Mage Training Arena


 * ''This safe minigame is different from the dangerous Mage Arena located in the wilderness.



The Mage Training Arena is a 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.

History
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
In order to at least use 1 of the spells for this arena, you must have a minimum of level 7 magic. However, to be able to interact with all the rooms, a Magic level of 33 is recommended; the higher Magic level you have, the better. Also, it is a good idea to have a high Runecrafting level, you will need lots of runes; level 54 is a recommended Runecrafting level so that you may runecraft all the runes needed for the arena, however, it is still possible to runecraft laws for the arena at level 44 Runecrafting. For more info, please see the Law running guide.

Telekinetic Theater
In this room, the player uses the Telekinetic grab spell to move a statue north, south, east, or west through a maze. A maze can take anywhere from 6 to 10 law runes to complete. When the player solves a maze, they will get 2 pizazz points, and the telekinetic guardian will teleport you to another maze if you wish to do so. After solving 5 mazes in a row you will get a bonus of 8 pizazz points, 10 law runes, and 1,000 magic exp. The player gains roughly 3,000 magic experience per 5 mazes completed.

If the player logs out, they will have to start the maze they are currently working on from the beginning. However, the maze total is recorded as long as the player does not leave the Arena. This means that a player should ensure they have done five mazes and received their bonus runes and experience before leaving the Arena.

To approximate the Magic experience gained for each 5 mazes solved, one could assume a pessimistic cost of 10 law runes per maze or 50 law runes for every 5 maze bonus:


 * 50 Laws x 43 magic exp (Tele Grab) = 2,150 exp (natural), or 3,150 exp after 1,000 exp bonus.
 * Subtracting the 10 Bonus Laws from the cost of 50 per bonus, you get 40 Laws actual cost to yourself per bonus.
 * Divide the 40 Laws actual cost into 3,150 exp (approx) gained per 5 mazes, and you gain about 78.75 magic exp per Law used!

Alchemist's Playground
In this room the player has to use High Level Alchemy or Low Level Alchemy spells to convert items in eight cupboards to gold coins. Every few seconds, these items switch from cupboard to cupboard, but are in the same order every time in a clockwise direction:


 * Leather boots
 * Adamant kiteshields
 * Adamant medium helmets
 * Emeralds
 * Rune longswords
 * Empty
 * Empty
 * Empty

The amount of coins given for each item changes every 30 seconds or so, and the current values are shown in a table in the top-right corner of the screen (The values are the same for both High and Low Level Alchemy). The highest amount of coins available for a conversion is 30.

Sometimes a green arrow will appear next to an item; this means that for the item the arrow is indicating, no nature runes will be required to convert that item. (Item converted for free!)

For every 100 coins deposited in the Coin Collector (Somewhere to put money.) the player will gain 1 pizazz point. The player also gains 2 magic experience per coin deposited, and 10 coins (deposited to the player's bank) for every 100 deposited. (if using high alchemy the player gains 115 Magic experience per alch respectively.)

As the alchemy spells require only fire and nature runes, players are recommended to use a Fire staff and as this will mean both High and Low Level Alchemy will use the same amount of runes, players are recommended to use High Level Alchemy where possible, as this will give more experience.

It is recommended that the player ONLY deposit coins that are in 100's. If you have say, 195 coins, it is a better idea to high alch something worth 5 coins and deposit the coins, rather than wasting coins. It is not possible to deposit another 5 coins and get another point by doing that.

Deposit: ''You've just deposited X coins, earning you X Alchemist Pizazz Points and X magic XP. So far, you're taking X coins as a reward when you leave!''

Message when leaving: You still have coins in your inventory, do you still want to leave? You've been awarded X coins straight into your bank as a reward!

Enchanting Chamber


(Due to the easy steps that you must follow to earn points in this room, you will receive less magic experience for casting the spells in the room. Also, you will need to work longer to earn lots of points in this room.)

In this room the player uses enchanting spells to enchant various shapes located in the 4 corners of the room. At the bottom of the screen is an icon that indicates which shape is to be transformed if you wish to gain pizazz points. These shapes will transform into orbs which can be deposited in the middle of the room, every 20 will earn you a reward of either 3 blood, death, or cosmic runes. For each ten shapes converted a bonus is awarded; 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 you used level 4 Diamond Enchant to convert the tenth shape 4 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.

Also dragonstones will spawn around the room every so often which can be enchanted at any level; they give more bonus pizazz points depending on the level of enchantment you used and also turn into orbs. Points gained per dragonstone = 2x enchantment level used, therefore the maximum points available for enchanting one of the 6 dragonstones is 12, (using level 6 onyx enchant).

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


 * Level 1 Sapphire enchant =2 points (level 7 magic)
 * Level 2 Emerald enchant = 4 points (level 27 magic)
 * Level 3 Ruby enchant = 6 points (level 49 magic)
 * Level 4 Diamond enchant = 8 points (level 57 magic)
 * Level 5 Dragonstone enchant = 10 points (level 68 magic)
 * Level 6 Onyx enchant = 12 points (level 87 magic)

Creature Graveyard
In this room the player has to use the Bones to Bananas spell to turn 4 different types of bones into bananas which are then deposited in the slots at the side of the room to gain pizazz points, for every 16 fruit deposited in the slot; 1 pizazz point is gained. Every so often the player will be hit for 2 damage by falling bones, requiring the player to eat some of the bananas to stay alive. Protection prayers will not prevent the falling bones from causing damage, death will result in a penalty of 10 pizazz points lost and being sent back to the arena's main hall, (you will not lose your equipment), logging out will not affect your pizazz points. (but you will lose all fruit in your inventory)

As a further reward, runes are given to the player when they deposit 16 fruit, the runes rewarded include; blood, death, earth, water, cosmic and nature.

The Bones to Peaches spell can be used in place of Bones to Bananas; peaches heal 8 Hitpoints whereas bananas heal 2. If you wish to use the spell Bones to Peaches in place of Bones to Bananas, then you can purchase the spell from the rewards guardian who is situated on the arena's upper floor.

If you have or can afford one, a Mud battlestaff can be very helpful as Bones to Bananas will only require one nature rune.

Players who wish to save nature runes may want to exit the room when they are close to dying and heal at the Al-Kharid duel arena hospital. Then they may come back to the Graveyard, fully healed and ready to go again. Be careful if using this method as there's always a small chance of an Evil Chicken random event.

Rewards
A player can buy runes, infinity robes, wands, a 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.