The whole manual, open to read before you start — every stat, curve, drop rate and rule the game runs on. Nothing here is hidden from new players.
The Arena is PvP. Pick a fight and you are matched against another player’s character. Their saved skill priority fights for them, so nobody needs to be online.
| Rule | How it works |
|---|---|
| Attempts | 5 per day, resetting at 00:00 UTC |
| Extra attempts | Up to 5 more a day, bought with Gold at 100k / 200k / 300k / 500k / 1M |
| Matchmaking | Random, but at least 80% of duels come from your own rank bracket — top 10, 11-25, 26-50, 51-100, 101-200, 201-300, 301-500, or 501+ |
| Length | Up to 99 rounds |
| A draw | Decided on the damage percentage each side dealt; exactly level means the attacker loses |
| Closed | 23:00–00:00 UTC, while the day’s ladder settles |
No pets, potions or food: just your stat sheet and skill order. Set the order in the Arena’s Skill Order panel; it fights for you while you are away. Unset, your Battle-map order is used.
Defending costs nothing: no attempts or tokens spent, only your rating moves.
Everyone starts at 1,000 rating. Duels use ELO: what you gain, your opponent loses, so beating someone far above you is worth much more. Rating never falls below zero.
| Result | Achievement Tokens |
|---|---|
| You win | 100 |
| You lose | 25 |
Paid to the attacker only — the player who started the duel.
Where you finish the day pays again. Claim it in the Arena itself after 00:00 UTC.
| Final rank | Daily reward |
|---|---|
| 1 | 500 tokens |
| 2 – 3 | 400 tokens |
| 4 – 5 | 300 tokens |
| 6 – 100 | 200 tokens |
| 101 and below | 100 tokens |
Arena stats are not your Battle-map stats. Four things happen on the way in:
Distribution survives normalization and magnitude does not, so the strongest Arena move is COUNTER-PICKING the pathway you keep meeting. Your PvE sheet is your PvP sheet, re-proportioned. The budget, squashes and pathway rows are tuned live, so read these as the shape of the rule, not fixed figures. A conversion node is still worth taking, just not worth building around alone.
One defensive response per incoming action, unlike monster fights: a multi-hit skill draws at most one reflect, one Revenge charge, one counter. A shield stack swallows a WHOLE multi-hit action as one instance and reflects once off the total absorbed. Fake Out still rolls on every hit.