Gladiator Arena

## Gladiator Arena Rules

* Only specific monsters which are eligible may be used during each Gladiator Arena season. All players will have access to all monsters, regardless of whether they have unlocked that monster in their personal collection. *(Each season there will be a list of banned monsters)*

* All eligible monsters will have the same level in the Gladiator Arena. *(Monsters' level capped at 20)*

## Monster Perk Guidelines

* Players may spend gold and gems to upgrade eligible monsters with random perks.

* Perks received this way will only apply in **Gladiator Arena** mode. Monster perks will not be resetted at the end of each season.

* Players may use gems to "lock" certain perks to prevent them from being refreshed.

* The cost of perk refreshes increases every **N** refreshes:

**Refresh perk: 500 gold**, **Lock perk: 20 gems** *(5 refreshes)*

**Refresh perk: 1000 gold**, **Lock perk: 40 gems** *(5 refreshes)*

**Refresh perk: 1500 gold**, **Lock perk: 60 gems** *(5 refreshes)*

**Refresh perk: 2000 gold**, **Lock perk: 100 gems** *(5 refreshes)*

**Refresh perk: 3000 gold**, **Lock perk: 150 gems** *(10 refreshes)*

**Refresh perk: 5000 gold**, **Lock perk: 250 gems** *(10 refreshes)*

**Refresh perk: 7500 gold**, **Lock perk: 350 gems** *(10 refreshes)*

**Refresh perk: 10000 gold**, **Lock perk: 500 gems** *(endless)*

The cost will reset at the start of each season.

* Monsters which are banned for the duration of the current season may not have its perks modified.

* When upgrading perks, the monster level owned by the player determines the effectiveness of the perk and the number of perks. Higher level equals more effective perks and greater number of perks.

**lvl 1 - lvl 7: 1 perk.**

**lvl 8 - lvl 11: 2 perks.**

**lvl 12 - lvl 15: 3 perks.**

**lvl 16+ : 4 perks.**

* Premium subscribers will have access to 15 free perk refreshes per season.

* Supreme subscribers can roll perks that are up to 20% more effective than non-supreme players.

* Players may reset perks of monsters that are banned during a season. The player will have their gold and gems refuned in full after the reset.

## Available Perks

* Anti-Range Block (Range attack cannot be blocked. When melee attacking, damage is not decreased by 50%.)
* Anti-Counterattack (Will not receive counter-attack from enemy after attacking.)
* Anti-Freezing (Cannot be frozen.)
* Anti-Stun (Cannot be stunned.)
* Immune to taunting (Cannot be taunted.)
* Cannot Move (Cannot be forcibly moved to another cell.)
* Immune to poisons (Cannot be poisoned.)
* Immune to Rabies (Unaffected by Rabies.)
* Immune to burning magic effects (Immune to burning ember effects.)
* Damage (The amount of damage inflicted by a common attack if the target's defense is zero.)
* Critical Hit (Chance to perform a critical hit attack. Critical hits inflict 150% damage.)
* HP *(Health Points)* (The amount of damage that can be received before dying.)
* Mobility (Number of cells the monster is able to move in a turn.)
* Initiative (The higher the initiative, the earlier the monster gets to act in a turn.)
* Physical Defense (Defense against physical damage. 0 - no damage reduction. 1 - 20% damage reduction. 2 - 40% damage reduction. 3 - 60% damage reduction. 4 - 80% damage reduction.) *(+1 if monster's physical defense is 2 or 3. And +2 if monster's physical defense is 0 or 1.)*
* Magic Defense (Defense against magic damage. 0 - No Damage Decrease. 1 - 20% Damage Decrease. 2 - 40% Damage Decrease. 3 - 60% Damage Decrease. 4 - 80% Damage Decrease.) *(+1 if monster's magic defense is 2 or 3. And +2 if monster's magic defense is 0 or 1.)*
* Melee Damage Reduction (Decreases melee damage taken.)
* Ranged Damage Reduction (Decreases ranged damage taken.)
* Critical Damage Reduction (Decreases damage taken from critical attacks.)
* Damage Reduction (Decreases damage taken from all sources.)
* Critical Damage (Increased Critical Attack Damage.)