Training

The stronger your wizards become, the more likely they are to succeed in training.

Rewards

Each round of training counts toward a wizard's Training Proficiency level.

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.

Generation
Enrollment fee (GP)

0

0

1+

8000

Round cost

Each round costs an amount of GP. Wizards with a higher Training Proficiency level benefit from a discounted training cost.

The GP cost is burnt, permanently removed from circulating supply.

Training Proficiency
Rounds completed
GP cost/round

0

0

12,000

1

6

11,000

2

8

10,000

3

10

9,000

4

12

8,000

5

14

7,000

6

16

6,000

7

18

5,000

8

20+

4,000

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.

Training Proficiency
Chance of 6 HP damage

0

50%

1

48%

2

46%

3

44%

4

42%

5

40%

6

38%

7

36%

8

34%

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.

Training Proficiency
Chance of survival
Chance of instadeath (without helmet)

0

90%

10%

1

91%

9%

2

92%

8%

3

93%

7%

4

94%

6%

5

95%

5%

6

96%

4%

7

97%

3%

8

98%

2%

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