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instances:gna

Geffen Night Arena

Video Run by Wandering Star
Video Run by Kuuwang


Overview

Hosted for greed, an illegal Geffen Magic Tournament occurs at midnight. The instance functions similarly as the normal Geffen Magic Tournament with some caveats.

gnt01.jpg

  • There are 10 rounds. Each round increases the enemy's health. The arena hoster will announce the enemy's health per round.
  • 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.
  • Midnight Fenrir (Round 10) takes 90% reduced damage
  • 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.
Round Approximate Monster Health
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 1,416,300,000

Monsters

Rewards

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 Geffen Arena Coin Geffen Arena Certificate Geffen Arena Champion Certificate
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

Item Exchange

You can exchange your rewards for gears and enchant items at /navi dali02 85/68

Default Product List

Special Product List

Card Product List

Enchantment

Armor Enchantment

Note: Line options 1 and 2 are guaranteed. There is a chance where line option 3 may not be applied.

Line Option Possible Enchant
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

Garment Enchantment

Note: Line options 1 and 2 are guaranteed. There is a chance where line option 3 may not be applied.

Line Option Possible Enchant
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

Accessory Enchantment

Note: Line option 1 is guaranteed. There is a chance where line option 2 may not be applied.

Line Option Possible Enchant
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%

Shield Enchantment

Note: Line options 1 and 2 are guaranteed. There is a chance where line option 3 may not be applied.

Line Option Possible Enchant
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%

Sources:
https://ro.gnjoy.com/news/update/View.asp?seq=250
https://www.divine-pride.net/forum/index.php?/topic/4819-kro-main-changelog-october-21-2020/

instances/gna.txt ยท Last modified: 2021/09/22 06:08 (external edit)