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Eredan Arena WiKi: game Walkthrough Tips and Tricks

Eredan Arena PVP is a card game from Feerik Games. You have to gather the heroes of different guilds on one arena and push them face to face in colorful card battles. The hostess of the arena, Amnesi, directs the battles. And she will not allow one of her fighters to stay away from the fight! In this game, you will discover a multifaceted system of characters and the skills they use, as well as the possibility of pumping them. Unlock new heroes, experiment with their abilities and select the best battle parties for winning battles.

Contents

  1. The main thing about the heroes
  2. Game Mode Guide
  3. Seals of Power Features
  4. Hero Effects Overview
  5. Guilds of Heroes
  6. Class Guide


Eredan Arena: The main thing about the heroes

Hero. The hero is one of the characters in the world of Eredan: adventurers, fabulous warriors and famous erudite creatures who work for the glory of their guilds. They are represented in the game Eredan Arena in cards.

Mythic version. If the hero has reached level 3 and fulfilled a number of conditions described on the hero’s statistics card, then for 12,000 crystals he can be transformed into a mythical version. In this case, the card itself acquires a golden color. Looks great.

but it has almost no practical use.

Attack and defense. At the beginning of each match, each player is either the attacker or the defender: this determines the turn order of the entire match. It is imperative for both players to optimize their choices based on their skill set and any possible bonuses their cards have. The procedure is as follows:

Some cards may have an additional bonus based on one of these positions. Try to optimize these bonuses, they can really help you achieve the desired victory!

Eredan Arena: Game Mode Guide

There are 3 game modes in Eredan Arena: Casual, Training and Survival.

Normal mode. A mode in which you play against other players with a deck that you make from your own cards. Winning in this mode, the player receives rating points, losing - loses. Based on the number of rating points earned, the player’s League and his place in it are determined. The rank of players in the League depends on their games. The ranking is determined by the Ranking System, which takes into account every match you play and places you in a league that matches your skill.

There are 5 Leagues in the game, namely: Bronze, Silver, Gold, Champions, Masters. The Masters League is the most prestigious, designed only for the top 100 players. The rest of the Leagues are designed for a larger number of players and each League is divided into parallel Divisions. Each Division is designed for 100 players in order to distribute all players into equal groups. The goal is that each player can compete at their own level by setting reasonable goals for themselves, rather than getting lost in an endless ranking list.

Workout. A mode that differs from the normal mode only in that the player does not gain or lose rating points in it. In this mode, you can try new decks and strategies.

Survival. In this mode, you will need to choose a hero from two proposed ones. Then another one... And another until you have a full team of 5 heroes. Each win will move you higher up the reward ladder in the current cycle. You have only 3 lives, after the third defeat you will be thrown out and blocked for a while. Then you can choose a new team and continue your progress in the current cycle.

Survival Mode is the only way to get Colossi (and now new guild fighters). In addition, Ex cards can be obtained in this mode, allowing you to promote them without buying Ex card packs. All rewards are distributed at the end of each cycle in a "pack". In Survival mode, you can drop absolutely any cards among the offer, except for the Colossi mentioned above. Choose wisely, because the rewards for "survivors" are really good.

Eredan Arena: Seals of Power Features

Concept. Collect the seals and apply them to the hero to change his appearance and expand his abilities. Each seal provides different bonuses to your card. The indicated bonus is permanent (unless you decide to change the seal, the current one will disappear).

How to unlock the seal? In order to unlock the power of the seal, you need to collect 200 copies. You can do this in the following ways:

  1. You can find several seals as a normal reward in chests;
  2. You can request specific seals from your clanmates using the appropriate application;
  3. You can purchase a fixed number of seals with crystals.

Types of seals. Prints are:

Eredan Arena: Hero Effects Overview

Damage increase. A buff that increases the damage dealt by the character. In the English version - DMG +. Increases the damage of each attack dealt by a character with this effect (except, of course, pure damage). Accordingly, it is more suitable (and most often found with them) for characters that inflict many attacks with little damage (like Vanalys Ex or Vaerzar).

spikes. Positive effect, in the English version - Thorn. The essence of the effect is that the enemy, attacking a character with this effect, himself receives damage equal to the value of the effect.

Backstab. One of the ways to deal damage to the enemy, effective against characters who rely on their strength indicator. When inflicting damage to an enemy with Backstab, the hero reduces his strength by half the damage dealt. For example, Backstab 300 will reduce the opponent’s strength by 150.

These calculations take into account the number indicated in the ability on the hero card. For example, if a hero with Backstab 150 deals 270 damage (due to increased damage), the opponent’s strength will decrease by 75. Even if Backstab does not deal damage (shield interferes, hero’s damage is reduced, etc.), he still also reduces the strength of the enemy.

Shield. A buff that allows you to avoid taking damage. The shield absorbs the damage that the hero should have taken. The amount of damage absorbed depends on the size of the Shield (the number next to the Shield ability). It should be noted that buffs based on damage (such as Blessing, Rage, Thorns, etc.) will not work if the attack is completely absorbed by the Shield (damage to the Shield does not count as damage to the hero).

Blessing. Each time the hero affected by this effect deals damage, they are healed by the specified amount. The effect is cumulative.

Rage. Increases the Strength of the hero with this effect by the indicated amount each time that hero deals damage. The power of a hero with this effect increases only if damage has been dealt. If the damage was absorbed by some sort of defensive effect such as Shield or Fortitude, Strength will not be increased.

Cleansing. Removes half the value of a random debuff from the hero who uses this skill. That is, in fact, this ability randomly selects one of the negative effects already imposed on the hero and reduces its value by half.

Stench. Decreases the opponent’s Strength by the indicated value each time the hero with the effect uses an ability. Due to its mechanics, the effect synergizes well with an ability such as Gaze of Death.

The gaze of death. An ability that is not seen very often due to its rather specific mechanics. When using this skill, the character inflicts damage to the enemy, the value of which is equal to: the indicator of the Gaze of Death minus the strength of the enemy. That is, the lower the opponent’s Strength, the more damage the ability will deal. That is why it goes well with effects such as:

Healing. An ability that allows heroes to "remove" some of the damage they have received. The Eclipse debuff blocks the effect of using the Heal ability. How many times using Heal can block an Eclipse depends on the Eclipse’s stat. Moreover, with each blocking, the Eclipse indicator decreases by 1.

Berserk. Increases the Strength of the hero with this effect by the specified amount each time they take damage. A Hero with this effect will only increase their Strength if damage has been dealt. If the damage was absorbed by some kind of defensive effect such as Shield or Fortitude, Strength will not be increased.

Ice ability. The ability, the effectiveness of which directly depends on the indicator of the Frost effect on the enemy. These are special skills that are enhanced by the Frost effect. Each time an ice ability is used, 1 frost effect remains on the enemy. The power of this ability is increased by 10% (0.1) for each Frost effect on the opponent. Mechanically, these abilities synergize well with skills like Ice and Frostbite.

Frostbite . Each time the enemy uses an ability, they gain 1 Frost effect and take the indicated amount of permanent damage. When using this ability, an effect with the corresponding name is applied to the enemy. The effect is cumulative, while its indicator increases.

Counter attack. When a character with this effect takes damage with Swords, they respond by dealing damage equal to their Strength score. After each trigger, 1 Strike Back effect disappears. Accordingly, if the character is damaged by swords several times, he will retaliate as many times as the number of Strike Back effects he has. The effects of the retaliatory strike are cumulative.

Kara. An ability designed to take revenge on heroes with a high Strength score. Its indicator determines its power (that is, "Kara 2" will deal damage, the value of which is equal to the strength of the enemy x2).

Fire damage. A type of damage that is used quite often by any classes and races. In the English version - Fireball. During attacks of this type, the negative effect Burn is applied to the enemy. All subsequent damage from such a character will be reduced by (Amount of Fire Damage dealt x 0.1). You need to understand that when calculating the strength of the applied negative effect Burn, the Fire damage specified in the hero’s ability is taken into account, and not the actual damage dealt.

Electrical damage. A powerful ability that deals the specified amount of damage. In addition, Thunder Strike is applied to the opponent. All subsequent damage to the character will be increased by an amount equal to (amount of Shock damage dealt / 10). It should be understood that when calculating the indicator of the imposed negative effect of Thunder, the indicator of the ability Electricity is taken into account, and not the actual damage dealt.

Evasion. A buff most commonly used by Marauders. With this effect on a hero, the next damage they take will be halved (excluding pure damage). Each hit whose damage is reduced consumes 1 dodge effect.

Persistence. A positive effect, primarily common among nomads. Reduces all damage taken by a hero with this effect by the indicated amount. Pure damage is, of course, unaffected by this effect.

Scarab. A positive effect, primarily common among nomads. Converts the next damage dealt to a character with this effect into Healing.

Eclipse. A positive effect, primarily common among nomads. Blocks the enemy’s ability to heal. Every time you successfully block 1 healing, Eclipse’s effect ends.

Aura of Evasion. Guild Unique Ability United with stones. Increases all Evasion effects on your team by the specified amount. Auras of the Ones with stones increase a certain effect applied by any member of your team during the battle. As such, their effect does not increase Seal bonuses. The auras of the Ones with stones cannot be destroyed or copied.

Damage aura. Guild Unique Ability United with stones. Increases all Damage Up effects on your team by the specified amount. Auras of the Ones with stones increase a certain effect applied by any member of your team during the battle. As such, their effect does not increase Seal bonuses. Auras of Ones with stones cannot be destroyed or copied.

Eredan Arena: Guilds of Heroes

In total, there are 13 guilds in Eredan Arena. Some Heroes have abilities in their arsenal, the indicators of which may vary depending on the presence of opponents / allies of a particular guild "on the playing table".

Avalonians. Led by the mighty King Aez and his beloved Queen Aelide, the small Kingdom of Avalonia stands firm against any threat. The Avalonians never give up: the harder the fights, the stronger they get.

Kotoba. The banner of Kotoba united the strongest fighters of the Xzia Empire, an ancient kingdom built on a single belief: the Force can help conquer everything. Every Kotoba hero is absolutely and completely dedicated to this faith.

Nehantists. In the bowels of Guem, a nightmarish, infernal army has found refuge, led by none other than the Dark Lord Nehant, the sworn enemy of all life. These hellspawn specialize in setting enemies on fire and making them unable to fight back.

Noz’Dingard Envoys. The Noz’Dingard Envoys are represented by mages and magical creatures. They have a very large set of skills in their arsenal, which come in handy in Eredan Arena.

Sap hearth. The Sap hearth guild is made up of heroes with a strong connection to nature and an iron will enough to protect the World Tree. They fight tirelessly and are gifted with incredible healing abilities.

Tempus. The Tempus is a closed society of mysterious spellcasters who control the flow of space and time. These are highly strategic heroes who specialize in taking control of the match and turning their opponents’ tactics against them.

Zil Warrior. Zil Warrior are the most eccentric and unstable guys you will ever meet. Extremely aggressive and unpredictable, they strive to tear you to shreds or scare you to the bone.

United with stones. One with the Stones - Mighty warriors whose presence is powerful enough to create a special bond within their team, passively increasing certain effects.

Winter Tribes. The Winter Tribes thrive in the far north, a harsh place where bitter cold takes many lives. But some were able to survive and fully accept the Ice essence of these lands, reaching new peaks of power.

Mercenaries. Mercenaries do not belong to any of the existing guilds. They don’t have any unique traits or themes, but they are very powerful heroes that can sometimes team up with other guilds.

Sand nomads. Nomads inhabit the ruthless southern lands of Guem, where the Desert dictates its own laws of survival. These harsh living conditions eventually turned the Nomads into excellent fighters, blessed with a belief in many gods.

Pirates. Sailing the seas of Guem, these thugs are dangerous because they act like they have nothing to lose. They specialize in crushing their opponents with lightning bolts and powder keg explosions.

Runic Legion. The outlying region of Tantad became home to the greatest army the Guem lands have known: the Rune Legion. They are strong, resilient and proud, and the Legion’s combat prowess is second to none.

Eredan Arena: Class Guide

There are 8 card classes in Eredan Arena in total. Some Heroes have abilities in their arsenal, the indicators of which may vary depending on the presence of opponents / allies of a particular class "on the playing table".

Bard. Bards are special spellcasters that change the opponent’s effectiveness. They have no power, which forces them to rely solely on skills. Characteristic abilities: changing the opponent’s dice; damage boosted by enemy dice.

Berserk. Berserkers are bloodthirsty fighters who usually forgo all defense and crush their opponents with brute force. They have a rather versatile style, which allows them to use the same abilities that Warriors and Marauders use. Character Abilities: Berserk, Rage, Strength Gain, Evasion, Ice Abilities, Frostbite.

Warriors. Warriors are tough duelists who specialize in dealing a lot of damage in a few hits. In addition, they have improved defensive qualities due to Shields and prefer Swords to other dice. Featured Skills: Shields, Retaliation, Rage, Strength Gain, Strikes 600+.

Priest. Priests are adaptable spellcasters with an emphasis on defense. With their healing and cleansing powers, they punish anyone who poses a threat to them. Attribute Skills: Pure Damage, Cleanse, Heal, Smite, Bless.

Colossus. Colossi are ancient creatures the size of entire cities. Be it Dragons or Titans, they are truly legendary. Their play style is especially focused on their Guild. Signature Abilities: Very high base Strength, guild-based abilities, inspire.

Mag. Mages are powerful spellcasters who use the power of the elements to crush their enemies. Swords in most cases are detrimental to their game. Attribute Skills: Fireballs, Electricity, True Damage, Damage Up, Spell Breaker.

Marauder. Marauders are cunning, cunning fighters who rely on evasive maneuvers and dealing damage with multiple hits. Very aggressive, they put everything on exploiting the enemy’s weak points. Character abilities: evasion, critical strike, backstab, berserk.

Unknown class. Unknown Class The class is usually reserved for special event heroes or Mercenaries. It has no distinguishing features.

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