Where are the training pads?
Left of the main dungeon in the hub area — higher Power per click than hub spam.

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Magic Loot train magic is the Power click loop: click Left Mouse Button to raise Power, prefer the training pads on the left side of the main dungeon for higher Power per click, then enter stages when packs die cleanly. Wand flat Power and Armor multipliers stack on top; both survive Rebirth while raw Power resets. Verified August 16, 2026 · Magic Magic +1 +1 +1 · Play on Roblox.
| Fact | Detail |
|---|---|
| Input | Left Mouse Button (train / attack) |
| Best early spot | Training pads left of the main dungeon |
| Hub clicking | Works, but lower Power per click |
| Stacks with | Wand flat Power + Armor multipliers |
| Move / jump | WASD · Space |
| On Rebirth | Raw Power resets; Wand/Armor bonuses stay |
| Platform | Roblox (PC & Mobile) |
| Core loop beat | Train: Click LMB to raise Power; use training pads left of the dungeon for faster gains |
| Verified | August 16, 2026 |
| Related | Wands · Armor · Beginner guide |
Power is the number that decides whether a stage dies or kills you. Raise it by clicking Left Mouse Button. The same input attacks dungeon enemies — training and combat share the click, so pad Power directly improves hallway clears.

| Action | Input / place | Why it matters |
|---|---|---|
| Train / attack | Left Mouse Button | Raises Power and hits dungeon enemies |
| Move | W A S D | Reach pads, stages, sell stations |
| Jump | Space | Standard Roblox jump |
| Best train spot | Pads left of main dungeon | Higher Power per click than hub spam |
| Hub clicking | Anywhere in spawn | Works, but slower prep for bosses |
A good rule: if a pack takes forever and you die before loot decisions matter, leave the hallway and pad-train again. Early Power is cheaper than a long death walk with two backpack slots of filler.
Mobile players tap the same train/attack control on the pads — the Power math matches PC; only cadence changes. Short bursts between sell trips beat marathon AFK if you stop paying attention to stage gates.
Pads prep you. Coins and materials come from dungeon clears and sell trips. After Power is “good enough,” enter the hallway with a loot plan — see Beginner guide for the full hour-one route.
You can train anywhere, but the training area on the left side of the main dungeon gives more Power with every click. Use it whenever you need to prepare for tougher enemies or a boss gate.
Hub clicking still raises Power, but beginner guides call left pads the default whenever you are not mid-run. If your Power climb feels stuck, move first — do not assume you need a Secret Wand.
Wands add flat Power. Armor multiplies Power gain while training. Both buy with Coins (Starlight Armor is Robux) and both survive Rebirth — so gear upgrades compound every future pad session.
| Gear | What it does on pads | Buy when | Survives Rebirth? |
|---|---|---|---|
| Wand | Flat Power stacked on avatar Power | Always — strongest you can afford | Yes |
| Armor | Multiplies how fast Power rises | After ~100k+ Coins per average run | Yes |
| Raw pad Power | Temporary trained total | Anytime between runs | No — resets on Rebirth |
| Rebirth multipliers | Permanent Power & Coin gain | When threshold is available | Gained on reset |
Default Twisted (+1) is only for the easiest packs. Climb Wingbird → Trinity Silverbeak → Abyssal Water → Azure → Ember as Coins allow. Full 24-row list: Wands.
Apprentice starts at 100,000 Coins for 1.2x. Community routes delay Armor until dungeon income is already strong — you may Rebirth several times before the first piece. Details: Armor.
Training has diminishing returns if you never sell loot. Use this mid-session decision table so pads feed Coins instead of becoming the whole login.
| Signal | Train more? | Do this instead |
|---|---|---|
| Early packs die in a few hits | No | Enter dungeon and clear stages |
| Pack takes forever / you wipe | Yes | Return to left pads; consider next Wand |
| Boss gate feels unfair | Yes — short burst | Pad, buy one Wand rung if Coins allow, retry |
| Backpack full of filler | No | Sell in hub, then decide train vs push |
| Rebirth threshold lit, Coins for Wand left | Briefly only | Buy keepable Wand, then Rebirth |
| Hands tired / unfocused AFK | Pause | Short pad bursts > long dead sessions |
Coins from sold loot buy Wands that make the next pad session matter more. Skipping sell to “keep training” leaves you on Twisted Power forever.
Two-slot backpacks force early exits. Claim Collection Index milestones so each Power investment can carry more loot home.
Matched by build plan, shared topics, and guide progression — not random related links.
Rebirth resets current raw Power in exchange for permanent multipliers on Power gain and Coin income. Wand and Armor bonuses remain — you are not wiping the shop. Exact thresholds live on the in-game panel and can shift in Beta.
Power comes from LMB on pads — Coins buy gear, not temporary Power. If Rebirth is available, spend spare Coins on a keepable Wand or Armor piece first. Pad Power you grind in the last five minutes disappears; flat/multiplier gear does not. Full timing guide: Rebirth.
After reset: left pads → early stages → sell → climb gear you kept → next threshold. The first minutes feel weak; permanent multipliers plus kept Wand Power are why the second climb is shorter.
Fix location and spend order before blaming “bad RNG.”
| Mistake | Fix |
|---|---|
| Hub click spam only | Use pads left of the dungeon |
| Never leaving pads for loot | Push stages when packs feel cheap; sell for Coins |
| Entering deep stages underpowered | Pad-train, then re-enter |
| Buying Armor before any Wand | Wands first; Armor after strong Coin runs |
| Grinding raw Power before Rebirth with spare Coins | Buy keepable gear first |
| Ignoring Index while training for hours | Claim backpack slots between sessions |
Training feeds every other page. Deepen gear and reset next.
Left of the main dungeon in the hub area — higher Power per click than hub spam.
Left Mouse Button. Same input attacks dungeon enemies.
Yes — raw Power resets. Wand flat Power and Armor multipliers stay.
Train until packs die quickly, then clear stages for Coins and materials. Return to pads when a gate feels unfair.
Yes. Wands add flat Power; Armor multiplies Power gain. Buy Wands early; delay Armor until average runs print strong Coins (~100k+ tip).
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.