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Midgard Safari

Poke Bola Premier Ball Cherish Ball
Safari Event

The Midgard Safari turns any monster in the world into raw material. You weaken the creature, aim with a Poké Ball, and take its Energy. Energy is traded with Red for better balls and for the two prize balls, which open up and drop a Doll to wear on your head, with EXP and DROP bonuses while the event is running.

Red, in Prontera
Red, in the Prontera plaza

Midgard Safari

The safari has no arena window or sign-up: it happens wherever you're already hunting, on any map, against any monster.

Where it starts

The whole event goes through a single NPC: Red, in the Prontera plaza (44, 98). He's the one you talk to for the Poké Balls, to trade Energy, and to clear up questions about capturing.
  • Grab 10 Poké Balls: the batch for this round, for free.
  • Open the trade: the shop that only accepts Energy.
  • How the capture works: the explanation, and the number of creatures you've already captured.
  • What each Poké Ball is for: a summary of each of the eight.
The box isn't open all the time. It opens every 3 hours, always at the same times for the whole server, and closes 30 minutes later. The server announces it by broadcast the moment it opens.
The box opensClosesHow much you get
00h · 03h · 06h · 09h · 12h · 15h · 18h · 21h30 minutes later (e.g. 00h30)10 Poké Balls per account
The batch is per account, not per character: if you grabbed it with one, the others on the same account already grabbed it too. If you miss the window, that batch doesn't carry over, you wait for the next one. Use @safari to check from anywhere whether the box is open, how long until the next round, whether you've already grabbed your batch, and how much Energy of each type you have stored.

How to catch

There are three steps, and the order matters:
  1. Hit the monster first. The less HP it has left, the higher the chance.
  2. Use the Poké Ball. It opens the same targeting window as when you tame a pet.
  3. Click the monster you want. You pick the target, and it needs to be within 5 cells of you. Any farther and the ball won't even throw.
  • Success: the monster disappears from the map. It drops nothing and gives no experience: what you get is Energy.
  • Failure: the ball is used up and the monster stays where it is.
  • If the target dies before the ball reaches it, the ball is lost.
A boss goes into the ball, but doesn't fit inside. It releases the Energy and stays standing on the map, and this only works once per monster: trying again on the same MVP won't pay out again. On the plus side, you don't lose its drop or its card chance.

The capture chance

Two things decide it, and only two: how much HP is left on the target and its level. The ball you use comes in after that, multiplying that number. The monster's level sets the tier. A weak monster is easy to catch and pays little; a strong one barely gets caught at full HP, but pays well:
TierMonster levelEnergy paid
Easyup to 491
Medium50 to 894
Hard90 or higher8
Every capture also has a 25% chance to yield one extra Energy.

The chance with the Poké Ball

This is the free ball, the one you'll throw the most. The chance rises as the target's HP drops:
HP left on the targetEasyMediumHard
full (100%)55%5%1%
half (50%)75%13%4%
a quarter (25%)78%17%6%
nearly empty (5%)78%21%7%
The free Poké Ball is the entry point, not the answer for everything. It's great on Easy, where it hits the 78% cap already at half HP, and it gets worse as the monster's level goes up. A Hard monster pays 8 Energy exactly because it barely lands: to farm there you need a bought ball.

What each ball does with that number

Each ball has a multiplier (which pushes the chance up) and a cap (the most it can reach, no matter how good the situation is):
BallMultiplierCapWhen it's worth it
50877.png Poké Ball1,0x78%The free one, and the ball for Easy. On a hard monster it barely lands.
50878.png Great Ball3,0x86%Three times the common one. It's the ball for Medium.
50879.png Ultra Ball8,0x93%Eight times the common one. It's the ball for Hard, and works on any race.
50880.png Net Ball10,0x93%Ten times, only on Fish and Insect. Outside those two races it's an expensive Poké Ball.
50881.png Nest Ball10,0x93%Ten times up to level 49 and seven times up to 79. Nothing after that.
50882.png Dusk Ball10,0x93%Ten times on Undead, Demon, and anything with the Shadow or Undead element.
50883.png Quick Ballsee below93%The only one thrown before hitting the monster.
50884.png Master Ballguaranteed capture100%Never fails, on anything. Just one, and expensive.
The Quick Ball is the exception on this list: it only counts on the first ball you throw at each monster, while it's still at full HP, and on that throw it counts as if the target were nearly dead, still multiplied by eight: 93% on Easy and Medium, 64% on Hard, without you having hit the monster. Miss it and that's it: from the second throw on it becomes a common Poké Ball on that target.

Which ball to use in each situation

No ball works for everything, and that's on purpose: each one is the best buy in one spot. The condition only counts its multiplier within the niche; outside it, it becomes an expensive Poké Ball.
The monster is...UseWhy
Level up to 4950877.png Poké BallThe free one already hits the cap here. Don't spend Energy.
Level 50 to 7950881.png Nest BallThis is its range: 10x up to 49 and 7x up to 79.
Level 80 to 8950878.png Great BallThe Nest already died off at 80. The Great is the cheap one that still works.
Level 90 or higher, any race50879.png Ultra BallThe universal choice for Hard, when no condition applies.
Fish or Insect, at any level50880.png Net Ball10x on those two races, and costs less than the Ultra.
Undead, Demon, Shadow, or of the Undead element50882.png Dusk Ball10x, and the best deal in the game for dark dungeons.
At full HP and you don't want to hit it50883.png Quick BallThe only one thrown before hitting the monster. One per monster, and only the first throw.
You can't afford to miss50884.png Master Ball100%, on anything. The price reflects that.

A worked example

A level 96 monster (Hard tier) with 20% HP:
  • 50877.png Poké Ball: 6% chance.
  • 50879.png Ultra Ball (8,0x): 48%.
  • 50882.png Dusk Ball (10,0x), if it's Undead or of the dark element: 60%.
If it works, all three give the same thing: 8 Energy (9 a quarter of the time). The good ball doesn't pay more, it just misses less.

The Energies

The Energy's type comes from the monster itself. The race is what decides it; the element only matters within the two generic races, Brute and Formless.
Target's raceEnergy
Demi-Human50897.png Fighting Energy
Demon50906.png Ghost Energy
Undead50898.png Shadow Energy
Plant50886.png Grass Energy
Insect50903.png Insect Energy
Fish50888.png Water Energy
Angel50900.png Fairy Energy
Dragon50901.png Dragon Energy
On Brute and Formless, the element decides:
ElementEnergy
Fire50887.png Fire Energy
Wind50895.png Electric Energy
Earth50905.png Earth Energy
Poison50904.png Poison Energy
Ghost50896.png Psychic Energy
Water50888.png Water Energy
Holy50900.png Fairy Energy
Shadow and Undead50898.png Shadow Energy
Neutral, hard-shelled Formless (DEF 40 or higher)50899.png Metal Energy
Neutral, everything else50902.png Colorless Energy
Energy is not tradable: it can't be traded, sold, or sent by mail. Dolls, on the other hand, can. The scarcest in the entire bestiary are Psychic (11 species, none above level 73), Dragon (26 species, none above 89), and Poison. The most abundant are Fighting and Ghost, which together make up almost a third of everything out there.

Red's shop

Energia Incolor Dragon Energy Energia Psiquica
Prontera (44, 98)

Red doesn't sell anything for zeny: everything there is paid for in Energy. The capture balls and the two prize balls sit on the same shelf, so read the name before you spend.

ItemCost
50907.png Potion Bag2 50886.png Grass
50908.png Max Elixir Bag2 50888.png Water
50893.png X Attack2 50897.png Fighting
50892.png X Sp. Atk2 50906.png Ghost
50891.png X Speed1 50895.png Electric + 1 50903.png Insect
50894.png Dire Hit2 50898.png Shadow
50877.png Poké Ball1 50902.png Colorless
50878.png Great Ball2 50902.png Colorless
50879.png Ultra Ball3 50902.png Colorless + 1 50899.png Metal
50880.png Net Ball2 50897.png Fighting + 1 50905.png Earth
50881.png Nest Ball1 50897.png Fighting + 1 50902.png Colorless
50882.png Dusk Ball2 50897.png Fighting + 1 50904.png Poison
50883.png Quick Ball2 50895.png Electric + 1 50902.png Colorless
50884.png Master Ball8 50901.png Dragon + 3 50896.png Psychic + 5 50902.png Colorless
50849.png Premier Ball6 50887.png Fire + 6 50888.png Water + 6 50886.png Grass + 6 50897.png Fighting + 6 50906.png Ghost
50885.png Cherish Ball10 50900.png Fairy + 6 50901.png Dragon + 2 50896.png Psychic

The prize balls

Premier Ball Cherish Ball
Premier and Cherish

These two don't catch anything. They open in your hand and drop a Doll. The Premier is the bulk one, and sometimes comes up empty; the Cherish is the pricey one, always comes with a Doll and only drops the top two tiers.

BallComes With a DollLegendaryEpicRareCommonShiny
50849.png Premier Ball70%5%15%30%50%3%
50885.png Cherish Ball100%25%75%--10%
The tier percentages apply to openings that came with a Doll. When the Premier comes up empty, it gives back a consolation kit: 3 Potions and 3 Max Elixirs. Shiny is rolled separately, after the tier: any Doll can come out Shiny. A Legendary or Shiny Doll is announced to the entire server the moment the ball opens.

The Dolls

Pikachu Plush Eevee Plush Mew Plush
Top costume slot, with a bonus

Dolls take up the top costume slot, so they don't take the place of any equipment. They grant EXP and DROP, and the rarer the tier, the bigger the bonus. They're tradable: you can trade, sell, and mail them.

The bonus is temporary and lasts only while the Midgard Safari is running. When the event ends, the Doll stays with you, just as a costume from then on.
TierEXP RateDROP RateHow Many
Legendary+18%+18%9
Epic+15%+15%8
Rare+12%+12%3
Common+10%+10%7
Shiny+20%+20%27 (one of each)
Each card shows the piece on the character. Hover over it to see its art.

Legendary

Bulbasaur
Bulbasaur
Charmander
Charmander
Squirtle
Squirtle
Pikachu
Pikachu
Mew
Mew
Eevee
Eevee
Vaporeon
Vaporeon
Jolteon
Jolteon
Flareon
Flareon

Epic

Venusaur
Venusaur
Charizard
Charizard
Blastoise
Blastoise
Gengar
Gengar
Arcanine
Arcanine
Chikorita
Chikorita
Cyndaquil
Cyndaquil
Totodile
Totodile

Rare

Butterfree
Butterfree
Clefable
Clefable
Togepi
Togepi

Common

Ivysaur
Ivysaur
Charmeleon
Charmeleon
Wartortle
Wartortle
Caterpie
Caterpie
Metapod
Metapod
Slowpoke
Slowpoke
Vulpix
Vulpix

Shiny

Every Doll has a Shiny version, with swapped colors and +20% EXP and DROP, regardless of its original tier. It's rolled after the tier, so even a Common can come out Shiny, and in that case it ends up worth more than a regular Legendary.
Bulbasaur Shiny
Bulbasaur Shiny
Ivysaur Shiny
Ivysaur Shiny
Venusaur Shiny
Venusaur Shiny
Charmander Shiny
Charmander Shiny
Charmeleon Shiny
Charmeleon Shiny
Charizard Shiny
Charizard Shiny
Squirtle Shiny
Squirtle Shiny
Wartortle Shiny
Wartortle Shiny
Blastoise Shiny
Blastoise Shiny
Arcanine Shiny
Arcanine Shiny
Butterfree Shiny
Butterfree Shiny
Caterpie Shiny
Caterpie Shiny
Chikorita Shiny
Chikorita Shiny
Clefable Shiny
Clefable Shiny
Cyndaquil Shiny
Cyndaquil Shiny
Eevee Shiny
Eevee Shiny
Flareon Shiny
Flareon Shiny
Gengar Shiny
Gengar Shiny
Jolteon Shiny
Jolteon Shiny
Metapod Shiny
Metapod Shiny
Mew Shiny
Mew Shiny
Pikachu Shiny
Pikachu Shiny
Slowpoke Shiny
Slowpoke Shiny
Togepi Shiny
Togepi Shiny
Totodile Shiny
Totodile Shiny
Vaporeon Shiny
Vaporeon Shiny
Vulpix Shiny
Vulpix Shiny

Support Items

Red also sells the safari's consumables. The four flasks scale in reverse of your level: they're worth a lot early in the game and lose strength until level 99.
ItemWhat it does
50907.png Potion BagOpens 10 Potions.
50908.png Max Elixir BagOpens 10 Max Elixirs.
50889.png PotionRestores 107 to 173 HP.
50890.png Max ElixirRestores 14 to 25 SP.
50893.png X AttackATK for 30 minutes: +50 at level 1, dropping to +20 at 99.
50892.png X Sp. AtkMATK for 30 minutes, on the same scale as X Attack.
50891.png X SpeedASPD for 30 minutes: 7% at level 1, dropping to 2% at 99.
50894.png Dire HitCritical Damage for 30 minutes: +25% at level 1, dropping to +10% at 99. Doesn't affect crit rate.

Tips

  • Each ball has its own critter: Poké Ball on Easy, Great Ball on Medium, Ultra Ball on Hard. Throwing the ball for free at a level 90 critter is wasting a ball, it only lands 8% of the time.
  • The situational balls are the best in the game within their niche: Net on Fish and Insect, Dusk on Undead and Demon, Nest on low-level critters. They're 5x, more than the Ultra, and cost less.
  • The Quick Ball has to be the first thing you do to the monster. After you hit it, it's worthless there.
  • MVPs don't disappear from the map: throw a ball at it before killing it. The Energy comes for free and you don't lose the drop.
  • Psychic and Dragon are the two that lock the Master Ball and the Cherish Ball, and they don't exist on high-level critters. Save every one that drops.
  • The Premier is the volume ball and the Cherish is the quality one. The Premier still uses Fighting and Ghost, which are the two easiest Energies to gather.