Mage Training Arena

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Warning: It is still dangerous for Hardcore group iron players.
Mage Training Arena
Released4 January 2006 (Update)
Also calledMagic Training Arena
TypeMinigame
MembersYes
LocationNorth of the Emir's Arena
League regionDesert Desert
Participants1
SkillsMagic
Reward currencyPizazz points
TutorialNone
MusicThe Enchanter, Golden Touch, Mind over Matter, Roll the Bones
Map

The Mage Training Arena is a Magic minigame located to the north of the Emir's 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.

To participate in all the activities, one should bring nature runes, cosmic runes, law runes, and all types of elemental runes (or staves to replace them). The spells cast are:

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.[1] Unfortunately, it was destroyed by warriors and rangers that were angered by the new art of Magic during the Runecrafting Crusades.[2][3]

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.[4]

Requirements

Players need a minimum of level 7 Magic to participate in the minigame, although that will allow the use of only a single spell. At level 33 Magic (required for Telekinetic Grab), a player can participate in all 4 activities. Level 93 (Lvl-7 Enchant) will allow players to use all spells in all areas of the minigame, though practically speaking only level 87 Magic (Lvl-6 Enchant) is useful. The higher the level of Magic, the more experience points the player will receive.

Clue scrolls and caskets are not allowed in any of the rooms. Coins and coin pouches cannot be brought into the Alchemists' Playground, while bananas and peaches cannot be brought into the Creature Graveyard.

Transportation

The Mage Training Arena is located north of the Emir's Arena and north-east of Al Kharid. Players can get there by using:

Rooms

The Mage Training Arena lobby, containing portals to the four training rooms.

The Mage Training Arena offers four rooms for the player to practice casting Alchemy, Enchantment, and Telekinetic spells. In addition to pizazz points, players earn coins and runes in the activities. Players must acquire pizazz points in each of the four rooms to buy items from the Rewards Guardian.

The teleports to the four rooms are located in the north area of the arena:

  • Telekinetic Theatre - south
  • Creature Graveyard - east
  • Enchanting Chamber - west
  • Alchemists' Playground - north

Telekinetic Theatre

In this room, players must use Telekinetic Grab to pull a maze guardian through a maze.

Players will receive 2 Telekinetic Pizazz points and 250 Magic experience for each maze they complete. After solving five mazes in a row, players will receive a bonus of 8 Telekinetic Pizazz points, 10 law runes, and 1,000 Magic experience and have their run energy replenished. Players can complete around 80 mazes per hour with few mistakes, giving around 288 points per hour. Players can expect to earn a casual rate of approximately 60,000 xp/hr in the Telekinetic Theatre.

Creature Graveyard

In this room, players must collect bones from the ground, convert into fruit using Bones to Bananas or Bones to Peaches, and deposit in food chutes. Players can take small amounts of damage from the falling bones in the room.

Players will earn 1 Graveyard Pizazz point and a bonus of one or two water, earth, nature, death, or blood runes for every 16 fruits deposited. Each banana deposited will reward 5 Magic experience, whilst each peach will reward 10 Magic experience. Each peach also counts as 2 fruits deposited into the chute. Players can expect to earn a casual rate of approximately 100,000 xp/hr while using Bones to Peaches in the Creature Graveyard.

Enchanting Chamber

In this room, players must use enchanting spells to enchant various objects in the room which turns them into orbs. Dragonstones occasionally spawn and can be enchanted for double points.

Players will receive 1 Enchantment Pizazz point per level of Enchantment spell cast (e.g. Level 6 Enchant gives 6 points), with points doubled if cast on a Dragonstone. Additionally, each orb can be deposited in the chute in the middle of the room to earn extra rewards, with every 20 orbs deposited granting a reward of 3 blood, death, or cosmic runes, and some Magic experience. Players can expect to earn a casual rate of approximately 130,000 xp/hr or up to 194,000 xp/hr at peak efficiency if using Level 6 enchant in the Enchanting Chamber.

Alchemist's Playground

In this room, players must search cupboards for specific items, then use High Level Alchemy or Low Level Alchemy to convert the items to coins. The amount of coins per item and the locations of the items changes once per minute.

Players will receive 1 Alchemist Pizazz point and 10 coins deposited into their bank account for every 100 coins deposited in the coin deposit box, with a chance of receiving a bonus point for in between thresholds. For every coin deposited in the minigame, players will receive 2 Magic experience. Players can expect to earn a casual rate of approximately 120,000 xp/hr in the Alchemist's Playground after depositing minigame coins.

Coins, Coin pouches, Clue Scrolls, and Clue Caskets cannot be brought into the Alchemist's Playground.

Rewards

A player in the upper level of the Arena, containing the rewards shop.
The Mage Training Arena Shop interface.

A player can buy runes, infinity robes, wands, the 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.

Note that the prices listed for the wands (apprentice wand, teacher wand, and master wand) are all upgrades, meaning the player must both spend the points and exchange the wand one tier below it (e.g. to purchase a master wand, the player must turn in a teacher wand in addition to spending the pizazz points). This effectively gives the master wand the price of 480 Telekinetic, 480 Graveyard, 4800 Enchantment, and 530 Alchemist pizazz points.

To obtain enough points to purchase everything in the rewards shop at least once you can expect to consume an estimated 4682 Law runes (including rewarded runes), 13000 Nature runes, and between 2000-6000 Cosmic runes depending on the level of enchantment spell used. These estimates assume the following:

  • The most efficient methods to gain points are used (most points per cast, not fastest points per hour)
  • Staves are used to cover all elemental rune costs
  • No free casts are used in Alchemist Playground as these are highly random
  • You are earning 1 graveyard point per cast of bones to bananas

Note that, if planning to obtain anything besides Bones to Peaches, it is optimal to unlock that spell first, as it nearly doubles the speed at which points are earned in the Creature Graveyard.

This will cost you an estimated 3,046,886 to 3,542,886 coins in runes. For a full overview, see the Pizazz points page.

The approximate time for completion of each item is as follows -- Give or take ~1 hour for enchantment room, depending on the spell being used. Using your best enchantment spell can also drastically reduce the amount of cosmic runes suggested below.

Item Laws Natures Cosmics Time
Bones to Peaches 353 1,075 810 2.6 h
Mage's book 883 2,064 2,430 5.3 h
Master wand 848 1,998 1,944 5.0 h
Infinity gloves 309 825 608 2.0 h
Infinity hat 618 1,492 1,215 3.6 h
Infinity top 706 1,683 1,620 4.2 h
Infinity bottoms 795 1,874 2,025 4.7 h
Infinity boots 212 459 486 1.2 h
Total 4,724 11,470 11,138 28.6 h

Main

Item Telekinetic Graveyard Enchantment Alchemist Converted cost[n 1] GE Price Profit Profit per point[n 2]
350 350 3000 400 384,781.00 2,207,231 1,822,450.00 394.00
400 400 4000 450 446,822.00 1,708,502 1,261,680.00 232.00
450 450 5000 500 508,862.00 1,971,621 1,462,759.00 233.00
175 175 1500 225 205,216.00 857,124 651,908.00 272.00
120 120 1200 120 126,351.00 780,482 654,131.00 413.00
30 30 300 30 31,588.00 222,953 191,365.00 483.00
60 60 600 60 63,176.00 718,024 431,895.00 545.00
150 150 1500 200 183,589.00 1,956,311 1,054,698.00 492.00
240 240 2400 240 252,703.00 4,289,821 2,080,807.00 657.00
500 500 6000 550 570,902.00 4,171,476 3,600,574.00 507.00
150 150 1500 200 183,589.00 N/A N/A N/A
200 200 2000 300 261,886.00 N/A N/A N/A
Total 2,825 2,825 29,000 3,275 3,219,465.00 15,986,257 12,766,792.00 N/A

Runes

Item Telekinetic Graveyard Enchantment Alchemist Converted cost[n 1] GE Price Profit
1 1 15 1 1,147.00 92 −1,055.00
1 1 15 1 1,147.00 9 −1,138.00
1 1 15 1 1,147.00 116 −1,031.00
1 1 15 1 1,147.00 65 −1,082.00
1 1 15 1 1,147.00 93 −1,054.00
1 1 15 1 1,147.00 30 −1,117.00
0 0 5 0 94.00 124 30.00
0 1 5 1 744.00 106 −638.00
0 1 0 1 650.00 171 −479.00
2 1 20 1 1,456.00 185 −1,271.00
2 0 0 0 431.00 123 −308.00
2 2 25 2 2,200.00 380 −1,820.00
2 2 25 2 2,200.00 374 −1,826.00
  1. ^ 1.0 1.1 Using the cost per point as explained here, using Lvl-6 enchant on shapes
  2. ^ Approximate, normalized across point types

Note

There is a maximum number of points a player can have in each activity:

  • Telekinetic pizazz points - 8,000 points
  • Graveyard pizazz points - 8,000 points
  • Enchantment pizazz points - 32,000 points
  • Alchemist pizazz points - 16,000 points

If the maximum for an activity is reached, players will be allowed to enter that chamber, but will receive a warning before doing so.

Trivia

  • Before the update on 28 June 2018, the Enchantment Chamber would only give 1 point for enchanting shapes, regardless of the level of the enchantment spell used, with 1 bonus point for enchanting the bonus shape. This meant that the fastest strategy was to hop worlds and collect and enchant only the dragonstones. This was changed because it was very far from what was intended for the activity and because it was easily taken advantage of by bots.
  • Players who log out inside the Telekinetic Theatre will find their character in the lobby area upon next login.

Changes

Date Changes
27 August 2025
(Update)

The rune pouch can now be purchased from the Mage Training Arena for 150 telekinetic, 150 graveyard, 1500 enchantment, and 200 alchemist pizazz points, if a player does not already own a pouch.

8 May 2024
(Update | poll)
  • The pizazz hat is no longer required to enter each room.
  • Players can now log out inside most of the rooms and retain their progress, with the exception of the Telekinetic Theatre.
  • A UI element displaying current pizazz points is now visible whilst in the lobby.
  • A bank chest was added in the upstairs area.
  • The Mage Training Arena was added to the Grouping menu, along with a teleport.
  • The point cap was doubled for all rooms.
  • The Telekinetic Theatre
    • Completing a maze now rewards 250 Magic experience, which stacks with the existing experience rewards.
    • Maze completion messaging is now more player-friendly.
    • After completing five mazes, the player's run energy will be replenished.
    • The Maze Guardian in the Telekinetic Theatre now moves faster.
  • The Alchemists' Playground
    • Players now have the chance to obtain extra points if extra coins are deposited between thresholds.
      • Any remainder coins now give you a corresponding percentage chance at an extra point.
    • The Alchemy Guardian is now static and visible from every cupboard you might be standing in front of.
    • The cupboards are now open by default and will only close for a moment when the items are being changed.
    • Players will no longer be warned when casting Alchemy on untradeable items from within this room.
    • The alchemy value and positions of items will now only change once a minute.
    • Players may now take up to 5 items at a time by right-clicking the cupboards.
  • The Enchanting Chamber
    • Magic experience is now granted for deposited objects.
    • We now store the bonus Rune rewards for players to claim when they leave the room, rather than giving them out when objects are deposited.
    • There is now a 1/32 chance of finding dragonstone while searching for shapes in the Enchanting Chamber.
    • There is now at least one of each colour shape in every corner.
  • The Creature Graveyard
    • Players will now only take damage from falling bones.
    • Bonus runes that used to be given on depositing fruit are now given upon exiting the room.
    • Depositing fruit will now reward 5 experience for a banana and 10 experience for a peach.
    • Bones to Bananas and Bones to Peaches can now be cast while running in this area.
    • Bones to Peaches teletabs now work on bones in the Mage Training Arena.
    • Peaches now count as two portions of fruit when deposited in a chute.
    • Players can no longer bring certain bones that can be converted into fruit with them into the graveyard.
30 August 2023
(Update)

Free-to-play players will now be informed that they require membership upon trying to enter the Mage Training Arena.

28 November 2019
(Update)

Magic Training Arena Shop received a new interface.

28 June 2018
(Update)
  • The shapes in the Enchanting Chamber now give points equal to the level of the enchant spell used on them.
  • The bonus for enchanting the correct shape in the Enchanting Chamber have been increased from 1 to 2.
25 February 2016
(Update)

Telekinetic Theatre in the Mage Training Arena now allows movement of the guardian in the maze, so you can start walking to a new position while the guardian is responding to your last Telegrab spell.

References

  1. ^ "Arena book". Page 2-3. Old School RuneScape. "It soon became evident just how dangerous this was, with a great many tragic accidents occurring due to inexperienced wizards. Wizards and victims alike were calling for something to be done, but it was only due to a tragic accident involving one of the leaders of that time that the training arena was constructed."
  2. ^ "Display case (Varrock Museum, number 5)". Old School RuneScape. "The invading Fremennik had a number of sympathisers within the kingdom of Misthalin ... they destroyed the Mage Training Arena."
  3. ^ "Arena book". Page 3. Old School RuneScape. "There were many warriors of melee and ranged combat that took offence to this new art of magic, and taking matters into their own hands, they destroyed the arena."
  4. ^ "Arena book". Page 4. Old School RuneScape. "a collection of Wizards took it upon themselves to resurrect the building along with all Guardians of Magic that were destroyed with it. These Guardians were created out of the very same essence as runestones, embodying the magic power and authority needed to oversee the arena."

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceMage Training Arena
Content licenseCC BY-NC-SA 3.0
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