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

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.
Generation | Enrollment fee (GP) |
---|---|
0 | 0 |
1+ | 8000 |
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 |
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% |
Each round has a small chance of the wizard (temporarily) dying and being sent to the graveyard.
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% |
Last modified 1yr ago