This article first posted on the forum.ogplanet.com by havoc
Thought I'd translate this tip/guide for Chaos Arena. It hasn't been introduced to CabalNA yet, but I'm sure we'll get it soon at the rate OGPlanet is going. Basically, Chaos Arena was introduced in December 14, 2007 on the test server. The new dungeon was dubbed "Chaos Arena", with its special characterstics being its appeal.
Basically, you have to obtain a Miracle Key via basic crafting. There are 5 levels of miracle key for different level range.
Once you have the key, you can goto Bloody Ice and talk to the signpost in between the Core Alchemist and the Weapon shop. The arena, which is 25 minutes long including the preparation time, gives you lots of cores and stuff like that. One of my buddy in Korea who took part in Chaos Arena told me that they even drop perfect cores. Fantastico!
Chaos Arena Lv. 1:
-Level range: 30~60
-Required item: Miracle Key Lv. 1
-Required item material: Upgrade Core (Low) + Royal Fissure Lvl 1. + Plantinum Piece, Forma Card Lv. 1
Chaos Arena Lv. 2:
-Level range: 61~80
-Required item: Miracle Key Lv. 2
-Required item material: Upgrade Core (Medium) + Royal Fissure Lvl 2. + Plantinum Piece, Forma Card Lv. 2
Chaos Arena Lv. 3:
-Level range: 81~94
-Required item: Miracle Key Lv. 3
-Required item material: Upgrade Core (High) + Royal Fissure Lvl 3. + Plantinum Piece, Forma Card Lv. 3
Chaos Arena Lv. 4:
-Level range: 95~124
-Required item: Miracle Key Lv. 4
-Required item material: Upgrade Core (High)+ Royal Fissure Lvl 4. + Plantinum Piece, Forma Card Lv. 4
Chaos Arena Lv. 5:
-Level range: 125~170
-Required item: Miracle Key Lv. 5
-Required item material: Upgrade Core (High) + Royal Fissure Lvl 5. + Plantinum Piece, Forma Card Lv. 5
1. Miracle key Material Locations
Miracle Key materials depends on the Royal Fissure and Formula Cards by levels.
Royal Fissure, Formula Card Lv 1 - Green Despair, Desert Scream, Bloody Ice
Mobs around this level drop the items.
Green Despair - Huge Spider
Desert Scream - Mummy Bladers
Bloody Ice - Skeleton Warrior
Royal Fissure, Formula Card Lv 2 - Port Lux (All)
Royal Fissure, Formula Card Lv 3 - Fort Ruina, Undead Ground (All)
Royal Fissure, Formual Card Lv 4 - Forgotten Ruin, Lakeside (All)
Royal Fissure, Formula Card Lv 5 - Mutant Forest, Pontus Ferrum (All)
Plantium Pieces - Any maps for mobs on or above following mobs:
Green Despair - Huge Spider
Desert Scream - Mummy Bladers
Bloody Ice - Skeleton Warrior
From Lv.4 and on are basic guesses on where they drop. Those with confirmed data are asked to provide further information.
2. Huge Iron Gate Destruction
A lot of playes have been complaining about how Huge Iron Gate seem to be impervious to attacks, thus taking away their time in the Arena. What they didn't realize back then was that Huge Iron Gate is automatically destroyed when 5 minutes has passed. The 25 minutes given was basically a preparation time for players to get ready. However, there has been cases where the Gate did not break down in 5 minutes, but rather, in 5:30. If even this does happen, you can probably hit it just once and take down the gate.
3. Chaos Arena Monster Spawn
After the Huge Iron Gate is Destroyed and played enter the Arena, they are at once swarmed by incredible number of mobs. In addition, if you do not dispatch the mobs quickly, they will keep spawning and it will become much harder to clear. 36 Mobs spawn at a time, each of them spawning at the same area.
-Blue dots: Monsters
-Red dot: Boss
It'll be quite easy to lure 18 mobs on one side, but it's quite difficult to lure the other 18 on the opposite side of the arena. For that reason, we would require someone with good defense rate, whether it be someone with Evasion Potion or a Blader with the skill 'Intuition'.
4. Types of Mobs and Their Spawn
The mobs in Chaos Arena is completely different from the ones you see in normal maps. They have been strengthened at least 2~6 times their normal counterparts. The thing you also have to note is the style and range of each mobs. Since they spawn by 36 mobs, if you don't take care oft hem quickly, you will be taking a large damage; thus, the success depends all on the person luring the mobs into one spot.
1st: Mummy Blader
5th: Craig Crab
6th: Dark Soldier
7th: Auto Cannon-OP
8th: Dark Blader
11th: Zidgris Faello
1st: Lug Queen
2nd: Mecha Ape Archer+
3rd: Gray Orc
4th: Brave Knoll Mage
5th: Naga Warrior (I don't know what that is either)
6th: Ice Hound Zombies
7th: Ice BabaTOTALLY FREAKIN' AWESOMEa
8th: Frozen Zombie Watcher
1st: Invader Mecha Ape
3rd: Invader Autocannon-R2
5th: Invader Mecha Bear
6th: Invader Mecha Spider-R
1st: Ice Ghoul Warrior
2nd: Death Flowers
3rd: Axion Stone Golem
5th: Perzen Bhha
6th: Fellins Leurow
7th: Arban Raikette
8th: Angreas Schultz
9th: Killian Grausten
10th: Phantom Troll
11th: Berderk Falleos
1st: Frozen Zombie Fighter
2nd: Flame Zombie Slayer
3rd: Bloody Harpy Warrior
4th: Dark Flame Knight
5th: Granite Golem
9th: Ma06 Quadra
10th: Orca (4th form)
11th: UMD-03 Lautus Pluma
This is the order in which the mobs regen. Each monsters' spawn time is different by their orders. 1st~6th spawn at a rate of one minute and 7th~10th spawn at 1:20, and boss monsters 11th and on spawn in 3 minute. Since they spawn so fast, be as efficient as possible.
5. Item (Equipments)
The moment you let your guard down in Chaos Arena is the moment where you could be sent to the afterworld. Because of it, it is of necessity to have equipments for every situation. In addition, myriads of different battle styles, both long range and short range, is necessary, such as short ranged Warrior, Blader, Force Shielder (Str), and Force Bladers who should equip themselves with Vampiric gears. Long ranged classes such as Force Archer, Wizard, Force Shielder (Int & Dex) should equip themselves with guts (...I don't know what they mean here, I'm guessing defense rate gear?) or amp gear. Basically the idea is that melee classes act as meat shield while long range fire off powerful attacks from afar. Don't forget to bring one Odd Circle per person because once you die, you can't enter until the next entrance time. (You can only use one circle per entrance)
Due to introduction of new buffs and its regulations, you have to take in account on how they should be used. Especially for the new buffs, the durations are short, but its effects are significant to a point that it can raise your survivability.
Here are the buffs categorized via types.
Moral Shout (Warrior party buff, HP increase)
Force Increase (Wizard, HP + MP increase)
Fury Shout (Warrior party buff, Attack + M. Attack increase)
-Moral Shout will yield to higher HP increase, and Fury Shout will be useful to damage dealers.
Shadow Shield (Force Shielder party buff, damage absorb)
-Can be useful halfway through the battle. While this skill is active, all the damage a person receives will be missed. In the later part of the battle, you will receive so much damge to a point that it'll instantly be depleted. Upon depletion of Shadow Shield, Force Archer should activate their Art of Healing.
Vital Force (Force Archer, HP increase)
-For Warriors, cast this only when their Bear's Vitality is gone. (Only for Warriors who have done their level 140 rank up)
Hardness (Wizard, defense increase)
-Blader and Warrior should keep Aura barrier, Force Shielders should receive hardness
None. Wizards have Sharpness, but melee classes have better skills. Warriors and Bladers have Soul Blade, not to mention Bladers also have Intense Blade. Force Shielders have Crushing Blade, Force Bladers Lightning Blade, etc.
None. Force Archers have Precision, but each class has skills that are superior to this. Bladers have Art of Fierceness, Warriors have Down Breaker, Wizards have Force Control, Force Archers have Thrusting Arrow + Art of Sniping, and Force Shielders have Mortal Bane.
7. Battle Style
Teamwork is vital for successful clearance; therefore, it is imperative that everyone utilizes their ability as best as possible.
-Use Intuition to be a lurer and a tanker.
-For a huge mobs (Granite Golem, MA-06 Quadra, etc), Using Grappler Mode will have area-wide effect (what??), so use it prudently.
-Interchange Intense Blade and Soul Blade to get rid of mobs (Intense Blade is currently bugged, so try not to use it too much)
-Thanks to Bear's Vitality, Warriors have unsurpassed HP and are supreme tankers that are always in need of Force Archer and
Force Shielder's healing.
-Down Breaker will be useful since it'll knock down the monsters.
-Considering the fact that Wizards are the damage dealers by norm, using Double Casting mode will allow them to sufficiently act as damage dealers. They will need tanker's protection.
-Due to Force Shielder's excellent defense, being a tanker is necessity battle style for them. Art of Defense is especially a huge help, and Force Shielders (Dex, Int) can even use Mortal Bane to deal extra damage.
-Along with Force Shielder (Dex, Int) and Wizards, Force Archers can also be an incredibly effective damage dealer with Art of Sniping and Multi-Shooting mode; however, in midway through the battle, their role as damage dealer will diminish and they will be required to heal. Art of Healing, Greater heal, and Mass Heal can increase the survivability of tankers. Of course, they will also require the protection of tankers.
-With Force Enchanter mode, they can be used for tanking. (Magic Cannon Lv. 20)
-Execration and Field of Execration can be used to keep the mobs from approaching long range classes.
-- Thanks for havoc