Mage Training Arena
|Mage Training Arena|
|Release date||4 January 2006 (Update)|
|Location||North of the Duel Arena|
|Reward currency||Pizazz points|
|Music unlocked||The Enchanter, Golden Touch, Mind over Matter, Roll the Bones|
The Mage Training Arena is a members'-only Magic minigame located to the north of the Duel Arena. Using various spells, players earn pizazz points in different minigames which they can use to buy items in a shop on the top floor of the arena. This is not to be confused with the Mage Arena, which is a dangerous Wilderness minigame.
To participate in all the activities, one should bring nature runes, cosmic runes, law runes, and all types of elemental runes (or staves to replace them). The spells cast are Telekinetic Grab, high and low level alchemy, as many of the enchant jewellery spells (Lvl-1 Enchant, Lvl-2 Enchant, Lvl-3 Enchant, Lvl-4 Enchant, Lvl-5 Enchant, Lvl-6 Enchant, Lvl-7 Enchant) as the player has access to, and the Bones To Bananas and Bones To Peaches spells.
History[edit | edit source]
After the discovery of runes by humans, many accidents occurred as inexperienced mages attempted difficult spells. The wizards of the original Wizards' Tower created the arena and the various guardians so that mages could train with the more mundane spells. Unfortunately, it was destroyed by warriors and rangers that were angered by the new art of Magic. Recently, the current denizens of the Wizards' Tower have recreated the Arena and Guardians and have also developed charmed warriors to defend the arena against further attacks.
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 93 (enchant zenyte) 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 spells. 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]
In this room, players must use the Telekinetic Grab spell to move a stationary maze guardian north, south, east, or west through a maze. A maze can take anywhere from 7 to 10 casts of Telekinetic Grab to complete. When a player solves a maze, they get 2 pizazz points and can speak to the maze guardian to move on to the next maze.
After solving five mazes in a row, players will get a bonus of 8 pizazz points, 10 law runes, and 1,000 Magic experience. If the player logs out or wants to leave, they will be teleported to the main hall and current maze progress will be lost, but their streak is not reset.
Assuming each maze has the same probability to be assigned, then on average 8.3 casts of Telekinetic Grab has to be cast for every maze. This means, that approximately 2780 Magic experience is earned after solving every 5 mazes. This makes every law rune worth 0.57 pizazz points and about 88.25 Magic experience. To compare, casting Camelot teleport will grant only 55.5 Magic experience points.
Alternatively, since maze total is recorded as long as the player does not leave the arena, one may leave the Telekinetic Theatre and re-enter it hoping to get a shorter maze. By completing only mazes that require a minimum of 7 casts to complete, one will earn about 0.72 pizazz points and 100.2 Magic experience per law rune.
Tip: Don't stand directly at the corner when casting Telekinetic Grab, as the spell will fail but you will still use a law rune. Also, make sure you're standing directly next to the wall of the maze when you cast the spell, as otherwise your character will run to another position to cast the spell and it is unlikely that the guardian will end up where you wanted it to.
Alchemist's Playground[edit | edit source]
In this room, players must use High Level Alchemy or Low Level Alchemy spells to convert items in eight cupboards to coins. You can not bring coins into this room. These items are in the following order (clockwise):
The amount of coins given for each of the items are randomized every 42.2 seconds, with the current values shown in a table in the top-right of the screen (in which the values are the same for both High and Low Level Alchemy). The possible values for each item include 1, 5, 8, 15, and 30. Occasionally, when the values change, a green arrow will also appear next to an item; this means that the item beside the arrow will consume no runes upon alchemisation until the next time the prices change. Additionally, each time the prices change, the positions of the items within the cupboards also change, but the order remains the same and is always clockwise around the room in the order listed on the price list with three empty cupboards between the rune longsword and leather boots cupboards. This means that it is possible to deduce where each item is located based on the location of other items.
For every 100 coins deposited in the coin deposit box, the player gains 1 pizazz point and 10 coins into their bank account. The player also gains 2 Magic experience per coin deposited. It is recommended that players only deposits coins in multiples of 100, or as close as possible, as players will not receive pizazz points for any coins in between multiples of 100. For example, if you deposit 195 coins, you will only receive 1 pizazz point, forfeiting the extra 95 coins; therefore, in this situation it is better to alch something worth 5 or more coins and deposit 200 coins for 2 pizazz points. Points are not rewarded for cumulative coin deposits; it is not possible to deposit 195 coins, then another 5 coins to gain 2 points; you will only gain 1 point from the first 195 deposited only.
As the alchemy spells require only fire and nature runes, it is recommended to bring a fire staff. In addition, the Explorer's ring free alch cast works in the alchemy room and grants the same amount of experience as a normal low alch cast would.
Warning: You can't deposit more than 12,000 coins at any one time, and if you try you will lose all of the money you offer!
Strategy: A good way of maximising pizazz points is by focusing on maximising the amount of coins received per alch. Therefore, it is recommended to focus solely on obtaining the item that alchs for 30gp each round. One strategy that seems to work well is ignoring the first wave in order to collect 5 of each item. At the beginning of each wave as the costs change, alch all you have of the item that is worth 30 coins, then immediately find that item in the cupboards and replenish your stock. Items can be located easily within the cupboards based on the position of other items. This strategy will allow you to get at least 150 coins each wave without wasting runes on lesser valued items or alching the wrong item because the value changed mid-alch. Following this method should allow you to not use more than 1k nature runes if going for the 300 points required for Bones to Peaches.
As mentioned, occasionally one of the items may be able to be alchemised without using any runes. Although players on a budget might prefer to focus on the free item to save runes, it is not a recommended strategy for gaining pizazz points. However, one might rationalise alching the 15gp item should it have the green arrow next to it due to the costs saved on nature runes outweighing the relatively small loss in minigame gp gain.
Tip: When alching, make sure to check cupboards during the alching animation to not waste any time where you could be alching.
- CAUTION: It is highly recommended that you deposit your coins every 1-2k or so, as if you disconnect, you will be put out of the playground, and your coins will be taken away.
Enchanting Chamber[edit | edit source]
Note: Due to the easy steps to earn points in this room, players will receive less Magic experience for casting the spells in this room, and more points from this room are required than points from other rooms to purchase reward items.
In this room, players must use enchanting spells to enchant various shapes located in the 4 corners of the room, granting pizazz points transforming the shapes into orbs. Additionally, six dragonstones spawn around the room (every 7 minutes exactly), which can also be enchanted; they give pizazz points depending on the level of enchantment used and also turn into orbs. These orbs are then deposited in the chute in the middle of the room to earn extra rewards, with every 20 orbs deposited granting a reward of 3 blood, death, or cosmic runes.
For regular shapes, each spell gives a number of pizazz points equal to the level of the enchantment spell used on it. Every tenth shape enchanted gives double points. For example, enchanting a shape with Lvl-4 Enchant will give four pizazz points, or eight if it was the player's tenth (or twentieth, etc.) shape they enchanted. Additionally, one of the shapes, which changes every so often and is indicated at the bottom of the screen, gives a bonus of two pizazz points if it is enchanted. For example, enchanting nine shapes using Lvl-2 Enchant and the tenth using Lvl-4 Enchant would give a minimum of 26 points (9 at level 2 for 18 points, plus one cast at level 4 for 4 points, plus 4 additional points for using Lvl-4 Enchant on the tenth shape), plus up to 20 bonus points if any of the shapes were the bonus shape at the time.
Enchanting dragonstones gives points equal to twice the enchantment level. For example, enchanting one of the dragonstones with Lvl-7 Enchant gives 14 pizazz points. Dragonstones are not counted toward the tenth-shape bonus.
It is suggested to use items that give temporary Magic boosts, such as wizard mind bombs, if close to the Magic level required for the next enchantment spell in order to maximize points.
Creature Graveyard[edit | edit source]
In this room, players must collect 4 different types of bones from bone piles around the room and use the Bones to Bananas or Bones to Peaches spells to turn them into bananas or peaches, respectively, with each tier of bones giving a different quantity of fruit when converted, as shown at the bottom-right of the screen. The fruits must then be deposited in the slots along the walls of the room to gain pizazz points. Each fruit deposited (bananas or peaches) earns 1/16th of a Graveyard pizazz point and a bonus of one or two water, earth, nature, death, or blood runes. The bone piles cycle through each type of bone in order from 1 to 4, giving 4 of each type of bone before advancing to the next type.
Every so often, players will be hit for 2 damage by falling bones, requiring the player eat some of their fruit to stay alive. Death will result in a penalty of 10 pizazz points and being sent back to the arena's main hall (but you will not lose your items). Logging out will not affect your pizazz points (but you will lose all fruit in your inventory).
If players have or can afford one, a mud battlestaff is very helpful in this room, as Bones to Bananas will then only require one nature rune. Also, a Hitpoints cape, regen bracelet, and the Rapid Heal prayer all amplify the effectiveness of a player's runs by allowing them to regenerate Hitpoints faster and stay longer.
Beginner strategy[edit | edit source]
One technique for doing this room involves picking up a specific arrangement of bones and using the Bones to Bananas spell. If you go fast enough using this technique, you'll keep yourself alive while still gaining many pizazz points along the way. When you first arrive at the Creature Graveyard room, move to the west end of the room in front of the deposit slot. On the northern tip of the deposit slot, you'll see a pile of bones very close to the deposit slot. It's advised to use this as a good way to quickly gather Graveyard pizazz points. It's advised to bring a good amount of Nature runes also one Water rune, one Death rune, one Blood rune, and one Earth rune, since they will be given as a reward. Collect 10 bones from a fresh bone pile until your inventory looks similar to the image on the right.
Once you have collected these bones, cast your Bones to Bananas spell. You should end up with 18 bananas. Deposit these into the deposit slot.
Head back to the bones pile and collect 6 bones. Your inventory should look something like the image on the right.
Cast your Bones to Bananas spell and you should receive 22 bananas. Eat a few bananas if necessary and deposit the remaining ones into the deposit slot.
The pattern for drawing bones is (starting at the first 1-fruit bone): 10 bones, 5 bones, 9, 5, 7, 7, 5, then repeat. This yields 18, 18, 16, 16, 16, 17, 19 fruit, saving you space for runes and food
Repeat this process in a timely fashion, along with bringing food, should help to avoid death. Alternatively, you can leave the graveyard room and perform in one of the other three rooms while your health regenerates. this makes bringing food unnecessary.
A slower yet simpler and self-sustainable pattern would be 11 bones/ 5 bones rotation. This method produces 21 and 19 bananas respectively and eating the extra 5, 3 fruits would be able to out-heal the damage taken.
Advanced strategy[edit | edit source]
The best method to obtain the fastest graveyard points requires you to unlock the Bones to Peaches spell (you cannot use tabs inside the arena). With this in mind, if you are going for multiple rewards from the mage training arena, it may be wise to complete Bones to Peaches before purchasing other unlocks to hasten your points.
As each bone accounts for 1/16th of a point, this method maximises the fruits deposited, and, using peaches, which heal 4 times more than bananas, minimises the fruit wasted for food.
This method's inventory is still the same setup as the beginner one. You'll want to keep water, earth, death, blood, and nature runes in your inventory again, but collect a different order of bones. If you have more than 20 inventory spaces, feel free to bring some food for the first few minutes of your run, but have at least 20 spaces open.
Start by collecting or discarding the first 4 single fruit bones. You'll then want to collect the next 8 bones, which will be 2 and 3 fruit bones, respectively. Casting Bones to Bananas on this set of bones will net you 20 fruit, or 1.25 pizazz points.
Collect 8 more bones, which will be 4 and 1 fruit bones, respectively. this will, once again, give you 20 fruit, or 1.25 pizazz points, after casting Bones to Bananas. Repeat this 8 bone cycle as much as desired for points.
When you have lost approx 30-35 hp, cast Bones to Peaches instead of Bones to Bananas and eat 4 of the 20 fruit you obtain. This will net you 32 hp, and still leaves 16 fruit to deposit for a pizazz point. Be aware that Bones to Peaches uses 2 nature runes instead of 1 and nets you no additional pizazz points, so only use Bones to Peaches when you need the healing to avoid unnecessary loss of gp. With this method, you can stay here as long as your runes allow for, thus saving you time.
Other survival strategies[edit | edit source]
Players who do not wish to eat in the room and thereby save nature runes or maximize their pizazz points earned may exit the room when they are low on Hitpoints and heal from one of the nurses or surgeons at the Al-Kharid Duel Arena hospital. Then they may return to the graveyard, fully healed and ready to go again.
Another option is to bring a small amount of high-healing food (lobsters, monkfish, and so on) into the graveyard and eat when needed. Expect to eat about 1 monkfish per minute if this method is employed.
Players can also teleport to Clan Wars via the ring of dueling and enter the white free-for-all portal to restore all their stats. Players can then use the ring of dueling to return to the Duel Arena and run back to the Mage Training Arena.
Rewards[edit | edit source]
A player can buy runes, infinity robes, wands, the mage's book, and the Bones to Peaches spell in the shop upstairs with the pizazz points they've earned. If a player is having trouble with the arena, an arena book may also be bought for 200 coins.
Note that the prices listed for the wands (apprentice wand, teacher wand, and master wand) are all upgrades, meaning the player must both spend the points and exchange the wand one tier below it (e.g. to purchase a master wand, the player must turn in a teacher wand in addition to spending the pizazz points). This effectively gives the master wand the price of 480 Telekinetic, 530 Alchemist, 4800 Enchantment, and 480 Graveyard pizazz points.
|Apprentice wand (Upgrade)||60||60||600||60|
|Teacher wand (Upgrade)||150||200||1500||150|
|Master wand (Upgrade)||240||240||2400||240|
|Bones to Peaches spell||200||300||2000||200|
Note[edit | edit source]
There is a maximum number of points a player can have in each activity:
- Telekinetic pizazz points - 4,000 points
- Alchemist pizazz points - 8,000 points
- Enchantment pizazz points - 16,000 points
- Graveyard pizazz points - 4,000 points
If the maximum for an activity is reached, players will not be allowed to enter that chamber.
Trivia[edit | edit source]
- Before the update on 28 June 2018, the Enchantment Chamber would only give 1 point for enchanting shapes, regardless of the level of the enchantment spell used, with 1 bonus point for enchanting the bonus shape. This meant that the fastest strategy was to hop worlds and collect and enchant only the dragonstones. This was changed because it was very far from what was intended for the activity and because it was easily taken advantage of by bots.