The Arena

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Introduction

The Arena in Crystal Hills embodies traditions a century old. The nobility of Ikaanos in particular enjoy spectating the blood sports that take place here.

The Arena is open to both slaves and citizens alike. Slave fights are rarely to the death, as training a slave to fight is a significant investment that no master wants to lose. As such, medical personnel are kept on hand to treat any major or life-threatening wounds.

Despite this, it is not unheard of for a slave to die. In such cases, recordings of the fight are examined and a ruling is made as to the legality of the death. If the death appears to be a genuine accident resulting from a misjudged attack or other error, no further action is taken. There are legal protections in place to prevent the Arena or the opposing slave's master from being held responsible for an accidental death, as it is viewed as part of the risk a slave-master voluntarily accepts when entering their slave in a fight.

If it appears that the deceased's opponent killed them deliberately, the dead slave's master may demand reparations from the master of the opposing slave. Such cases are usually settled via private agreements. If no agreement can be made, the masters may agree to bring the case before a private arbitrator. The arbitrator will take several days to review the evidence, during which time both sides will privately try to exert political and financial pressure to sway things in their favor. The case is usually won by whichever side has better political connections or can offer the bigger bribe.

Regardless of the outcome of any private dispute, the Arena's owners take a very dim view of any master whose slave deliberately kills an opponent. They may excuse such an incident once, especially if the master is appropriately apologetic and the slave is severely disciplined. If it happens again, however, the master risks being banned from the Arena. No master wants to send their slave up against the slave of someone who has a history of letting their slaves kill, and the Arena's reputation would suffer if no action was taken against someone who showed such callous disregard for the property and investments of others.

Fights between free citizens are somewhat different. Private citizens typically participate in more brutal, lethal fights. These pay quite well, but the real draw is the potential to earn fame and influence as a top arena fighter. A particularly successful fighter may earn a sponsorship from a member of the nobility, which in turn provides even more fame and influence, as well as a substantial amount of cash and the political connections to retire to a comfortable, cushy job working for the nobility once the gladiator is either too old or too injured to continue fighting. Of course, a fighter has to survive in order to make it that far, and survival is not guaranteed.

The arena is also used to punish criminals. Certain crimes are punished by assigning the perpetrator(s) to "One Thousand Fights." This is effectively a death sentence, as surviving one thousand fights is so rare as to be considered impossible. Only a handful of individuals have ever survived their thousand fights and won their freedom. These individuals are now considered gladiatorial legends, and several of them enjoyed life so much that they signed back on as free gladiators.

Fighting in the Arena

The player can sign up to fight in the Arena. They can sign up themselves and fight alone, or take their party of slaves and mercenaries into the arena as a team. Fighting solo pits the player against the same enemies as taking their party with them, so it's not recommended. This comes with its share of risks and rewards. Fights in the arena are deadly. Mercenaries who perish are permanently lost just as they are in regular combat, and the player and their slaves will suffer the same permanent effects for being defeated in combat. The player can choose the tier of fights to participate in, and can also choose to fight a random opponent. The player earns money for winning fights, and prestige in the form of climbing the internal ranks of the Arena. The player gains a daily amount of influence based on their rank. Arena ranks are as follows:

  1. CHAMPION OF THE MASTERSPHERE: +20 influence/day
  2. Immortal: +14 influence/day
  3. Centurion: +6 influence/day
  4. Herald: +2 influence/day
  5. Veteran
  6. Warrior
  7. Brawler
  8. Initiate
  9. Unproven

The Fights

The fights in the Arena are divided into four tiers: High Tier, Medium Tier, Random, and Random (Easy). With High and Medium Tier having 9 set fights with pre-determined opponents. The list below details the opponents of the set fights and what the player can gain from them in chronological order.

High Tier

The Avery Brothers
  • Numbers: 2.
  • Reward: $1,700 and 50 Influence.
  • Level: Advanced

A very popular duo that got exonerated after serving ten years in a prison camp for instigating a rebellion against the Mastersphere. Carries old-school weapons and armor but fights with a ferociousness that few can match.

Geza Tihany
  • Numbers: 1.
  • Reward: $2,000 and 50 Influence.
  • Level: Advanced

A young nobleman-turned-fighter who has won his last six fights. A very popular newcomer with a lot of teenage fans in Crystal Hills.

Carries a $50,000 duraplate armor and a tuned plasma rifle.

Mizushi
  • Numbers: 2.
  • Reward: $2,200 and 50 Influence.
  • Level: Advanced

Two tremendously dangerous Japanese fighters wielding power katanas and wearing special heavy leather armor. Extremely quick and deadly.

The Vicious Four
  • Numbers: 4.
  • Reward: $2,800 and 50 Influence.
  • Level: Advanced

An infamous group of raider-soldiers who got assigned to the arena in exchange for a pardon. Tremendously combat-agile, using high-end weapons and thick plate armor.

Haalu's Heroes
  • Numbers: 3.
  • Reward: $3,100 and 50 Influence.
  • Level: Advanced

Three ex-Space Marines claim they survived the horrors of Haalu after the infamous Haalu incident. There is no proof that the group ever was involved in that tragic event, but they put on a good show and knew how to handle their weapons.

Mr Grimm's Crew
  • Numbers: 4.
  • Reward: $3,500 and 50 Influence.
  • Level: Advanced

A badass group of warriors that are renowned for their long victory streaks and many successful bounty-hunting missions. Armed with state-of-the-art weaponry and heavy armor. Formed by the notorious Lars Grimm in 2480.

The Pudding Club
  • Numbers: 4.
  • Reward: $6,000 and 150 Influence.
  • Level: Advanced

One of Ikaanos most famous fighting crew. Won 144 consecutive fights between 2482-2486 and are renowned for their countless (and mostly successful) monster hunts. Founded by Marius and Novak back in 2479. Carries the best weapons and armor available.

Masters of Raana
  • Numbers: 5.
  • Reward: $15,000, 650 Influence, and an instant promotion to the title of Champion of The Arena.
  • Level: Advanced

The only crew with a spotless winning streak. Five badasses with high-tech weaponry, led by the zealous Spheremaster Telsior II Dama, also known as THE RED DRAGON.

This is the final fight in the HIGH TIER category.

Medium Tier

Major Darwin
  • Numbers: 4.
  • Reward: $700 and 30 Influence.
  • Level: Advanced
The Wilton Girls
  • Numbers: 4.
  • Reward: $800 and 30 Influence.
  • Level: Advanced
The Feltons
  • Numbers: 4.
  • Reward: $900 and 30 Influence.
  • Level: Advanced
Lambar's Prisoners
  • Numbers: 4.
  • Reward: $1,000 and 30 Influence.
  • Level: Advanced
Almer's Champions
  • Numbers: 4.
  • Reward: $1,200 and 30 Influence.
  • Level: Advanced
Zoltan Battalion
  • Numbers: 4.
  • Reward: $1,500 and 30 Influence.
  • Level: Advanced
Captain's Guard
  • Numbers: 4.
  • Reward: $1,500 and 30 Influence.
  • Level: Advanced
Cock Grinders
  • Numbers: 3.
  • Reward: $2,200 and 230 Influence.
  • Level: Advanced

The Crystal Hills Arena Gladiatrix School

Slaves can be sent to the Arena's Gladiatrix School. It costs $125 per day to keep one enrolled here, and in return the school will teach her combat skills improve her in a range of other way, and also allow her to be scheduled for fights in the Arena. Arena fights are not mandatory, but are an excellent way for slaves to earn influence and income for the player. A skilled slave can more than pay for the price of her combat education through fighting. These fights are not to the death but the player's slave can be wounded in them. If the player's slave wins, they receive both monetary winnings and influence from owning such a skilled slave.

3-6 female slaves can be enrolled by the player or other staff in "CHAGS" depending on their Influence (3 if they have enough influence to get into the Emerald City to access the Arena, a 4th at 15,000 Influence, a 5th at 50,000, and a 6th at 100,000), but only one fight can be arranged per day regardless of how many are training there.

Interaction options with slaves in the CHAGS are limited. The player can inquire as to how the slave is doing, request sex from her, and encourage her. They can also inspect her and arrange fights for her from the interaction menu. However, if a slave refuses the player's request for sex, they will not have the usual options for punishing such insolence, as the school is a public place, and making a scene would only show that the player can not control their slaves.

Fights arranged for the player's slave play out differently from fights involving them. The player chooses the weapon the slave uses, which is equipped with from their inventory, and then chooses her opponent. After that, the player watches the fight unfold. There is an event roll that determines if the player's slave gets any bonuses or penalties for the match, then another event roll to determine the outcome of the fight. If the player interactss with their slave after a fight, the options provide some different scenes. Encouraging her will comfort her if she loses, or praise her if she wins. Asking for sex can be framed as a celebration of her victory, or as a punishment for losing. The outcome of a fight can affect her chances of saying yes to sex as well. A slave who hates the player but likes fighting might punish herself for a loss by agreeing to sex despite not really wanting to.

Several factors come into play when determining the player's slave's performance. The higher their skills and attributes the more chance they have to win, but the smaller the reward. The following traits are the best ways to increase the chance to win without lowering the reward: Brawler, Warrioress, Bloodthirsty, and Malevolent. The slave having either Red Tide or Aesir faith will also boost their chances, as will high Willpower (80+) and current Health 50+. However, the Submissive trait penalizes their chance. Raising STR, DEX, and Melee lowers the price, while also raising win chances (except for DEX, which just lowers the price). The price reduction for melee skill caps at 110, but it still increases the chances to win if you raise it further (price reduction thresholds are 25, 50, 90, and 110). If your slave fights without a weapon the reward increases, but so does the difficulty (note that currently, no weapons below power katana increase the price, so use either that or fists).

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