Training
The stronger your wizards become, the more likely they are to succeed in training.
Rewards
Each round of training also has a random chance to reward one of the following:
Rewards can be claimed at any time after the round cooldown ends. Timing does not affect the rewards.
Enrollment
Wizards need to enroll (stake) before they can be trained. After a wizard is enrolled, it can be trained an unlimited number of times until it is unenrolled.
Although most wizards enroll and unenroll from Training safely, dragons have a chance to steal weak non-genesis wizards. See Stealing.
Round cost
The GP cost is burnt, permanently removed from circulating supply.
Damage
Each round has a chance to deal 6 HP of damage to a wizard's Health.
Iron Helmet can be equipped to reduce damage by 3 HP for one hit and prevent the chance of instadeath. Elixir of Healing can also be consumed to heal 1 HP.
Graveyard
Each round has a small chance of the wizard (temporarily) dying and being sent to the graveyard.
A wizard can be revived from the graveyard by consuming a Phoenix Down.
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