Light Wizards

Light Wizards are players who are able to capture Dark Wizards, sending them to the Magic Prison to earn the bounty of 500-5000 points. To become a Light Wizard, players must complete the quest Enlistment, which is unlocked at Year 10. In order to register with the Light Wizards, players must have at least 500 reputation (Note: reputation is different from dueling rating. To check your reputation, open the hat menu and look in the top left.) Furthermore, players will lose Light Wizard status and have to re-enlist if their reputation ever drops below 350.
== Reputation/Becoming a Light Wizard ==
To become a Light Wizard, you will need to have at least 500 reputation. Reputation is gained by completing quests (+25). Note that reputation is different from dueling rating. Your rating is the number displayed on the playerlist, while your reputation is shown in the top left of the hat menu.
Once you have sufficiently high reputation and are at least Year 10, go speak to the Light Wizard Officer at the top of the ramp near the Entrance Hall fireplace. You will have to pay 20 000 points, then you will receive your equipment and you will immediately become a Light Wizard. If you ever leave Light Wizards or are kicked out, you can re-enlist here via the same process, but you will have to pay the fee again.
== How to Use Light Wizard Equipment ==
Light Wizards have two special items: the Beacon of Light and the Capture Pyramid.
=== Beacon of Light ===
The Beacon of Light is used to switch your faction in the playerlist between your original House and the Light Wizards. When the Beacon is glowing, you are in Light Wizards, when it is unlit, you are in your House. The faction you are on determines your spawn point. Light Wizards will spawn either in the Light Wizard Office, the circular room where you enlisted, or next to the broom rack outside the Light Wizard Office, where there are paths around a triangular pit next to the ramp leading down to the Serpents Commons. Switching the beacon off will change your spawn point to your House Common Room, like before. Other than your spawn point and your visual role on the player list, the Beacon of Light has no effect on your Light Wizard abilities; you will still be able to use the Capture Pyramid to capture Dark Wizards even if you have hidden yourself from the Light Wizards faction on the playerlist.
Strategically, it is better to always have the Beacon turned off (not glowing) as leaving it on will only alert Dark Wizards of your presence and change your spawn point to a non-safe zone area.
=== Capture Pyramid ===
The Capture Pyramid is used to capture Dark Wizards and send them to the Magic Prison. In order to capture a Dark Wizard, you must use the pyramid next to the body of a dead Dark Wizard. Upon capture, you will be awarded the bounty of 1000 points, and the Dark Wizard will be sent to a cell in the Magic Prison, where they must wait for several minutes depending on their reputation level when they were captured.
== Cosmetics ==
Light Wizards can equip the "Light Wizard" title, which is gained whenever the player becomes a Light Wizard. However, the title will be lost whenever the player stops being a Light Wizard.
== Leaving Light Wizards ==
If you don't want to be a Light Wizard, there are several options for you:
* Turn in your equipment. Go to the Light Wizard Office where you enlisted and speak to the Light Wizard Officer. Tell him you want to leave the Light Wizards and turn in your equipment. Your Light Wizard equipment will disappear and you will no longer be a Light Wizard.
* Lower your reputation. Killing innocent players reduces your reputation by 125 for each one killed, so you will quickly get expelled from the Light Wizards by killing innocent players, unless your reputation was very high, in which case you will have to kill lots of people before getting kicked out.
== Notes ==