Sol Heredit (Colosseum)
Combat level 1563 · 1500 hitpoints
The final wave of the Fortis Colosseum. A pure mechanical duel: no minions, no adds, just spear/shield/grapple patterns you must read correctly. Drops the Dizana's quiver (via the Colosseum) and the Sunfire fanatic armour comes from earlier waves.
Requirements
- Fortis Colosseum (Varlamore)
- 90+ melee stats
- 77 Prayer
- Wave 12 of the Colosseum
Pointers
- SPEAR ATTACK: he telegraphs which of three spears he uses. Pray the matching protection prayer. Wrong prayer means heavy damage.
- SHIELD BASH: he raises his shield and charges. You must move BEHIND him or take massive damage.
- GRAPPLE: he grabs you and drains prayer. Break out by moving in the indicated direction.
- The arena shrinks over the fight. Space management is a real constraint late.
- He is weak to melee and the fight is designed as a melee duel; ranged and magic have no mechanical support here.
- Sunfire fanatic armour (from earlier waves) gives a damage bonus specifically in the Colosseum.
What the sim brings here
Every worn slot and every inventory row below is the combat simulation's own output, at the style it ranks fastest for each account tier. Each line carries the channel that chose it: sim means the model solved it, and inherited means the value came through from the hand-authored loadout the solver starts from. Riding through a generator does not make a value derived, so those are marked rather than presented as the model's answer. A line marked unattributed carries a channel the model's own vocabulary no longer declares, so no word is put on it at all rather than one being read off the channel's spelling. Where the model has not answered a row, its own refusal is printed instead; where it has answered a row it doubts, the answer is printed with the doubt attached rather than withheld.
The model declines to name a best style at this encounter: no single style this encounter admits meets its requirement (different parts of the encounter answer to different styles, so no one style covers the whole thing; a style is needed to REACH something rather than to out-damage it. The requirement is about where you can stand, not about dps, and a dps ranking is structurally unable to see it (see POSITIONING.verdictCannotSeeDamageTaken); Fortis Colosseum/Strategies#Equipment), so there is no single best style to open on. Every style it has either an answer or a stated reason for is listed below, rather than one being chosen for it.
max tier, magic
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Torva full helm sim
- Cape: Infernal cape sim
- Neck: Amulet of rancour sim
- Ammo: nothing sim
- Weapon: Holy scythe of vitur sim
- Body: Oathplate chest sim
- Shield: nothing sim
- Legs: Oathplate legs sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads (max) sim
- Ring: Ultor ring sim
The model doubts this gear (ranked on the primary style only): this tab is fought in melee and mage, and the gear search ranked it on melee alone. The bag it was scored in DOES pay for the 2 carried switch item(s), so the trip length is honest, but a reader who spends half the fight in another style is looking at gear chosen for the half the search could see.
Inventory: 6 of 6 rows chosen by the sim.
- Tumeken's shadow sim
- Occult necklace sim
- Dragon claws sim
- Super combat potion(4) sim
- Saradomin brew(4) x7 sim
- Super restore(4) x14 sim
The model doubts this inventory ():
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.95 kills in 19 minutes, limited by run.
max tier, magic
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Torva full helm sim
- Cape: Infernal cape sim
- Neck: Amulet of rancour sim
- Ammo: nothing sim
- Weapon: Holy scythe of vitur sim
- Body: Oathplate chest sim
- Shield: nothing sim
- Legs: Oathplate legs sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads (max) sim
- Ring: Ultor ring sim
The model doubts this gear (ranked on the primary style only): this tab is fought in melee and range, and the gear search ranked it on melee alone. The bag it was scored in DOES pay for the 3 carried switch item(s), so the trip length is honest, but a reader who spends half the fight in another style is looking at gear chosen for the half the search could see.
Inventory: 6 of 6 rows chosen by the sim.
- Twisted bow sim
- Seeking dragon arrow sim
- Necklace of rupture sim
- Super combat potion(4) sim
- Saradomin brew(4) x7 sim
- Super restore(4) x14 sim
The model doubts this inventory ():
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.91 kills in 19 minutes, limited by run.
mid tier, magic
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Oathplate helm sim
- Cape: Infernal cape sim
- Neck: Amulet of torture sim
- Ammo: nothing sim
- Weapon: Soulreaper axe sim
- Body: Oathplate chest sim
- Shield: nothing sim
- Legs: Torva platelegs sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads (max) sim
- Ring: Ultor ring sim
The model doubts this gear (ranked on the primary style only): this tab is fought in melee and mage, and the gear search ranked it on melee alone. The bag it was scored in DOES pay for the 3 carried switch item(s), so the trip length is honest, but a reader who spends half the fight in another style is looking at gear chosen for the half the search could see.
Inventory: 7 of 7 rows chosen by the sim.
- Trident of the swamp sim
- Occult necklace sim
- Elidinis' ward (f) sim
- Dragon claws sim
- Super combat potion(4) sim
- Saradomin brew(4) x8 sim
- Super restore(4) x12 sim
The model doubts this inventory ():
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.2 kills in 23 minutes, limited by run.
mid tier, magic
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Oathplate helm sim
- Cape: Infernal cape sim
- Neck: Amulet of torture sim
- Ammo: nothing sim
- Weapon: Soulreaper axe sim
- Body: Oathplate chest sim
- Shield: nothing sim
- Legs: Torva platelegs sim
- Hands: Ferocious gloves sim
- Feet: Avernic treads (max) sim
- Ring: Ultor ring sim
The model doubts this gear (ranked on the primary style only): this tab is fought in melee and range, and the gear search ranked it on melee alone. The bag it was scored in DOES pay for the 4 carried switch item(s), so the trip length is honest, but a reader who spends half the fight in another style is looking at gear chosen for the half the search could see.
Inventory: 7 of 7 rows chosen by the sim.
- Zaryte crossbow sim
- Ruby dragon bolts (e) sim
- Necklace of anguish sim
- Twisted buckler sim
- Super combat potion(4) sim
- Saradomin brew(4) x8 sim
- Super restore(4) x12 sim
The model doubts this inventory ():
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.16 kills in 24 minutes, limited by run.
budget tier, magic
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Oathplate helm sim
- Cape: Mixed hide cape sim
- Neck: Amulet of torture sim
- Ammo: nothing sim
- Weapon: Soulreaper axe sim
- Body: Oathplate chest sim
- Shield: nothing sim
- Legs: Oathplate legs sim
- Hands: Barrows gloves sim
- Feet: Avernic treads sim
- Ring: Ultor ring sim
The model doubts this gear (ranked on the primary style only): this tab is fought in melee and mage, and the gear search ranked it on melee alone. The bag it was scored in DOES pay for the 3 carried switch item(s), so the trip length is honest, but a reader who spends half the fight in another style is looking at gear chosen for the half the search could see.
Inventory: 6 of 6 rows chosen by the sim.
- Trident of the swamp sim
- Amulet of magic sim
- Arcane spirit shield sim
- Super combat potion(4) sim
- Saradomin brew(4) x8 sim
- Super restore(4) x13 sim
The model doubts this inventory ():
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.1 kills in 25 minutes, limited by run.
budget tier, magic
Worn gear: 11 of 11 slots chosen by the sim.
- Head: Oathplate helm sim
- Cape: Mixed hide cape sim
- Neck: Amulet of torture sim
- Ammo: nothing sim
- Weapon: Soulreaper axe sim
- Body: Oathplate chest sim
- Shield: nothing sim
- Legs: Oathplate legs sim
- Hands: Barrows gloves sim
- Feet: Avernic treads sim
- Ring: Ultor ring sim
The model doubts this gear (ranked on the primary style only): this tab is fought in melee and range, and the gear search ranked it on melee alone. The bag it was scored in DOES pay for the 4 carried switch item(s), so the trip length is honest, but a reader who spends half the fight in another style is looking at gear chosen for the half the search could see.
Inventory: 8 of 8 rows chosen by the sim.
- Zaryte crossbow sim
- Ruby bolts (e) sim
- Necklace of anguish sim
- Twisted buckler sim
- Dragon dagger sim
- Super combat potion(4) sim
- Super restore(4) x12 sim
- Saradomin brew(4) x7 sim
The model doubts this inventory ():
Spellbook: Lunar. Grants Vengeance.
Trip: about 1.03 kills in 25 minutes, limited by food.
What each of those badges means
- derived:ascent (sim): an accepted coordinate-ascent move: betterThan() preferred this candidate over the incumbent under the row objective and band. The weapon+ammo+shield pairing and the crystal set arrive here too, because both are offered to the same acceptance test.
- derived:composed (sim): balanceInventory() sized this row from the derived supply menu. The menu enumerates CONSUMABLES and narrows by style, tier and price; it is not the authored bag.
- derived:empty (sim): the finished loadout leaves this slot EMPTY, and that is an ANSWER rather than a gap: a two-handed weapon forfeits the shield and a weapon that stores its own ammunition frees the ammo slot. Recorded so a null slot is never read as unprovenanced.
- derived:obtainable (sim): canonicaliseObtainable(): the finished loadout named a variant the model cannot state a route to, and this pass swapped it for the obtainable equal.
- derived:seedWeapon (sim): the weapon the ascent BEGAN from, taken off the dps-ranked weapon shortlist, or the forced weapon of a multi-start seed. Never off a start loadout.
- derived:spec (sim): a carried special-attack weapon PROPOSED by `specPlan` (specchoice.js), which prices every SPEC_ATTACKS weapon that deals damage or drains defence on top of the bag solved without one, and KEPT by `judgeSpecArms` only where the composed bag with it beats the bag without it under `compareScores`. The row's `kpt.specWeapon` carries both arms.
- derived:switch (sim): a carried gear switch, named by `build.switches`, composed by `resolver.hybridSwitches` out of the OTHER styles SOLVED gear (solvedgear.js), at the same tier as the row. This is the derived replacement for `inherited:switch`; the two differ only in which source answered, and the resolver states that per switch rather than letting the consumer infer it.