The Proving Pit
Twelve waves, each harder than the last. Fall and you lose nothing.
The Pit is an arena behind the barracks by Highmoor's south road. Walk in through the door. Pitmaster Gorm and Quartermaster Rusk stand in the safe yard outside.
How a run goes
- Walk in. After a short countdown, the first wave comes out of the gates round the edge.
- Beat every monster in the wave. You get Pit Tokens, and the next wave comes out after a short pause.
- Wave 6 is the Gladiator. Wave 12 is the Pitlord.
- Clear all twelve and the Pitmaster sends you the Pitlord's Torc, the first time only.
The full list of waves, monsters and tokens is on the Proving Pit page.
The rules
- Defeat costs nothing. No GP and no XP lost, and it doesn't count as a death. You wake at the Pit's gate in Highmoor.
- Monsters in the Pit give XP but no loot, and no clue scrolls. Tokens are the reward.
- You can walk out through the gate between waves and keep everything you've won. Next time you start again from wave 1.
- Your best wave is recorded. The achievements Into the Pit, Crowd Pleaser and Pitlord go with waves 3, 6 and 12.
Spending tokens
Rusk takes tokens only: potions, runes, the Gladiator's Helm and the Pit Fighter's Greaves. See his shop.
Tips
- Bring potions. The waves come quickly, and the late ones mix tough melee monsters with casters.
- Ranged vocations: keep moving round the ring and kite. The Pit is round for a reason.
- Gorm's quests The Crowd's Favourite and Lord of the Pit pay extra tokens.