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Author Topic: Wizard101 anyone?  (Read 13988 times)
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sgoldj
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« Reply #40 on: September 21, 2010, 06:23:21 PM »

The Selena Gomez quest is open.  Short and fun to see the new environment.  I took my Ice GM and completed it in 15-25 mins.
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vizionblind
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« Reply #41 on: September 22, 2010, 10:17:40 PM »

Quote from: sgoldj on September 21, 2010, 06:23:21 PM

The Selena Gomez quest is open.  Short and fun to see the new environment.  I took my Ice GM and completed it in 15-25 mins.
like the dance music? smile
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sgoldj
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« Reply #42 on: September 23, 2010, 12:57:56 AM »

Played silent, but the dance moves were groovy.  (I miss that word "groovy")
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sgoldj
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« Reply #43 on: October 03, 2010, 02:40:36 PM »

In case this was not said before: crafting quests suck.  Thank you for your attention.
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coopasonic
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« Reply #44 on: October 04, 2010, 12:06:29 PM »

Quote from: sgoldj on October 03, 2010, 02:40:36 PM

In case this was not said before: crafting quests suck.  Thank you for your attention.

They were OK up until they became impossible (dragonspire)
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It was this moment that took the movie from being a little ho-hum to “holy shit, did that shark just eat a plane!?”
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« Reply #45 on: October 05, 2010, 04:11:02 AM »

Agreed.  The last dragonspyre did me in. 30 Blood Moss?  I don't think so.
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vizionblind
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« Reply #46 on: October 05, 2010, 05:27:20 PM »

http://www.massively.com/2010/10/05/wizard101-gears-up-for-a-big-month-of-events-and-expansions/

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Wolflover48
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« Reply #47 on: October 08, 2010, 04:47:09 PM »

I've been playing Wizard101 for about a year and a half.  I have 9 grandmasters and one magus.  I always enjoy finding other adults to play with in the game and would be happy to help you out if you ever need help.  I usually play solo since I have 3 accounts and I can help myself, but only because I've never had a team to play with.  I have played parts of the game with one other person and made a couple of good friends doing so.  Right now my first grandmaster is crafting the house, and I have one who just got to Mooshu, but will probably be starting another wizard before too long if Celestia doesn't come out real soon.  If you want to play, send a message and I can get you a TFC or leave me one.    Cool
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vizionblind
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« Reply #48 on: October 08, 2010, 10:48:20 PM »

Celestia is now on test server!

https://www.wizard101.com/game/community/updatenotes

Celestia Opens! 
 
     
   Journey to Celestia!
Merle has determined that Celestia is safe for his strongest Wizard students!

New quests, new badges, new reagents, new creatures, new friends and new foes, new mounts, new pets, new spells and many new adventures await!

Players who have reached level 48 and completed the Dragonspyre quest "The Final Countdown" should speak to Merle Ambrose for more information about Celestia. 
   
     
 
 
 Level Cap Increase & New School Spells 
 
     
    Wizard101 has added 10 more levels! Level 50 players will see the return of their experience bar. Level 50 players can once again earn new experience from quests and duels.

With this level cap increase, come new Rank 8 Spells! These spells are available at level 58, but only through a quest from your Professor, so watch for those ToolTip messages! The rest of the new spells you'll have to discover on your adventures!

You will not receive experience from prior quests and duels that you completed when you were level 50.   
     
 
 
 New Schools of Magic - Sun Magic 
 
     
  Celestia will introduce 3 new schools of magic to Wizard101. These schools of magic are Sun, Moon, and Star. The Sun, Moon, and Star schools are designed to work as supplementary schools to your existing.
--------------------------------------------------------------------------------
   Sun Magic (Enchantments)

The focus of the Sun School is primarily on enchantments. Enchantments from the Sun School operate in the same manner as all other enchantments in the game. At the basic level they just give boosts to accuracy and damage but at higher levels they will include mutates and larger bonuses. One of the differences between Sun School enchantments and other in-game enchantments is that cards enchanted with Sun School cards disappear after combat is resolved. Sun School cards cannot be used on Rank 0 spells or Rank X spells.

  Mutate Spells
Mutation spells are a big part of Sun Magic, such as this Mutate Kraken into Inferno Kraken!

Cloak Spell
Cloak has returned in a big way! Some of you may recall finding a Cloak Treasure card in the past, and we've brought this dynamic back to the game, with enhancements!
A Cloak enchantment card may be used on spell cards that are flagged as charms or wards and it disguises the spell to opponents, a very valuable Player vs Player tool!

Look for these and other new Sun Magic Enchantment spells in Celestia.   
     
 
 
 New Schools of Magic - Moon Magic 
 
     
    Moon Magic (Polymorph)

The moon school is focused on polymorphing. Polymorph is a new way to play Wizard101 where players can use a spell card to transform the caster into another being and swap out their spell deck! You will not only LOOK like a creature, but you will also gain a whole new set of statistics for accuracy, health, pip chance, and more...allowing you to play different roles when grouping with friends. If a duel contains two Life Wizards on one side, one can cast the Draconian polymorph that will boost their damage. If a duel contains two Storm Wizards, one could cast the Gobbler polymorph to change their abilities to suit the duel and the partners in that duel.

  Polymorphs happen by using a spell card and only last for a limited time (in rounds).

A Polymorphed player temporarily changes their character's Appearance. Players will take on the appearance of the Polymorph spell they cast.

A Polymorphed player temporarily changes their character's Stats. A Polymorph will affect a players Max Health ( Current Health is proportionally converted ), Power Pip Chance, School of Focus, Accuracy, Resistance to Damage, Vulnerabilities and Damage.

A Polymorphed player temporarily changes their character's spell Deck The new spell deck completely replaces the spell deck that the player was using previously

A Polymorphed player reverts back to their normal selves when the polymorph time has expired.   
     
 
 
 New Schools of Magic - Star Magic 
 
     
    Star School (Auras)

The star school will be focused around a new type of magic called Auras. Auras are magical energy that surround and protect or strengthen the Wizard. Auras are unique and different from other magic in that they can't be stacked, broken, or dispelled but they will disappear over time. Auras can boost accuracy, damage, resistance, or even convert incoming spells to pips for you.

Auras are cast as normal spells and can only have a target of "Self". Auras have a timer on them that is counted in rounds. After this timer is complete the aura is removed. Auras cannot be stacked with other Auras and Casting a subsequent Aura spell will replace the previous one.

Effects of Auras
Auras have a few different special effect types that will be specific to them such as Stun Resistance, Pip Conversion, Accuracy Boost, Resistance Boost and Damage Boost.

  Specific Auras
Aura of Fortification ( Blue ) - This grants the player 15% resistance to all attacks.
Aura of Amplification ( Red ) - The grants the player a 15% bonus to outgoing damage.
Aura of Precision ( Green ) - This grants the player a 10% bonus to accuracy.
Aura of Conviction ( Yellow ) - This grants the player 90% resistance to stuns and 20% block chance.
Aura of Empowerment ( Purple ) - This grants the player an extra pip every time a rank 4 or higher spell is used on him / her.
Aura of Vengeance ( Orange ) - This grants the player a 20% boost to their critical hit chance.
   
     
 
 
 Critical and Block Statistics 
 
     
  Critical and Block Statistics
   The Critical and Block system is an addition to the existing dueling system that allows players to perform Critical Hits on opponents and avoid incoming Critical Hits. This will give players new strategies and defenses in combat and new ways to further build up their Wizard!

You'll notice your character sheet has changed a little. Press C to see a panel like this one.

The two new stats being added to the game are called Critical Hit Rating and Block Rating
Critical Hit Rating increase the player's chance of getting a critical hit.
Block Rating increases the player's chance of avoiding incoming critical hits.
Players will gain Critical Hit and Block bonuses from equipment.


The chance for a critical hit or a block is calculated AFTER fizzle and accuracy. When a spell fizzles no calculation for critical hit or block is made.
Charms, Enchantments, Wards, Manipulations and Globals are not subject to the Block / Critical system. Heals cannot be Blocked, but they can Critical!

You will also notice with these Critical and Block Statistics, that the Combat Rating System displays as a numeric value and not a percentage.
Equipment will have values of "+14 Block Rating" as opposed to the "+1% Block" style of statistic you are accustomed to seeing.   
     
 
 
 
 
 
 Reagent Updates 
 
     
    Reagent Updates
Say goodbye to the woe of buying and selling individual reagents. Reagents can now be purchased and sold in bulk at the Bazaar and Reagent Vendors!
--------------------------------------------------------------------------------
Reagents in the Shared Bank
Hurray! Reagents can now be placed in your Shared Bank! These Reagents are under the 'Cards' tab. They do not count towards your total items in the Shared Bank, but have their own limit of 999 of each type.   
     
 
 
 Deck Updates 
 
     
  Deck Updates
  Many players seem to end up selling their last deck, or unequipping their deck and finding themselves in a duel with only their wand to support them.

  To prevent this from occurring players are no longer able to sell the last deck in their backpack. This will ensure that all players always have at least one deck.   

Should, for some reason, you manage to unequip that deck, you will receive a warning message when you close your spellbook.

You are still responsible for putting spells in your decks!

Even after all that, if you manage to enter a duel with only your wand spells, you have the option to FLEE and then equip and build your deck in safety.   
     
 
 
 Inventory Updates 
 
     
  Reagents and Snacks in the Shared Bank
Hurray! Pet Snacks and Reagents can now be placed in your Shared Bank! These Pet Snacks and Reagents are under the 'Cards' tab. They do not count towards your total items in the Shared Bank, but have their own limits.
--------------------------------------------------------------------------------
  Inventory Amounts
Players can more easily see how many items are in their backpack and bank, so you'll know when you're getting full and have to take a trip to the Bazaar!
--------------------------------------------------------------------------------
  Trash Confirmation
Trash button confirmation must now be clicked. You must click YES to confirm you actually want to trash an item that is in your inventory. This should help you avoid accidentally trashing the wrong item.   
     
 
 
 Shopping Updates 
 
     
    Shopping Updates
We've listened to our players and added a few much asked for updates to how players shop.
As mentioned above, Reagents can now be bought and sold in bulk at the Bazaar, and this applies to Pet Snacks as well!
The Bazaar limit for Reagents has been raised to 500 per type.
Players can no longer preview the contents of eggs in the Dye Shop.
The maximum amount of gold that a character can have has been increased to 200 000.
There is now a confirmation window to ensure you really want to sell a Crowns item.
The order of Recipes in the Recipe Shops are now sorted by Crafter Level and then by price.
   
     
 
 
 Details, details, details... 
 
     
  Below are some small but important details to note about changes made in this update.

Second Chance chests will now give players an item even if their backpack is full, but note that item will go into the BANK.
Wooden Chests will begin appearing in Grizzleheim.
Some single Pet Hatching sigils have been added to the Hatchery for those who want to hatch two of their own pets, without a partner.
Damage over Time spells will now take equipment damage bonus into account for each time the spell does damage.
Raven Fortress Gates should no longer block your way during the Blood Brother quest.
Players will no longer need to complete a series of side quests to enter the Dojo during the level 48 Life School Quest 'Summer is Coming'.
Players can no longer use /r to speak to players not on your friends list.
Life Henchmen will now heal injured players.
Players will now receive exit warnings when leaving dungeons by the front door.
Silver Chests no longer have the sigil in front.
If you're under level 12 when you speak to Mr Lincoln, he will encourage you to return when you're level 12 if you want to exchange your secondary spell cards for the Training Points you spent on them.
Kenedy the Klaw has discarded his fire deck in favor of the Myth Deck he should have been using all along.
Block PvP Enemy Chat will be set to 'Yes' for all new players.
Deleted players no longer show up in Friends lists.
Elixirs can no longer be cancelled while in combat.
Quest Helper is now available in Tomb of the Beguiler.
Watch your language. Several chat exploits have been eliminated and failure to abide by the Terms of Use regarding chat can result in a permanent ban from Wizard101.
Zeke's old sign in Olde Town has been removed.
Cyrus found only a handful of typos this time around, and they have been corrected.
 
 
 
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sgoldj
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« Reply #49 on: October 09, 2010, 09:32:30 PM »

Reagents in the shared bank.  Hurray
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vizionblind
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« Reply #50 on: October 12, 2010, 02:36:29 AM »

new gryphon mount and castle house. castle is HUGE with secret dungeons to boot!




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vizionblind
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« Reply #51 on: October 14, 2010, 07:57:05 PM »

http://www.justin.tv/gamebreakertv/b/271424324
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vizionblind
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« Reply #52 on: October 27, 2010, 01:16:25 PM »

Celestia opens!

https://www.wizard101.com/game/community/updatenotes

Celestia Opens!
   
 
   
 
   
 
 
   
   
Journey to Celestia!
Merle has determined that Celestia is safe for his strongest Wizard students!

New quests, new badges, new reagents, new creatures, new friends and new foes, new mounts, new pets, new spells and many new adventures await!

Players who have reached level 48 and completed the Dragonspyre quest "The Final Countdown" should speak to Merle Ambrose for more information about Celestia.
   
 
 
   
 
   
 
   
Level Cap Increase & New School Spells
   
 
   
 
   
 
 
    
Wizard101 has added 10 more levels! Level 50 players will see the return of their experience bar. Level 50 players can once again earn new experience from quests and duels.

With this level cap increase, come new Rank 8 Spells! These spells are available at level 58, but only through a quest from your Professor, so watch for those ToolTip messages! The rest of the new spells you'll have to discover on your adventures!

You will not receive experience from prior quests and duels that you completed when you were level 50.
   
 
 
   
 
   
 
   
New Schools of Magic - Sun Magic
   
 
   
 
   
 
 
   
Celestia will introduce 3 new schools of magic to Wizard101. These schools of magic are Sun, Moon, and Star. The Sun, Moon, and Star schools are designed to work as supplementary schools to your existing.   Sun Magic (Enchantments)

The focus of the Sun School is primarily on enchantments. Enchantments from the Sun School operate in the same manner as all other enchantments in the game. At the basic level they just give boosts to accuracy and damage but at higher levels they will include mutates and larger bonuses. One of the differences between Sun School enchantments and other in-game enchantments is that cards enchanted with Sun School cards disappear after combat is resolved. Sun School cards cannot be used on Rank 0 spells or Rank X spells.

  Mutate Spells
Mutation spells are a big part of Sun Magic, such as this Mutate Kraken into Inferno Kraken!

Cloak Spell
Cloak has returned in a big way! Some of you may recall finding a Cloak Treasure card in the past, and we've brought this dynamic back to the game, with enhancements!
A Cloak enchantment card may be used on spell cards that are flagged as charms or wards and it disguises the spell to opponents, a very valuable Player vs Player tool!

Look for these and other new Sun Magic Enchantment spells in Celestia.
   
 
 
   
 
   
 
   
New Schools of Magic - Moon Magic
   
 
   
 
   
 
 
    
Moon Magic (Polymorph)

The moon school is focused on polymorphing. Polymorph is a new way to play Wizard101 where players can use a spell card to transform the caster into another being and swap out their spell deck! You will not only LOOK like a creature, but you will also gain a whole new set of statistics for accuracy, health, pip chance, and more...allowing you to play different roles when grouping with friends. If a duel contains two Life Wizards on one side, one can cast the Draconian polymorph that will boost their damage. If a duel contains two Storm Wizards, one could cast the Gobbler polymorph to change their abilities to suit the duel and the partners in that duel.

  Polymorphs happen by using a spell card and only last for a limited time (in rounds).

A Polymorphed player temporarily changes their character's Appearance. Players will take on the appearance of the Polymorph spell they cast.

A Polymorphed player temporarily changes their character's Stats. A Polymorph will affect a players Max Health ( Current Health is proportionally converted ), Power Pip Chance, School of Focus, Accuracy, Resistance to Damage, Vulnerabilities and Damage.

A Polymorphed player temporarily changes their character's spell Deck The new spell deck completely replaces the spell deck that the player was using previously

A Polymorphed player reverts back to their normal selves when the polymorph time has expired.
   
 
 
   
 
   
 
   
New Schools of Magic - Star Magic
   
 
   
 
   
 
 
    
Star School (Auras)

The star school will be focused around a new type of magic called Auras. Auras are magical energy that surround and protect or strengthen the Wizard. Auras are unique and different from other magic in that they can't be stacked, broken, or dispelled but they will disappear over time. Auras can boost accuracy, damage, resistance, or even convert incoming spells to pips for you.

Auras are cast as normal spells and can only have a target of "Self". Auras have a timer on them that is counted in rounds. After this timer is complete the aura is removed. Auras cannot be stacked with other Auras and Casting a subsequent Aura spell will replace the previous one.

Effects of Auras
Auras have a few different special effect types that will be specific to them such as Stun Resistance, Pip Conversion, Accuracy Boost, Resistance Boost and Damage Boost.

  Specific Auras
Aura of Fortification ( Blue ) - This grants the player 15% resistance to all attacks.
Aura of Amplification ( Red ) - The grants the player a 15% bonus to outgoing damage.
Aura of Precision ( Green ) - This grants the player a 10% bonus to accuracy.
Aura of Conviction ( Yellow ) - This grants the player 90% resistance to stuns and 20% block chance.
Aura of Empowerment ( Purple ) - This grants the player an extra pip every time a rank 4 or higher spell is used on him / her.
Aura of Vengeance ( Orange ) - This grants the player a 20% boost to their critical hit chance.
   
 
 
   
 
   
 
   
Critical and Block Statistics
   
 
   
 
   
 
 
   
Critical and Block Statistics
   The Critical and Block system is an addition to the existing dueling system that allows players to perform Critical Hits on opponents and avoid incoming Critical Hits. This will give players new strategies and defenses in combat and new ways to further build up their Wizard!

You'll notice your character sheet has changed a little. Press C to see a panel like this one.

The two new stats being added to the game are called Critical Hit Rating and Block Rating
Critical Hit Rating increase the player's chance of getting a critical hit.
Block Rating increases the player's chance of avoiding incoming critical hits.
Players will gain Critical Hit and Block bonuses from equipment.


The chance for a critical hit or a block is calculated AFTER fizzle and accuracy. When a spell fizzles no calculation for critical hit or block is made.
Charms, Enchantments, Wards, Manipulations and Globals are not subject to the Block / Critical system. Heals cannot be Blocked, but they can Critical!

You will also notice with these Critical and Block Statistics, that the Combat Rating System displays as a numeric value and not a percentage.
Equipment will have values of "+14 Block Rating" as opposed to the "+1% Block" style of statistic you are accustomed to seeing.
   
 
 
   
 
   
 
   
Changes to Wild Bolt Spell
   
 
   
 
   
 
 
    
Changes to Wild Bolt Spell
We've listened to our community, done internal balance testing and had exhaustive discussions about the spell Wild Bolt, and have change the Wild Bolt spell based on this research.
Wild Bolt will now have 70% accuracy and do 10, 100, or 1000 damage.
We will continue to monitor how this impacts the balance of the game, as well as listen to all players feedback.
   
 
 
   
 
   
 
   
Pet Updates
   
 
   
 
   
 
 
   
Pet Talent Display Issues
Pet talents were displaying incorrectly. Please note this was only a display error!

Talents that were Epic were showing up as Common. They will now show up as Epic.
Talents that were Ultra Rare were showing up as Epic. They will now show up as Ultra Rare.
Talents that were Rare were showing up as Ultra Rare. They will now show up as Rare.
Talents that were Uncommon were showing up as Rare. They will now show up as Uncommon.
Talents that were Common were showing up as Uncommon. They will now show up as Common.


This change will not affect pedigree scores (overall or actual), no pet hatching costs, or anything else. Just the display name on the pet info screen before you get the actual talent, and the number of dots.
   
 
 
   
 
   
 
   
Reagent Updates
   
 
   
 
   
 
 
   
  Reagent Updates
Say goodbye to the woe of buying and selling individual reagents. Reagents can now be purchased and sold in bulk at the Bazaar and Reagent Vendors! Reagents in the Shared Bank
Hurray! Reagents can now be placed in your Shared Bank! These Reagents are under the 'Cards' tab. They do not count towards your total items in the Shared Bank, but have their own limit of 999 of each type.
   
 
 
   
 
   
 
   
Deck Updates
   
 
   
 
   
 
 
   
Deck Updates
  Many players seem to end up selling their last deck, or unequipping their deck and finding themselves in a duel with only their wand to support them.

  To prevent this from occurring players are no longer able to sell the last deck in their backpack. This will ensure that all players always have at least one deck. 

Should, for some reason, you manage to unequip that deck, you will receive a warning message when you close your spellbook.

You are still responsible for putting spells in your decks!

Even after all that, if you manage to enter a duel with only your wand spells, you have the option to FLEE and then equip and build your deck in safety.
   
 
 
   
 
   
 
   
Inventory Updates
   
 
   
 
   
 
 
   
Reagents and Snacks in the Shared Bank
Hurray! Pet Snacks and Reagents can now be placed in your Shared Bank! These Pet Snacks and Reagents are under the 'Cards' tab. They do not count towards your total items in the Shared Bank, but have their own limits.   Inventory Amounts
Players can more easily see how many items are in their backpack and bank, so you'll know when you're getting full and have to take a trip to the Bazaar!   Trash Confirmation
Trash button confirmation must now be clicked. You must click YES to confirm you actually want to trash an item that is in your inventory. This should help you avoid accidentally trashing the wrong item.
   
 
 
   
 
   
 
   
Shopping Updates
   
 
   
 
   
 
 
    
Shopping Updates
We've listened to our players and added a few much asked for updates to how players shop.

   1. As mentioned above, Reagents can now be bought and sold in bulk at the Bazaar, and this applies to Pet Snacks as well!
   2. The Bazaar limit for Reagents has been raised to 500 per type.
   3. Players can no longer preview the contents of eggs in the Dye Shop.
   4. The maximum amount of gold that a character can have has been increased to 200 000.
   5. There is now a confirmation window to ensure you really want to sell a Crowns item.
   6. The order of Recipes in the Recipe Shops are now sorted by Crafter Level and then by price.

   
 
 
   
 
   
 
   
Details, details, details...
   
 
   
 
   
 
 
   
Below are some small but important details to note about changes made in this update.

   1. Second Chance chests will now give players an item even if their backpack is full, but note that item will go into the BANK.
   2. Players who have earned the badges Hero of Marleybone and Dragonspyre Master should once again be able to display them.
   3. Wooden Chests will begin appearing in Grizzleheim.
   4. Wooden Chests will begin appearing in Grizzleheim.
   5. Some single Pet Hatching sigils have been added to the Hatchery for those who want to hatch two of their own pets, without a partner.
   6. Damage over Time spells will now take equipment damage bonus into account for each time the spell does damage.
   7. Raven Fortress Gates should no longer block your way during the Blood Brother quest.
   8. Players will no longer need to complete a series of side quests to enter the Dojo during the level 48 Life School Quest 'Summer is Coming'.
   9. Players can no longer use /r to speak to players not on your friends list.
  10. Life Henchmen will now heal injured players.
  11. Players will now receive exit warnings when leaving dungeons by the front door.
  12. Silver Chests no longer have the sigil in front.
  13. If you're under level 12 when you speak to Mr Lincoln, he will encourage you to return when you're level 12 if you want to exchange your secondary spell cards for the Training Points you spent on them.
  14. Kenedy the Klaw has discarded his fire deck in favor of the Myth Deck he should have been using all along.
  15. Block PvP Enemy Chat will be set to 'Yes' for all new players.
  16. Deleted players no longer show up in Friends lists.
  17. Elixirs can no longer be cancelled while in combat.
  18. Quest Helper is now available in Tomb of the Beguiler.
  19. Watch your language. Several chat exploits have been eliminated and failure to abide by the Terms of Use regarding chat can result in a permanent ban from Wizard101.
  20. Zeke's old sign in Olde Town has been removed.
  21. Players should no longer lose their Gift button and tutorial tips when they switch to a lower resolution.
  22. Cyrus found only a handful of typos this time around, and they have been corrected.

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« Reply #53 on: October 27, 2010, 10:11:00 PM »

Celestia is open and haven't gone there yet.  I have been GM Ice on the Halloween quests though.  An unmentioned update that is througing off my game:  Changes to the Minion AI.

Maybe it's just the Ice minion BUT, part of my strategy has been to use my Ice Minion because I knew that "he" would pass, cast fire elf, pass.. if fizzle then cast Storm Shark, if HP low, then cast Ghoul.  Knowing the route, I would use the ice minion when faced with ice school foes.  Now in the Halloween tower, facing and ice foe, I summon the Ice Minion for back up.  Pass, then ICE BATS?  Then an ICE TIGER? Then and ICE SHARK?  Ok it makes sense to cast Ice spells, but it has messed up my rhythm.

Anyone else notice this change?
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vizionblind
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« Reply #54 on: October 28, 2010, 04:23:11 PM »

just released

http://www.kifreegames.com/
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sgoldj
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« Reply #55 on: October 28, 2010, 10:08:59 PM »

Moon magic is fun so far.  HEAR THAT,SAM MERLOT! I ENJOY THE SHAPE SHIFTING!

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vizionblind
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« Reply #56 on: October 30, 2010, 06:57:10 PM »

Quote from: sgoldj on October 28, 2010, 10:08:59 PM

Moon magic is fun so far.  HEAR THAT,SAM MERLOT! I ENJOY THE SHAPE SHIFTING!


lol nice. enter Celestia yet?
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sgoldj
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« Reply #57 on: October 30, 2010, 08:08:08 PM »

Yes.. looking for my second Lounge Lizard in the survey camp.  Soloing in Cestia is not easy at this level.  Yesterday, I had a storm wizard with me.
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« Reply #58 on: November 30, 2010, 05:27:01 PM »

Gardening is coming: http://pc.ign.com/articles/113/1137419p1.html
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« Reply #59 on: December 20, 2010, 12:48:46 AM »

Since I lost the subscription, I have been pet aging and gardening.  gardening is surprisingly fun and profitable.  I might finish that last crafting task with the mandrakes I get from the boom shrooms.  who besides the guy in golem court is training/selling garden seeds, spells, etc.?
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« Reply #60 on: December 20, 2010, 02:09:08 AM »

http://massively.joystiq.com/2010/12/19/on-the-seventh-day-of-giveaways-kingsisle-gave-to-me/

Back in November, GameStop teamed up with Kingsisle, the publisher of Wizard101, to offer fans of the game the Epic Bundle cards. The cards have been a big hit, so the Wizard101 team gave us seven of them to share with you for our seventh day of giveaways!

Each Epic Bundle contains everything to twink your character out in style: a huge castle complete with a dueling circle and minigame kiosk, a gryphon mount, an Epic Spear of Power, a surprise dueling pet, new clothing, and 5,000 crowns for a shopping spree.

This bundle is perfect for both new and experienced Wizard101 players, so all you have to do to enter is let us know which you are! Check out our contest rules, then leave a comment here telling us whether you're a veteran player of Wizard101 or a newcomer hoping to start out in the game in style! We'll draw seven winners at random Monday at 2:00 p.m. EST, so get your entry in before that, and good luck!
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« Reply #61 on: December 31, 2010, 07:11:36 PM »

http://www.mmosanctuary.com/latest/mmo-sanctuary-gamer-s-choice-awards-results/game-of-the-year
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« Reply #62 on: January 02, 2011, 05:36:32 PM »

W00t!!!!!
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CeeKay
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« Reply #63 on: January 04, 2011, 10:46:51 PM »

http://ve3d.ign.com/articles/news/58522/Wizard-101-Heads-Beckett-MOG-Readers-Top-Picks
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« Reply #64 on: January 04, 2011, 11:45:05 PM »

This also won Massively's Player Choice for Best Family MMO of the Decade.
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« Reply #65 on: January 05, 2011, 01:34:43 AM »

http://ve3d.ign.com/articles/news/58522/Wizard-101-Heads-Beckett-MOG-Readers-Top-Picks
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« Reply #66 on: January 25, 2011, 03:26:05 AM »

http://m.statesman.com/statesman/pm_21990/contentdetail.htm?contentguid=HdkKqngF

15 million users

http://www.bizjournals.com/austin/news/2011/01/24/wizard101-game-passes-15m-registered.html?ed=2011-01-24&s=article_du&ana=e_du_pub
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« Reply #67 on: March 06, 2011, 05:08:42 PM »

My wife expressed interest in finding a computer game we could play together, and somehow I vaguely remembered this thread.  This one looks like it would be casual enough for her yet still interesting enough for me.  She has about a 3 year-old laptop, but it looks like the game can run on just about anything.  I actually haven't played an MMO since the old text-MUD days so this will be a new gaming experience for me.  I hope I can handle it.

The payment stuff looks reasonable, if we get that far.

Is anyone still playing?  Is it doable solo as well as in a pair for casual play?  I have a feeling she will end up playing solo a bit when I'm not around. 

(I should reword that last part.)
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« Reply #68 on: March 06, 2011, 11:08:33 PM »

Depends on your school how soloable it is. Death is easy mode. slywink Most can solo 80% of the content. The other 20% you can generally get pick-up groups for. When I got to content I couldn't handle that way I stopped play. That was at 50th level, the max at the time.

Seriously Death mages are awesome (and perhaps a bit boring to play).

They've added a bunch of side stuff since I stopped playing regularly that should keep her busy even when you aren't around.
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« Reply #69 on: March 07, 2011, 12:32:56 AM »

I think my wife is set on playing a Myth mage (she wants minions).  Any suggestions on a good school to complement that?  I was thinking maybe fire, because apparently you can get a giant Fire Elephant.  That sounds useful.
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« Reply #70 on: March 07, 2011, 12:47:07 AM »

PairIng up will let you get past about anything. I don't think the school matters for that. I think a life or death second school would be good for myth. My wife says that balance is the way to go for a second on myth. Her second character was myth so I would believe her. She originally used storm/life.

What school do you plan to use?

For me, my ice/storm/moon has trouble soloing in the dungeons.  My death has had trouble with ONE battle (that I still can't do at lvl 42)
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« Reply #71 on: March 07, 2011, 12:59:33 PM »

Quote from: sgoldj on March 07, 2011, 12:47:07 AM

My death has had trouble with ONE battle (that I still can't do at lvl 42)

It involves a life boss doesn't it? frakkin life bosses.
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« Reply #72 on: March 07, 2011, 01:33:01 PM »

Quote from: sgoldj on March 07, 2011, 12:47:07 AM

PairIng up will let you get past about anything. I don't think the school matters for that. I think a life or death second school would be good for myth. My wife says that balance is the way to go for a second on myth. Her second character was myth so I would believe her. She originally used storm/life.

What school do you plan to use?

For me, my ice/storm/moon has trouble soloing in the dungeons.  My death has had trouble with ONE battle (that I still can't do at lvl 42)

Oh wait, I thought you only got to choose one major school per character.  Do you get to choose two, or by second school do you mean just somehow picking up some spells from that school?

I'm probably going with Fire for my character (for the elephant), though Death, Ice, and Balance also sound good.  I like the sound of Storm, but I don't like the idea of my spells fizzling more often or having wimpy hitpoints.
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« Reply #73 on: March 07, 2011, 06:56:38 PM »

Your primary school let's you take advantage of the power pips and certain quest spells. You can train in multiple schools past that, but each school requires that you start with lower level spells then progress up. In other words, if you want have good balance spells, you will have to spend training points on the low levels. If you want that and storm, you'll wind up with lots of low cards.  Your primary school is free to train, the rest cost points.  Grainy points are given after certain levels and are limited.

storm has great spells and you can enhance your hit points and probability to hit with equipment.

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« Reply #74 on: March 08, 2011, 04:45:40 PM »

Ok, I finally got a chance to play some yesterday.  My wife started playing Sunday night and played some yesterday also.  I think she's level 8 Myth and I'm 6 or 7 Fire.  We haven't tried to group together yet.  She's having a great time and even played a bit more this morning after breakfast.  She's already running into more quests that require paid content, but there's still plenty to do for now, including pet training.  I don't think she's ever played a game using the holy quad (ASWD) controls but she's getting it very quickly.

Fire seems pretty solid.  Boosted DoT spells paired with healing while you watch the baddies burn is a decent strategy, so I'll eventually pursue some more healing/draining/protection spells to complement the Fire stuff.  I've had several ill-timed fizzles, so I'll also keep an eye out for gear or other things that can boost my casting %.

It's a fun little game + wife is really happy with it = WIN.
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« Reply #75 on: March 08, 2011, 04:54:37 PM »

You can get crowns ( their version of money ) on sale once in a while.  I believe they are on sale right now.  What I've done with my daughter is I've bought a bunch of crowns on sale, and then only unlock areas as we need them.  I play Myth with a subclass of Death, and she plays Life with a subclass of Balance.  It is a good team, especially once I'm able to get my pet out, though there are times in the public areas that other people jump in and fill up the position that my pet would.  The only reason that makes a difference is in the later areas you get extra adds for each person that joins, where as my minion doesn't increase the add count.
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« Reply #76 on: March 09, 2011, 03:54:39 PM »

My wife is clearly hooked (she was playing again this morning), so it looks like we will need to get into the paid content soon.  I saw the crown sale deal that runs until Sunday, but I'm not sure whether to do that or just try a subscription for a few months.  It seems like even with a subscription, there are some things that still cost crowns ingame, though I haven't looked closely to see whether any of that stuff is important.  The subscription option also gives a few ingame benefits (like faster crafting and pet energy regen).
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« Reply #77 on: March 09, 2011, 05:34:13 PM »

I did a subscription for a while.  It is good, but when it runs out you are no long able to access those areas.  As for crown purchases, I haven't found the need to spend crowns on anything other than areas, but I'm very casual and didn't care if I had a mount or what-not.  You can win temporary mounts from bosses here and there, and even some crown items.

Lately I log on, water my plants, then log off.  I also do crafting and pet training, but not to the point where I've noticed that the slower craft times, or the energy for pets/plants, really bothered me.  Still, it is nice that they are trying to sweeten the subscription pot, also if you are going to do pet races or pvp, then a sub ( or purchases with crowns ) may be the best thing for you.
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« Reply #78 on: March 09, 2011, 08:01:44 PM »

Aside from the initial amount they give, I haven't spent any crowns.  Personally, I wait until they have a 1 year for $59.99 sale, then jump on.  Right now I am on fro six months, when there runs out, I will garden, pet pavilion, and random encountrs until I see a good subscription sale.
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« Reply #79 on: March 09, 2011, 08:10:24 PM »

Quote from: coopasonic on March 07, 2011, 12:59:33 PM

Quote from: sgoldj on March 07, 2011, 12:47:07 AM

My death has had trouble with ONE battle (that I still can't do at lvl 42)

It involves a life boss doesn't it? frakkin life bosses.

Sorry I missed this earlier, no. Life bosses haven't been a problem, I keeps some fairy to know the sheild down.  This problem is :

posiible spoiler, but I will try to be vague

Spoiler for Hiden:
  Three bosses in Grizzleheim Warrendeep, each of them several thousand hit points and all three at once 
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