Patch 11.0.5 Now Live
Major balance changes to all classes, new dungeon difficulty, and holiday events are now available. Check out the full patch notes for details.
training points wizard101
Of course! Here's a comprehensive guide to the Training Points (TP) system in Wizard101, which is crucial for building a powerful character. What Are Training Points? Training Points are a special currency used to learn spells from other schools of magic. Every wizard starts with their primary school (e.g., Fire, Ice, Myth) but can use TP to learn utility spells, damage spells, or healing spells from other schools to complement their playstyle. How to Get Training Points You earn TP at specific milestones. Here are the main sources: Level-Ups: The primary source. You get them at levels: 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160. Total from Level-Ups: 22 TP by max level. Main Storyline Quests (Arc-Based): After completing each major story arc, Zeke gives a quest rewarding TP. Wizard City (after defeating Malistaire the Undying) - 1 TP Krokotopia - 2 TP Marleybone - 2 TP Mooshu - 2 TP Dragonspyre (after defeating Malistaire) - 3 TP Celestia - 3 TP Zafaria - 3 TP Avalon - 3 TP Azteca - 4 TP Khrysalis (Parts 1 & 2) - 6 TP Polaris - 4 TP Mirage - 4 TP Empyrea - 4 TP Karamelle - 2 TP Lemuria - 2 TP Novus - 2 TP Wallaru - 2 TP Total from Main Story Quests: 49 TP Side Quests: A few specific side questlines, like "The Sunken City" in Wizard City or "Secret Tunnel" in Krokotopia, reward 1 TP each. Spellemental Rewards: Some spellement paths in the Spellbook offer TP as a reward for spending spellements. Grand Total (Approximate): You can earn over 70+ Training Points by completing all content on a single wizard. How to Spend Training Points: The Meta & Strategies This is where strategy comes in. You cannot learn everything, so you must choose wisely. Here are the most common and powerful training paths: The "Must-Have" Utility Spells (Universal Recommendations): Almost every wizard, regardless of school, should get these first. They are foundational for PvE and PvP. Life School to Satyr (Cost: 7 TP): Train to Life Dispels first, then put 1 point into Satyr. This gives you a strong, reliable heal. Death School to Feint (Cost: 7 TP): Train straight to Feint. This is the single most important spell in the game for PvE, providing a massive 70% trap (increases to 90% with a treasure card version). Spirit Blade & Elemental Blade (Cost: 6 TP): From Niles in Krokotopia (Balance Tree). These are essential buffs for you and your teammates. Tower Shield (Cost: 4 TP): From the Ice School teacher. A fantastic 50% universal shield for survivability. Stun Block (Cost: 2 TP): From the Myth School teacher. Crucial for late-game PvE and PvP to avoid being stunned. Total for "Must-Haves": 26 TP School-Specific Recommendations: After the essentials, consider spells that synergize with your school. Storm/Fire/Ice (Elemental Schools): Consider Life to Satyr for healing, or Death to Feint is still top priority. Myth/Death/Life/Balance (Spirit Schools): Death to Feint is still #1. Ice to Tower Shield is very valuable. Damage Schools (Storm, Fire): Strongly consider saving points for the Sun School damage enchantments (see below). The Sun & Star School Enchantments (Celestia+) Once you reach Celestia (Level 48+), you can train Damage Enchantments (Sun School) and Auras/Global Spells (Star School) from Lunara in the Arcanum. These are the highest priority after Feint and Blades. Sun School: Train up to Epic (Gargantuan/Colossal) for your level. These spells make your hits dramatically stronger. This is a heavy TP investment but non-negotiable for damage dealers. Star School: Useful spells like Fortify (global shield), Empower (gain pip by sacrificing health), and Auras like Frenzy (for hitters). How to Reset/Refund Training Points You can buy a "Training Point Buyback" from the Crown Shop. This item lets you reset all your spent TP and refund them, allowing you to reallocate them. It's expensive but useful if you make a mistake or want to change your strategy for endgame or PvP. Quick-Start Guide for a New Wizard Levels 1-25: Save your points. You don't need to spend them immediately. As soon as you can (usually by Level 26-30): Go to Niles in Krokotopia and train Spirit/Elemental Blade. Then, go train Death to Feint. Next: Train Ice to Tower Shield and Life to Satyr. Upon reaching Celestia (Level 48): Immediately go to the Arcanum and start training the Sun School damage enchantments. Fill in Gaps: Get Stun Block, Spirit/Elemental Trap from Niles, or other Star School spells as needed. Final Pro-Tip: Don't waste points learning damage spells from other schools (like a Fire wizard learning Storm Shark). Your own school's spells will always be more powerful due to your gear's damage boosts. Focus on utility, blades, traps, and enchantments. Good luck, Wizard
Of course! Here's a comprehensive guide to the Training Points (TP) system in Wizard101, which is crucial for building a...
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Major balance changes to all classes, new dungeon difficulty, and holiday events are now available. Check out the full patch notes for details.
Celebrate the season with special quests, unique rewards, and festive activities throughout Azeroth. Event runs until January 2nd.