Wizards & Dragons Game
  • About
    • Introduction
    • WnD Reborn FAQ
    • Changelog
    • Navigation
  • Gameplay
    • Getting Started
    • The Rift
      • Rift Tier
      • Powering the Rift
    • Training
      • Guide
  • Game Assets
    • $GP Token
    • Wizards
    • Dragons
      • Stealing
    • Items
      • Elixir of Healing
      • Iron Helmet
      • Phoenix Down
      • Treasure Chest
      • Runes
      • Whip
      • Food
      • Robe of Metropolis
      • Item of Many Mysteries
  • Roadmap
    • Act 1 | Game v1 ✔️
      • Tower v1 ✔️
      • Sacrificial Altar ✔️
      • Treasure Chests ✔️
    • Act 1.5 | Training v1 ✔️
      • Tower v2 ✔️
      • Training v1 ✔️
      • Quest of Revealing ✔️
    • Act 2 | Game v2 (Reborn) ✔️
      • Rift Bridge ✔️
      • Training v2 ✔️
      • Health Items & Graveyard ✔️
      • Reworked Wizard & Dragon Attributes ✔️
    • Act ? | Kit Airdrops
    • Act ? | Dragon Taming
    • Act 2.5 | PvP
    • Act 3 | Jobs
    • Act ? | Runes
    • Act ? | Quests
    • Act ? | Ecosystem
  • References
    • Contracts
    • Official Links
    • Audits
    • FAQ
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On this page
  • Rewards
  • Enrollment
  • Round cost
  • Damage
  • Graveyard
  1. Gameplay

Training

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

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Last updated 3 years ago

Rewards

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

Each round of training also has a random chance to reward one of the following:

  • $GP Token

  • Iron Helmet

  • Elixir of Healing

  • Phoenix Down

  • Food

  • Robe of Metropolis

  • Item of Many Mysteries

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

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

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%

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

Each round has a chance to deal 6 HP of damage to a wizard's .

Health
Training Proficiency
Training Proficiency