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Star Planet is a place where Maplers can come along and socialize and play minigames with each other. All worlds can access Star Planet. Many events take place within Star Planet and players can play games ranging from Typing Defense to Monsteropoly to Bingo.

Features
  • Minigames and Mileage/Reward Points
  • EXP Coupons
  • Star Points and Grades
  • Cash item testing

Minigames[edit | edit source]

You can play a variety of mini-games at the Star Arena (take the Limousine or travel upwards).

  • For multiplayer games, matching is required before the game starts. Alternatively you can party play to play with your buddies but it will reward nothing (except for Fight! The Legends Return!)
  • Matching is done based on rank. If ranks are similar, matching will be formed immediately, otherwise both players will have to queue for 1 minute before the matching between 2 players with significant rank difference matches.
  • To replay with the same players as the previous game, both players will have to queue for 2 minutes without anyone else queueing at the same time (or if one of them are rejected after accepting the game). Playing Solo mode games reset this memory and allow instant replay.
First Floor
  • Fight! The Legends Return! (Star Planet PvP)
  • Star Yutnori (Classical and Supernatural/Psychic versions)
  • Star One Card
  • Star Monsteropoly
Second Floor
  • Speed! Rock-Paper-Scissors
  • Solo! Typing Defense
  • Raid! Typing Defense
Third Floor
  • Star Step

Each minigame features a ranking system where the Top 5 will be selected as Shining Stars when the competition ends every 2 weeks.

Scoring
  • For Solo! Typing Defense and Speed! Rock-Paper-Scissors, the score is based off the result that you attained.
  • For other games, it is based off these few factors:
    • Opponent's rating score as compared to your rating score
    • Your play count
    • Your Win Rate % or Average Rank
Rewards

Star Points and Mileage can be given based on performance and the length of the game based on time. Shining Stars can cast a Burning Time event 2 times every 2 weeks (for 5 minutes, Mileage and Star Point rewards are increased by 20%, rounded up, for everyone)

Daily Quests

Everyday you can receive daily quests through the lefi side Star icon or by talking to Aming at Central Plaza. These 5 daily quests are fixed. (Solo Play and Party mode Games are excluded)

  • Play 1 time (50 Mileage, 10 Star Points)
  • Play 5 times (70 Mileage, 10 Star Points)
  • Win 1 time (80 Mileage, 10 Star Points)
  • Play 10 times (100 Mileage, 15 Star Points)
  • Win 5 times (150 Mileage, 15 Star Points)

If you quit game halfway it is not counted (but if your opponent defaulted the win is still counted for yut). Definition of Win is getting 1st place in a multiplayer game. Mileage obtained does not bypass daily limit.

Classic Yutnori[edit | edit source]

  • Requires 2 players.

This is a popular game played by Koreans. Players will take turns to throw 4 yut sticks which will determine the number of steps to move. Players will need to move all 4 pieces around the board, back to home before the opponent does.

There are a total of 5 possible paths to clear the round.

  • Path 1: Take 5 steps from the start and land on the top right corner, then 3 steps and land on the center, then 4 steps to win.
  • Path 2: Take 5 steps from the start and land on the top right corner, then take any number of steps so long as you do not land on the center, skipping the center spot, then continue on to win.
  • Path 3: Skip the top right corner and continue on and land on the top left corner, then continue on to win.
  • Path 4: Skip all corners and do not land on them, take a big round around the board to win.
  • Path 5: Roll a +1, summon a new piece, then roll a Back one (-1) and move that piece to the spot which says "Start", then roll any positive number to win.


Based on sampling, it is reasonable to conclude that Yut sticks in MapleStory does not follow actual physics and logic, so the chance cannot be calculated mathematically. This shows the approximate chance to roll a certain number.

Roll Estimated Chance
Back Do (-1) 2.5%
Nak (0/Foul throw) 2.5%
Do (+1) 15%
Gae (+2) 35%
Gul (+3) 35%
Yut (+4, additional roll given) 5%
Mo (+5, additional roll given) 5%

If you roll a back do (-1) when there are no pieces of yours on the board, it is a skipped turn. Additional rolls can be made before moving any pieces.

When you land on your opponent pieces, you "catch!" the opponent pieces to send them back to the start point. In addition, if you did not use +4 or +5 moves to catch the pieces, you can roll again (since rolling a +4 or +5 would have given you an extra roll already). You can roll before using up all the moves for the turn.

If you land on your own pieces, you will not "catch" your own pieces and send yourself back to the start point. You will instead stack on top of one another.

Advantages
  • You will move the whole stack together, thereby saving your moves and taking lesser moves to complete the rounds
Disadvantages
  • If the opponent lands on the stack, all pieces in the stack will be caught, so all the pieces will be sent back to the start.
  • You cannot separate the stack, thereby losing the power of choice and strategic play (if there is any).

To win, send all 4 pieces back to base before your opponent before the time limit is up (10 minutes). A draw happens when after 15 minutes, nobody wins regardless of actual progress.

Psychic Yutnori[edit | edit source]

It has the exact same rules as Classical Yutnori but there are special random skills that both players can use to enhance the gameplay.

At the start, 2 skills will be given to both you and your opponent at random. Both of your skills are definitely different from your opponent's skills. One of the ability affects your roll while the other affects the board. You can only use 1 ability for each turn when it is at the start of your turn (before throwing the Yut sticks), and each ability can be used only once throughout the game.

The other player's abilities will be hidden until it is used, hence anticipate the unexpected especially Forced Return unless you have it.

Roll Abilities
  • Time for the Dog and the Pig: Forfeits the roll to receive both Do (+1) and Gae (+2) results at the same time, where Do refers to Pig and Gae refers to Dog in Korean.
  • 100 Horsepower: 100% chance to roll Gul (+3), where Gul refers to Goat in Korean. Only applicable to the first roll upon using this ability.
  • Reverse Gear: 100% chance to roll Back Do (-1). Applicable to the first roll upon using this ability.
  • Double Double: Assumes that you rolled the same value 2 times based on your first roll. If you roll a Yut (+4) or Mo (+5) upon using this, you will only be able to roll 1 more time (same way as without the ability), and the additional roll results are not doubled.
  • Five or One: 50% chance to roll Mo (+5), 50% chance to roll Do (+1). Only applicable to your first roll upon using this ability.
  • Hands of Midas: 50% chance to roll Yut (+4), 50% chance to roll Mo (+5). Only applicable to your first roll upon using this ability.
  • Rain Check: Save your current rolls for the next turn. You cannot choose to use any roll result in the turn upon using this ability.
  • Back Step: Based on your first roll, instead of moving forward, you move in the reverse direction instead, so if you rolled a Yut (+4) or Mo (+5), you have to reverse using that result first, and the remaining rolls are not affected by this ability. If Back Do (-1) is rolled, it is also not affected by this ability. The maximum spot that can be reached by this ability is 1 step before the goal (the same spot as getting a Back Do (-1) after coming out with a Do (+1)), then any positive numbered roll would allow an immediate goal.
Board Abilities
  • Forced Return: Forcefully catch one of your opponent's unit on the board of your choice. No extra roll is granted.
  • Back Carry: Piggybacks 1 waiting unit to a unit on the board of your choice by stacking directly. Cannot be used if there are 0 waiting units left or there are no units of your own on the board.
  • Switch Seats: Switches the placement of your unit on the board of your choice with your opponent's unit on the board of your choice.
  • Summon to the front: Summon an opponent unit on the board of your choice to a spot that is 1~3 steps (of your choice) in front of one of your unit on the board of your choice.
  • Back Hug: Choose one of your unit on the board to 'hug' on the back of an opponent's unit on the board of your choice by 1 spot. If it hugs on an opponent unit that came out after Do (+1) is rolled, your unit can clear the lap instantly at the next roll if you roll Do (+1) or higher.
  • Overturn Game Table: Randomly shuffles all pieces existing on the board to random spots. Stacks that are formed are not split, units will not be combined, and catching is not possible.
  • Close to the Finish Line: Place a teleporter on an empty spot of your choice. If a unit walks past it or lands on it, it is teleported to the spot before the finish. The portal does not discriminate between the players. If an opponent unit is already on that spot, you can catch that unit and roll again; if your unit is on that spot, your opponent unit can catch your unit too. Stacks can be created if units of the same owner meets on that spot.
  • Danger: Explosives!: Place a bomb anywhere on an empty spot of your choice. If a unit walks over or steps on it, the unit is sent back to the waiting area. It does not discrimate between the players.

One Card[edit | edit source]

  • Requires 2~4 players.

This resembles Uno except for some game tweaks.

There are a total of 53 cards for 4 colours, including 1 black ickart card which can be used anytime when it is your turn. Each colour consist of the following cards:

  • Number cards (1,2,3,4,5,6)
  • Skip (Skip next player's turn)
  • Reverse (Reverses the direction of the turns)
  • Colour change (Changes from the current colour to another colour of your choice)
  • One More turn card (Allows you to place another card)
  • Attack (+2,+3)
  • Knight card (Special effects that varies based on the knight)

Attacks can be initiated when you or someone else plays that card. To defend yourself, you can use another attack card which has the same or higher power than the one previously played. The strongest card is the Oz card with a power of 5. You can also use ickart card to dodge from the attack so that the next player has to deal with it, or use mihile card to absorb all the damage and remake peace. Once a player is forced to have more than 16 cards, the player automatically loses (game does not end however).

Knight Cards
  • Yellow (Mihile): Absorbs all attack for the current attack state. If there is no attacks ongoing that is targeted at the user, the shield can be persisted. It can persist up till 2 turns and disappears when the user has his/her third turn.
  • Blue (Hawkeye): Force everyone, except the user, to draw 2 cards regardless of situation (cannot be used when there is an attack ongoing)
  • Green (Irena): Forcefully remove all green cards from everyone and change into a colour of the user's choice (except green)
  • Red (Oz): Attack +5
  • Black (Ickart): The most special card of all. It can be used at any colour. Allows you to skip your turn volunteerily without affecting the board. If this is your last card, unless a Hawkeye card is used or when someone else has a last card also, you are guaranteed a win.

To win, clear all your cards before your opponent does. Then, the remaining players will be ranked based on the number of cards left first (lower number has a better position) then followed by the timeline of the turns (a player who receives his/her turn before the next player with the same number of cards as the result has a better placement.) If someone fall out due to too many cards, then the person will automatically fill up the last position while subsequent fall-outs will fill up the positions, based on the timeline (a person who fall out earlier will have a worse position)

Example: Player A, B, C and D are playing. Player A is going to win while player D has 7 cards. Player B has 7 cards and C has 5 cards. The turn sequence is: D, C, B then A. Player D managed to play a card and left wih 6 cards. Player C did not manage to play a card and drew a card, so she was left 6 cards while player B could, so B drew a card and is also left with 6 cards. A then places his last card and wins.In this example, A will get 1st. Since D has his turn before C does, D gets 2nd and C gets 3rd. Since C has her turn before B does, B will get 4th while C will get 3rd. Results: A gets 1st, B gets 4th, C gets 3rd and D gets 2nd

The same logic is applied to Irina card, where the players who finished their cards at the same time will be ranked by turn order too (the one who should get his/her turn first gets 1st place)

Rewards

Adventure Points

  • 1st: 4x reward of 4th place (1 coin every 5.625 seconds)
  • 2nd: 3x reward of 4th place (1 coin every 7.5 seconds)
  • 3rd: 2x reward of 4th place (1 coin every 11.25 seconds)
  • 4th: Reward directly proportional to time spent in game map (1 coin every 22.5 seconds)

Newtro Power

  • Win (1st): 3x rewards of the Lose reward (1 coin every 3 seconds)
  • Lose (2nd/3rd/4th): Reward directly proportional to time spent in the game map (1 coin every 9 seconds)

Hotel Maple

  • 1st: 3x reward of 3rd place (1 coin every 6 seconds)
  • 2nd: 2x reward of 3rd place (1 coin every 9 seconds)
  • 3rd: Reward directly proportional to time spent in game map (1 coin every 18 seconds)
  • 4th: 0 coins

Monsteropoly[edit | edit source]

  • Requires 3 players

This works almost like Monopoly (except that this game does not have a jail tile on the 3rd corner tile but rather a special random powerup at each corners except for the starting tile).

There are a total of 4 enhancements possible for regular monsters. Damage ranges from 50 to 140 (base damage, damage is arranged in ascending order based on the direction of travel in gameplay)

Enhancement Level Damage (in % relative to base stat) Upgrade Cost (% of base stat)
0 100% 100%
1 150% 50%
2 250% 100%
3 400% 150%
For Boss Monsters

Once owned, it has fixed stats.

Boss Damage
Hilla 200
Arkarium 250
Von Leon 250
Luminous 250
Magnus 300
Phantom 300

Some spots have a special ability each.

  • White potion: Heals 100 HP when you land on it.
  • Go Arrow: Heals 100 HP when you land or go past it.
  • Bomb: Deals 200 damage when you land on it.
  • Corner "?" : Has one of the following special effects: (Note: If it involves monster upgrade/degrade, force release or seduce, if you do not want the effect you can just choose a random choice and press no to skip the turn)
    • Shield that absorbs damage for 1 hit (excluding Bomb that deals 200 damage)
    • Tempt an opponent's monster of your choice (you still need to pay the cost but you will not get bitten first)
    • Upgrade a monster of your choice (you still need to pay for the upgrade)
    • Go to a selected area: Click on a spot and you will go there. If you want to reroll the ability you can move to another "?" spot or click on the spot which you are standing.
    • Switch one opponent's monster with yours (Your monster will belong to opponent and opponent's monster will belong to you)
    • Force de-level one of your opponent's monster.
    • Forcefully release one of your opponent's monster (that monster no longer belongs to anyone until someone tame it back)
    • Choose a monster to level up for free.
    • 3rd place player will drain 100 HP from 1st and 2nd players.
    • A random monster belonging to the 1st place player will be given to the 3rd place player.
    • For 5 turns, a monster's attack value is doubled. You can choose which monster you want it to receive the buff but you can only choose your own monsters.

Certain Boss Monsters will also grant additional abilities.

  • Hilla: The owner will gain 200 HP upon landing on it but if other players land on it, Hilla will mark areas of the board in red. After 3 turns, she will deal 200 HP damage to players in the red areas.
  • Arkarium: Upon landing on the tile, if you are the owner it will deal 100 HP damage to everyone except you.
  • Von Leon: Upon landing on the tile, if you are the owner you can choose which tile to move to on your next turn. Other players will skip their turns once upon landing.
  • Magnus: Upon landing on the tile, it will mark areas on the board in purple. Any players that land on the purple space will lose three turns.
  • Luminous: If other players land on the tile, the owner will gain 100 HP.
  • Phantom: If you are the owner, all game action (tame, seduce) costs are reduced by 10%.
    • Note: All your monsters will also deal 10% less damage (seducing will still cost the full price for other players) while you take the full damage from other monsters (but seducing will cost 10% lesser for you).

To win, either wipe off your opponent and make them die (HP = 0), or be the one with the highest score (score value of all your monsters + your HP) when the time is up.

  • You lose when your HP is 0. Existing points and monsters will be released and reset to 0 stars.
  • Positions are determined by the total score, followed by the timeline.
    • Higher score gives better position than a lower score.
    • A player who receives his/her turn has a better position than a player who receives his/her turn next.
    • A player who died earlier has a worse position than a player who died later.
Rewards
  • 1st: 3x rewards of the 3rd place reward
  • 2nd: 2x rewards of the 3rd place reward
  • 3rd: Reward directly proportional to time spent in the game map

Battle Reversi[edit | edit source]

  • Requires 2 players

Play a game of Reversi (it has the same rules as the actual game) but with 2 tweaks:

  • There will be random spots that will be blocked off each game
  • There is a points weight based on the number of pieces flipped at the same time

The average damage dealt per piece flipped will be higher if more pieces are flipped at the same time.

Number of pieces flipped Total damage dealt Marginal increase Average damage per piece
1 100 N/A 100
2 210 110 105
3 330 120 110
4 500 170 125
5 680 180 136
6 800 120 133.3333
7 980 180 140
8 and above 140 times number flipped 140 140
  • Flipping 4~5 pieces at a time is considered a good move.
  • Flipping 6 or more pieces at a time is considered a great move.

Game ends when 1 of the following conditions are met:

  • Both players have no more possible moves to make (either board is full, or all the pieces are flipped completely)
  • One of the players dealt 10,000 damage
Rewards
  • Win: 2x rewards of the Lose reward
  • Draw: 1.5x rewards of the Lose reward
  • Lose: Reward directly proportional to time spent in the game map

Monster Pyramid[edit | edit source]

  • Requires 3 players.

Stack up monster bricks while preventing other players from stacking theirs!

There are 6 types of monsters: Slime, Pink Bean, Pepe, Octopus, Orange Mushroom, Balrog. Except for Balrog, each monster will have 7 each (total 36 blocks, each player gets 12 blocks)

The players will take turns to start the game first (Round 1 = 1st player starts, Round 2 = 2nd player starts, Round 3 = 3rd player starts)

The bottom most row has 8 spots and can contain any monster. The rows above that can only contain a monster that exist below it (either bottom left or bottom right). For balrog however, no monster can be placed above a balrog, either top left or top right of it (directly beside is still allowed)

If there are no monsters that you can put when it is your turn, your turn will be skipped. This is important in determining who will win the game since the ending score tends to bunch up very closely.

The round ends when there are no more moves possible by all 3 players, or when 1 of the player has placed all 12 blocks.

At the end of all 3 rounds, the players will be ranked based on the number of blocks placed in total. Higher number will be ranked higher, and if there is a tie, the player who achieved the result first will be ranked higher.

Rewards

Newtro Power

  • 1st: 3x rewards of the 3rd place reward (1 coin every 4 seconds)
  • 2nd: 2x rewards of the 3rd place reward (1 coin every 6 seconds)
  • 3rd: Reward directly proportional to time spent in the game map (1 coin every 12 seconds)

Hotel Maple

  • 1st: 2x rewards of the 2nd place reward (1 coin every 6 seconds)
  • 2nd: Reward directly proportional to time spent in the game map (1 coin every 12 seconds)
  • 3rd: 0 coins

Speed! Rock-Paper-Scissors[edit | edit source]

  • Requires 1 player only.

This game tests your reflexes and the ability to react correctly quickly.

Mechanics[edit | edit source]

Basically, you will play against Zakum. Zakum will give either Rock, Paper or Scissors. He will then call out a sceneraio so you have to choose the correct symbol (rock, paper or scissors) to match the sceneraio to win. Possible sceneraios:

  • Don't Lose (Draw or Win)
  • Don't draw (Lose or Win)
  • Don't win (Draw or Lose)
  • Don't draw, win (Win)
  • Don't draw, lose (Lose)
  • Don't lose, win (Win)
  • Don't lose, draw (Draw)
  • Don't win, lose (Lose)
  • Don't win, draw (Draw)
  • Win! (Win)
  • Draw! (Draw)
  • Lose! (Lose)
  • Choose Paper!
  • Choose Rock!
  • Choose Scissors!

Points[edit | edit source]

Each round you got correct gives 10 points as well as +1 to the consecutive round counter. Losing a round causes the consecutive round to reset and lose 1 life. Game ends when timer of 30 minutes reaches 0 or when you lose all 3 lives, whichever is earlier. Note that to save your score you must exit before the timer is up. Score table:

Consecutive Correct Count Points
0 10
1 11
2 12
3 13
4 15
5 17
6 and beyond 20

Note: If a spcific round contains 2 or more parts to that round, points are only given after the last part for that round. It happens when your consecutive count is 7 or higher.

Rewards[edit | edit source]

Rewards are given out when you reach a certain score. Reward: 1 Star Point every 100 score excluding the 1st 100 game points, 10 mileage.

Raid! Typing Defense[edit | edit source]

  • Requires 3 players.

This is a competitive typing competition. Note that while the game seems to look like it is a team-based victory, it is not and it is actually a competition, so you are supposed to outbeat the other people.

Mechanics[edit | edit source]

Players are assigned to each colour: Red, Yellow, Blue Every different-coloured word you type correctly before the owner does will deal 1 damage to the owner. If you type a word belonging to your colour correctly before someone else does, the monster will be killed and no damage is dealt to you. Everyone starts off with 100 HP. For every monster that went past the boundary, 1 HP will be deducted from everyone (3 HP for special effect monster, 5 HP for potion monster, 10 HP for 4-layered monster) You can use the following skill to weaken your opponent. (Can be used only once)

  • F1: Instantly kills all monsters belonging to your colour.
  • F2: Heal 50 HP
  • F3: Blinds your opponent for 1 second so they cannot see the word. (You can sti see the word)

Special monsters may spawn to increase the interest of the game. Special monsters have special traits or effects.

  • Quadriple layered soldier (4 different words, displayed 1 after another as you type correctly, must be typed to kill it)
  • Monster Speed Up
  • Monster Slow Down
  • Monster Freeze
  • Word Blind
  • Bomb (kills all monsters of your colour)
  • Potion (Heals 5 HP upon killing)

The one who still stands will win! 2nd and 3rd placings are based on the time which the person dies (the one who died earlier gets 3rd.)

Rewards and Penalties[edit | edit source]

Mileage and Star Points based on position and duration of game (capped at 9 minutes or 540 seconds).

1st
  • 1 Star Point every 27 seconds, rounded up (max 21 Star Points)
  • 1 Mileage every 3.375 seconds, rounded down (max 160 Mileage)
2nd
  • 1 Star Point every 45 seconds, rounded up (max 12 Star Points)
  • 1 Mileage every 6.75 seconds, rounded down (max 80 Mileage)
3rd
  • 1 Star Point every 60 seconds, rounded up (max 9 Star Points)
  • 1 Mileage every 13.5 seconds, rounded down (max 40 Mileage)
Notes
  • If you disconnected or leave the game halfway, it is an automatic 3rd position, you will get no rewards, 10 minute ban and a 3rd position for your game statistics.
  • If both your opponents disconnected, you will get an automatic win.
Rankings

Ranking score is based off your play count, your win rate and difficulty compensation. General rule for difficulty compensation (C) is that:

  • If you get 1st, you get +0 to +300 additional points.
  • If you get 2nd, you get -150 to +150 additional points.
  • If you get 3rd, you get -0 to -300 additional points.

General Points formula (may be inaccurate):

  • 1 to 6 games played:
  • 7 to 30 games played:
  • 31 or more games played:

Solo! Typing Defense[edit | edit source]

  • Requires 1 player only

It has the same mechanics as Raid! Typing Defense except that it is not multiplayer (so F1, F2, F3 and F4 does nothing), there is no ranking score (you raw score is posted up into rankings instead) and there are different rewards.

Rewards[edit | edit source]

1 Star Point, 10 mileage if you obtained 501 points or more.

Star Step[edit | edit source]

This section is a stub. Help us expand it, and you get a cookie.

Fight! The Legends Return![edit | edit source]

  • Number of players: 6 (Solo Mode), 2 Parties containing 3 players each (Party Mode)

This is the Star Planet PvP. Players will choose a character to play as and they will try to kill the opponents for money. They can also kill monsters to level up, which allows them to train on stronger monsters for more money. Money is used to upgrade skills. Finally, after the 10 minutes preparation time is up, everyone will be transported to the final battleground to faceoff. Kill your opponents to win the game! Deaths here are permanent so you cannot revive once you die.

There are 2 modes for this game.

  • Practice Mode: Practise how to use the skills of the different characters effectively. However, there are no other players involved, so it is more to just give you a feel on how the skills work. No rewards are given and you can exit anytime.
  • Live-Battle Mode: The real game where you play with other players and fight! Rewards are given and your results will be calculated into your game statistics.

Character Choice[edit | edit source]

You have 30 seconds to choose a character. Characters cannot be duplicated within the team.

  • Polo and Frito
  • Manji
  • Dark Lord
  • Grendel
  • Mike
  • Mu Gong
  • Athena Pierce
  • Moonbeam
  • Ryude
  • Wonky

Base (Spawn Area)[edit | edit source]

Firstly, this game requires 6 players, who will be split into 2 teams, Red on the right and Blue on the left. Alternatively 2 parties of 3 people each can be formed up to play this game also. There are special abilities in the Spawn Area, called the Red Base and Blue Base, depending on which side it is.

Special Mechanics
  • Recovers 1,200 HP and 1,200 MP every 1 second while inside. Stacks with Passive Recovery every second.
  • Teleportation to certain Areas for easier access to enemies. Area 1 is the closest to the spawn spot, followed by 2, then 3.
  • Damages any intruders from the opponent team by 30% of their Max HP every second they are inside your base. Deaths due to this effect are NOT counted into statistics, neither does it provide any EXP and Gold.
  • If you want to quit a game halfway, NPC Kuaming is available at the base. Speak to him to leave the game. (For Live-Battle Mode, you will receive a 30 minute queue ban that applies to the account and that current game is counted as a loss for your statistics even though your team might have won at the end.)

Revive after death[edit | edit source]

If you die during the preparation time, you will revive after a certain time based on your level.

Level Revive Time in seconds
1~2 1
3~4 2
5 3
6 4
7 5
8 6
9 7
10 8
11 9
12 10
13 12
14 14
15 20

Deaths in the Final Battle are permanent.

Monsters[edit | edit source]

All Gold and EXP Values are before splitting, and are rounded down after splitting.

The team can only defeat monsters that are of a different colour of the team's colour, or purple colour monsters (free for all). Monsters that are of the same colour as the team's colour will not take any hits from the same coloured team, so it will not count towards skill's target counts.

A final damage penalty of 15% per level below monster level is applied (-100% at 7 levels below) if you are below the monster level. Not applied to opponent characters.

Your level minus Monster level Final Damage Modifier
+0 or higher 0%
-1 -15%
-2 -30%
-3 -45%
-4 -60%
-5 -75%
-6 -90%
-7 or lower -100%

Monsters without touch damage do not deal damage upon contact. Damage shown are upper bounds, and the lower bound is 85% of this value.

Area 1

Lone Mushroom (Red/Blue)
  • Level 1
  • HP: 700
  • Damage: 120 (touch damage)
  • EXP: 25
  • Gold: 30
Lone Ribbon Pig (Red/Blue)
  • Level 5
  • HP: 2,000
  • Damage: 240 (touch damage)
  • EXP: 38
  • Gold: 60
Lone Evil Eye (Purple)
  • Level 3
  • HP: 2,240
  • Damage: 240 (touch damage)
  • EXP: 45
  • Gold: 75

Area 2

Lone Bellflower Root (Red/Blue)
  • Level 6
  • HP: 1,670
  • Damage: 270 (touch damage)
  • EXP: 72
  • Gold: 100
Lone Reindeer (Red/Blue)
  • Level 10
  • HP: 2,050
  • Damage: 390 (attack damage)
  • EXP: 100
  • Gold: 140
Lone King Sage Cat (Purple)
  • Level 8
  • HP: 4,550
  • Damage: 468 (attack damage)
  • EXP: 165
  • Gold: 276

Area 3

Lone Chronos (Red/Blue)
  • Level 11
  • HP: 3,000
  • Damage: 396 (attack damage)
  • EXP: 170
  • Gold: 200
Lone Ghost Ship (Red/Blue)
  • Level 15
  • HP: 5,100
  • Damage: 486 (touch damage), 396 (attack damage)
  • EXP: 220
  • Gold: 260
Lone Death Teddy (Purple)
  • Level 12
  • HP: 8,160
  • Damage: 515 (attack damage)
  • EXP: 340
  • Gold: 698

Opponent EXP and Money[edit | edit source]

Similarly, all Gold and EXP values shown are before splitting. However, there is no damage penalty for being lower level than your opponents.

Opponent Level EXP Gold
1 20 125
2 50 240
3 80 320
4 120 515
5 170 635
6 210 765
7 250 905
8 300 1,045
9 350 1,195
10 400 1,345
11 450 1,505
12 510 1,615
13 560 1,835
14 620 2,005
15 700 2,175

EXP and Money splitting[edit | edit source]

Money and EXP rewards from monsters and opponents are split within your team. So long as the team member is alive, he/she can receive the share. If the team member is dead, the share is not redistributed, so it disappears.

Killer formula

Leech formula

Kill Stealing is strongly encouraged here. If your team managed to kill steal monsters from your opponent, your team will receive all the EXP and money. Your opponent team will get nothing, even if they did almost all the damage.

However, this means that within your team, only the killer who deals the final hit gets the reward based on Killer Formula while the other teammates get the Leech formula, even if they do majority of the damage.

EXP Table[edit | edit source]

EXP that is in excess after levelling up is not carried over. Max level is 15.

Current Level EXP Needed
1 51
2 76
3 107
4 134
5 188
6 245
7 318
8 414
9 496
10 596
11 715
12 787
13 866
14 952

Character Stats and Skills[edit | edit source]

These are the formulas for HP, Attack and Passive HP heal every second. These values are before any gold upgrades. Maximum MP and Passive MP Heal are fixed for all jobs.

For attack speed, the transitions are as follows:

Transition Stage increase needed
Slow -> Normal +1
Normal -> Fast +1
Fast -> Faster +1
Faster -> Fastest +3
Common
  • Maximum MP:
  • Passive MP Heal: every second.

Skills are displayed in order: Ctrl, Shift, Z, X, Space.

  • Shift: Unlocked at Level 3
  • Z: Unlocked at Level 5
  • X: Unlocked at Level 7
  • Space: Ultimate Skill with a long cooldown, recommended to save for final battle. Unlocked at Level 8, Upgraded at Level 11. For Moonbeam, it is unlocked at level 1, then upgraded at level 6 and 11.
Skill Mechanics
  • A target who is hit by the skill will not be hit by the same skill in that same instance.
  • A target who is not within the skill range but when the skill is on-going, the target steps into range, the target will receive damage and the status effect if any (if the skill did not hit the maximum number of targets already).
  • Damages done to targets are based on what the attacker sees in his/her screen, meaning if you are seen to be in range of the skill on the attacker's screen when the skill is performed on the attacker's side, you will get hit no matter how far you run on your side or where your character is on your screen. This rule also applies when you are the attacker where damage is dealt based on what you see on your screen.
  • All skills can be used in air unless otherwise stated. All skills cannot be used on ladders.
Abnormal Status Mechanics
  • Stun
    • You cannot move nor jump.
    • However you can still use any skills (including HP recovery, attacks and defensive skills like Dark Lord's Ultimate Skill and Athena's Fire Trail.) and also subjected to super knockback.
  • Weaken
    • Unable to jump.
    • Movement Speed reduced to about 10%.
  • Slow
    • Movement Speed reduced to about 10%.
Common
  • Arrow keys to move
  • Alt to jump
  • HP Recovery (Key: C): Recover 30% HP instantly. Cost 30 MP. Cooldown 60 seconds.
Manji[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 180
2 184
3 190
4 198
5 208
6 220
7 234
8 250
9 266
10 282
11 298
12 314
13 346
14 378
15 410
  • Maximum Attack:
  • HP:
  • Passive HP Heal: every second.
  • Base Attack Speed: Slow

Skills

  • Normal attack by stabbing for 100% damage on 3 enemies in front. Cost 1 MP.
  • Triple stabs 6 enemies in front of you for a total of 250% damage. Has a higher and longer range than Normal Attack. Costs 10 MP. Cooldown 5 seconds.
  • Attacks 1 enemy in front of you for 200% damage. Also stuns the target for 1 second. Cost 20 MP. Cooldown 7 seconds.
  • Dash forward to the direction of the arrow key pressed with the skill. Up to 6 enemies in the path will be dealt with 250% damage. If no arrow keys are pressed, move in the direction of the character. Can only be used when there is sufficient space on the same platform. Cost 20 MP. Cooldown 8 seconds.
  • Ultimate Skill
    • Level 1: Increases Movement Speed and Jump by +20 and final attack by 150 for 15 seconds. Cost 40 MP. Cooldown 70 seconds.
    • Level 2: Increases Movement Speed and Jump by +40 and final attack by 200 for 15 seconds. Cost 40 MP. Cooldown 70 seconds. Unlocked at Level 11.
Mike[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 126
2 129
3 133
4 139
5 146
6 154
7 164
8 175
9 186
10 197
11 208
12 219
13 242
14 265
15 288
  • Maximum Attack:
  • HP:
  • Passive HP Heal
    • Level 1~12: every second.
    • Level 13~15: every second.
  • Base Attack Speed: Slow

Skills

  • Normal attack by whacking for 120% damage on 4 enemies in front. Cost 1 MP.
  • Hammers up till 3 enemies in front of you for 200% damage for the first hit, followed by 350% damage for the second hit. Cost 10 MP. Cooldown 6 seconds
  • Deal 50% constant damage on enemies beside you every 0.5 seconds, for up till 6 seconds. Damage taken is also reduced by 100 damage. Cost 20 MP. Cooldown 9 seconds.
  • Creates a shield that absorbs up till 3,000 damage. Shield lasts for up till 5 seconds. You can explode the shield anytime (with a 1 second delay) by pressing the skill key for 250% damage towards enemies around you as well as stun them for 2 seconds but the damage absorption effect will disappear. Cost 30 MP. Cooldown 20 seconds.
  • Ultimate Skill
    • Level 1: Heals 700 HP to yourself and nearby teammates every second for up till 10 seconds, in a form of a shield. Shield can be exploded early by pressing the skill key again for 600% damage instantly to nearby enemies. Cost 30 MP. Cooldown 60 seconds.
    • Level 2: Heals 1,000 HP to yourself and nearby teammates every second for up till 10 seconds, in a form of a shield. Shield can be exploded early by pressing the skill key again for 1000% damage instantly to nearby enemies. Cost 30 MP. Cooldown 60 seconds. Unlocked at Level 11.
Dark Lord[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 216
2 221
3 228
4 238
5 250
6 264
7 281
8 300
9 319
10 338
11 357
12 376
13 414
14 452
15 490
  • Maximum Attack:
  • HP:
  • Passive HP Heal: every second.
  • Base Attack Speed: Faster

Skills

  • Normal attack by shooting a star for 100% damage on 1 enemy in front of you. Cost 1 MP.
  • Adds poison effect to your normal attack permanently. Poison damage is not affected by the final damage reduction for being lower levelled than the monster. This skill has no MP cost.
    • Poison damage of 20 per second for 5 seconds.
    • Poison damage of 30 per second for 5 seconds. Unlocked at Level 5.
    • Poison damage of 40 per second for 5 seconds. Unlocked at Level 7.
    • Poison damage of 50 per second for 5 seconds. Unlocked at Level 9.
    • Poison damage of 60 per second for 5 seconds. Unlocked at Level 11.
  • Summons a bat grave in front of you that lasts for 4 seconds. Deals 200% damage to the enemy upon in contact, up till 6 enemies. Also slows and weakens the enemy targeted for 2 seconds. Cost 10 MP. Cooldown 10 seconds.
  • Throws a giant shuriken at up till 3 enemies for 400% damage, parallel to the ground, with a slightly elevated height off the ground, and it can be evaded by crouching if the target is at the same vertical height. Cost 30 MP. Cooldown 12 seconds.
  • Ultimate Skill
    • Level 1: Summon a vortex that deals 150% constant damage every 0.5 seconds to enemies inside, for up till 15 seconds. Become invisible and invincible for the first 2 seconds upon using the skill. Cost 50 MP. Cooldown 60 seconds.
    • Level 2: Summon a vortex that deals 200% constant damage every 0.5 seconds to enemies inside, for up till 15 seconds. Become invisible and invincible for the first 2 seconds upon using the skill. Cost 50 MP. Cooldown 60 seconds. Unlocked at Level 11.
Grendel[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 234
2 239
3 247
4 257
5 270
6 286
7 304
8 325
9 346
10 367
11 388
12 409
13 451
14 493
15 535
  • Maximum Attack:
  • HP:
  • Passive HP Heal: every second.
  • Base Attack Speed: Slow

Skills

  • Normal attack by using an invisible bolt for 100% damage on 1 enemy in front. Cost 10 MP.
  • Ice strike against 6 enemies in front of you for 250% damage. Enemies hit will receive super knockback effect. Cost 10 MP. Cooldown 6 seconds.
  • Create a healing shield ahead of you. Team mates (including yourself) inside will heal 150 HP every 0.4 seconds, up till 6 seconds. Cost 20 MP. Cooldown 12 seconds.
  • Create an ice orb that moves very slowly towards the character's direction when it is created. Deals 50% constant damage to enemies inside every 0.5 seconds for up till 4 seconds. Cost 30 MP. Cooldown 10 seconds.
  • Ultimate Skill
    • Level 1: Summons a meteor that will land 1 second later, dealing 600% damage to 6 enemies inside. Cost 100 MP. Cooldown 60 seconds.
    • Level 2: Summons a meteor that will land 1 second later, dealing 850% damage to 6 enemies inside. Cost 100 MP. Cooldown 60 seconds. Unlocked at Level 11.
Mu Gong[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 189
2 193
3 199
4 207
5 218
6 231
7 246
8 263
9 280
10 297
11 314
12 331
13 365
14 399
15 433
  • Maximum Attack:
  • HP:
  • Passive HP Heal: every second.
  • Base Attack Speed: Slow

Skills

  • Normal attack by punching for 100% damage on 3 enemies in front. Cost 1 MP.
  • Stamps up till 3 enemies downwards (monsters are not subjected to this effect), forcing them to automatically jump down while dealing 250% damage to them. Cost 10 MP. Cooldown 5 seconds.
  • Whirlwind kick allows you to attack enemies for 120% damage every 0.5 seconds for up till 5 seconds. During the skill, Movement Speed +20 and resistance to abnormal status (any abnormal status still applied when used are automatically cancelled). Other skills cannot be used during the skill, including Heal. Cost 20 MP. Cooldown 10 seconds.
  • Perform a half crescent somersault to deal 250% damage to 1 enemy. After that, if you press the skill key again immediately after, you will perform the skill once again, while leaping into the air to inflict a slow effect on the target for 2 seconds. Cost 30 MP per usage (so 60 MP for using twice in a row). Cooldown 7 seconds (only counted after the second time it is used, if applicable)
  • Ultimate Skill
    • Level 1: Deal 100% constant damage every 0.5 seconds to all enemies around you, for up till 10 seconds. Cost 50 MP. Cooldown 50 seconds.
    • Level 2: Deal 150% constant damage every 0.5 seconds to all enemies around you, for up till 10 seconds. Cost 50 MP. Cooldown 50 seconds. Unlocked at Level 11.
Athena Pierce[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 252
2 258
3 267
4 279
5 294
6 312
7 333
8 357
9 381
10 405
11 429
12 453
13 501
14 549
15 597
  • Maximum Attack:
  • HP:
  • Passive HP Heal: every second.
  • Base Attack Speed: Slow

Skills

  • Normal attack by shooting an arrow for 100% damage on the first enemy, pierces through it and attack the second enemy behind for 50% damage. Enemies that took damage from this skill will take 10% extra multiplicative damage from Athena Pierce for about 2 seconds. The arrow is parallel to the floor. Cost 1 MP.
  • Cast a buff to reduce incoming damage by 20%, Movement Speed +15 and attack speed +3 for 6 seconds. Cost 10 MP. Cooldown 8 seconds.
  • Springs up a fire on the ground beside you, creating a back step effect on you (moves backwards by a certain distance in the same platform). Enemies inside the range receive 250% instant damage. Fire will stay for 6 seconds, dealing 25% damage every 0.5 second to enemies inside. Cannot be used on air. Cost 10 MP. Cooldown 10 seconds.
  • Fires a volley of 5 frozen arrows in a conical manner, each arrow dealing 90% damage to 1 enemy. The arrows can hit the same enemy if in range. Enemies hit will be slowed for 2 seconds. Cost 10 MP. Cooldown 15 seconds.
  • Ultimate Skill
    • Level 1: Constant 90% damage every 0.5 second to all enemies in the targeted area for up till 5 seconds. Use arrow keys to navigate the target area. During the skill, you are immune to any abnormal status. Press the skill key again to end the skill early. Cost 20 MP. Cooldown 45 seconds.
    • Level 2: Constant 130% damage every 0.5 second to all enemies in the targeted area for up till 5 seconds. Use arrow keys to navigate the target area. During the skill, you are immune to any abnormal status. Press the skill key again to end the skill early. Cost 20 MP. Cooldown 45 seconds. Unlocked at Level 11.
Moonbeam[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 207
2 211
3 217
4 225
5 236
6 249
7 264
8 281
9 298
10 315
11 332
12 349
13 383
14 417
15 451
  • Maximum Attack:
  • HP:
  • Passive HP Heal: every second.
  • Base Attack Speed: Slow

Skills

  • Normal attack by scratching for 100% damage on 3 enemies. Cost 1 MP.
  • Shoots out a claw attack ahead of you to deal 150% damage to 3 enemies in range. A liver piece is dropped every 3 times that hit at least 1 target, which is used for Ultimate Skill. Collect the liver piece by touching it using your character (requires 1 empty Etc slot). Note that other team mates can also take the liver pieces but it is not counted. You can only take liver pieces of your team's colour. Cost 10 MP. Cooldown 3 seconds.
  • Accumulates up to 3 charges that allows teleport to a nearby target. Each charge takes 10 seconds to generate. The same target can only be teleported to once every second. Every time you teleport to a certain target, that target receives 200% damage. Cost 10 MP per usage (up till 30 MP for 3 times in a row). Cooldown 10 seconds.
  • Summons 3 spirits to protect you for 10 seconds. Protection layer is used upon taking damage or receiving abnormal status. Also heals 10% HP in the process of using up a protection layer (so 30% HP healed for all 3 layers used). Protection layer automatically disappears after 10 seconds. Cost 50 MP. Cooldown 17 seconds.
  • Ultimate Skill (Available from Level 1, requires 5 liver pieces).
    • Level 1: Summons 3 firefox spirits that circle around the character's spot when the skill is used. Firefox deals 200% damage to 1 target when hit, firefox disappears after 1 hit. Targets who are hit by firefox will take 100% extra damage additively if they were hit by another firefox within that same cycle. Cost 40 MP and 5 liver pieces.
    • Level 2: Summons 3 firefox spirits that circle around the character's spot when the skill is used. Firefox deals 200% damage to 1 target when hit, firefox disappears after 2 hits. Targets who are hit by firefox will take 100% extra damage additively if they were hit by another firefox within that same cycle. Cost 40 MP and 5 liver pieces. Unlocked at Level 6.
    • Level 3: Summons 3 firefox spirits that circle around the character's spot when the skill is used. Firefox deals 200% damage to 1 target when hit, firefox disappears after 3 hits. Targets who are hit by firefox will take 100% extra damage additively if they were hit by another firefox within that same cycle. Cost 40 MP and 5 liver pieces. Unlocked at Level 11.
Polo and Frito[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 225
2 230
3 237
4 246
5 257
6 270
7 285
8 303
9 323
10 343
11 363
12 383
13 419
14 455
15 491
  • Maximum Attack:
  • HP
    • Level 1~5:
    • Level 6~15:
  • Passive HP Heal: every second.
  • Base Attack Speed: Slow

Skills

  • Normal Attack
    • Frito: Fire a bullet in front to deal 70% damage on 1 target. When this successfully hits, an explosion is created at that spot, dealing 40% damage to 3 targets. Cost 1 MP to cast, and 1 MP to create the explosion (2 MP in total if the bullet lands on a target).
    • Polo: Fires 2 arrows in front, each dealing 80% damage on 1 target. Costs 1 MP.
  • Fast Rotation: Swaps between Polo and Frito modes. When used with the left or right arrow key, also dashes towards the direction. Cannot be used on air. Costs 20 MP. Cooldown 4 seconds.
  • Skill "Z"
    • Frito: Shoots a puppy ahead to deal 150% damage on 1 target, and also stuns it for 1.5 seconds. Costs 20 MP. Cooldown 5 seconds.
    • Polo: Attacks 6 enemies at 65% damage 12 times around you. Costs 20 MP. Cooldown 15 seconds.
  • Skill "X"
    • Frito: Attacks 6 targets around you for 200% damage, and the movement speed of hit targets are reduced. Costs 20 MP. Cooldown 15 seconds.
    • Polo: Hold down to continuously fire the Gatling Bowgun in front for up to 12 arrows, each dealing 90% damage on 1 target. Costs 15 MP to cast intiially. Cooldown 20 seconds.
  • Ultimate Skill (shared between Polo and Frito)
    • Level 1: Attacks up to 6 targets in front for 550% damage, and also stuns them for 3 seconds. Costs 100 MP. Cooldown 50 seconds.
    • Level 2: Attacks up to 6 targets in front for 800% damage, and also stuns them for 3 seconds. Costs 100 MP. Cooldown 50 seconds. Unlocked at Level 11.
Ryude[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 150
2 153
3 158
4 165
5 173
6 183
7 195
8 209
9 223
10 237
11 251
12 265
13 293
14 321
15 349
  • Maximum Attack:
  • HP:
  • Passive HP Heal: every second.
  • Base Attack Speed: Slow

Skills

  • Attacks up to 3 targets in front for 100% damage. Targets that are hit 3 times in a row are stunned for 1 second.
  • Summons a gust of wind to deal 150% damage. Upon contact, transforms into a blizzard, dealing 30% damage per second for 3 seconds. Enemies hit are also slowed. Costs 1 MP to cast, and 10 MP to create the blizzard. Cooldown 7 seconds.
  • Increase movement speed by 20, jump by 10 and recovers 3% HP every second for 7 seconds. Costs 40 MP. Cooldown 20 seconds.
  • Deals 150% damage in front of you, and an additional sword is fired in front, dealing another 400% damage. Ryude becomes invincible when using this skill, and its cooldown reset if it kills an opponent. Costs 20 MP. Cooldoen 20 seconds.
  • Ultimate Skill
    • Level 1: Attacks up to 8 targets in front for 500% damage 2 times, and also slows and confuses them for 2 seconds. Costs 10 MP. Cooldown 70 seconds.
    • Level 2: Attacks up to 8 targets in front for 700% damage 3 times, and also slows and confuses them for 2 seconds. Costs 10 MP. Cooldown 70 seconds. Unlocked at Level 11.
Wonky[edit | edit source]
  • Minimum Attack
Level Base Minimum Attack
1 207
2 212
3 219
4 228
5 239
6 253
7 269
8 287
9 305
10 323
11 341
12 359
13 395
14 431
15 467
  • Maximum Attack:
  • HP:
  • Passive HP Heal: every second.
  • Base Attack Speed: Slow

Skills

  • Attacks ahead for 100% damage on 1 target. If held down for 2 seconds, it becomes a bigger attack that deals 200% damage on 3 targets with increased horizontal range. When charging, reduces movement speed by 30 and jump by 20. Costs 1 MP to start charging, 1 MP to release a normal attack and 10 MP to release a charged attack.
  • Leaps forward and floats in the air, healing 8% HP per second for 3 seconds. While in air, you can fly slowly, and shoot out bubbles (normal attack) in 3 directions (diagonally upwards, diagonally downwards and straight ahead), each bubble dealing 70% damage on 1 target. You can only use normal attack or Recovery skill during flight. Movement speed is halved during flight. Costs 10 MP to cast and 10 MP per normal attack during flight. Cooldown 15 seconds.
  • Deals 200% damage ahead twice on 3 targets. The second hit also causes confusion for 3 seconds. Costs 1 MP. Cooldown 12 seconds.
  • For 10 seconds, received damage is limited to 10% of Max HP per hit, and also reflects 40% of damage taken to enemies (if the attack does more than 10% of Wonky's Max HP, then the reflected damage would be 4% of Wonky's Max HP). Costs 1 MP. Cooldown 20 seconds.
  • Ultimate Skill
    • Level 1: Attacks 4 targets in front, dealing 450%/600%/900% damage based on 1.5/3/5 seconds of charge duration from the start of charging, and the size of the ball increases based on the charging stage. Charge is cancelled when entering the final battle, but the skill will still go on cooldown. However, cooldown is negated if cancelled manually before 1.5 seconds. During charging, movement speed +20 and jump +10, and becomes immune to all abnormal statuses. Costs 1 MP to start charging and 1/30/1 MP to release. Cooldown 50 seconds.
    • Level 2: Attacks 4 targets in front, dealing 600%/800%/1,200% damage based on 1.5/3/5 seconds of charge duration from the start of charging, and the size of the ball increases based on thr charging stage. Charge is cancelled when entering the final battle, but the skill will still go on cooldown. However, cooldown is negated if cancelled manually before 1.5 seconds. During charging, movement speed +20 and jump +10, and becomes immune to all abnormal statuses. Costs 1 MP to start charging and 1/30/1 MP to release. Cooldown 50 seconds. Unlocked at Level 11.

Upgrades[edit | edit source]

There are 5 sectors that can be upgraded using money. The effect increase from previous level is shown to help in analysing whether or not is it worth to pay more for the specified effect increase.

Attack

If you manage to buy all the upgrade, you will also get ×1.03 Max MP multiplicatively. This upgrade does not affect the attack increase during Manji's Ultimate skill.

Level Cost (Cumulative Cost) Overall Effect Effect Increase from previous level
1 460 (460) Attack +2% Attack +2%
2 840 (1,300) Attack +5% Attack +3%
3 1,360 (2,660) Attack +10% Attack +5%
4 1,980 (4,640) Attack +15% Attack +5%
5 2,800 (7,440) Attack +20%, Max MP ×1.03 Attack +5%, Max MP ×1.03
Maximum HP and MP

Note: Buying this upgrade will also increase the amount healed by Skill Key C by the same percentages (since it heals 30% of your MaxHP with 60 second cooldown).

Level Cost (Cumulative Cost) Overall Effect Effect Increase from previous level
1 460 (460) MaxHP and MaxMP +2% MaxHP and MaxMP +2%
2 840 (1,300) MaxHP and MaxMP +7% MaxHP and MaxMP +5%
3 1,360 (2,660) MaxHP and MaxMP +15% MaxHP and MaxMP +8%
4 1,980 (4,640) MaxHP and MaxMP +20% MaxHP and MaxMP +5%
5 2,800 (7,440) MaxHP and MaxMP +30% MaxHP and MaxMP +10%
Critical Rate

Base Critical Rate is 0%. Critical damage is double the original damage.

Level Cost (Cumulative Cost) Overall Effect Effect Increase from previous level
1 460 (460) Critical Rate +3% Critical Rate +3%
2 840 (1,300) Critical Rate +6% Critical Rate +3%
3 1,360 (2,660) Critical Rate +12% Critical Rate +6%
4 1,980 (4,640) Critical Rate +18% Critical Rate +6%
5 2,800 (7,440) Critical Rate +25% Critical Rate +7%
Movement Speed, Jump, Attack Speed stage increase

Base movement speed and jump: 120%. If you manage to buy all the upgrade, you will also get ×1.03 Max MP multiplicatively.

Level Cost (Cumulative Cost) Overall Effect Effect Increase from previous level
1 460 (460) Speed +6, Jump +2 Speed +6, Jump +2
2 840 (1,300) Speed +12, Jump +6, Attack Speed +1 Speed +6, Jump +4, Attack Speed +1
3 1,360 (2,660) Speed +24, Jump +8, Attack Speed +1 Speed +12, Jump +2
4 1,980 (4,640) Speed +36, Jump +12, Attack Speed +2 Speed +12, Jump +4, Attack Speed +1
5 2,800 (7,440) Speed +48, Jump +15, Attack Speed +3, Max MP ×1.03 Speed +12, Jump +3, Attack Speed +1, Max MP ×1.03
Passive HP and MP Recovery.

Base Passive heal: Recovers a little amount of HP and MP every second, based on job and level. Buying this upgrade will increase the amount of HP and MP healed every second.

Level Cost (Cumulative Cost) Overall Effect Effect Increase from previous level
1 460 (460) HP and MP Passive Recovery Rate +25% HP and MP Passive Recovery Rate +25%
2 840 (1,300) HP and MP Passive Recovery Rate +55% HP and MP Passive Recovery Rate +30%
3 1,360 (2,660) HP and MP Passive Recovery Rate +90% HP and MP Passive Recovery Rate +35%
4 1,980 (4,640) HP and MP Passive Recovery Rate +130% HP and MP Passive Recovery Rate +40%
5 2,800 (7,440) HP and MP Passive Recovery Rate +175% HP and MP Passive Recovery Rate +45%

Rewards and Rankings[edit | edit source]

Results are determined solely by the sudden death component, which lasts for 1 minute after the initial preparation stage which is 8 minutes. The team that wiped out its opponents will win, no matter what happened during the preparation stage. At the end of 1 minute, if both teams are still alive, the tie breakers below are used in sequence to determine the winner.

  1. The team with more surviving players will win.
  2. The sum of each player's HP % remaining from the team is added up, and the team with a higher number wins.
  3. The sum of each player's character EXP (including previous levels) from the team is added up, and the team with a higher number wins.

If the criterias are all equal, then it is declared to be a draw. However, the chance of it happening is extremely low, so the game will pretty much never ends as a draw.

  • Star Points and Mileage is given based on win/lose, number of kills and deaths as well as the duration of the game (capped at 10 minutes or 600 seconds).
  • If you have 0 kill, assume as 1 kill. If you have 0 death, assume as 1 death.
  • If you quit the game halfway or disconnected (intentionally), you will receive no rewards, 10 minutes ban from applying a game and a loss in statistics for you (even if your team has won).
  • If you did not play to the best of your ability or in other words, basically unsporting conduct (attacking too little, standing on a spot for more than 1 minute including lags, AFK at base for more than 1 minute), penalty is the same as quitting or disconnecting (intentionally) in a game halfway. Note that attacking the air is counted as participation, so it does not matter if your attacks actually land on the enemies when they determine your effort put in when playing the game.
  • If everyone in the opponent team leaves or disconnects, your team will receive an automatic win, however the rewards will be pro-rated based on how long the game has lasted and your kill-death ratio.

Reward Values are based on a full 10 minute game. If the game ended early due to opponent team leaving, the rewards are adjusted based on the duration elapsed.

Win
  • 7 Star Points and 120 Mileage if you die more than times. Kill count is less than 3.
  • 12 Star Points and 140 Mileage if you die less than times but your death count is approximately equal or higher than kill count.
  • 17/19/21/24/27 Star Points and 160/170/180/200/220 Mileage respectively based on Kill-Death Ratio (it scales very badly). Requires at least 2/4/7/9/11 Kills respectively.
Lose
  • 3 Star Points and 60 Mileage if you die more than times. Kill count is less than 3.
  • 8 Star Points and 80 Mileage if you die less than times but your death count is approximately equal or higher than kill count.
  • 13/15/17/20/23 Star Points and 100/110/120/140/160 Mileage respectively based on Kill-Death Ratio (it scales very badly). Requires at least 2/4/7/9/11 Kills respectively.
Ranking

Ranking score is based off your play count, your win rate and difficulty compensation. General rule for difficulty compensation (C) is that:

  • If you win, you get +0 to +300 additional points.
  • If you lose, no additional points are deducted.

General Points formula (may be inaccurate):

  • 1 to 6 games played:
  • 7 to 30 games played:
  • 31 or more games played:

Central Plaza[edit | edit source]

There are also events at the central plaza.

Fortune Telling[edit | edit source]

Once daily, you can speak to the fortune teller for a buff. Buff given is random.

  • Star Planet games give 1 extra Star Point per game. (Lasts 2 hours)
  • Star Planet games give 5 extra Mileage. (Lasts 2 hours, does not go past daily mileage limit)
  • Increased chance to obtain 1st and 2nd prize in the raffle event. (Lasts 6 hours)
  • Allows redraw of raffle ticket once. (Lasts 6 hours, buff is rendered useless once the redraw chance is used even though it is still visible)

At a chance, after receiving a buff, you may meet one of your fans. He will ask for your autograph and if you agreed to sign, you receive 3 Star Points.

Shining Star Bingo[edit | edit source]

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Shining Stars can activate this game 2 times every 2 weeks. Shining Stars will call out 20 numbers out of 50. Form a row to win the game! Max 30 winners. Star Points and Mileage are awarded based on your position (players) or number of participants (host).

1v100 Rock Paper Scissors[edit | edit source]

Every 20th minute of the hour, every hour, with the first game at 12.20pm and the last game at 9.20pm, accept the invitation above the head. You must be inside Star Planet, outside Star Arena by then to receive the invitation.

Mechanics[edit | edit source]

Everyone play against the host, which will select a symbol (Rock, Paper or Scissors). People who draw or win will move to the next round. Last man standing wins!

Rewards[edit | edit source]

  • Ranking-based
    • 1st (Win final round, last man standing): 15 Star Points, 1 Kemdi Hat (cash item, lasts for 168 hours/7 full days)
    • 2nd (Lose the final round): 15 Star Points
    • 3rd (Lose at the round before the final round): 10 Star Points
  • Merit-based (If you fell off 3rd place in the Ranking-based system)
    • Reach Round 3 or higher: 5 Star Points
    • Reach below Round 3: 1 Star Point
If you disconnect during the game, no rewards are given even though you might have already lost and the game is still on-going.

Phototaking[edit | edit source]

Every 40th minute of the hour, every hour, with the first session at 12.40pm and the last session at 9.40pm, Sierra Grace and Ryan D. will appear at the shining star stages. Click on either of them and take pictures!

  • Max 1 picture taken per session.
  • 1 to 4 Star Points are given based on the pose.

Lucky Raffle[edit | edit source]

Every 30 minutes, Loming will appear at either side. He will stay for 11 minutes before leaving. You can draw once every session.

Rewards[edit | edit source]

Based on the ticket, you receive Star Points.

  • 3 "Too Bad": 1 Star Point
  • 1 "Lucky" + 2 "Too Bad": 3 Star Point
  • 2 "Lucky" + 1 "Too Bad": 5 Star Point
  • 3 "Lucky": 10 Star Point + 1 Lucky Hat (Cash Item, lasts for 168 hours/7 full days)

EXP Buffs[edit | edit source]

As a bonus for participating in Star Planet, you can obtain 15 minutes of 2x EXP Buff Coupon for every 25 Star Points earned for that day, up till 60 minutes maximum daily. You can do so only once daily, so only claim your buff after you feel that you have done enough or when the bar has fully filled up.

To claim your EXP Buff, double click your character and click Receive EXP Buff, then go to the lobby and talk to Pom Pom. EXP Buffs have a 168 hours (7 full days) expiry after you took the coupon.

Note
  • You can choose the proportion of the EXP Buffs handed out to you, meaning you can choose to receive either as 1 whole coupon or multiple coupons of a smaller proportion (minimum 15 minutes), depending on the eligible duration.
  • Once you choose to claim the coupon, the bar is resetted immediately, so you can actually fill up the bar for the next day.
  • You can only apply to claim the buff if you have not done so for that day or when there is no pending buff unclaimed. The instance is still counted even if you applied for the buff in a different day than the day that you take the buff from Pom Pom, so you must take the buff before the day ends or else it will compromise into the next day's limit.

EXP Buff Time x2[edit | edit source]

Events can hand out these time extender coupons. You can use 1 extender coupon on 1 Star Planet EXP Buff Coupon but you can only do so up till once per Star Planet EXP Buff Coupon. This extender will not work on other EXP Buff coupons and the new EXP Coupon will have its expiry date refreshed to 168 hous (7 full days) after the exchange.

Star Grades and Points[edit | edit source]

The following table shows the possible star grade attained.

Star Grade Name (GlobalMS/MapleSEA) Cumulative Star Point (Current Star Point from the previous grade)/Ranking Requirement
Beginning Nebula/Beginning Newbie 0
Rising Nebula/Rising Newbie 10 (10)
Prime Nebula/Prime Newbie 30 (20)
New Star/New Talent 50 (20)
Fresh Star/Fresh Talent 90 (40)
Junior Star/Junior Talent 150 (60)
Senior Star/Senior Talent 300 (150)
Master Star/Master Talent 500 (200)
Prime Star/Prime Talent 700 (200)
Beginning Supernova/Beginning Star 1,000 (300)
Rising Supernova/Rising Star 1,400 (400)
Soaring Supernova/Flying Star 2,000 (600)
Shining Star/Shining Star Top 100 in Star Points or Top 5 in any minigame.

Star Point Retention[edit | edit source]

  • After you hit New Star/New Talent, you will need to earn star points every 2 weeks or else you lose Star points and your grade can drop.
  • The maintenance requirement is dependent on the Current Star Grade after the rankings are calculated (Soaring Supernova/Flying Star will need 600 star points to retain the grade).
  • Star points are capped at 2,000 after the reset after the reduction. *Basically, if you do not meet the target, your total star points will be reduced by a certain amount based on how far you are away from the target.

Rewards[edit | edit source]

Starting from New Star/Talent, you will receive rewards.

Talent Ranks
  • Group Dance
  • Surfboard (improves with your Grade)
  • Game customisations (more customisations are available as your Grade increases)
Supernova Ranks
  • Car (improves with your Grade)
  • Unique Dance Move based on your Grade.
  • All Game Customisation
  • Overhead title without stats, based on your Grade (the only ones that can be worn in Star Planet, other titles cannot be worn inside)

Shining Star[edit | edit source]

For Shining Star, you must be either Top 100 in overall Star Points ranking or Top 5 in any of the mini game rankings based on your ranking points (competitive games) or raw score (solo games).

Shining Star

Shining Stars are the best grade attainable, so naturally it offers the best rewards. You need to obtain either Top 100 in Star Point ranking or Top 5 in a minigame.

They receive the following items:

  • Shining Star Pet (Jr. Sierra or Jr. Ryan)
  • Shining Star Overhead Title
  • Mixed hair dye coupon (you can choose 2 colours to mix together and choose the percentage composition of the colours to get the desired mix colour)
  • Shining Star Pet Display (Orange or Purple, you may enter up till 24 characters on the display as a message)
  • Shining Star Hot Air Balloon Mount (Violet or Red or Blue, 190% speed, 120% jump, can be used as Autopilot Mount, where you can travel to a place within a continent)
  • All Game Customisation (mainly for Shining Stars who are not above the rank of Prime Star/Prime Talent since they got Top 5 in minigame)
  • Shining Star Dance Skill (If your character is a male, you receive the male version, if your character is female you will receive the female version. Zero receives both versions.)
  • Falling Shining Star! (3 will be given. When used, a typewritten message can be played and all players in the map gets a +20% EXP buff for 30 minutes. Stackable with everything!)

Note: All items lasts for 2 weeks. After which, if you are picked as a Shining Star again, you may receive the rewards again.

Cash item testing[edit | edit source]

They are located at the West Avenue and the East avenue. Noe that both outlets are exactly the same and they are no different in each other. Basically, you can try out cash items inside and other people inside can see what you try also and hopefully give feedback on how you look like. While you seems to be wearing the cash items inside after trying, once you leave the room, you no longer wears the cash item, so if you want your friends to see how you look like after you tried the selected items, your friends must enter the room to see.

East Avenue[edit | edit source]

In the East Avenue, apart from the cash item testing, you can play regular minigames. These do not reward anything but they are just played for fun.

Star Omok[edit | edit source]

This section is a stub. Help us expand it, and you get a cookie.
  • Number of players: 2

Match 5 to win before your opponent while trying to prevent your opponent from creating a row of 5.

If you created a row of more than 5, it is not counted.

Star Mesorangers[edit | edit source]

Number of players: 3 to 5

  • This is a rhythm game. Basically arrows will pop up in sequence while having about 1 second of warning time. It will appear from the right and travel leftwards. When the arrow key reaches the circle on the left, tap on the respective key.
  • You get "Perfect" if the arrow key coincides mostly in the circle, "Great" if the arrow key is sticking out of the circle mostly (about 50%) and a "Miss" if you did not press the key on time or you pressed the wrong arrow key (like, pressing Left when the arrow is Up)
  • For dragging arrow keys, after pressing the arrow key, just hold the key until the end of the bar of the arrow. If you let go, the remaining portion of the dragging arrow will be registered as "Miss".
  • When you managed to tap all keys correctly for that particular set, you deal a laser to damage the bot. If everyone manages to get the set correct, a rainbow laser will be dealt instead which deals more damage than 5 individual lasers.
  • Your rank is based on your miss rate.

You win if you managed to kill the bot on time.

Grade Miss rate
SS Less than 3%
S 3% to 8%
A 8% to 15%
B More than 15%