Mage Training Arena



The Mage Training Arena is a Magic minigame released 4 January 2006. 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. An Entrance Guardian welcomes visitors to the training 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 safely train with the more mundane spells. Unfortunately it was destroyed by warriors and rangers who were angered by the new art of magic. Recently, the current denizens of the Wizards' Tower have re-created the arena and guardians and have also developed charmed warriors to defend the arena against further attacks.

Requirements


dont do mage

Rooms
The Mage Training Arena offers four rooms for the player to practice casting Alchemy, Enchantment, and Telekinetic Grab spells. In addition to Pizazz points, the player earns coins and runes in the minigames. Players must acquire the appropriate number of Pizazz points in each of the four rooms to buy items from the Rewards Guardian.

Telekinetic Theatre


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. To avoid this, players should stay clear of the corners when casting.

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 and statue has started moving, the player cannot move until the statue had finished moving.

Note: To view the answers to the maze puzzles, please visit this page: Mage Training Arena Puzzle Solutions.

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 eight pizazz points, 10 law runes, and 1,000 magic experience. 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.

As completing a maze can require a lot of running, players should work to keep their weight down and wear Weight-reducing clothing if possible.

To approximate the magic experience gained for each five mazes solved, one could assume a pessimistic cost of ten law runes per maze or 50 law runes for every five mazes completed:


 * 50 Laws x 43 magic experience (for casting Telekinetic grab) = 2,150 experience (without the bonus) or 3,150 experience with the 1,000 experience bonus.
 * Subtracting the ten bonus Law runes from the cost of 50 runes per bonus, you get 40 laws actual cost to yourself per bonus.
 * Divide the 40 Law runes actual cost into 3,150 approximate experience gained per five mazes and you get about 78.75 magic exp per Law rune used.

For pizazz points, again assuming ten law runes per maze:


 * 50 laws – 10 laws= 40 laws per bonus.
 * 40 laws/18 pizazz points = 2.22 laws per point, or about 731 coin per pizazz point.

Alchemist's Playground


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. Every 40 or so 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:


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

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 alchemized value for each item changes every 40 or 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 alchemizing 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 green arrow occasionally appears next to an item in the Alchemy value window: The arrow indicates that the item can be alchemized for free, without expending a nature rune and fire rune. (Item converted for free!) 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, however, that even though nature runes are not required for this method, players still need at least one nature rune in their inventory or the spell book will show the alchemy spells are not activated.

For every 100 coins deposited in the Coin Collector (Somewhere to put money.) the player will gain one pizazz point. The player also gains two magic experience per coin deposited, and ten coins (deposited straight to the player's bank) for every 100 deposited. (If using high alchemy, the player gains up to 125 Magic experience per alch respectively.)

Players should deposit coins only in groups of 100. If the player has, say, 195 coins, alchemize an item for five coins and get the two pizazz points for 200 coins instead of depositing 195 coins and getting only one pizazz point.

To make the most efficient use of their time, players should try to alchemize items that convert for 30 coins.

As the alchemy spells require only fire and nature runes, players can replace the fire runes with a Fire staff, as this will mean both High and Low Level Alchemy will use the same amount of runes. Players should cast use High Level Alchemy if possible, as this will give more experience.

The maximum amount of coins that can be deposited is 12,000.

Message when depositing: "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!"

For finding out the cost of training here, assume the use of the high alchemy spell and everything alchemized is worth 30 coins:


 * 100 coins/30 coins = 3.33
 * 1 Nature = 30 coins (mage arena coins)
 * 3.33 nature runes = 1 Point
 * 1 Pizazz point = about 760 coins

Enchanting Chamber


Note: Due to the easy steps players follow to earn pizazz points in this room, they will receive less magic experience (75 percent) for casting Enchantment spells in the chamber. Also, players will need to work longer to earn lots of points in this room.

In this room, an Enchantment Guardian can explain how the Enchanting Chamber works.

Players cast enchanting spells to enchant various shapes (Icosahedron, cube, pentamid, and cylinder) located in the four corners of the room into spheres. In the bottom-right portion of the screen, 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.

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). Players with level 87 magic may find it more efficient, both in terms of time and cosmic runes, to world hop and enchant dragonstones only.

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


 * Enchant Level 1 Jewellery: 2 points (level 7 magic)
 * Enchant Level 2 Jewellery: 4 points (level 27 magic)
 * Enchant Level 3 Jewellery: 6 points (level 49 magic)
 * Enchant Level 4 Jewellery: 8 points (level 57 magic)
 * Enchant Level 5 Jewellery: 10 points (level 68 magic)
 * Enchant Level 6 Jewellery: 12 points (level 87 magic)

Creature Graveyard


In this room, players can speak—quickly—to a Graveyard Guardian, who can explain how the Creature Graveyard works.

Players use the Bones to Bananas spell to turn four variations of Animals' bones into bananas, which they then deposit in the food chutes on the walls in the room to gain pizazz points. The bones convert into one to four pieces of fruit.

Choose a bone pile nearest to a food chute, and pick up 12 to 14 bones of any type. Cast the spell, deposit the fruit, and return to the bone pile.

For every 16 fruit deposited in the slot, one pizazz point is gained.

As a further reward, blood, death, earth, water, or nature runes are given to players when they deposit 16 fruit.

Every so often, the player will be struck for two hitpoints of damage by falling bones.

Protection prayers will not prevent the falling bones from causing damage: Death will result in a penalty of ten pizazz points lost and the player's being sent back to the arena's main hall. The player will not lose any equipment. (Logging out in the room will not affect the pizazz points, but the player will lose all fruit in their inventory.)

Players can eat some of their converted bananas, if they wish, to stay in the graveyard for a prolonged period of time. One strategy for healing is to turn bones into 20 bananas, eat four of the bananas, and deposit the other 16. This will heal the player about as fast as they are being injured. It also gives them roughly 50 magic experience and one pizazz point for each nature rune.

The Bones to Peaches spell can be used in place of Bones to Bananas: Peaches heal eight Hitpoints, whereas bananas heal two. If using the spell Bones to Peaches in place of Bones to Bananas, players can purchase the spell from the Rewards Guardian, who is found on the arena's upper floor. However, the peaches spell requires two nature runes, and therefore should be used only when in need of healing.

Players who wish to not eat in the room and thereby save nature runes may exit the room when they are low on hitpoints and heal from one of the nurses (A'abla or Sabreen) or surgeons (Surgeon General Tafani or Jaraah) 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.

For an interesting but not efficient way to last forever: After a player has deposited bananas or peaches into the food chute, they receive a congratulations message. If the player does not choose Click here to continue, they will not get hit with falling bones and be able to regain health at their normal rate.

A Regen bracelet is useful if the player uses the Rapid Heal prayer, which doubles the rate at which the player's hitpoints are restored.

Note: Players cannot bring any familiar inside the Mage Training Arena, including the bunyip. Also Bones to Peaches or Bones to Bananas tablets cannot be used here.

If you have or can afford one, a Mud battlestaff or Mystic mud staff can be helpful, as casting the Bones to Bananas spell will require only one nature rune, with the Mud battlestaff replacing the required Water runes and Earth runes.

Rewards
Players can exchange their Pizazz points for runes, Infinity robes, wands, a mages' book, and 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.

Quests
Rune Mechanics

Trivia

 * While at the time of release, the arena was popular with mages, it is now arguably visited more often by high-level woodcutters for its two Magic trees, located quite near the Duel Arena bank.

It's also a possibility, that because of their invisible state, they reside there to prevent automatic clicking, and thus macroing, in the arena.
 * 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?"


 * Additionally, the first letters of the chamber names (Graveyard, Alchemist, Telekinetic, Enchantment) spell out GATE.


 * Players can have a maximum of 4,000 Graveyard Pizazz Points, 4,000 Telekinetic Pizzaz 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's on the west side, meaning it takes longer to go to the Mage Training Arena from the bank than originally.
 * It is impossible to use the Explorers ring 3 function of Low Alchemy in the Alchemy portal. If you try it says thay the Ring is not Functional.