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.
wizard101 training points
Of course! Heres a comprehensive guide to Training Points in Wizard101, covering how to get them, the best spells to train, and common strategies. What Are Training Points? Training Points (TP) are a currency used to learn spells from other schools of magic, as well as certain universal spells. You don't use them to learn spells from your own primary school. They allow for deep customization of your wizard's abilities. How to Get Training Points You earn TP at specific levels and by completing certain quests. Level Rewards (The Main Source): You earn 1 Training Point at levels: 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, and 160. That's 22 points from leveling alone. Quest Rewards: Zeke's "Secret Trainer" Quests: In each main world (up to Karamelle), you can find a quest from Eudora Tangletree (or Baldwin in later worlds) to locate secret trainers. Completing all of them in a world grants 1 Training Point. Major Arcana Quest (Level 50): In Celestia, the "Search for the Histories" quest grants 1 Training Point. Polaris & Later: Some worlds have side quests that reward TP. Total Possible: A max-level wizard who has completed all TP quests will have 40+ Training Points, which is more than enough for a solid build. Where to Spend Training Points: Trainers Class Trainers: In each school's classroom in Ravenwood (e.g., Sabrina Greenstar for Life). Niles (Balance Tree): In Krokotopia's Balance School, teaches Balance spells. Mortis (Death Tree): In Nightside (accessed through Death School), teaches Death spells. Mildred Farseer: In Colossus Boulevard (Wizard City), teaches Sun enchantments (Damage Boosts). Ptolemy: In The Atheneum (Celestia), teaches Star auras (like Fortify, Frenzy). Secret Trainers: Scattered throughout later worlds (e.g., Diego in Unicorn Way teaches Tower Shield). The "Must-Train" Spells (Universal Recommendations) This is the classic, efficient build for almost every school: Ice School to "Tower Shield" (4 TP): The most important defensive spell in the game. Train up to Ice Shield (2 TP), then Tower Shield (2 TP). Total: 4 TP. Life School to "Satyr" (7 TP): For a powerful "oh no" heal. Train up through Life Shield (2 TP), Sprite (1 TP), and finally Satyr (4 TP). Total: 7 TP. Alternative: Many wizards now stop at Sprite and use potions or gear heals, saving 4 TP. Death School to "Feint" (7 TP): The single most important offensive utility spell. It's a trap that makes the next hit on an enemy do +70% damage (and you take +30%). Crucial for boss fights. Train up through Death Shield (2 TP), Dark Pact (1 TP), Vampire (2 TP), and Feint (2 TP). Total: 7 TP. Spirit Blade & Elemental Blade (4 TP): From Niles in Krokotopia. These are essential buffs. Total: 4 TP. Damage Enchantments (Sun School): From Mildred in Colossus Blvd. Start with Strong (2 TP) at Lv. 50, then Giant (2 TP) at Lv. 75, Monstrous (2 TP) at Lv. 85, etc. These are mandatory for increasing your spell damage. Classic Core Total: 22-26 TP. This leaves plenty for specialization. School-Specific Recommendations Fire, Storm, Myth (Elemental Schools): Consider training up to Elemental Trap (from Niles) for an extra buff. Ice, Death, Life (Spirit Schools): Consider training up to Spirit Trap (from Niles). Balance: You already have the blades and traps, so you have more freedom. Consider Tower Shield, Feint, and Satyr. You might also train a school-specific shield (like Volcanic Shield from Fire) to protect against your own school's weaknesses. Damage Schools (Fire/Storm/Myth): Reshuffle (from Mildred) is highly recommended for long dungeons. Shadow-Enhanced Spells (Lv. 100+): After completing Polaris, you can train powerful Shadow spells like Luminous Weaver (damage + mantle) or Dark Fiend (minion) for 4 TP each from secret trainers. What to AVOID Wasting TP On Entire Secondary School: It's almost always a mistake to try to be a "dual school." Your gear boosts one school, and you'll end up with weak spells from the other. Focus on utility. Minion Spells (Except for specific strategies). Weak, early-game attacks from other schools. Multiple copies of the same spell from different trainers (e.g., you only need one Feint). Resetting Training Points You can buy a "Training Point Buyback" from the Crown Shop. It costs Crowns and allows you to reset all your spent Training Points at once and reallocate them. There is no free reset, so plan carefully! Quick-Start Plan for a New Wizard: Levels 1-25: Save your points. As soon as you can: Train Ice to Tower Shield (4 TP). Around Level 25-30: Start working on Death to Feint (7 TP). When you reach Krokotopia: Train Spirit Blade & Elemental Blade (4 TP) from Niles. Level 50 (Celestia): Train Strong enchantment from Mildred. Fill in other utilities (Life to Satyr/Sprite, auras from Ptolemy, etc.) as you see fit. By following this guide, you'll create a powerful, versatile wizard capable of handling the game's toughest challenges. Good luck
Of course! Heres a comprehensive guide to Training Points in Wizard101, covering how to get them, the best spells to tra...
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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.