Starting Fishing: Azteca

One beautiful part of Wizard101 is fishing. It can be a great way to spend some time with friends without the pressure of battle and strategy. Fishing will take you to some corners of the Spiral you may not have taken the time to explore before. Like any great hobby in Wizard101, it can lead to some great rewards.

After you complete the  Avalon fishing quest “Angling Upward” Lucky Hookline will send you on a new quest, “The New World”.  You will travel to Azteca to speak with Alejandro de la Paz in Saltmeadow Swamp.  

You can now learn a useful spell for fishing tournaments. This spell removes fishing chests and ensures all fish in the pool are, indeed, fish.

Sink Chests – Sinks all chests to the bottom (removes fishing chests)

The cost is 10,000 gold and you can get it without any other level requirement in fishing.

Alejandro de la Paz will give you a new quest called “Rivers of Gold” which is the only fishing quest he has for you

Goals:

The first fish on the list to catch is the Ax-Xolotl, a rank 3 Balance fish found in the Zocalo. I recommend you use the Winnow Balance Fish spell and a Common Harmony Lure

The next one you must catch is the Pirahptor a rank 3 Death fish,  found in Mangrove Marsh.  I recommend you use the Winnow Death Fish spell and a Common Repose Lure.

The last fish you will need is  the Chupacarpe a rank 3 Life fish found in Mangrove Marsh.  I recommend you use the Winnow Life Fish spell and a Common Vitality Lure

Once completed, this quest will give you a new spell:

Buoy Chests 1 – It doubles the chance of catching a chest.

This spell increases your chances of getting a chest when cast. It replaces the Summon Fish spell and can combine with the Winnow spells. It has a cooldown time of 15 minutes, since that’s how long it takes for new fish to return.

You now have great spells for fishing tournaments and for finding chests! There are many wonderful things awaiting a fisherman in the Spiral!

Tips

Fishing takes patience, but it’s a great way to use your unused energy. 

You can keep your best fish and display them in aquariums, or sell your fish to Lucky Hookline for gold!

Use the Angler’s Tome to see fish you’ve caught throughout the game.

You will earn the greatest amount of experience when catching fish that are new to your tome.

Many rare items can be found in fishing chests!

Don’t forget that the fish you see in front of you are not the same fish other Wizards see. Other players cannot catch or scare your fish away. However, if you catch a fish or scare it away, it will be replaced after 15 minutes.

If the pond does not have the right school of fish, scare them away by running in the water and come back later!

Also, remember that the first time you go to an area, they load the names of the fish. Of course, this is hard to see but always keep it in mind about rare and epic fish you are looking for. 

Thank you for reading the series on fishing quests in all the worlds.  I hope I helped you learn some new things. Until the next update, Happy Fishing!

I’d love to hear about your fishing adventures in the comments!

Shark Week

Happy Shark Week!

Hello Wizards, it’s Erin EagleCaller, and Shark Week is here! All week in Wizard101, we’re celebrating the fantastic sharks of the Spiral!

During this event, you have a chance to catch the Warhammerhead as well as all seven Stubby Sharks. It’s also the perfect time to catch the seasonal fish, the Basking in the Sun Shark! You can find these magnificent fish scattered in various locations throughout the Spiral.

Shark Week comes to the Spiral but once a year. Usually near the end of July or the first week of August. Yet, it’s one of the few times; we can find all the Stubby Sharks together (except the Warhammerhead). It’s a big opportunity for Wizard101’s Fishing enthusiasts. You won’t want to miss it!

In light of this, allow me to fill you in on how you can catch these magical fish.

Warhammerhead and Stubby Sharks

The best spots to find the Warhammerhead and Stubby Sharks are in the Commons and Northguard. Since they’re both Rank 2, use the Rank 2 Winnow to help find them. Then using Reveal Fish School spell to help catch them all.

You’ll want to use the corresponding lure to the shark that you want to catch. I’d suggest a minor or common fishing lure of the same school to capture them.

If you don’t have the Rank 2 Winnow spell, you can get around it using Reveal Fish Rank 1. Because the Warhammerhead and the Stubby Sharks are all Rank 2 fish, the spell won’t mark them. That way, you can be sure that it is a Warhammerhead or Stubby Shark! Remember, all Stubby Sharks are the same rank regardless of school.

Basking in the Sun Shark

Don’t forget to catch the Summer Fish, the Basking in the Sun Shark! They’re staying with us for the entire Summer; if you don’t find one during Shark Week, don’t fret! Remember to snag one before the season ends to complete your shark collection.

The Commons is the best choice for finding the Basking in the Sun Shark. Using reveal fish school, take notice to which are fish are Fire school. Then using any Fire Lure, you’ll want to catch the larger fish in the pond. The Basking in the Sun Shark is almost double the length of your lure, making them easy to spot.

Shark Locations

Warhammerhead

The Warhammerhead is in Wizard City’s Triton Avenue; yet, they’re not a common catch. So, it’s not the ideal spot to find them.

This shark is also found in Grizzleheim. Look for them in Northguard, Helgrind Warren, Mirkholm Keep, and the Vigrid Roughland.

This fish can be housed in a Regular Aquarium

Stubby Sharks and Basking in the Sun Sharks

Stubby Sharks and Basking in the Sun Sharks have a wide range of fishing spots. They’re in Wizard City, Krokotopia, Mooshu, Grizzleheim, Zafaria, and Avalon.

In Wizard City, they are in the Commons. If you’ve begun the Immortal Games in Aquila, these sharks are also in the Garden of Hesperides.

As for the other worlds, you can find them in the Oasis, the Jade Palace, Northguard, the Baobab Crossroads, and Caliburn.

Although less common, the Basking in the Sun Shark can be found in every Castle or House that has a fishing pond.

Both of these fish can be housed in a Regular Aquarium.

Thanks for Reading!

That’s all for Shark Week this year. Thank you so much for reading our guide. I hope this helps you in your shark hunt, happy fishing!

Make sure to check out all the other great fishing guides at Ravenwood Academy! Happy Fishing Wizards! :Pacuman::Pacuman::Pacuman:

Introduction to Monstrology

What is Monstrology?

Monstrology uses Animus Extraction spells to create Treasure Cards that summon foes to aid you or banish them. You can also use it to make Housing Guests you can place in your Castle. Or, if you prefer, you can fight them again by placing them in your Monstrodome.

What is Animus?

Animus is the magical essence of enemies you’ve defeated with Extraction spells. After gathering specific amounts of Animus, you can use it to craft Treasure Cards that summon those creatures. You can also make treasure cards to banish that particular monster. It can also create Housing Guests, NPC’s you can place in your castle. 

When you collect a new creature’s Animus, it will create a profile for that creature. You can see this profile by pressing “T” to view your Monstrology Tome. This profile will show you the School of the monster, whether its a boss monster and its rank. The more powerful the creature, the higher it’s rank.

Higher ranked monsters will need you to have a certain number of Monstrology ranks to extract their Animus. If your level exceeds that of the beast, there’s a chance for you to obtain extra Animus!

As you can see, The Devourer is a rank 18, and it needs 20 animus to create a summon treasure card, 30 to generate a house guest.

What is the Monstrodome?

The Monstrodome is a place-able pocket arena for your Castle! Here you can fight up to four foes by using Monstrology Treasure Cards. To get started, place your Monstrodome in your Castle and click on it. You will see all your Summon Treasure Cards, pick the ones you want, and appear in the duel circle. 

You can fight the selected creatures as many times as you like with the same treasure card. Remember to choose the right ones! Once the card placed in the Monstrodome, you cannot recover it. Only have four monsters active in one Monstrodome at a time. To put a new monster in the fight, you will have to delete an existing monster from the Monstrodome.

You can buy a Monstrodome in the crowns shop, or you can craft one! Felicia Worthington sells the recipe for it. She can be found in Regent’s Square in Marleybone.

To craft it, you will need the following items.

  • Ten Summon Foulgaze Treasure Cards 
  • Ten Summon Lady Blackhope Treasure Cards
  • Ten Summon Lord Nightshade Treasure Cards 
  • Eighty Sandstone 
  • One Hundred Mist Wood 
  • Twenty-Five Black Lotus 
  • Fifty Brass

If you prefer, you can use Monstrology to decorate your Castle. You can use the animus you’ve collected to create a House Guest of that monster. Once created, you can place it wherever you like within your Castle. There it will remain and roam about your house, like a pet, or mount.

Getting Started!

Currently, there are twelve Animus Extraction Spells. You can buy these spells with Gold, each corresponds to its type of monster.  Molostrologist Burke sells them in the central hub areas throughout the Spiral. The following list will tell you where to find them.

  1. Wizard City: Gobbler, Spider,  Undead
  2. Krokotopia: Colossus, Mander
  3. Grizzleheim: Imp, Treant
  4. Wysteria: Pig
  5. Zafaria: Elephant
  6. Avalon: Wyrm
  7. Azteca: Parrot
  8. Polaris: Polar Bear

You get one point of Animus for making a successful attack with an Extraction spell. A second if point is awarded if that same attack defeats the monster. A third point can be obtained if your Monstrology rank is higher than the monster’s level. And Myth Wizard’s gain an extra point by default. However, you must win the duel to extract the Animus.

It is essential to use the appropriate Extraction spells and have the right level to do so. To gain ranks, you always have to capture Animus one or two points above your current rank. Once you’ve obtained the Animus, you can look it in the Monstrology Tome feature of your backpack. Press “T” to go straight to your Tome.

To start Monstrology, you will need to be at least level twelve. Speak to Monstrologist Burke in Ravenwood, and she’ll give you the quest “Know Thine Enemy.” You will then need to extract a Lost Soul Essence in Unicorn Way. Once you have completed the quest, follow this guide if you want to gain ranks.

Gaining Monstrology Ranks

This guide will show you one of the fastest ways to raise your Monstrology rank. This is not the only way to gain levels, but it is among the quickest. Feel free to experiment and find the strategy that works best for you.
 
For this guide, you will need the following items.
 
  • Three Hundred Thousand Gold
  • One Hundred and Fifty Crowns (*Optional for most efficient progression)
  • A Fire, Myth or Storm Wizard with a high Critical Rating
  • A friend to help you (*Optional for the most efficient progression)
Myth Wizards get one more Animus from their Extract Animus spells than other schools. However, feel free to use whatever character you prefer. 
 

Keep your deck as simple as possible

Your friend should only use Blades, Prism or Traps

Go to Sapphyra´s Tower in Olde Town, buy a Triple Animus Elixir from the Crowns Shop and start capturing Foulgaze till you reach level 5.

Once you reach level 5 go to Colossus Boulevard. Enter and complete Briskbreeze Tower, continue until you reach rank 13.

Go to Azteca and buy the Extract Parrot spell from the Monstrologist Burke in the Zocalo.

For this guide, I chose to capture Splinter Wing in the Cloudburst Forest to reach rank 15, but any Parrot mobs will do.

After you reach rank 15, go to Polaris and buy the Extract Polar Bear spell from the Monstrologist Burke in Walruskberg.

I chose the Gulag Guard in Urville Station to reach rank 17. 

Next, go to Northguard in Grizzleheim and buy the Extract Treant spell from the Monstrologist Burke.

Capturing the Mutant Briar in Empyrea’s Chaos Jungle will take you all the way to max.

When you have gained twenty-four ranks you’ll reach the current maximum rank, Illustrious Monstrologist. 

Thanks for Reading!

I hope this guide has helped you on your way to reaching Illustrious Monstrologist. If you like this guide, please leave a comment below I would love to hear what you have to say! Feel free to share this guide with other Wizards who are looking to learn about Monstrology.

If you want to stay up to date on the latest guides and all things Wizard101, you can follow Ravenwood Academy on Twitter and Facebook. We also have a Ravenwood Academy Discord channel. We’d love to see you there! And don’t forget to check out the other guides and articles on the site.

Thank you again for reading!

Pip Wizardry 2020

Pip Wizardry 2020!

Hello Wizards, this is Nathan Shadowbringer here to help you calculate the actual damage of spells per pip!
 
This article will be updated if spell changes happen down the line. Eventually, I plan for this list to include even Loremaster and crafted spells.
 
We will start with the highest Pip spells, and works our way down to the lowest ones. You will notice some of the spells are not a whole number. Why is that, you ask? Currently, Shadow-enhanced spells that use Shadow and standard Pips – have been changing. In the summer 2020 Test Realm, KI has confirmed that one Shadow Pip now equals 3.6 pips. This number is subject to change. 
 
Before the 2020 Summer Update, Shadow enhanced spells had severe damage compared to non-shadow-enhanced spells. These spells went through changes to balance them. Shadow Pips previously never had an absolute value, but now they do thanks to the new spell changes! They are still powerful, but now within reason to normal spells of a similar rank.
 

Calculating Damage Per Pip

First, if the spell has a damage range, we must find the average damage. For example, let’s take the spell Storm Owl. Storm Owl is a ten Pip spell, that can do anywhere between 1330 – 1470 damage. Which, on average, is about 1400. I would divide 1400 by 10 to get the spell’s loss per Pip or DPP. Storm Owl would come out to be 140 DPP.
 

This can be represented by the formula: (damage)/(x-y). 

Here you would take the spell’s average damage (based upon the values on the card), and divide it by the difference of its Pip cost (represented by the letter x) and its utility Pip cost (represented by the letter y) which we’ll get to in a moment.

So the math for Storm Owl would look like this:

(damage)/(x-y)

(1400)/(10-0) 

1400/10

= 140 

It seems simple, right? Not always. To get a spell’s true DPP, we have to factor in Pip reductions, and damage multipliers.

What Are Pip Reductions?

A Pip reduction is something factored into a spell’s DPP calculation. These reductions happen when a spell has an added effect or utility attached to it. When calculating DPP, some Pips may get subtracted. 

For example, one type of Pip reduction is the scion condition. Scion spells cost 11 pips, and do x2 damage if a particular condition is met depending on the spell. Because Scion spells can do x2 damage, reducing their initial damage. Their base damage is around the damage of a ten Pip spell. See where I’m going with this? 

The Scion Condition results in -1 Pip when calculating damage per pip. Yet, the Scion condition is not the only Pip reduction. There are, in fact, many more. 

Types of Pip Reduction

The following list contains the types of Pip reductions along with how many Pips they reduce.

  • Special: 10% Pierce blade: -0 Pips
  • Rusulka’s Wrath blade/weakness: -0.5 Pips
  • 800 Absorb: -1 Pip
  • Disarm: -1 Pip
  • Guiding Light: -1 Pip
  • Infection: -1 Pip
  • Pierce: -1 Pip
  • Remove 2 pips: -1 Pip
  • Scion Condition: -1 Pip
  • Steal 1 pip: -1 Pip
  • Stun: -1 Pip
  • Summon minion: -1 Pip
  • Trap: -1 Pip
  • Tower shield: -1 Pip
  • Bubble change: -2 Pips
  • Double Disarm: -2 Pips
  • Double stun: -2 Pips
  • Gain 1 pip: -2 Pips
  • Plague: -2 Pips
  • Pierce before hit: -2 Pips
  • Smokescreen (40% accuracy debuff to all enemies): -2 Pips
  • Spirit Shield + Elemental Shield: -2 Pips
  • Stun all: -2 Pips
  • 45% Weakness: -2 Pips
  • AOE 45% Weakness -3 Pips

What This Means

These Pip reductions may NOT all be accurate, because determining the number of Pips a utility takes away is tricky. KI developer Mattnetic has said some utilities may cost less and others more. The issue is finding out which ones. Most pip reductions appear to be -1 one Pip, with AOE utilities such as Plague counting as -2. One for the utility, and one for the AOE effect. However, that still leave some loose ends, so allow me to to tie those up right now.

Because all King Artorius spells to get a 10% Pierce charm, the Pierce charm is not counted as a utility. Thus, every King Artorius spell gets it for free.

Rusalka’s Wrath gives either a 30% storm blade or a 30% Storm Weakness to the caster. Considering it has a chance to positively and negatively affect the caster, it was given 0.5 pips instead of 1.

Because the typical bubble would cost two pips, the Pip reduction is counted as two Pips.

Calculating the Pip reduction for an 800 Absorb was difficult. The actual Absorb spell is three pips for a 400 Absorb; therefore, wouldn’t it be counted as six Pips for an 800 Absorb? If so, then the DPP of Hungry Caterpillar would be extremely high. But that wouldn’t be, right? Would it? These things can be quite challenging. 

What Are Damage Multipliers?

You factor in a damage multiplier after you calculate a Pip reduction. For example, a standard damage multiplier is an AOE, or area of effect. An AOE spell is when a spell hits all enemies. Let’s take the spell, Glowbug Squall. This spell is an AOE, and it does 940 damage to all enemies. It costs five regular Pips and one shadow Pip. A Shadow Pip currently equals 3.6 Pips; therefore, Glowbug Squall would be 8.6 Pips in total.

AOE spells have their damage multiplied by 0.75, or 3/4. To account for this spell being an AOE, we get the inverse of 3/4 and multiply by 4/3. Instead of dividing 940 by 8.6, we would multiply 940 by 4/3 first to get 1253.3. Now, we divide by 8.6. Finally, this makes the DPP of the spell Glowbug Squall 145.7.

 

Calculating Drain DPP

Calculating the damage multiplier for drains was difficult. Thanks to the new spell, Ship of Fools, we can now figure it. Ship of Fools has two routes you can go and upgrade using spellements. One is damage, and the other is a drain.
 
We can now accurately compare drain damage to typical damage. For example, the final tier of Ship of Fools. We found drains to suffer a 0.88% damage dropoff compared to pure damage. The final drain tier for Ship of Fools deals 330 damage. The final pure damage tier for ship of fools deals 375 damage. 330/375 is 22/25, 0.88, or 88%. 
 
This rate stays consistent for each upgrade of Ship of Fools. Therefore, before we calculate a drain spell’s DPP, we have to multiply its damage by the inverse of 22/25, which would be 25/22, to find the true DPP.
 

Calculating DOT DPP

One more type of damage multiplier is “damage over time” or DOT. These spells have initial damage, and then the damage dealt over three rounds. Because this damage takes longer to deal, the damage is 25% higher than the average spell—DOT’s damage multiplies by 1.25. So, to find DPP of spells with DOT’s divide by 1.25 to get the final DPP value. 

X rank spells like Tempest and Snowball Barrage are not affected by the AOE multiplier. Because they already have their damage per Pip value listed on the card.

What do the Devs say?

The first chart here is from Ratbeard’s Dev Dairy, it shows the individual base DPP for each school of magic. In addition to the new and old DPP for each school’s Shadow-enhanced spells. 

With the damage per pip chart below, you will start to notice things with some spells above rank 7. The damage per pip curve caps off at eight Pips. It does not increase further. To account for this, rank eight spells and above get utility for cheaper then what a rank seven or lower would. They get these utilities at a 50% discount, compared to a rank seven or below spell. 

There is one utility that does not get this discount, the Scion Condition, which remains at -1 Pip, not -0.5. The discounted utilities are bolded on the chart.

Another thing to note is rank seven spells DO NOT get penalized for being an AOE. They are purposefully over the damage curve. None of the things mentioned above apply to Shadow enhanced spells.

Formulas: (x = number of Pips and y = utility Pip cost)

AOE: [(damage)(4/3)] / (x – y)

DOT: [(damage)(0.8)] / (x – y)

Drain: [(damage)(25/22)] / (x – y)

If you’re interested in learning more about DPP you can check out Ratbeard’s Dev Dairy on the subject with this link! https://www.wizard101.com/game/dev-diary/spell-balance-audit

Final Notes

Moving forward the it’s important to keep this information in mind:

  • One Shadow Pip equals 3.6 pips
  • Storm base DPP is 125
  • Fire base DPP is 100
  • Myth base DPP is 90
  • Death and Balance base DPP is 85
  • Life and Ice base DPP is 83
  • DOTs have a damage multiplier of 1.25
  • Rank 7 spells are intentionally above the curve in DPP (no x4/3 AOE multiplier when calculating DPP)
  • DPP scales slowly as spells start to cost more Pips
  • Shadow enhanced spells have a higher DPP compared to regular spells.

We hope this article helps you to understand the logic behind the recent changes to the game and how they will help balance things going forward. Personally, I am excited to see what new spells will be possible now.

Thanks For Reading!

Special thanks to Shawn Fire and Dustin from the Ravenwood Community Discord for assisting me in the many calculations throughout this article. I would also like to thank KI developer Ratbeard for responding to my questions about DPP so quickly, he was extremely helpful! And, thank all of you for reading. I hope you enjoyed this article as much as I did writing it. If you did, please check out the other guides and information Ravenwood Academy has to offer. Let us know what you think and what your calculations find in the comments below, or at the Ravenwood Community!! 
 

Starting Fishing: Avalon

After you complete the fishing quest “Not If I Catch ‘Em First!” in Dragonspyre, Lucky Hookline will send you on a journey to Avalon. 

Brooke Waterman awaits you in Caliburn with another quest, “A Fishy Competitor.”  As you enter Caliburn, Brooke will be found along the shore of the lake to your left.  I have marked her location on the map below.

Brooke will then send you to Caer Lyon to speak to her sister, Wren Waterman, who has a new fishing quest.  You’ll find Wren next to the river, as shown on the map:

The quest you receive from Wren Waterman is aptly named, “A Fishy Competitor”, as  you will be competing with her sister Brooke, to catch a wide variety of fish.

 

Goals:

1 Sword Tail / Rank 1 Fire / Caer Lyon / Winnow Fire Fish / Minor Flame Lure

1 William Walleye / Rank 2 Balance / High Road / Winnow Balance Fish / Winnow Rank 2 Fish / Minor Harmony Lure

At the end of this quest, Wren will give you a new one called “Angling Upward.”

In this quest, you’ll need to catch 4 new fish.

Goals:

1 King Mackerel / Rank 3 Ice / Rare / High Road / Winnow Ice Fish / Winnow Rank 3 Fish / Common Frost Lure

1 Sea Fairy / Rank 3 Life / Epic / The Wyrd / Winnow Life Fish / Common Vitality Lure

1 Hag Fish / Rank 2 Death / Sentinel / The Wyrd / Minor Repose Lure

1 Hamlet / Rank 2 Death / Dun Dara / Winnow Death Fish / Minor Repose Lure

At the end of this quest, you will earn a spell which Removes Rank 2 Sentinels. We can finally get rid of the Sentinels too strong for the Rank 1 Banish spell!

 

Tips:

Fishing takes patience, but it’s a great way to use your unused energy. 

You can keep your best fish and display them in aquariums, or sell your fish to Lucky Hookline for gold!

Many rare items can be found in fishing chests!

Don’t forget that the fish you see in front of you are not the same fish other Wizards see. Other players cannot catch or scare your fish away. However, if you catch a fish or scare it away, it will be replaced after 15 minutes.

If the pond does not have the right school of fish, scare them away by running in the water and come back later!

Also, remember that the first time you go to an area, they load the names of the fish. Of course, this is hard to see but always keep it in mind about rare and epic fish you are looking for. 

Good luck and let us know how your fishing adventure in Avalon goes!

Next destination: Azteca!

Until then, you can see more information about fishing here.

Good luck!

Starting Fishing: MooShu

Our journey brings us to Mooshu, to visit the wise old Fishmaster known as Ryoshi. He’ll help us along on our journey with new quests, new fish, new spells, and an opportunity to level up in fishing.

After finishing the final quest in Grizzleheim, “New Fishing Buddy”, we will be going to the Jade Palace in Mooshu.

Ryoshi will help us continue our adventure with a new quest:
“Fish, Glorious Fish!”

Goals:

Catch one Grape Jellyfish, a Rank 2 Storm fish.  You can find him in the Tree of Life.  To increase your chances use the Winnow Storm Fish spell and a Minor Spark Lure.

Catch one Origami Fish, a  rare Rank 2 Storm fish. This one will also be found in the Tree of Life.  To increase your chances use the  Winnow Storm Fish spell and a Minor Spark Lure

Once we have finished this mission, he will give us a new one:

“Cast of a Champion”

Goals:

Catch one Dragon Eel, a Rank 2 Fire fish.  He can be found in the waters of the Jade Palace. To increase your chances use the Winnow Fire Fish spell and a Minor Flame Lure

Catch one Sumo Koi, a Rank 2 Life fish. You will find him in Kishibe Village.  To increase your chances use the Winnow Life Fish spell and a  Minor Vitality Lure

Catch one Codfather, a rank 2 Death fish. He’ll be swimming around in the Ancient Burial Grounds.  To increase your chances use the Winnow Death Fish spell and a Minor Repose Lure.

Catch one Ninja Fish, a Rank 2 Ice fish. You’ll find him in Tatakai Outpost. To increase your chances use the Winnow Ice Fish spell and a Minor Frost Lure.

As soon as this quest is over, it will give us a reward, a critical spell to have! With this spell, we will be able to winnow Rank 2 fish! Thus, in combination with the other winnow spells, we can catch the fish we want:

Winnow Rank 2 Fish- Scare away all except Rank 2 fish

Ryoshi has 2 extra spells to sell us. They each cost 5,000 gold and to get them one must be a level 6:

Winnow Rank 1 Fish- Scare away all except Rank 1 fish

Winnow Rank 3 Fish- Scare away all except Rank 3 fish

These are 2 very important spells, as they allow us to scare away all other Ranks of fish, except what we are fishing for.  It helps us to catch the desired fish easily!

This ends our journey to MooShu and the basics of missions and spells!

Tips

Fishing takes patience, but it’s a great way to use your unused energy!

You can keep your best fish and display them in aquariums, or sell your fish to Lucky Hookline for extra gold!

Don’t forget that the fish you see in front of you are not the same fish other Wizards see. Other players cannot catch or scare your fish away. However, if you catch a fish or scare it away, it will be replaced after 15 minutes.

If the pond does not have the right school of fish, scare them away by running in the water and come back later!

Also remember that the first time you go to an area, they load the names of the fish. Of course, this is hard to see but always keep it in mind about rare and epic fish. 

We should not forget that Krokotopia, Zafaria, and Celestia also have fish available, even if there are no fishing quests located there. They will give us enough XP to be able to reach a higher level in fishing.

Our next destination is Avalon!

Until then, see more information on our site for more fishing and its secrets here and let us know what you think in the comments below!

Good luck!

Starting Fishing: Dragonspyre

Dragonspyre is one of the most important worlds for fishing spells in Wizard101!

Now that we’ve finished Grizzleheim’s “Ol ‘Fishing Buddy” mission, Lucky Hookline will give us the “Turn Up The Heat” mission. This takes us to Yuri Smokesnare in The Atheneum.

Yuri Smokesnare

If you need help finding Yuri, open the map to find the fishing icon:

You’ll start with the “For the Lava Fishing” mission. Before we begin, let’s see what fishing spells we can get from Dragonspyre:

Yuri’s Rank 2 fishing spells cost 1000 gold. These spells are helpful for fishing tournaments:

Reveal Large Fish – Reveal Whoppers and almost Whoppers.

Reveal Small Fish – Reveal Small Fries and almost Small Fries.

Timor Flamecaster

Timor Flamecaster is the next fishing NPC, You can find him in the Labyrinth in the Necropolis.

Dragonspyre / The Necropolis / The Labyrinth

Luckily, you don’t have to complete the dungeon. Timor will be standing by the entrance before the lava lake.

After reaching fishing level 2, we will be able to buy more fishing spells for 1000 gold each:

Reveal Fish Rank 1 – Reveal the location of all Rank 1 Fish.

The next spell, called Winnow,  is available at fishing Rank 3, also for 1000 gold each. Winnow is very important for fishing, since it keeps only the school of fish we want.

Winnow Balance Fish – Scare away all fish except Balance

Winnow Death Fish – Scare away all fish except Death

Winnow Fire Fish – Scare away all fish except Fire

Winnow Ice Fish – Scare away all fish except Ice

Winnow Life Fish – Scare away all fish except Life

Winnow Myth Fish – Scare away all fish except Myth

Winnow Storm Fish – Scare away all fish except Storm

Now that we have these spells, let’s return to Yuri in the Atheneum who has the next mission “For the Lava”:

Goals:

Catch one Fire School of Fish / Rank 2 Fire / The Atheneum

Without the Banish Sentinel spell, it’s hard to fish in areas with Sentinels. Instead, go to the Atheneum and catch this fish by using: Winnow Fire Fish / Charm Fish / Minor Flame Lure.

The completion of the mission will give us another quest: “Among Us Stalk the Sentinels.”

Goals

Catch one Dragonfly Fish / Rank 2 Life / The Atheneum / Winnow Life Fish / Charm Fish / Minor Vitality Lure

Catch one Hard Albacore / Rank 2 Death / Plaza of Conquests / Winnow Death Fish / Charm Fish / Minor Repose Lure

Catch one Sweet Yellow Grunion / Rank 2 Myth / The Crucible / Winnow Myth Fish / Charm Fish / Minor Fable Lure

When this mission is complete, you can start the quest: “Catch ‘Em If You Can.”

Goals

Catch one Red Armored Guard / Rank 1 Ice / The Atheneum / Minor Frost Lure (If you want to catch a Sentinel fish, press the space bar before the lure goes under the lava)

Once this quest is completed, you will receive the Banish Sentinel spell. This handy spell will remove rank 1 Sentinel fish from any fishing area it is cast in.

Reward: Banish Sentinels 1 – Force Rank 1 Sentinels to flee.

What a relief to finally have this spell! After this quest, we will earn the Dragonspyre Angler Badge.

Now, there’s one more quest from Yuri Smokesnare: “Not If I Catch ‘Em First!”

Goals

Catch 3 Ember Parrot Fish / Rank 2 Fire / The Tower Archives / Winnow Fire Fish / Banish Sentinels 1 / Minor Flame Lure

3 Trigger Fish / Rank 2 Fire/ The Grand Chasm / Winnow Fire Fish / Banish Sentinels 1 / Minor Flame Lure

Completing this quest will reward you with a Dragonspyre-themed regular keeper aquarium:

Once you complete the quests and earn Fishing Rank 6, you can train new spells from Yuri.  These powerful level 3 lures cost 5000 gold each.

Common Harmony Lure – Catch a Rank 3 fish with a Balance Lure

Common Repose Lure – Catch a Rank 3 fish with a Death Lure

Common Flame Lure – Catch a Rank 3 fish with a Fire Lure

Common Frost Lure – Catch a Rank 3 fish with a Ice Lure

Common Vitality Lure – Catch a Rank 3 fish with a Life Lure

Common Fable Lure – Catch a Rank 3 fish with a Myth Lure

Common Spark Lure – Catch a Rank 3 fish with a Storm Lure

 

Tips

Dragonspyre is a world full of new fish that will give you enough XP to level up.

The best method is to catch the common fish, then rare fish, and finally the epic fish.

You can see the Fish Locator Table to see what you are missing from your Angler’s Tome.

Of course, fishing is always a great way to use unused energy! But you’ll need to be patient with Dragonspyre fishing. Because there are so many different fish, you may not catch the one you need first try.

As mentioned before, remember that only you can interact with the fish you see. No other player can remove your fish, and you can’t remove theirs either. After catching a fish, the pool will replace your caught fish after 15 minutes. If the pool does not have the fish you want, drive out the unwanted fish and wait for a new set to return.

Our next destination is Mooshu.

Until then, see more information on our site for more fishing and its secrets here and let us know what you think in the comments below!

Good luck!

Crafting Aquariums in Wizard101

A very important item for any fisherman in Wizard101 is the aquarium. They are great for anyone who collects fish and wants to show them off in their castle. But, how do we choose the right aquarium for each fish that we catch? How do we transport the fish and craft an aquarium? Join me as I explain everything about Crafting Aquariums in Wizard101!

Transporting the Fish

By clicking “V” we can see our Fish Basket. The basket only holds 100 fish. You can either sell them, let them swim around your underwater castle, or put them in an aquarium. Be careful, there is a risk of selling fish that you want or need since you can’t lock fish! 

To put a fish in the aquarium select it in the place item screen and click the fish symbol that appears. This will allow you to choose a fish from your basket to place in the aquarium.

When you click on the aquarium you will see two tabs. One is for the fish in your inventory that can fit in this aquarium. The other is for the fish that are in the aquarium already.

From there we can add or remove fish, depending on whether it’s a multi-tank or single aquarium.

To transfer fish between Wizards you need to have the right aquarium. We can transfer the tank to the shared bank with the fish inside. Put the aquarium in the shared bank and take it out with your other Wizard to transfer the fish. From there, remove the fish you want from inside the tank. After you empty the tank you can place it back into the shared bank. You can do this as many times as you want or need to!

Choosing the right aquarium for our fish

Fish come in 3 categories: Tall, Regular & Large.
 
These are the basic categories, so make sure you are crafting the right aquarium.
 
They are also divided into three more sizes, depending on the fish: Whopper, Keeper, and Small Fry.
 
This means that we have 3X3 = 9 different aquariums. 
 
By opening your Fish Basket, you can see which of the nine categories your fish belongs to. You can find the right aquarium, from the symbol next to its image, when you hover your mouse.

We must not forget that the most common aquarium for most fish is the Regular Keeper Aquarium or the Regular Keeper Multi-Tank aquarium. Multi-tanks can hold 9 fish and count as 1 item in our homes or backpack. So, it is better to deal with them more.

Where can we find them?

There are currently only 4 NPC’s that sell crafting recipes. The Crowns Shop also has several aquariums and Multi-Tanks for sale. There are always special event and holiday tanks at different times of the year.
 
All 4 NPC’s have exactly the same aquariums, but with a slight difference in appearance. To me, Dragonspyre is the most beautiful. But, both recipes are suitable for all our fish. Frode Silverscale has 6 more crafting recipes because he also has Multi-tanks. But, you should know that the category of Whoppers is missing in his Multi-Tank aquariums. So, it is 6 and not 9. We will take a look at all of them.

Eudora Tangletree/ Wizard City - Olde Town- 9 recipes

Frode Silverscale/ Grizzleheim - Northguard - 15 recipes

Yuri Smokesnare / Dragonspyre - The Atheneum - 9 recipes

Balthazar Dragonthorn / Dragonspyre - The Atheneum 9 recipes

So, there you have it! All the information you need for Crafting Aquariums in Wizard101.

I hope my article helped you understand how aquariums work and which one is right for you when you decorate your castle.

I look forward to seeing photos of your aquariums! Let me know in the comments, or at Ravenwood Community if you have any questions. Until next time, I’ll be fishing in the Spiral. See you there!

~ Erin Eaglecaller

More fishing articles

Complete list of Fish

Spring Update: Castle Decorating

Now that Test Realm has gone live, there are exciting things afoot with Castle Decorating. You can move items where you couldn’t before without rugs, platforms and crates! Definately a game changer for all of us Castle glitching/decorating nuts. Join me as we take a look at the new Spring Update: Castle Decorating.

Advanced Move Function

A new element has been added that allows us to move any item within our castle in multiple ways. We can move objects side to side, forward and backward, or up and down. This will make decorating our castles a whole lot easier!

When you open the button to move items within your castle, you’ll notice a new button. There is now an arrow button. This opens up expanded choices for movement.

There are 2 ways to utilize the new feature. For folks like me, the basic one gets the job done. There is also an advanced menu that can be found for even more detail in placement.

There are many exciting new options available. You can move an item left and right, forward and backward, or up and down. By adjusting the sensitivity you can change the distance that the object moves. This opens up some amazing possibilities.

In this picture, I adjusted the sensitivity to the highest setting and moved the log all  the way to the left. That moved it over the water. Previously, if you wanted an item on the water you would have to glitch it.  Not only is this easier to do, but it also saves time and gold.

In this picture, I have adjusted it all the way forward. You can see the differences between this picture and the last one. Look carefully at where the slider bar is on each of the options.

In the first two pictures, I show how an item can be raised or lowered to suit your needs. The last pictures show you a few ways you may not have thought of to use these new features to the fullest. 

Last, but not least

One final very important piece of information. Once you have the item exactly where you want it, don’t forget to click on the green check mark button. If you fail to do this, the item will revert to it’s previous position, and you’ll have to start over.

So, there you have it! Personally, I think this is one of the greatest housing updates they have ever added. Castle glitching has forever changed and is easier than ever before. I hope this update will get more of you playing around in your castles, creating amazing effects. Combine these effects with some castle magic and you’ll be in the top of castle tours before you know it!

I’ve made a short video showing the how-tos of this wonderful new addition to Wizard101 castle decorating.

Let us know what what your new decorating plans are, and what you think of this amazing new update in the comments below or at Ravenwood Community. See you there!

Spring Update Notes
Link to our other Housing Guides

Spring 2020 Test Realm Updates!

As we enter April, the first Wizard101 update for 2020 is here!!! Past Spring Updates have brought popular quality of life changes, as well as new features and systems. Two updates you may remember included Monstrology and Hatchmaking. The 2020 update lives up to those expectations without a doubt. So, let’s explore what Spring is going to bring to the Spiral this year!

Beastmoon maps and changes

The first thing KI revealed early told us a lot about the future of the Beastmoon Hunt. We get two new maps in the hunting grounds! A beautiful, underwater Celestian building and an industrial Aquilan quarry. These new maps add swimming and new adventure to Beastmoon Hunt, potentially changing strategy and game-play.

In the same teaser we learned that changes would be made that will allow us to group-up and hunt together with our friends!

pets!

Pets are receiving lots of attention in this update! The first change we’ll look at is an update to pet training. The new system works in tiers. Upon completing any pet mini-game 25 times, the option to skip the game unlocks. This new system allows you to feed your pet snacks and level them up faster than ever before. I feel that this update will help make pet training more accessible to Wizards of all levels. Below you can also see the new Pet UI and the new pet-based event, the Pet Promenade.

The addition of an exciting new pet talent, called “Will-cast” is the next fantastic update. Unlike May-cast talents, Will-casts aren’t cast by random chance. Instead, the talent appears in your Wizards’ hand to be cast at your direction. While currently restricted from PvP, it could be interesting to see this come to the Arena if it could be balanced. The new stat called Happiness determines these talents. To cast a Will-cast spell, you need a high enough level of Happiness.

You can control your pets if your Happiness is high enough. This depletes at a rate of 5 Happiness per second, but you can feed your pets snacks to increase their Happiness as you go.

Set Bonuses!

New set bonuses could redefine the “best” gear sets entirely. Now, equipping multiples pieces from a gear set will give you bonus statistics. This update allows for gear adjustments and stat maximizing that were never possible before, potentially unlocking exciting new gear setup strategies. We also get a brand new interface for inspecting gear! Now you can use Ctrl + Right-click to see where another Wizard got their gear!

New gold key boss

This update also brings an exciting new boss to challenge us! Meet Fellspawn, a new Gold Key boss that was locked away inside the Wizard City catacombs by the ancient Druids. Although the challenge is nice, Fellspawn is not too difficult and is expected to drop Dragoon’s gear!

Fishing in Khrysalis!

Fish have slowly spread through the Spiral over the years. Now, fishing has finally come to the end of the second arc in Khrysalis. There are eight new fishies for you find, so go out there and catch them all!

Housing!

This update also brings a much-awaited quality of life change to housing. The new Advanced Move system makes the old rug-glitching system practically irrelevant. Items can now be moved or placed wherever you see fit!

Shadow Magic

Impactful changes are coming to Shadow Magic. Now, Shadow enhanced spells like Shrike will backlash every single time. Backlash starting values have changed, and final backlash caps out at +70%. For example: at the start of a round when you cast Shrike, you will get +40 Backlash. When you blade or hit, you receive -10. So, even if you flawlessly execute your Shadow’s preferred moves, you will still be hit with at least ten backlash at the end. This change will be impactful in PvE and the Arena. Further changes in the Arena include PvP becoming turn-based as the standard mode, and tournaments free to enter. However, tournament rewards have been temporarily removed.

All of this is subject to change, as that is the fun of Test Realm. Make sure to log on and check it out yourself. Don’t forget to let us know what you think at the Ravenwood Community, or on Twitter. We would love to see pictures of your adventures in Test Realm, like this one of me as my pet little Boomer!