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Raise A Champion stages: starting arena and clear rewards

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Start with Arena 1, understand its numbered stages, and see how victories award levels and money before you tackle harder chapter fights.

Head to Arena 1 after completing the tutorial. It is the available starting destination in the November 2026 new-character example. Clearing its early stages gives you a victory, character levels and in-game money, then you move to the next numbered stage in the same chapter.

Arenas are the destinations in the selection area; stages are the numbered fights inside an arena. In Arena 1's Chapter 1, early progression goes through Stage 1, Stage 2 and Stage 3, with later fighting reaching Stage 5.

Finding your starting arena

In the arena selection area, look for the open Arena 1 entrance and your own named arena. The starting character's arena carries their name, providing a useful way to recognize where to enter and begin fighting.

The following arena labels are examples, rather than a complete arena list. Their starting access is described for the November 2026 fresh post-tutorial character; seeing an arena's name does not mean you can enter it.

Arena labelStarting access
Arena 1Open; the starting destination for your first fights.
Arena 3Closed for this character.
Arena 6Visible label; its presence alone does not establish access.
XNX ArenaClosed for this character.

What clearing a stage gives you

A successful early stage ends with a victory, alongside character level gains and money. You then continue to the next numbered stage within the chapter: the early example moves from a Stage 1 victory into Stage 2, then onward to Stage 3.

For a concrete reward example, one Stage 2 clear brought the character to level 6, with roughly 2,700 in money reported afterward. That is an example of an early clear's result, rather than a fixed payout to expect from every stage. Later early-chapter progression brought the character to around level 8.

The useful relationship is that fighting stages also develops your character: a win provides rewards while moving you toward the chapter's harder encounters. For more detail on that side of progression, see the leveling guide.

What happens during Arena 1 stages

Early Arena 1 combat consists of close-range fights against waves of enemies. A round can finish with a stronger opponent: Stage 2, for example, ends with a sword-wielding monster. A tough boss also appears later in the chapter, so reaching another numbered stage does not mean the next fight will feel like the previous one.

Auto-combat can handle early encounters, and attack boosters can be activated during a fight. One suggested use is to activate a booster when an enemy's health is low to help finish the encounter. That timing is a suggestion, rather than a required condition for winning. The auto-battle guide covers that combat option separately.

Why later stages can stop an early run

Later Chapter 1 enemies attack faster and land repeated hits, while the boss presents a tougher fight. In the early-character example, auto-combat was enough for initial victories, but the character struggled with a later boss at roughly level 8–9 and returned to the map.

That level is an example of where one character struggled, not a stated entry requirement or a guaranteed clear threshold. It also distinguishes two different situations: an arena can be closed in the selection area, while a fight inside an accessible arena can simply be too difficult for your current character. Early auto-combat victories do not guarantee that it will carry the rest of the chapter.