The Arena

Unlocked by earning a total 500 Reputes. Consisting a total of 100 rounds, with Boss on each consecutive 10 rounds. Winning the round will grant Reward to choose one between Loot and two other random option, also access to Merchant.

## Reward

Reward in The Arena is different from winning battle on Navigate. Given the usual Loot option, earning Coins and picking a new card or relic, there are also two other randomly generated action cards (heal, upgrade, remove card, etc), and access to the Merchant periodically.

**Loot**

Usual reward throughout the game, earning Coins and picking a new card or relic from 3 options available.

**Action Card**

\*Card's cost will increase by 10% for each 10 rounds that has been beaten (e.g after Arena 11, Set a Trap cost will be 22 coins, and 26 coins after Arena 31.

\*\*Consumable. Ending non-boss battle. Will disappear if not used in the battle.

There is a special reward screen after beating Round 50, choosing one of 3 presented options, out of a total of 6 possible unique abilities.

Warrior: +2 Attack damage.
Collector: Unlock all relic slots.
Colossus: 30% Merchant discount. +10 max HP.
Blacksmith: Upgrade all cards.
Looter: Add one Loot to deck.
Half-blood: -1 HP for each card? used. +4 attack damage when your HP is below 50%.
**Merchant**

Merchant also accessible through the Reward screen. Items on sale are any 3 Relics and any 2 Card. Items aren't automatically re-rolled on the next visits, instead must be manually re-rolled for 10 coins on forst roll, 20 on second roll, 40 coins and so on. Any item bought will be immediately restocked randomly. So it's fine to save up coins for the next visits.

Once confirming access, whether any item is bought, Merchant will be on cooldown for 5 Arena rounds until it can be accessed again.

## Boss

### Arena 10 - Unknown Slave

Health 180&300(in arenas 10 and 60 respectively)

Moves

* Rage 2
* Attack 15, also add Chain to deck
* Armor 10
* Attack 8x2

### Arena 20- Lucy Weston

Health 120&200(respectively)

Moves

* Attack 5x3
* Attack 10
* Attack 1x5 with 5x Injury
* Attack 15 with 100% Lifesteal (On low HP)

She always gain buff Dodge 1 each turn.

### Arena 30 and 80 - The Impostor

Health 300 or 400

Moves

* Add
* Decomposed

* Curse (remove all armor when drawn)
* Add Fishbone Curse (all heal negated when on hand)
* Attack 15
* Transform, when below half HP, Armor 100 last 1 turn
	+ Heal 50
	+ Add Decay Curse (debuff Mark 1 when drawn)
	+ Attack 15, increment 5 each turn.

### Arena 40 - Coco

Health 250

Moves

* Halving Max HP
* Attack 2
* Summon Dogs when all killed

Dog Health 40 Armor 5

Moves

* Armor 5
* Attack 5

Strategies

* Try to finish him fast. Lacking max HP also means limiting max Armor that can be gained, since armor can't exceed max HP.
* Kill all dogs on the turn when he do regular attack, so his next turn that supposed to halved HP, summon dogs instead.

### Arena 60 - Spiky haired pirate guy

Health 444

Moves:

Armor piercing attack for 95% of your current HP

Remove armor

Apply Rage to self

Normal attack for 24 (30 with rage)

Strategy:

Stun him or reduce his attack damage

Heal self or gain enough armor to block the second attack

### Arena 70-Monkey King

Minions Hp: 50 and ~100

Boss Hp - 400

Fills your hand with Bananas or Poisoned Bananas (1 ammo. Heal 10. Adds a Handcuff to draw pile. Removed.) Beware of increased ammo cost as well.

### Arena 80 Sleepy Holow

His Attack power increases one whenever you use a skill card. The increase is not stacked over turns. He pause to give himself armor every few turns, so try to focus your firepower to that turn since you will not suffer the penalty then.

Boss HP - 500

He doesn't give himself or player any effect, so Injury, Rage, Weakened, Dodge, etc. works well against him.

### Arena 90 - Spiritias

Three bosses to fight.

Health 250

Moves

* Add Poisoned Curse (while on hand, does 3  damage for each more card drawn)
* Attack 0 (increased based on damage received that turn)
* Attack 50 (reduced based on damage received that turn)
* Buff Immunity 2

Strategies

* DO hit hard the one that deal 50 damage.
* DO NOT hit the one that deal 0 damage.
	+ Spirits moves vary from each other in a certain pattern. So, occasionally both will deal 50 damage on the same turn.
* Weakening debuff also works for reducing their attack

### Arena 100- The giant

Starts with 300 armor and a little guy on his back.

health - 800

-Forcible ends your turn when you finish off his armor or drop his HP below 50%

-Gives betray curse

-When his Hp is below 50%, the little dude gets 100Hp and jumps off his back, gaining Lucy Weston-like dodge. +1 damage when you hit him.

-When Meteorite\* is used on him, his armor increases 50. Using Volcano doesn't increase his armor.

Strategy:

- Try to go in with a Sharpen card to ignore his armor

- Once the little guy jumps off, kill him off with as few attacks as possible. Every damage dealt to him boosts the giant. Cards like Blast, Cannon Fire, or Recoiling Gun is key. If possible, chain it with a critical to 1-shot.

- Cards that remove curses or cards will help keep the Betray curses in check

## Enemy

For those who hasn't unlocked Skulls Island or Souls Rift, The Arena also introduce *undead* and *spectre* enemies and specialized cards for those certain type.