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. There is an Entrance Guardian that was made to welcome 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 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
A minimum of magic level of 7 is needed to participate in this minigame although that will only allow use of a single spell. Level 33 will allow player to use all spells in all areas of the minigame, the higher your Magic level is the more Experience points you will receive. Players will consume a great deal of runes here and it recommended they can craft them unless they have a large disposable income for purchasing the needed runes. Level 54 Runecraft is recommended to be able to craft every rune needed, however it is still possible to runecraft laws for the arena at level 44 Runecrafting. For more info, please see the Law running guide.

Clue scrolls and caskets are not allowed inside the rooms.

Telekinetic Theatre
In this room, a Telekinetic Guardian may be found. The Telekinetic Guardian explains 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 in the direction they wish to move the statue and then cast telekinetic grab on the statue. You do not have to be in line with the statue, if you cast the spell from the north face, the statue will move north.

A maze can take anywhere from 7 to 10 law runes to complete. To get a better view of where the statue is moving, right click the "Observe Guardian Statue" option on the statue so you can get an aerial view of the statue's position within the maze. Note, that once the statue has started moving, the player cannot move until the statue had finished moving. 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 if the player leaves the room or even the arena and then returns to the room.

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!

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

Energy potions or Super Energy potions are highly recommended for this part of the Arena, as you will be doing a lot of running. Please note that summoning familiars are not permitted inside the Arena building or any of the portals: Energy potions, the saltwater spring, strange fruit, and white tree fruit are all useable, however.

Alchemist's Playground
In this room, an Alchemy Guardian may be found. The Alchemy Guardian explains how the Alchemist's Playground works. Players have 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 20 to 50 seconds, 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 (can take from 30 seconds to 6 minutes or more) and lasts until the items change; this means that for the item the arrow is indicating, no nature runes will be required to convert that item. (Item converted for free!) One good strategy is to only convert items that are free to get free training. While this is a slower method, you save money, which is good for mages on a budget. It should be noted, however, that even though nature runes are not required for this method, you still need at least one nature rune in your inventory or your spell book will show the alchemy spells blacked out.

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 up to 125 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.

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

It is recommended that the player only deposit coins that are in 100s. 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.

The maximum amount of coins that can be deposited is 12,000. NOTE: If you try to deposit more coins than this, you will be kicked from the room and you will lose ALL of your coins.

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, an Enchantment Guardian may be found. The Enchantment Guardian will explain how the Enchanting Chamber works. Players use enchanting spells to enchant various shapes (Icosahedron, cube, pentamid, and cylinder) located in the 4 corners of the room into spheres. 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.

The orbs can be deposited in the middle of the room: Every 20 will earn you a reward of either 3 blood, death, or cosmic runes. To save time, click the "Deposit Hole" to deposit all orbs at once instead of clicking each orb and depositing one by one.

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). A player can minimise the number of cosmics used in this room by enchanting the dragonstones and hopping to another world to repeat.

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, a Graveyard Guardian may be found. The Graveyard Guardian explains how the Creature Graveyard works. Players have to use the Bones to Bananas spell to turn 4 different variations of Animals' bones into bananas, which are then deposited in the slots on the walls in the room to gain pizazz points. Each type of bone gives a different number of fruit. 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. Players will need to eat some of their converted bananas to stay alive, if they wish to stay within this room for any prolonged period of time. Protection prayers will not prevent the falling bones from causing damage: Death will result in a penalty of 10 pizazz points lost and the player's being sent back to the arena's main hall. You will not lose your equipment. Logging out in the room will not affect your pizazz points, but you will lose all fruit in your inventory.

One strategy is to turn the bones into 20 bananas, eat 4 of the bananas, and deposit the other 16. This will heal you about as fast as you are being injured. It also gives you roughly 50 magic xp and 1 pizazz point for each nature rune.

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, you can purchase the spell from the rewards guardian who is situated on the arena's upper floor.

Players who wish to not eat in the room and thereby save nature runes may 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.

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

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

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.

Trivia

 * Charmed Warriors can be found all over the Mage Training arena, possibly to protect the arena in the event of future attack.