LevelingGuides
OSRS MTA: Alchemist Only vs All Rooms Magic Guide
Compare MTA alchemist-only grinding with full room rotations for Magic XP, pizazz points, and time to infinity robes. Includes rune costs, common mistakes, and when buying gold or a service is the honest shortcut.
Game screenshots and facts are cited from the Old School RuneScape Wiki (strategy, equipment, drops, and related pages). Writing is original editorial, not a copy of the wiki article.
The Mage Training Arena (MTA) north of the Emir's Arena is one of Old School RuneScape's most misunderstood Magic training spots. On one hand, it offers the only route to infinity robes, the mage's book, and Bones to Peaches without relying on the Grand Exchange. On the other, its XP rates are modest, and the point grind can feel endless. The real question for low- and mid-level mages is whether to camp the Alchemist's Playground for alchemy XP and a single point type, or to rotate through all four rooms and actually finish a reward set.
This guide breaks down the requirements, the room-by-room trade-offs, and the realistic time-to-goal for infinity pieces. By the end, you'll know whether alchemist-only is a clever XP shortcut or a point trap, and when buying gold or a grinding service is the more honest use of your time.

Requirements and Setup
You can enter the arena at level 7 Magic, but that only gives you access to the Lvl-1 Enchant spell. To participate in all four activities, you need level 33 Magic for Telekinetic Grab. Level 87 Magic unlocks Lvl-6 Enchant, which is the highest enchant tier that actually matters for efficient point gain; level 93 unlocks Lvl-7 Enchant, but its cost and point return rarely justify it. Bring nature runes, cosmic runes, law runes, and either elemental runes or staves to cover the elemental costs. The arena has a few hard rules: clue scrolls and caskets are not allowed in any room, coins and coin pouches cannot be brought into the Alchemist's Playground, and bananas or peaches cannot be brought into the Creature Graveyard.
- 21+ Magic for Low Level Alchemy, 55+ for High Level Alchemy
- Nature runes (hundreds per hour)
- Staff of fire or fire runes
- No coins or coin pouches in inventory when entering
If you plan to rotate through all rooms, add a law rune stack for Telekinetic Grab, cosmic runes for Enchanting, and earth/water sources for Bones to Bananas or Bones to Peaches. A mud staff covers both earth and water for the graveyard room, which is convenient if you are not already using a tome of fire or similar off-hand. The lobby allows you to deposit items between rooms, so you can swap staves as needed. Players who only intend to do the Alchemist's Playground can leave law and cosmic runes at home and bring a larger stack of nature runes plus fire runes or a staff of fire.

The Four Rooms at a Glance
The arena splits Magic training into four minigames, each with its own point type and spell focus:
- Telekinetic Theatre: Solve a maze by moving the guardian statue with Telekinetic Grab. Earns Telekinetic points. Attentive and somewhat slow, but law rune cost is the only expense. The maze resets if you make a mistake, so careful pathing matters.
- Creature Graveyard: Cast Bones to Bananas or Bones to Peaches on bones in your inventory. Earns Graveyard points. Bones to Peaches is roughly twice as fast as Bones to Bananas for point gain. Bring nature runes and earth/water runes (or a mud staff).
- Enchanting Chamber: Cast your best enchant jewellery spell on the shapeshifting bonus objects. Earns Enchantment points. Cosmic rune consumption depends heavily on the spell tier; higher enchant spells grant far more points per cosmic. Level 87 Lvl-6 Enchant is the practical ceiling for most players.
- Alchemist's Playground: Use High or Low Level Alchemy on items taken from the cupboards. Earns Alchemist points. Nature runes are consumed, and fire runes (or a staff of fire) are needed. Each cast grants standard alchemy XP: 31 for Low Alchemy, 65 for High Alchemy.
The rooms are designed to be done in parallel if you want any substantial reward. A full infinity set, the master wand, the mage's book, and Bones to Peaches all require a mix of all four point types. Camping a single room leaves you with a lopsided point balance and no completed reward. That is the core tension: alchemist-only is simple and gives consistent XP, but it cannot buy you anything worthwhile on its own.
Alchemist's Playground Deep Dive
The Alchemist's Playground is the most self-explanatory room. You click a cupboard to grab an item, cast alchemy on it, and receive coins plus one Alchemist point. The XP per cast is fixed by the spell: 31 for Low Level Alchemy and 65 for High Level Alchemy. Unlike the other rooms, this room has no puzzle element and no random bonus objects; it is pure clicking, roughly one cast every three ticks if you are efficient. That makes it a favourite for players who want to train Magic while watching a video or listening to a podcast, because the action is repetitive and predictable.
However, the room has a strict rule: you cannot bring coins or coin pouches into the playground. If you forget and try to enter with coins, you will be turned away. Also, the items you alchemise are not worth much; you are essentially converting nature runes into Magic XP and Alchemist points, not making a profit. For a player focused only on XP, low or high alchemy elsewhere may be comparable or better in terms of profit, but the arena adds a point reward that can later be cashed out for unique items.
The key downside of alchemist-only is that you earn zero Telekinetic, zero Graveyard, and zero Enchantment points. If your eventual goal is Bones to Peaches or infinity robes, you will have to do the other rooms anyway. The time you spend alchemising does contribute to those items, but only for the alchemist portion of their cost. For example, the master wand requires 530 Alchemist points; you could grind those out in the playground, but you would still be 480 Telekinetic, 480 Graveyard, and 4,800 Enchantment points short. That is a lot of time in the other rooms after your alchemist camp.
All Rooms vs Alchemist Only: Points, Time, XP Trade-off
To make a smart decision, separate the two goals: Magic XP and reward points. The Alchemist's Playground gives consistent 31 or 65 XP per cast, which is identical to alching anywhere else. The advantage is the simultaneous point gain. The Telekinetic Theatre gives XP from Telekinetic Grab, the Creature Graveyard gives Bones to Bananas/Peaches XP, and the Enchanting Chamber gives enchant spell XP. If you are low level, these XPs are not negligible, but at higher levels the rates are far below bursting or barrage tasks.
| Method | Rooms Covered | Attention Required | XP/hr (spell dependent) | Point Types Earned | Time to Infinity Set |
|---|---|---|---|---|---|
| Alchemist-only | Alchemist's Playground | Medium-high (constant clicking) | 31–65 xp/cast, roughly 60k+ xp/hr with High Alch | Alchemist only | Never completes set alone |
| All rooms balanced | Telekinetic, Graveyard, Enchanting, Alchemist | High (switching tasks) | Mixed; lower than burst/barrage but with points | All four point types | ~10–15+ hours for full infinity, depending on efficiency |
| Alchemist + one other room | Partial completion | Medium | Similar to alchemist-only | Only two types | Still incomplete for most rewards |
The "Time to Infinity Set" in the table is an estimate based on the reward shop's point requirements and the per-action rates. The wiki notes that a full reward shop clear can consume around 4,682 law runes, 13,000 nature runes, and 2,000–6,000 cosmic runes, depending on the enchant spell used. If you try to buy everything, that rune cost and the hours stack up quickly. The total rune cost estimate is 2,611,204 to 3,103,204 coins for a full clear if buying runes at market prices, though prices fluctuate and players should verify current rates.
Alchemist-only can be a reasonable choice if you need Magic XP now and you want to bank a few hundred Alchemist points for later. But if you are aiming for any actual reward, you must rotate. A middle path is to alchemise until you have enough Alchemist points for your target item, then switch to the other rooms to fill in the remaining point types. That way you front-load the most AFK-friendly room and then deal with the puzzle and enchant rooms only as long as necessary.
How MTA Compares to Other Magic Training Methods
MTA is not the fastest Magic XP in the game, and it is important to put it in context. The Pay-to-play Magic training guide outlines several alternatives that may be better for pure levels. Early on, quests like Witch's Potion and Imp Catcher can skip the first few levels for free. From level 4 onward, enchanting gem-tipped bolts offers extremely fast XP but is very expensive. Low Level Alchemy from 21 to 55 and High Level Alchemy from 55 onward are staples for passive or semi-AFK training, often with a small profit or loss depending on the item. At 62+ Magic, bursting or barraging on Ancient Magicks is the dominant fast method, especially on Slayer tasks like dust devils or nechryael.
Where does MTA fit in? For a player who specifically wants infinity robes, the mage's book, Bones to Peaches, or the master wand, MTA is mandatory. The Magic XP you earn while grinding points is a side benefit, not the main attraction. If you only want a higher Magic level, most players are better off alching elsewhere, enchanting bolts, or bursting. The opportunity cost is real: hours spent in the Telekinetic Theatre could have been spent bursting for significantly more XP. So MTA is best approached as a rewards grind, not a training method. That said, for ironmen or players on a tight budget, the points can be valuable, and the XP is at least not wasted.
Time to Infinity Pieces and Other Rewards
The rewards shop upstairs stocks infinity robes, wands, the mage's book, the Bones to Peaches spell, and rune packs. The wands are an upgrade chain: apprentice wand, teacher wand, and master wand each require the previous wand plus additional points. This means the master wand effectively costs 480 Telekinetic, 480 Graveyard, 4,800 Enchantment, and 530 Alchemist points. The infinity robes are sold as individual pieces, each requiring a mix of point types. The mage's book is a popular off-hand for Magic attack bonus, and Bones to Peaches is a utility unlock that also speeds up the graveyard room.

| Item | Estimated Time (balanced all rooms) | Key Point Types Needed | Notes |
|---|---|---|---|
| Bones to Peaches | ~2.6 hours | Graveyard, Alchemist, Enchantment | Unlock first to speed up Graveyard |
| Mage's book | ~5.3 hours | Telekinetic, Graveyard, Enchantment, Alchemist | Best-in-slot magic off-hand for many accounts |
| Master wand | Significantly longer than mage's book | Telekinetic 480, Graveyard 480, Enchantment 4800, Alchemist 530 | Requires previous wands; effective total is large |
The times above assume you use the most efficient methods, including the best enchant spell you have access to and Bones to Peaches in the graveyard. Players using lower-level spells or skipping the graveyard unlock will take considerably longer. If you are only interested in one infinity piece, the time drops, but the point farming remains a multi-room commitment. For example, the estimated rune consumption for a full reward shop clear is 4,682 law runes, 13,000 nature runes, and 2,000–6,000 cosmic runes. That is a lot of bank space and a lot of clicking. A single infinity piece will require a fraction of those runes, but the ratios of point types can make certain pieces faster or slower depending on which room you enjoy least.
Common Mistakes and Traps
MTA has a few ways to waste time or runes. The most frequent are:
- Forgetting the coin ban in Alchemist's Playground. You cannot enter with coins or coin pouches; keep them in the bank.
- Not bringing law runes if doing all rooms. Telekinetic Theatre requires Telekinetic Grab, which consumes one law rune and one air rune per cast.
- Using a low-level enchant spell just because it's cheaper. Higher-tier enchant spells give far more Enchantment points per cosmic rune, so they are more efficient overall even if they cost more per cast. Level 87 Lvl-6 Enchant is the practical sweet spot.
- Delaying Bones to Peaches. If you intend to earn Graveyard points, unlocking Bones to Peaches first nearly doubles your speed there. The initial points for it will pay for themselves quickly.
- Carrying clue scrolls or caskets. These are forbidden in every MTA room. Bank them before entering.
- Ignoring staves to save inventory space. A mud staff or staff of fire can eliminate multiple elemental rune stacks, freeing up space for more nature/cosmic runes and reducing trips to the bank.
When Buying Gold or a Service Is the Honest Shortcut
MTA is a marathon. The reward items are useful, but the Magic XP you gain while earning them is mediocre compared to other training methods at the same level. If your real goal is the magic level itself, you could be bursting dust devils, alching noted items for profit, or even splashing while AFK. The arena is only worth the grind if you specifically want infinity robes, the mage's book, Bones to Peaches, or the master wand for an ironman or a niche build.
That is where buying gold or a boosting service becomes an honest option. Rune costs for a full MTA clear are in the millions: around 13,000 nature runes and 2,000–6,000 cosmic runes, plus laws. If your bank is tight, funding that rune stack through the marketplace can save you from doing moneymaking you dislike. Alternatively, if you want the points but not the repetitive clicking, a trusted service can grind the arena for you while you do something else. The key is to weigh your own hourly value. If you enjoy the minigame, keep playing; if you are only there for the rewards and your time is worth more than the service cost, using the marketplace is a rational choice, not a cheat.
View live gold rates to see current prices if you decide to skip the money-making side of the grind.
Practical Next Steps
Decide what you actually want from MTA. If you need only Magic XP and you are below level 55, low alchemy at the arena is fine, but high alchemy at the Grand Exchange may be more profitable. If you want Bones to Peaches, aim for that first and use the points to speed up the rest. If you want infinity robes or the mage's book, accept that you will rotate through all four rooms and budget several hours per item.
- Bank all clue scrolls, caskets, coins, and coin pouches.
- Stock up on nature, cosmic, and law runes; grab a mud staff, a staff of fire, or a tome of fire for elemental coverage.
- Start in the Alchemist's Playground to get a feel for the room and earn some Alchemist points while training Magic.
- Unlock Bones to Peaches as soon as you can if you plan to do Graveyard room at all.
- Track your point totals with the in-game rewards shop or the wiki's pizazz point tracker to avoid overshooting a point type.
With a clear plan, MTA goes from a confusing slog to a manageable grind. Whether you go alchemist-only, full clear, or split the difference, the arena remains one of OSRS's most iconic Magic minigames. And if the grind starts to feel like a second job, remember that your time has value—sometimes the best next step is to buy the gold or hire the help and get back to the content you actually enjoy.
Sources
Frequently asked questions
Is the Mage Training Arena good XP for Magic?
MTA is not the fastest Magic XP. The Alchemist room gives 31 or 65 XP per cast, same as alching elsewhere, and other rooms give moderate XP. Bursting or barraging offers much higher rates at higher levels, but MTA is the only way to get infinity robes and certain rewards.
How long does it take to get Bones to Peaches at MTA?
Using efficient methods and all rooms, Bones to Peaches takes approximately 2.6 hours. That assumes you have the required Magic level, use your best enchant spell, and can sustain the rune costs. Players who already have some points will finish faster.
Can I do only the Alchemist's Playground and still get infinity robes?
No. Infinity robes require all four point types: Telekinetic, Graveyard, Enchantment, and Alchemist. If you only do the Alchemist room, you will earn only Alchemist points and cannot purchase any piece of the infinity set or other major rewards.
What level do I need to start the Mage Training Arena?
You need level 7 Magic to enter and use Lvl-1 Enchant. To participate in all four activities, you need level 33 Magic for Telekinetic Grab. Level 87 Magic unlocks Lvl-6 Enchant, which is the most efficient enchant tier for points.
How many runes do I need for a full MTA clear?
A full reward shop clear consumes roughly 4,682 law runes, 13,000 nature runes, and 2,000–6,000 cosmic runes, assuming staves cover elemental rune costs and the most efficient methods are used. That is a significant investment in both time and money.
Should I unlock Bones to Peaches first?
Yes, if you plan to do the Creature Graveyard at all. Bones to Peaches nearly doubles the speed at which you earn Graveyard points compared to Bones to Bananas. Unlocking it early saves hours across the entire MTA grind.
Is buying gold for MTA runes allowed?
Buying gold from third-party marketplaces violates Jagex's rules and carries risk. This guide does not encourage rule-breaking. Players who need a shortcut to fund runes should consider legitimate moneymaking methods or use official bonds.
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