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    Monster Girl Quest

    Overview

    The Labyrinth of Chaos is an optional end-game maze that consists of random areas seen throughout the game with portals leading to the next section of the maze. Every 10th floor has the White Rabbit, a chest that contains an item, as well as three additional red chests and a green chest that requires winning a tough boss fight to proceed. Every 100 floors you have the option of fighting a super-boss for a better reward. You are also unable to save, with the exception of after the rematches of each boss. You can only start from the 1st floor, and, once you have reached them, you can restart from floors 101, 201, 301, 401, and 601.

    Another note is that Abilities/Accessories, such as the Demon Ward Bracelet item/Encounter Half Special Ability have no effect whatsoever while inside the Labyrinth of Chaos, as enemies are visible encounters instead of random ones. This makes prolonged explorations of each floor a dangerous gambit if one runs out of supplies to keep their HP/MP supply in balance whilst searching for items/NPCs, as regular enemies are much tougher in the Labyrinth of Chaos than their usual counterparts. Escaping from regular enemies is also made much harder, if not impossible most of the time, thus making it mandatory to fight your way through every regular encounter you face to progress forward.

    Differences with the base game

    • Enemies encountered get more powerful abilities at Floor 100 and above.
    • You won't get temptation or H-Scenes.
    • Quite a few enemies get magical or physical reflection. As a rule of thumb, enemies with a mostly mechanical body will get physical reflection while magical ones will get magic reflection.
    • All enemies have at least 5% Critical Chance. Part 2 enemies have at least 5% Evasion as well.
    • Most bosses has 50% increased hit rate and is immune to predation.
    • As Rare Points increase, the quality of their content increase. A smaller map generates 2 red chests randomly, while a larger one generates 3.
    • A red chest in normal LoC maps can randomly be a Mimic (0.5% chance), a Honey Pot (0.25% chance) or Boxed Girl (0.25% chance).
    • Buffs and blessings acquired activate at the beginning of each fight until the next Boss floor.
    • Enemies don't randomly appear as they do outside of the Labyrinth. Instead, enemies wander the overworld and chase you down, engaging in combat should they touch you. The speed of these enemies varies on the species, with Fairies and Harpies being much faster than the Dragon Girl or Anglerfish Girl. The enemies encountered when touched are related to the type of enemy represented in the Overworld, either by species or by area of encounter. This also means that each floor has a limited amount of enemies, making farming impossible.
    • This iteration of the Labyrinth introduces "Special Floors". These floors do not count towards the total amount of floor and will contain a singular event, which can grant rewards if done correctly. However, this adds corresponding Monster Level and can affect a few stats.
    • A new system for determining progression has been set up, which are "Rare Points". Rare Points are gained when escaping the current floor (10 for the main labyrinth, up to 50 for trials and Carnage Labyrinth), when defeating a monster (1 for the main labyrinth, up to 10 for trials), or with special events/NPCs. The quality of the loot found in chests increases with the number of Rare Points gained, but so does the strength of the enemies and bosses found in the Labyrinth. Thus, it is possible to continue in the Labyrinth for long periods of time by avoiding every encounter, although this will result in weaker loot. Rare points are currently capped at 20,000.
    • Excess rare points become "Usagi Points", used to exchange with White Rabbit every 10 floors, but not any 100th floor. See the Rewards section below for what these points can be used for.
    • Items are radically different from the base game. They are called "secret equipment", and are affected with an additional level (+x) defined by the number of Rare points you have when acquiring equipment, and are colored in the inventory (blue = common, yellow = rare, orange = legendary). They have random stats and bonuses, save for legendaries that also include predefined bonuses.
    • The different areas available in the Labyrinth of Chaos yield certain kinds of equipment more often than others. See the section on the Trials of Chaos for more information.
    • Despite the Reaper stating that the Labyrinth of Chaos is now open after the end of Part 1, you are unable to access it until the end of Part 2.

    Trials of Chaos

    Trials of Chaos are an alternate entrance to the main Labyrinth of Chaos. They act as a more specialized and farmable version of the main Labyrinth, as they grant you access to several Trials that each gives you access to certain kinds of equipment. The trials are as follows:

    Eternal Forest: This area gives you access to lightweight armor such as robes, luxury hats, and martial art outfits. As the name of this area would suggest, it is made out of the forest-themed maps of the world: Iliasville Mountains, Lost Woods, Forest of Spirits, Plansect Village, Fairy's Island, The World Tree, The Secluded Lands (top part of The Secluded Lands connected by a bridge), Lyra Falls (entrance). Plant, insect, elf, fairy, and sometimes harpies will be your main enemies.

    Carnage Hill: This area gives you access to heavy armor such as shields, helmets, and other types of heavy armor. As the name of this area would suggest, it is made out of the mountain-themed maps of the world: Talus Hill, Mt. Saint Amos, Carlos Hill, Saloon Hill, Mt. Horai, Red Mountain, East Gold Toxic Swamp, Scenic Mountain, Snow Shrine (exterior), Rostrum Mountain Caves (exterior), Snow Cave (exterior), March Hills (exterior). A rather large variety of monster is present.

    Sea of Truth: This area gives you access to lightweight and quick weapons such as ninja swords, bows, and katanas. As the name of this area would suggest, it is made out of the water-themed maps of the world: Southern Undersea Temple, Lemuse Beach, Natalia Coast, Grand Pirate's Cave, Northern Undersea Temple (1F), Gold Coast, Ghost Ship (B2F), Navy Headquarters, Iliasport, Port Natalia, Port Marle, Gold Port. Mermaid, sea-dweller, and scylla monsters will be the most faced enemies with fast ghosts and sirens also adding trouble.

    Oblivion Desert: This area gives you access to more unusual weapons such as plates, scalpels, harps, and fans. As the name of this area would suggest, it is made out of the desert-themed maps of the world: Pyramid, Safar Ruins, Oasis of Blessings, Sabasa, Devastated Plains, Rostrum Village, Lima. The enemies are the one native to the desert maps and the Hellgondo Region (4th Tartarus), giving a large variety of enemies with land-dwellers being more prevalent, but also include the occasional undead, dragon, scylla and even alraune.

    Recursions Cavern: This area gives you access to weapons requiring high attack power such as heavy swords, hammers, axes, and fists. As the name of this area would suggest, it is made out of the cave-themed maps of the world: Cave of Trials, Irina Mountains (North and South caves), Cave of Treasures, Saloon's Abandoned Mine, Midas Abandoned Mines, Luddite Village (cave), Seeker's Cave (B1F, B2F), Marle Grand Corridor, Fossil Mines (1F), Labyrinth Caverns, Yamatai Cave, Undine's Spring, Lava Mines, Gold Volcano, Lyra Falls (cave), Hellgondo Cave (1F), Snow Cave (4F). Insect, ghost, undead, land-dweller, yoma and dragon with the occasional slime will be your enemies.

    Phase Tower: This area gives you access to magical weapons such as rods, sickles, and grimoires. As the name of this area would suggest, it is made out of the interior-themed maps of the world: Harpy Tower, Slug Tower, Underground Library, Tower of Magic, Grangold Palace, Magical Academy, Gold Fort, Hall of Creation, Minotauros's Labyrinth, Vampire Castle (1F, B1F), San Ilia (castle), (1F), Lily's Mansion (2F), Grand Noah (castle 1F), Haunted Mansion (1F). Enemies are extremely varied with magical foes being slightly more prevalent, and save for one very specific vampire exception, they are fought in group.

    Town of Demise: This area gives you access to accessories with a variety of effects. As the name of this area would suggest, it is made out of the remaining town-themed maps of the world: Iliasville, Iliasburg, Nameless Slums, Pornof, Happiness Village, Midas Village, Enrika, Luddite Village, San Ilia, Monte Carlo, Rubiana, Magistea Village, Saloon, Finoa, Grand Noah, Yamatai Village, Esta, Goddard, Grangold, Succubus Village, Lady's Village, Snow Heaven and Remina. Angels are the most common enemies, but demi-humans and magical creations are also present in number with some other civilized monsters following suite.

    Infinite Chaos: This area gives you access to gems, which are able to be equipped on weapons and armor. As the name of the area would suggest, it is made out of the chaos-themed maps of the worl: Ancient Temple Ruins, Tartarus (Southern Ilias Continent), Tartarus (Eastern Ilias Continent), Tartarus (Northern Sabasa), Tartarus (Western Gold) (Remina excluded), Ilias Temple Ruins (Remina laboratory included), Administrator's Tower. Apoptosis and chimeras will be the main enemies, with a few dolls thrown into the mix.

    Each trial has 5 levels, with each of them having 10 floors to go through before fighting the boss. You start with only the first level accessible. Defeating the boss of a level will grant you access to the next level, which will automatically start with far more Rare Points than the last, with the last level starting with 7000 rare points. Each trial will also reward the team with EXP, Job EXP, gold, and affection based on the trial level.

    Main Equipment type/Gem Spawn rate for the corresponding Trial of Chaos

    Blue (Common) Equipments:

    Red Chests:

    Normal LoC maps: 0.5*(0.5+0.5*1/8)=28.125% (Gems for Infinite Chaos)

    Boss Floor maps: 45/49*(0.5+0.5*1/8)=51.66% (Gems for Infinite Chaos)


    Yellow (Rare) Equipments:

    Red Chests:

    Normal LoC Maps: 4% (Rare Gems for Infinite Chaos)

    Boss Floor maps: 8.16% (Rare Gems for Infinite Chaos)


    Blue Chests:

    95% (With Post Collab Recruit done, Rare Gems for Infinite Chaos)

    100% (Without Post Collab Recruit done, Rare Gems for Infinite Chaos)


    Green Chests:

    100% (RP<6000, Rare Gems for Infinite Chaos)

    90% (RP ≥ 6000, Rare Gems for Infinite Chaos)


    Orange (Legendary) Equipments (No Exclusive Chaos Equipments):

    Green Chests:

    0% (RP<6000, 100% for Rare Gems in Infinite Chaos)

    10% (RP ≥ 6000, 90% for Rare Gems in Infinite Chaos)

    Platinum Chests: 100% (RP≥6000 for it to have 1/30 chance to spawn in a normal map)

    *Platinum Chests in Infinite Chaos works like normal LoC, which gives equal chance to all types of Orange Equipments, except no Exclusive Chaos Equipments can be found there

    Rewards

    Trial Clear Rewards

    • Level 1 - 20,000 EXP, 200 Job EXP, 50,000 Gold, 100 Affection
    • Level 2 - 30,000 EXP, 300 Job EXP, 100,000 Gold, 150 Affection
    • Level 3 - 50,000 EXP, 500 Job EXP, 200,000 Gold, 200 Affection
    • Level 4 - 75,000 EXP, 750 Job EXP, 300,000 Gold, 300 Affection
    • Level 5 - 100,000 EXP, 1,000 Job EXP, 1,000,000 gold, 500 Affection

    Usagi Point Exchange

    • 10 Points - Sky Stone
    • 50 Points - Heaven Stone
    • 200 Points - Void Stone
    • 200 Points - 10 Random Gems (see here for gem chances)
    • 200 Points - Turn Collab Equipment into its LoC counterpart.
    • 500 Points - 3 Random Collab Equipment
    • 1000 Points - 5 Random Legendary Weapons (no exclusive weapons can be generated here)
    • 1000 Points - 5 Random Legendary Armors/Accessories

    Blacksmith

    From the entire Labyrinth of Chaos, the White Rabbit has recruited the best blacksmith she could find: an adult version of Papi. She appears to be deeply knowledgeable about the nature of the weapons found there and will offer you many kinds of services.

    Apply Gems: Allows you to apply Gems to your Secret Weapons or Secret Armor. Gems have special effects that will be active when you equip the weapon or armor to which the gem is attached. A Secret Tool can only have a fixed number of gems attached to it, and thus has limited sockets to insert gems in. Weapons and Shields can have up to 3 slots, Hats and Armors have 1 or 2 slots, and Accessories may or may not have a slot.

    There are 6 types of Gems, which roughly all follows the different types of ability a character naturally possesses. Those types are Combat, Job, Magic, Defense, Special, and Equipment. A weapon can only have one type of gem equipped at one time.

    Notably, Equipment Gems aren't available naturally like most other gems. They can instead be found by Refining either Heaven Stone(s), Sky Stone(s), or a Void Stone(s) alongside the equipment chosen to create the gem. Equipment gems created this way will grant most passive effects that the equipment had, and will provide equipment-specific stat boosts.

    For instance, when an Archangel's Bra equipment gem is created, the gem will grant holy resistance 50%, lightning immunity, and boost most stats (the stats that Archangel's Bra boosted), with Defense and Willpower being boosted the most (roughly 30% boost). 

    Equipment gems tend to be extremely powerful than other gem types, so it's recommended to apply an equipment gem whenever possible.

    Gem Stat Boosts: Gem stat boosts stack multiplicatively - for instance, two "+20% Dexterity" gems on different equipment will give a cumulative increase of 44% to the dexterity stat. Stat boosting gems on the same equipment will also stack multiplicatively (possible through equipment gems). Gem skill/type boosters stack additively - having two instances of "Holy Booster 30%" will yield a 60% boost to Holy element - if you have a "Holy Booster 200%" weapon, then the total boost will be 260%.

    Rate boosters stack based on the current rate - for instance, if a character has a crit rate of 40%, then a "Crit Rate 50%" gem will only apply to the 100%-40% = 60% critical hit rate that has not been filled yet (since the crit rate maxes out at 100%). The 50% boost will apply to the 60% rate, boosting the stat by 30%, which gives a 40%+30% = 70% crit rate at the end.

    In short, rates stack according to the formula:

    Rate of a specific booster component b_n= (1-b1)(1-b2)...(1-b_n), where the b's indicate boost rate (40% = 0.4).

    Total Rate booster = 1-(1-b1)(1-b2)...(1-b_n)

    Refine Gems: You are able to ask Papi to "refine" gems for you, at a fee. Fusing multiple of the same gem can grant you a gem with an increased effect. For example, five 10% HP gem will give you a 20% gem. Fusing a piece of equipment with a rare stone through refining will give you an "equipment gem" - this is the only way to get an equipment gem.

    Enhanced Secret Equipment: You can also Enhance your Secret Equipment by synthesizing two pieces of Secret Equipment together. While item A will gets its power level increased by 1 (regardless of the power level of item B), item B will get consumed. You can only synthesize two Secret Equipment of the same type, weapons with weapons, armor, and accessories with armor and accessories. Also, the item being consumed to upgrade another cannot be of a lower level than the item being upgraded. Thus, an item with a power level of 2 cannot be upgraded with an item of power level 1. The highest naturally found equipment is +33.

    See Enchant Formula List for detailed information.

    Notably, while enhancement increases equipment stats, passive effects of the weapon will not be strengthened, and a weapon that was leveled up through enhancing will not be as strong as a weapon naturally found at a high level - for instance, a weapon that was found at +13, and leveled to +25 will be much weaker stat-wise than a weapon found at +25. Also, while weapons found at +13 may have "holy booster 56%", the boost amount will remain at 52% no matter what, while weapons found at +25 may have "holy booster 110%", etc. Nevertheless, enhancing equipment can help you advance further and find higher-level equipment.

    See "Calculation for Equipment Stats" below for further information.

    Part 2 LoC Characters

    There's a 40% chance for LoC Characters to appear on certain LoC normal floors. Floor skips, Boss Clear and Black Alice Challenges will not appear in Trial of Chaos.

    Black Alice challenges

    Black Alice - Will give handicaps in exchange for armor relating to handicap after 10 floors are cleared :

    • Physical skills: Locks physical and weapon-based skills. Reward: Random non-LoC legendary physical weapon or shield(Excalibur, Bloody Rose, King of Hearts, Genji Shield...), random rare LoC weapon, seed of power, seed of defense.
    • Magical skills: Locks magical skills (White magic, Taoism...). Reward: Random non-LoC legendary magic weapon (akashic record, Ouroboros Whip..), Random Rare LoC Magic Weapon Seed of Magic, Seed of Will
    • Job skills: Locks skills linked to class (Ninjutsu, dancing...). Reward: Random non-LoC Legendary Armor (Genii Helm/Shield/Armor), random rare knife, seed of agility, seed of skill.

    Reward

    Promestein - Gives the party race experience.

    Sara - Gives the party experience.

    King of San Ilia - Gives the party job experience.

    Teeny - Allows rest (full recovery) in Teeny's Inn.

    Vanilla - Sells main world consumables (depending on how much the shop has expanded in main world).

    Papi - Sells main world blacksmith equipments (depending on how much the blacksmith skills Papi has learnt in main world).

    Mermaid Merchant - Sells various items. 2 options.

    • Same shop as floor-10 Mermaid Merchant
    • 1 Seed or Small Medal for 3000G.

    Slime Girl - Gives a rare or common LoC boomerang

    Polar Bear Girl - Pay 2 gold to add three floors worth of rare points.

    Lamia - One party member gains extra HP permanently.

    Jack O Lantern - One party member gains extra MP permanently.

    Devil Fighter - One party member gains attack points permanently.

    Mini Crab Girl - One party member gains defense points permanently.

    Imp (Rami) - One party member gains magic points permanently.

    Sister Lamia - One party member gains willpower points permanently.

    Ostrich Girl - One party member gains agility points permanently.

    Lizard Thief A - One party member gains dexterity points permanently.

    Natasha - Gain 10 grimoire pages.

    Lucia - Gain 10 gold dust and 3 magic mercury

    Buffs

    Cupid - Pay 5000 gold in order to temporarily lower the strength of the monsters until the next boss floor.

    Bonnie - Gain Support Bombardment until the next boss floor.

    Minotauros - Boosts attack 50% for all party members until the next boss floor.

    Purple Slime - Doubles the power of Slime skills until the next boss floor.

    Harpy Queen - Doubles the power of Wing skills until the next boss floor.

    Fairy Queen - Doubles the power of Nature skills until the next boss floor.

    Alra Priestess - Doubles the power of Plant skills until the next boss floor.

    El - Doubles the power of Ocean skills until the next boss floor.

    Nekomata - Doubles the power of Beast skills until the next boss floor.

    Dragon Girl - Doubles the power of Breath skills until the next boss floor.

    Succubus (Disguised) - Doubles the power of Sexcraft skills until the next boss floor.

    La Croix - Doubles the power of Artificial skills until the next boss floor.

    Emily - Doubles the power of Tentacle skills until the next boss floor.

    Frederica - Doubles the power of Corpse skills until the next boss floor.

    Shirohebi - Doubles the power of Snake skills until the next boss floor.

    Queen Ant - Doubles the power of Insect skills until the next boss floor.

    Phoenix Girl - Grant all party members with auto-revive 100% until the next boss floor.

    Chrome - Grants all party members with all status immunity until the next boss floor.

    Sylph - Grants all party members preemptive sylph status until the next boss floor.

    Gnome - Grants all party members preemptive gnome status until the next boss floor.

    Undine - Grants all party members preemptive undine status until the next boss floor.

    Salamander - Grants all party members preemptive salamander status until the next boss floor.

    Floor skip

    Gob - Gives the option of skipping 3 floors (will proc no matter what choice is been chosen after starting the conversation with her)

    Neris - Gives the option of skipping 10 floors.

    Boss Clear

    Nero - Clears Red Flame Bosses in advance. (Floor 10 bosses, Floor 100 Red Flame bosses for normal LoC; Floors ending with 4 or 9 Red Flame bosses for Carnage LoC)

    Party/Job/Race edit

    White Rabbit - Provides Party/Job/Race edit options in normal floors.

    Part 2 Teachers

    Floor 100 Bosses

    Set 2 bosses are added in after visiting the LoC big boss floors 6 times (v2.35)/7 times (v2.4 & 2.41). Collab Bosses are added in after recruiting all the Alliance Characters.

    Part 1

    Part 2

    Set 1

    Set 2

    Collaboration Scenario

    Extra Bosses


    Carnage Labyrinth of Chaos

    Upon reaching the final checkpoint (Floor 601) a new option appears when trying to enter the labyrinth: challenge Carnage Labyrinth of Chaos. Enemy level starts at 600,000. (300,000 at floor 0)

    Carnage LoC is different from the normal version in a multitude of ways:

    • The difficulty. Enemy level scale by a factor of 2 for 5 floors (this change gets applied at the 6th floor), making raw damage strategy fall off at higher levels.
    • Boss Floors are more common. Each floor ending in 4 or 9 will be a boss level, and a super boss floor every floor ending in 5 and 0. To top it off, fighting the super boss is mandatory, the standard boss cannot be fought.
    • Superboss treasury is upgraded from 6 green chests to 5 green and one platinum chest.
    • Rare Point accumulation is boosted. You begin with 16,020 RP, gain 20 RP per floor and killed enemy, allowing you to reach the 20 000 points cap extremely fast, allowing access to +31~33 equipment. (RP=20000: +31 drop rate=40%, +32 drop rate=40%, +33 drop rate=20%)
    • Legendary equipment is way more common and can be found even in red chests (7% on normal LoC floors, 8.86% on boss floors). Additionally, blue chests have 25% chance giving a legendary gear, green chests guarantee Legendary LoC gears, while platinum chests give an increasing number of legendary items as the player progress.
    • The addition of Carnage Bonus Points. You start with 2, and gain 1 every floor ending with 5, and 2 with one ending with 0, maxing out at 10 points at floor 30. They are used in a few ways:
      • All Usagi Point gain is further multiplied by the CBP value. For example, with 10 CBP, the enemies will drop 200 UP instead of 20; Choosing "Better" in Fountain Special Floor will drop 1500 UP instead of 150; Moving to another floor will give 200 UP instead of 20.
      • Platinum chests give a number of legendary gear that is the same as CBP.
      • The chance of getting an exclusive legendary weapon in platinum chests for each roll follows the function CBP/64.
      • The chance of getting a Collab Gear through Red Chests are determined in the following way: 6/100*CBP/20 for normal floors, 6/79*CBP/20 for Boss Floor Red Chests
    • Several characters that appear on normal floors will have their features removed or changed. Gob won't let you use her taxi service (offering you an Elixir instead), Black Alice will give you her reward without having you clear the required 10 floors first. Cupid still offers her enemy weakening service as usual, but it doesn't do anything.
    • Carnage has 3 more achievements to obtain by clearing 10, 50, and finally 100 floors. The highest Carnage floor is also recorded separately.

    LoC Scaling

    There are 2 values affecting the Labyrinth of Chaos: Rare Points (or RP) and Monster Levels.

    The former only affects loot and has a maximum value of 20000 (Starts at a fixed value depending on the level of Labyrinth/Trial you start at). Once you reach that value, whether you're on floor 800 or 8000, the quality of loot will remain roughly the same, with a 20% variance:

    Calculation of LoC Equipment Stats (atk, def, mag, will, agi, dex, HP, MP)
    The base Stats of a certain LoC Equipment is affected by two values: RP (maximum 20000) and Plus Value which is affected by RP.


    At 20000 RP, the chance of having a +31 Plus Value is 40%, +32 is 40%, +33 is 20%. RP affects the base Stat in the following way:

    Final Stats (at Plus Value=0)=Initial Stats*(1+Final Bonus Rate)*(1+RP/1000),


    where: Initial Stats=Equipment Stats in the database,

    Final Bonus Rate=the percentage of Stats added into the Shown Stats of an equipment in the database.

    For Common LoC Equipment, it is 0;

    For Rare LoC Equipments, it is 20%

    For Legendary LoC Equipments, it is 40%


    Then Plus Value must be taken into consideration:

    Final Stats= Final Stats (at Plus Value=0)*(1+Plus Value*0.2)

    =Initial Stats*(1+Final Bonus Rate)*(1+RP/1000)*(1+Plus Value*0.2)±20% (considering 20% variance)


    When forging LoC Equipments with another Equipments of the same (or higher) Plus Value, their Initial Stats at Plus Value 0 will not change and doing so will only increase the stats by increasing Plus Value.

    The percentage of increase for every +1 Plus Value compared to the previous Plus value is 0.2/(1+Plus Value*0.2). So for a +33 Plus Value, the percentage of Stat increase is 0.2/(1+33*0.2)=1/38≈2.6%

    for +n more (a.k.a. forging n times) Plus Values compared to the Natural Plus Value, it is 0.2n/(1+Plus Value*0.2)

    Sometimes there will be additional Stats added into the base stats as a random affix. These randomly obtained stats have certain Enchant Formulae to determine their values and then get added into the base stats of a LoC equipment. They are also affected by the Plus Value.


    Monster Levels only affect how the stats of monsters increase and are a value that's hidden from the player. It goes up every time a player goes up one floor, one special floor, or if the player skips floors or choose "better choice" in a Certain Special Floor. How Monster Levels increase depends on the floor number.

    In-Depth Explanation of Monster Levels and Scaling
    The only way to check the value of Monster Levels in-game is to use the Save Editor - Cheese and check the variable 149.

    The way monster levels work is that for every 1 level, the game will add 1% of their base stat (excluding HP). The base stats are different for each monster, boss, and super boss.


    On the first level of the LoC, monsters will be Level 317. More precisely:

    -Your monster level always starts at 300 and get +17 for each floor you visit between floor 1 to 100 (2000 total at floor 100 so base stats x21)

    -For floors between 101 and 200, monster levels increase by +50 for each floor. (7000 at floor 200, stats x71)

    -Between 201 and 300, each floor increases it by +230. (30000 at floor 300, stats x301)

    -From 301 onwards, each floor increase monster level by +500.

    This is the reason why the difficulty increases so much from 301 onwards.

    If you use skips, the game will inflate that value a bit more to take into account special floors (Excluding special floors, the value on floor 601 should be 180500. When skipping to 601, the monster value is 200500. So stats x2006)

    Because Monster level is a 32-bit integer, its maximum value is 2,147,483,647. Excluding special floors, Monster level will max out at floor 4 294 907 at its highest. Going beyond that value makes it become negative and results in battles being insanely laggy and causing crashes.

    HP is calculated using Monster Level but also possesses several other multipliers based on the monster level threshold.

    HP is first calculated like stats and then multiplied by 3. Then, it gets multiplied depending on the value of the monster level.

    If the value of the monster level is between 1000 and 1999, it's multiplied by 2.

    Between 2000 and 4999, it's multiplied by 3.

    5000-19999 is x4

    20000-199999 is x5

    200000 and onwards is x6

    So on floor 601 (Monster level = 200500), their HP value would be:

    100 + 200 500= 200 600, 200 600 x 3 = 601 800, 601 800 x 6 = 3 610 800

    So a monster on floor 601 would have 36 108x their HP value.


    For stats other than HP affected by Monster Level in 2.41, here's a list of formula:

    1. Offensive Stats (Atk/Mag/Agi/Dex/MP): 1+(Monster Level/3)%

    2. Defensive Stats (Def/Will): 1+(Monster Level/30)%

    3. Gold Obtained: 3+(Monster Level/30)%,

    Max out at 5000% or 50x → Monster Level=141000 ~Floor 500 (depending on how many special floors the player has entered)

    4. Level Experience Obtained: 3+(Monster Level/30)%,

    Max out at 10000% or 100x → Monster Level=291000 ~Floor 800 (depending on how many special floors the player has entered)


    Instant death rate is also modified to 10% of the base value of a specific foe

    Explanations of "Chaos Abnormality" Existence on Certain Foes and Bosses
    As of 2.4 and after, there's another set of enemy's buff called "Chaos Status Abnormality a" and "Chaos Instant Death a"

    The value "a" indicates the percentage multiplied into the resistance value of enemies. For example, "Chaos abnormality 25" indicates *25% into respective Ailments.

    These further increase Enemies' resistance on Death States, Status Ailments, Most Debuffs and Certain Elemental Weakening states.


    This condition is separated into Normal Floor Encounters and Boss Floor Battles:


    1. Normal Floor Encounters (4 Foes at most, the fifth one will not have chance to be applied with said buffs)


    When Monster Level<1000 → No "Chaos Status Abnormality" or "Chao Instant Death" Buff


    When [1000,1999) → Every single enemy encountered will have 50% chance to have "Chaos Instant Death 50"


    When [2000,5000) → Every single enemy encountered will have 50% chance to have "Chaos Status Abnormality 50", and 75% chance to have "Chaos Instant Death 25". The chance of having both states applied is 50%.

    (Method: Roll a random whole number between 1 and 100, when it is ≤ 50, apply "Chaos Abnormality 50", when it is ≤ 75, apply "Chaos Instant Death 25")


    When [5000,20000) → Every single enemy encountered will have 50% chance to have "Chaos Status Abnormality 25", and 75% chance to have "Chaos Instant Death 1", 50% chance to have both said states applied.


    When [20000, ∞)→ Every single enemy encountered will have 50% chance to have "Chaos Status Abnormality 1",

    and 80% chance to have "Chaos Instant Death 1", 50% chance to have both said states applied.


    2. Boss Floor Encounters (4 Foes at most)

    When Monster Level<2000 → No said Buff sets applied


    When [2000, 5000) → have "Chaos Status Abnormality 50” applied


    When [5000,20000] → have "Chaos Status Abnormality 25" applied


    This renders Instant Death infliction chance ridiculously low that it is almost impossible to apply, and very hard for some other states to be used on foes.


    However, there are certain negative states that are NOT affected by these effects:

    1. Elemental Resistance Rate Fix debuffs (e.g: Taoism, Seaweed Dance, Ultimate Bubble Bubble Hell)

    2. All Element Weak (Sea Palace Dance) (Note: Artificial Spirit debuffs are affected by "Chaos Status Abnormality")

    3. Greater Agility Down (Tarsa/Novissa exclusive Stat Debuff) (Note: All other debuffs are affected by "Chaos Status Abnormality")

    4. Bleed (Kazuya's exclusive Status Ailment)

    5. Paralysis done through Ragora's Playful Scene.

    Other

    • Red Chests can contain Food, Materials, Non-LoC Accessories, Either a common or rare LoC item or a Gem. They cannot contain legendary gear.
    • Blue Chests always contain a rare LoC item. They can not give Legendary gear.
    • Green Chests have the same loot as blue chests, but may contain Legendary gear (10% chance when Rare Points >6000)
    • Platinum Chests always contain Legendary gear.
    • Only one non-red chest can spawn on a floor, excluding special floors.
    • After reaching 10000 rare points, the rewards from special floors become Legendary gear.
    • The stats from enchanting a LoC equipment are based on the base stats of the weapon.
    • The base stats of a LoC equipment are based on the rare points you had at the time of pickup.

    Lists of the Legendary Weapons/Armors/Accessories/Enchantments are below.

    Trivia

    The Labyrinth of Chaos was radically different in Part 1.

    • Trials of Chaos and Special Floors didn't exist. Instead, teachers' NPCs were found randomly wandering on floors like the other ones.
    • Enemies were random encounters just like in the base game.
    • The quality of the content of the chests was defined by bearing (1-49 = low quality and joke items, 51-99 = decent items, 101-199 = later part 1 items, 201+ = early part 2 tier 3/4 items)
    • Black Alice gave out mid-part 2 items. The items she currently gives out were available as a reward for beating the *100 floors super bosses.
    • LoC seems to be inspired by the Disgaea series, being a typically post-game modifier/separate dimension that dramatically increases the difficulty of the game.

    Gallery

    Map Of The Area

    Special Floors

    Eternal Forest

    Carnage Hill

    Sea of Truth

    Oblivion Desert

    Recursion Caverns

    Phase Tower

    Town of Demise

    Infinite Chaos

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