Mage Training Arena
|Mage Training Arena|
|Release date||4 January 2006 (Update)|
|Location||North of the Duel Arena|
|Reward currency||Pizazz points|
|In spotlight rotation||No|
|Infobox • Talk page|
The Mage Training Arena is an area and its eponymous minigame that focuses on the magic skill. It is north of the Duel Arena 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]
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.
Requirements[edit | edit source]
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.
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 - south
- Alchemists' Playground - north
- Enchanting Chamber - west
- Creature Graveyard - east
Telekinetic Theatre[edit | edit source]
- Spells: Telekinetic Grab
- For solutions to the maze puzzles, see Mage Training Arena/Puzzle Solutions
In this room, players can speak with the Telekinetic Guardian, who can explain how the Telekinetic Theatre works. Players use the telekinetic grab spell to move a statue north, south, east, or west through a maze. To move the statue, players must stand on the side of the maze they wish to draw the statue toward and then cast telekinetic grab on the statue.
Players do not have to be squared up with the statue to attract it, as seen in the picture to the right, casting the spell from anywhere on the side the player is standing will draw the statue toward that side. Casting the spell from a corner of the maze wastes a law rune without moving the statue. Casting the spell while standing one or more squares away from the wall, even if not standing lined up with a corner, will be treated as if the player was actually standing at the corner, wasting another law rune. To avoid wasting runes, always cast while standing on a tile right next to the maze's wall.
A maze can take anywhere from seven to ten moves (and law runes) to complete. To get a better view of the maze and where the statue is moving, choose the Observe Guardian statue option on the statue to get an aerial view of the statue's position within the maze.
Once the player casts the spell, the player will be unable to move while the spell effect is in the air. After the spell activates and the statue starts sliding, the player will be able to move again.
If players make a wrong move with the Guardian statue, they can choose "reset guardian statue" to return it to its starting position. When the player solves a maze, they will be rewarded with two pizazz points. The player can then talk to the Maze Guardian to teleport to another maze, if they wish to do so. 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 pizzaz point worth 836 coins.
Alchemists' Playground[edit | edit source]
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. One thrifty training strategy is to convert only free items to get free training. While this is a slower method, it saves money, which is good for mages on a budget. Note, that 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.
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.
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.
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 987 coins, gaining an average of 416.67 experience per point.
Enchanting Chamber[edit | edit source]
Items recommended: elemental staves to replace certain elemental runes
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 pizzaz 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 Pizzaz points is to collect the 6 dragonstones that spawn in the room, cast the highest enchantment spell you can on all of them and then immediately quick hop worlds. Using Telekintic 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. Don't hop worlds before enchanting the dragonstones since after hopping you spawn outside the arena and the dragonstones are removed from your 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):
- Lvl-1 Enchant: 2 points (level 7 magic)
- Lvl-2 Enchant: 4 points (level 27 magic)
- Lvl-3 Enchant: 6 points (level 49 magic)
- Lvl-4 Enchant: 8 points (level 57 magic)
- Lvl-5 Enchant: 10 points (level 68 magic)
- Lvl-6 Enchant: 12 points (level 87 magic)
Assuming the use of the appropriate staves, the cost per pizazz point is:
Cost/Point Level 1
Shapes 222 coins 203 coins 188 coins 174 coins 163 coins 152 coins Dragonstones 122 coins 61 coins 41 coins 30 coins 24 coins 20 coins
Creature Graveyard[edit | edit source]
Items recommended: mud battlestaff
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 pizzaz 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 to only require one nature rune.
Assuming the use of a mud battlestaff, that 16 fruit are deposit at once, and that the probabilities of blood, death, earth, water, and nature reward runes are equal, one pizzaz point costs 68 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.
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 because having less inventory space means less fruit can be converted and depostied at once, and this singnificantly reduces the points gain.
Players can eat some of their converted fruit, bananas heal for 200 whilst peaches heal for 500 life points. If a player has Expensive spices they will gain an additional 50 life points per food eaten. As bones to peaches costs an additional nature rune to cast, it is advised to only use the spell when requiring healing. A player can create 20 bananas, eat four and deposit the remaining 16. This will heal the player about as fast as they are being injured. Placing food on the action bar will provide an easier way to spam eat food quickly.
Players who do not wish to eat in the room and thereby save nature runes 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:
•Enhanced Excalibur is a source of free healing and is always helpful when using methods that prolong your stay in the area but don't completely outheal the damage taken.
•Leviathan ring has a chance to halve incoming damage.
Some setups that can prolong your stay or even completely outheal damage taken allowing you to stay permanetly:
•Regen bracelet + Rapid Renewal + Holy wrench + Reverence aura + Prayer renewal + Prayer equipment: Can allow you to stay indefinitely until you run out of prayer renewals, depending on your base life points.
•Penance armour set + Redemption: Since the Penance set recovers prayer 30 points every minute, the redemption prayer can be used over and over so long as the player pays attention, allowing you to stay indefinitely.
•Expensive spices + Magnetic minnows: Source of unlimited stackable food easily obtainable from Deep sea fishing, spam eating while picking bones does not cause any delay. Any other kind of stackable food can be used instead (eg. purple sweets, arc berries) but they could be expensive or limited in amount.
Rewards[edit | edit source]
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.
|Infinity robe armour set||1,495||1,695||14,700||1,495||60,379,911|
|Bones To Peaches||200||300||2,000||200||157|
Achievement[edit | edit source]
- Peachy Bones ( 10) – Unlock the spell: Bones to Peaches.
Update history[edit | edit source]
- patch 23 November 2020 (Update):
- 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 4 March 2013 (Update):
- 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 20 March 2012 (Update):
- It is no longer possible to get free Mage Training Arena points by using Borrowed Power.
- patch 28 February 2012 (Update):
- Sliced Bananas can no longer be taken out of the Mage Training Arena.
- 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.
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.
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