Mage Arena II is a sequel to the Mage Arena I miniquest in Old School RuneScape. To start this miniquest, players need to have a Magic level of 75 and be able to cast Saradomin Strike, Flames of Zamorak, and Claws of Guthix outside the Mage Arena. They can initiate the miniquest by speaking to Kolodion in the Mage Arena bank.
During Mage Arena II, players must face three formidable god followers who are roaming the Wilderness: Porazdir, Justiciar Zachariah, and Derwen. The main objective is to defeat these powerful foes and collect their remains. These remains are crucial for enhancing one of the player's god capes upon completing the miniquest.
Upon successfully completing Mage Arena II, players gain the ability to enhance their god capes using the collected remains. To obtain the enhanced capes, players need to bring just one additional artefact related to the specific boss they defeated to Kolodion. Each type of remains can be used to imbue each corresponding god cape.
By imbuing the god capes, players can gain significant benefits and improved stats for each cape. These enhanced capes provide a significant advantage in combat and are highly sought after by players looking to maximize their effectiveness in various activities.
Mage Arena II adds an exciting and challenging dimension to the Mage Arena content, offering players more opportunities to showcase their magical prowess and earn powerful rewards.
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Runes to cast god spells
Enemies to defeat
Starting the Mage Arena II miniquest, head to the broken down house located northwest of the Mage Arena in level 55 Wilderness. To access the house, use a knife or any slash weapon to cut down the two webs blocking the entrance. Once the webs are removed, pull the lever on the wall to be teleported into a small cave. The cave serves as a safe zone, providing protection from attacks by other players while inside.
Inside the cave, speak to Kolodion, the master of the Mage Arena, about the additional challenges he has in store. He will reveal that he's been working on a powerful spell intended to enhance the powers granted by your god cape. However, the spell requires rare components that are difficult for him to acquire. The spell aims to channel the powers of the three major gods: Saradomin, Zamorak, and Guthix. To proceed with the miniquest, Kolodion will hand you the enchanted symbol, which functions similarly to the enchanted key and strange device from previous quests.
Your task in Mage Arena II is to collect the components required for Kolodion's spell. You must defeat three formidable opponents, each aligned with one of the three gods: Saradomin, Zamorak, and Guthix. These powerful foes are named Porazdir, Justiciar Zachariah, and Derwen, respectively. Your goal is to gather their remains after defeating them.
Upon successfully collecting the remains of these god followers, you will be able to return to Kolodion and complete the miniquest. With the remains in hand, Kolodion will be able to enhance one of your god capes, granting it more potent powers. Additionally, you'll be able to imbue other god capes by bringing the appropriate remains corresponding to each cape's alignment.
The enchanted symbol plays a crucial role in this miniquest, aiding you in navigating the challenges ahead and ensuring you make the most of the rewards that await you.
Before embarking on the quest to track down the three god followers in Mage Arena II, it is crucial to take some precautions to avoid accidental mistakes. Head to the Controls panel in the Options interface and set the Player 'Attack' option to "Always right-click" or "Hidden". This will prevent unintended attacks on other players, which could lead to accidental skulling in the Wilderness. Additionally, enable "PK Skull Prevention" to further reduce the risk of becoming skulled.
Once you have obtained the enchanted symbol from Kolodion, you can begin searching for the three god followers in the deep Wilderness, specifically around Lava Dragon Isle. Be cautious while exploring these areas, as most of them are multi-combat zones where you may encounter multiple opponents at once. Keep in mind that each use of the enchanted symbol can deal up to 16 damage, so use it wisely and be prepared to defend yourself if needed.
The order in which you track the followers is entirely up to you, as you can choose the follower to track with each use of the symbol. After defeating a follower, the symbol will no longer track that specific one until you complete the entire miniquest.
The enchanted symbol operates similarly to the "Hot & Cold" mechanic used in Master Treasure Trails. As you get closer to the location of the follower, the symbol will glow hotter, and the further away you are, the colder it gets. When the symbol visibly shakes, it indicates that the follower is nearby and will appear to attack you.
Since searching for the followers can be time-consuming and may deplete your food supplies, try to pinpoint their exact locations before returning to a bank to restock on food and supplies.
Keep in mind that the followers' spawn locations are random and may change periodically, approximately every 45 minutes. The game will notify you when a spawn change occurs after you use the enchanted symbol. Each player will have unique spawn rotations.
If you find that a follower has already spawned in the location where your target is supposed to appear, you have two options. Either hop to a different world or wait for the current follower to despawn, and then use the enchanted symbol again to find your intended target. Note that the currently active follower locations are saved between worlds.
With these precautions in place, you are ready to take on the challenges of tracking down the god followers in the Wilderness and collecting their remains to enhance your god cape in Mage Arena II miniquest. Good luck on your quest!
The god followers you will encounter during the Mage Arena II miniquest are extremely formidable opponents, wielding powerful attacks, including Ice Barrage and Tele Block. All of them are capable of dealing significant damage, with magic attacks hitting up to 43 (26 for Zachariah) and melee attacks dealing up to 16 damage (43 for Zachariah). Utilizing protection prayers can help reduce the accuracy and strength of their attacks, providing some defense against their onslaught. However, be aware that the Ice Barrage attack can be avoided by quickly stepping off the square you were standing on when the spell was cast. It's worth noting that unlike other players' Tele Block, theirs will only last for a minute if you use Protect from Magic prayer, rather than two and a half minutes.
Moreover, each follower can only be harmed by their respective god spells, meaning you must use all three god staves for each of the three followers. An alternative strategy is to equip the staff of the dead (or its toxic variant), the staff of light, or the staff of balance/void knight mace to autocast Flames of Zamorak, Saradomin Strike, and Claws of Guthix, respectively. This is recommended as these staves have higher magic attack bonuses, making the fight slightly more manageable by enabling you to autocast the god spells.
Each follower also possesses a unique ability, adding an extra layer of challenge to the fight:
In conclusion, the followers in Mage Arena II pose a significant challenge, demanding a well-prepared strategy and utilization of the appropriate god spells or staves to defeat them. Each follower's unique ability adds complexity to the encounter, requiring quick reflexes and tactical movement to come out victorious. Good luck on your quest to enhance your god cape and face these powerful foes in the deep Wilderness!
As the Wilderness is a dangerous place with the risk of encountering player killers, it's essential to adopt a cautious approach and minimize the number of valuable items you bring during the Mage Arena II miniquest. Here are some key points to consider for a safe and successful experience:
Your inventory should contain:
After successfully defeating Justiciar Zachariah, Porazdir, and Derwen, each of them will drop a special item: Justiciar's hand, demon's heart, and ent's roots, respectively. It's essential to pick up these drops as they are crucial components needed to enhance your god cape.
Once you've obtained one of these items, it's wise to immediately return to Kolodion in the Mage Arena bank and hand it over to him for safekeeping. This ensures that you won't lose the valuable component in case you encounter any dangerous situations while in the Wilderness. It's important to note that these components are not protected upon death, so if you are killed and they are not one of your protected items, you'll lose them and will have to defeat the respective follower again to obtain another component.
If your supplies, such as food and potions, are running low after the battles, it's a good idea to teleport back to a safe location outside the Wilderness to restock before proceeding to Kolodion. This way, you can ensure you're adequately prepared for any future challenges and won't risk losing the valuable components due to lack of resources.
Once you have collected all three components, make your way back to Kolodion within the Mage Bank to complete the Mage Arena II miniquest. After presenting him with the three components (Justiciar's hand, demon's heart, and ent's roots), he will imbue your god cape, enhancing its powers significantly.
To acquire additional imbued capes, you must repeat the process by finding and defeating the corresponding follower to the cape you wish to upgrade. Each time you defeat a follower and obtain another drop, return the component to Kolodion for another imbued cape. To collect all three imbued god capes, you'll need to defeat a total of five followers.
It is possible to defeat the same follower multiple times to obtain extra components. However, please note that if you speak to Kolodion with duplicate components in your inventory, he will take all of them and only allow you to imbue one cape.
The imbued god cape, like most untradeable equipment, is automatically protected upon death in dangerous PvM (Player vs. Monster) scenarios outside of the Wilderness. This means that if you die to monsters while not in the Wilderness, you will keep your imbued god cape and won't lose it. However, if you die to another player in the Wilderness, you will lose the imbued cape, and the player who killed you will receive 60,000 coins as loot.
With your newly imbued god cape, you will wield incredible power in the name of Saradomin, Zamorak, or Guthix. Use it wisely as you embark on further adventures in the world of Old School RuneScape. May your journey be filled with triumph and glory!