Chaos BibleLunia Handbook
Englishen

Progression

Stage Licences and Difficulty

Why the stage list grows when you level, what a rebirth actually unlocks, and exactly what the four difficulty tiers multiply.

Every stage belongs to a stage group, and the group holds the rules: party size, starting lives, air damage, and whether the stage offers a difficulty choice at all. Access is granted one group at a time, by a licence.

Two ways a stage opens

Access can come from reaching the required level and rebirth conditions, or from a licence earned through quests or items. These routes can unlock a stage without clearing the immediately preceding stage. A visible or licensed stage can still have separate entry-item, quest, party or difficulty conditions; check the current entrance requirements.

What levelling opens

With no rebirths, this is the full ladder. Every level from 2 to 69 also pushes the History line forward by one stage, ending at 7-9 Ancient Hall of Moon Goddess.

LevelNewly reachable
1Tutorial, History 1-1 Ramancha Prairie, Ramancha Frst, Ghost Hunter's Frst, Citadel of Darkness, the squares, and every PvP arena including Ladder
2Practice field, PvP Training Arena, Pet Field Day
9Amuse Park
11Peak of Icecap
17The Legend line opens at 1-1 Ramancha Prairie
20, 21Yeti's Cave, then Stone Wind Rock Hill
31, 32Confusion Swamp, then Pumpkin Soul Graveyard
38Entrance to Skull Rock, Map Piece of Hidden Treasures, Legendary Pirate King, Pirate King Roger's Grave
41Cursed Monster Village, Bonapardo House
45Kanhel's Ruins
50, 51Black Forest and Cobolt's Secret Base, then Closed Mine
55Jahillyah Volcano Lower Level, Sirens' Sea
58Jahillyah Volcano Higher Level, Shadow Valley, Sealed Forest, Fog Valley, the Tumgalad chain, the Legend Skull Rock stages
61, 66Le Lua Secret Factory, then Research Lab Le Chattlie
64The Legend line completes at 6-10 Soldin Temple
70Tower of Suffering, Ancient Gods' Island

Levels 71 to 99 add nothing. The table stops moving at 70.

What a rebirth opens

Reaching level 70 again with at least one rebirth adds fifteen entries. Twelve are Myth versions of content you already had: Icerya, the Ancient Necromancer temple, both Jahillyah floors, the two Le Lua labs, Certak's Den, Temple of Cobolt, Serefin's Island, Grimbathol's Cave, the Cursed Guillotine tomb and Balmotte. The new ones are Tower of Ordeal, Cave of Summons and the rest of Ancient Gods' Island.

Fourteen of the 65 groups never appear in the level table at all. The three Devildom stages, the six Myth forests, the Tower floor bands, the Myth boss stages, Devastated Forest, both Bonus story lines and the hidden quest stage need a licence from a quest or an item.

Group rules side by side

GroupStagesPartyLivesAir damageDifficulty choice
History episodes69421.50Yes
Legend episodes60421.20No
Bonus story20401.20No
Myth forests6521.20No
Tower floors 1 to 7071021.20No
Tower of Ordeal / Suffering1 each401.20No
Myth boss stages3801.20No
Devildom Workhouse1521.30No
Gateway to Devildom1521.30Yes
Battle Arena of Devildom1401.20No
Devastated Forest1521.20Yes
Ancient Gods' Island3401.20No
Tumgalad chain382, shared1.40No
Square137001.00No
Ladder PvP1220.93No
Death match PvP10820.93No
Battleground11621.50No

Air damage is not a flat bonus. From the third consecutive hit on an airborne target through to the ninth, each hit multiplies the running air combo factor by the group's figure, and those multiplications stack. At 1.50 that ramps hard; at 0.93 it does the opposite, so PvP air combos decay rather than build. The ninth air hit is where the factor stops growing outside PvP.

Shared lives and ghost rules

Shared lives are set on exactly three groups: both versions of the Tumgalad chain and the hidden quest stage. There your remaining lives carry into the next floor instead of resetting, and nobody can join once the party is past the first stage. Go in with the group you intend to finish with.

Ghost ruleWhereEffect
TombstoneEvery co-op stageYou stay down until revived
Instant pop, 3sExplosive Ostrich's NestBack up automatically after 3 seconds
Instant pop at willPvP arenas and LadderYou choose when to come back
Auto revive, 10sBattlegroundsBack up automatically after 10 seconds

What difficulty actually changes

The stage select tabs (History, Legend, Bonus, Myth, Devildom) are content lines, not difficulty settings. The Easy / Normal / Difficult / Chaos selector exists on three groups only: History episodes, Devastated Forest and Gateway to Devildom. Everything else runs at fixed values.

Lives, XP and loot move identically across all three. Mob HP and attack do not. Attack is added to the mob's attack multiplier, so 0.00 is unmodified.

TierLivesXPLootHistory HP / atkGateway HP / atkForest HP / atk
Easy21.001.000.80 / -0.500.20 / 0.001.00 / 0.00
Normal11.501.501.30 / 0.001.00 / +1.005.00 / +1.00
Difficult02.002.002.00 / +0.504.00 / +3.0020.00 / +2.00
Chaos02.502.303.75 / +1.256.50 / +4.4030.00 / +3.25

Devastated Forest is the one exception: its Normal loot is 1.20, not 1.50.

XP is a straight multiplier. Loot is a roll count, so 2.30 means two guaranteed passes over the drop table plus a 30 percent chance of a third, and it also improves the odds on the rarest rows. Difficult and Chaos both set starting lives to zero, where the default elsewhere is two.

Per stage detail lives in the stage browser; the quests that hand out licences are in the quest browser.

Chaos Bible

A detailed companion for your adventures in Chaos Lunia. Availability, event rewards, and balance can change. Read the conditions beside each rate and check the current in-game tooltip before spending valuable materials.