Ancient Wizards appear when doing master clue scrolls after the player digs for a clue directed by the strange device or coordinates in multicombat areas. Each wizard uses a different attack style and can hit fairly high, requiring players to be prepared for a three-on-one fight.
The wizards are much more threatening than their combat levels suggest, as most of their combat levels are due to their offensive stat levels. The goal should be to kill them as quickly as possible, especially if there are no obstacles to get two of three wizards stuck behind. A super combat potion, bossing food such as sharks or tuna potatoes, a strong special attack weapon such as a dragon dagger or granite maul, and food for combo eating such as karambwan and/or pineapple pizza are highly advisable.
Ancient Wizards have low Defence, so melee or Ranged is advised. Magic is not advised as they are resistant due to their high Magic level. It is worth noting the melee-using wizard has a significantly higher maximum hit than the rest of the wizards, so activating Protect from Melee is highly recommended while under attack by this wizard. Armour such as dragonhide armour is recommended.
If available, the player should make use of nearby obstacles to limit the number of wizards able to attack the player at once. The other wizards cannot be used to safespot the melee wizard, he will simply walk through them. It is advised to kill the wizards in this order: Melee (if he cannot be safespotted), Ranged, and finally Magic, using the equivalent protection Prayer matching the style of the target wizard each time.
A form of antipoison is recommended as the melee-using wizard is capable of poisoning the player through Protect from Melee, and the poison has a starting value of 8.
For Ancient Wizards fought in the Wilderness, bring items you are prepared to lose.
A cannon set up in the area before digging at the coordinates is recommended for lower level players as it makes defeating all three wizards much easier. If the player manages to trap all the wizards behind a tall-enough obstacle/safespot so that they're unable to attack from a distance, the cannon will quickly dispatch them while the player isn't attacked at all; the player will only be attacked in the moments right after digging the clue spot. Remember to turn off auto-retaliate and to make sure that the cannon is spinning before digging the clue spot.
The poison inflicted by the melee-using Ancient Wizard who uses a poisoned dragon dagger starts at 8, which is more than a dragon dagger (p++) available to players, which starts at 6.