The Mage Arena is dangerous because it is far north. You run the risk of being attacked along your path. Additionally, you do not have the same equipment to fight in case you are attacked. The idea of stealing creation is a way to demonstrate that wilderness protection can work. The camp is dedicated to the worship and reincarnation spirits of the dead who haunt the godwars battlefields. The Guthix fist is an ancient battle location that is guarded by druids every day. A lot of warriors visit to fight every day to increase their power.
Activities 2 and 3 will remain, but I also know that Clan Wars doesn't necessarily need to be a wilderness-based game. The ability to fight against one another to train could be easily transferred to Al Kharid's famed duel arena. You can have the mages create some interdimensional connections with the same magic that created the POHs. (Yes, there is an explanation for this:). That will work well.
It is possible that the revenants that are currently in a strange cave and are taking creation, can be relocated. I think the central area of the mystic's retreat is the best.
Fist of Guthix is a strange creature. It is located in low-level wilderness and there is no need to carry anything. Teleporting is an option for players, and it is a good thing, because you run the risk of being killed, but you don't lose anything. What's wrong with this? Personally, I would be content.
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