Wizard Tower
The Wizard Tower is a repeatable, instanced combat minigame in the Wizards' Tower south-west of Lumbridge. Your first completion permanently unlocks the Ancient, Lunar and Arceuus spellbooks; every game after that pays out high-tier runes the shops don't sell.
Getting in
- Use the Wizard Tower teleport (Mini-Games tab of the portal) or
::wizardtower— you land in front of the Void Knight holding the mainland end of the tower bridge. - Talk to him for the briefing, or right-click:
- Solo game — a private tower, just you (and your companions).
- Multi game — an open assault: up to 5 players share one tower. If an open game is running with a free slot you drop straight into it; otherwise you start one. Muster at the bridge spawn until your band is assembled, then push in together.
- You spawn on the bridge inside the instance. Cross onto the island and head through the tower's (permanently open) door.
- The War-Prep quest chain routes you here after the Recruit Trials — Vannaka trains you to Prayer 37 and hands you a mystic fire staff, robes and runes first. See Recruit Trials.
- Deaths in the instance are safe.
The assault
There is no timer — the game lasts as long as you do. The mages are aggressive on sight, all of them cast, they chase, and they gang up — bring Protect from Magic or be melted. They single out players; your companions are free helpers. Each floor's staircase is sealed until every mage on the floor is down (the stairs tell you how many are left):
| Floor | Enemies |
|---|---|
| Ground | 6 × Dark Wizard |
| First | 8 × Battle Mage |
| Top | 10 × Ancient Wizard, then the Archmage |
The mages respawn about 30 seconds after they die — so once you've carved your way up, you can camp any floor and farm runes for as long as you like. When you're done, the portal on the top floor (beside the Archmage's rug) takes you back out to the Void Knight.
Rewards
First completion (any mode): the Ancient, Lunar and Arceuus spellbooks unlock permanently on your account — switch books with ::spellbook. See Unlocking the magic books.
Every mage drops coins (200–900) plus a parcel of runes — chaos, nature, cosmic, law, death, blood or soul, with a 1-in-60 shot at wrath runes. In multi games, loot belongs to whoever lands the kill.
The Archmage drops:
- Always: 5,000–15,000 coins, 50–100 death runes and 40–90 blood runes
- One of: law runes (80–150), nature runes (100–200), soul runes (60–120) or wrath runes (20–50)
Two rare collection-log items can drop: the Mystic Lava Staff (1 in 40) and the Master Wand (1 in 80).
You get roughly 30 seconds to grab loot after the Archmage falls before the tower resets, so pick up before you celebrate.
This page was last edited on 2026-07-06.
