Mage Training Arena

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Bandages (Fist of Guthix).png
This is a safe minigame.
If you die, you will not lose any of your items.
Mg magetraining.jpg
The entrance from Het's Oasis.

The Mage Training Arena is an area and its eponymous minigame that focuses on the magic skill. It is north of Het's Oasis and south of the Exam Centre. Using various spells, players earn pizazz points in different activities, which they can use to buy items in a shop on the top floor of the arena. An entrance guardian welcomes visitors to the training arena. You must provide your own runes for the spells.

To participate in all the activities, one should bring nature runes, cosmic runes, law runes, and either all types of elemental runes, or staff to replace them. Recommended staffs to bring are the Elemental battlestaff, Mindspike or Tower mindspike, which can be converted into a staff that provides any one of the elemental runes, and a mud battlestaff, since several of the spells require earth and water runes at the same time. The spells cast are Telekinetic Grab, high and low-level alchemy, all or any of the enchant jewellery spells (Lvl-1 Enchant, Lvl-2 Enchant, Lvl-3 Enchant, Lvl-4 Enchant, Lvl-5 Enchant, Lvl-6 Enchant) depending on your level, and the Bones To Bananas and Bones To Peaches spells.

History[edit | edit source]

The first arena[edit | edit source]

The Mage Training Arena.

After the discovery of Runes by humans in the early Fifth Age, many people wanted to train their magic to use powerful spells. But many accidents occurred as inexperienced mages attempted difficult spells. The wizards of the original Wizards' Tower decided to create an arena for beginning mages to safely hone their skills. They created the rune guardians, having borrowed and modified the golem-creating methods of Uzer to do so.

This was when the first mage arena was born. Unfortunately it was destroyed by the Fremennik tribe during their Runecrafting Crusades in the year 47, as they were angered by the new art of magic and the creation of runes.

The second arena[edit | edit source]

Years after the Wizards' Tower burned down, the current head wizard of the tower, Archmage Sedridor, decided to rebuild the training arena after having one of his drinking sessions, as he wanted to make a safe place for budding wizards to grow their talents after one of the wizards' apprentices had exploded casting a spell. Knowing that the first arena was destroyed, Seridor was looking for a way to defend the arena from further attacks. Wizard Shug suggested that they rebuild the original golems; working together with Wizards Dougal and Edvin, they reconstructed the damaged rune guardian bodies. Charmed warriors were also added to serve as an additional line of defence for the arena.

Currently, the arena continues to take in apprentices, helping them grow their magic skills while the rune guardians and charmed warriors help guide and protect them.

Getting there[edit | edit source]

There are several quick ways of getting to the arena:

Requirements[edit | edit source]

Mage Training Arena lobby.

Players need a minimum of level 7 Magic to participate in this minigame, although that will allow the use of only a single spell. At level 33 Magic (required for Telekinetic Grab), a player can participate in all 4 activities. Level 87 (enchant onyx) will allow players to use all spells in all areas of the minigame. The higher the level of Magic, the more experience points the player will receive.

Players also need to either wear or have in their inventory a Progress hat, which can be obtained from the Entrance Guardian. Players should not destroy or lose their hat, as it keeps track of Pizazz points earned in each room. Talk to the cranky Progress hat to learn Pizazz point totals for each room.

Clue scrolls, caskets, and summoning familiars are not allowed inside the rooms. Coins are not allowed in the Alchemists' Playground. Bananas and Peaches are not allowed in the Creature Graveyard.

Rooms[edit | edit source]

The Mage Training Arena offers four rooms for the player to practice casting Alchemy, Enchantment, and Telekinetic Grab spells, and Creature Graveyard. In addition to Pizazz points, the player earns coins and runes in the activities. Players must acquire the appropriate number of Pizazz points in each of the four rooms to buy items from the Rewards Guardian.

The teleports to the four rooms are located in the north area of the arena:

Telekinetic Theatre[edit | edit source]

Spells: Telekinetic Grab
For solutions to the maze puzzles, see Mage Training Arena/Puzzle Solutions
Entrance to the theatre.
Plaque of the entrance.
The Telekinetic Theatre, as seen from overhead.

The goal in Telekinetic Theatre is to use telekinetic grab to move the Guardian Statue onto a pad. The statue will move toward the side the player is standing on, so it’s not necessary to be perfectly aligned with the statue to move it. However if the player is standing in a corner, then the spell will do nothing but still consume the runes. The same happens if the player is not standing next to the maze.

The player is able to move while the spell is in the air, but if the player moves to another side, then the spell will do nothing. The player can however use this time to run to the end of the side, to get ready for a rotation, which can then be done when the statue is in motion.

Bladed dive is very useful here, especially when paired with mobile as it is possible to dive through the maze to quickly get to the right spot. Diving to a square next to a corner makes it possible to get two grabs per dive.

Players can speak with the Telekinetic Guardian, who can explain how the Telekinetic Theatre works. By interacting with the statue, a top-down view can be toggled, and the puzzle can be reset.

A maze can take anywhere from seven to ten moves (and law runes) to complete and rewards two pizazz points when solved. After completing it, the player can then right-click to the Maze Guardian to teleport to another maze. After solving five mazes in a row, the player will get a bonus of 8 pizazz points, 10 law runes, and 1,000 magic experience. Thus, the player gains roughly 3,000 magic experience per five mazes completed.

If the player logs out before completing a maze, when they log back in, they will have to start the maze they were working on from the beginning. However, if the player leaves the room or even the arena, the room remembers the player's completed maze count when they return.

To approximate the magic experience gained for each five mazes solved, one could assume a cost of ten law runes per maze or 50 law runes for every five mazes completed, which is 78.75 magic exp per law rune used and makes 1 pizazz point worth 598 coins.

Alchemists' Playground[edit | edit source]

Spells: Low Level Alchemy, High Level Alchemy
Entrance to the playground with its plaque.
A player in the Alchemist's Playground, with old Alchemy interface in the top right.
The current Alchemy interface

In this room, players can speak with the Alchemy Guardian, who can explain how the Alchemist's Playground works.

Players cast high level alchemy or low level alchemy spells to convert five items found in eight cupboards to gold coins. Approximately every 40 seconds, the items rotate clockwise from cupboard to cupboard. The items keep their relative positions as they move. The alchemy value window in the top-right part of the screen shows the order of the items:

To quickly determine the location of an item, check one of the centre cupboards immediately after the alchemy value window changes. Cupboards are empty in groups of three, so if the checked cupboard is empty, then it is likely that adjacent cupboards also are empty. It is therefore best, to skip over empty cupboards, to check the cupboards on opposite side at the opposite end of the row of cupboards. The order of the cupboards follows the order on the list in the top right of your screen. The pattern to the room goes in the order of the items on the top of the screen and rotates in a counter-clockwise fashion. (Sword > Emerald > Helm > Shield > Boots) For example, if you check a cupboard and it contains an emerald, the cupboard in the next counter-clockwise position will contain a helm.

The alchemised value for each item changes every 40 or so seconds, and the window in the top-right corner displays the current values. The Alchemy Guard will call out when the prices are changing, so keeping an eye out for his messages will keep players from alchemising items that have changed in value. The values are the same for both high and low level alchemy. Item values range from 1 to 30 coins.

A yellow square occasionally appears around an item in the alchemy value window. This square indicates that the item can be alchemised for free, without expending runes. Although no runes are consumed using this method, players will still need at least one nature rune in their inventory to activate the alchemy spell in the spellbook.

For maximum efficiency items should be taken out of the cupboard during the high-alch animation. This can be done as follows: As a preparatory step drag one of each item to your action bar so you can alch them with a hotkey. Now, first alch one item using the hotkey. When you see an item disappearing from your inventory, click the cupboard to get a replacement. When you see it appear in your inventory the alch-animation will still be underway. Pressing the hotkey at this point will queue another alch cast. You can then proceed to take another item when one disappears etc.

Rewards[edit | edit source]

For every 100 coins deposited in the coin collector, the player will gain one pizazz point and ten coins (deposited straight to the player's bank). The player also gains two magic experience per coin deposited. If you leave the playground without converting your coins to points, you will lose all your coins and receive no points for them.

To make the most efficient use of their time, players should try to alchemise items that convert for 30 coins. Since the locations of the items are the same for everyone, to help save time it is recommended that players tell each other the cupboard of the 30 coin and/or free alchemy items. Low level alchemy should be used to get pizazz points faster since it takes less time to cast.

As the alchemy spells require only fire and nature runes, players can replace the fire runes with a Staff of fire.

The maximum amount of coins that can be deposited is 12,000. A warning message about that is displayed every cast if a player has 11,000 coins or more in their inventory, so it's best to deposit the coins to avoid more clicks and slower alching.

If the player logs out with coins in the inventory, the coins are automatically turned into the corresponding number of pizazz points.

If the player attempts to redeem more than 12,000 coins in one transaction, they will be removed from the arena and the coins will be cleared from the inventory. They will receive a message reminding them that they were warned to deposit a maximum of 12000 coins in one deposit. The player will receive NO pizazz points nor will coins be placed in the bank for these transactions.

Assuming a staff of fire is used and that everything alchemised is worth 30 coins, the number of coins spent to earn one Pizazz point is 3,123 coins, gaining an average of 416.67 experience per point.

Enchanting Chamber[edit | edit source]

Items needed: elemental runes, cosmic runes
Items recommended: elemental staves to replace certain elemental runes
Spells: Lvl-1 Enchant, Lvl-2 Enchant, Lvl-3 Enchant, Lvl-4 Enchant, Lvl-5 Enchant, Lvl-6 Enchant
Entrance to the chamber and its plaque.
A player in the Enchantment Chamber.

In this room, an Enchantment Guardian can explain how the Enchanting Chamber works.

Players cast enchant jewellery spells to enchant various shaped items (blue Icosahedron, yellow cube, red pentamid, and green cylinder) located in the four corners of the room into orbs. In the minigame interface an icon indicates which bonus shape to transform if the player wishes to gain pizazz points. These shapes will transform into orbs, granting one pizazz point per cast. All magic experience is reduced to 75% the regular amount in this room.

The bonus shape changes every 25 seconds or so. The Enchantment Guardian also calls out the bonus shape as it changes. Player can deposit orbs in the middle of the room: Every 20 will earn a reward of either three blood, death, or cosmic runes. To save time, choose the Deposit Hole option to deposit all orbs at once instead of selecting each orb and then depositing them one by one.

For each ten shapes converted, the player is rewarded a bonus: On converting the tenth shape, the arena will award points according to the level of enchantment used to convert the tenth shape. For example, if the player cast Enchant Level 4 Jewellery to convert the tenth shape, four points will be awarded. Please note that dragonstones do not count as shapes, and the bonus for the tenth item will be given even if you enchant the incorrect shape.

While the shapes at first glance may appear to be randomly scattered into the four corners, the two corners of every side contains all four shapes. So a player needs only stay on one side of the arena to obtain all shape types, cutting down on run energy use.

Six dragonstones spawn around the room every five minutes, which players can enchant at any level. The stones give more bonus pizazz points depending on the level of enchantment the player uses. Points gained per dragonstone is equal to two times the enchantment level used; therefore, the maximum points available for enchanting one of the six dragonstones is 12, (using Enchant Level 6 Jewellery).

Fastest method[edit | edit source]

The fastest way to gather Enchantment Pizazz points is to collect the 6 dragonstones that spawn in the room, cast the highest available enchantment spell on all of them, and then immediately quick-hop worlds. Depositing the orbs is optional. Using Telekinetic Grab can save time as the stones usually spawn far from each other and it takes time to run to pick all six of them. Do not hop worlds before enchanting the dragonstones since after hopping, the player will be placed outside the arena, and the dragonstones will be removed from the inventory. Casting Enchant Level 6 Jewellery will yield 12 points per dragonstone, allowing for a maximum of 72 points per world.

Below are the point values received upon enchanting dragonstones, (points awarded when enchanting a dragonstone depend upon the enchantment level used):

Assuming the use of the appropriate staves, the cost per pizazz point is:

Cost/Point Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Shapes 258 coins 237 coins 219 coins 203 coins 190 coins 178 coins
Dragonstones 142 coins 71 coins 47 coins 36 coins 28 coins 24 coins

Creature Graveyard[edit | edit source]

Entrance to the graveyard with its plaque.
Items needed: nature runes, and either water and earth runes or elemental staves
Items recommended: mud battlestaff
Spells: Bones To Bananas, Bones To Peaches

The player will be frequently struck for 200 life points by falling bones whilst in this room, this damage is not preventable by protection prayers. Players can speak (quickly) to a Graveyard Guardian whilst inside who can explain how the Creature Graveyard works.

The objective of this game is to collect and convert bones from one of the several bones piles scattered across the room, and convert them into fruit. This fruit is then deposited in the food chutes found on the walls of the room to gain pizazz points. For every 16 fruit deposited in the slot, one graveyard pizazz point is earned. As a further reward players are given one blood, death, earth, water, or nature rune.

Bones can be converted using either the Bones to Bananas or Bones to Peaches spells. There are four variations of Animals' bones; each bone is worth between one and four pieces of fruit. When taking a bone from a pile, they follow a specific repeating cycle. The player will pick up four bones worth 1 piece of fruit, then four worth 2, then four worth 3, then four worth 4 pieces of fruit. As bones can be worth multiple fruit when converted, a full inventory of bones is unnecessary and around 11-14 bones should suffice to provide a full bag after conversion.

It is recommended to bring a staff that provides earth and water runes to reduce costs such as the mud battlestaff, mystic mud staff, or an elemental battlestaff. This allows casting the Bones to Bananas spell for the cost of only one nature rune.

Assuming the use of a mud battlestaff, that 16 fruit are deposited at once, and that the probabilities of blood, death, earth, water, and nature reward runes are equal, one pizazz point costs 271 coins.

Upon death, the player will be sent back to the arena's main hall and lose 10 graveyard pizazz points without losing any equipment. Logging out in the room will not affect the pizazz points, but the player will lose all fruit in their inventory. As items can be brought into the area, it is advised to bring a method to sustain lifepoints.

A player in the Creature Graveyard

Survival strategies[edit | edit source]

Use the west food chute, as it has a bone pile just around the south side, reducing the time spent moving back and forth for deposits.

Bringing unstackable food is not recommended, as having less inventory space means less fruit can be converted and deposited at once, significantly reducing the points gain.

Players can eat some of their converted fruit to heal. Bananas heal for 200 life points and peaches heal 500. Wearing Expensive spices or carrying it in the inventory will heal an extra 50 life points per food eaten, while wearing a Necklace of gluttony instead will heal an extra 100. These items may be used simultaneously to heal an extra 150.

Since Bones to Peaches costs twice as many runes as Bones to Bananas, it is advisable to only convert to peaches if healing is desired. A player can create 20 bananas, eat 4, and deposit the remaining 16. This will heal the player about as fast as they are being injured. Placing food or the Eat Food ability on the action bar provides an easy way to spam eat quickly.

Players who prefer to conserve nature runes by not eating converted fruit may exit the room when they are low on life points and heal by standing near the bank chest just southeast of the entrance to the Mage Training Arena, at the cost of time.

Helpful equipment and boosts for survival in graveyard:

Some setups that can prolong your stay or even completely outheal damage taken allowing you to stay permanently:

Rewards[edit | edit source]

The Rewards Shop

Players may exchange their Pizazz points for runes, infinity robes, wands, a mages' book, or the Bones to Peaches spell by talking to the Rewards Guardian in the shop upstairs. If a player is having trouble with the arena, they can purchase an arena book for 200 coins. Points from all four activities are required to buy most items. Prices are reduced by 2%, 5%, and 10% by completing the easy, medium, and hard Desert achievements respectively.

Item Telekinetic Pizazz points.png: RS3 Inventory image of Telekinetic Pizazz points Alchemist Pizazz points.png: RS3 Inventory image of Alchemist Pizazz points Enchantment Pizazz points.png: RS3 Inventory image of Enchantment Pizazz points Graveyard Pizazz points.png: RS3 Inventory image of Graveyard Pizazz points Grand Exchange map icon.png Price
Infinity hat.png: RS3 Inventory image of Infinity hatInfinity hat 350 400 3,000 350 33,040,815
Infinity top.png: RS3 Inventory image of Infinity topInfinity top 400 450 4,000 400 16,886,947
Infinity bottoms.png: RS3 Inventory image of Infinity bottomsInfinity bottoms 450 500 5,000 450 9,340,152
Infinity boots.png: RS3 Inventory image of Infinity bootsInfinity boots 120 120 1,200 120 24,036,055
Infinity gloves.png: RS3 Inventory image of Infinity glovesInfinity gloves 175 225 1,500 175 1,533,873
Infinity robe armour set 1,495 1,695 14,700 1,495 84,837,842
Battlestaff.png: RS3 Inventory image of BattlestaffBattlestaff 1 2 20 2 3,752
Beginner wand.png: RS3 Inventory image of Beginner wandBeginner wand 30 30 300 30 211,761
Apprentice wand.png: RS3 Inventory image of Apprentice wandApprentice wand 60 60 600 60 192,837
Teacher wand.png: RS3 Inventory image of Teacher wandTeacher wand 150 200 1,500 150 2,610,669
Master wand.png: RS3 Inventory image of Master wandMaster wand 240 240 2,400 240 6,284,736
Mages' book.png: RS3 Inventory image of Mages' bookMages' book 500 550 6,000 500 2,861,406
Bones to Peaches icon.png Bones to Peaches 200 300 2,000 200 186[1]
Item Telekinetic Pizazz points.png: RS3 Inventory image of Telekinetic Pizazz points Alchemist Pizazz points.png: RS3 Inventory image of Alchemist Pizazz points Enchantment Pizazz points.png: RS3 Inventory image of Enchantment Pizazz points Graveyard Pizazz points.png: RS3 Inventory image of Graveyard Pizazz points Grand Exchange map icon.png Price
Mist rune.png: RS3 Inventory image of Mist runeMist rune 1 1 15 1 2,641
Dust rune.png: RS3 Inventory image of Dust runeDust rune 1 1 15 1 2,245
Mud rune.png: RS3 Inventory image of Mud runeMud rune 1 1 15 1 1,503
Smoke rune.png: RS3 Inventory image of Smoke runeSmoke rune 1 1 15 1 543
Steam rune.png: RS3 Inventory image of Steam runeSteam rune 1 1 15 1 2,641
Lava rune.png: RS3 Inventory image of Lava runeLava rune 1 1 15 1 619
Cosmic rune.png: RS3 Inventory image of Cosmic runeCosmic rune 0 0 5 0 412
Chaos rune.png: RS3 Inventory image of Chaos runeChaos rune 0 1 5 1 161
Nature rune.png: RS3 Inventory image of Nature runeNature rune 0 1 0 1 940
Death rune.png: RS3 Inventory image of Death runeDeath rune 2 1 20 1 341
Law rune.png: RS3 Inventory image of Law runeLaw rune 2 0 0 0 269
Soul rune.png: RS3 Inventory image of Soul runeSoul rune 2 2 25 2 2,153
Blood rune.png: RS3 Inventory image of Blood runeBlood rune 2 2 25 2 1,801
  1. ^ The price of a bones to peaches tablet. Does not require the spell to be unlocked to be used.

Achievement[edit | edit source]

  • Peachy Bones (RuneScore.png 10) – Unlock the spell: Bones to Peaches.
  • Extra Cheese (RuneScore.png 5) – Exchange pizazz points at the Mage Training Arena.

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
  • patch 23 November 2020 (Update):
    • You can now enter the Mage Training Arena from the basement with a pet or familiar that you have already summoned.
  • patch 14 October 2019 (Update):
    • In the Alchemy game at the mage training arena, values of the items converted will now change when Alchemy Guardian calls the change, no matter if an Explorer's Ring alchemy interface is used.
  • ninja 13 November 2017 (Update):
    • The Mage Training Arena shop interface has been updated to match other interfaces.
  • patch 6 November 2017 (Update):
    • Extra blocking has been added to some tiles north-west of the Mage Training Arena to prevent players getting stuck.
  • ninja 16 October 2017 (Update):
    • Logging into a free world inside the Mage Training Arena will now teleport players outside of it.
  • ninja 14 August 2017 (Update):
    • Players can now use surge within the Telekinetic Teleport room of the Mage Training Arena.
  • patch 17 October 2016 (Update):
    • Pizazz points are no longer lost when reclaiming a lost progress hat.
  • patch 3 October 2016 (Update):
    • Destroying a progress hat from the Mage Training Arena no longer deletes pizazz points from the currency pouch.
  • patch 7 March 2016 (Update):
    • Players will now be given a warning about their pet when attempting to enter the Mage Training Arena from the basement.
  • ninja 10 August 2015 (Update):
    • Ignoring the coin-cap warning at the Mage Training Arena's alchemy plaza is no longer as punishing.
  • patch 16 February 2015 (Update):
    • The 'membership required' popup message near the Mage Training Arena has been corrected.
  • patch 7 July 2014 (Update):
    • Casting the Low Alchemy spell in the Alchemists' Playground in the Mage Training Arena now works correctly when cast upon a non-free item whilst another item is flagged as free to cast.
  • ninja 7 July 2014 (Update):
    • The option to cast alchemy spells is now listed on the Alchemist's Playground items in the Mage Training Arena.
  • patch 13 November 2013 (Update):
    • A blank textbox has been prevented from appearing when leaving the Alchemists Playground in the Mage Training Arena.
  • patch 10 September 2013 (Update):
    • A force-walk tile has been removed from the area near the Mage training arena.
  • patch 13 August 2013 (Update):
    • The damage dealt in the Creature Graveyard of the Mage Training Arena has been corrected.
  • patch 17 June 2013 (Update):
    • The Mage Training Arena maze guardian in the Telekinetic Grab room now has a quick "Next-maze" option.
  • patch 5 February 2013 (Update):
    • Mages in the Mage Training Arena now animate correctly whilst attacking.
  • patch 14 January 2013 (Update):
    • It is no longer possible to bypass upgrading your wand at the Mage Training Arena.
  • patch 28 February 2012 (Update):
    • Sliced Bananas can no longer be taken out of the Mage Training Arena.
  • patch 22 November 2011 (Update):
    • The minimap near the Mage Training Arena is now less turquoise.
  • patch 28 June 2011 (Update):
    • The checks to reset the camera in the Mage Training Arena have been updated to two tiles around the outside of the Telekinetic Theatre.
  • patch 24 November 2010 (Update):
    • The free Bones to Bananas reward from the Lumbridge Achievement Diary is now disabled in the Mage Training Arena.
  • patch 12 October 2010 (Update):
    • Adjusted some of checks when using the Mage Training Arena.
  • patch 19 July 2010 (Update):
    • Removed old code from the Mage Training Arena.
  • patch 17 September 2009 (Update):
    • Fixed animations for alchemy when in the Mage Training Arena.

Trivia[edit | edit source]

  • Charmed Warriors can be found all over the Mage Training Arena, possibly to protect the arena in the event of future attack.
  • An odd portal can be found housed in a tower on the top floor of the Mage Training Arena, near the Rewards Guardian. While it has no purpose, it appears considerably similar to a House portal, albeit much smaller. Its examine text suggests that this may lead somewhere in the future, stating: "Hidden away, I wonder where it goes?"; however, this cannot be taken to mean anything, as with most examine text they are quite often rhetorical questions.
  • Players can have a maximum of 4,000 Graveyard Pizazz Points, 4,000 Telekinetic Pizazz Points, 8,000 Alchemist Pizazz Points, and 16,000 Enchantment Pizazz Points.
  • Originally, the gate on the way to the Mage Training Arena was on the east side of the Duel Arena hospital. Now, it is on the west side, meaning it takes longer to go to the Mage Training Arena from the bank than originally.
  • It is possible to see the enchantment chamber of the Mage Training arena in the Dorgeshuun Mines with the Orb of oculus.
  • It is also possible to see the puzzle room from Rune Mechanics by looking north east in the basement using the Orb of oculus.
  • In the game guide it is called the Mage Training Arena, but the entrance guardian and the Rewards Guardian both refer to it as the magic training arena.
  • Although players can bring bones into the Creature Graveyard, if they try to turn them into fruit, they will receive the messages "The bones you're holding aren't suitable for bananification" or "The bones you're holding aren't suitable for peachifying," depending on which spell the player is trying to cast.
  • World 91 used to be the official world for Mage Training Arena.