Sun against moon over the world of Sol Ultimus

Arena Duel

Three fighters, six gates, and an altar in the middle that heals your side alone.

Arena Duel is the mode in Sol Ultimus: The Eclipse War where you pick three fighters, put them on the altar of an orc fighting pit, and beat the challengers that come out of its six gates. It is the fourth button on the main menu, next to the campaign, the skirmish and online play. There is no hero screen and no map to choose: you pick one of two modes, tap three fighters out of a roster of twenty, and press FIGHT. The pit is the map of chapter 21, The Orc Arena, a twelve-sided palisade of sharpened logs with the stolen moon altar in the middle. A run is one fight or four rounds, depending on the mode, and it ends when one side is down. Free in the browser at solultimus.com, with no download and no account.

How a run works

The Arena Duel button opens straight into the fighter picker. You choose the mode first, then three fighters. Each fighter can be taken only once, so your team is always three different types, and FIGHT does nothing until you have exactly three.

The three of them start standing on the altar in the middle of the pit and the south gate shuts behind them. Nothing comes yet. The first gate opens four seconds after you move a fighter off the altar. If you stand still instead, a ten-second clock runs out and the same four seconds start anyway. The last five seconds count down large on screen.

There is no base, no mine, no building and no reinforcement. The three fighters you picked are the whole team. When the last of them falls the run ends in defeat, and if you took your own Paladin, his death alone ends it whether or not the other two are still up.

Arena Duel is single-player. The challengers belong to the pit, not to another commander. The fight runs on the same authoritative server as the rest of the game, at ten ticks a second.

The two modesThe mode you pick is remembered in your browser for the next run.

The picker puts the two modes above the fighters, and the difference is how many fights you get and how hard they scale. ONE DUEL is a single 3 v 3. GAUNTLET is four fights in a row out of four different gates, each one heavier than the last.

Both use the same pit, the same gates, the same cages and the same altar. Only the challengers and the multipliers change.

ONE DUEL — 3 v 3GAUNTLET — 4 rounds
FightsOneFour, back to back
ChallengersThree, all different typesThree per round, all different types
Drawn fromThe dark-elf tier and the heavy tier, eight types in allRound 1 light, round 2 light and dark-elf, round 3 dark-elf and heavy, round 4 heavy only
Health multiplier×1.1×1, then ×1.15, ×1.3, ×1.45
Damage multiplier×1.05×1, then ×1.15, ×1.3, ×1.45
Between fightsNoneEight seconds, with the altar healing at full speed
You win whenYours is the last team standingYou clear all four rounds

The three groups you pick fromNo catapult and no ballista. Siege engines only move with a crewman walking beside them, so in a team of three they would stand still.

5 fighters

HEROES

Named characters. Your own Paladin, the freed champion Ser Gareth the Red, the Moon Champion, The Old Wizard and Warlord Tiberon. The Paladin is the only pick whose death ends the run on its own.

5 fighters

CHAMPIONS

The big monsters of the campaign, from the 700-health Goblin King up to the 1750-health Orc Giant. Slow, long-reaching and very hard to kill, but under your banner they bring nothing to the fight except their own weight: the rage and the ground slam only work for the pit's own monsters.

10 fighters

TROOPS

The buildable line of both peoples: man-at-arms, archer, knight and cleric for the Sun Order, raider, archer and knight for the Moon Elves, plus the war rhino, the dire boar and the battle cat.

Every fighter you can pick

Twenty fighters, three picks, no duplicates. Health and damage below are the values the server uses.

FighterGroupWhat it does
PaladinHEROESYour own hero. In the arena he arrives at campaign rank 11, with all five spells and all seven relics.
Ser Gareth the RedHEROESThe champion you cut out of the cyclops den in the campaign: a knight under his own banner, raised to 420 health and 40 damage.
Moon ChampionHEROES720 health, 34 damage, and the quickest hero on the list at speed 3.9.
The Old WizardHEROES320 health and 14 damage at range 6. Slow on his feet at speed 2.1, so he needs a body in front of him.
Warlord TiberonHEROESThe old commander of the Sun Order and the toughest hero here: 950 health, 44 damage.
The Orc ChieftainCHAMPIONS900 health, 40 damage, reach 1.7. A slow heavy axe that trades blow for blow.
The Goblin KingCHAMPIONS700 health, 32 damage. The lightest champion and the quickest of them, at speed 3.2.
Cave TrollCHAMPIONS1500 health, 44 damage, reach 3.4. A wall with a long arm — though in your hands it never works itself into the fury it shows as a challenger.
CyclopsCHAMPIONS1450 health, 52 damage, reach 3.2. A two-handed hammer on legs that move at speed 2.2.
Orc GiantCHAMPIONSThe heaviest pick in the game: 1750 health, 56 damage, reach 3.8, speed 2.0.
Man-at-ArmsTROOPS120 health, 10 damage, and ×2 against knights. Can ride on the back of a rhino or a boar.
ArcherTROOPS90 health, 12 damage at range 8. Hits ×1.8 against thick hides, which covers most of the heavy challengers.
KnightTROOPS280 health, 28 damage, and ×1.75 against archers.
ClericTROOPS80 health and no attack at all. Heals the worst-wounded ally within 6, without pause.
War RhinoTROOPS1400 health, 60 damage. The wall of the list, and it carries two riders on its back — a man-at-arms, archer, knight or cleric, never a hero.
Battle CatTROOPS900 health, 36 damage and speed 5.6, the fastest thing you can field. One saddle, and only the Paladin may take it.
Dire BoarTROOPS1300 health, 56 damage. The Moon Elf war beast, a shade quicker than the rhino, and it carries two riders as well.
Dark Elf RaiderTROOPS120 health, 11 damage. The moon side's line infantry, with the same ×2 against knights.
Dark Elf ArcherTROOPS90 health, 12 damage at range 7.5, with the same ×1.8 against thick hides.
Dark Elf KnightTROOPS280 health, 26 damage, and ×1.75 against archers.

Inside the pit

The arena is a twelve-sided palisade of sharpened logs, with a tusk on every corner, skull cords along the walls and sand underfoot. A stone ring runs around the outside of it, seven metres deep and 5.4 metres high.

drawn by lot

Six gates

The six gates sit at the middle of the sides of a hexagon, about 15.6 metres out from the altar. The order in which they open is shuffled at the start of every run, so the same team never fights the same pattern twice. A banner names each one as it swings open: GATE 3 OPENS, and the name of the wave.

behind each gate

The cages

Every gate has a barred niche 5.5 metres behind it, cut into the stone ring, and behind each gate that will be used the first creature of that wave waits inside where you can see it. Giants are the exception: a cave troll does not fit a niche 3.8 metres wide, so its cage stays empty.

heals inside 6 metres

The altar

The stolen moon altar is the middle of the pit and the ground you fall back on. Once a second it restores 4.4 health to each of your fighters standing within six metres of it, and 13.2 while a gate is shut. Nothing on the other side gets a drop of it. That makes the centre the safest ground and the ground everything runs at.

cover

Three rocks

Three boulders stand about 9.5 metres out from the altar, in the gaps between the gates. They block movement, so a charging beast has to come around them and a wounded fighter can step behind one.

orcs and goblins

The crowd

There is standing room on top of the stone ring, packed with orcs and goblins who jump up and roar every few seconds. Torch baskets flank the gates.

Who comes through the gate

The challengers are drawn from thirteen creature types in three tiers. Every wave is three different types, picked fresh at the start of the run, so two runs of the same mode rarely send the same three.

They hunt. From the moment a gate opens they come for your fighters across the sand, and none of them waits by its gate.

Two of them change during the fight. The Great Bear and the Cave Troll both fly into a 15-second fury at 65% health and again at 30%, hitting 1.6 times harder and moving 1.7 times faster. The Cave Troll also builds up a ground slam over roughly twenty seconds: when it lands, the six nearest of yours within 5.6 metres take 38 damage each and are knocked senseless for nine seconds.

TierChallengersWhere they appear
LightWolf, Goblin, Goblin Slinger, Troll Whelp, Forest TrollGauntlet rounds 1 and 2
Dark elf and kingsDark Elf Raider, Dark Elf Archer, Dark Elf Knight, The Goblin KingGauntlet rounds 2 and 3, and ONE DUEL
HeavyThe Orc Chieftain, Dire Boar, Cave Troll, The Great BearGauntlet rounds 3 and 4, and ONE DUEL

Questions and answers

What is Arena Duel in Sol Ultimus?

Arena Duel is a mode in Sol Ultimus: The Eclipse War in which you pick three fighters and fight challengers that come out of the six gates of an orc fighting pit. It is one of the four buttons on the main menu, it uses the map of chapter 21, The Orc Arena, and it runs in the browser with no download and no account.

How many fighters do you pick in Arena Duel?

You pick exactly three fighters in Arena Duel, and each one can be taken only once, so your team is always three different types. They come from a roster of twenty split into three groups: five HEROES, five CHAMPIONS and ten TROOPS. Catapults and ballistas are not on the list, because siege engines only move with a crewman beside them.

What is the difference between ONE DUEL and GAUNTLET?

ONE DUEL is a single 3 v 3 fight and GAUNTLET is four fights in a row that get harder. In ONE DUEL the three challengers come at 1.1 times health and 1.05 times damage, and the last team standing wins. In GAUNTLET each round multiplies the challengers' health and damage by 1, then 1.15, 1.3 and 1.45, draws from a heavier pool each time, and gives you eight seconds on the altar in between; you win by clearing all four.

Does the altar heal you in Arena Duel?

Yes, the altar in the middle of the pit heals every one of your fighters standing within six metres of it, and only yours. It restores 4.4 health a second while a fight is on and 13.2 a second while the gate is shut, which is why the centre is both where you recover between rounds and where every challenger is heading.

Can you lose Arena Duel?

Yes, Arena Duel ends in defeat the moment your last fighter falls, because there are no reinforcements and the three you picked are the whole team. If you take your own Paladin, his death alone ends the run, whether or not the other two are still standing.

Can you play Arena Duel against another player?

No, Arena Duel is single-player: the challengers belong to the pit, not to another commander. Sol Ultimus does have online multiplayer as its own button on the main menu, alongside 1v1 against the computer and the 21-chapter campaign.

Play Sol Ultimus free

Sol Ultimus: The Eclipse War — a free browser strategy game. No download, no account. Play · Campaign · How to play · Compendium · Q & A