🆕Wizarding Arena

Team
Players can dispatch wizards to form an Arena team, with a maximum of 32 wizards in the lineup.
Only skilled wizards can be dispatched to the Arena.
Players without a team cannot participate in Arena battles.
Arena Rules
Each calendar month is a season, with the season resetting at 00:00 UTC at the beginning of every month.
The Arena consists of six major ranks: Bronze, Silver, Gold, Platinum, Diamond, and Champion, each containing multiple tiers.
The system will automatically match players with evenly matched opponents. Winning a battle grants Arena Points and a Loot Chest corresponding to the current rank. Losing a battle will deduct Arena Points and does not reward Loot Chest.
Each battle consumes 1 Arena Pass, which regenerates once every 2 hours, up to a maximum of 10. No additional Arena Passes regenerate when the limit of 10 is reached.
Each battle can last up to 100 rounds. If no winner is determined within the limit, the challenger is considered to have lost. Loot Chest
Loot Chest
Winning an Arena battle grants a Loot Chest based on the current rank. Higher ranks yield better rewards.
Bronze Loot Chest: Silver coins, gold coins, decorations, Arena Pass, Basic Decoration Blueprints
Silver Loot Chest: Silver coins, gold coins, decorations, Arena Pass, Basic Decoration Blueprints
Gold Loot Chest: Silver coins, gold coins, decorations,Arena Pass, Basic & Intermediate Decoration Blueprints, 7-day Normal Subscription
Platinum Loot Chest: Silver coins, gold coins, decorations, Arena Pass, Basic & Intermediate Decoration Blueprints, 7-day Normal Subscription
Diamond Loot Chest: Silver coins, gold coins, decorations, Arena Pass, Basic, Intermediate & Advanced Decoration Blueprints, 7-day Advanced Subscription, Random Morph Card
Champion Loot Chest: Silver coins, gold coins, decorations, Arena Pass, Basic,Intermediate & Advanced Decoration Blueprints, 7-day Advanced Subscription, Random Morph Card
Battle Attributes
HP (Health Points): When the team’s HP reaches 0, the battle is lost.
Attack: Increases the damage dealt by the team.
Critical Hit: Chance to deal double damage when attacking; critical hits cannot be dodged.
Combo: Chance to perform an additional attack.
Counter: Chance to dodge an attack and has a 50% chance to immediately counterattack after a successful dodge.
Lifesteal: Recovers HP based on a percentage of damage dealt.
Speed: The team with higher speed acts first in a round.
Battle Rules
Turn-based battles, where each side acts once per round.
At the start of each round, both sides have a probability of gaining +10% Speed for that round. The team with higher Speed acts first.
A battle lasts a maximum of 100 rounds. If no winner is decided by the 100th round, the attacking side loses.
When one side’s HP reaches 0, the battle ends, and that side is considered defeated.
Skills & Attributes
Arena skills correspond one-to-one with production skills. Wizards with the respective production skill will automatically gain the corresponding Arena skill when entering the Arena. In Arena, the wizard's Battle Power = Prosperity Value.
Basic Titan's Might
Basic Magical Arts
+25% Battle Power
Intermediate Titan's Might
Intermediate Magical Arts
+50% Battle Power
Advanced Titan's Might
Advanced Magical Arts
+100% Battle Power
Master Titan's Might
Master Magical Arts
+200% Battle Power
Basic Thunder's End
Basic Agronomy
+10 Critical
Intermediate Thunder's End
Intermediate Agronomy
+20 Critical
Advanced Thunder's End
Advanced Agronomy
+40 Critical
Master Thunder's End
Master Agronomy
+80 Critical
Basic Phantom Raid
Basic Potionology
+10 Combo
Intermediate Phantom Raid
Intermediate Potionology
+20 Combo
Advanced Phantom Raid
Advanced Potionology
+40 Combo
Master Phantom Raid
Master Potionology
+80 Combo
Basic Vengeful Strike
Basic Alchemology
+10 Counter
Intermediate Vengeful Strike
Intermediate Alchemology
+20 Counter
Advanced Vengeful Strike
Advanced Alchemology
+40 Counter
Master Vengeful Strike
Master Alchemology
+80 Counter
Basic Blood Pact
Basic Finance Studies
+10 Lifesteal
Intermediate Blood Pact
Intermediate Finance Studies
+20 Lifesteal
Advanced Blood Pact
Advanced Finance Studies
+40 Lifesteal
Master Blood Pact
Master Finance Studies
+80 Lifesteal
Battle Formulas
Attacker = A, Defender = B
HP = Total Battle Power of the team
Attack = Max HP of the team × 0.1 + Current HP × 0.05
Critical Rate = Critical A / (Critical A + Critical B + 480)
Combo Rate = Combo A / (Combo A + Combo B + 480)
Counter Rate = Counter A / (Counter A + Counter B + 480)
Lifesteal Rate = Lifesteal A / (Lifesteal A + Lifesteal B + 480)
Speed = Critical + Combo + Counter + Lifesteal
Wizard Synthesis
The Primary Wizard and Secondary Wizard must have at least one advanced skill in common.
After synthesis, there is a probability that the Primary Wizard’s Advanced Skill upgrades to a Master Skill.
The Secondary Wizard will be dismantled upon synthesis.
Each synthesis accumulates Luck Points for the Primary Wizard. When Luck Points reach 99, the next synthesis will guarantee one successful upgrade.
After a successful synthesis, the Primary Wizard’s Luck Points reset to 0.
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