Mage Training Arena



The Mage Training Arena is a Magic minigame released 4 January 2006. It is a members-only area that is north of the Duel Arena and south of the Exam Centre. Using various spells, players earn pizazz points in different activities, 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 in the early Fifth Age, many people wanted to train their magic to use powerful spells. But many accidents occurred as inexperienced mages attempted difficult spells. The wizards of the original Wizards' Tower decided to create an arena and the various guardians so that mages could safely train with the more mundane spells. This was when the first mage arena was born. Unfortunately it was destroyed by the Fremennik tribe during their Runecrafting Crusades between years 42-62, as they were angered by the new art of magic and the creation of runes. After the crusades the wizards' tower itself was burnt down by Zamorakians, but years later the current head wizard of the tower, Sedridor, decided to rebuild the mage training arena. Recently, the arena is full of guardians and charmed warriors to defend the arena against further attacks.

Requirements


Players need a minimum of level 7 Magic to participate in this minigame, although that will allow the use of only a single spell. Level 87 (enchant onyx) 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 they get 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.

Note: Players will consume a great amount of runes here, so it is recommended that they craft the runes themselves unless they have a large disposable income for purchasing the needed runes. Level 54 Runecrafting is recommended to be able to craft every rune needed; however, it is still possible to craft Law runes for the arena at level 44 Runecrafting. For more info, please see the Law running guide.

Clue scrolls, caskets, and summoning familiars are not allowed inside the rooms. Coins are not allowed in the Alchemists' Playground. Bananas and Peaches are not allowed in the Creature Graveyard. Although players can bring bones into the Creature Graveyard, if they try to turn them into fruit, they will will receive the messages "The bones you're holding aren't suitable for bananification" or "The bones you're holding aren't suitable for peachifying," depending on which spell the player is trying to cast.

Rooms
The Mage Training Arena offers four rooms for the player to practice casting Alchemy, Enchantment, and Telekinetic Grab spells, and Creature Graveyard. 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.

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, the player will be unable to move while the spell effect is in the air. After the spell activates and the statue starts sliding, the player will be able to move again.

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 8 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 the cost of pizazz points, again assume ten law runes per maze and the use of a Staff of air (at no cost, i.e., completely depreciated).
 * 18 Pizazz points/5 mazes = (40 law runes/5 mazes) x ( coins/law rune) = 0 coins/5 mazes
 * 1 Pizazz point = coins

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

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 alchemised 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, 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, alchemise 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 alchemise items that convert for 30 coins. Since the locations of the items are the same for everyone, to help save time it is recommended that players tell each other the cupboard of the 30 coin and/or free alchemy items.

The pattern that the items appear in is always the same. Clockwise, the order goes: Empty, Empty, Empty, Leather Boots, Adamant Kiteshield, Adamant Med Helmet, Emerald, and Rune Longsword. Though the position of each item changes every 40 seconds, the order is always the same. For example, the Leather Boots are always to the left of the Adamant Kiteshield, the Rune Longsword is always to the right of the Emerald, and so on. There are also always three empty cupboards, which have Leather Boots to the right, and a Rune Longsword on the left. The most efficient method of gaining points is to, after each switch, check the cupboard you are currently at, and use whatever item you find as a reference to help you locate the exact cupboard of the 30 coin item. After some practice and a memorization of the order of the items, it will only take you between 2-3 seconds to find the 30 coin item, leaving you lots of time to gain the maximum amount of points. If you happen to check an empty at first, then all you need to do is move to one at least three cupboards away from that one, and it will be an actual item, which you can then use to locate the 30 coin item. This method, once mastered, can provide the fastest points for the Alchemist's Playground.

As the alchemy spells require only fire and nature runes, players can replace the fire runes with a Staff of fire, 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. A warning message about that is displayed every cast if a player has 10,000 coins or more in his inventory, so it's best to deposit the coins to avoid more clicks and slower alching.

Message when depositing: "You've just deposited X coins, earning you X/100 (Rounded Off to the lower value) Alchemist Pizazz Points and 2X magic XP. So far, you're taking 2 x Pizzaz Points 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!"

Also, as a note, if you log out while having coins in your inventory, the coins are automatically turned into the corresponding number of pizazz points.

For finding out the cost of training here, assume the use of a Staff of fire (at no cost, i.e., completely depreciated) and that everything alchemised is worth 30 Mage Arena coins.
 * 1 Pizazz point = (100 Mage coins) x (1 nature rune/30 Mage coins) x ( coins/nature rune) - 10 coins = 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 orbs. 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. The world-hopping method can easily earn a player 2,000 or more points per hour. You will not however, receive the bonus for 10 shapes converted, unless you collect 4 bonus shapes or wait for the dragonstones to spawn. This is far less cost effective however.

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)

Because there are multiple ways to earn different numbers of pizazz points, calculating the cost of training is a little harder.
 * For Enchant Level 1 on shapes, assume the use of a Staff of water (at no cost, i.e., completely depreciated), that only bonus shapes are enchanted, and that the probabilities of blood rune, death rune, and cosmic rune rewards every 20 orbs are equal (i.e., on average, one rune of each type every 20 shapes).
 * 11 Pizazz points/10 shapes
 * = (10 cosmic runes/10 shapes) x ( coins/cosmic rune)
 * - ((1 blood rune) x ( coins/blood rune) + (1 death rune) x ( coins/death rune) + (1 cosmic rune) x ( coins/cosmic rune))/20 shapes
 * 11 Pizazz points = 0 coins
 * 1 Pizazz point = 0 coins
 * For Enchant Level 1 on dragonstones, continue to assume the use of the Staff of water and equal probabilities for the rune rewards.


 * 2 Pizazz points/dragonstone
 * = (1 cosmic rune/dragonstone) x ( coins/cosmic rune)
 * - ((1 blood rune) x ( coins/blood rune) + (1 death rune) x ( coins/death rune) + (1 cosmic rune) x ( coins/cosmic rune))/20 dragonstones
 * 2 Pizazz points = 0 coins
 * 1 Pizazz point = 0 coins

Doing similar calculations for other levels of enchantment and assuming the use of the appropriate staves, the cost per pizazz point is:


 * {|class="wikitable" style="text-align:right"

! Cost/Point !! Level 1 (water) !! Level 2 (air) !! Level 3 (fire) !! Level 4 (earth) !! Level 5 (mud) !! Level 6 (lava) ! Shapes ! Dragonstones
 * 0 coins
 * 0 coins
 * 0 coins
 * 0 coins
 * 0 coins
 * 0 coins
 * 0 coins
 * 0 coins
 * 0 coins
 * 0 coins
 * 0 coins
 * 0 coins
 * }

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 or Bones to Peaches spells to turn four variations of Animals' bones into fruit, which they then deposit in the food chutes on the walls in the room to gain pizazz points. Each bone is worth between one and four pieces of fruit. When taking a bone from a pile, they follow a specific order. The player will pick up four bones worth 1 piece of fruit, then four worth 2, then four worth 3, then four worth 4 pieces of fruit. The cycle repeats after this.

Every so often, the player will be struck for 20 life points by falling bones. Protection prayers will not prevent the falling bones from causing damage. Upon death, the player will be sent back to the arena's main hall and lose 10 graveyard pizazz points. 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.) You can also bring food into this minigame.

If the player has 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. It's a good strategy to choose a bone pile nearest to a food chute. Pick up 12 to 14 bones, cast the spell, deposit the fruit, and return to the bone pile.

Players can eat some of their converted fruit, 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.

If the Bones to Peaches spell is used in place of Bones to Bananas, peaches heal 80 life points, whereas bananas heal 20. 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.

For every 16 fruit deposited in the slot, one graveyard pizazz point is earned. As a further reward players are given one blood, death, earth, water, or nature rune.

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.

Survival Strategies:

Players who do not wish to eat in the room and thereby save nature runes may exit the room when they are low on life points 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. Expect to eat about 1 monkfish per minute if this method is employed.

Another free method of healing would be to bring the equipment for another minigame such as the Telekinetic Theatre and switching to that minigame when low on health to allow ones health to naturally regenerate. This of course may be helped along by use of prayers and or equipment that boost life point recovery. Due to the fact that one must get points from multiple activities for all but a few rewards this is a viable method.

Another useful method is penance. You need to wear an penance set including 5 items, Penance Torso, Runner Boots, Penance Skirt, Penance gloves and a hat from your choice. The full penance set restores 30 prayer points every 3 minutes. So you need to put on redemption if you are at 10% of your life points and so on. Also, if one doesn't have full penance armour, they may use biscuits with high prayer armour and eat one to turn on redemption when low on life points. The same effect can be achieved with a Prayer Renewal Potion.

A Regen bracelet is useful if the player uses the Rapid Heal prayer, which doubles the rate at which the player's life points are restored. However the damage you sustain outweighs the speed at which you gain life points, so you will need to bring a supplementary method of healing.

For an interesting but useless 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.

Cost Analysis:

For finding out the cost of training here, assume the use of a Mud battlestaff (at no cost, i.e., completely depreciated), that 16 fruit are deposit at once, and that the probabilities of blood, death, earth, water, and nature reward runes are equal.
 * 1 Pizazz point = (1 nature rune) x ( coins/nature rune) - ((1 blood rune) x ( coins/blood rune)
 * + (1 death rune) x ( coins/death rune) + (1 earth rune) x ( coins/earth rune)
 * + (1 water rune) x ( coins/water rune) + (1 nature rune) x ( coins/nature rune))/5
 * 1 Pizazz point = coins

Rewards
All players may exchange their Pizazz points for runes. In addition, members may exchange their Pizazz points for 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.

You need points in all 4 activities to buy most items.

Quests
Rune Mechanics

Trivia

 * Charmed Warriors can be found all over the Mage Training Arena, possibly to protect the arena in the event of future attack.
 * It is also a possibility, that because of their invisible state, they reside there to prevent automatic clicking, and thus macroing, in the arena.


 * 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?"; however, this cannot be taken to mean anything, as with most examine text they are quite often (rhetorical) questions.


 * 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 is on the west side, meaning it takes longer to go to the Mage Training Arena from the bank than originally.


 * Although it is only available to members, certain glitches can allow non-members to access the area, but not enter any portals.


 * It is possible to see the enchantment chamber of the Mage Training arena in the Dorgeshuun Mines with the Orb of oculus.
 * It is also possible to see the puzzle room from Rune Mechanics by looking north east in the basement using the Orb of oculus.
 * In the game guide it is called the Mage Training Arena, but the Entrance Guardian and the Rewards Guardian both refer to it as the magic training arena.
 * There are two Magic Trees located outside the walls of the arena.
 * The Polypore Dungeon is located West of the arena.