mNo edit summary
No edit summary
Line 1: Line 1:
{{Related|Colosseum|Colosseum Arena}}
__NOTOC__
[[Image:Advanced Colosseum Arena Live.jpg|right|frame|Room 18-1 in the Advanced Colosseum Arena]]
[[Image:Advanced Colosseum Arena Live.jpg|right|frame|Room 18-1 in the Advanced Colosseum Arena]]
 
{|class=quest-summary
''See also: [[Colosseum]], [[Colosseum Arena]]''
!colspan=2 class=quest-summary-header| Quest Summary<br>{{Quest Links}}
|-
![[Quest Type]]
| Group, Locked Fellowship
|-
!XP Reward
| --
|-
!XP Cap
| 328,647,655
|-
!Item Reward
| [[Colosseum Coin]]s<br>[[Colosseum Vault Key]]
|-
!Title Reward
| (see below)
|-
!Starting Location
| [[Colosseum]]
|-
!Timer
| 1 Hour
|-
!Level Restrictions
| 80+
|-
!Level Suggestions
| 180+ (for win)
|-
!Introduced In
| [[Rekindling the Light]]
|}


== General ==
== General ==
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. The walk throughs (below) are intended as guides only. How your group succeeds is largely up to you.


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 walk through is intended as a guide only. How your group succeeds is largely up to you.
'''Important:''' This walk through is not designed for [[Darktide]]. 
=== Augmentations ===
There are only a couple ''stronly recommended'' [[Augmentations]] you'll want everyone have:
* [[Image:Archmage's Endurance icon.png]] [[Archmage's Endurance]] (at least 1)
* [[Image:Enduring Enchantment icon.png]] [[Enduring Enchantment]]
=== Weapons ===
Weapons play a large role as well. All players should have max or near max tinked weapons in the following varieties:
'''Mages:'''
* [[Image:Bludgeon Rending Mukkir Slayer (Caster) Icon.png]] [[Bludgeon Rending|Bludgeon Rending Caster]] w/ [[Mukkir Slayer]].
* [[Image:Bludgeon Rending Undead Slayer (Caster) Icon.png]] [[Bludgeon Rending|Bludgeon Rending Caster]] w/ [[Undead Slayer]].
* [[Image:Critical Strike Bludgeon (Caster) Icon.png]] [[Critical Strike]] Bludgeon Caster
* [[Image:Critical Strike Frost (Caster) Icon.png]] [[Critical Strike]] Frost Caster
* [[Image:Ultimate Singularity Scepter of Life Magic Icon.png]] [[Ultimate Singularity Scepter of Life Magic]]
* [[Image:Saulandoi Icon.png]] [[Saulandoi]]
'''Melees:'''
* [[Image:Weeping Sword Icon.png]] [[Weeping Weapons]]
* [[Image:Spectral Sword Icon.png]] [[Spectral Weapons]]
* [[Image:Fire Rending (Sword) Icon.png]] [[Fire Rending|Fire Rending Weapons]] w/ [[Undead Slayer]]
* [[Lightning Rending|Lightning Rending Weapons]]
* [[Pierce Rending|Pierce Rending Weapons]] w/ [[Mukkir Slayer]]
* [[Image:Slash Rending (Sword) Icon.png]] [[Slash Rending|Slash Rending Weapons]]
* [[Image:Armor Rending (Sword) Icon.png]] [[Armor Rending|Armor Rending Frost Weapons]]
'''Archers:'''
* [[Image:Weeping Bow icon.png]] [[Weeping Weapons]]
* [[Image:Spectral Bow icon.png]] [[Spectral Weapons]]
* [[Image:Fire Rending (Bow) Icon.png]] [[Fire Rending|Fire Rending Weapons]] w/ [[Undead Slayer]]
* [[Image:Lightning Rending (Bow) Icon.png]] [[Lightning Rending|Lightning Rending Weapons]]
* [[Image:Pierce Rending (Bow) Icon.png]] [[Pierce Rending|Pierce Rending Weapons]] w/ [[Mukkir Slayer]]
* [[Image:Slash Rending (Bow) Icon.png]] [[Slash Rending|Slash Rending Weapons]]
* [[Image:Spectral Chill Arrow Icon.png]] [[Spectral Chill Arrow]]s
* [[Image:Olthoi Acid Arrow Icon.png]] [[Olthoi Acid Arrow]]s
* [[Image:Raider Lightning Arrow Icon.png]] [[Raider Lightning Arrow]]s
=== Spells ===
'''Mages:'''
* [[Image:Curse of Raven Fury Icon.png]] [[Curse of Raven Fury]] - Only used in '''Arena 14-1'''
* [[Image:Tusker Fists Icon.png]] [[Tusker Fists]]
=== Rares ===
'''Mages:'''
* [[Image:Spectral Crystal of the Hieromancer icon.png]] [[Spectral Crystal of the Hieromancer]]
* [[Image:Spectral Crystal of the Life Giver icon.png]] [[Spectral Crystal of the Life Giver]]
* [[Image:Resister's Crystal icon.png]] [[Resister's Crystal]] - Only 1 or 2 per group.
* <font color="green">[OPTIONAL]</font> [[Image:Evader's Crystal icon.png]] [[Evader's Crystal]]
* <font color="green">[OPTIONAL]</font> [[Image:Pearl of Defending icon.png]] [[Pearl of Defending]]
* <font color="green">[OPTIONAL]</font> [[Image:Pearl of Hermetic Linking icon.png]] [[Pearl of Hermetic Linking]]
* <font color="green">[OPTIONAL]</font> [[Image:Converter's Crystal icon.png]] [[Converter's Crystal]]
'''Melees:'''
* [[Image:Spectral Sword Mastery Crystal icon.png]] [[Spectral Sword Mastery Crystal]] (or other melee weapon rare)
* [[Image:Spectral Crystal of the Life Giver icon.png]] [[Spectral Crystal of the Life Giver]]
* <font color="green">[OPTIONAL]</font> [[Image:Pearl of Blood Drinking icon.png]] [[Pearl of Blood Drinking]]
'''Archers:'''
* [[Image:Spectral Bow Mastery Crystal icon.png]] [[Spectral Bow Mastery Crystal]] (or other missile weapon rare)
* [[Image:Spectral Crystal of the Life Giver icon.png]] [[Spectral Crystal of the Life Giver]]
* <font color="green">[OPTIONAL]</font> [[Image:Wayfarer's Pearl icon.png]] [[Wayfarer's Pearl]]
* <font color="green">[OPTIONAL]</font> [[Image:Pearl of Blood Drinking icon.png]] [[Pearl of Blood Drinking]]
=== Extras ===
There are several ''extras'' you can use to help increase your chances of success:
* [[Attribute Beer]]s
* [[Image:Burning Coal icon.png]] [[Burning Coal]]s
* [[Image:Rage of Grael Gem Icon.png]] [[Rage of Grael Gem]]s
=== Fellowship & Teams ===
As a general rule of thumb, the less Melees in your group, the better.  The most reliable and effective team consists of 5 mages and 4 archers.  However, there are many successful combinations:
* '''5 Mages, 4 Archers''' (Best)
* 5 Mages 3 Archers, 1 Melee
* 5 Mages, 2 Archers, 2 Melees
* 6 Mages, 3 Archers
* 4 Mages, 3 Archers, 2 Melees
* 6 Mages, 2 Archers, 1 Melee
'''Note:''' There are even more successful combinations, these are just some known combinations.
=== Formations ===
* '''<font color="green">Spread Out</font>''' - Spread out '''evenly''' around the permieter of the room.  The goal is to allow mages to apply [[Tusker Fists]] coverage accross the entirety of the arena.  Archers and Melees will pick off the remainders, heavily focusing attention on creatures that spawn on the edges and corners of the arena.
* '''<font color="green">All West</font>''' - Everyone moves to the '''West''' side of the arena, huddling together in the area.  The goal is to keep the spawn as close as possible, which makes for easy targeting for both mages and melee/archers.
** '''Tip:''' Occasionally in this formation, its a good idea to put a mage on the East wall to [[Tusker Fists]] toward the crowd on the West wall to speed things up.
* '''<font color="green">East & West Teams</font>''' - Before staring, the quest leader will split up the fellowship into two teams, '''East''' and '''West'''.  Typically, its best to split the mages evenly between the teams, and then stack the archers on one team and the melees on the other. 
**'''Tip:''' When lineing up in East & West Teams, use the bell to center yourself on the East and West side respectively. The goal is to cast [[Tusker Fists]] directly back and forth from East to West and vice versa.  Don't get too far North or South.
**'''Tip:''' Melees and Archers should stay ''on top'' of the mages on their teams in order to keep the creatures within reach of [[Tusker Fists]].  If everything is on the opposite side, its perfectly ok for a melee to temporarily join the other team until the spawn is over.
* '''<font color="green">Northeast & Southwest Teams</font>''' - Same as '''East & West Teams''' ''(see above)'', adjusted so teams set up in the Northeast & Southwest corners.  This formation is only used on '''Arena 18-1''', the [[Tremendous Monouga]]s.
== Walkthrough ==
== Arena 6 ==
=== Spawn #1 ===
* '''Creatures: [[Mosswart]]s'''
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** [[Image:Tusker Fists Icon.png]] '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] over and over.  Try to cover all of the arena.
** [[Image:Fire Rending (Sword) Icon.png]] '''Melees:''' Fire Rending - Attack nearest creature.  Don't block [[Tusker Fists]].
** [[Image:Fire Rending (Bow) Icon.png]] '''Archers:''' Fire Rending - Half Speed Attacks. Try to attack creatures that near the walls/corners.
=== Spawn #2 ===
* '''Creatures: [[Lugian]]s, [[Mattekar]]s
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** [[Image:Tusker Fists Icon.png]] '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] over and over.  Try to cover all of the arena.
** [[Image:Lightning Rending (Sword) Icon.png]] '''Melees:''' Lightning Rending - Attack Lugians First. Don't block [[Tusker Fists]].
** [[Image:Lightning Rending (Bow) Icon.png]] '''Archers:''' Lightning Rending - 3/4 Speed Attacks. Attack Lugians First.
== Arena 7 ==
=== Spawn #1 ===
* '''Creatures: [[Eater]]s'''
* '''Formation: <font color="green">East & West Teams</font>'''
* '''Roles:'''
** [[Image:Tusker Fists Icon.png]] '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] over and over.  Try to cover all of the arena.
** [[Image:Slash Rending (Sword) Icon.png]] '''Melees:''' Slash Rending - Stand Behind Mages.  Don't block [[Tusker Fists]].
** [[Image:Slash Rending (Bow) Icon.png]] '''Archers:''' Slash Rending - Stand Behind Mages.  Don't block [[Tusker Fists]].
=== Spawn #2 ===
* '''Creatures: [[Viamontian]]s
* '''Formation: <font color="green">East & West Teams</font>'''
* '''Roles:'''
** [[Image:Tusker Fists Icon.png]] '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] over and over.  Try to cover all of the arena.
** [[Image:Lightning Rending (Sword) Icon.png]] '''Melees:''' Lightning Rending - Stand Behind Mages.  Don't block [[Tusker Fists]].
** [[Image:Lightning Rending (Bow) Icon.png]] '''Archers:''' Lightning Rending - Stand Behind Mages.  Get Throwers First. Don't block [[Tusker Fists]].
== Arena 8 ==
=== Spawn #1 ===
* '''Creatures: [[Armoredillo]]s, [[Zefir]]s'''
* '''Formation: <font color="green">All West</font>'''
* '''Roles:'''
** [[Image:Gossamer Flesh Icon.png]] '''Mages:''' Imperil Everything.
** [[Image:Slash Rending (Sword) Icon.png]] '''Melees:''' Slash Rending - Attack Imperiled Creatures First.
** [[Image:Slash Rending (Bow) Icon.png]] '''Archers:''' Slash Rending - Attack Imperiled Creatures First.
=== Spawn #2 ===
* '''Creatures: [[Crystal Shard Sentinel]]s, [[Sentient Crystal Shard]]s, [[Crystal Lord]], [[Crystal Minion]]s
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** [[Image:Tusker Fists Icon.png]] '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] at [[Sentient Crystal Shard]]s. Ignore [[Crystal Lord]] and [[Crystal Minion]]s.
** [[Image:Slash Rending (Sword) Icon.png]] '''Melees:''' Slash Rending - Attack [[Crystal Shard Sentinel]]s first, then [[Crystal Lord]]. Ignore [[Crystal Minion]]s.
** [[Image:Bludgeon Rending (Bow) Icon.png]] '''Archers:''' Bludgeon Rending - Attack [[Crystal Shard Sentinel]]s first, then [[Crystal Lord]]. Ignore [[Crystal Minion]]s.
== Arena 9 ==
=== Spawn #1 ===
* '''Creatures: [[Olthoi Larvae]], [[Olthoi]]
* '''Formation: <font color="green">East & West Teams</font>'''
* '''Roles:'''
** [[Image:Tusker Fists Icon.png]] '''Mages:''' Bludgeon Rending - Use Arcs to kill [[Olthoi Larvae]] first, then [[Tusker Fists]] everything else.
** [[Image:Paradox-touched Olthoi Sword Icon.png]] '''Melees:''' Olthoi Slayer or Pierce Rending - Stand Behind Mages.
** [[Image:Bludgeon Rending (Bow) Icon.png]] '''Archers:''' Bludgeon Rending - Stand Behind Mages.
=== Spawn #2 ===
* '''Creatures: [[Shadow]]s
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** [[Image:Tusker Fists Icon.png]] '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]]. Try to cover the room.
** [[Image:Fire Rending (Sword) Icon.png]] '''Melees:''' Fire Rending - Attack [[Shadow]]s that spawn in corners and on the permimeter first. Don't block [[Tusker Fists]].
** [[Image:Fire Rending (Bow) Icon.png]] '''Archers:''' Fire Rending - Attack [[Shadow]]s that spawn in corners and on the permimeter first. Don't block [[Tusker Fists]].
'''Note:''' You can optionlly use [[Shadowfire Weapons]] instead of [[Fire Rending]] weapons, however the attack modifier is low and you can potentially miss often, causing your team to not beat the spawn.
== Arena 10 ==
=== Spawn #1 ===
* '''Creatures: [[:Category:Sleech|Sleeches]]
* '''Formation: <font color="green">East & West Teams</font>'''
* '''Roles:'''
** [[Image:Tusker Fists Icon.png]] '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] back and forth.
** [[Image:Slash Rending (Sword) Icon.png]] '''Melees:''' Slash Rending - Attack [[Sleech]]es that spawn in corners and on the permimeter first. Don't block [[Tusker Fists]].
** [[Image:Bludgeon Rending (Bow) Icon.png]] '''Archers:''' Bludgeon Rending - Attack [[Sleech]]es that spawn in corners and on the permimeter first. Don't block [[Tusker Fists]].
=== Spawn #2 ===
* '''Creatures: [[Tanada Nanjou Shou-jen]]'''
* '''Formation: <font color="green">All West</font>'''
* '''Roles:'''
** [[Image:Gossamer Flesh Icon.png]] '''Mages:''' Imperil Everything.
** [[Image:Weeping Sword Icon.png]] '''Melees:''' [[Weeping Weapons]] - Attack Imperiled Creatures First.
** [[Image:Weeping Bow icon.png]] '''Archers:''' [[Weeping Weapons]] w/ Olthoi Arrows -  Attack Imperiled Creatures First.
== Arena 11 ==
=== Spawn #1 ===
* '''Creatures: [[Tusker]]s, [[Virindi]]
* '''Formation: <font color="green">All West</font>'''
* '''Roles:'''
** [[Image:Gossamer Flesh Icon.png]] + [[Image:Olthoi's Gift Icon.png]] '''Mages:''' Imperil & Acid Vuln [[Virindi]] only.
*** '''Tip:''' One Mage can stand on the East wall and casts [[Tusker Fists]] toward the east wall, killing the [[Tuskers]] while everyone else attacks the [[Virindi]].
** [[Image:Spectral Sword Icon.png]] '''Melees:''' Spectral Weapons - Attack vulned [[Virindi]] first.
** [[Image:Spectral Bow icon.png]] + [[Image:Olthoi Acid Arrow Icon.png]] '''Archers:''' [[Olthoi Acid Arrow]]s - Attack [[Sleech]]es that spawn in corners and on the permimeter first. Don't block [[Tusker Fists]].
=== Spawn #2 ===
* '''Creatures: [[Tortured Spirit]]s'''
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** [[Image:Gossamer Flesh Icon.png]] '''Mages:''' Bludgeon Rending - Cast Tusker Fists over and over. Try to cover all of the arena.
** [[Image:Spectral Sword Icon.png]] '''Melees:''' Spectral Weapons - Attack [[Tortured Spirit]]s that spawn in corners and on the permimeter first. Don't block Tusker Fists.
** [[Image:Spectral Bow icon.png]] + [[Image:Deadly Fire Arrow Icon.png]] '''Archers:''' [[Deadly Fire Arrow]]s. Attack [[Tortured Spirit]]s that spawn in corners and on the permimeter first. Don't block Tusker Fists.
== 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 reference sheet==


;Arena 6 spawn 1 = ROOM – Fire Rend All
== Walk Through ==
;Arena 6 spawn 2 = BELL – Pierce Rend Mages – Light Rend Melee/Archer
* [[Atarax's Colosseum Walkthrough]] (Non-PK)
;Arena 7 spawn 1 = BELL – Slash Rend all
* [[Tlosk's Colosseum Walkthrough]] (Non-PK)
;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.
== Title Rewards ==


[[Category:Quest]]
[[Category:Quest]]
[[Category:In Progress]]
[[Category:In Progress]]

Revision as of 23:57, 4 February 2009

Related topics: Colosseum, Colosseum Arena

Room 18-1 in the Advanced Colosseum Arena
Quest Summary
Guide - Items - Maps - Images - Lore
Quest Type Group, Locked Fellowship
XP Reward --
XP Cap 328,647,655
Item Reward Colosseum Coins
Colosseum Vault Key
Title Reward (see below)
Starting Location Colosseum
Timer 1 Hour
Level Restrictions 80+
Level Suggestions 180+ (for win)
Introduced In Rekindling the Light

General

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. The walk throughs (below) are intended as guides only. How your group succeeds is largely up to you.


Walk Through

Title Rewards