Monster Carnival
| Level | 30 to 50 for the Monster Carnival, 51 to 70 for the 2nd Monster Carnival (every member of both parties) |
|---|---|
| Party | Two parties of the same size: 2 to 6 players each, and at least 3 each on the large fields |
| Start | Spiegelmann in Orbis, Ludibrium or Kerning City, or the Dimensional Mirror |
| Time limit | 10 minutes of fighting (the clock starts at 10:10); the waiting room closes after 3 minutes |
| Runs | A private copy of the field for every match |
| Daily limit | None |
| Rewards | Maple Coins and Carnival items from monsters; EXP from Spiegelmann by rank |
The Monster Carnival is a party-against-party contest. Two parties meet on a Carnival Field, earn Carnival Points (CP) by defeating monsters, and spend CP to send monsters, status effects and Protectors against each other. When the clock runs out, the party with the higher total CP wins. There are two versions: the Monster Carnival (Lv 30 to 50, six fields) and the 2nd Monster Carnival (Lv 51 to 70, three fields). Both are run by Spiegelmann, who also trades Maple Coins for weapons.
Before you go
Where to start
- Spiegelmann stands in Orbis, in Ludibrium and in Kerning City. His menu offers Go to the Monster Carnival 1, Go to the Monster Carnival 2, Learn about the Monster Carnival and Trade Maple Coin. He turns away anyone below Lv 30 or above Lv 50 who asks for the first Carnival. The door to the 2nd Carnival has no level check, but the field list will refuse any party that has a member outside Lv 51 to 70.
- The Dimensional Mirror (found in Henesys, Ellinia, Perion, Kerning City, Sleepywood, Nautilus Harbor, Orbis Park, El Nath, Ludibrium, Omega Sector, Korean Folk Town, Aquarium, Leafre, Mu Lung, Herb Town, Ariant and Magatia) lists Monster Carnival 1 for Lv 30 to 50 and Monster Carnival 2 for Lv 51 to 70.
Either way you arrive in Spiegelmann's Office, the lobby of that Carnival. Its exit portal takes you back to the town you came from.
The two Carnivals
| Monster Carnival | 2nd Monster Carnival | |
|---|---|---|
| Level | 30 to 50 | 51 to 70 |
| Carnival Fields | 6 (Fields 1 to 4 are "2x2", Fields 5 and 6 are "3x3") | 3 (Fields 1 and 2 are "2x2", Field 3 is "3x3") |
| Fewest players per party | 2 on a "2x2" field, 3 on a "3x3" field | 2 on a "2x2" field, 3 on a "3x3" field |
| Monsters you can summon | Lv 30 to 39 monsters, from Brown Teddy to Rombot | Lv 51 to 69 monsters, from Buffy to Viking |
| EXP at the end | 1,200 to 50,000 (see Rewards) | 3,500 to 875,000 (see Rewards) |
How a party takes part
- Form a party and gather everyone in Spiegelmann's Office. Only the party leader talks to the Spiegelmann in the office.
- The leader sees a list headed Sign up for the Monster Festival!:
- Carnival Field 3 (2x2) is a free field. Pick it and your whole party is moved to that field's waiting room.
- Carnival Field 3 (Level: 37 / 2x2) is a field where another party is already waiting (37 is that party's average level, 2x2 its size). Pick it to challenge that party.
- Fields that are completely booked are left off the list. If none is free you are told that all fields are in use.
- A party that waits has 3 minutes. It receives challenges, and if it does not accept one in that time everyone is sent back to the office. The assistant in the waiting room (Assistant Red or Assistant Blue) sends the whole waiting party back at once, and any member of the party can ask him.
- A party that challenges stays in the office while the waiting leader is shown every challenger's name, level and job and asked Would you like to fight this party at the Monster Carnival? The waiting leader has one minute to answer. If the leader declines or does not answer, the challenger is told The group in the room canceled your challenge. and the waiting party keeps waiting.
- When the challenge is accepted the challengers join the waiting room and a 10-second countdown starts. Then both parties are moved onto the battlefield. The party that waited is Maple Red; the challengers are Maple Blue.
If, when the countdown ends, anyone from either party is not in the waiting room or is outside the level band, nobody fights: both parties are sent back to the office.
| What Spiegelmann says | What it means |
|---|---|
| You need to create a party first before you can join the battle! | You are not in a party (the 2nd Carnival words it You need to create a party before you can participate in Monster Carnival!). |
| If you want to start the battle, let the Party Leader talk to me. | Only the leader can open or challenge a field. |
| Make sure everyone in your party is among the correct levels (30~50)! | A member is outside the band (51~70 in the 2nd Carnival). Every member who is online counts. |
| There are some of the party members that is not on the map! | Someone is not standing in Spiegelmann's Office. |
| You need at least 2 players to participate in the battle! | The party is too small for that field (the number is 3 on a "3x3" field). |
| The room is currently full. | Another party took that field a moment before you. |
| All Monster Carnival fields are currently in use! Try again later. | No field is free or waiting. |
| The group is currently facing a challenge. | Someone else has already challenged that waiting party and it has not answered yet. |
| We could not find a group in this room. | The waiting party left before your challenge arrived. |
| An unexpected error regarding the other party has occurred. | In the 1st Carnival, your party is not the same size as the waiting party. |
| The number of players between the teams is not the same. | Shown when the waiting leader accepts a challenge from a party of a different size. |
| There was a problem. Please re-create a room. | One of the players is already busy in another group event. |
Rules
- Equal teams. Both parties must be the same size, 2 to 6 players. The "2x2" and "3x3" labels give a field's size class; they set the minimum party size (2 or 3). There is no separate maximum other than the party limit of 6.
- Levels. Every member of both parties must be inside the Carnival's level band when the field is opened or challenged and again when the match starts. A Super Beginner's Head Start skill does not widen the bands.
- Clock. The match clock starts at 10:10. The result is decided when 10 seconds remain (see below).
- One leaver ends it for everyone. If any player leaves the field's maps, logs out for about a minute, or (on the Maple Red side) leaves the party, the match ends at once. The others see Monster Carnival has ended abruptly due to the opposing team leaving the game too early. (even when the leaver was on their own team) and are sent to the Carnival's exit room, where Spiegelmann sends them back to the office. There is no result and no EXP.
- Dying is not leaving. When you are defeated you are moved to the field's resurrection room and lose up to 10 CP (see Carnival Points). You do not lose EXP and no Safety Charm is used. Walk through the door in the resurrection room to return to the battlefield.
- No help from your bag. On the battlefield you cannot use potions, buff items or other stat-changing items from your inventory, and you cannot use summoning skills, Mystic Door or mounts. Healing comes from the items monsters drop, which take effect the moment you pick them up.
- Any job. There is no job requirement.
- Private fields. Every match gets its own copy of the field, so you only ever meet your opponents and their monsters.
- No entry limit. You can play as often as you like.
How a match works
Carnival Points
- Defeating a monster gives its CP value to the player who defeats it, not to the party. The same CP is added to your team's pool. Any monster counts, including monsters your own team summoned.
- CP pickups dropped by monsters add to your CP as well.
- Each player has two numbers: the CP they have left to spend and the CP they have earned in total. The team has the same two numbers. Spending lowers only the "left to spend" numbers; earned CP never goes down.
- You can only spend your own CP, not the team's pool.
- The match is decided by total CP earned. Spending CP does not lower your team's score, and holding on to CP does not raise it.
- Losing a fight costs you CP: up to 10 of the CP you still have. Your team's "left to spend" number drops by the same amount, and everyone on the field sees a line saying who was defeated and how much CP the team lost.
The Carnival window
When you enter the battlefield a window opens with your CP, your team's CP and the other team's CP, and three tabs:
- Summon (Spiegelmann calls it Summon a Monster).
- Skill (his Ability).
- Protector.
Press Tab to open the list and to move to the next tab. The function keys F1 to F12 pick the matching row of the tab you used last (Summon at first) and spend the CP at once, even when the list is closed, so a stray F-key press can summon a monster. You can also click a row and press OK, or double-click it. The list closes by itself after about 8 seconds, and requests are accepted at most twice a second.
If a request fails you see one of these lines:
- You don't have enough CP to continue.
- You can no longer summon the Monster. (your team has used up its summons for the match)
- You can no longer summon the being. (your team already has 4 Protectors up, or the field has no free Protector spot)
- This being is already summoned. (your team already has that Protector up)
- This request has failed due to an unknown error.
Summon a monster
A summoned monster belongs to your team. It appears at one of the field's summon spots, comes back after it is defeated, and is strengthened by your team's Protectors. Your team may summon only a limited number of monsters in total during the match (10, 16 or 20 depending on the field, see The fields); defeated summons do not give those summons back.
On Fields 3 and 4 the two teams start at opposite ends of a very wide field. Each team's summons appear on the other team's half, and the monsters already standing on a half belong to the other team. On the other fields summons can appear anywhere.
Monster Carnival (Lv 30 to 50). The rows are F1 to F10 in this order.
| Key | Monster | Level | HP | CP to summon (Fields 1 to 5) | CP to summon (Field 6) | CP for defeating it |
|---|---|---|---|---|---|---|
| F1 | Brown Teddy | 30 | 1,800 | 7 | 5 | 1 |
| F2 | Bloctopus | 30 | 1,800 | 7 | 6 | 1 |
| F3 | Ratz | 30 | 1,600 | 8 | 7 | 1 |
| F4 | Chronos | 30 | 2,300 | 8 | 7 | 1 |
| F5 | Toy Trojan | 39 | 2,300 | 9 | 9 | 2 |
| F6 | Tick-Tock | 30 | 2,400 | 9 | 9 | 2 |
| F7 | Robo | 30 | 3,000 | 10 | 9 | 3 |
| F8 | King Bloctopus | 30 | 3,300 | 11 | 11 | 3 |
| F9 | Master Chronos | 30 | 3,000 | 12 | 12 | 3 |
| F10 | Rombot | 30 | 6,500 | 30 | 22 | 6 |
2nd Monster Carnival (Lv 51 to 70). The prices are the same on all three fields.
| Key | Monster | Level | HP | CP to summon | CP for defeating it |
|---|---|---|---|---|---|
| F1 | Buffy | 51 | 3,500 | 7 | 1 |
| F2 | Soul Teddy | 53 | 4,500 | 7 | 2 |
| F3 | Lazy Buffy | 55 | 5,500 | 8 | 3 |
| F4 | Master Soul Teddy | 57 | 6,500 | 8 | 4 |
| F5 | Klock | 59 | 7,500 | 9 | 5 |
| F6 | Buffoon | 61 | 8,500 | 9 | 6 |
| F7 | Deep Buffoon | 63 | 9,500 | 10 | 7 |
| F8 | Ghost Pirate | 65 | 10,500 | 11 | 8 |
| F9 | Death Teddy | 67 | 11,500 | 12 | 9 |
| F10 | Viking | 69 | 12,500 | 30 | 10 |
Skill (abilities)
An ability afflicts the other team. The same eight abilities are offered on every field, in this order, and the CP is spent even if the ability misses.
| Key | Ability | CP | Who it hits | Duration | Effect on the victim |
|---|---|---|---|---|---|
| F1 | Darkness (Party) | 17 | Every enemy on the field | 15 seconds | Accuracy is cut in half. About an 80% chance to land, rolled once for the whole team. |
| F2 | Weakness (Party) | 19 | Every enemy on the field | 15 seconds | Walking speed is halved and jumping is not possible. About an 80% chance to land. |
| F3 | Curse (Party) | 12 | Every enemy on the field | 15 seconds | Always lands. A cursed player earns half EXP from monsters until it wears off. |
| F4 | Poisoned (Party) | 19 | Every enemy on the field | 15 seconds | Poison takes roughly 1/64 of the victim's maximum HP every second. About an 80% chance to land. |
| F5 | Slow (Party) | 16 | Every enemy on the field | 15 seconds | Movement speed drops to 80. About an 80% chance to land. |
| F6 | Seal (1 person) | 14 | One enemy chosen at random | 15 seconds | The victim cannot use skills (Skills sealed!). Always lands. |
| F7 | Stun (1 person) | 22 | One enemy chosen at random | 5 seconds | The victim cannot walk, jump or attack. Always lands. |
| F8 | Cancel Buff (1 person) | 18 | One enemy chosen at random | Instant | Removes the victim's skill buffs. Always lands. |
A player can carry at most two of these states at once, and a state that is already on someone is not renewed. An ability only reaches enemies who are standing on the battlefield or in the resurrection room.
Protector
A Protector strengthens your team's monsters (the ones you summoned, the monsters on the field that are tagged to your team, and any that appear later) until the other team breaks it. Your team can have 4 Protectors up at the same time, never two of the same kind, and each one needs a free Protector spot on the field.
| Key | Protector | CP |
|---|---|---|
| F1 | Power UP | 17 |
| F2 | Guard UP | 16 |
| F3 | Magic UP | 17 |
| F4 | Shield UP | 16 |
| F5 | Accuracy UP | 13 |
| F6 | Avoidability UP | 16 |
| F7 | Speed UP | 12 |
| F8 | Cancel Weapon Attack | 35 |
| F9 | Cancel Magic Attack | 35 |
The first seven raise one stat of your team's monsters. Cancel Weapon Attack and Cancel Magic Attack make your team's monsters take just 1 damage from every hit of that kind (weapon attacks or magic) for as long as the Protector stands. Spiegelmann's advice is to summon several monsters first and bring the Protector afterwards.
Breaking an enemy Protector. A Protector shows up as an object on the field. Attack it four times to destroy it; only the other team can hit it. You must be close (within about 260 pixels sideways and 200 pixels up or down), and the game counts at most one hit from you every 0.4 seconds. When it breaks, the bonus leaves every monster at once, and the team can buy a new one.
Items the monsters drop
Every Carnival monster can drop each of the items below with a base 20% chance per kill, and drops a Maple Coin about 1.3% of the time. The items below take effect the moment you pick them up and never use an inventory slot.
| Item | What happens when you pick it up |
|---|---|
| Carnival Point 1, Carnival Point 2, Carnival Point 3 | You gain 1, 2 or 3 CP (added to your earned CP and your team's) |
| Party Mana Elixir | You and every team-mate standing on the battlefield recover 300 MP |
| Party Elixir | You and your team-mates there recover 50% of HP and MP |
| Party Power Elixir | You and your team-mates there recover all HP and MP |
| Party All Cure Potion | You and your team-mates there are cured of poison, seal, darkness, weakness and curse |
| White Potion, Elixir, Power Elixir, Mana Elixir, All-Cure Potion | The same effects for you alone: 300 HP, 50% HP and MP, all HP and MP, 300 MP, cure |
| Mini Cube of Darkness | A random one-person ability (Seal, Stun or Cancel Buff) hits one enemy |
| Cube of Darkness | A random team-wide ability (Darkness, Weakness, Curse, Poison or Slow) hits every enemy; it always lands |
| Stunner | One enemy is stunned for 5 seconds |
Party potions reach only team-mates who are standing on the battlefield, never the other team.
Drop chances and the CP gap
The gap is your team's total CP minus the other team's. Once it reaches 20, 40 or 80 (either way), the matching row of this table multiplies each item's base chance for the team that earns the drop:
| Gap | Maple Coin | Carnival Point items | Cubes and Stunner | Potions |
|---|---|---|---|---|
| Leading by 20 or more | x1.3 | x0.7 | x0.7 | x0.85 |
| Leading by 40 or more | x1.65 | x0.6 | x0.6 | x0.7 |
| Leading by 80 or more | x2.1 | x0.3 | x0.3 | x0.5 |
| Trailing by 20 or more | x0.7 | x1.3 | x1.2 | x1.2 |
| Trailing by 40 or more | x0.6 | x1.6 | x1.5 | x1.3 |
| Trailing by 80 or more | x0.5 | x2.0 | x1.9 | x1.8 |
During overtime every one of these chances is also multiplied by 1.4.
Winning, ties and overtime
| Clock shows | What happens |
|---|---|
| 10:10 | The match begins. Both teams stand on the battlefield. |
| 0:10 | The result is decided: the team with the higher total CP wins. A win or lose banner appears for each team and every monster on the field is removed. CP you earn after this point cannot change the winner. |
| 0:00 | The winners are moved to the field's Victorious room and the losers to its The Defeated room. |
If both teams have exactly the same total CP at the 10-second mark, everyone is told The time has been extended. and the fight continues. The clock is reset to 3:00, but the extra time actually lasts 2 minutes, with the result decided 10 seconds before its end. A tie at that point extends the match again.
The result room
Each side lands in its own room with a Spiegelmann in it. Talk to him before you leave. He gives your rank and pays your EXP, then sends you back to the office. The result waits for you for 30 minutes, but only in that room: if you walk out of it without talking to him, the EXP is lost.
Rewards
EXP and rank
Your rank depends on your team's total CP earned in the match, and the EXP depends on the rank and on whether you won or lost.
| Rank | Team's total CP | Monster Carnival, win | Monster Carnival, loss | 2nd Monster Carnival, win | 2nd Monster Carnival, loss |
|---|---|---|---|---|---|
| A | 300 or more | 50,000 | 17,500 | 875,000 | 35,000 |
| B | 100 to 299 | 25,500 | 1,200 | 700,000 | 25,000 |
| C | 50 to 99 | 21,000 | 5,000 | 555,000 | 12,500 |
| D | under 50 | 19,505 | 2,500 | 100,000 | 3,500 |
Everybody on the team gets the same rank and the same EXP. In the 1st Carnival a losing team of rank B is paid less than one of rank C; those are the amounts the game pays.
Maple Coins and Spiegelmann's shop
Carnival monsters drop Maple Coins. The Spiegelmann in Orbis, Ludibrium or Kerning City trades them (choose Trade Maple Coin): one item for the number of coins shown. If you lack the coins or the bag has no room, he says so and nothing is taken. The Spiegelmann inside the office only handles the field list.
| Item | Type | For | Req. level | Weapon attack | Magic attack | Maple Coins |
|---|---|---|---|---|---|---|
| Spiegelmann's Necklace | Pendant | Anyone | 30 | 50 | ||
| Spiegelmann's Marble | Scroll for the Necklace only (60% success, +30 HP and +30 MP) | Anyone | 40 | |||
| Cutlus | One-handed sword | Warrior | 35 | 52 | 7 | |
| Lionheart | Two-handed sword | Warrior | 35 | 55 | 7 | |
| Traus | One-handed sword | Warrior | 40 | 57 | 10 | |
| Zard | Two-handed sword | Warrior | 40 | 60 | 10 | |
| Jeweled Katar | One-handed sword | Warrior | 50 | 67 | 20 | |
| Lion's Fang | Two-handed sword | Warrior | 50 | 70 | 20 | |
| Dankke | One-handed axe | Warrior | 35 | 52 | 7 | |
| Niam | Two-handed axe | Warrior | 35 | 57 | 7 | |
| Blue Counter | One-handed axe | Warrior | 40 | 57 | 10 | |
| Sabretooth | Two-handed axe | Warrior | 40 | 62 | 10 | |
| Buck | One-handed axe | Warrior | 50 | 67 | 20 | |
| The Rising | Two-handed axe | Warrior | 50 | 72 | 20 | |
| Heavy Hammer | One-handed mace | Warrior | 35 | 54 | 7 | |
| Sledgehammer | Two-handed mace | Warrior | 35 | 57 | 7 | |
| Jacker | One-handed mace | Warrior | 40 | 59 | 10 | |
| Titan | Two-handed mace | Warrior | 40 | 62 | 10 | |
| Knuckle Mace | One-handed mace | Warrior | 50 | 69 | 20 | |
| Golden Mole | Two-handed mace | Warrior | 50 | 72 | 20 | |
| Nakamaki | Spear | Warrior | 35 | 57 | 7 | |
| Axe Pole Arm | Polearm | Warrior | 35 | 57 | 7 | |
| Zeco | Spear | Warrior | 40 | 62 | 10 | |
| Crescent Polearm | Polearm | Warrior | 40 | 62 | 10 | |
| The Nine Dragons | Polearm | Warrior | 50 | 72 | 20 | |
| Serpent's Tongue | Spear | Warrior | 50 | 72 | 20 | |
| Wizard Wand | Wand | Magician | 33 | 30 | 48 | 7 |
| Petal Staff | Staff | Magician | 35 | 35 | 50 | 7 |
| Crystal Wand | Wand | Magician | 38 | 33 | 53 | 10 |
| Hall Staff | Staff | Magician | 40 | 38 | 55 | 10 |
| Arc Staff | Staff | Magician | 45 | 41 | 60 | 20 |
| Cromi | Wand | Magician | 48 | 39 | 63 | 20 |
| Red Viper | Bow | Bowman | 35 | 50 | 7 | |
| Vaulter 2000 | Bow | Bowman | 40 | 55 | 10 | |
| Olympus | Bow | Bowman | 50 | 65 | 20 | |
| Heckler | Crossbow | Bowman | 38 | 54 | 7 | |
| Silver Crow | Crossbow | Bowman | 42 | 59 | 10 | |
| Rower | Crossbow | Bowman | 50 | 68 | 20 | |
| Dark Guardian | Claw | Thief | 35 | 20 | 7 | |
| Dark Avarice | Claw | Thief | 40 | 22 | 10 | |
| Dark Slain | Claw | Thief | 50 | 26 | 20 | |
| Gephart | Dagger | Thief | 35 | 50 | 7 | |
| Dragon Toenail | Dagger | Thief | 40 | 55 | 10 | |
| Bazlud | Dagger | Thief | 40 | 55 | 10 | |
| Sai | Dagger | Thief | 50 | 65 | 20 | |
| Shinkita | Dagger | Thief | 50 | 62 | 20 | |
| Silver Maiden | Knuckler | Pirate | 35 | 38 | 7 | |
| Neozard | Knuckler | Pirate | 40 | 42 | 10 | |
| Fury Claw | Knuckler | Pirate | 50 | 50 | 20 | |
| Shooting Star | Gun | Pirate | 35 | 36 | 7 | |
| Lunar Shooter | Gun | Pirate | 40 | 40 | 10 | |
| Mr. Rasfelt | Gun | Pirate | 50 | 49 | 20 |
The fields
All fields share the same prices for abilities and Protectors. The summon limit is how many monsters one team may call in the whole match.
| Field | Size | Fewest players | Summon limit per team | Monsters already on the field |
|---|---|---|---|---|
| Monster Carnival, Field 1 | 2x2 | 2 | 10 | 6 Brown Teddy, 4 King Bloctopus |
| Monster Carnival, Field 2 | 2x2 | 2 | 10 | 6 Brown Teddy, 4 King Bloctopus |
| Monster Carnival, Field 3 | 2x2 | 2 | 20 | 6 Toy Trojan, 6 Robo (very wide field, teams start at opposite ends) |
| Monster Carnival, Field 4 | 2x2 | 2 | 20 | 6 Toy Trojan, 6 Robo (very wide field, teams start at opposite ends) |
| Monster Carnival, Field 5 | 3x3 | 3 | 16 | 10 Robo, 6 Rombot |
| Monster Carnival, Field 6 | 3x3 | 3 | 16 | 10 Robo, 6 Rombot; cheaper summons |
| 2nd Monster Carnival, Field 1 | 2x2 | 2 | 10 | 6 Buffy, 4 Soul Teddy |
| 2nd Monster Carnival, Field 2 | 2x2 | 2 | 10 | 4 Lazy Buffy, 4 Master Soul Teddy |
| 2nd Monster Carnival, Field 3 | 3x3 | 3 | 10 | 6 Buffy, 4 Soul Teddy |
The monsters already on a field come back about every 10 seconds after they are defeated.
Tips and common mistakes
- Do not leave. Walking out of the field, logging out, or a Maple Red player leaving the party ends the match for everyone with no EXP. Dying is fine: you only lose some CP.
- Talk to Spiegelmann in the result room. Leaving it first throws the EXP away.
- Do not count on your own potions. They are blocked on the battlefield. Pick up what the monsters drop, and share the party potions: they heal team-mates standing on the field.
- Spend your CP. The score is total CP earned, so saving gains nothing, while a well-timed ability or Protector slows the other team down.
- Stack monsters before a Protector. A Protector only affects monsters your team owns, and it lasts until the other team breaks it.
- Break their Protectors. Four hits from someone standing close is enough, and the owner has to pay for a new one.
- Watch the ten-second mark. The winner is whoever leads when 10 seconds remain. Anything after that is only for show.
- Equal sizes. If someone drops out of the waiting room, the two parties are no longer the same size and a challenge cannot be accepted. Keep your party together.
- Party abilities can miss. Darkness, Weakness, Poison and Slow land about four times in five, and the CP is spent either way.






