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Mage Training Arena

By: Data/Loggy

(This is a members-only feature.)

Getting Started
Telekinetic Theatre
Creature Graveyard
Alchemists' Playground
Enchanting Chamber
Rewards

Note: This is a 'safe' mini-game. If you die, you will keep your items.

Location: Just north of the Al Kharid Duel Arena - enter the Duel Arena and head north of the bank

Requirements: Vary from room to room

There have always been bits of magic that go unnoticed and unused - the lower alchemy spell, bones to bananas, and so on. However, in the Mage Training Arena, you'll use a variety of Modern spells, and increase your magical skills and win points to be exchanged for some impressive awards.

Getting Started

To begin training in the Mage Training Arena, have a chat with the Entrance Guardian near the entrance (duh) of the arena.



This bloke will give you some info about the arena, but most importantly he'll hand over a special Progress Hat that you need for your training in the arena.



In the arena, there are four different rooms - accessed by the teleports in the back of the main building - wherein you gain Magic experience by playing magic related mini-games (mini mini-games?) and earn pizzaz points which can be exchanged for magical goods in the arena shop.

Room
Type of Points
Max Number of Points
Telekinetic Theatre
Telekinetic Pizzaz Points
4000
Creature Graveyard
Graveyard Pizzaz Points
4000
Alchemists' Playground
Alchemist Pizzaz Points
8000
Enchanting Chamber
Enchantment Pizzaz Points
16,000


In order to access each room, you must be wearing your Progress Hat, which changes colors according to how many points you've earned. Once you've reached the max, you can still train in the rooms but you won't gain any experience. If you choose to destroy your progress hat, you loose all pizzaz points you have.

The next couple of sections will cover each room.

Telekinetic Theatre

Spell(s) Required: Telekinetic Grab; Air Staff recommended

Spell
Magic Lvl Required
Exp
Runes Required
Telekinetic Grab
33
43


When you first head for the Telekinetic Theatre, you will be teleported to one of ten possible mazes. You cannot enter these mazes. Inside, there will be a statue. You need to use the telekinetic grab spell to move it around - so, if you wanted to move it north, head to the north side of the maze and cast telekinetic grab on the statue. The point is to get the statue to its base on the other side of the maze.



If you leave without completing the maze, upon re entry the maze will be reset. When you get the statue to its base, it will transform into a guardian, who you can talk to to start the next, different maze. In the corner of the screen, a number indicates how many mazes you completed in a row. This number is stored if you leave.

Mazes Complete
Pizzaz Points Earned
Other Rewards
1
2
-
5
8 (including the 2 points per maze)
1,000 Magic Experience, ten law runes


Also, roughly every 8th Telekinetic Grab spell you cast you will earn 2 pizzaz points.

Creature Graveyard

Spell(s) Required: Bones to Bananas or Bones to Peaches

Spell
Magic Lvl Required
Exp
Runes Required
Bones to Bananas
15
25
Bones To Peaches
60
65


In the Creature Graveyard, you need to create as much fruit as possible (either make bananas or peaches) and deposit the fruit into the chutes along the walls. The more fruit, the more your rewards. However, there is one twist - the bones you must use to create the fruit fall from the sky, and a lot of the time they fall on you and do damage. You cannot bring food or bones into the room.



So you must ration your fruit. You want to put some into the chutes, of course - but you'll need to eat some as well to keep yourself alive. Some bones yield more than one fruit when either spell is cast on them. Should you die, you will be brought back to the training arena lobby and you will be docked 10 Graveyard Pizzaz points. For every sixteen bananas or peaches you insert into the chutes, you will be awarded with either a water, earth, nature, death, or blood rune, a Graveyard Pizazz point, and 25 Magic experience.

Alchemists' Playground

Spell(s) Required: Low Alchemy or High Alchemy

Alchemy
Magic Lvl Required
Exp
Runes Required
Low Alchemy
21
31
High Alchemy
55
66


In the Alchemists' Playground, there is a green list in the right hand corner of the screen. This list contains 'info' on a Leather Body, an Adamant Kiteshield, an Adamant Helm, an Emerald, and a Rune Longsword. A number follows each of these items. These numbers indicate for how much gold each item will alch for. A green arrow will point to one of these items at some point in turn - this means if you alch that item, it will use up no runes.



In the playground there are eight cupboards, and in these cupboards are the items listed above. What you need to do is try and find whatever item is currently worth the most, and whichever item currently alchs for no runes - and cast either high or low alch on the items (you get the same amount of coins for using either spell but more experience for high level alch as usual). Thus you can get the most bang for you buck - like that Comcast commercial!



Talk to the Alchemist Guardian above if you're getting confused. Anyway, whenever you are ready, deposit whatever coins you have converted into the hole in the wall. 1% of the deposited coins will be converted into pizzaz points (so if you put in 100 gold coins, you get 1 pizzaz point); 200% of the deposited coins will be converted into Magic Experience for you (so 100 gold coins will give you 200 experience); and 10% of the converted coins will go right into your bank account (100 gold coins equals 10 gold coins for you). You cannot bring any coins into this room and you cannot alch anything you may bring into the room on your own.

Enchanting Chamber

Spell(s) Required: At least Enchant Level-1 (for use on Sapphirres); higher enchantment spells recommended

In the Enchanting Chamber, there is a large hole in the middle of a stand in the middle of the room. Dragonstones (which can't be crafted or taken out of the room) will appear on the ground, as well as four different colored shapes: a cube, a cylinder, a pentamid, and an icosahedron.



Don't worry, I had never heard of the last two either. Anyway, you can use any enchantment spell on the dragonstone to enchant it, or on any shape to turn it into a white sphere. Your job is to drop in as much as possible into the large hole in the center of the room.



For every twenty shapes you convert into spheres, you will be awarded with either three blood runes, three death runes, or three cosmic runes.

Spell
Pnts For Enchanting Dragonstone
Pnts For Enchanting Shapes
Bonus Pnts On 10th Item
Enchant Level 1
2
1
1
Enchant Level 2
4
1
2
Enchant Level 3
6
1
3
Enchant Level 4
8
1
4
Enchant Level 5
10
1
5
Enchant Level 6
12
1
6


Rewards

In short, the rewards you get for training at the Mage Training Arena are purchased using whatever pizzaz points you have. You can use any kind of pizzaz points to buy things, however some are worth less than others. The Rewards Guardian sells the following items, and he is located on the upper floor of the arena. The table below shows the possible purchases and their cost in the various types of pizzaz points.

Reward
Telekinetic Pts
Alchemist Pts
Enchantment Pts
Graveyard Pts
Infinity Hat
350
400
3000
350
Infinity Top
400
450
4000
400
Infitity Bottom
450
500
5000
450
Infinity Gloves
175
225
1500
175
Infitity Boots
120
120
1200
120
Mage's Book
500
550
6000
500
Beginner Wand
30
30
300
30
Apprentice Wand
60
60
600
60
Teacher Wand
150
200
1500
150
Master Wand
240
240
2400
240
Bones To Peaches Spell
200
300
2000
200
Blood Rune
2
2
25
2
Death Rune
2
1
20
1
Chaos Rune
-
1
5
1
Soul Rune
2
2
25
2
Law Rune
2
-
-
-
Nature Rune
-
1
-
1
Cosmic Rune
-
-
5
-
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


For information on the requirements and bonuses of the wands, robes, and spellbook, see the Magic Equipment pages (the wands are under weapons, and the robes & spellbook are under Robes & Armour) . For information on the Bones to Peaches Spell, see the Modern Magic page.

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