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At a glance
Level30 to 50 for the Monster Carnival, 51 to 70 for the 2nd Monster Carnival (every member of both parties)
PartyTwo parties of the same size: 2 to 6 players each, and at least 3 each on the large fields
StartSpiegelmann in Orbis, Ludibrium or Kerning City, or the Dimensional Mirror
Time limit10 minutes of fighting (the clock starts at 10:10); the waiting room closes after 3 minutes
RunsA private copy of the field for every match
Daily limitNone
RewardsMaple 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

  1. Form a party and gather everyone in Spiegelmann's Office. Only the party leader talks to the Spiegelmann in the office.
  2. 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.
  3. 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.
  4. 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.
  5. 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:

  1. Summon (Spiegelmann calls it Summon a Monster).
  2. Skill (his Ability).
  3. 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.

★
Different from the original game A one-person ability can land on any enemy on the field. In the original game the last player in the enemy list could never be picked.

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

★
Different from the original game The chance of the items above changes with the gap between the two teams' total CP. The original game has no such rule. The leading team finds more Maple Coins but fewer helpful items; the trailing team finds the reverse.

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.

See also