Malady
Malady is the boss of chapter 1, fought in the shrine beyond the temple entrances of Ant Tunnel. It floats above the ground, and its bomb (probable), Malady Bomb, explodes when it touches the hero. The main quest Defeat Malady asks for the kill; defeating it gives that quest's reward, not the table's EXP.
How to reach the fight
The fight is on Cursed Shrine (Ant Tunnel), a boss map. Its only way in is from Temple Entrance 2 (Ant Tunnel).
The quest Defeat Malady (chapter 1, given by Sabitrama, Ant Tunnel Park (Ant Tunnel)) asks for the kill.
Entering the map runs the map's script (its boss event). While the quest's requirement is not yet met, the script starts the boss's entrance scene.
The fight
The fight opens with scene 3 (CAniManager::makeAniMelodyIn, 31 steps, 3 speech boxes). When it ends, the game sets the bosses on the map to attack and hands control back to the player.
It has 15,000 HP and level 60. Its contact deals up to 294 damage to a hero with no defense; its skill attacks deal twice the roll and cannot be avoided. A hero needs an accuracy of at least its level, 60, so that it never evades a hit.
Malady Bomb is the monster that explodes on contact; its name ties it to this fight (probable).
Its defeat starts scene 4 (CAniManager::makeAniMelodyEnd, 84 steps, 2 speech boxes) instead of paying EXP and drops. The closing scene runs the NPCs' state scripts, which move the quests on. The scene is matched to the boss by its builder's name.
Its attack patterns, timings and any phases are not documented yet; the scene runner is described in the scene notes.
Rewards
The monster table gives it 2,000 EXP and 4,000-6,000 meso, but a boss's death starts its closing scene instead, so neither is paid. The reward is the quest's.
| Reward | Amount |
|---|---|
| EXP | 1,000 |
Drops
The monster table gives it these drops, but a boss's death starts its closing scene instead of the usual EXP, kill count and drop rolls, so none of them drop in play (mechanics).
| Item | Chance | Note |
|---|---|---|
| 80% | 4,000-6,000 meso |
Each chance is per kill and rolled on its own, so one kill can drop several items. The first figure is the real chance, the table's own value is in brackets. (rules)
Locations
The spawn lists place it on these maps.
| Map | Area | Map number | Spawn points | Note |
|---|---|---|---|---|
| Cursed Shrine | Ant Tunnel | 3.8 | 1 | boss map: the fight |
| Magatia Village | Magatia | 7.6 | 1 | not a boss map (see Notes) |
Quests
| Quest | Chapter | Kind | Needs | Given by |
|---|---|---|---|---|
| Defeat Malady | 1 | main | defeat 1 | Sabitrama, Ant Tunnel Park (Ant Tunnel) |
Behaviour
It floats and never lands. Its walking speed is 4 per tick, against the hero's 5. Touching it hurts the hero unless the hero avoids the blow; while Dark Sight is on, contact does nothing. The monster table has no attack column: the damage comes from its level and the hero's defense alone. Its skill attacks deal twice the contact roll, cannot be avoided, and each hits at most once.
| Against | Contact damage | Avoid | Evade |
|---|---|---|---|
| a hero with 0 defense | 173-294 | ||
| a level 60 hero, base stats (DEF 76, AVOID 62, ACC 73) | 54-94 | 8% | 0% |
Computed with the rules in the mechanics notes; equipment and skills change the hero's numbers. Avoid is the chance the hero avoids its contact, evade the chance it dodges a hit.
Notes
In Monster Carnival its level follows the hero: above half the hero's ATT plus DEF it is pulled halfway down with 150% HP; below it the game adds the halved difference, which is negative, so the level falls further and the HP stays (a sign slip in the original). A kill there gives no EXP and no drops. In version 1.5 no map object runs the scripts that start the mode, so it cannot be reached in play. (level scaling)
| Hero | Half of ATT plus DEF | Its level | Its HP |
|---|---|---|---|
| level 20 | 26 | 43 | 22,500 |
| level 40 | 51 | 56 | 22,500 |
| level 60 | 76 | 52 | 15,000 |
Images
Each action of its sprite; an animated one plays unless reduced motion is on.



