Mage ArenaEdit This Entity
- 1.0 - Introduction
- 2.0 - How To Get There
- 3.0 - Suggested Stats and Equipment
- 4.0 - Strategies
- 5.0 - The Rewards
- 6.0 - Frequently Asked Questions

The Mage Arena is a place where all willing mages, who have over level 60 magic, can test out their abilities against some powerful foes. If you are daring enough to make the trek to the furthest reaches of the wilderness, then this mini game shouldn't worry you at all! If you think you have the ability to defeat Kolodion and his following transformations in hopes of receiving a free god staff, the ability to cast a god spell, and a god cape, then make your way on out to the Mage Arena today!
The Mage Arena is located in level 54 to 55 wild so you can imagine the danger that comes with getting there. There is, however, a simple way of getting there quickly without trekking through the wilderness.

Go to East Ardougne with a weapon equipped and head west until you arrive at the castle. Once there, head north-west behind it and you'll see an empty house with a lever inside near the gates of West Ardougne. Pull the lever and you will appear in the wilderness. There is also a lever near the Yew trees south of Edgeville bank that will bring you to the same spot. Immediately head north and slash the spider web with the weapon you brought. Then head west and you should arrive in a building with more spider webs. Slash those webs, pull the lever at the end, and you will arrive inside the Mage Arena.
Before you speak to Kolodion, you should have the recommendations listed so that you will have a good chance at beating Kolodion. Below are recommended stats, inventory, and equipement for both general players and pures. There is a bank in the arena for those wishing to go into the wilderness without expensive armour.
- Level 60+ Magic - Needed to start the mini game
- Level 20+ Defence - Enables you to wear mystic armour
- Level 37+ Prayer - Used for the protect from magic prayer
- » Mystic robe top
- Alternative: Wizard robe
- » Mystic robe bottom
- Alternative: Zamorak robe skirt
- » Mystic hat
- Alternative: Wizard hat
- » Amulet of glory
- Alternative: Amulet of magic
- » Fire battlestaff
- Alternative: Fire staff
- » Mage's book
- Alternative: Prayer book, Elemental shield
- » Mystic gloves
- Alternative: Splitbark gauntlets
- » Mystic boots
- Alternative: Splitbark greaves
- » Ghostly cloak
- Alternative: Cape of achievement, Obsidian cape
- » Seer's ring
- Alternative: Beacon ring, Lunar ring, Ring of life
- » Death and air runes
- » Prayer potions
- » Sharks, monkfish, or lobster
- Level 65+ Magic - Makes up for the lowered defence.
- Level 40+ Ranged - Used to wear green dragonhide (Optional)
- Level 45+ Constitution - Raises the chance of survival (Optional)
- » Wizard robe
- » Zamorak robe skirt
- » Wizard hat
- » Amulet of glory
- Alternative: Amulet of magic
- » Fire staff
- » Mage's book
- Alternative: Elemental shield
- » Leather gloves
- » Wizard boots
- Alternative: Leather boots
- » Cape of achievement
- Alternative: Cape
- » Seer's ring
- Alternative: Ring of life
- » Death and air runes
- » Green dragonhide chaps and vambraces
- » Sharks or monkfish
Before you fight Kolodion there are a few things that you should know first. You can only use Magic against him so no Ranged or Melee attacks can harm him. If you're running out of supplies then you can exit the arena to bank and continue where you left off.
To begin, speak to Kolodion, and ask if you can join in the fights. He'll say only the toughest battle mages are able to work their magic within the arena, meaning you have to first beat him to prove yourself. After you choose the 'lets fight' option, you will be teleported into the Mage Arena. As the Mage Arena is only one-way combat, you needn't worry about being attacked by any of the other battle mages in there.
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Name: Kolodion | Difficulty: Easy General: You should only need one death rune to kill Kolodion, as he only has 30 life points. You shouldn't need to use protect from mage, or eat at all. Pures: Don't worry too much about this form, it's very easy. A wave spell or two should take him out. |
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Name: Kolodion (Ogre Giant) | Difficulty: Easy General: This ogre has about 300 life points, and is quite easy to kill, only using about 10 death runes. You shouldn't need to use protect from mage here if you hit him fast enough. If you do decide to use prayer, don't let the points drain below 30, or you'll be in trouble later on. Pures: This is a pretty easy form, although if you're getting hit too hard, use the run and hit technique. |
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Name: Kolodion (Giant Spider) | Difficulty: Medium General: This spider is fairly powerful, with around 600 life points, but misses often. It also has a high magic defence, so you will use about 20 or so death runes here. Make sure that you have at least 25 prayer points left here. The spider may hit through your prayer, so ensure that you keep up your life points. It's best to eat while Kolodion is transforming, as you have a bit of time there. Pures: This form is where it starts to become fairly hard. Run to the gate where you can still attack. This technique requires patience, as Kolodion will "moonwalk" backwards until you cannot hit him anymore. When he does this, run out and then run back. Continue to do this. If you're running low on runes or food, this is a good time to bank. |
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Name: Kolodion (Wraith) | Difficulty: Medium-hard General: The spirit is quite powerful, but has little resistance to your magic. About 20 death runes should take care of it. Don't forget to protect from mage, but save at least 10-15 points for the black demon. Some of the spirits may break through your prayer, so don't forget to eat. Pures: Remember to use the technique in the previous kill. If you have death runes, don't waste all your bloods. If you're low on equipment, leave and restock; this is key to beating the Demon form. |
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Name: Kolodion (Black Demon) | Level: 112 | Difficulty: Hard General: This black demon transformation of Kolodion is the hardest. It will require at least 10-15 prayer points, 25-30 death runes, and two or three pieces of food. If you don't think you can beat him, you can run out of the mage arena and head back down to the bank and try again later. Pures: Be very careful here, restock if you need to, and use the run to the gate technique, if he starts to mage, run back until he can't hit you. Run back into the arena, attack, run back to the gate. Alternately, you can run about the bridge and he usually won't be able to reach you. Simply attack him. Do note that if you're on the bridge, you must be back in the Mage Arena on your last hit. That way, you'll successfully beat him. Repeat this until you have defeated Kolodion. |
Once you have finished, you will be teleported back into the safe-zone, by Kolodion. Speak to him and he will say you're well deserved of using his magic arena to train. He also says that you can now enter the Sparkling Pool of water in the southwestern corner.
Once you've entered the sparkling pool, you will find yourself further on in this dungeon - still out of the wilderness. Make your way down the passage until you reach three statues. Decide which god you wish to worship, and you will get his cape. You can always change your cape, so don't worry if you choose the wrong one first. However, before you make your choice, take into account the abilities of each staff:
- Guthix: Casting Claws of Guthix Claws lowers the target's Defence level by 5% upon a successful cast.
- Saradomin: This staff is more powerful than the Guthix staff, however casting Saradomin Strike will lower your opponents prayer when you attack.
- Zamorak: This staff is quite powerful, and it relies only on your magic level. During combat, casting Flames of Zamorak will lower your opponents magic level dramatically.
When you have the cape of the god you wish to follow, head back up toward the Sparkling Pool, and speak to the Chamber Guardian. He will then bestow upon you the staff of the god whose cape you now possess, free of charge.
If you wish to buy a staff for the other two gods, you may do so. Simply buy them off the Chamber Guardian for 80,000gp each.
Now that you have your staff and cape, you are able to cast their spell within the mage arena. To be able to use it outside the arena, you need to cast the spell 100 times inside the arena. That means 200 blood runes! Once you have these, and the other runes required to cast the spell, exit the safety of the dungeon by pulling the lever. Slash through the two webs in the hut, then the two webs near the entrance. Once you're inside, pull another lever and you will be teleported into the mage arena. Run around the outside to get into the middle, and start maging the level 54 battle mages. Don't forget to put on protect from mage! Once you have cast the spell 100 times, a message will be displayed that you can now use the spell outside the arena. You can train in short bursts: you don't have to do all 100 spells at once.

The charge spell is also available for those with level 80 magic. This spell does not require you to cast it 100 times in the arena to be able to use it. The charge spell increases the damage given by your god spells; from a maximum hit of 200, to 300.
A: The maximum damage with a god spell while charged is capped at 300; without, the max is 200.
A: Each cape gives a +10 magic attack bonus. Also, if you have a particular God staff wielded, you can only wear the cape of that God, and no other.
A: No. If you drop your cape (or die), you will receive a message that it was "re-claimed" by that god. You can obtain it again by worshipping them at the mage arena dungeon.






