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GuidesMonster Colosseum

Monster Colosseum

The Monster Colosseum is an arena you open for your own party with a ticket. Nobody else gets in. The monsters come to you: five waves of a hundred, a boss after each wave, and the Hellfire Emperor and his guard at the end. There is no timer and no route to learn. You just hold the floor.

5

arenas, level 10 to 160

500

kills before the Emperor

10

players on one ticket

50

W Coin for the first ticket

Step by step

Getting in

A ticket is a key to a private copy of the arena. One ticket opens one run for your whole party.

  1. 1

    Buy a ticket

    The tickets are sold in the cash shop under Keys & Materials, one per arena, and in packs of 5, 10 and 50 at the same price per ticket. The shop is the only place they come from. They stack to 255 and can be traded, so a friend can hand you one. See W Coin & the shop for how to get the coin.
  2. 2

    Form your party, or don’t

    Up to ten players, or just you. If you are in a party, everyone must be within ten levels of the party leader, or the arena will not open. There is no minimum level on any ticket.
  3. 3

    Use the ticket in a town

    Right-click it and confirm. It only works in a town. The ticket is used up as the arena opens, and your whole party is taken in with you. Everyone has to be free to move at that moment, so don’t try it while someone is still loading.
  4. 4

    Talk to the guard

    You arrive in an empty arena with one guard in the middle. Talk to him twice. The first time he tries to talk you out of it, and the second time the fight starts.
  5. 5

    Hold the floor

    Kill five hundred monsters, then the Emperor. When it is over, a portal on the stairs takes you back to Etherain.

The five rounds

One arena, five levels of monster

All five rounds are the same fight: the same monsters, the same waves and the same bosses. Only their level changes. The recommended level printed on each ticket is the level of the Emperor at the end. The first wave starts thirty levels below it.

Round 1 · Colosseum Fight Ticket LV 1

Round 1 · Colosseum Fight Ticket LV 1

50 W Coin

Recommended level 35 – 45. Monsters from level 10 up to 40. The cheapest way to see the whole arena.

Round 2 · Colosseum Fight Ticket LV 2

Round 2 · Colosseum Fight Ticket LV 2

100 W Coin

Recommended level 65 – 75. Monsters from level 40 up to 70.

Round 3 · Colosseum Fight Ticket LV 3

Round 3 · Colosseum Fight Ticket LV 3

150 W Coin

Recommended level 95 – 105. Monsters from level 70 up to 100. From here on the equipment in the drops stops improving.

Round 4 · Colosseum Fight Ticket LV 4

Round 4 · Colosseum Fight Ticket LV 4

200 W Coin

Recommended level 125 – 135. Monsters from level 100 up to 130. The highest round you can buy a ticket for at the moment.

Round 5 · Colosseum Fight Ticket Lv. 5

Round 5 · Colosseum Fight Ticket Lv. 5

not on sale

Recommended level 135 – 160. Monsters from level 130 up to 160. The arena is there, but its ticket is not in the shop at the moment.

RoundRecommended levelMonster levelsTicket price
135 – 4510 → 4050 W Coin
265 – 7540 → 70100 W Coin
395 – 10570 → 100150 W Coin
4125 – 135100 → 130200 W Coin
5135 – 160130 → 160Not on sale
Prices are per ticket. Packs of 5, 10 and 50 cost exactly that many times as much, so buying in bulk saves nothing but clicks. The fifth ticket is not in the shop right now, and nothing in the game drops it.

The fight

What a run looks like

A full run asks for 518 kills: the five hundred the waves demand, five wave bosses, and the Emperor with his twelve guards.

Five waves of a hundred

Each wave is seven kinds of monster that keep pouring in until you have killed a hundred of them. Some kinds need ten kills, others fifteen or twenty. Then the wave’s boss walks in on its own. Kill it and the next wave starts. Each boss is as strong as the end of its own wave, so they get tougher as you go. The five bosses, in order:

  • · Beastman Lord — after kill 100
  • · Knight of Darkness — after kill 200
  • · Master of the Castle — after kill 300
  • · Prince of the Flames — after kill 400
  • · Dark Bishop — after kill 500

The Hellfire Emperor

Once the fifth boss is dead, the Emperor arrives with twelve guards: three each of his Elite Guards, Gladiators, Knights and Warriors. Kill him and the run is won. Whatever is left of his guard vanishes with him, the arena tells you to take the portal on the stairs, and that portal takes you to Etherain.

Now and then a lone Specter of the Pit turns up and disappears again if nobody kills it. It is weak, and it carries only low-level loot. Don’t break off a fight for it.

No clock

There is no time limit on any round. Take the waves at whatever pace your party can survive.

One way to lose

The run fails only if everyone in the arena is dead at the same moment. Five seconds later you are all sent back to Etherain. As long as one player is still standing, the run goes on.

Kill the Elite Guards before the Emperor. Apart from the six bosses, the Emperor’s three Elite Guards are the only monsters in the arena that can drop Mayan materials, and they disappear the moment he dies. Finish him first and you throw away more than a quarter of the run’s Mayan chances. The ticket is gone either way. It was used up when the arena opened, whether you win or lose.

Rewards

What a full run pays

There is no reward for finishing: no box and no W Coin. The pay is what the monsters drop, and at 518 kills that adds up.

Lv.2 Mayan Jewel

Lv.2 Mayan Jewel

2 every 3 runs

Only from the six bosses and the Emperor’s three Elite Guards. A boss has a 4% chance to drop a pair, an Elite Guard 3%.

Lv.2 Mayan Metal

Lv.2 Mayan Metal

2 every 3 runs

Same monsters, same odds. It is one roll per monster, so a kill gives you a pair of Jewels or a pair of Metals, never both.

Photon

Photon

about 4 a run

A little over half of every wave, plus every boss and guard, has a 1.4% chance to drop one. That is nearly three hundred chances a run.

Packing Photon

Packing Photon

1 – 2 a run

The same monsters, at 0.5% a kill. This is the material for enchanting +7 to +9.

Trans Photon

Trans Photon

1 every 3 – 4 runs

The same monsters, at 0.1% a kill. This is the material for +10 to +12.

Synthesis Zards

Synthesis Zards

about 26 a run

Every monster in the arena has at least a 5% chance to drop one, and the bosses twice that.

Per full runEvery roundWhat changes by round
Lv.2 Mayan Jewel + Metalabout 0.66 of eachNothing
Lv.1 Mayan Jewel + Metalabout 1 in 16 runs eachNothing
Photon · Packing · Transabout 4 · 1.5 · 0.3Nothing
Synthesis Zardsabout 26Nothing
Heimabout 100 drops (one kill in five)The size of each drop climbs with monster level
Equipmentabout 20 piecesThe level of the gear, up to round 3
Averages over a full run with every monster killed, the Emperor’s guard included. The chances are per kill, so the totals are the same whoever lands the blow.

For every other monster’s loot, use the drop rate lookup. The arena’s monsters are covered on this page instead.

Tips

Which round, and when

The Mayan and Photon rates are the same in every round. What changes is the heim and the level of the equipment, and the equipment stops improving at round 3.

Farming Mayans

Every round pays the same: about two Lv.2 Mayan Jewels and two Lv.2 Mayan Metals every three runs. Your level against the monsters does not change the odds. If Mayans are what you are after, the right round is the one your party clears fastest, and that is often a cheaper ticket than your level suggests.

Farming heim

Heim is the one reward that grows with the round. The monsters drop coin about one kill in five in every round, but each drop gets bigger as their level rises. If heim is the point, run the highest round your party can survive.

Not a gear farm

Weapons and armour do drop, about twenty pieces a run, but the best of them tops out early. Round 1 reaches level 29 weapons and level 28 armour, round 2 reaches level 50 and 38, and from round 3 up it is level 64 weapons and level 46 armour. Rounds 4 and 5 drop nothing better. For endgame gear, look at Elite 1.

Bringing friends

One ticket takes up to ten players in, so a full party can split the cost ten ways. The ten-level rule is measured from the party leader, so a group spread across twenty levels can still go in if the leader sits in the middle.