Locations

Arena

The Arena is a fixed roster of 30 NPC fighters, fought in strict order — beat one, the next unlocks. It's a low-stakes, repeatable grind: losing costs you nothing but the Energy you spent, so it's a safe way to build cash, EXP, and Reputation without any of the risk of real PvP Combat.

The Roster

Two tiers, 15 NPCs each, always fought in order:

  • The Arena — 15 regular fighters, Level 5 through Level 225.
  • Arena Elite — 15 tougher fighters, Level 240 through Level 440 (Eclipse, the final NPC).

You can't skip ahead or pick a target — beating an NPC unlocks the next one on the list, and Elite unlocks the moment you beat the 15th and final regular Arena fighter. Note this isn't a simple "win 15 fights" counter — since an already-unlocked NPC stays fightable for repeat rewards, you could easily rack up well past 15 wins while still stuck early in the order if you keep re-farming someone you've already cleared. What actually unlocks Elite is beating your way through all 15 in sequence, not the raw win total.

Fighting

Costs 5 Energy per fight, drawn from the same Energy pool as the Gym and Street — there's no separate Arena resource and no daily fight cap. You do need to be conscious to fight (health above 0) — get knocked out and you'll need the Hospital first.

Combat itself runs on the exact same engine as PvP — same stat formulas, same turn-by-turn resolution, your active Pet still fights in every 5th turn. NPCs don't carry a pet of their own and never equip a Weapon, Armor, or Relic — their stats come straight from their own fixed level.

An NPC you don't finish off stays wounded — their health carries over between attempts, so a fight you don't win outright is still progress toward finishing them next time.

Rewards

  • Cash and EXP — each NPC has its own fixed base reward. No Intel bonus applies here (that's a Street-only mechanic) — Arena's EXP is flat per NPC, not calculated the way PvP EXP is.
  • Reputation — a smaller, steadier gain than PvP: max(1, round(1.3 × NPC level^0.55)), in the direction of your own alignment. Losing or drawing never costs Reputation — Arena has no downside for a bad fight.
  • MCC Champion — +10% to both EXP and Reputation from Arena wins while you hold the title.
  • District control — if your alignment controls the Heights district, Arena EXP gets a small bonus on top.
  • Penthouse Lucky Pendant — an equipped, active Pendant adds +15% EXP to Arena wins.

On top of the normal per-fight reward, winning sometimes triggers a bonus roll — guaranteed on your first win against an NPC and every 25th win after that, plus a small random chance on any other win. It can hand out a cash/EXP multiplier on that fight, bonus Energy, Explore Turns, Scraps, Points, a permanent boost to your max Health, or — rarely — Donator days if you don't already have any active.

There's no item drop table — Arena never hands out Weapons, Armor, or Relics, only currency and resources.

Losing

Nothing but the Energy you already spent. No cash loss, no Reputation loss — the fight simply doesn't count as a win, and the NPC keeps whatever damage you did manage to land for next time.

Tips

  • Since losing costs nothing beyond the Energy, there's no reason to avoid pushing into tougher NPCs once you're geared up — worst case you just try again.
  • The special bonus roll is guaranteed on your very first win against each NPC, so working through fresh unlocks is worth doing even if the fight itself is close.
  • Arena Reputation gains are small compared to PvP, but they never put your own Reputation at risk the way attacking another player of your own alignment does.
  • Keep an active Pet in your carrier — it fights alongside you in Arena the same as it does in PvP.