This article is about the miniquest. For the Arena itself, see Mage Arena.
Imbued zamorak cape detail

The Mage Arena II is the sequel to The Mage Arena miniquest. Players with level 75 Magic and the ability to cast Saradomin Strike, Flames of Zamorak, and Claws of Guthix outside the Mage Arena can start this miniquest by talking to Kolodion in the Mage Arena bank.

Here, you must defeat the Demon of Light, Darkness, and Balance in the Wilderness in order to complete Kolodion's spell to imbue their god cape.

Starting outEdit

Kolodion chathead

Head to the broken down house north-west of the Mage Arena in level 55 Wilderness. Use a knife or slash weapon to cut down the two webs in the house. Once the webs have been cut, pull the lever on the wall to be teleported into a small cave. The cave is a safe zone; you cannot be attacked by other players inside here.

Speak to Kolodion about additional challenges. He will tell you that he has been working on a spell that will increase the powers given by your god cape, but the components he requires are difficult for him to obtain. As the spell imbues the power of the three gods Saradomin, Zamorak, and Guthix, he requires the hearts of three demons who are each aligned to a god. You will then receive the enchanted symbol. This acts similar to the enchanted key and strange device.

Tracking the demonsEdit

Enchanted symbol detail

Before tracking down the demons, it is highly recommended to set the Player 'Attack' option to "Always right-click" or "Hidden" in the Controls panel in the Options interface, so you do not accidentally become skulled.

The Mage Arena II - demon boss spawns

A map displaying the general locations in which the demons will spawn.

After you have received the enchanted symbol, you can look for the three god demons located within the deep Wilderness, around Lava Dragon Isle. This area is a multi-combat zone, so stay cautious! The symbol can inflict up to 16 damage to yourself, so use it with caution.

The demon's spawn locations are random, and will change occasionally; you will be notified of this when you use the enchanted symbol after the spawn change.

If a demon has already spawned in the location where yours is supposed to spawn, you must either hop worlds or wait for it to despawn and use the enchanted symbol again.

Battling the demonsEdit

The demons are very powerful monsters, being able to hit up to 43 if not using Protect from Magic, and can cast Ice Barrage and Tele Block, which lasts for a minute if using Protect from Magic.

The Demon of Light, Darkness, and Balance can only be harmed by the Saradomin Strike, Flames of Zamorak, and Claws of Guthix spells, respectively, so bringing the appropriate god staff is a must. However, you may use the staff of the dead or its toxic counterpart for the Demon of Darkness, and the Void knight mace for the Demon of Balance, as these staves allow the god spells to be auto-casted. In addition, the twisted bow will also harm them, and is extremely effective should you be able to acquire one.

The Mage Arena II

A player engages in combat with the Demon of Darkness.

Your inventory should consist of:

Even with Protect from Magic, the demons will still hit hard and accurately, up to 20+. Thus, it is recommended to wear a mystic robe top and bottom, along with easily replaceable items, such as the Culinaromancer's gloves, the book of darkness, and a god cape (note that the cape's god alignment must be the same as the god spell you're casting). If you have at least level 80 Magic, you should also bring additional runes to cast Charge, as it increases your max hit from 20 to 30 when wearing the appropriate god cape.

Because of the high damage dealt by the demons, taking at least two rings of recoil gives 80 free damage against the demons over the course of the fight, which can be very helpful.

If using the twisted bow, wearing black dragonhide armour (or Armadyl armour), along with Ava's accumulator and 30-50 amethyst arrows will suffice, as you will kill the demons fairly quickly compared to using magic.

In addition, if players are assigned black demons for their slayer task, wearing a slayer helmet (i) is highly recommended, as the player's attacks will be 15% more accurate and damaging.

If the demons are not slain quick enough, they will despawn, and you will have to track it again and restart the fight.

Finishing upEdit

Demon's heart (light) detail

Upon killing the Demon of Light, Darkness, and Balance, they will drop a demon's heart of light, darkness, and balance, respectively. These hearts cannot be banked and are lost upon death, but can be given to Kolodion to hold. Due to the rate at which the demons drain your supplies, it is recommended that you bank after every kill to hand a heart back to Kolodion before hunting for the remaining ones.

After collecting all three of the demon's hearts, return them to Kolodion within the Mage Bank to complete the miniquest. After you have done so, you will be able to hand a cape to Kolodion which he will then imbue. To acquire another imbued cape, the player must find the corresponding demon to the cape that they wish to upgrade, kill it again for another heart and take it back to Kolodion. This means a total of five demons must be defeated in order to obtain all three imbued god capes.

The cape, like most untradeable equipment, is automatically protected upon death in dangerous PvM scenarios outside of the Wilderness. However, should a player die to another player in the Wilderness, the player will lose the cape, and the killer will receive 60,000 coins as loot.


  • The quest journal states prior to starting the miniquest "I must be able to defeat multiple level 257 demons", even though they are actually level 202.
  • Upon release, once players have imbued their first god cape, they could imbue another cape without needing another demon's heart. In addition, casting High Level Alchemy resulted in receiving 60,000 coins. This was quickly hotfixed, with capes being obtained via this glitch and the ability to alchemize it removed.

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