OSRS Mage Arena II Guide Best Strategies and Rewards

Old School RuneScape’s Mage Arena II is a challenging miniquest that offers powerful rewards for players looking to enhance their magic combat capabilities. This sequel to Mage Arena I tasks players with defeating three formidable god-aligned foes in the Wilderness to upgrade their god capes. In this comprehensive guide, we’ll cover everything you need to know about completing Mage Arena II, from requirements and preparation to strategies for defeating each boss and securing the coveted imbued capes. Whether you’re a seasoned adventurer or a newcomer to the Wilderness, this guide will help you navigate the dangers and claim your rewards.
Mage Arena II is a master-difficulty miniquest that builds on the foundation of Mage Arena I. Located deep in the Wilderness, it requires players to venture into high-risk areas to face off against powerful enemies. The miniquest is accessible to players with at least level 75 Magic and the ability to cast god spells outside the Mage Arena. Completing it unlocks the ability to imbue god capes, making them best-in-slot magic gear for combat.
The miniquest involves tracking down and defeating three god followers—Porazdir, Justiciar Zachariah, and Derwen—each aligned with Zamorak, Saradomin, and Guthix, respectively. Players must collect their remains to enhance their capes, but the Wilderness setting adds the constant threat of player killers (PKers). With careful preparation and strategy, you can minimize risks and maximize your success.
Why Complete Mage Arena II?
The primary reward for completing Mage Arena II is the ability to imbue one of the three god capes (Saradomin, Zamorak, or Guthix), significantly boosting their magic attack and defense bonuses. These imbued capes are essential for magic-focused builds, offering a +10 magic attack bonus and +3% magic damage increase, making them ideal for PvM and PvP scenarios. Additionally, the miniquest provides a sense of accomplishment and prepares players for navigating the Wilderness’s dangers.
Requirements and Preparation
Before embarking on Mage Arena II, ensure you meet the requirements and come prepared to face both NPCs and potential PKers. The miniquest is set in the deep Wilderness (levels 53–56), so caution is key.
Miniquest Requirements
- Completion of Mage Arena I: You must have finished the first miniquest to unlock Mage Arena II.
- Level 75 Magic: This is non-boostable and required to start the miniquest.
- God Spell Proficiency: You need to have cast Saradomin Strike, Flames of Zamorak, and Claws of Guthix 100 times each inside the Mage Arena to use them outside.
Recommended Stats and Gear
While the minimum requirement is 75 Magic, higher combat stats make the fights easier. Here’s a suggested setup:
Slot | Recommended Gear | Budget Alternative |
---|---|---|
Head | Ahrim’s Hood | Mystic Hat |
Cape | God Cape (matching spell) | God Cape |
Body | Ahrim’s Robetop | Mystic Robe Top |
Legs | Ahrim’s Robeskirt | Mystic Robe Bottom |
Weapon | God Staff (matching spell) | God Staff |
Shield | Book of Darkness | Elemental Shield |
Inventory Suggestions:
- Runes: Blood, Fire, and Air runes for 50–100 casts of each god spell.
- Food: Sharks or Manta Rays for healing.
- Potions: 2–3 Saradomin Brews, 1–2 Super Restores, 1 Stamina Potion, 1 Antipoison.
- Utility: Knife or slash weapon (for webs), Enchanted Symbol (provided by Kolodion), teleport item (e.g., Amulet of Glory).
Safety Precautions
Since Mage Arena II takes place in the Wilderness, follow these tips to avoid losing valuable items:
- Enable PK Skull Prevention: Set Player Attack to “Always right-click” or “Hidden” to avoid accidental skulling.
- Limit Risk: Only bring three valuable items (e.g., staff, cape, book) to protect them on death to NPCs. If killed by a PKer, the imbued cape drops as 60,000 coins.
- Scout First: Use the Enchanted Symbol with minimal gear to locate bosses before gearing up.
Step-by-Step Walkthrough
Mage Arena II is a medium-length miniquest that requires careful navigation and combat strategy. Here’s how to complete it efficiently.
Starting the Miniquest
Head to the Mage Arena bank in level 53 Wilderness. The easiest route is via the Ardougne or Edgeville Wilderness teleport lever. From the Deserted Keep, run north, slash the web, and head west to the broken-down house northwest of the arena. Cut two webs inside, pull the lever, and enter the safe cave. Speak to Kolodion, who will provide an Enchanted Symbol and explain the task: defeat three god followers and collect their remains.
Locating the God Followers
The Enchanted Symbol uses a “hot and cold” mechanic to guide you to the bosses, who spawn in random Wilderness locations, often near Lava Dragon Isle or other deep Wilderness areas. Each boss’s location is unique per player and changes every 45 minutes, so act quickly after scouting.
- Porazdir (Zamorak): Level 235, weak to Flames of Zamorak.
- Justiciar Zachariah (Saradomin): Level 348, weak to Saradomin Strike.
- Derwen (Guthix): Level 235, weak to Claws of Guthix.
Tip: Scout with minimal gear (just food, symbol, and a teleport) to find the boss, then return to the Mage Arena bank to gear up. This reduces the risk of losing items to PKers.
Defeating the Bosses
Each boss requires a specific god spell to deal damage, and they can teleblock and freeze you, making escapes difficult. Here’s how to tackle them:
- Porazdir: Use Flames of Zamorak with a Zamorak Staff. His attacks hit hard, so keep Protect from Melee active and eat as needed. Stand at a distance to avoid his melee attacks.
- Justiciar Zachariah: Use Saradomin Strike with a Saradomin Staff. He’s the toughest at level 348, with high defense. Prayer flick Protect from Melee and use Saradomin Brews to sustain health.
- Derwen: Use Claws of Guthix with a Guthix Staff. His magic attacks can drain prayer, so bring Super Restores. Stay mobile to dodge his entangle effects.
Note: The Twisted Bow is an exception to the god spell requirement, making fights easier but requiring a high Ranged level and significant investment.
Returning to Kolodion
After defeating a boss, pick up their remains and return to the Mage Arena bank. Hand the remains to Kolodion, then repeat the process for the other two bosses. Once all three remains are collected, Kolodion will imbue one god cape of your choice. To imbue additional capes, kill the corresponding boss again for another remain and bring it to Kolodion.
Strategies for Avoiding PKers
The Wilderness setting makes PKers a significant threat during Mage Arena II. Here are proven strategies to stay safe:
World Selection
Choose low-population worlds to reduce the chance of encountering PKers. Avoid worlds with known PK clans or high activity, and consider hopping worlds if you spot suspicious players.
Scouting and Timing
Scout boss locations with minimal gear to avoid risking valuables. Once you find a boss, note the world and location, bank, gear up, and return quickly. Boss spawns change every 45 minutes, so don’t delay.
Escape Tactics
If a PKer attacks, prioritize survival:
- Log Out: If not teleblocked, run to a safe spot (e.g., Mage Arena bank) and log out.
- Tank Hits: Use Protect from Magic or Melee based on the PKer’s attack style, eat food, and head to a single-combat zone.
- Teleport: If you have a teleport item (e.g., Amulet of Glory), use it to escape, noting that teleports don’t work above level 30 Wilderness unless you’re not in combat.
Rewards and Beyond
Completing Mage Arena II is a rewarding endeavor that enhances your magic combat prowess. Here’s what you gain and how to leverage it:
Imbued God Capes
The imbued Saradomin, Zamorak, and Guthix capes offer:
- Stats: +10 Magic Attack, +10 Magic Defence, +3% Magic Damage.
- Uses: Essential for high-level PvM (e.g., Zulrah, Chambers of Xeric) and PvP scenarios.
To obtain all three imbued capes, you’ll need to defeat a total of five bosses (three for the initial completion, then one additional boss per extra cape).
Additional Benefits
Beyond the capes, Mage Arena II offers:
- Wilderness Experience: Improves your ability to navigate and survive in high-risk areas.
- Combat Practice: Hones your magic combat skills against tough opponents.
- Prestige: Completing a master-difficulty miniquest in the Wilderness is a badge of honor in the OSRS community.
Tips for Post-Completion
After finishing Mage Arena II, consider:
- Protecting Capes: Store extra imbued capes in your bank to avoid losing them in the Wilderness.
- Using Capes Wisely: Pair imbued capes with high-tier magic gear (e.g., Ahrim’s, Ancestral) for maximum effectiveness.
- Exploring More Wilderness Content: Use your newfound confidence to tackle other Wilderness activities, like Chaos Altar or Wilderness bosses.
Mage Arena II is a thrilling and rewarding challenge that tests your magical prowess and Wilderness survival skills. By following this guide, you’ll be well-equipped to defeat Porazdir, Justiciar Zachariah, and Derwen, secure your imbued capes, and avoid PKers along the way. Prepare thoroughly, stay vigilant, and enjoy the satisfaction of mastering one of OSRS’s most iconic miniquests. Good luck, and may the gods guide your spells!