Chaos BibleLunia Handbook
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Getting Started

Four combat inputs, seventeen characters, no stat points to misspend, and the handful of numbers that decide your first ten levels.

Lunia is a stage-based action RPG. You pick one of seventeen characters, you aim your own attacks, and you clear numbered stages in parties of up to four on the main line and up to eight in the side dungeons and raids. There are no stat points to allocate and no build to ruin on your first evening: your four stats come from your class and your level on a fixed table, and skill points are the only thing you ever choose how to spend.

The four keys everything is built on

A attacks, B attacks, dash, down attack. The defaults are A or Z for A, S for B, X for dash and Space for the down attack. Full binding list on the controls page.

Three things about them that take most players far too long to find:

  • Follow-ups start before the animation ends. A chain of A hits runs at roughly 0.30s per hit rather than the 0.40s to 0.50s the animation suggests, and an early press is buffered instead of dropped. Mashing really is faster here, which is not true in every game.
  • Dash deletes the dead half of a move. Most attacks let you leave partway through, after the damage and before the recovery. Attack, dash, attack beats attack, attack, and you spend the whole time mobile.
  • A downed mob is not a valid target for your normal attacks. The down attack is the only move in a standard set that hits the floor, and it is worth 1.0 damage share against 0.4 for an ordinary chain hit. Skipping it turns every knockdown you cause into a gap where you swing through the target.

The combo page has the timing tables.

What a level actually hands you

The cap is 99. Every level up gives a fixed stat increase, more HP and MP, a full heal, and 1 skill point, or 2 when the new level is a multiple of 4. That is 123 points by level 99.

Buying every point-buyable rank in a single character costs between 202 and 348 depending on the class. At 99 you can afford about a third of your character, so specialising is arithmetic rather than a matter of taste. Levels and stats has the per-class totals.

The world you are clearing

Seven episodes. Each is a chain of ten numbered stages with its own square, its own mobs and its own equipment quests, except the seventh, which is nine. Every episode but the last exists twice: History at its original level band and Legend at a higher one, on the same maps with different drop tables. The raids, the Myth track, Devildom and the Bonus chapters all hang off that skeleton. Episodes maps the whole thing.

Access is not a single line. Some stages open on level, some on a quest, some on a licence and some on a key you buy. Clearing the previous stage is not a universal requirement. Check the exact stage in the stage browser before paying for an entrance item, because a similarly named stage is often a different version at a different level band.

Money, in one table

UnitWorth
1 Gold100 Silver
1 Silver100 Copper

A tag reading 2 Gold 25 Silver is 22,500 Copper. Episode quests pay in Copper for a long time, so your real income for the first several episodes is clearing stages and selling what drops.

Gold and trading carries the real price lists.

Before you press Start

  1. Read the stage's difficulty, party limit and entry conditions.
  2. Know which quest objective this run is for, and whether it names a specific target or difficulty.
  3. Check your equipment requirements and remaining duration. An item you can wear now beats a better one you cannot equip yet.
  4. Put recovery items on shortcuts you can reach mid-fight, then count them.
  5. Leave bag space for rewards, with keeper materials separated from your sale pile.
  6. In a group, say if it is your first visit and agree the goal before the fight starts.

Treat the first clear as a reading run

Watch an unfamiliar mob before committing to your longest animation. Learn how far the attack reaches, how long it roots you, and whether the target walks out of it before the last hit.

When a skill misses, the cause is almost always range, a downed target or a bad angle rather than a shortage of damage. Those cost nothing to fix and a new weapon costs a great deal. If you are being interrupted constantly, shorten the opening before you go shopping.

Your first upgrade

Compare the candidate against what you already wear: class and level requirements, the stats you actually use, set effects, trade restrictions and the total cost. A purchase should close a real gap, an empty slot or a survival problem, rather than raise a number. Keep entry money and potion money out of the upgrade budget.

Before crafting or rerolling options, read the whole result list and note what gets consumed. Anything unfamiliar is worth thirty seconds in the item browser first.

Where to go next

The adventurer's handbook is the long version: ten sections on preparation, skill planning, gear, rebirth, parties and the roadblocks that stop people. Controls, the characters and the stage browser are the pages you will keep open.

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.