Tartarus' Labyrinth is a Guild based cooperative dungeon available to all players who are in a Guild. Players can progress through the Labyrinth stages by teaming up with other Guild members to defeat special bosses. Defeating the final boss clears the Labyrinth, resetting it for further exploration after a period of time. Rewards are given for each boss defeated, as well as for the time it takes to clear the Labyrinth itself.
Layout[]
The Labyrinth is a non-linear tile based dungeon in which players must progress by clearing stages of various enemy monsters. Players will begin on a starting tile, and can only explore and clear adjacent tiles/stages. Clearing a tile or stage requires accruing a certain threshold for Clear Points, which are gained for each time that players are able to defeat all monster waves for that stage. Clear points gained by any one member will count toward the threshold for the entire guild. The amount of Clear Points awarded will depend on the difficulty level at which the stage monsters were cleared.
- Easy: +20
- Normal: +30
- Hard: +40
- Hell: +50
Additionally, some stages will contain various special conditions for battles:
Type | Description |
---|---|
Time Limit | A mode with limited battle time. You can't choose the difficulty, and different rewards will be given according to the waves you cleared within the time limit. |
Cooldown Time Up | A mode where the maximum cooldown time increases whenever a skill with cooldown time is used. |
Rescue | A mode where you have to rescue Monsters captured by the Labyrinth monsters. |
Explode | A mode where there are bombs that move around each turn and explode after a designated number of turns. A Monster will be defeated when a bomb explodes on the Monster. |
Speed Limit | A mode where the attack speed of ally Monsters will be limited by a certain amount and the effects that increase Attack Bar will be restricted. |
Once a stage has been cleared, players will be allowed to continue exploring and clearing adjacent areas until they reach the larger tiles, each of which can contain either additional smaller stage tiles, one of the three mid-bosses, or the final boss. Each of the bosses possess special abilities, and must be defeated multiple times to receive Clear Points. Similar to regular stages, the boss stage will be cleared upon reaching the necessary point threshold. The final boss stage itself must defeated for the entire Labyrinth to be cleared. Though players can attack the final boss before clearing the mid-boss stages, any remaining mid-bosses who haven't been cleared will give a boost to the final boss.
Battle rules[]
Exploration for a Guild happens on a two week cycle for every guild. Exploration starts on Saturdays at 6 AM and ends after 14 days on the following Friday at 12 AM server time. Labyrinth tallying takes place from 12 AM of the Friday to Saturday at 6 AM. Guilds created before the start of the tally will start the labyrinth on the following Saturday at 6 AM, but those created after will start after midnight of their creation time.
All players who join a Guild before the start of the Labyrinth can participate. New members who join after the start can enter after 12 am the day that the guild was joined. All Guild Members can participate with no limit on the number of participants.
Guild Members can enter a battle up to 5 times a day, although losing a battle will not count against this limit. Monsters used in winning battles can be used again for the next battles until the next day. Additionally, players cannot battle again in a stage that they have won in until the next day. Furthermore, cleared stages cannot be battled in until the Labyrinth has been cleared.
Once the Labyrinth is cleared, a new Labyrinth will be unlocked at the end of the scheduled exploration period. During this time, all stages will automatically open, and can be entered without consuming any energy. If Guilds fail to clear the Labyrinth before the end of the exploration period, they will still be able to start a new one at the start of the next exploration period. The new Labyrinth will have a different layout than the previous one, with differing locations for regular stages and boss stages.
Bosses[]
There are three mid-bosses, each of which possess only a single attack skill. However, they have the ability to absorb additional effects from the Runes on either side of them. The type of effect will depend on the Rune absorbed. Tartarus himself possess multiple attacks, and has the ability to switch among several different Rune effects during the course of battle. While players may battle Tartarus before defeating the mid-bosses, Tartarus himself does receive a bonus from each mid-boss still standing, based on the following:
Boss standing | Bonus stat (Only in Hard and Hell) |
---|---|
Kotos | 150%+ Attack |
Leos | 150%+ HP |
Guilles | 150%+ Defense |
Additionally, all the bosses will possess an elemental attribute and will be subject to the same strengths and weaknesses that this entails. While three mid-bosses each have their own element, Tartarus himself will shift between different elements throughout the battle.
Instant kill attacks from any of the bosses will bypass the Endure Buff.
Guardians of Labyrinth[]
Tartarus[]
Rewards[]
Battle Victory rewards[]
When players win a battle in the Labyrinth, they will receive a set amount of Mana Stones and Guild Points, which will depend on the difficulty of the stage cleared. The higher the difficulty, the more Mana Stones and Guild Points received. They will also have the ability to choose one out of three random rune sets. Players will randomly receive one of three different loot boxes, which will contain a rune, an Enchanted Gem, or a Grindstone of the chosen rune set. The grade of the loot items will depend various criteria outlined below. Additionally, a free Immemorial Gem or Grindstone is given to all players who successfully attack Tartarus for the first time during the current Labyrinth exploration.
Rune Box Reward | ||
---|---|---|
Normal Stage | Normal | 4★ Hero - Legend |
5★ Rare - Legend | ||
6★ Rare - Legend | ||
Hard | 5★ Rare - Legend | |
6★ Rare - Legend | ||
Hell | 5★ Hero - Legend | |
6★ Hero - Legend | ||
Special Stage
(Time Limit) |
Wave 6 - 10 | 4★ Hero - Legend |
5★ Rare - Legend | ||
6★ Rare - Legend | ||
Wave 11 - 15 | 5★ Rare - Legend | |
6★ Rare - Legend | ||
Wave 16 - 20 | 5★ Hero - Legend | |
6★ Hero - Legend | ||
Boss Stage
(Guardians of Labyrinth) |
Normal | 5★ Rare - Legend |
6★ Rare - Legend | ||
Hard | 5★ Hero - Legend | |
6★ Hero - Legend | ||
Hell | 5★ Hero - Legend | |
6★ Hero - Legend |
Grindstone/Gem Box Reward | ||
---|---|---|
Normal Stage | Normal | Magic - Legend |
Hard | Rare - Legend | |
Hell | Rare - Legend | |
Special Stage
(Time Limit) |
Wave 6 - 10 (Normal) | Magic - Legend |
Wave 11 - 15 (Hard) | Rare - Legend | |
Wave 16 - 20 (Hell) | Rare - Legend | |
Boss Stage
(Guardians of Labyrinth) |
Normal | Magic - Legend |
Hard | Rare - Legend | |
Hell | Hero - Legend |
Clear reward[]
Players will also receive loot boxes from the Immemorial Heritage once the Labyrinth is cleared. How many boxes players will receive is based on how quickly the Guild is able to clear the Labyrinth itself. All guild members who participated in the Labyrinth can open from the Immemorial Heritage, provided they have accrued at least 300 clear points. Clear points are counted until the midnight of the day Tartarus' stage is cleared. The clear reward is divided into tiers C to S, depending on the guild's clear time:
Rank | Clear time | Boxes | |
---|---|---|---|
SSS rank | 2 days | 7 boxes | |
SS rank | 3 - 4 days | 6 boxes | |
S rank | 5 - 7 days | 5 boxes | |
A rank | 8 - 10 days | 4 boxes | |
B rank | 11 - 14 days | 3 boxes | |
C rank | Failed to clear | 1 box |
The following rewards are available from the loot boxes:
- Legendary Scroll
- Scroll of Light & Darkness
- Devilmon
- Legendary Summoning Piece
- Light & Dark Summoning Piece
- Mystical Scroll
- Water Scroll
- Fire Scroll
- Wind Scroll
- Crystals
- Runes
- Enchanted Gems
- Grindstones
- Immemorial Grindstones
- Immemorial Gems
General strategy[]
Regular stages[]
Time Limit
- Utilize monsters with strong AOE skills. In particular, monsters with multiple AOE skills excel here, as this stage functions like Secret Dungeons, with difficulty rank determined by the number of stages cleared. Teshar is a great choice here since his AOE skill resets everytime he kills something.
Cooldown Time Up
- Teams centered around team up skills work really well here, as they help counter the cooldown penalty, and help add extra damage. In particular, the twin monsters work really well here.
- DPS monsters with strong first skill attacks, such as Theomars, can negate the stages effect.
- Support monsters with strong passives, such as Racuni, Khmun, or Veromos can provide good support without relying on skills with long cooldowns.
- Healing and protection skills are important for survivability.
Rescue
- Skills that reset the enemy's Attack Bar work really well here, as do general CC skills, as it helps keep the monsters shut down.
- Make sure to bring healers and buffers. In particular, defense buffs and shielding skills will help to protect the rescued monster, as the stage fails if that monster dies.
- Revival skills are not desirable since the stage automatically ends whenever the monster to be rescued dies, rendering the revival skill useless.
- Hwadam excels here, since his passive automatically transfers part of his HP whenever a supposedly killing blow will occur to an ally.
Explode
- Because death prevention skills or passives do not work, having multiple revivers can help keep the team from losing members forever during the stage.
Speed Limit
- Leo based teams excel here, as his passive effectively makes the speed penalty also apply to the enemy team.
- Teams built around strong sustain (heals, protection, CC, etc) can trudge through this stage.
- At least one Will rune set, in each monster, is going to make your team much safer (because the enemy team might have cc, and even potentially reset your cooldowns).
Boss stages[]
Kotos
- Bring a source of immunity and/or debuff cleanse. Any monsters inflicted with Continuous Damage effects will be insta-killed should Kotos absorb his Rage rune.
- The Revenge rune tower should also be a priority target, as Kotos has a chance to counter each attack that lands on him.
Guilles
- Bring a source of Unrecoverable. This will help prevent Guilles from healing himself back up with his attacks.
- A source of Attack Debuff will greatly aid in survivability. This will reduce the potential damage which Guilles deals, lowering his potential health steal, and reducing the effects of his Destroy rune.
- The Rage tower should be prioritized above all else. If Guilles absorbs it, his attacks will cause a guaranteed insta-kill on one of your monsters on each of his attacks.
Leos
- Bring plenty of sources of immunity. Getting frozen will not only delay your skill cooldowns, but will allow Leos to set up for insta-kill opportunities.
- The Focus rune tower should be prioritized above all else. If Leos absorbs it, his AOE freeze will bypass resistance and sources of immunity.
Team suggestions[]
Header text
Notice: To add team suggestions, see this page. Listed teams are provided for convenience only. Use your own judgement.
|
Suggested Teams |
---|
Team name | Monsters | Areas of use | Useful for ? | ||||
Kotos/Leos Hell YOLO | Galleon (L) | Chloe | Stella | Xiao Lin | Optional | Tartarus' Labyrinth | End game |
Additional notes[]
- Tartarus' skill Immemorial Breath does not actually cleanse himself of debuffs, but rather simply takes two turns off whatever debuffs are on him. Skills with debuffs lasting more than two turns will still remain.