Fortis Colosseum
| Fortis Colosseum | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Released | 20 March 2024 (Update) | ||||||||||||||||||
| Type | Minigame | ||||||||||||||||||
| Members | Yes | ||||||||||||||||||
| Location | Civitas illa Fortis | ||||||||||||||||||
| League region | |||||||||||||||||||
| Participants | 1 | ||||||||||||||||||
| Music | Are You Not Entertained? | ||||||||||||||||||
| Map | |||||||||||||||||||
The Fortis Colosseum is a large stadium found on the cliffs east of Civitas illa Fortis. Here, players can take on up to twelve waves of opponents, culminating with the final wave against Sol Heredit. Enemies will spawn in similarly to the TzHaar Fight Caves and Inferno, though additional enemies will also spawn in during the wave.
The Fortis Cliffs were once home to a great temple, where convicts were taken to be sacrificed upon an altar in the name of Ralos. Sometime after King Maximus Tullus ascended the throne, he ordered the temple to be destroyed, claiming the kingdom would no longer tolerate human sacrifices.[1] In its place, he had the Fortis Colosseum built, where warriors gather and battle for glory, with the blood spilled in battle symbolising an offering to Ralos.[2] As such, the Colosseum is overseen by one of the seven Teoki of Ralos. Meanwhile, the fighters are chosen by elite warriors known as the Lanistas.[3]
Transportation
[edit | edit source]As with all of Varlamore, the Fortis Colosseum requires completion of the quest Children of the Sun. There are three main methods for travelling to the Fortis Colosseum. These options, ordered from fast to slow, are:
- Players can use the ring of dueling teleport to Fortis Colosseum. (requires 12,000 glory)
- Players can take a Quetzal to Fortis Colosseum and walk east.
- Players can use the Civitas illa Fortis Teleport requiring 54 Magic and completion of Twilight's Promise and walk south-east.
- Players can charter a ship to Civitas illa Fortis and walk south-east.
Lobby area
[edit | edit source]Upon entering the Colosseum, players will arrive at a lobby area under the Colosseum itself, where they can enter the arena and begin the minigame by initially speaking to Minimus, the Colosseum Master. A bank chest south of the arena's entrance can be accessed by players who have obtained at least 2,000 glory; Gloria, who is found by the Colosseum scoreboard, will introduce players to the glory system.
The area is also filled with gladiators and guards. At the eastern side, players can find Ueman, Teoki of Ralos and Seia, Teoki of Ranul, who manage the religious aspects of the Colosseum.
Gameplay
[edit | edit source]Enemies
[edit | edit source]Like the TzHaar Fight Caves and Inferno, players will face various enemies as they progress through the waves and their spawn locations are completely random. If the player does not complete a wave within 40 seconds, additional enemy reinforcements will arrive from either the north or south gates, depending on which one they are closest to.
As with the Fight Caves and Inferno, new enemies are introduced at specific waves. This occurs whenever there are two javelin colossi present, with such occurrences happening at waves 3, 6, 8 and 10; the first instance introduces a manticore, while the second instance introduces a shockwave colossi instead.
There are 11 waves of regular enemies before facing the final boss.
| Lvl | Image | Name
(Colloq.) |
HP | Attack(s) | Max Hit | Notes | ||
|---|---|---|---|---|---|---|---|---|
| 103 | Fremennik warband berserker
("Berserker") |
48 | 80 | 110 | Melee (Stab) | 29 | Part of the Fremennik warband trio, guaranteed to spawn in every wave except for wave 12. Has smart pathing and runs to where the player currently is. Hitting with magic attacks will always result in a max hit. | |
| 104 | Fremennik warband archer
("Archer") |
50 | 80 | 110 | Ranged | 14 | Part of the Fremennik warband trio, guaranteed to spawn in every wave except for wave 12. Has smart pathing and runs to where the player currently is. Hitting with melee attacks will always result in a max hit. | |
| 104 | Fremennik warband seer
("Seer") |
50 | 80 | 110 | Magic | 12 | Part of the Fremennik warband trio, guaranteed to spawn in every wave except for wave 12. Has smart pathing and runs to where the player currently is. Hitting with ranged attacks will always result in a max hit. | |
| 161 | Serpent shaman
("Mager/Shaman") |
125 | 90 | 220 | Magic | 28 | Can only attack with mage. Spawns primarily in the early waves. One spawns in with reinforcements on waves 4-6 and waves 10 and 11. | |
| 234 | Jaguar warrior
("Furry") |
125 | 125 | 100 | Melee (Slash) | 47 (x3) | Only appears with reinforcements on waves 1-6. Always attacks three times on a five tick cycle. | |
| 278 | Javelin Colossus
("Ranger") |
220 | 190 | 225 | Ranged, Ground-targeted attack | 48 | Uses ranged attacks. Every fifth attack is replaced with a javelin launched into the air that will land on whatever spot the player is currently standing, and this attack ignores prayer. If the Reentry handicap is active, the javelin special attack leaves behind a pool of molten sand. | |
| 320 | Manticore
("Manti") |
250 | 250 | 300 | Melee (Projectile), Ranged, Magic | 31(Melee)
36(Ranged) 31(Magic) |
Lines up a series of three projectile attacks including a melee, range, and mage attack. All three fire in rapid succession. They must charge up the barrage before they can launch it. The final projectile will always be melee, unless the Mantimayhem III handicap is active. They are also capable of inflicting venom if the Mantimayhem II handicap is active. | |
| 239 | Shockwave Colossus ("Mager") | 125 | 150 | 350 | Magic | 56 | Can only use a simple mage attack. Has low hp, but hits the hardest of the enemies that can attack from a distance. | |
| 318 | Minotaur ("Mino") | 225 | 190 | 250 | Melee (Crush) | 74 | Has the highest single max hit of all the enemies in the Colosseum. If not in melee range of the player, it will attempt to heal other wounded enemies to full. Easily safespotted, unless the Red Flag handicap is active, which will give it smart pathing. |
Modifiers
[edit | edit source]Before progressing to the next wave, players must choose one of three modifiers that will make subsequent waves harder to clear, for example by reducing the player's maximum Hitpoints, strengthening their opponents, or adding additional hazards to the arena. The modifiers offered are randomised and will persist for all subsequent waves of that run. Most modifiers have up to three levels that add further difficulty.
The modifiers include:
- Bees! (3 levels): A Bee Swarm slowly chases the player, dealing high frequent damage upon contact. It can be killed in one hit, but it will respawn. Higher levels add more swarms.
- Blasphemy (3 levels): Prayer points are drained upon taking damage. Higher levels drain more.
- Doom (3 levels): When damage is taken, a stack of Doom is gained, and when too many are accumulated, the player is killed. Stacks are reset between waves. Higher levels decrease the number of stacks allowed.
- Dynamic Duo: Shockwave Colossi spawn in pairs.
- Frailty (3 levels): Player's base Hitpoints are reduced and overhealing disabled. Higher levels reduce Hitpoints by higher amounts.
- Mantimayhem (3 levels): Manticores attack twice per orb, dealing effectively double damage without correct protection prayers. Higher levels make the attacks venomous if not protected against, and allow any order of attack sequences.
- Myopia (3 levels): Player's attack range is reduced. Higher levels reduce attack range further.
- Reentry (3 levels): Javelins launched by Javelin Colossi leave a pool of molten sand where it lands. Higher levels make this permanent across waves and also melt certain tiles next to the target.
- Red Flag: Minotaurs gain the ability to routefind, allowing it to move around obstacles.
- Relentless (3 levels): Enemy attacks bypass player's Defence more effectively and increase their max hits. Higher levels cause Defence to be further or fully ignored and max hit increased further.
- Solarflare (3 levels): Pillars are orbited by an orb that damages the player on contact. Higher levels increase its speed and make it deal more damage and potentially disable prayers.
- Quartet: An extra Fremennik Warbander spawns every wave.
- Totemic: When enemies are damaged enough, a healing totem will appear near them, healing them until destroyed.
- Volatility (3 levels): Enemies explode upon death, dealing damage if caught in it. Higher levels increase the radius and leave behind a pool of molten sand.
Loot and death
[edit | edit source]If the player dies in the Colosseum they will respawn in the lobby area along with their grave rather than their normal respawn point. Players will have their reclamation fee reduced by 75% (up to 125,000) until they have completed 100 waves, after which the standard death cost will apply. This also includes runs where the player completed waves but died.
Alternatively, players can choose to end their Colosseum run and collect the loot they've earned to that point, with each wave adding an extra reward and the quality thereof increasing on later waves. This can only be done between waves: dying, logging out (which is considered a death), or teleporting out will cause it to be forfeited.
Final boss
[edit | edit source]
On the 12th and final wave, Sol Heredit will leap down from his throne and into the arena to battle the player. At the same time, a group of unarmoured gladiators will close off the centre of the arena, limiting the amount of space to a 16x16 area (with four tiles jutting out from the corners). He is primarily weak to slash, and uses two different types of AoE melee attacks, each of which have two distinct patterns.
These melee attacks are unaffected by Protect from Melee, but each pattern has a specific set of tiles that can be stood on to avoid taking damage from his attacks. As his health lowers to specific intervals, Sol Heredit will begin limiting the amount of space available to move in with beams of light, while also summoning a yellow crystal that will periodically stop and charge up a beam that deals massive damage if the player makes contact with it.
After falling below 90% of his health, he will begin to utilise special attacks, such as a three-hit melee combo that deals massive damage and disables overhead protection prayers, though it can be blocked on a perfect tick. He will also attempt to grapple the player, targeting a specific equipment slot that deals massive damage and puts it into the player's inventory if not blocked in time.
When Sol Heredit reaches ~150 hitpoints, he will enter an enrage phase, quickly engulfing the arena with beams of light until slain, making it important to kill him before too much of the arena becomes unusable. Once he is slain, the ground hazards subside and the reward chest appears.
Money making
[edit | edit source]The following money making guides are available for Fortis Colosseum:
| Method | Hourly profit | Skills |
|---|---|---|
| Completing the Fortis Colosseum (Wave 1) | 1,494,135 |
|
| Completing the Fortis Colosseum (Wave 12) | 11,037,492 |
|
Rewards
[edit | edit source]| Ralos has smiled upon you... | |
|
Music that plays when defeating Sol Heredit.
| |
Before starting a wave, an interface will appear indicating the loot from the current wave and loot from the upcoming wave. Players may choose to either continue and risk their rewards or end the run and claim all of their hard-won spoils. If the player dies, teleports out during a wave, or logs out, all accumulated loot will be lost. Ending a run or defeating Sol Heredit in wave 12 will result in a rewards chest appearing in the centre part of the arena where rewards can be claimed. Minimus can be found beside the chest to allow players to exit the arena.
Unique rewards can be obtained from wave 4 onwards. Every wave after that has a progressively higher chance of awarding unique items. Unique rewards from the chest include:
- Pieces of the Sunfire fanatic armour:
Dizana's quiver, guaranteed by beating the Colosseum
Tonalztics of ralos (only obtainable from wave 7 onwards)
Echo crystal, which can be combined with guardian boots to create echo boots
Smol heredit, the boss pet of Sol Heredit, obtained by beating the Colosseum
Sunfire splinters are also a common drop obtainable in addition to the above. They can be used to charge Dizana's quiver and the Tonalztics of Ralos. They are also used to create sunfire runes, searing pages, and sunfire wine.
Players can choose to exchange the Dizana's quiver with Minimus for an additional 1/200 chance to receive the Smol heredit pet[4] or for 4,000 sunfire splinters. Players who already have the pet will not be offered the option to gamble quivers for the pet, but can still exchange them for sunfire splinters.
Glory
[edit | edit source]Every time the player completes a wave, they will earn Glory, in which the amount gained is dependent on the player's performance – damage taken, time spent, errors made, and types of modifiers selected. A player's Glory does not accumulate like a currency, only their personal best matters.
Gaining more Glory also gives various benefits outside the Colosseum, where citizens may reward you based on how much has been earned:
| Title | Glory required | Reward |
|---|---|---|
| Brawler | 2,000 | Ability to use the bank chest inside the Colosseum lobby |
| Challenger | 5,000 | Ability to set Civitas illa Fortis as a respawn point |
| Gladiator | 8,000 | Oriana will purchase valuables for 65 coins each |
| Hero | 12,000 | Ability to teleport to the Colosseum via the ring of dueling |
| Champion | 16,000 | The herb patch in Outer Fortis will always be disease-free |
| Grand Champion | 20,000 | Ability to perform the Fortis Salute emote |
Combat Achievements
[edit | edit source]There are 13 Combat Achievement tasks (totalling 67 points) available for Fortis Colosseum.
| Name | Description | Type | Tier | Comp% |
|---|---|---|---|---|
| Denied | Complete Wave 7 without the Minotaur ever healing other enemies. | Mechanical | 10% | |
| Furball | Complete Wave 4 without taking avoidable damage from a Manticore. | Perfection | 11.5% | |
| I was here first! | Kill a Jaguar Warrior using a Claw-type weapon special attack. | Mechanical | 6.3% | |
| Sportsmanship | Defeat Sol Heredit once. | Kill Count | 8.8% | |
| One-off | Complete Wave 11 with either 'Red Flag', 'Dynamic Duo', or 'Doom II' active. | Mechanical | 5.8% | |
| Colosseum Speed-Chaser | Complete the Colosseum with a total time of 28:00 or less. | Speed | 2.9% | |
| Showboating | Defeat Sol Heredit after using Fortis Salute to the north, east, south and west of the arena while he is below 10% hitpoints. | Mechanical | 1.3% | |
| I Brought Mine Too | Defeat Sol Heredit using only a Spear, Hasta or Halberd. | Restriction | 2.1% | |
| Colosseum Grand Champion | Defeat Sol Heredit 10 times. | Kill Count | 2.1% | |
| Slow Dancing in the Sand | Defeat Sol Heredit without running during the fight with him. | Restriction | 1.3% | |
| Perfect Footwork | Defeat Sol Heredit without taking any damage from his Spear, Shield, Grapple or Triple Attack. | Perfection | 3% | |
| Reinforcements | Defeat Sol Heredit with "Bees II", "Quartet" and "Solarflare II" modifiers active. | Mechanical | 1% | |
| Colosseum Speed-Runner | Complete the Colosseum with a total time of 24:00 or less. | Speed | 1.7% |
Gallery
[edit | edit source]Areas
[edit | edit source]-
View of the arena from the outside
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Concept art of the entrance, by Mod Jerv.
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Concept art of the underground level, by Mod Jerv.
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Concept art of the arena, by Mod Jerv.
NPCs
[edit | edit source]-
Concept art of the Doom Scorpion, by Mod Jerv.
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Concept art of the gladiators, by Mod Grub.
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Concept art of the Fremennik warband by Mod Grub. It appears to show a scrapped warband druid, as well as scrapped gendered variants.
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Concept art of the jaguar warrior and serpent shaman, by Mod Grub.
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Concept art of the shockwave and javelin colossi, by Mod Grub.
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Concept art of the manticore, by Mod Jerv.
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Concept art of the minotaur, by Mod Grub.
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Concept art of Sol Heredit, by Mod Grub.
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Concept art of a scrapped NPC by Mod Grub, made up of a group of people who can transform into the testudo formation.
Changes
[edit | edit source]| Date | Changes |
|---|---|
| 10 September 2025 (Update) |
A clan chat broadcast is now sent when valuable loot is claimed from the Fortis Colosseum. |
| 16 April 2025 (Update) |
The description of the Mantimayhem II modifier was updated to include a missing word. |
| 5 February 2025 (Update) |
Healing totems once again respect the player's attack delay. |
| 26 June 2024 (Update) |
All Colosseum NPCs and their shadows have improved clickboxes. |
| 5 June 2024 (Update) |
The fremennik warband berserker's hitpoints has been reduced from 50 to 48. |
| 15 May 2024 (Update) |
Certain tiles in the arena will no longer block players from walking on them. |
| 24 April 2024 (Update) |
|
| 17 April 2024 (Update) |
|
| 10 April 2024 (Update) |
A number of changes has been made to the Colosseum's modifiers:
In addition:
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| 3 April 2024 (Update) |
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| 27 March 2024 (Update) |
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Sources
[edit | edit source]Trivia
[edit | edit source]
- Carrying on the Civitas illa Fortis references to Rome, the Fortis Colosseum is based upon the Roman Colosseum, where gladiators and convicts would fight one another and wild animals during the imperial era.
- Roughly 36 hours after release, players had reclaimed items from their graves totaling 52,673,267,112, with Sol Heredit being killed 101 times and 1,178,295 waves completed.[5]
- Within a week of release, players had reclaimed items from their graves totaling 155,591,568,214, with Sol Heredit being killed 5,763 times and 5,067,964 waves completed.
- The icons for several modifiers resemble Maya logograms (glyphs that represent whole words):
- The icon for Relentless resembles the glyph b'alam, meaning jaguar.
- The icon for Reentry resembles the glyph k'uk', meaning quetzal.
- The icon for Dynamic Duo resembles the glyph kawak, the 19th day of the tzolk'in calendar.
- The icon for Quartet resembles the glyph ek', meaning star.
- The icon for Frailty resembles the glyph tz'i'/ok, meaning dog.
- Dying to the Doom modifier uses a unique death animation, where the player dissolves into a puddle of acid.
References
[edit | edit source]| NPCs | |||||||
|---|---|---|---|---|---|---|---|
| Monsters | |||||||
| Rewards |
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| Related | |||||||
| Aldarin | |
|---|---|
| Auburn Valley | |
| Avium Savannah | |
| Civitas illa Fortis | |
| Hailstorm Mountains | |
| Tlati Rainforest | |
| Other areas | |











