  • Boss Trappy
  • Giga Taranchu
  • Swan Froggel
  • Marine Nisper
  • Reaper, Lethal Reaper, Death Reaper
  • Shroomgo, Bad Shroomgo, Demon Shroomgo
  • Willowood, El Willowood

Beware of swarms of Taranchu. They can surround you quickly and push your damage marker left in a few seconds. Take them on slowly.

Beast Floor 1X3F - 1X4F
  • Meow Tao, Meow Pao
  • Dasher King
  • King Gazeler
  • King Lizern
  • Slippen Soldier, Kaiser Slippen
  • Flare Childrake, Snow Childrake, Zap Childrake
  • Flame Demon, Blizzard Demon, Shock Demon
Spirit Floor 1X5F - 1X6F
  • Ice Spirit, Lightning Spirit
  • Phanatosmare, Phanatos Gibbear
  • Skullbone Rogue, Skullbone Ghoul
  • Meta Ghost, Final Ghost
  • Magichamaruneder
  • Jezma, Neo Jezma
  • Helluzard

Those Phanatos and Magichama enemies are fast, so take them out quickly.

Demon Floor 1X7F - 1X8F
  • Aqua Lady, Aqua Diva, Aqua Queen
  • Elu Chief, Master Elu
  • Night Lilima, Blood Lilima
  • Sylphie Gust, Sylphie Storm
  • Quarry Star, Quarry Luna, Quarry Sunny
  • Gossfem, Archgossfem, Gran Gossfem
  • Hard Pole, Shell Pole

There's a room with electrified floors in the middle. This room has large Sylphie Storms patrolling the border and they can surround you very quickly.

Battle Floor 1X9F - 1X0F
  • Ogre Baroom
  • Star Garchnel
  • Hot Bomber Chief, Hot Bomber King
  • Dark Shados, Abyss Shados
  • Mega Axe Man, Axe King
  • Gilden Night, Gilden Baron, Gilden Road
  • Metal Gigolem, Proto Gigolem

Don't let Garchnel trap you and physical immune Gilden Roads can be deadly.

Machine King 200F

The ultimate boss of random dungeons is just a slightly easier version of the final boss. I say easier because the boss uses all the same attacks except for one: she doesn't use the attack where she shoots balls of energy outward in a circle, which I found to be the most deadly attack. Stay at a safe distance and avoid her spinning sword attack and homing energy balls and it should be pretty simple. Like the last boss, she has tons of HP so the fight could last a while.


Soloing

You can attempt to do this however you want, but some strategies will be easier and faster than others. The Light Step ability allows you to completely ignore all traps. Without it, it took me around 2.5 hours to clear 200 floors and just 1.5 hours with it. Since I don't think its possible for DEF to reduce damage to negligible amounts against high level monsters, you'll have to be careful no matter how strong your character is. Here's my current character setup:

  • Thief with No Food/Poison/Medicine+HP trait
  • ATK 24400, DEF 761
  • Prudent Energy Frame
  • Equipment (from left to right)
    • Life Song (Free Drain w/ 32, Amplify 100% w/ 25, Dark Damage Up 3% w/ 26)
    • Light Step (Time 500, MP Use 207)
    • Triple
    • Mindwallow (Rare Title Ratio+50 w/ 11)
    • Clear Arrow (Amplify 300% w/ 22, Mana Use +5 w/ 22)
    • Triple
    • Wind Shield (9750 Durability)
  • Job Properties at Lv.5
    • (T) LCK & SPD Up
    • (T) Thief Walk
    • (T) Extra Thiefy
    • (T) Bomb Dodger
    • (W) Good ATK
    • (W) Good DEF
    • (W) Body Protector
    • (E) Quick Traveler
    • (E) Equip Enriched
    • (P) Good Magic
    • (P) Power Enriched
    • (P) Fire Contract
    • (P) Bench Warmer
    • (C) Mana Enriched
    • (C) Energy Up
    • (WM) Balanced Form
    • (WM) SWD and SPR
    • (WM) Legacy of Gear
    • (WM) CRT Master
    • (WM) Chicken Power

If you choose another strategy, one suggestion is to wear a piece of armor that absorbs an element. Fire will allow you to ignore flame throwers, fire spirits and dragons, and you can walk through bomb or Baroom explosions. Similarly, frost throwers, ice spirits, ice dragons and Hellmarge monsters can be ignored with ice. Lightning will allow you to walk on electrified floors and you can ignore Gazeler and Magichama type enemies.

In order to keep monster levels low, avoiding Devil and Hell gates is obvious. Fortify, Angel and Transit gates should be a priority, but Lv.1 Change or low level Growth gates are also safe. Another trick is to take Rule gates early and hope for the Everything recovers in Rule gates rule. Then you can avoid the gate and only take it when you need equipment to be repaired. It might also be safer to take a Lv.1 Hell gate rather than Lv.3+ Devil gate if you had to choose.

Fortify > Angel > Transit > Warp > Lv.1 Change > Growth > Rule > Lv.2+ Change > Lv.1-2 Devil > Lv.1-2 Hell > Lv.3+ Devil > Lv.3+ Hell

Door Glitch

There's a glitch in the game that will allow you to get past bronze, silver, gold and Forbidden doors without having the key. All you need is a bow with short charge time and some running room. The Youtube video uploaded by kobekobe8323 shows the player shooting an arrow at a door then dashing ahead of it so that the arrow pushes the character through the door. By abusing this glitch, you can get past the Forbidden Door without a Black Key, or completely avoid boss battles.

Controls

Controls are customizable in the Options menu. Here are the default values.

Open MenuStart
MoveDirectional Pad/Left Analog Stick
Switch Active UserRight Analog Stick Up/Down
Switch Magic UserTriangle
Shield/DashSquare
JumpX
AttackO
MagicL1
Switch MagicL2
Use Single-use ItemR1
Switch Single-use ItemR2
Square ATK/DEF
  1. Equipment effects (excluding Mana) in this slot x2.
11
ARMATKDEFHealthCRTCLBATKDEFHealth
Unsinkable

Obtained at level 5.

  1. When active, moves damage marker to the edge if this slot is damaged.
  2. When this slot's durability is 0, all durability is 0.
11122
SWD/CLBARMHealthHPHPHPATKATKCRTDEFDEFSHD
Bumble Bee

Obtained at level 10.

  1. Takes 25% of the damage for the damaged slot when activated.
  2. When active, boost all effects and Mana for slots to the left by +1x.
12
KNFARMSHDHealthHPCRTATKSPDSPDSPDATK
Heavy Prepped

Obtained at level 15.

  1. All left slots can't be equipped.
  2. When active, +5 Mana to all equipment slots to the left.
  3. When active, +10 Mana to all equipment slots to the left.
12223
ATKDEFMPSPR/BOWARMHealthHPATKDEFATKDEFATKCRTSHD
Suicide Rush

Obtained at level 20.

  1. This slot's equipment can't recover durability.
  2. When active, all HP bars can't recover.
  3. When active, boost all effects and Mana for slots to the left by +1x.
1111223
HealthCLB/SPRATKATKARMHPATKSHD
Master Clubber

Obtained at level 28.

  1. Boost all effects and Mana for slots to the left by +1x.
  2. When active, boost all effects and Mana for slots to the left by +1x.
  3. When active, moves damage marker to the edge if this slot is damaged.
  4. Equipment effects (excluding Mana) in this slot x4.
122334
CLBATKCRTDEFATKHealthARMATKSHDHealth
ATK/DEF King

Exit a Ran-geon at floor 100+ as a Warrior to obtain.

  1. Equipment effects (excluding Mana) in this slot x2.
1111
DEFHealthARMCLBATKDEFMP/CRTATKATKHealthHealth
Unsink King

Exit a Hard-geon at floor 100+ as a Warrior to obtain.

  1. When active, moves damage marker to the edge if this slot is damaged.
  2. When this slot's durability is 0, all durability is 0.
  3. Equipment effects (excluding Mana) in this slot x3.
1112233
SWD/CLBARMHealthHPHPHPATKMP/ATKCRTDEFDEFATK/DEFSHD
Bumble King

Exit a Demon-geon at floor 100+ as a Warrior to obtain.

  1. When active, boost all effects and Mana for slots to the left by +1x.
  2. Equipment effects (excluding Mana) in this slot x4.
  3. Lowers the slotted equipment's durability by 60% when activated.
1123
KNFARMSHDATKDEFCRTHealthHPMP/SPDMP/SPDSPDATKATK/DEF

Searcher
-
HealthSWD/BOWTHFARMATKDEFATKHealth
Safety Shield

Obtained at level 3.

-
SHDHealthHPSWD/KNFMP/ATKTHFMPARM
Youth Scout

Obtained at level 10.

-
SWD/BOWARMHealthHPSPD/LCKLMTHFMPATKDEFSHD
Element Guard

Obtained at level 15.

  1. When active, moves damage marker to the edge if this slot is damaged.
  2. Favors O L RES during equipment activation.
  3. Favors O I RES during equipment activation.
  4. Favors O F RES during equipment activation.
  5. Favors O PH RES during equipment activation.
  6. When active, +50 Mana to all equipment slots to the left.
111123456
KNFDEFATKDEFARMSHDATKDEFDEFSPDLCKHealth
Scrounger

Obtained at level 20.

  1. All left slots can't be equipped.
1
HealthMP/DEFDEFATKATKATK/DEFSPD/LCKHealthATKSWD/BOWARMTHFHealth
Stocking Up

Obtained at level 25.

  1. Lowers the slotted equipment's durability by 80% when activated.
  2. Lowers the slotted equipment's durability by 60% when activated.
  3. Lowers the slotted equipment's durability by 40% when activated.
  4. Lowers the slotted equipment's durability by 20% when activated.
123444
MPSWD/BOWCRT/LCKMP/SPDARMFM/IMTHFATK/DEFATK/DEFHealthATK/DEFATK/DEFATK/DEFATK/DEF
Search King

Exit a Ran-geon at floor 100+ as an Explorer to obtain.

  1. Equipment effects (excluding Mana) in this slot x2.
1
HealthSWD/BOWARMTHFDEFATKMP/ATKDEFATKHealth
Safety King

Exit a Hard-geon at floor 100+ as an Explorer to obtain.

  1. When active, boost all effects and Mana for slots to the left by +1x.
1
SHDMP/CRTHealthSWD/KNFARMTHFATK/DEFATK/DEFATK/DEFATK/DEFHealth
Scout King

Exit a Demon-geon at floor 100+ as an Explorer to obtain.

  1. Boost all effedcts and Mana for the slots to the left by +1x.
  2. Equipment effects (excluding Mana) in this slot x4.
12
LM/THFHealthSWD/BOWARMSPD/LCKATK/DEFHPMP/ATKMP/ATKDEFSHDATK/DEF

Duo Fire
  1. Favors O L RES during equipment activation.
  2. Favors O F RES during equipment activation.
  3. Takes 25% of the damage for the damaged slot when activated.
123
SHDFMFMMPHealthMPMPHealthARMCLB/KNFLCK
Trio Fire

Obtained at level 5.

  1. Boost all effects and Mana for slots to the left by +1x.
  2. Lowers the slotted equipment's durability by 40% when activated.
  3. Lowers the slotted equipment's durability by 20% when activated.
  4. Takes 25% of the damage for the damaged slot when activated.
1234
FMFMFMHealthMPMPMPARMCLB/KNFLCKHealth
Active Fire

Obtained at level 12.

  1. Takes 25% of the damage for the damaged slot when activated.
11
FMFMFMHealthMPMPMPHealthARMCLB/KNFDEFLCKSPD
F/L Division

Obtained at level 18.

-
SHDFM/LMFM/LMFM/LMHealthMPMPMPCLB/KNFARMHealth
Pinpoint Fire

Obtained at level 25.

  1. Boost all effects and Mana for slots to the left by +1x.
  2. When active, moves damage marker to the edge if this slot is damaged.
  3. This slot's equipment can't recover durability.
12222223
FMHealthARMMPMPMPMPMPMPCLB/KNF
Ruthless Fire

Obtained at level 33.

-
CLB/KNFARMHealthFM/LMFM/LMFM/LMMP/ATKMP/ATKMPMPHealth
Fire King

Exit a Ran-geon at floor 100+ as a Pyro to obtain.

  1. Favors O L RES during equipment activation.
  2. Favors Circle Lv.2 F RES during equipment activation.
  3. When active, boost all effects and Mana for slots to the left by +1x.
123
ARMCLB/KNFHealthMPMPMPFMFMLCKHealthSHD
Pin Fire King

Exit a Hard-geon at floor 100+ as a Pyro to obtain.

  1. Boost all effects and Mana for slots to the left by +1x.
  2. Equipment effects (excluding Mana) in this slot x3.
  3. When active, moves damage marker to the edge if this slot is damaged.
  4. This slot's equipment can't recover durability.
12233333334
FMHealthARMMPMPMPMPMPMPMPMPMPCLB/KNFHealth
Ruthless King

Exit a Demon-geon at floor 100+ as a Pyro to obtain.

  1. When active, boost all effects and Mana for slots to the left by +1x.
11
CLB/KNFARMFM/LMFM/LMFM/LMHealthMP/ATKMP/ATKMPMPHealthSHDMP/ATKMP/ATK

Freezing
  1. Favors O L RES during equipment activation.
  2. Favors O I RES during equipment activation.
  3. Favors O PH RES during equipment activation.
  4. Takes 50% of the damage for the damaged slot when activated.
1234
HealthIMIMIMMPMPARMSPR/KNFLCK
Super Freezing

Obtained at level 5.

  1. Lowers the slotted equipment's durability by 80% when activated.
  2. Boost all effects and Mana for slots to the left by +1x.
1112
HealthIMIMIMMPMPARMSPR/KNFHealthSHD
Active Freeze

Obtained at level 12.

  1. When this slot's durability is 0, all durability is 0.
111
HealthIMIMIM/LMARMMPMPMPMPSPR/KNFHealthSPDSHD
I/L Division

Obtained at level 18.

-
HealthIM/LMIM/LMIM/LMMPMPHealthSPR/KNFARMHealth
Pinpoint Ice

Obtained at level 25.

  1. Boost all effects and Mana for slots to the left by +1x.
  2. When active, moves damage marker to the edge if this slot is damaged.
  3. This slot's equipment can't recover durability.
11222223
HealthIMSPDARMMPMPMPMPMPSPR/KNF
Ice Wall

Obtained at level 33.

-
HealthARMIM/LMIM/LMMPMPMPDEFDEFSPR/KNF
Freeze King

Exit a Ran-geon at floor 100+ as a Cryo to obtain.

  1. Favors O L RES during equipment activation.
  2. Favors O I RES during equipment activation.
  3. Favors O PH RES during equipment activation.
123
HealthARMSPR/KNFIMIMIMATK/DEFMPMPHealthSHD
Pin Ice King

Exit a Hard-geon at floor 100+ as a Cryo to obtain.

  1. Boost all effects and Mana for slots to the left by +1x.
  2. Equipment effects (excluding Mana) in this slot x2.
  3. This slot's equipment can't recover durability.
  4. Favors X F RES during equipment activation.
1112223444
HealthIMSPDARMMPMPMPSPR/KNFDEFDEFDEFHealth
Ice Wall King

Exit a Demon-geon at floor 100+ as a Cryo to obtain.

  1. Equipment effects (excluding Mana) in this slot x4.
  2. Equipment effects (excluding Mana) in this slot x3.
  3. Boost all effects and Mana for slots to the left by +1x.
1233
HealthARMIM/LMIM/LMMPMPMPDEFDEFSPR/KNFDEF

Tao of Steal'n
  1. Lowers the slotted equipment's durability by 40% when activated.
111
HealthARMTHFTHFTHFKNF/BOWMPMPMPHealthATK/SPDATK/SPD
Speed Demon

Obtained at level 7.

  1. When active, boost all effects and Mana for slots to the left by +1x.
1
HealthKNFATKSPDMPHealthTHF/SPDTHF/SPDTHF/SPDLCKLCKCRTCRT
Prudent

Obtained at level 17.

  1. Favors O All RES during equipment activation.
  2. Takes 100% of the damage for the damaged slot when activated.
12
HealthTHF/DEFTHF/DEFTHFARMKNF/BOWMP/SPDSHDHealthHealthHealthHealthHealthHealth
Self-reliant

Obtained at level 23.

  1. All left slots can't be equipped.
  2. When active, boost all effects and Mana for slots to the left by +1x.
12
SHDMPATKDEFCRTSPD/LCKTHFHealthTHF/SPDTHF/SPDATK/DEFKNF/BOWARMHealth
Master Thief

Obtained at level 30.

  1. Lowers the slotted equipment's durability by 40% when activated.
111
HealthTHFTHFTHFKNF/BOWARMHealthMP/SPDMP/SPDMP/ATKLCKLCKLCK
Diverse

Obtained at level 40.

-
HealthBOWTHFTHFARMTHFMPMPMPATK/DEFATK/DEFSPD/LCKSPD/LCKSPD/LCK
Steal'n King

Exit a Ran-geon at floor 100+ as a Thief to obtain.

  1. When active, boost all effects and Mana for slots to the left by +1x.
1
THFTHFTHFHealthARMKNF/BOWATK/SPDATK/SPDMPMPMPHealthMP/DEF
Thief King

Exit a Hard-geon at floor 100+ as a Thief to obtain.

-
HealthTHFTHFKNF/BOWLCKARMLCKHealthMP/SPDMP/SPDMP/SPDLCKHealth
Diverse King

Exit a Demon-geon at floor 100+ as a Thief to obtain.

  1. Equipment effects (excluding Mana) in this slot x2.
111111
HealthCLB/BOWARMTHFTHFMPMPMPATK/DEFATK/DEFATK/DEFSPD/LCKSPD/LCKSPD/LCK

F/I Stance
  1. Lowers the slotted equipment's durability by 40% when activated.
1111
HealthSWD/SPRARMFMIMMPATKSPDHealth
Lightning Stab

Obtained at level 5.

  1. Lowers the slotted equipment's durability by 40% when activated.
111111
HealthATKATKKNFARMLMLMMPCRTLCKHealthHealthHealthHealth
Relief Effort

Obtained at level 9.

  1. Lowers the slotted equipment's durability by 40% when activated.
1
ARMHealthSPRFMIMMPMPHealthSHDHealthHealthHealth
Widen Power

Obtained at level 14.

  1. When this slot's durability is 0, all durability is 0.
  2. Lowers the slotted equipment's durability by 20% when activated.
  3. Boosts all effects and Mana for slots to the left by +1x.
11223
HealthSWD/SPRARMFMFMMPDEF/CRTMPATKLCKATK
Top Boost

Obtained at level 20.

  1. Lowers the slotted equipment's durability by 80% when activated.
  2. When active, boost all effects and Mana for slots to the left by +1x.
111112
HealthARMIMIMSWD/SPRMPMPATK/DEFATK/DEFATKATKHealth
Mana Bridge

Obtained at level 28.

  1. When active, +10 Mana to all equipment slots to the left.
  2. When active, +5 Mana to all equipment slots to the left.
1222222222
HealthARMSWD/SPRATK/DEFMPIMMPIMATK/DEFATK/DEFATK/DEFMP
F/I King

Exit a Ran-geon at floor 100+ as a War Mage to obtain.

-
HealthSWD/SPRFMARMIMHealthATKMPATKDEFDEFHealthHealth
Relief King

Exit a Hard-geon at floor 100+ as a War Mage to obtain.

  1. When active, boost all effects and Mana for slots to the left by +1x.
111
ARMHealthSPRFM/IMFM/IMMPMPHealthSHDMPMP
Top Boost King

Exit a Demon-geon at floor 100+ as a War Mage to obtain.

  1. When active, boost all effects and Mana for slots to the left by +1x.
111111
HealthSHDARMATK/DEFIMSWD/SPRIMATK/DEFMPATKMPATKMPDEF

Character Traits

Character traits are selected at character creation and cannot be changed once after the character is created. Story characters have set traits and cannot be changed either. Traits cost CP and with only 4 CP you can only select a few traits.

Boasting Stamina
Lv.1+13% to all HP bars.1 CP
Lv.2+26% to all HP bars.2 CP
Lv.3+39% to all HP bars.3 CP
Lv.4+52% to all HP bars.4 CP
Overflowing Mana
Lv.1+13% Mana to all MP slots.1 CP
Lv.2+26% Mana to all MP slots.2 CP
Lv.3+39% Mana to all MP slots.3 CP
Lv.4+52% Mana to all MP slots.4 CP
Boasting Strength
Lv.1+12% Mana to all ATK slots.1 CP
Lv.2+24% Mana to all ATK slots.2 CP
Lv.3+36% Mana to all ATK slots.3 CP
Lv.4+48% Mana to all ATK slots.4 CP
Impregnable Protection
Lv.1+12% Mana to all DEF slots.1 CP
Lv.2+24% Mana to all DEF slots.2 CP
Lv.3+36% Mana to all DEF slots.3 CP
Lv.4+48% Mana to all DEF slots.4 CP
Keen-Minded
Lv.1+12% Mana to all Magic slots.1 CP
Lv.2+24% Mana to all Magic slots.2 CP
Lv.3+36% Mana to all Magic slots.3 CP
Lv.4+48% Mana to all Magic slots.4 CP
Fast Runner
Lv.1+30 SPD1 CP
Lv.2+60 SPD2 CP
Lv.3+90 SPD3 CP
Lv.4+120 SPD4 CP
Prime
Lv.1Experience needed to level past Lv.99 is multiplied by 90 instead of 100.1 CP
Lv.2Experience needed to level past Lv.99 is multiplied by 85 instead of 100.2 CP
Lv.3Experience needed to level past Lv.99 is multiplied by 80 instead of 100.3 CP
Lv.4Experience needed to level past Lv.99 is multiplied by 75 instead of 100.4 CP
Caring
Lv.1MP consumed when casting magic when in Support reduced by 25%.2 CP
Lv.2MP consumed when casting magic when in Support reduced by 50%.4 CP
Fire-Breathing
Lv.1Has Fire Breath if using less than 3 magic abilities.3 CP
Ice-Breathing
Lv.1Has Ice Breath if using less than 3 magic abilities.3 CP
Lightning-Breathing
Lv.1Has Lightning Breath if using less than 3 magic abilities.3 CP
No Food/Poison/Medicine
Lv.1Food items, poison and medicine have no effect.3 CP
No Food/Poison/Medicine+HP
Lv.1Food items, poison and medicine have no effect. If one or more equipment is active, HP will auto recover.4 CP
Weak Constitution
Lv.1-10% to all HP bars. +10% to EXP obtained.1 CP
Lv.2-20% to all HP bars. +20% to EXP obtained.2 CP
Lv.3-30% to all HP bars. +30% to EXP obtained.3 CP
Lv.4-40% to all HP bars. +40% to EXP obtained.4 CP

Single Use Items

Use items by pressing R1 or throw them by holding R1 and releasing. It's possible to use harmful items on yourself or throw helpful items at enemies, so be careful with your items.

Keys
Bronze KeyUnlocks bronze doors
Silver KeyUnlocks silver doors
Gold KeyUnlocks gold doors
Black KeyUnlocks the forbidden door on 100F of ran-geons
Helpful Items
Green DetoxRemoves green poisons
Yellow DetoxRemoves yellow poisons
Black DetoxRemoves black poisons
White DetoxRemoves poison, recovers 100 HP and MP and grants invulnerabilty for a short while
Heal SproutRecovers 100 HP
Magic SproutRecovers 100 MP
Detox SproutRemoves poisons
HealshroomRecovers 50 HP
AwakenshroomGrants experience
StimulantATK increases for a short period
EXP BottleGrants experience
Heal BottleRecovers durability
Harmful Items
Green ToxinCauses green poison's gnawing body in enemies
Yellow ToxinCauses yellow poison's yellow contagion in enemies
Black ToxinCauses black poison's blind in enemies
Holy WaterCan be used to instantly defeat Skullbones
Toxic SproutPoisons enemies if eaten
GreenshroomCauses green poison's gnawing body in enemies if eaten
YellowshroomCauses yellow poison's yellow contagion in enemies if eaten
BlackshroomCauses black poison's blind in enemies if eaten
MolotovDamages enemies

Swords

2xCutFast double slash. 2 hits.
SwiftWhen activated, reduces unguarded moment during attacks.
TackleCharging attack. 1 hit.
TranceBoost EXP rate 50%, but can't do anything for a limited time.
WaveSend a long range wave attack from the tip of your sword.

Clubs

QuakeCrack the ground with a strike from your club, causing damage.
RageATK x1.5 for 20 sec each time equipment breaks. Can't repeat.
TranceBoost EXP rate 50%, but can't do anything for a limited time.

Spears

FlashA spear swing that fires lightning attacks in 3 directions.
F MusoA spinning F + PH attack with the knockback effect.
I MusoA spinning I + PH attack with the knockback effect.
PokeA high-powered thrust.
RepelA wide-ranged attack with a powerful knockback effect.

Knives

DashSPD +100 for a limited time. Can't repeat.
GraterDecrease enemy's DEF for a limited time. Can repeat.
LuckyHigher chance for an item drop when used as a Coup de Grace.
Mug MPRecover 3 MP form each monster kill for a limited time.
PurifySlays Immortal monsters when used as a Coup de Grace.

Bows

CloneSets a double that continues to shoot its bow.
F ShotA F + PH bow attack.
I ShotAn I + PH bow attack.
PowerA high-powered bow attack.
RapidMake 3 consecutive bow attacks.

Fire Magic

ATK UpThe flame of passion. ATK Up for a limited time.
F ArrowCreates one fire arrow. Shoots forward.
F BallCreates big-sized flame ball. Shoots forward. Big explosion.
F Ball EXCreates two flame balls. Shoots forward. Big explosion.
F HealThe fire of life. HP recovery magic. Its power is weak.
F StrikeCreates three homing fire bullets. Shoots forward.
F TorchFire magic that provides the same effect as a Lantern.
F WeaponCompounds attribute of weapon and adds F RES 50%

Ice Magic

DEF UpTemporarily increases DEF with the power of a crystal.
I ArrowCreates one ice arrow. Shoots forward.
I NagaCreates two piercing ice bullets. Shoots toward an enemy.
I ShieldMagic that provides F RES +1.
I StrikeCreates three homing ice bullets. Shoots forward.
I TailShoots a normal-tailed, meandering ice ball.
I WeaponCompounds attribute of weapon and adds I RES 50%.
Sea HealPowerful HP recovery magic, powered by the sea.

Lightning Magic

L HealMagic that recovers HP with electroshocks. Mass MP consumption.
L RepairAttempt to recover your equipment's durability.
L WeaponCompounds attribute of weapon and adds L RES 50%.
SparkShoots one blinding lightning bolt forward. Huge explosion.
ThunderContinuously shoots lightning bolts forward for multiple hits.
ThundererCreates two piercing electric balls. Shoots forward.

Thief Skills

Bronze LSOpen Bronze Doors like a locksmith.
Drop Rate+Increase target's equipment/item drop rate for a limited time.
Good DropIncrease target's good equipment drop rate for a limited time.
Fight SongBoost all ATK 20%, no attacks/magic for a time. Can repeat.
Guard SongBoost all DEF 20%, no attacks/magic for a time. Can repeat.
Happy SongBoost drop rate, no attacks/magic for a time. Can repeat.
Hit Open 1Smash Mimics, but 30% chance to halve durability of fineries.
Hit Open 2Smash Mimics, but 30% chance to halve durability of fineries.
Hit Open 3Smash Mimics, but 30% chance to halve durability of fineries.
Item CheckWhen used, you can identify single-use items.
Life SongBoost all EXP gain, no attacks/magic for a time. Can repeat.
Light StepWon't trigger traps for a limited time.
Open 1Low chance of good items in chests, but small boost to Mimics.
Open 2Medium chance of good items in chests, but boost to Mimics.
Open 3High chance of good items in chests, but big boost to Mimics.
Save2OpenSkilled at opening treasure chests. Won't open Mimics.
TiptoeingLess likely to be noticed by monsters. (Only when Active)
Trap LiftEliminate traps wwithin a certain range in front of you.
Trap ViewAll traps are revealed for a limited time.
View TitleWhen active, you can check the titles of owned equipment.

Titles

Some equipment you find will have titles on them. The number of titles a piece of equipment has is indicated by the +# in the equipment name. There are two types of titles: main and sub-titles. Each main title has one or more sub-titles under it and the effect of the main-title is applied to each sub-title. So, the more sub-titles a main-title has, the greater the effect. There's no way to change what main-titles are on a piece of equipment but sub-titles can be replaced. Sub-titles with high transplant power can replace low transplant power titles without any problem but replacing a high transplant power title with a low one requires extra copies of the new title to be used. For example, replacing Mana Bonus (trans. power 10) with Ability Up S (trans. power 3) would require a total of 8 copies of Ability Up S (10 - 3 + 1 = 8).

Main-titles

Main-titleEffect
Mana Use +1/3/5/10Increases sub-title mana cost by 1/3/5/10
Mana Use -1/3/5/10Decreases sub-title mana cost by 1/3/5/10
Mana Increase -25/50/100%Reduces sub-title mana cost by 25/50/100%
Rare Title Ratio +1/5/10/50Increases rare title ratio by 1/5/10/50
Recovery S/M/L After KillDurability recovery 1/2/3 after killing enemy
100% Up & Mana Up 200%Increases sub-title effect by 100% and mana cost by 200%
Amplify 100/200/300%Increases sub-title effect and mana cost by 100/200/300%
Damage to Males +5%Damage to male monsters +5%
Damage to Females +5%Damage to female monsters +5%
Damage to Fliers +5%Damage to flying monsters +5%
Damage to Bones +5%Damage to bone monsters +5%
PH Damage Up 3%Adds additional 3% physical damage to attacks
F Damage Up 3%Adds 3% fire damage to attacks
I Damage Up 3%Adds 3% ice damage to attacks
L Damage Up 3%Adds 3% lightning damage to attacks
Dark Damage Up 3%Adds 3% dark damage to attacks
SWD Power +1%Power +1% with SWD equipped
CLB Power +1%Power +1% with CLB equipped
SPR Power +1%Power +1% with SPR equipped
KNF Power +1%Power +1% with KNF equipped
BOW Power +1%Power +1% with BOW equipped
DrainHP recovers 1% of damage and sub-title mana cost increased by 50%
Free DrainHP recovers 1% of damage
Magic Power +3/6/9/12Magic power +3/6/9/12
Shorten Cast Time -5/10Cast time -5/10
FlickyEquipment has maximum number of titles (99)

Sub-titles

Sub-titleEffectTrans. PowerMana Cost
Mana BonusMana use -110-1
Ability Up SEquipment ability +134
Durability + SDurability +1051
DEF Up SEquipment DEF +113
ATK Up SEquipment ATK +113
Less ManaMana use -315-3
Ability UpEquipment ability +266
Durability MeasuresDurability +2083
MP UpEquipment MP +1553
DEF UpEquipment DEF +326
ATK UpEquipment ATK +326
Mana EfficiencyMana use -520-5
Enhance AbilityEquipment ability +3910
Super Enhance AbilityEquipment ability +71220
Eco-friendly ManaMana use -730-7
Enhance DurabilityDurability +30176
Ability Boost 10Equipment Ability +101730
MP Boost 90Equipment MP +90108
DEF Boost 10Equipment DEF +10320
ATK Boost 10Equipment ATK +10320
Mana EvolutionMana use -1040-10
Next-gen AbilityEquipment ability +151030
DEF Turbo 30Equipment DEF +30450
Obstinate DurabilityDurability +601710
Super Mana EvolutionMana use -2050-20
Super PerformanceEquipment ability +202030
ATK Turbo 30Equipment ATK +30450
Ultimate PerformanceEquipment ability +30430
Universal PrincipleEquipment ability +601530
Infinite CircuitEquipment ability +50 and Mana use -3099-30

Explore

The Explore mechanic allows you to discover more music for the Jukebox and find bonus dungeons. Simply save before sending sprouts to search and load if they fail. The higher value of the ability of sent sprouts will have a higher chance to find something. The sprouts can also find an item called Change JP which you can use to refund spent JP on job abilities.

Trophies

Legasista has 21 trophies: 1 Platinum, 7 Gold, 11 Silver and 2 Bronze. Completing harder dungeons trophies will not unlock easier dungeon trophies, and solo trophies do not also unlock trio or duo trophies. But, completing 200 floor trophies will also unlock the 100 floor trophy of that dungeon type and party size. Thanks to Adellus for confirmation.

TrophyGradeDescription
Got All TrophiesPlatinumObtain all trophies.
Conquered the Ivy TowerSilverClear the storyline.
30-Floor Baby-geonBronzeClear a 30-floor Baby-geon.
Trioed 100-Floor Ran-geonBronzeClear a 100-floor Ran-geon with a Trio.
Duoed 100-Floor Ran-geonSilverClear a 100-floor Rangeon with a Duo.
Soloed 100-Floor Ran-geonGoldClear a 100-floor Ran-geon Solo.
Trioed 200-Floor Ran-geonSilver (Hidden)Clear a 200-floor Ran-geon with a Trio.
Duoed 200-Floor Ran-geonSilver (Hidden)Clear a 200-floor Ran-geon with a Duo.
Soloed 200-Floor Ran-geonGold (Hidden)Clear a 200-floor Ran-geon Solo.
Trioed 100-Floor Hard-geonSilverClear a 100-floor Hard-geon with a Trio.
Duoed 100-Floor Hard-geonSilverClear a 100-floor Hard-geon with a Duo.
Soloed 100-Floor Hard-geonGoldClear a 100-floor Hard-geon Solo.
Trioed 200-Floor Hard-geonSilver (Hidden)Clear a 200-floor Hard-geon with a Trio.
Duoed 200-Floor Hard-geonSilver (Hidden)Clear a 200-floor Hard-geon with a Duo.
Soloed 200-Floor Hard-geonGold (Hidden)Clear a 200-floor Hard-geon Solo.
Trioed 100-Floor Demon-geonSilverClear a 100-floor Demon-geon with a Trio.
Duoed 100-Floor Demon-geonSilverClear a 100-floor Demon-geon with a Duo.
Soloed 100-Floor Demon-geonGoldClear a 100-floor Demon-geon Solo.
Trioed 200-Floor Demon-geonSilver (Hidden)Clear a 200-floor Demon-geon with a Trio.
Duoed 200-Floor Demon-geonGold (Hidden)Clear a 200-floor Demon-geon with a Duo.
Soloed 200-Floor Demon-geonGold (Hidden)Clear a 200-floor Demon-geon Solo.

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