# Wizarding Arena

<div align="center" data-full-width="false"><figure><img src="/files/TsG60iocbz9qCaxd8O4b" alt="" width="250"><figcaption><p>Wizarding Arena</p></figcaption></figure></div>

#### **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**\ <br>

  <figure><img src="/files/5tMdNiWlBwo5BKM0bRJu" alt="" width="251"><figcaption><p><strong>Loot Chest</strong></p></figcaption></figure>

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.<br>

**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.

| Arena Skill                  | Corresponding Production Skill | Arena Effect       |
| ---------------------------- | ------------------------------ | ------------------ |
| 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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