Training
The stronger your wizards become, the more likely they are to succeed in training.
Last updated
The stronger your wizards become, the more likely they are to succeed in training.
Last updated
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:
Rewards can be claimed at any time after the round cooldown ends. Timing does not affect the rewards.
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.
The GP cost is burnt, permanently removed from circulating supply.
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.
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.
Generation | Enrollment fee (GP) |
---|---|
Each round costs an amount of GP. Wizards with a higher level benefit from a discounted training cost.
Training Proficiency | Rounds completed | GP cost/round |
---|---|---|
Training Proficiency | Chance of 6 HP damage |
---|---|
Training Proficiency | Chance of survival | Chance of instadeath (without helmet) |
---|---|---|
0
0
1+
8000
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
0
50%
1
48%
2
46%
3
44%
4
42%
5
40%
6
38%
7
36%
8
34%
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%