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RuneScape Cheats:Mage Training Arena
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Intro
Getting Started
Alchemists' Playground
Telekinetic Theatre
Enchanting Chamber
Monster Graveyard
Shop and Prices
Stats of armour and weapons
Where:
Above the Duel Arena, Al Kharid. To get there, you have to go inside the gates of the Duel Arena, it's then north of the hospital/prayer altar.
Item Suggestions:
- Lava Or Mud Staff (Provided you have enough money, if not, any of the basic elemental staves would work.)
- LOADS of Nature Runes (around 750+ will do)
- LOADS of Cosmic Runes (around 750+ will do)
- LOADS of Law Runes (around 500+ will do)
Introduction:
A new arena has been uncovered known as the Mage Training Arena. It is in this place that you build up points through the different areas within the arena - The Telekinetic Theatre, The Alchemists' Playground, The Enchanting Chamber and The Monster Graveyard. Getting started:
Before doing anything, you have to talk to the Entrance Guardian to receive a Progress Hat, with which you can enter the four different training areas. Talking to the Progress Hat will tell you how many points you have in the different areas. In each of the areas you will gain so called "Pizazz points", which are categorized in four kinds, each corresponding with the arena where you gained them. Alchemists' Playground:
Requirements: Fire and Nature runes, Level 21 Magic Recommended: Fire staff/battlestaff/mystic staff, at least 100 Natures The goal is to get items and alch them for money and Pizazz points. In the top right corner it shows a small menu with the current values of the items. NOTE: These change constantly! Search the eight cupboards for items. The items are in order as stated in the list on the right side of your screen. The items in the cabinets are going clockwise. They just change their starting spot. The three "empty's" are clumped together. So, once you find an item, you can quickly determine where the 30 gp item is: If you're not using a fire/lava staff, I recommend low alchemy, since you get the same GP anyway, although this will reduce your experience gain. Strategy: Bring in 4 or 5 natures (So if you mess up you have 4 extra chances) and stash a load of about everything inside the cupoards. Stand by the alchemy guardian and wait for him to say "X can now be converted for free". NOTE: The item indicated by an arrow can be alched for free! High alch DOESN'T give more coins than Low alch. I hear some of you think: "Oh, I'll just take a few k into the arena then! Easy points!" Your problem is, you can't take money into the arenas.
Each area will test your ability to use certain spells. Succeed, and you will receive new rewards to further aid your magic training outside of the arena.
The magic in the Arena is incredibly powerful, but don't worry - should you happen to die, you'll respawn by the Arena without losing your possessions.
For all those who love to cut down Magic Trees, there are 2 outside the Arena! Also, random events do NOT occur while in the arenas!
| Enchant lvl | Type of gem | Points rewared for casting |
| 1 | Sapphire | 2 |
| 2 | Emerald | 4 |
| 3 | Ruby | 6 |
| 4 | Diamond | 8 |
| 5 | Dragonstone | 10 |
| 6 | Onyx | 12 |
The dragonstones CANNOT be alched and cannot leave the arena. So dont get any ideas.
NOTE: All experience gained in the Enchantment room is been decreased by 25%.
A Strategy:
Some rooms have 2 shapes by each other. Stand in between and wait for one of the two bonus shapes to show up. Best way is get 13 of each item if you have inventory and wait for bonus to show up. You save 50% of your time doing this, if not more.
Another Strategy:
Switch between the two northern spots. So, what I do usually is pick up 9 red, 9 yellow, and 9 blue (Substitute green in there.) and wait for the bonus to show up.
NOTE: If you log out while INSIDE the arena, you only get your bonus points, not any other points you have earned by making orbs! So always exit the arena before logging out or answering the phone or anything!
| Item | Cost in Telekinetic Points | Cost in Alchemy Points | Cost in Enchant Points | Cost in Graveyard |
| Beginner wand | 30 | 30 | 300 | 30 |
| Apprentice wand* | 60 | 60 | 600 | 60 |
| Teacher wand* | 150 | 200 | 1500 | 150 |
| Master wand* | 240 | 240 | 2400 | 240 |
| Infinity Top | 400 | 450 | 4000 | 450 |
| Infinity Hat | 350 | 400 | 3000 | 350 |
| Infinity Gloves | 175 | 225 | 1500 | 175 |
| Infinity Boots | 120 | 120 | 1200 | 120 |
| Infinity Bottoms | 450 | 500 | 5000 | 450 |
| Mage's Book | 500 | 550 | 6000 | 500 |
| Bones to Peaches (new spell) | 200 | 300 | 2000 | 200 |
| Mist Rune | 1 | 1 | 15 | 1 |
| Dust Rune | 1 | 1 | 15 | 1 |
| Mud Rune | 1 | 1 | 15 | 1 |
| Smoke Rune | 1 | 1 | 15 | 1 |
| Steam Rune | 1 | 1 | 15 | 1 |
| Lava Rune | 1 | 1 | 15 | 1 |
| Cosmic Rune | 0 | 0 | 5 | 0 |
| Chaos Rune | 0 | 1 | 5 | 1 |
| Nature Rune | 0 | 1 | 0 | 1 |
| Death Rune | 2 | 1 | 20 | 1 |
| Law Rune | 2 | 0 | 0 | 0 |
| Soul Rune | 2 | 2 | 25 | 2 |
| Blood Rune | 2 | 2 | 25 | 2 |
*NOTE: Each new wand is an upgrade for it's predecessor, so you need to have an Apprentice wand to get a Teacher wand.
| Item | Magic attack increase/decrease | Magic Defence increase/decrease |
| Infinity Hat | +6 | +6 |
| Infinity Gloves | +5 | +5 |
| Infinity Boots | +5 | +5 |
| Infinity Robe top | +22 | +22 |
| Infinity Robe bottom | +17 | +17 |
| Beginner's wand** | +5 | +5 |
| Apprentice's wand** | +10 | +10 |
| Teacher's wand** | +15 | +15 |
| Master's wand** | +20 | +20 |
| Mage's Book | +15 | +15 |
**NOTE: All wands have NORMAL autocast options, so no Ancient Magicks.
Post Guide NOTE: For all those interested in Magic Exp, do the Enchanters' Chamber. Cosmic Runes are quickly available in Runecrafting and don't cost a lot.
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