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.