Fortis Colosseum

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Fortis Colosseum
Released20 March 2024 (Update)
TypeMinigame
MembersYes
LocationCivitas illa Fortis
League regionVarlamore Varlamore
Participants1
MusicAre 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

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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:

Lobby area

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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

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Enemies

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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 Defence Magic 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

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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

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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

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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

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The following money making guides are available for Fortis Colosseum:

MethodHourly profitSkills
Completing the Fortis Colosseum (Wave 1)1,494,135
Completing the Fortis Colosseum (Wave 12)11,037,492
  • Attack 95+ , Strength 95+ , Defence 90+ , Hitpoints 95+ , Ranged 90+ recommended
  • Magic 94+
  • Prayer 77+ recommended
  • Rewards

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    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:

    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

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    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

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    There are 13 Combat Achievement tasks (totalling 67 points) available for Fortis Colosseum.

    NameDescriptionTypeTierComp%
    DeniedComplete Wave 7 without the Minotaur ever healing other enemies.Mechanical Elite (4 pts)10%
    FurballComplete Wave 4 without taking avoidable damage from a Manticore.Perfection Elite (4 pts)11.5%
    I was here first!Kill a Jaguar Warrior using a Claw-type weapon special attack.Mechanical Elite (4 pts)6.3%
    SportsmanshipDefeat Sol Heredit once.Kill Count Master (5 pts)8.8%
    One-offComplete Wave 11 with either 'Red Flag', 'Dynamic Duo', or 'Doom II' active.Mechanical Master (5 pts)5.8%
    Colosseum Speed-ChaserComplete the Colosseum with a total time of 28:00 or less.Speed Master (5 pts)2.9%
    ShowboatingDefeat Sol Heredit after using Fortis Salute to the north, east, south and west of the arena while he is below 10% hitpoints.Mechanical Master (5 pts)1.3%
    I Brought Mine TooDefeat Sol Heredit using only a Spear, Hasta or Halberd.Restriction Master (5 pts)2.1%
    Colosseum Grand ChampionDefeat Sol Heredit 10 times.Kill Count Grandmaster (6 pts)2.1%
    Slow Dancing in the SandDefeat Sol Heredit without running during the fight with him.Restriction Grandmaster (6 pts)1.3%
    Perfect FootworkDefeat Sol Heredit without taking any damage from his Spear, Shield, Grapple or Triple Attack.Perfection Grandmaster (6 pts)3%
    ReinforcementsDefeat Sol Heredit with "Bees II", "Quartet" and "Solarflare II" modifiers active.Mechanical Grandmaster (6 pts)1%
    Colosseum Speed-RunnerComplete the Colosseum with a total time of 24:00 or less.Speed Grandmaster (6 pts)1.7%
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    Areas

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    Changes

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    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)
    • The "Mantimayhem" modifier will no longer be offered as a choice upon choosing modifiers after wave 11, as no manticores spawn during the fight with Sol Heredit.
    • Sol Heredit will no longer damage players with his 'grab' attack after he runs out of hitpoints.
    • Bee Swarms are now more visible.
    17 April 2024
    (Update)
    • Combat Achievements have been added for the Fortis Colosseum.
    • Molten sand no longer deals damage between waves.
    10 April 2024
    (Update)

    A number of changes has been made to the Colosseum's modifiers:

    • Bees!:
      • The time between the Bee Swarm's movements has been increased from 7 ticks (4.2s) to 12 ticks (7.2s).
      • The respawn delay has been increased from 18 ticks (10.8s) to 50 ticks (30s).
    • Doom:
      • Doom is now a stackable modifier, now killing the player at 15, 10, or 5 stacks of doom depending on tier.
      • Self-damaging items will no longer apply doom.
      • Doom stacks are now removed at the end of a wave, rather than being permanent for a run.
    • Totemic:
      • The healing totem's respawn timer has been increased from 1 minute to 2 minutes.
      • The totem's healing has been reduced from 40% to 30% of the targeted NPC's health.
    • Self-damaging items will no longer drain prayer points if Blasphemy is active.
    • The Doom Scorpion has been removed, with a new modifier named Mantimayhem taking its place.
    • Myopia will now affect autocasted spells, though manually casting them is unaffected.
    • Relentless now ignores a percentage of the player's Defence level, with tier 3 being unchanged.

    In addition:

    • Unique drops are now available starting on the 3rd wave.
    • The following items have had their rates adjusted on the unique drop table:
    • Special attack energy no longer regenerates between waves in the Colosseum.
    3 April 2024
    (Update)
    27 March 2024
    (Update)
    • The description of the Doom modifier has been updated to state that any damage taken applies the debuff rather than damage taken that wasn't protected with prayer.
    • The description of the Myopia modifier was updated.

    Sources

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    Post Date
    Fortis Colosseum - First Look & Rewards 17 October 2023
    Poll Blog: Fortis Colosseum x Perilous Moons 3 November 2023
    Varlamore: Part One - Reward Changes 10 January 2024
    Varlamore: Part One - Overview 20 January 2024

    Trivia

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    A player dying to the Doom modifier.
    • 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

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    1. ^ "Grand Museum". Old School RuneScape. "In the early days of the kingdom, criminals were sacrificed to Ralos in a temple atop the Fortis Cliffs. However, King Maximus ordered the destruction of this temple, insisting there was no place for human sacrifice in Varlamore."
    2. ^ Ueman, Teoki of Ralos. Old School RuneScape. "This is more than just a place of spectacle. You stand in one of the holiest sites in all of Varlamore. Each drop of blood spilt here is a glorious offering to Ralos. It is these offerings that sustain him. Without them, he will not have the strength to light our way."
    3. ^ Minimus. Old School RuneScape. "I started out competing here as a gladiator when I was a young'n. After that I became one of the lanistas. [Player: Lanistas?] The ones responsible for overseeing the selecting and training of the gladiators."
    4. ^ Drop rates are estimated based on 6,882 samples from the Drop Rate Project, unless otherwise cited.
    5. ^