The Fortis Colosseum stands as a monumental addition to the world of OSRS, offering players an unparalleled challenge and a chance to prove their worth in combat. Situated majestically on the cliffs east of Civitas illa Fortis, this grand amphitheater is the stage for thrilling battles that will test even the most seasoned warriors.
Players will face a total of twelve waves of opponents, with the final battle culminating in an epic showdown against Sol Heredit. Enemies will spawn similarly to how they do in the TzHaar Fight Caves and the Inferno, but additionally, during each wave, additional foes will emerge to intensify the challenge.
Once a great temple where convicts were taken to be sacrificed in the name of Ralos, this colosseum was destroyed after Maximus Tullus ascended as the Sun King, replacing it with a venue where warriors gather to engage in thrilling combat. The management of the Colosseum falls under one of the seven Teoki of Ralos, senior priests appointed by the Teokan himself. Meanwhile, fighters are chosen by elite warriors known as the Lanistas.
Prepare yourself to venture into the Fortis Colosseum and demonstrate your bravery in the arena, for only the strongest and most skilled will emerge victorious from this challenging battleground. Are you ready to face the trial?
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At the conclusion of every wave, players have the option to introduce handicaps for subsequent waves, adding an extra layer of challenge to their gameplay. These handicaps can encompass a variety of modifications, ranging from reducing the player's maximum Hitpoints to bolstering the strength of adversaries or even altering the terrain of the arena itself. Handicaps are randomly assigned and will remain in effect for all ensuing waves throughout the current session.
Each handicap can be categorized into three tiers of severity, providing players with the flexibility to adjust the difficulty according to their preferences and level of expertise. Whether seeking an additional test of skill or aiming to spice up the gameplay experience, handicaps offer a dynamic way to tailor the challenges faced within the Fortis Colosseum.
Tier 1: A swarm of angry bees drifts around the arena. They will slowly converge on the player and deal rapid poison damage if standing underneath them. Bees only have 1 hitpoint. If killed, they will respawn soon after.
Tier 2: Two swarms of angry bees drift around the arena.
Tier 3: Three swarms of angry bees drift around the arena.
Tier 1: Prayer is drained by 20% of damage received.
Tier 2: Prayer is drained by 40% of damage received.
Tier 3: Prayer is drained by 60% of damage received.
Hits from monsters off-prayer apply doom. Certain death after 20 stacks.
Tier 1: The Doom Scorpion continually spawns and hits for two stacks of doom. Certain death after 20 stacks.
Tier 2: The Doom Scorpion continually spawns, moves faster and hits for four stacks of doom. Certain death after 20 stacks.
Tier 3: The Doom Scorpion continually spawns, moves extremely fast and hits for eight stacks of doom. Certain death after 20 stacks.
Shockwave Colossi always spawn in pairs.
Tier 1: Your maximum HP is reduced by 10% and can no longer be boosted.
Tier 2: Your maximum HP is reduced by 20% and can no longer be boosted.
Tier 3: Your maximum HP is reduced by 40% and can no longer be boosted.
Tier 1: Your attack range is reduced by 2 tiles.
Tier 2: Your attack range is reduced by 4 tiles.
Tier 3: Your attack range is reduced by 6 tiles.
Tier 1: Javelins leave a temporary pool of molten sand where they land.
Tier 2: Javelins leave a big permanent pool of molten sand where they land.
Tier 3: Javelins leave a very big permanent pool of molten sand where they land.
Minotaurs can no longer be safespotted.
Tier 1: Enemies never miss and hit an extra 1 damage.
Tier 2: Enemies never miss and hit an extra 3 damage.
Tier 3: Enemies never miss and hit an extra 6 damage.
Tier 1: Damaging energy orbits an area slowly.
Tier 2: Damaging energy orbits an area quickly and deals more damage.
Tier 3: Damaging energy orbits an area very quickly, deals more damage and disables prayer.
An extra random Fremennik Warbander spawns every wave.
When an enemy is reduced to 50% hitpoints or below, a healing totem will appear near them and send healing projectiles to the target, healing them for a set amount of their health every few ticks. The totem only has 1 hitpoint. If the enemy dies, the totem will despawn. If the totem is destroyed before the projectile reaches the target, it will not heal them.
Tier 1: Enemies explode on death.
Tier 2: Enemies explode in a large radius on death.
Tier 3: Damaging energy in a large radius on death and leave behind molten sand.
Ranged Melee Magic
Max hit | Attack Style | ||
---|---|---|---|
1 | 50 | 110 | Melee, Ranged, Magic |
Max hit | Attack Style | ||
---|---|---|---|
Unknown | 125 | 220 | Magic |
Max hit | Attack Style | ||
---|---|---|---|
47 (per hit) | 125 | 100 | Melee |
Max hit | Attack Style | ||
---|---|---|---|
48 | 220 | 225 | Ranged |
Max hit | Attack Style | ||
---|---|---|---|
31 | 250 | 300 | Melee, Ranged, Magic |
Max hit | Attack Style | ||
---|---|---|---|
56 | 125 | 350 | Magic |
Max hit | Attack Style | ||
---|---|---|---|
74 | 225 | 250 | Melee |
Max hit | Attack Style | ||
---|---|---|---|
88 | 1500 | 300 | Melee |
In the Fortis Colosseum, waves of formidable opponents await players, escalating in difficulty with each passing wave. Similar to the TzHaar Fight Cave and the Inferno, NPCs spawn at the onset of every wave, but with the added twist of additional reinforcements joining the fray as the battle progresses. Here's an overview of the waves, assuming that the handicaps Quartet, Bees, Dynamic Duo, and Totemic are not active:
- Enemies: Fremennik Warband, Serpent Shaman
- Reinforcement: Jaguar Warrior
- Enemies: Fremennik Warband, Serpent Shaman, Javelin Colossus
- Reinforcements: Jaguar Warrior
- Enemies: Fremennik Warband, Serpent Shaman, 2x Javelin Colossus
- Reinforcement: Jaguar Warrior
- Enemies: Fremennik Warband, Serpent Shaman, Manticore
- Reinforcements: Jaguar Warrior, Serpent Shaman
- Enemies: Fremennik Warband, Serpent Shaman, Javelin Colossus, Manticore
- Reinforcements: Jaguar Warrior, Serpent Shaman
- Enemies: Fremennik Warband, Serpent Shaman, 2x Javelin Colossus, Manticore
- Reinforcements: Jaguar Warrior, Serpent Shaman
- Enemies: Fremennik Warband, Javelin Colossus, Manticore, Shockwave Colossus
- Reinforcement: Minotaur
- Enemies: Fremennik Warband, 2x Javelin Colossus, Manticore, Shockwave Colossus
- Reinforcement: Minotaur
- Enemies: Fremennik Warband, Javelin Colossus, 2x Manticore
- Reinforcement: Minotaur
- Enemies: Fremennik Warband, 2x Javelin Colossus, 2x Manticore
- Reinforcements: Minotaur, Serpent Shaman
- Enemies: Fremennik Warband, Javelin Colossus, 2x Manticore, Shockwave Colossus
- Reinforcements: Minotaur, Serpent Shaman
- Final Boss: Sol Heredit
Item | Rarity | Price |
---|---|---|
Tonalztics of ralos | 1 | Not sold |
Echo crystal | 1 | 86,556 |
Sunfire fanatic helm | 1 | 65,217 |
Sunfire fanatic cuirass | 1 | 82,079 |
Sunfire fanatic chausses | 1 | 82,178 |
Sunfire splinters | 100–3,500 | 11,700–409,500 |
Smol heredit | 1 | Not sold |
Dizana's quiver | 1 | Not sold |