Colosseum - 01 General Info & Background PDF Print E-mail
Written by Agnari   
Friday, 27 June 2008

When first opened all the ad exec's where pushing this canned statement:

This is pretty much what it sounds like. The Colosseum is a dungeon of sorts with repeatable content. The premise is very simple. Players will enter the Colosseum and fight their way through increasingly difficult stages. There is no timer on repeating, so players will be able to enter The Colosseum as often as they would like, as long as their initial 60 minute timer is up.

Players of any level will be able to participate, but The Colosseum is geared towards fellowships. In order to go through, you must be part of a fellowship. When players enter, they will be in a staging area which will be used by everyone. This is a great place to get your fellowships together, or to find a group to tag along with. Once in a fellowship, one person will need to purchase a ticket at a reasonable cost from a nearby NPC. That person will then give the ticket to the starter NPC who will lock the fellowship and let them know they can enter The Colosseum.

The initial download time upon entering is a bit longer than most places. The drop is not hot so players are safe upon entrance and should only have to go through this download once. Once you hand in your ticket, your fellowship will have 1 hour to finish the Arena from the time that they start. After this time is up they will all be teleported out of the arena and will be able to speak to the NPC to get their reward. The rewards will depend on how far the fellowship has made it in The Colosseum. If you die in the arena you will be able to re-enter through the first door and then go through all the doors that you have passed through, they will remain open and the creatures will remain dead in previous stages as long as you are within the 1 hour time limit allotted to your fellowship. We have made The Colosseum an area in the game where you will not drop death items, due to very high possibility of people not being able to recover their corpses.

There will be 5 branches of The Colosseum so 5 fellowships full of players may do The Colosseum every hour. Once a fellowship is inside a branch of The Colosseum, that branch is locked from letting other players in. In the coming months we have plans to further update The Colosseum with things such as Boss fights, which can be unlocked by completing various stages in The Colosseum. We have also made it possible for higher level players to skip the first few low levels if they so choose.

 

Starting Arena for door no level restriction

Arena
1st & 2nd Spawn
3rd & 4th Spawn
Coins
Title
1
Iron Golems
Granite Golems
Copper Golems
Unstable Magma Golems
Skeleton Lords
Lich Lord
Skeleton Wraith
Risen Knight
0
Scrapper
2
Innocent Dolls
Pristine Dolls
Contained Rifts
Charge
Flamma
Flare
Frost
Gout
Banderling Berserkers
Banderling Strikers
Banderling Rogues
0
Arena Rat
3
Tumerok Gladiators
Tumerok Priest
Demented Zharalim
Maddened Zharalim
Crazed Zharalim
0
Arena Custodian

4

White Phyntos Wasps
Black Phyntos Wasp
Black Phyntos Swarm
Black Phyntos Hive

Augmented Drudges
Altered Drudges
Kerthump the Ear Taker
Baktak the Human Slayer

0
Drudge Dread
5
Fire Wisp
Corrosion Wisp
Stasis Wisps
Strife Wisp
Cursed Wisp
Emerald Gromnies
Brass Gromnies
Ruby Gromnies
Amethyst Gromnies
Sapphire Gromnies
0
Contender

 

Starting Arena for door level 80+ restricted

Arena
1st & 2nd Spawn
3rd & 4th Spawn
Coins Title
6
Mosswart Scavenger
Mosswart Scrounger
Mosswart Swamp Lord
War Mattekar
Bokrok Lugian
Kroktok Lugian
Gotrok Juggernaut
0
Gladiator
7
Repugnant Eater
Ravenous Eater
Viamontian Tribunes
Viamontian Adepts
0
Warrior of the Seventh Circle
8
Titanium Armoredillo
Infernal Zefir
Kirit Zefir
Tukora Lieutenant
Crystal Shard Sentinel
Sentient Crystal Shard
Crystal Lord
Crystal Minions
0
Survivalist
9
Olthoi Larvae
Olthoi Slasher
Olthoi Ripper
Depraved Shadow
Degenerate Shadow
0
Hostile Combatant
10
Parfal Sleech
Listris Sleech
Disgraced Nanjou Shou-jen
0
Myrmidon
11
Tusker Stomper
Virindi Paradox
Tortured Spirit
0
Pit Fighter
12
Ruschk Draktehn
Mukkir Kartak
Mukkir Laktar
Umbral Mukkir
Mukkir Draktehn
0
Ring Master
13
Ravagers
Virindi Quidiox
Inflamed Ursuin
1
Lord of the Arena
14
Virindi Quidiox
Virindi Paradox

Olthoi Slayer
Olthoi Slasher
Olthoi Ripper
Olthoi Progenitor

1
Fearless
15
Mosswart Elders
Mosswart Gladiators
Mosswart Agitator
Enraged Ancient Soul
2
Master Gladiator
16
Viamontian Hands
Swarm Demons
3
Colossus
17
Annihilator
Virindi Paradox
Uber Penguins
4
Titan
18
Tremendous Monougas
(only once)
Elite Guardians
(three spawns not 2)
4
Colosseum Champion

 

Complete arena 18, you will recieve the Colosseum Vault Key

Rings looted from the Colosseum Vault

Ring Spells
Red Empyrean Ring Regeneration Other Incantation(145% Health Regeneration), Essence Glutton(+30 Health)
Blue Empyrean Ring Mana Renewal Other Incantation(+145% Mana Renewal), Empyrean Mana Absorbtion(+100 Mana), Mana Conversion Mastery Incantation(+45 Mana Conversion), Major Pierce Ward
Yellow Empyrean Ring Rejuvination Other Incantation(145% Stamina Rejuvination), Empyrean Stamina Absorbtion(+100 Stamina), Aurlanaa's Resolve(+20% Stamina Rejuvination), Empyrean Enlightenment(+60 Arcane Lore), Major Slashing Ward
Green Empyrean Ring Empyrean Regeneration(+50% Health Regeneration), Empyrean Rejuvination(+50% Stamina Rejuvination), Empyrean Mana Renewal(+50% Mana Renewal), Epic Bludgeon Ward(+20% Bludgeoning Protection)
White Empyrean Ring Major Bludgeon Ward, Major Piercing Ward, Major Slashing Ward

 

 

So you:

purchase your colosseum ticket from the Colosseum Ticket Vendor, 5mmds a rare - suggest you use a rather useless one like personal attunement. Or you can buy 100 tickets for 3 Colosseum coins from the Colosseum Coin Collector

ensure your fellow is fully formed, as once the ticket is given to the Master Arbitrator the fellow is locked and no additions are permited, exception, leader can re-add anyone that is booted offline

assemble the fellow in front of the appropriate doorway,

give the Master Arbitrator you ticket,

enter and let the mayhem begin.

Informational notes:

die in the Arena and nothing is dropped so coprse recovery isn't necessary.

monsters in arena won't spawn until after the bell is rung. As you only have an hour to win in Arena 18 first person thru the door will often immediately ring it.

first entry into the Arena's can be quite lenghty, so it is suggested you go on a flagging or practice run before doing a 'rare' run.

flagging run : where the objective is merely getting someone to Arena 8 so they can then enter the mini boss rooms for tokens.

practice run : where a fixed group of individuals get together and practice running the Arena so they know the various offensive and defensive formations typically employed. After several such runs they will usually then start doing 'rare' runs. Practice runs can also know as or referred to as coin runs.

rare run : where the practiced team comes together with 3 or 4 rares each to be used during the run to help completing Arena 18 before the 60 minutes expires.

rewards are based on LAST door passed thru. Thus if when close to time expiring and you die in Arena 16 (thus passed thru door 15) if you need to buff and then begin running back and have just entered Arena 12 when portalled out - YOUR reward for the run will be based on passing thru door 11. Thus as it gets close to zero hour, time awareness is critical so you don't start running back and lose xp/title/coin(s).

having a full complete of slayer weapons, mages with approrpiate ring/wall/tusker fist spells, and good armor play a vital part in a successful completion of Arena 18.

As soon as the 4th spawn is eliminated, make for the north wall and prepare to move to the next Arena as time may be critical in the case of a rare/coin run.

IF you are standing too close to the North door when it warps in, you can get stuck inside it and unable to move with your only option portal recalling back to main room and running all the way thru completed Arena rooms.

 

Formations usually employed are:

mages encircling the bell casting ring spells almost non-stop.

mages against east and west walls firing tusker fists almost non-stop across the center of the room.

mages in one corner enwalled by a melee meat shield (depening on which Arena the meat shield may or may not be attacking).

mage imperil/vul everything first then war if anything left.

and whatever else your fellow deems successful.

 

Last Updated ( Tuesday, 01 July 2008 )
 
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