Geffen Night Arena
Last updated
Last updated
Level Required: 210
Party Count: 1+
Location: /navi dali02 79/60
Cooldown: 3 Days
Prerequisite: Talk to Greedy Looking Man /navi geffen_in 82/62
Rewards:
Video Run by Wandering Star Video Run by Kuuwang
Hosted for greed, an illegal Geffen Magic Tournament occurs at midnight. The instance functions similarly as the normal Geffen Magic Tournament with some caveats.
There are 10 rounds. Each round increases the enemy's health.
The arena hoster will announce the randomized enemy's health per round as well as damage reduction level (NPC Relieve)
Every round can be a different enemy except the last round (Fenrir).
Unlike Geffen Magic Tournament, you can only collect rewards if you complete the round and choose to quit.
You have one minute to complete each round.
You can bring a party to the instance.
The perimeter of the arena is dangerous. If you move or get knocked-back to the edge, you will take heavy damage that can kill you. Stay in the middle of the arena.
If any party member dies, a penalty is imposed where the enemy will take no damage until all party members are resurrected.
1
4,800,000
2
12,400,000
3
34,700,000
4
107,600,000
5
362,400,000
6
516,300,000
7
555,900,000
8
972,300,000
9
1,337,300,000
10
1,700,000,000
Reminder: You can only collect rewards if you complete the round and choose to quit. If you lose in a round, you get nothing.
Completed Round
1
2
0
0
2
3
0
0
3
4
0
0
4
6
1
0
5
9
1
0
6
14
2
0
7
22
2
1
8
35
3
1
9
56
4
2
10
89
5
3
You can exchange your rewards for gears and enchant items at /navi dali02 85/68
The enchantment process is a Lapine Upgrade item, meaning no failure. You may re-enchant as needed.
Note: Line options 1 and 2 are guaranteed. There is a chance where line option 3 may not be applied.
1
MHP + 100 ~ 1500
MSP + 100 ~ 500
MHP + 1% ~ 10%
MSP + 1% ~ 10%
2
HP Recovery + 30% ~ 65%
SP Recovery + 30% ~ 65%
FLEE + 2 ~ 30
DEF + 10 ~ 55
MDEF + 1 ~ 6
Healing Received + 5% ~ 10%
Variable Cast Time - 1% ~ 10%
Reduced physical damage from monsters of a specific elemental property by 5% ~ 10%
Reduced magical damage from monsters of a specific elemental property by 5% ~ 10%
3
MHP + 100 ~ 1500
MSP + 100 ~ 500
Note: Line options 1 and 2 are guaranteed. There is a chance where line option 3 may not be applied.
1
MHP + 100 ~ 1000
MSP + 10 ~ 300
MHP + 1% ~ 5%
MSP + 1% ~ 5%
2
FLEE + 5 ~ 20
DEF + 5 ~ 60
MDEF + 1 ~ 6
Healing Received + 5% ~ 10%
Variable Cast Time - 1% ~ 10%
Reduced physical damage from monsters of a specific elemental property by 5% ~ 10%
Reduced magical damage from monsters of a specific elemental property by 5% ~ 10%
Specific Element Resistance + 1% ~ 5%
3
MHP + 200 ~ 800
MSP + 50 ~ 300
Note: Line option 1 is guaranteed. There is a chance where line option 2 may not be applied.
1
Attack Speed + 3% ~ 7%
Variable Cast Time - 5% ~ 10%
CRIT + 5 ~ 10
Fire Property Resistance + 3% ~ 5%
Water Property Resistance + 3% ~ 5%
Earth Property Resistance + 3% ~ 5%
Wind Property Resistance + 3% ~ 5%
SP Consumption - 3% ~ 5%
MHP + 1% ~ 5%
MSP + 1% ~ 5%
ATK + 1% ~ 5%
MATK + 1% ~ 5%
2
Attack Speed + 3% ~ 5%
Variable Cast Time - 5% ~ 8%
CRIT + 5 ~ 8
Fire Property Resistance + 3% ~ 5%
Water Property Resistance + 3% ~ 5%
Earth Property Resistance + 3% ~ 5%
Wind Property Resistance + 3% ~ 5%
SP Consumption - 3% ~ 5%
MHP + 1% ~ 3%
MSP + 1% ~ 3%
ATK + 1% ~ 3%
MATK + 1% ~ 3%
Note: Line options 1 and 2 are guaranteed. There is a chance where line option 3 may not be applied.
1
MDEF + 3 ~ 10
DEF + 30 ~ 100
MHP + 100 ~ 1000
MSP + 20 ~ 200
Specific Racial Resistance + 2% ~ 7%
Magical Damage to Specific Race + 1% ~ 5%
Physical Damage to Specific Race + 1% ~ 5%
Heal Recovery + 5% ~ 10%
Variable Cast Time - 1% ~ 5%
2
MHP + 100 ~ 1000
MSP + 20 ~ 200
MDEF + 3 ~ 10
DEF + 30 ~ 100
Specific Racial Resistance + 2% ~ 7%
Magical Damage to Specific Race + 1% ~ 5%
Physical Damage to Specific Race + 1% ~ 5%
Heal Recovery + 5% ~ 10%
Attack Speed - 1% ~ 5%
3
ASPD + 1
Magical Damage to Specific Race + 5% ~ 10%
Ignore Magical Defense of Specific Race + 30% ~ 60%
Ignore Magical Defense of Normal Monsters + 30% ~ 60%
Ignore Magical Defense of Boss Monsters + 30% ~ 60%
Physical Damage to Specific Race + 5% ~ 10%
Ignore Physical Defense of Specific Race + 30% ~ 60%
Ignore Physical Defense of Normal Monsters + 30% ~ 60%
Ignore Physical Defense of Boss Monsters + 30% ~ 60%
After Cast Delay - 1% ~ 3%
Geffen Arena Coin (NOTE: This is different from Geffen Magic Contest Coin)
Midnight Fenrir (Round 10) takes 99% reduced damage via Relieve On Level 10 and has increased Health Regeneration mechanic.
30
30
30
30
45
45
60
60
30 1
30 1
30 1
30 1
30 1
30 1
45 1
45 1
60 1
60 1
150,000z 1 15
150,000z 1 15
100,000z 1 25
200,000z 1 15
10 7
10 7
10 7
10 7
10 7
10 7
10 7
10 7
10 7
10 7
10 7
10 7
10 7
10 7
10 7