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''See also:'' [[Colosseum]]
{{Related|Colosseum|Colosseum Arena|Colosseum Bosses}}
{{Quest Summary
|              Level = 80
|  Recommended Level =
|          Quest Type = Locked Fellowship
|        Starts With =
|          Starts At = [[Colosseum]]
|              Route = [[Yanshi]] to 11.3S, 37.6E
|        Repeat Timer = 1 Hour
|    Time to Complete = 1 Hour
|          Contracts = [[Contract for Colosseum]]
}}
== Overview ==
The most important thing any group will need for a successful colosseum run is a group of 9 players who can work well together and follow directions. There are no set rules to beating the colosseum.


== General ==
== Walkthrough & Notes ==
# Exchange five MMDs or one tier 1/2 rare gem for a {{Itemlink|Colosseum Ticket}} from the [[Colosseum Ticket Vendor]].
# Hand the ticket to the Master Arbitrator to flag the fellowship to enter the arena.
# Enter the Advanced Colosseum arena using the door to the right of the Master Arbitrator.
# Progress through as many rooms of the arena as you can in 1 hour. See player guides below on how to beat each of the rooms of the Colosseum.
# {{Warning}} You must use the exit door to have completed a room. For example, killing the spawn in room 10 then using the door and entering room 11 counts as having beaten 10.
# Once your timer is up, speak to the Master Arbitrator to receive your rewards.
# If you completed all 18 rooms, you will receive a key to the Colosseum Vault that contains Tier 7 [[Loot]] and a random Empyrean Ring.
#* {{Optional}} You can turn in unwanted rings to the Arbitrator for additional [[#Rewards|rewards]].


The most important thing any group will need for a successful colosseum run is a group of 9 players who can work well together and follow directions. There are no set rules to beating the colosseum. This walkthrough is intended as a guide only. How your group succeeds is largely up to you.
;Player Guides
* [[Atarax's Colosseum Walkthrough]] (Non-PK)
* [[Kromwell's Colosseum Walkthrough]] (Non-PK)
* [[Tlosk's Colosseum Walkthrough]] (Non-PK) (In Progress)
* [[SusieQue's Colo Guide]]  (Non-PK) July, 2010
* [[Buffslave II and Azura's Colosseum Guide]] (PK / Darktide)
* [[Kronik's Colosseum Guide]] (Non-PK) April 2011
* [[Shedao Shai's Colosseum Walkthrough - Standard Fellow]]
* [[Shedao Shai's Colosseum Walkthrough - All Melee/Archer]]


This is by no means the only way to beat the colosseum. This is one way of many. Every group or clan has their own preferred method.
== Dungeons & Maps ==
{{Dungeon Table
| Table Rows =
{{Dungeon Maps
|        Dungeon = Colosseum
|    Coordinates = 11.3S, 37.6E
|  Wiki Map File =
|      ACmaps ID =
}}
}}


=== Templates ===
== Rewards ==
=== Items ===
{|class="wikitable"
!Task
!Reward
|-
|Complete room 13
|{{Itemlink|Colosseum Coin}} (x1)
|-
|Complete room 14
|{{Itemlink|Colosseum Coin}} (x1)
|-
|Complete room 15
|{{Itemlink|Colosseum Coin}} (x2)
|-
|Complete room 16
|{{Itemlink|Colosseum Coin}} (x3)
|-
|Complete room 17
|{{Itemlink|Colosseum Coin}} (x4)
|-
|Complete room 18
|{{Itemlink|Colosseum Coin}} (x4){{Itemlink|Colosseum Vault Key}}
|-
|Hand in an Empyrean Ring
|{{Itemlink|Colosseum Coin}} (x2)
|}


Specific templates are needed for many aspects of the colosseum with mages being the most prevalent. All characters should be maxed out in there offensive and defensive skills and attributes. You have to be able to deal damage on some of AC’s toughest mobs while taking minimal damage.
{{Item Table|Caption=Random Rewards (Colosseum Vault)
| Blue Empyrean Ring
| Green Empyrean Ring
| Red Empyrean Ring
| Yellow Empyrean Ring
| White Empyrean Ring
}}


=== Level 5 - 165 ===
{{Rewards Table
|          Quest Task = Complete room 6
|        Max XP Reward = 500,000
|    Percent of Level = ??
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 7
|        Max XP Reward = ??
|    Percent of Level = 4
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 8
|        Max XP Reward = ??
|    Percent of Level = 6
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 9
|        Max XP Reward = ??
|    Percent of Level = 8
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 10
|        Max XP Reward = ??
|    Percent of Level = 10
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 11
|        Max XP Reward = ??
|    Percent of Level = 20
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 12
|        Max XP Reward = ??
|    Percent of Level = 30
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 13
|        Max XP Reward = ??
|    Percent of Level = 40
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 14
|        Max XP Reward = ??
|    Percent of Level = 50
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 15
|        Max XP Reward = ??
|    Percent of Level = 60
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 16
|        Max XP Reward = ??
|    Percent of Level = 65
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 17
|        Max XP Reward = ??
|    Percent of Level = 70
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Complete room 18
|        Max XP Reward = ??
|    Percent of Level = 70
|            Level Cap = 165
}}
{{Rewards Table
|          Quest Task = Hand in Empyrean Ring
|        Max XP Reward = 30
|    Percent of Level = Fixed
|            Level Cap = 165
}}


All templates can be useful in colosseum. There is literally something for everyone. The important part is assigning players to specific tasks that maximize their skills. Mages who can go racial are a definite bonus to the group and will make success easier.
=== Level 166+ ===
{{Rewards Table
|          Quest Task = Complete room 6
|        Max XP Reward = 500,000
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 7
|        Max XP Reward = 18,779,866
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 8
|        Max XP Reward = 28,169,799
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 9
|        Max XP Reward = 37,559,732
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 10
|        Max XP Reward = 46,949,665
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 11
|        Max XP Reward = 93,899,330
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 12
|        Max XP Reward = 140,848,995
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 13
|        Max XP Reward = 187,798,660
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 14
|        Max XP Reward = 234,748,325
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 15
|        Max XP Reward = 281,697,990
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 16
|        Max XP Reward = 305,172,823
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 17
|        Max XP Reward = 328,647,655
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Complete room 18
|        Max XP Reward = 328,647,655
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}
{{Rewards Table
|          Quest Task = Hand in Empyrean Ring
|        Max XP Reward = 140,000,000
|    Percent of Level = Fixed
|            Level Cap = Fixed
}}


=== Augmentations ===  
=== Titles ===
Augmentations are important. At a minimum all players should have 1:15 minute buffs and the no spell drop on death aug. Of course multiple augmentations will only make it easier.
{{Rewards Table
|        Title Reward = Gladiator
|          Quest Task = Complete room 6
}}
{{Rewards Table
|        Title Reward = Warrior of the Seventh Circle
|          Quest Task = Complete room 7
}}
{{Rewards Table
|        Title Reward = Survivalist
|          Quest Task = Complete room 8
}}
{{Rewards Table
|        Title Reward = Hostile Combatant
|          Quest Task = Complete room 9
}}
{{Rewards Table
|        Title Reward = Myrmidon
|          Quest Task = Complete room 10
}}
{{Rewards Table
|        Title Reward = Pit Fighter
|          Quest Task = Complete room 11
}}
{{Rewards Table
|        Title Reward = Ring Master
|          Quest Task = Complete room 12
}}
{{Rewards Table
|        Title Reward = Lord of the Arena
|          Quest Task = Complete room 13
}}
{{Rewards Table
|        Title Reward = Fearless
|          Quest Task = Complete room 14
}}
{{Rewards Table
|        Title Reward = Master Gladiator
|          Quest Task = Complete room 15
}}
{{Rewards Table
|        Title Reward = Colossus
|          Quest Task = Complete room 16
}}
{{Rewards Table
|        Title Reward = Titan
|          Quest Task = Complete room 17
}}
{{Rewards Table
|        Title Reward = Colosseum Champion
|          Quest Task = Complete room 18
}}


== Images ==
Click image for full size version.
<gallery widths=200px heights=200px perrow=3>
File:Master Arbitrator Live.jpg|Master Arbitrator
File:Advanced Colosseum Arena Live.jpg|Room 18-1 in the Advanced Colosseum Arena
</gallery>


=== Weapons ===
== Dialog ==
{{Dialog|
;Opening Dialog
|Master Arbitrator tells you, "Welcome to Colosseum! Colosseum begins. Enter the Colosseum. This is the time for challenge. Be strong, and you will be rewarded."
|Master Arbitrator tells you, "Here citizens from Habreous, Yalaini and Dericost match their skills against the greatest gladiators, warriors and mages in the Empire!"
|Master Arbitrator tells you, "If you wish to fight as a gladiator in the Arena I will require you to purchase a ticket from the Ticket Vendors over there. We do need to keep the place running don't we?"
|Master Arbitrator tells you, "Also, I warn you now. Prepare your fellowship ahead of time. Once you pay me you cannot change your registered group and only that group will be allowed into the Arena I assign you. After you enter the Arena you must wait one hour before recieving your reward. Our gladiators need time to rest between fights."


Weapons play a large role as well. All players should have max or near max tinked weapons in every variety.
;Beating the Advanced Colosseum (18 rooms)
|Master Arbitrator tells you, "Well done! I was greatly impressed with your performance in the arenas."
|Master Arbitrator tells you, "You shall be known to all as a "Colosseum Champion"!"
|Master Arbitrator tells you, "Take this knowledge and this Colosseum Vault Key as a reward for your accomplishments Champion."
|Master Arbitrator gives you Colosseum Vault Key.
|You've earned 328,647,655 experience.
|Master Arbitrator tells you, "Use the the key to open the Colosseum Vault and claim some of our treasury for yourself."
|You have won four Colosseum Coins!
|Master Arbitrator gives you 4 Colosseum Coins.
|Let it be known that <Player> is a Colosseum Champion!


;Handing in Empyrean Ring
|You hand over 1 of your Red Empyrean Rings.
|Master Arbitrator tells you, "Very well, then take this knowledge instead."
|You've earned 81,052,125 experience.
|Master Arbitrator gives you 2 Colosseum Coins.
}}


Mages should have ALL the damage types in render wands as well as a good CS wand. They should also have Virindi slayer, Mukkir slayer on a Bludgeon Rend, Shadowfire, Undead slayer on Fire Rend, Olthoi Slayer wands, and Healers Heart. A nice highly tinked green garneted bludgeon rend wand is also nice to have for the TM’s. Mages who can go racial or have an alternate melee or archer attack should also bring some of these renders, AR (armor rend), and/or CS (critical strike).
== Update History ==
{{Update History|
[[Rekindling the Light]]
* Quest introduced.
}}


 
[[Category:Colosseum]]
Melees and Archers should have ALL damage types in render weapons as well as some specific weapons in AR (armor render) or CS.(critical strike) AR frost is critical. For some instances it will be helpful for melees to have a Ultimate Singularity Life wand. This is for occasions where they are assigned to cast life rings (Raven Fury). Healers Hearts are recommended in case you are assigned to heal.
 
 
=== Spells ===
 
Spells are the most important factor for colosseum. Mages, Melees, and Archers should have all beneficial buffing spells, banes, and restorative spells. There are also several war spells and life spells that are mandatory.
 
 
Mages should have the following additional spells: Tusker Fists, Raven Fury, All ring spells, Most, if not all wall spells.
 
 
Melees and Archers should have Raven Fury spell. When using Raven Fury, the Melee will be responsible for regaining their own health, unless someone is assigned as a healer beforehand.
 
 
=== Rares ===
Rares make the colosseum go round.
 
Mages should bring at a minimum 1 War rare, 1 Magic Resist rare, and 1 Melee Defense rare or their equivalents.
 
 
Melees and Archers should bring at a minimum 1 Magic Defense rare, 1 Melee Defense rare, 1 Skill rare, and 1 Blood Drinker rare. Life rares are helpful too and will be needed for melees or archer who are assigned to vuln at specific points.
 
 
Extra rares such as Mana Con for Mages or additional BD rares for Melees and Archers certainly will not hurt.
 
 
=== Extras ===
 
Restoratives like Coral Hearts, Burning Coals, Beers, etc. etc. Can shave a lot of time overall. Bring all you have and don’t be shy with them. The time they save you, may be all you need to finish. Do not underestimate their value here.
 
=== Fellowship & Teams ===
 
There are endless combinations of group make-ups for colosseum. This walkthrough will deal with 5 types and should work well with any of these combinations. There are ways to do it with fewer mages, but I don’t know them so this is what you get.
 
 
6 Mages, 2 Melee, and 1 Archer
 
 
6 Mages, 1 Melee, and 2 Archer
 
7 Mages, 1 Melee, and 1 Archer
 
 
7 Mages and 2 Melee
 
 
7 Mages and 2 Archer
 
 
 
=== Formations ===
 
 
Where you stand in colosseum is as important as anything else. Here is a list and explanation of the 5 formations used for this walkthrough and their in-game abbreviations:
 
 
 
BELL – In the bell formation all the mages space themselves evenly around the bell at a distance to where their war rings will just overlap. Melees and Archers will stay in the center of the bell during this formation. This formation allows Mages to ring non-stop and create maximum damage to any enemies that run towards them. Melees and Archer can play support in the middle while not drawing any creatures.
 
 
ROOM – In the room formation the entire group disperses evenly all around the room. Using the colored platform edges is a good guide. This formation allows Mages to fire streaks, arcs, or bolts anywhere in the room, and allows Melees and Archers to also attack anywhere it’s needed. In this formation there are a few rooms where mages can use Tusker Fists to do mega damage. The Mages can maneuver around the room and line targets up for maximum damage. This works very well in the C lord/Shard room and Ruschk room.
 
 
WW – Wall to Wall. Prior to the start of the colosseum run players will be assigned a wall. It will be East or West. In the WW formation each player will run to their assigned wall and line up a few paces from the south wall facing the opposite group. This allows the Mages to cast Tusker Fists from wall to wall and crush any enemies in between. This is one of the most used formations and does the most damage. Melees and Archers go to their assigned sides and play support or attack so long as they are not interfering with the Mage’s wall spells.
 
 
SW – In this formation all the players group loosely in the south west corner. This allows a spread or blanket fire into the room and brings the enemies to one part of the arena for easy disposal.
 
 
TRI – Triangle. This formation is used on the Tremendous Monouga’s only. The players go to their assigned walls. 2 Mages are assigned beforehand to go into the center of the room north of the bell. This will give the group at least 2 mages at each corner of the triangle. The mages to the east and west should remember to step away from the wall a little bit to allow more freedom of movement. The concept behind the triangle is to create the ability to shoot Tusker Fists to your left or your right. The triangle will give you a clear target in almost every cast. You can move side to side slightly to create a clearer shot.
 
 
 
== Walk Through ==
 
=== Arena 6 ===
 
==== Spawn #1 ====
* '''Creatures: [[Mosswart]]s'''
* '''Formation:''' Spread Out
* '''Roles:'''
** [[Image:Item Category Caster Icon.png]] '''Mages:''' <font color="darkgrey">Bludgeon Rend</font>. Cast [[Tusker Fists]] over and over.  Try to cover all of the arena.
** [[Image:Item Category Sword Icon.png]] '''Melees:''' <font color="red">Fire Rend</font>. Attack nearest creatures.  Don't block [[Tusker Fists]].
** [[Image:Item Category Bow Icon.png]] '''Archers:''' <font color="red">Fire Rend</font>. Half Speed Attacks. Try to attack creatures that near the walls/corners.
 
==== Spawn #2 ====
* '''Creatures: [[Lugian]]s, [[Mattekar]]s
* '''Formation:''' Spread Out
* '''Roles:'''
** '''Mages:''' Use Bludgeon Rend. Cast [[Tusker Fists]] over and over.  Try to cover all of the arena.
** '''Melees:''' Use Lightning Rend. Attack nearest creatures.  Don't block [[Tusker Fists]].
** '''Archers:''' Use Lightning Rend. 3/4 Speed Attacks. Attack [[Lugian]]s first.
 
=== Arena 7 ===
ARENA 7 – Eaters / Viamontians
 
 
Eaters – We start in BELL formation and Mages cast slash rings using a slash rending wand. Switch to Arcs when only a few remain. Archers use slash rend and attack at will. Melees use life rings or use slash rend and attack without disrupting the mage’s rings.
 
 
Viamontians – We move to ROOM formation and Mages cast Arcs using a lightning rending wand. Cast one Arc then select a new target and cast again. Continue until room is clear. Archers and Melee use Lightning rend and attack at will.
 
=== Arena 8 ===
ARENA 8 – Dillos & Zefirs / C Lord & Minions & Shards
 
* [[Crystal Lord]]
* [[Crystal Minion]]
* [[Sentient Crystal Shard]]
 
 
Dillos & Zefirs – We start out in SW formation. Mages imperil all the Dillos and Zefirs. Once all are imperiled switch to Arcs using slash rend or bludgeon rend. Archers and Melee target the imped Dillos and Zefirs using slash rend or pierce rend on dillos. If there are 1 or 2 mages who can go racial or have an alternate attack, they can attack with the Archer and Melees for this spawn.
 
 
C Lord & Minions & Shards - We move to ROOM formation here. Mages cast Tusker Fists with bludgeon rend non-stop. Make sure you line up multiple targets for mass damage. Archers use bludgeon rend to take out the satellite shards and minions. ALL Melee attack the C Lord when it spawns with bludgeon, pierce, or slash rend. We need at least 3 Melees on the C Lord so if necessary 1 or 2 Mages can go racial with the Melees.
 
=== Arena 9 ===
ARENA 9 – Olthoi / Shadows
 
 
Olthoi – We start in WW formation. In the first spawn a group of grubs will spawn. Mages can shoot a few of these then switch to wall to wall casting Tusker Fists at the group across from you using bludgeon rend wands. Archers attack at will using bludgeon rend. Melees can attack using bludgeon rend or pierce rend but only when the Olthoi come to you. Avoid getting in the way of the Mage’s wall spells.
 
Shadows – Here we change to ROOM formation and Mages cast a fire wall spell or Tusker Fists right before the spawn using Shadowfire wands. Then the mages will cast Arcs at individual Shadows using Shadowfire wand. Target one enemy and shoot one Arc, then switch to a new target and do the same. Continue until room is clear. Archers and Melees attack at will with Shadowfire or fire rend weapons.
 
=== Arena 10 ===
ARENA 10 – Sleeches / Ninjas
 
 
Sleeches – We start in SW formation. Mages cast Tusker Fists into the room in all directions using bludgeon rend wands. After the initial spawn, Mages will switch to Arc spells until the room is clear. Archers and Melee attack with bludgeon rend or pierce rend at will without disrupting the mage wall spells early on.
 
 
Ninjas – We move to ROOM formation. Mages can cast a wall or ring right before the initial spawn then switch to Arcs using lightning rend or acid rend. Shoot multiple Arcs at each enemy until target is dead, then move on to the next. Archers and Melee attack at will using lightning rend or acid rend. Melees can also cast Life rings here if there is a large group of enemies around them.
 
 
=== Arena 11 ===
ARENA 11 – Tuskers & Virindi / Spirits
 
* [[Tortured Spirit]]
 
Tusker & Virindi – We start in BELL formation. Mages cast rings using fire rend wands non stop, then switch to Arcs when a few remain. If only virindi remain, quickly switch to your Sing wands (remember to switch back before the next spawn). Melees cast fire vuln on all the virindi and then cast imperil on all the virindi and switch to fire rend or Sing weapon once all are vulned/imped . Archers can target and attack the vulned/imped virindi as they are debuffed with fire rend or sing bow.
 
 
Spirits – We move to ROOM formation. Mages cast a wall spell or rings just prior to the spawn and then switch to Arcs using fire rend. Target one and cast one Arc, then select a new target and repeat. Melees and Archers attack at will using fire rend.
 
 
=== Arena 12 ===
ARENA 12 – Ruschk / Mukkir
 
 
Ruschk - We start in ROOM formation. Mages cast Tusker Fists with bludgeon rend non-stop. Make sure you line up multiple targets for mass damage. Switch to Arcs when only a few remain. Archer and Melees attack at will using bludgeon rend, pierce rend, or slash rend.
 
 
Mukkir – We move to WW formation. Mages cast Tusker Fists non-stop at the opposite group using bludgeon rend with Mukkir slayer. Melees stay on your assigned wall and cast support spells like heal, stamina, or mana as needed. Archer kill at will using bludgeon, slash, or pierce rend with Mukkir slayer.
 
 
=== Arena 13 ===
ARENA 13 - Ravager & Virindi / Lugian / Ursuin
 
* [[Inflamed Ursuin]]
 
 
Ravager & Virindi – Here we start in SW formation. Equipping Sing wands Mages cast imperil and frost rend on all Ravagers and then fire vuln the Virindi. Once ALL are vulned mages switch to Arcs and kill the Virindi. Melee attack the Ravagers with frost AR weapons. Once dead, switch to fire rend or sing weapon and help finish the Virindi. Archers shoot the Ravagers with AR bow and frost arrows (spectral preferred). Melee and Archers help with Virindi as needed after the Ravagers are dead. Mages help with the Ravagers using arcs if needed.
 
Lugian – We move to ROOM formation. Mages imp all the Lugians making sure not to miss any in the room. Melees and Archers kill at will using light rend. If a Mage or two can go racial here it will make the room much easier. A group of 5 impers and 4 killers is a good mix.
 
 
Ursuin – We stay in ROOM formation . Mages imp all the Ursuin making sure not to miss any in the room. Melees and Archers kill at will using fire rend. Again if a Mage or two can go racial it will make this room easier and faster.
 
 
=== Arena 14 ===
ARENA 14 – Virindi / Olthoi
 
 
Virindi – EVERYONE USE MAGIC DEFENSE RARE - We start this room in SW formation. Mages equip Sing wands and target Quidox Virindi first. Mages fire vuln their selected target with fire rend and then shoot Arcs until it is dead, then switch to the next target and repeat. Melees move out from the wall a bit in an even formation and cast life rings (Raven Fury) over and over with the Life Sing wand. Keep yourself healed between rings (if you have a spare Life rare you can use it in the previous room in preparation for this). Archers will also move in with the Melee and cast life rings with the same instructions as the Melee. Use of a life rare in the previous room is not absolutely necessary, but will help quite a bit.
 
 
Olthoi – We move to WW formation. Mages cast Tusker Fists non-stop at the opposite group using bludgeon rend. Melees stay on your assigned wall and cast support spells like heal, stamina, or mana as needed. Archers kill at will using bludgeon rend.
 
 
=== Arena 15 ===
ARENA 15 – Mosswart / Undead
 
 
Mosswart – We start in SW formation. Mages cast imperil on all targets. Once all are imped, then switch to Arcs using fire rend. Mages must focus on Gladiators. Melees kill at will with fire rend. Archers kill at will with fire rend.
 
 
Undead – MAGES USE WAR RARE. MELEE/ARCHER USE SKILL RARE – We move to BELL formation. Mages cast fire rings with fire rend wands with Undead slayer. Switch to Arcs when a few remain. Tusker Fists can also be used by a few mages here, but only if they have Undead slayer on a bludgeon rend wand. Also make sure if you use this technique you are not drawing too many away from the main attack. Melees can attack at will any that make it inside the ring with Undead fire rend or play support as needed. Archers kill at will with Undead fire rend.
 
 
=== Arena 16 ===
ARENA 16 – Hands / Swarm Demons
 
 
Hands – We start in BELL formation. Mages cast lightning rings with lightning rend, then switch to Arcs when a few remain. Melee and Archers attack at will with lightning rend.
 
 
Swarm Demons – EVERYONE USE MELEE DEFENSE RARE - Start this spawn in BELL formation. The EAST side group will cast bludgeon vuln on all Demons. The WEST side group will cast decreptitude’s grasp on all Demons at the same time. Once ALL are vulned the group will split up and go to the WW formation. Mages will cast Tusker Fists non-stop with Olthoi slaying wands. Mages will switch to Arcs when a few remain. Melees will play support and heal, stamina, or mana as needed. Archers can attack at will using bludgeon rend.
 
 
=== Arena 17 ===
ARENA 17 – Tuskers & Virindi / Penguins
 
 
Tuskers & Virindi – We start in BELL formation. Mages cast rings using fire rend wands non stop, then switch to Arcs when a few remain. If only Virindi remain, quickly switch to your Sing wands (remember to switch back before the next spawn). Melees cast fire vuln on all the Virindi and then cast imperil on all the Virindi and switch to fire rend or Sing weapon once all are vulned/imped . Archers can target and attack the vulned/imped Virindi as they are debuffed with fire rend or sing bow.
 
 
Penguins – We stay in BELL formation. Mages cast fire rings with fire rend wands, switch to Arcs when few remain. Melees and Archers attack at will with fire rend while not disrupting the Mage’s rings.
 
 
=== Arena 18 ===
ARENA 18 – Tremendous Monouga / Guardians
 
 
TM’s – We start in the TRI formation. Mages using CS wands or specially tinked TM wands cast Tusker Fists at any open TM. Keep turning side to side to get clear shots. Melees and Archers cast bludgeon vuln, decreptitude’s grasp, imperil, and frost vuln on all TM’s in that specific spell order. Once all TM’s are fully vulned then the Melees and Archers may attack at will using frost AR weapons (spectral arrows for Archers preferred). Be sure not to impede the Mage’s wall spells,
 
 
Guardians – We move to SW formation. 2 Mages will be assigned to frost vuln, imperil, and fester all the guardians. Mages will use frost Arcs with CS wands. Melee will use AR frost weapons. Archers will use AR frost bows (spectral arrows preferred). Kill the guardians one at a time from the left to the right.
 
 
 
YOU WIN!!!!
 
 
 
IN GAME CHEAT SHEET
 
 
 
Arena 6 spawn 1 = ROOM – Fire Rend All
 
 
Arena 6 spawn 2 = BELL – Pierce Rend Mages – Light Rend Melee/Archer
 
 
 
 
Arena 7 spawn 1 = BELL – Slash Rend all
 
 
Arena 7 spawn 2 = ROOM – Lightning Rend All
 
 
 
 
Arena 8 spawn 1 = SW – Slash/Bludgeon Rend Mages – Bludgeon,Pierce,Slash Rend Melee/Archer
 
 
Arena 8 spawn 2 = ROOM – Bludgeon Rend All - Pierce is alternate
 
 
 
 
 
Arena 9 spawn 1 = WW – Bludgeon Rend All – Pierce is alternate
 
 
Arena 9 spawn 2 = ROOM – Shadowslayer All – Fire Rend is alternate
 
 
 
 
 
Arena 10 spawn 1 = SW – Bludgeon Rend All – Pierce, Slash Rend is alternate
 
 
Arena 10 spawn 2 = ROOM – Lightning or Acid Rend All
 
 
 
 
 
Arena 11 spawn 1 = BELL – Fire Rend All – Sing as needed
 
 
Arena 11 spawn 2 = ROOM – Fire Rend All
 
 
 
 
 
Arena 12 spawn 1 = ROOM – Bludgeon Rend All – Pierce, Fire is alternate
 
 
Arena 12 spawn 2 = WW – Mukkir Slayer Bludgeon Rend All – Slash is alternate
 
 
 
 
Arena 13 spawn 1 = SW – Sing wand Mages – Frost AR Melee/Archer
 
 
Arena 13 spawn 2 = ROOM – Light Rend All
 
 
Arena 13 spawn 3 = ROOM – Fire Rend All
 
 
 
 
 
Arena 14 spawn 1 = SW – MAG DEF RARE – Sing wand All
 
 
Arena 14 spawn 2 = WW = Bludgeon Rend All – Pierce is alternate
 
 
 
 
Arena 15 spawn 1 = SW – Fire Rend All
 
 
Arena 15 spawn 2 = BELL – WAR/SKILL RARE – Undead Fire Rend All
 
 
 
 
Arena 16 spawn 1 = BELL – Lightning Rend All
 
 
Arena 16 spawn 2 = BELL – WW – MELEE DEF RARE – Olthoi Slayer Mages – Bludgeon Rend Archers
 
 
 
 
Arena 17 spawn 1 = BELL – Fire Rend All – Sing as needed
 
 
Arena 17 spawn 2 = BELL – Fire Rend All
 
 
 
 
Arena 18 spawn 1 = TRI – CS Mages – Frost AR or CS Melee/Archer
 
 
Arena 18 spawn 2 = SW – CS Mages – Frost AR or CS Melee/Archer
 
 
 
 
 
Hope this helps some of you. Practice makes perfect and the better you get as a group the fewer rares you will need.

Latest revision as of 00:10, 11 April 2015

Related topics: Colosseum, Colosseum Arena, Colosseum Bosses

Walkthrough & Notes     Dungeons & Maps     Rewards     Images     Dialog     Update History
Advanced Colosseum Arena
Level: 80
Type: Locked Fellowship
Starts At: Colosseum
Route: Yanshi to 11.3S, 37.6E
Time to Complete: 1 Hour
Repeat: 1 Hour
Contracts: Contract for Colosseum

Overview Edit

The most important thing any group will need for a successful colosseum run is a group of 9 players who can work well together and follow directions. There are no set rules to beating the colosseum.

Walkthrough & Notes Edit

  1. Exchange five MMDs or one tier 1/2 rare gem for a Colosseum Ticket from the Colosseum Ticket Vendor.
  2. Hand the ticket to the Master Arbitrator to flag the fellowship to enter the arena.
  3. Enter the Advanced Colosseum arena using the door to the right of the Master Arbitrator.
  4. Progress through as many rooms of the arena as you can in 1 hour. See player guides below on how to beat each of the rooms of the Colosseum.
  5. Warning: You must use the exit door to have completed a room. For example, killing the spawn in room 10 then using the door and entering room 11 counts as having beaten 10.
  6. Once your timer is up, speak to the Master Arbitrator to receive your rewards.
  7. If you completed all 18 rooms, you will receive a key to the Colosseum Vault that contains Tier 7 Loot and a random Empyrean Ring.
    • Optional: You can turn in unwanted rings to the Arbitrator for additional rewards.
Player Guides

Dungeons & Maps Edit

Dungeon Coordinates Wiki Map ACmaps
Colosseum 11.3S, 37.6E -- --

Rewards Edit

Items Edit

Task Reward
Complete room 13 Colosseum Coin (x1)
Complete room 14 Colosseum Coin (x1)
Complete room 15 Colosseum Coin (x2)
Complete room 16 Colosseum Coin (x3)
Complete room 17 Colosseum Coin (x4)
Complete room 18 Colosseum Coin (x4)Colosseum Vault Key
Hand in an Empyrean Ring Colosseum Coin (x2)
Random Rewards (Colosseum Vault)

Blue Empyrean Ring Green Empyrean Ring Red Empyrean Ring Yellow Empyrean Ring White Empyrean Ring

Level 5 - 165 Edit

Complete room 6
Experience: 500,000 (??% up to level 165)
Complete room 7
Experience: ?? (4% up to level 165)
Complete room 8
Experience: ?? (6% up to level 165)
Complete room 9
Experience: ?? (8% up to level 165)
Complete room 10
Experience: ?? (10% up to level 165)
Complete room 11
Experience: ?? (20% up to level 165)
Complete room 12
Experience: ?? (30% up to level 165)
Complete room 13
Experience: ?? (40% up to level 165)
Complete room 14
Experience: ?? (50% up to level 165)
Complete room 15
Experience: ?? (60% up to level 165)
Complete room 16
Experience: ?? (65% up to level 165)
Complete room 17
Experience: ?? (70% up to level 165)
Complete room 18
Experience: ?? (70% up to level 165)
Hand in Empyrean Ring
Experience: 30 (Fixed)

Level 166+ Edit

Complete room 6
Experience: 500,000 (Fixed)
Complete room 7
Experience: 18,779,866 (Fixed)
Complete room 8
Experience: 28,169,799 (Fixed)
Complete room 9
Experience: 37,559,732 (Fixed)
Complete room 10
Experience: 46,949,665 (Fixed)
Complete room 11
Experience: 93,899,330 (Fixed)
Complete room 12
Experience: 140,848,995 (Fixed)
Complete room 13
Experience: 187,798,660 (Fixed)
Complete room 14
Experience: 234,748,325 (Fixed)
Complete room 15
Experience: 281,697,990 (Fixed)
Complete room 16
Experience: 305,172,823 (Fixed)
Complete room 17
Experience: 328,647,655 (Fixed)
Complete room 18
Experience: 328,647,655 (Fixed)
Hand in Empyrean Ring
Experience: 140,000,000 (Fixed)

Titles Edit

Complete room 6
Titles: Gladiator
Complete room 7
Titles: Warrior of the Seventh Circle
Complete room 8
Titles: Survivalist
Complete room 9
Titles: Hostile Combatant
Complete room 10
Titles: Myrmidon
Complete room 11
Titles: Pit Fighter
Complete room 12
Titles: Ring Master
Complete room 13
Titles: Lord of the Arena
Complete room 14
Titles: Fearless
Complete room 15
Titles: Master Gladiator
Complete room 16
Titles: Colossus
Complete room 17
Titles: Titan
Complete room 18
Titles: Colosseum Champion

Images Edit

Click image for full size version.

Dialog Edit

Opening Dialog

Master Arbitrator tells you, "Welcome to Colosseum! Colosseum begins. Enter the Colosseum. This is the time for challenge. Be strong, and you will be rewarded."

Master Arbitrator tells you, "Here citizens from Habreous, Yalaini and Dericost match their skills against the greatest gladiators, warriors and mages in the Empire!"

Master Arbitrator tells you, "If you wish to fight as a gladiator in the Arena I will require you to purchase a ticket from the Ticket Vendors over there. We do need to keep the place running don't we?"

Master Arbitrator tells you, "Also, I warn you now. Prepare your fellowship ahead of time. Once you pay me you cannot change your registered group and only that group will be allowed into the Arena I assign you. After you enter the Arena you must wait one hour before recieving your reward. Our gladiators need time to rest between fights."
Beating the Advanced Colosseum (18 rooms)

Master Arbitrator tells you, "Well done! I was greatly impressed with your performance in the arenas."

Master Arbitrator tells you, "You shall be known to all as a "Colosseum Champion"!"

Master Arbitrator tells you, "Take this knowledge and this Colosseum Vault Key as a reward for your accomplishments Champion."

Master Arbitrator gives you Colosseum Vault Key.

You've earned 328,647,655 experience.

Master Arbitrator tells you, "Use the the key to open the Colosseum Vault and claim some of our treasury for yourself."

You have won four Colosseum Coins!

Master Arbitrator gives you 4 Colosseum Coins.

Let it be known that <Player> is a Colosseum Champion!
Handing in Empyrean Ring

You hand over 1 of your Red Empyrean Rings.

Master Arbitrator tells you, "Very well, then take this knowledge instead."

You've earned 81,052,125 experience.

Master Arbitrator gives you 2 Colosseum Coins.

Update History Edit

Rekindling the Light

  • Quest introduced.