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    Monster Girl Quest

    This page is a list of information about game mechanics that could be difficult to remember as Paradox is rife with them.

    Regarding Attack Types

    • Physical Type - Can be dodged, can be countered, can be reflected. Most non holy/dark/magic attacks are these, Great Sword has Physical parry against it.
    • Magical Type - Can be dodged, can be countered through magical counter, but spells have a base hit chance of 100% before the demo, can be reflected.
    • Auto-Hit - Can be dodged through perfect evasion, although only extremely late in the game (Illusion Heaven Dance/Fallen Angel Dance). , can be countered through perfect counter (Orgetooth's Osiris Card and Exclusive Unarmed skill Reversal, Queen Lamia's Snake God Dance)Can be nullified through quantization (after 2.40). Its base hit rate becomes changeable in the demo. Previously all attacks from this type are fixed at 100%.
    • Chaos Element - Mostly only in the LoC (Nuclear and Page of the End have a Chaos Element, Nuclear and Demise respectively). Bypasses any elemental absorbs/reflects/nulls. Still affected by the type of attack it is on.
    • Galactic - Recently separated from Untyped in the demo, has property similar to Chaos Element. Some previous Untyped element in some skills are changed to Galactic.
    • Untyped - Recently added with 2.40, this element is affiliated with psychic attacks and ignore any type of defense. Revert to normal element in the demo.
    • Special - Unofficial and barely used, this is a type affiliated with self-destruction and gold throwing attacks. They do not work against bosses. In the demo, only Holy skill's Self Destruct retains this element, other related skills become untyped.
    • Rape - Not an official attack type, but attacks with these tags ignore any defense a character has. They're mainly used against bound male characters.

    List of Chaos Elements

    • Physical: Carnage
    • Pleasure: Nightmare
    • Fire: Nuclear
    • Ice: Quantum
    • Lightning: Ion
    • Wind: Hadron
    • Earth: Terra
    • Water: Nano
    • Holy: Eternal
    • Dark: Demise
    • Bio:?
    • Sonic:?
    • Null

    Regarding Weapons and Skills

    • If the skill has a ^ or an or (e.g. Att or Dex for Ninjutsu) in the calculations, its taking the highest of the stats listed. This applies to traits that replace one stat with another as well.
    • Likewise, a skill with a + (e.g. Att+Agi, for spears) takes the sum of the two.
    • After choosing a target, if you have multiple elements on your attack, it will take the one that will deal the most damage. Unless the enemy possesses an absorption or reflect, in which case he will absorb the whole lot. A chaos element will bypass the reflect and absorb.
    • However, if you have multiple "[Element Type Here] Damage +15%", it will take the HIGHEST of them, even if that boost is NOT what is being used against the enemy. Element composite allows the component elements of the composite to stack. Element append allows one normal element directly forms a composite with the appended advanced element and the affix is stackable.
    • Weapon Type Skills, (Swords, Bows, Guns, Etc.) deal 50% more damage when used with their proper weapon, and somewhat only slightly lower damage if the weapon is close enough, (+40% for club skills with an axe, +40% for sword skills with a katana, the lowest is base skill damage) Certain learnt skills like Earth Rumbling Decapitation has different compatibilities. Imagined Sword grants Magic Sword compatbility while Imagined Gloves grants Sex Toy compatibility.
    • Deflectors are affected by dispels.
    • If your person has a deflector on them and they die from Climax/Ascension/Death, they keep it upon being revived.
    • Self harm damage (Edging, Punishment (Godfather),? (Samurai Skill)) will be blocked by deflectors. Self Instant Death skills usually bypass deflectors.
    • Non damaging Talk/Dance/Song Skills are Auto Hit.
    • Skills meant to targetting companions (White Magic, Medicine) or self cannot be dodged through perfect evasion, while skills that are directed to target companions (Recovery Bullet, Lucky Star, Healing Wave) can be dodged through perfect evasion.

    Regarding Buffs

    • Buffs start their countdown on the turn you use then, so 4 turns means the turn you cast it plus 3 more afterwards. Buffs generally last until end of turn. The exceptions here are Charges (Power Charge, Mental Concentration, etc.), which has turn 0.
    • Buffs that appear separately on the status bar stack with each other, if they don't, its not being stacked.(Transform + Inner Focused Mind will stack. Song of Offense + Enhance Magic will not.) Double action state does not stack with Berserk or Genocide High or any analogous Berserk-triggering state, but stack with Division, Divine Destiny, Ultimate Colony and Dullahan Rondo.
    • Will and Hero's Song/Mass Omni Enhance are the same buff, and therefore will not stack
    • Auto-Battle Special Flag states like Berserk/Rampage will not affect attack order at the turn one casts them.
    • Many critical HP buffs (e.g: Critical Double Action) check HP regularly. When the character HP goes above 20% HP or a certain HP value (for some traits), the respective buffs get removed. These buffs also cannot be applied normally when the characaters are not below that HP requirement. For example, using Alchemy skill to grant double action will not be effective when the character has Crisis Double Action equipped but not under critical HP.

    List of Dispels

    These are skills that remove buffs. Typically there is a 5 turn cooldown between dispels. Some notable dispels are:

    • Disruptive Wave - No cost for enemies.
    • Mass Dispel - Costs MP, Magical, but will still dispel if reflected
    • All Cancel - Costs MP, Certain Hit
    • Zero Shift - Also removes debuffs on enemy side, costs MP
    • Dispel Dance - Magical, no cost for enemies

    Regarding Difficulty

    For quick reference, this is what each of the difficulties do to the stats of enemies.

    • Very Easy = 50% HP/MP, 50% Attack/Magic/Dexterity, 50% Defense, 50% Agility (And also regen health for party/damage enemy for 20% max hp at end of turn, reduce to 1HP at most)
    • Easy = 75% HP/MP, 75% Attack/Magic/Dexterity, 75% Defense, 75% Agility
    • Normal = 100% HP/MP, 100% Attack/Magic/Dexterity, 100% Defense, 100% Agility
    • Hard = 125% HP/MP, 125% Attack/Magic/Dexterity, 125% Agility, 115% Defense, 75% Death Vulnerability
    • Very Hard = 150% HP/MP, 150% Attack/Magic/Dexterity, 110% Defense, 125% Agility, 50% Death Vulnerability
    • Hell = 200% HP/MP, 200% Attack/Magic/Dexterity, 125% Defense, 150% Agility, 25% Death Vulnerability
    • Paradox = 300% HP/MP, 500% Attack/Magic/Dexterity, 150% Defense/Willpower, 200% Agility, 10% Death Vulnerability
    • LoC = Check related explanations


    *If one chooses Hell or Paradox difficulty at the beginning of the game, the game will make it one level lower to mitigate the extreme diffiiculty fighting the Bunny Slime.

    *If you don't play Collab Scenario, the Difficulty level will be lowered to hell for the rest of the game. After entering Collab Chapter 7, the difficulty change is removed.

    LoC

    • All exits will appear in the same place, but which exit is "Active" is randomized.
    • The cap on rare points is 20000, with all points earned afterwards becoming rabbit points. See Labyrinth of Chaos for more details.
    • Rarely, enemy monsters can revive themselves at higher rare points. Note that killing them on the first turn seems to prevent them from doing this
    • There is a checkpoint for the main labyrinth every 100 floors, ending at the 601st floor, with the exception of floor 501 which doesn't offer you a checkpoint. You get 3000 X Check Point Number for starting at them, so starting at floor 601 starts you at 16000.
    • Blue chests in the trials always give the equipment that the trial would give, aka Endless Chaos would always give gems, while Sea of Truth will give bows/guns/whips...
    • All legendary gear of the same type have base effects that they always have, once you know what it is (Or look it up on this wiki), the other effects are what is random (So you can decide if you want to try for another equipment of the same type with better effects)

    Other

    • If all front line members are under a status effect that will not end naturally and prevents action (e.g. Petrified), you will lose the battle (even if they can still revive themselves)
    • Monsters have MP as well, and can not cast spells that use them if they run out. Especially angels, whose holy attacks all need MP.
    • Preemptive Rate and Surprise Rate (Ambush chance or Enemy Preemptive Rate) determined in Random Encounters are both set at 3% without bonus or removal. Special Ability “Nullify Ambush” Removes Surprise Rate while “Preemptive Strike Up” gives 5x bonus, making the Preemptive Rate = 15%.
    • Normal Escape chance in Random Encounter is determined by this formula: 1/(Escape Level-Luka Level+1) when Luka is in Party and has lower level than the foe. If not, picking the companion in party with the highest Level as the standard. Enemy Escape level is determined internally. For example, Reaper has Lv80, and Ranael(Alt) has Lv 60. When Luka’s level is equal or higher than said Enemy Level, it is guaranteed to leave via Normal Escape. All LoC foes have Lv 99999 Escape Level. Using direct battle abort skills will leave any random encounter ignoring the formula above.
    • A skill used on companions will choose the companions with the highest order starting from the expected target companion if the target companions get incapacitated.
    • Skills that target random companions (or foes) like Lucky Star’s target rate are affected by Target Rate modifying abilities like Hide/Super Hide/Appeal/Super Appeal.

    Abusive strategies

    Applying those strategies isn't just merely useful, they break the game and completely trivialize their difficulties following their successful use.

    • Halving encounters stack. You can easily reduce your encounter rate to 1/32 with 4 Gadabouts and the starting demon protection bracelet, allowing you to fully explore Ilias Continent if you periodically reset the encounter counter by taking breaks in the Pocket Castle. You can explore most of the Midas Abandoned Mines to loot equipment there, then sell the excess to Iliasport and finish equipping your team as it should. Pornof can also allow access to Bunny Suit, which makes for a good armor for any dex based character like a hunter. You can even clear most of the Ilias Continent questline that way.
    • When Alma Elma joins your party to infiltrate Gold Fort, she won't leave your team if you decide to dawdle. You can actually use her to beat Leviathan, Sphinx and Yamata No Orochi. The battles are harsh but doable with dedicated supports (encouraging dance increases her damage a great deal in particular). While beating Sphinx is not quite interesting, Yamata No Orochi instantly join you, while Leviathan will join you once you recruited Selene. You can then complete your tour by keeping Alma Elma's equipment for yourself before exiting Gold Fort.
      • Using the map hotkey glitch mentioned below on Gold Fort allows you to skip her capture event, essentially getting her as party member for the rest of the game.
    • Simply using "Lucky song" with a dedicated minstrel will quickly get you overleveled.
      • 2.4: stack multiplicatively (e.g: Lucky Hunter+Lucky Song=2*2=400%)
      • 2.41: state dupe+reference from 0% (e.g: +400% for Lucky Song which should be +200%)
      • Part 3 demo: state dupe is fixed+reference from 0% (e.g: +200% for Lucky Song)
    • After having completed the Gold Fort arc, get in Gold Port's tavern to recruit Lazarus and Merlin. They'll set up the third casino in the game in the Pocket Castle, and said casino has extremely good skimpy armor and shield. Lazarus himself has Gambling Luck III from his godfather job. You can rob blind his casino in less than a few hours adding him in your team and using slots.
    • Affection is now shared across saves. Characters hand out powerful (or, barring that, expensive) accessories with high affection. You can stack food items that gives high affection value, save across multiple slots, and give those items across slots to reduce your need to farm for food. You can load save one, spend all your items, save on another slot, and reload slave one to keep the high affection and the items used to increase it.
    • You can skip sequences with the Pocket Castle warp as opening it overrides other events. To do so, when you move on a tile on the overworld that should move you to a new map (any cities), opening the Pocket Castle (via the S hotkey) at that precise moment will override the map change, and leaving will return you right on top of the spot you were moving to without changing map. You can skip the Gold Fort (this gets fixed by adding an invisible wall between the map in the demo), then the Gold Central checkpoint like that. You can then get Salamander, and upon acquiring her, the game will automatically consider that you completed all main quests until then.
    • Above works with the world map hotkey (Q) as well, being even faster than Pocket Castle as you don't get transported anywhere. By spamming it at the very beginning of the game, it's even possible to skip the Slime Mountain and be able to explore and loot the whole Ilias continent (with an added bonus/penalty of random encounters being disabled at this point in the game), trivializing the early game by a lot. Be wary of possible sequence breaks when trying to proceed with the game story in that state, however.
    • Having Damage Cut Effects (e.g: Null Damage<300) + Elemental Absorb (e.g: Pleasure Absorb) will result in not recovering HP from Absorb but maintaining its damage nullification effect, preserving critical HP with respective effects.


    When you already have an existing completed save, you can do the following as well:

    • As soon as you get access to Hades, fight Cupid repeatedly with the combat replayer spamming talk to increase your affinity with her. Once high enough, she will have a chance to give a Prism Bow. You can either use someone as a hunter with an overpowered weapon, or have Luka reliably hit with Flail Wildly due to the accuracy bonus.
    • You can farm 500 affections x 11 characters per 8 minutes using the Town Trials of Chaos. As a result, any new game can be started with a solid treasury simply by removing Sonya/the heroine/lime from your team, getting their gifts, and selling most of those.

    Powerful gifts

    A list of gifts that are powerful for how early you get them in the story

    • Musette gives a Spirit's Legacy which gives anyone an extra turn at low health. One of the very few accessories that's viable in the LoC as it's not entirely phased out by LoC accessories
    • Lazarus gives Blazing Soul which doubles stats at low health. Not as strong as above because of how strong buffs are but doubling agility allows a low health character to safely attack first. Hakunen also gives one.
    • Hild and Vinum have a gift called Supreme Attack Scroll, which in the demo gets boosted to 10x Normal Attack Damage and stacks with similar buffs additively.
    • Alma Elma has the extremely rare Hero's Belt. It makes anyone have the hero buff instantly at low health which gives +50% stats. What makes it strong is that it unlike above it stacks with Unyielding/Indomitable Fighting Spirit to make a character have 225/300% of their shown stats. (This uses the same buff as Transform/Magical Change)
    • Selene has Godly Thief Gloves allowing you to open platinum chests before you should be able to.
    • In the Demo Alicetroemeria and Heinrich give Delta Soul and Beta Soul respectively. Delta Soul makes racial skills cast twice empowering many racial attacks while Beta Soul does so with job skills or it could help dancers/singers stunlock enemies
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