Hogwarts Classes
Hogwarts, it turns out, offers actual classes, a fact the rest of this game conveniently forgets the other 99% of the time. Enroll in one of fifteen disciplines, show up on schedule for twelve years' worth of homework compressed into twelve visits, and sit an exam that, unlike every other exam you've ever taken, actually rewards you for having attended.
Where to Enroll
Hogwarts Classes appears as a village option wherever the administrators have decided school should be held, usually the main village, but ask around if you can't find it. Once you're standing in front of it, the choice is entirely yours: nobody has ever failed the entrance requirement, mostly because there isn't one.
Choosing a Discipline
You may study exactly one discipline per Voldemort Encounter. Not one at a time: one, full stop, for the entire VE. Choose poorly and you're stuck with it until you finish, fail, or eventually get eaten by Voldemort and start over. The fifteen disciplines are split into three departments, each taught by roughly the same castle in roughly the same tone:
- Spellcasting (the Classroom): Charms, Transfiguration, Defense Against the Dark Arts, Herbology, Divination
- Potion Brewing (the Potions Dungeon): Healing Potions, Strength Potions, Luck Potions, Protection Potions, Transformation Potions
- Magical Theory (the Library): Ancient Runes, Arithmancy, Magical Creatures, History of Magic, Muggle Studies
Mechanically, the three departments are identical twins wearing different robes. Same costs, same odds, same pacing. Only the room, the flavor text, and the final reward change. Choose based on what you want at the end, not on which classroom sounds nicer, because you will not remember the classroom by the time you get there.
How a Term Actually Works
Your very first lesson in a discipline is free: a welcome lecture, no charge, and it quietly counts as your level-1 visit. After that, every subsequent visit costs gold, scaling with your character level, and only counts if it happens on a level you haven't already used for this discipline. Show up twice at the same level and you'll be told, politely but firmly, that one lesson per level is the rule, and sent away with your gold still in your pocket.
You need twelve level-distinct visits before you're allowed anywhere near a final exam, and the exam itself only unlocks once your character reaches level 15, so the practical minimum is enrolling by around level 3 or 4 and never skipping a level-up without a visit. Fall too far behind (too few levels left before 15 to still fit in your remaining required visits) and the discipline is declared unmasterable for this VE. You'll be told you've fallen behind, and you'll have to wait for your next VE to try again from scratch.
Each valid lesson, regardless of department, rolls on one of four increasingly dramatic outcome tables depending on how many lessons you've already sat through. Early lessons mostly just work, with small chances of a bonus turn, a charm boost, or (rarely) a wasted trip that doesn't even count. Mid-lessons start handing out combat buffs and the occasional refund. Late lessons start dropping gems and bonus turns, with a nastier chance of losing a turn or charm on a bad roll. Your twelfth and final lesson is the biggest swing of all: anything from a handful of gems to a small windfall of turns, with the worst outcome merely being a minor setback rather than a disaster. Nobody has ever died of a pop quiz here, which, statistically, might be a first for this school.
If you can't afford a lesson's cost when you show up, you're turned away with your gold and your dignity intact: no progress lost, no penalty, just a firm reminder to come back once you've sold something.
Two Bits of Optional Gossip
Somewhere in the middle of your studies, not the very beginning and not the very end, the headmaster occasionally has time for a story. Two of them, in fact, offered once each per account, never repeated:
- A story about a childhood pet, ending in a guess-the-creature quiz. Guess right and you're rewarded with extra turns; guess wrong and you lose a little charm for your trouble.
- A story about a wand and an old friend, offered a little later in your studies, ending in a guess-the-school quiz. Guess right and your next lesson is free, plus a little gold and an extra turn; guess wrong and you'll lose some combination of turns and charm depending on how much you had to spare.
Both stories only ever come around once, so pay attention: the headmaster does not do reruns. Very rarely, an early lesson also comes with an unrelated offer to make "Archmage" your official title on the spot, entirely independent of anything else in this guide, because apparently that's just how impressed he gets sometimes.
Graduation Day
Reach your twelfth level-distinct lesson and level 15 simultaneously (or the twelfth lesson first, then wait for level 15; either order works), and you're offered a final exam. Passing it masters the discipline permanently and hands you a reward that's actually worth something, unlike most school-shaped things in your life up to this point:
Spellcasting rewards:
- Charms: a stack of bonus turns plus a small permanent boost to attack and defense
- Transfiguration: a lengthy combat buff to attack, defense, and regeneration
- Defense Against the Dark Arts: a large, randomized haul of gold and gems, gathered from a very generous audience
- Herbology: several rounds of complete invulnerability in your next fights
- Divination: a permanent boost to charm and defense, plus a handful of bonus turns
Potion Brewing rewards:
- Healing Potions: a sizeable gold reward and a short but powerful attack buff
- Strength Potions: gold and gems, purchased off you on the spot
- Luck Potions: a hitpoint boost, sometimes permanent depending on how the administrators have the reward configured, otherwise just a generous temporary top-up
- Protection Potions: a permanent boost to attack
- Transformation Potions: a permanent boost to defense
Magical Theory rewards:
- Ancient Runes: a large gold and gem payout
- Arithmancy: a combat buff that summons extra attackers to help you out
- Magical Creatures: gold, gems, and a solid chunk of temporary hitpoints
- History of Magic: the most generous single reward in the whole school: permanent attack, permanent defense, a permanent hitpoint, permanent charm, and a healthy pile of gold and gems, all at once
- Muggle Studies: the single largest flat gold reward Hogwarts hands out for anything, accompanied by a scene involving a teddy bear that nobody asked for and everybody remembers
Doing It Again (And Again)
Master a discipline once and it stays mastered. It won't reset just because your VE does. Master all fifteen, though, and the whole set resets so you can start over, while your account is quietly upgraded with a new title:
- 1st full set: First Level Master Wizard
- 2nd: Second Level Master Wizard
- 3rd: Third Level Master Wizard
- 4th: First Level Archmage
- 5th: Second Level Archmage
- 6th: Third Level Archmage
- 7th: First Level Supreme Archmage
- 8th: Second Level Supreme Archmage
- 9th: Third Level Supreme Archmage
- 10th and beyond: The Ultimate Supreme Archmage, a title that stops climbing but never stops being shown off
Completing your fifteenth mastery on any given round also earns you a mention in the server news, so the rest of the school can be appropriately jealous.
Bragging Rights
Your bio page can display a running tally of every discipline you've mastered: a small honor roll of certificates, one line per subject, each in its own color, plus your current title, if the administrators have that switched on (they usually do). Neither is compulsory reading for anyone but you, but that's rarely stopped anyone from checking their own bio twice a day.