
Mage Arena II Miniquest Service - OSRS Imbued God Capes Unlock
Enhance your God Cape by completing the Mage Arena II OSRS miniquest. Track down and defeat powerful god followers in the deep Wilderness using god spells to unlock imbued capes. Completed safely by experts (respecting Wilderness risks) - 100% manual.
Estimated Time: 1-2 hours (Highly variable due to Wilderness travel and spawn locations)
1300+ Reviews On Eldorado.ggAbout Mage Arena II
Track down three powerful god-aligned champions wandering the deep Wilderness using a magical tracking device. Confront and defeat each champion using specific divine magic, overcoming their unique abilities and the inherent dangers of the Wilderness, to retrieve powerful magical components needed to enhance divine capes.
Mage Arena II Requirements
📜 Quest Prerequisites
🎁 Mage Arena II Rewards
- Ability to imbue God capes
- Enchanted symbol
(Plus potential minor item rewards & post-quest content unlocks)
Related Services
How It Works: Simple & Secure
1. Order
Click "Buy Now" and complete checkout, or message us on Discord.
2. Confirm
We'll confirm you have met all requirements and schedule your service.
3. Access
Securely provide temporary account access details.
4. Complete
Once everything is completed, we will notify you immediately!
Frequently Asked Questions
The miniquest length is medium, typically 1-2 hours, but highly variable. Finding the random spawn locations of the three followers in the deep Wilderness can take significant time.
You must complete Mage Arena I, have 75 Magic (not boostable), and have cast Saradomin Strike, Flames of Zamorak, and Claws of Guthix 100 times each within the Mage Arena.
You need the three God staves (Saradomin, Guthix, Zamorak) or equivalent (Staff of the Dead/Light/Balance), runes for the corresponding god spells (Saradomin Strike, Claws of Guthix, Flames of Zamorak), and an item to cut webs (knife/slash weapon). Combat gear suitable for deep Wilderness is essential.
Very dangerous. The entire tracking and fighting process takes place in medium to deep Wilderness (up to level 56), often in multi-combat zones. There is a high risk of encountering player killers. The bosses themselves are also powerful (levels 235-348) and use Tele Block, Ice Barrage, and other strong attacks.
Kolodion gives you an Enchanted Symbol. Use its 'Feel' option to get directional hints (hot/cold) about the follower's location. It damages you slightly with each use. Spawns are random and change periodically.
Each follower can only be damaged by their opposing god spell (e.g., Porazdir (Zamorak) is weak to Saradomin Strike). They use strong Magic and Melee attacks, Ice Barrage, Tele Block, and each has a unique special ability to counter. Protection prayers are recommended but do not block all damage.
They are upgraded versions of the standard God Capes obtained from Mage Arena I. Imbued capes offer significantly better Magic attack bonus and other stats, making them best-in-slot Magic capes.
Yes, but extreme caution is advised due to the high risk of dying to PKers in the Wilderness. Ironmen must meet all requirements and provide their own gear, runes, and supplies.
Still not sure? We’ll walk you through it live.