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 use the telekinetic grab spell to move a statue north, south, east, or west through a maze. In this room, players can speak with the Telekinetic Guardian, who can explain how the Telekinetic Theatre works. The Telekinetic Theatre, as seen from overhead. The teleports to the four rooms are located in the north area of the arena:
Players must acquire the appropriate number of Pizazz points in each of the four rooms to buy items from the Rewards Guardian. In addition to Pizazz points, the player earns coins and runes in the activities. The Mage Training Arena offers four rooms for the player to practice casting Alchemy, Enchantment, and Telekinetic Grab spells, and Creature Graveyard. Bananas and Peaches are not allowed in the Creature Graveyard. Coins are not allowed in the Alchemists' Playground. Talk to the cranky Progress hat to learn Pizazz point totals for each room.Ĭlue scrolls, caskets, and summoning familiars are not allowed inside the rooms. Players should not destroy or lose their hat, as it keeps track of Pizazz points earned in each room. Players also need to either wear or have in their inventory a Progress hat, which can be obtained from the Entrance Guardian. The higher the level of Magic, the more experience points the player will receive. Level 87 (enchant onyx) will allow players to use all spells in all areas of the minigame. At level 33 Magic (required for Telekinetic Grab), a player can participate in all 4 activities. Players need a minimum of level 7 Magic to participate in this minigame, although that will allow the use of only a single spell. Dungeoneering cape teleport to Al Kharid resource dungeon.Home Teleport to the Al Kharid lodestone and going north east.A Ring of duelling teleport to Het's Oasis, then going north.Wicked hood teleport to the Fire altar and running north-east.There are several quick ways of getting to the arena: Charmed warriors were also added to serve as an additional line of defence for the arena.Ĭurrently, the arena continues to take in apprentices, helping them grow their magic skills while the rune guardians and charmed warriors help guide and protect them. Wizard Shug suggested that they rebuild the original golems working together with Wizards Dougal and Edvin, they reconstructed the damaged rune guardian bodies. Knowing that the first arena was destroyed, Seridor was looking for a way to defend the arena from further attacks. Years after the Wizards' Tower burned down, the current head wizard of the tower, Archmage Sedridor, decided to rebuild the training arena after having one of his drinking sessions, as he wanted to make a safe place for budding wizards to grow their talents after one of the wizards' apprentices had exploded casting a spell. Unfortunately it was destroyed by the Fremennik tribe during their Runecrafting Crusades in the year 47, as they were angered by the new art of magic and the creation of runes. This was when the first mage arena was born.
They created the rune guardians, having borrowed and modified the golem-creating methods of Uzer to do so. The wizards of the original Wizards' Tower decided to create an arena for beginning mages to safely hone their skills.
But many accidents occurred as inexperienced mages attempted difficult spells. The spells cast are Telekinetic Grab, high and low-level alchemy, all or any of the enchant jewellery spells ( Lvl-1 Enchant, Lvl-2 Enchant, Lvl-3 Enchant, Lvl-4 Enchant, Lvl-5 Enchant, Lvl-6 Enchant) depending on your level, and the Bones To Bananas and Bones To Peaches spells.Īfter the discovery of Runes by humans in the early Fifth Age, many people wanted to train their magic to use powerful spells. Recommended staffs to bring are the Elemental battlestaff, Mindspike or Tower mindspike, which can be converted into a staff that provides any one of the elemental runes, and a mud battlestaff, since several of the spells require earth and water runes at the same time. To participate in all the activities, one should bring nature runes, cosmic runes, law runes, and either all types of elemental runes, or staff to replace them. You must provide your own runes for the spells. An entrance guardian welcomes visitors to the training arena. 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. It is north of Het's Oasis and south of the Exam Centre. The Mage Training Arena is an area and its eponymous minigame that focuses on the magic skill.