Mage Training Arena/Enchanting Chamber

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This is a safe activity.
If you die here, you will not lose any of your items.
Warning: All PvM activities are dangerous for hardcore group iron players, including Pest Control, Fight Caves, and Chambers of Xeric.
A player depositing orbs in the Enchanting Chamber.

In the Enchanting Chamber, players must use enchantment spells to enchant various shapes and/or dragonstones into orbs for pizazz points. Optionally, every 20 orbs deposited in the center of the room grants a reward of 3 blood, death, or cosmic runes.

This room requires the most amount of pizazz points to purchase reward items as they are easily attained here. As a result, players will receive less Magic experience for casting spells here. The maximum amount of pizazz points players can attain here at one time is 16,000.

Mechanics[edit | edit source]

There are piles of cubes, cylinders, pentamids and icosahedrons in each corner of the room. Enchanting them immediately gives the player pizazz points equal to the enchantment level. However, every tenth shape enchanted gives double pizazz points. For example, enchanting a shape with Lvl-4 Enchant will give 4 pizazz points, or 8 pizazz points if it was the player's tenth enchanted shape. Dragonstones are scattered around the middle of the room. Enchanting these will provide double the pizazz points of a shape enchantment, but they respawn very slowly, whereas shapes respawn instantly.

There is a shape (indicated at the bottom right of the screen) that changes every 24 seconds. If players enchant that specific shape, they will receive a bonus of 2 pizazz points per enchantment. This is added after with the tenth-shape bonus. For example, enchanting the indicated shape with Lvl-4 Enchant will give 6 pizazz points, or 10 pizazz points if it was the player's tenth shape they enchanted.

Spell Magic Level Normal Exp Chamber Exp Casts to Next Enchant Base Points Per Cast (w/ Bonus) Average Points per Cast (w/ Bonus) Points Per Dragonstone Staff to Use
Lvl-1 Enchant.png Lvl-1 Enchant 7 17.5 14 649 1 (3) 1.1 (3.1) 2 Water
Lvl-2 Enchant.png Lvl-2 Enchant 27 37 28 2929 2 (4) 2.2 (4.2) 4 Air
Lvl-3 Enchant.png Lvl-3 Enchant 49 59 45 2479 3 (5) 3.3 (5.3) 6 Fire
Lvl-4 Enchant.png Lvl-4 Enchant 57 67 50.5 7956 4 (6) 4.4 (6.4) 8 Earth
Lvl-5 Enchant.png Lvl-5 Enchant 68 78 58.5 58057 5 (7) 5.5 (7.5) 10 Mud
Lvl-6 Enchant.png Lvl-6 Enchant 87 97 72 44769 6 (8) 6.6 (8.6) 12 Lava
Lvl-7 Enchant.png Lvl-7 Enchant 93 110 87.5 - 7 (9) 7.7 (9.7) 14 -

Strategy[edit | edit source]

The room is relatively large, so stamina potions and weight-reducing clothing are highly recommended to be able to traverse the room. Magic boosts are beneficial for low level players, as more pizazz points are earned for casting higher level enchantment spells. Additionally, always equip an elemental staff that fits the highest level enchantment spell available at your current Magic level.

Turning in orbs to the center hole is never efficient during either strategy below. A trip to the center and back to a corner can take up to 5 seconds.

Rotation method[edit | edit source]

For this method, run to each bonus shape as it appears and enchant as many as possible. Running between corners cuts up to 5 seconds off the cycle for adjacent corners and 9 for diagonal corners. Because of this, not much time is left in each cycle to enchant the bonus shape. Pick up one shape and enchant it before picking up another. This way you will never end up with more shapes than you have time to enchant in the cycle. Once the bonus changes, take several extra shapes so you can begin enchanting them as you run between corners the next time they receive the bonus.

If you have at least 68 Magic for Lvl-5 Enchant, pick up any dragonstones in your path and enchant them as you move. Never make a detour to collect all dragonstones in the room. This takes one to two whole bonus cycles and only yields around 80 points, effectively making it the worst point yield of all routes.

Since orbs quickly take up inventory space, drop them as you move between corners unless detouring to deposit them. It is highly recommended to use your running time as your orb drop time because enchanting shapes is very click intensive.

Single corner method[edit | edit source]

Opting to stay in a corner is a low-effort but likely less rewarding method. As each corner has two shapes, the bonus shape can be enchanted about 50% of the time. It is possible to enchant about 13 shapes per 24-second bonus cycle if the player has not wasted any time moving around the room, giving about 1800 casts per hour.

The efficiency of this method over the rotation method increases with the enchantment spell used, as Lvl-1 Enchant gives 48% extra points by doing all bonus shapes, while Lvl-6 Enchant only gives 13% more points doing all bonus shapes, making it more point efficient to stay in place and constantly enchant, though costing more cosmic runes.

Using this method allows for even less effort by collecting an inventory of a single shape, enchanting one of them, and then letting the auto-enchant take care of the rest. However, this is far slower than actively clicking each shape.