An auto battler on a giant chessboard. Hire adventurers from a shop, place them on your half of the board and watch them fight. Survive seven stages and beat Valkyrie Randgris to win the run.
Talk to the Arena Tactician in Prontera to start. Every run is single player and gets its own board. Your character does not fight, gain EXP or lose anything, and you keep nothing from the board except the weekly prize. His window also has a team planner, the leaderboards and a full guide to every unit, trait, item and card.
| Stage | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Damage | 0 | 2 | 5 | 8 | 10 | 12 | 17 |
Plus 1 per star of every surviving enemy. A surviving boss counts as 3.
Rival squads are named after the Bio Lab adventurers and grow every stage, up to ten units carrying 17 items in stage 7. Monster rounds get tougher as the run goes on too.
| Level | 1 gold | 2 gold | 3 gold | 4 gold | 5 gold |
|---|---|---|---|---|---|
| 1 to 2 | 100% | - | - | - | - |
| 3 | 75% | 25% | - | - | - |
| 4 | 55% | 30% | 15% | - | - |
| 5 | 45% | 33% | 20% | 2% | - |
| 6 | 30% | 40% | 25% | 5% | - |
| 7 | 19% | 35% | 35% | 10% | 1% |
| 8 | 18% | 25% | 36% | 18% | 3% |
| 9 | 10% | 20% | 25% | 35% | 10% |
| 10 | 5% | 10% | 20% | 40% | 25% |
D rerolls the shop, F buys XP.
E sells the unit under the pointer. Dragging a unit onto the shop sells it too.
31 units, from the Novice and first jobs up to the transcendent classes. Each has one ability named after a real skill (Bash, Storm Gust, Sonic Blow, Asura Strike) and two traits: its job line and its fighting role.
| Cost | Units |
|---|---|
| 1 gold | Novice, Swordman, Mage, Archer, Acolyte, Merchant, Thief |
| 2 gold | Knight, Wizard, Hunter, Priest, Blacksmith, Assassin |
| 3 gold | Crusader, Sage, Bard, Monk, Alchemist, Rogue |
| 4 gold | Lord Knight, High Wizard, Sniper, High Priest, Whitesmith, Assassin Cross |
| 5 gold | Paladin, Professor, Gypsy, Champion, Creator, Stalker |
Traits count different units on the board, so two copies of the same unit count once.
| Trait | Units | Bonus |
|---|---|---|
| Swordsman | 2 / 4 / 5 | +20 / 50 / 100% max HP for Swordsman units |
| Mage | 2 / 4 / 5 | +20 / 55 / 110 Ability Power for Mage units |
| Archer | 2 / 4 / 5 | +15 / 45 / 90% attack speed for Archer units |
| Acolyte | 2 / 4 / 5 | Every ally gets +8 / 22 / 40 Attack Damage and Ability Power |
| Merchant | 2 / 4 / 5 | +1 / 3 / 6 gold after every combat |
| Thief | 2 / 4 / 5 | 15 / 35 / 45% dodge and 10 / 25 / 45% crit for Thief units |
| Novice | 1 | 1 gold when one of your Novices falls |
| Vanguard | 2 / 4 / 6 | +15 / 45 / 100 Armor and Magic Resist for Vanguards |
| Duelist | 2 / 4 / 6 | Duelists gain +4 / 8 / 14% attack speed with every attack, up to 8 times |
| Sorcerer | 2 / 4 / 6 | Every ally gets +8 / 25 / 55 Ability Power |
| Marksman | 2 / 4 / 5 | +12 / 40 / 75 Attack Damage for Marksmen |
| Mystic | 2 / 4 / 5 | Every ally gets +15 / 40 / 70 Magic Resist |
Eight items drop from monster orbs and come with every carousel unit: Sword, Bow, Rod, Chain Mail, Muffler, Buckler, Rosary and Glove. A unit carries up to three.
| Round | What happens |
|---|---|
| Carousel | 1-1, then round 4 of each stage except stage 5. Walk into a unit to claim it and the item it holds. Unit costs rise each stage. |
| Old Card Album | 2-1, 3-2 and 4-2. Pick one of three cards, with one reroll. Its bonus lasts the whole run. 20 cards in Common, MVP and Legendary tiers, and later albums roll rarer cards. |
| Treasure Hunt | 4-5. Break Myst Cases and Mimics for gold, items and 3 or 4 gold units. |
| Hollegrehenn's Forge | 5-4, in place of the carousel. Refine your items: three refines are free, then each costs gold. +1 to +4 always work, past that a failure breaks the item. |
| Emperium Siege | 6-3. Break a castle's Emperium past its Guardians. The faster it falls, the more gold it pays, from 10 down to 3. |
| Bosses | Every round 7: Golden Thief Bug and Moonlight Flower early, up to Dark Lord and Lord of Death in stage 6. |
| Randgris | 7-7. Valkyrie Randgris and two Valkyries. Beat her to win the run. |
Rival squads carry cards too, one for every album opened so far.
Each run rolls one of eight regions, which sets the stage 1 monsters and one boss you are sure to meet: Prontera Fields, Payon Forest, Sograt Desert, Alberta Coast, Mjolnir Mountains, Lutie, Orc Village and Glast Heim.
Weekly prize. Your account's first won run each week ends in the event reward room instead of Prontera, where the Champion's Vault lets you pick one prize. Later wins that week end in Prontera as usual. The week resets on Monday at midnight, server time.
Leaderboards. Best runs (a win ranks above any loss, then how far you got, health left and time), most wins and fastest wins. The Tactician's window shows your own record and recent runs.