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At a glance
Level20 to 30
PartyEvery player for themselves: 2 to 7 players, and nobody may be in a party when the battle starts
StartCesar in the Battle Arena Lobby, reached through the Dimensional Mirror
Time limit10 minutes in the arena; no time limit in the waiting room
RunsThree arenas, each match in a private copy of its arena
Daily limitNone
RewardsEXP and Battle Arena points from Areda; 100 points buy a Palm Tree Beach Chair

The Ariant Coliseum Battle Arena is a ten-minute free-for-all for characters of Lv 20 to 30. Everyone hunts Scorpions in the arena and turns them into Spirit Jewels with Element Rocks. The player with the most jewels wins, but every player is paid for the jewels they hold at the end: EXP, and Battle Arena points that add up to a Palm Tree Beach Chair. Bombs and a few pick-up items let you make life harder for the others.

Before you go

  • Level. Lv 20 to 30, exactly. Cesar turns away anyone over Lv 30, telling them they are already too high-level to take part; under Lv 20 you are told to be between Lv 20 and Lv 30. The level is checked again when the battle starts.
  • Getting there. Use the Dimensional Mirror (it stands in Henesys, Ellinia, Perion, Kerning City, Sleepywood, Nautilus Harbor, Orbis Park, El Nath, Ludibrium, Omega Sector, Korean Folk Town, Aquarium, Leafre, Mu Lung, Herb Town, Ariant and Magatia) and choose Ariant Coliseum. It only appears for Lv 20 to 30. You land in the Battle Arena Lobby; its exit portal takes you back to the town where you used the Mirror.
  • No party. You play alone. If any competitor is in a party when the battle starts, it does not start.
  • Any job. There is no job requirement.
  • Bag room. Cesar's starting kit needs room for 50 Element Rocks and 5 Bombs at the same time.

Rules

  • Players. An arena needs at least 2 players. The captain who opens it sets a limit; the prompt asks for 2 to 5, but any number from 2 up is accepted and the limit is capped at 7.
  • Three arenas. The lobby offers Battle Arena 1, 2 and 3. Each match runs in its own private copy of the arena, so other matches never interfere. If every arena is taken, Cesar tells you to come back later or change channels.
  • The clock. The battle lasts 10 minutes. At 9:50 the scoreboard is shown, every monster is removed and the points are worked out. At 10:00 everyone is moved to the King's Room.
  • Leaving and defeat. If a player leaves the arena, logs out for about a minute, or is defeated, that player is out of the match: their score disappears and they get no reward. A defeated character is carried to the King's Room, and that counts as leaving. If fewer than 2 players are left, the arena closes and everybody goes back to the lobby.
  • Waiting room. If the captain leaves before the battle, the arena closes (The Leader of the arena left.) and everyone is sent back to the lobby. If someone else leaves, only that player goes.
  • No entry limit. You can play as often as you like.
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The quest log text of Ariant Hunting Competition still describes an 8-minute match, 2 to 6 players and a chair at 200 points. The arena itself uses the figures on this page: 10 minutes, 2 to 7 players and 100 points.

How a match works

1. Open or join an arena

Talk to Cesar in the Battle Arena Lobby. He lists the arenas that are not in use:

  • Battle Arena (1) (Empty): you can open it. Cesar asks how many participants may join this match (the prompt says 2 to 5 people). A number below 2 is refused. You become the captain and are moved to that arena's entrance.
  • Join Battle Arena (2) Owner (name) Current Member: ...: an arena that is waiting for players. Pick it to join. You are refused if you are already in a lobby (Sorry, you're already inside the lobby.), if the arena is full (Sorry, the lobby is full now) or if the captain has banned you (Sorry, the leader do not allowed you to enter.).

2. The entrance: the captain's menu

Everyone waits on the arena's entrance map. Another Cesar stands there. Players see the list of who is inside. The captain gets a menu:

  1. View current members.
  2. Ban members. Pick a member to send back to the lobby. A banned player cannot rejoin this arena.
  3. Start the battle. It only starts if all of this is true:
    • there are between 2 players and the arena's limit in the room (Make sure there are between 2 ~ N players in this room to start the battle.),
    • everybody is standing on the entrance map,
    • nobody is in a party,
    • everybody is Lv 20 to 30.
  4. Leave the arena. Everyone goes back to the lobby.

3. In the arena

Everyone is moved into the arena at the same time. A scoreboard in the top-left corner lists every player's jewels, highest first.

  1. Get your kit. Talk to the Cesar inside the arena once. He gives you 50 Element Rocks and 5 Bombs for Hunting Competition. It is one kit per player per match; asking again gets you a reminder that you already have it. If the bag cannot hold everything he says your inventory is full and gives nothing.
  2. Weaken a Scorpion. A Scorpion here is Lv 25 and has 1,200 HP. A catch only works once its HP is below 40%, that is, under 480 HP. Before that you see Unable to capture the monster; the monster is too strong.
  3. Use an Element Rock next to it. Stand right beside the Scorpion (its body has to touch a box about 70 pixels to each side of you, 100 above and 20 below your feet). Each attempt has a 50% chance to work and you must wait 0.8 seconds between attempts. A success removes the Scorpion without EXP or drops, uses up one rock and gives you one Spirit Jewel. A failed attempt does not use the rock. You can make at most 50 successful catches per match.
  4. Keep your jewels. Other players can make you lose them (see Bombs below), and only jewels that are still yours at 9:50 are paid.

Your score

Your score is the number of Spirit Jewels you hold from this match, counted by the game and not by your bag:

  • +1 for every Spirit Jewel you catch;
  • +1 for every jewel you pick up from the floor;
  • -1 for every jewel you drop yourself;
  • minus the jewels a Bomb knocks out of you.

Jewels you already carried into the arena do not count. Anyone can drop jewels and anyone can pick them up, so loose jewels are free points.

Bombs

Use a Bomb for Hunting Competition to set a Bomb at your feet. A Bomb stands still, does no damage and cannot be destroyed, but whoever touches it, including you, may lose jewels: up to 5 jewels are checked, each with a 40% chance to be knocked out (2 on average), no more than once every 2 seconds per player. Knocked-out jewels leave the victim's bag and score and fall around them on the floor, where anyone can grab them. A player cannot lose more jewels than they have. You can set as many Bombs as you hold: 5 from the kit, plus any you pick up.

What Scorpions drop

A Scorpion you defeat by attacking it (rather than catching it) can drop these. Everything except the bomb takes effect the moment you pick it up:

Item Chance Effect
Bombs for Hunting Competition 10% A bomb for your bag (it goes into your inventory, it is not used on pickup)
Power Punch 20% Weapon attack +15 and magic attack +15 for 60 seconds
Wing of the Wind 20% Speed +25 and jump +15 for 30 seconds
Crazy Skull 20% Every other player in the arena has their arrow keys reversed for 15 seconds. The player who picks it up is not affected.
Shield 20% A 60-second shield buff. Its description says it blocks one bomb, but the arena's bomb check does not look for it, so do not rely on it.

Scorpions also carry the usual drops every monster has.

4. The scoreboard and the King's Room

At 9:50 the results board appears, the monsters vanish and the points are calculated. Jewels you catch or pick up after that no longer count. At 10:00 everyone who is still in the match is moved to the King's Room. Talk to Areda there to be paid, and to Abdullah VIII to turn points into a chair. Your result waits for you for 30 minutes, but only in the King's Room.

Rewards

Points and EXP from Areda

Areda pays for the jewels you held at 9:50. Your reward level is your jewel count divided by 10, rounded down. It is both the number of Battle Arena points you gain and the multiplier of your EXP, which is 92.7 per point (rounded down).

Jewels Battle Arena points EXP
1 to 9 0 0
10 to 19 1 92
20 to 29 2 185
30 to 39 3 278
40 to 49 4 370
50 to 59 5 463
60 to 69 6 556

Every further 10 jewels add one more point.

Areda takes every Spirit Jewel you carry when he pays you. If you scored none he only says that you did not get any jewelry. Anyone who was not in the match at 9:50 gets the line that he did not see them on the field.

The top scorer of a lopsided match gets only 1 point. Abdullah VIII warns that if your score is too far ahead of the others you earn a single point. The game checks this at 9:50. Let W be the top score, S the second-best score, R the total of everyone else's scores, and L the number of jewels players dropped during the match plus those still on the floor at 9:50. The match counts as lopsided when W is above 0 and:

  • R + L is below about 82% of W (precisely 0.8177), and
  • either R + L is under 7, or S + L is below about 59% of W (precisely 0.5929).

In a lopsided match the top scorer's reward level becomes 1, whatever the jewel count; everyone else is paid normally. For example, with scores of 40, 12 and 8 and nothing on the floor, R + L is 20 (50% of W) and S + L is 12 (30% of W), so the winner gets 1 point instead of 4. With scores of 25, 20 and 15, R + L is 140% of W and the match is fair.

The Palm Tree Beach Chair

Talk to Abdullah VIII in the King's Room. He tells you how many Battle Arena points you have, and once you have 100 he trades them for one Palm Tree Beach Chair, a chair that restores 40 HP and 20 MP every 10 seconds while you sit on it. The 100 points are used up. If your bag is full he says so and keeps your points.

Tips and common mistakes

  • Do not die. Scorpions hit by touch, and a defeat sends you to the King's Room and out of the match with no pay. Keep potions ready and heal before you go for a catch.
  • Talk to Areda before you leave the King's Room. The result is only paid there, and only once.
  • Talk to Cesar inside the arena early. The kit is not handed out in the waiting room, and the rocks and bombs are what score.
  • Weaken first. An Element Rock does nothing against a Scorpion above 40% HP. Lower it, then use the rock at once; the cooldown between tries is short.
  • Mind the bombs. A bomb does not hurt you, it takes jewels. You can trigger your own, so do not stand next to it.
  • A huge lead can be worth nothing. The top scorer of a lopsided match gets only 1 point, the same as a player with 10 jewels (see the rule above).
  • Everybody out of the party. The captain cannot start while a competitor is in a party.
  • Over Lv 30 is final. Once you pass Lv 30 you cannot enter again.

See also