🆕Wizarding Arena

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.

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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