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Understanding powers

Powers are privileges that students can earn during class for demonstrating positive behavior over time. Mages, Warriors, and Healers can each learn different powers that can either be game-based, personal, or academic in nature. (You can learn more about customizing powers here.)

For students to learn new powers, they must meet certain prerequisites. For example, for a student to learn “Heal 2,” they’d have to first learn “Heal 1”. Simply follow the arrows on the power tree to see this progression:


Powers cost different amounts of Power Points (PP) to learn (designated by the hand symbol). For example, powers on the first row of a character’s power tree cost 1 PP each to learn; powers on the second row cost 2 PP each; and powers on the third row cost 3 PP each. Higher powers typically provide stronger, more advantageous benefits for students.


Once a power is learned, students can use the power as long as they have enough Action Points (AP). Some powers can be used anytime (such as Heal 1), whereas others can only be used in certain contexts (such as Protect, which can only be used if a student is about to take damage).

Note: When a student uses a power to help their teammates, they’ll gain an XP bonus for the good deed. This is called a collaborative power.

Teachers can "unlearn" powers for students by opening their power tree and selecting the power they want to unlearn, then clicking the "unlearn" button. This will give students back the PP they originally spent to learn the power.


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