Skeleton Key Spiral Tour

Do you have plenty of Wooden, Stone or Gold Skeleton keys?

Have you collected so many Skeleton Keys that you don’t know what to do with them? Or, maybe you just earned your first key and can’t wait to use it!?

This guide will take you on a tour of every Key Room in the Spiral. You will discover chances at rare and special drops and collect many cool badges on the way! So, let’s get going!

Wizard City – Olde Town – Roberto’s Sanctum

Roberto’s Sanctum is found in Roberto’s Lair in Olde Town, Wizard City. It requires a Wooden Skeleton Key to enter, and contains Roberto. Wizards first come here during the quest Unlocking the Truth to retrieve a family heirloom for Diego the Duelmaster.

Roberto brings you the first place to farm for 7 Day mounts like Enchanted Broom, Horned Sweeper, Purple Glider or a cool wands like Roberto’s Rapier. You may also receive an Adept’s, or Novice’s Socket Wrench, or a Wooden Skeleton Key which will enable you to return again.

Wizard City – Crab Alley – Crab Alley Wooden Key Room

The Crab Alley Wooden Key Room is found immediately upon entering Crab Alley from Triton Avenue in Wizard City. It requires a Wooden Skeleton Key to enter, and contains the boss, Spirit of Ignorance.

This is a good spot to farm for cool stitching gear like Rhapsodist’s Cap, and the Purple Fairy Wings mount. There is a good chance of getting Wooden or Stone Skeleton Keys.

Strategy: If a Wizard is late to join the duel, Feckless Soul will cheat-cast a spell that steals one pip. Use blades and traps to defeat this Boss.

Wizard City – Sunken City – Simon’s Workshop Stone Skeleton Room

Simon’s Workshop is in the Sunken City, near the entrance from Nightside. Defeating this cheating boss will earn the Simon’s Bane badge.

 Farm Simon’s Workshop for Hairstyles like The Dreamweaver, The Manticore, The Restless Titan, The Raven Eye, and more.Daniel’s Answer of Life, a wand with five percent pierce can be found here. Housing Items like White King Chesspiece, Pets like Fierce Hound, Snacks, Couch Potato Seeds and many 7 Day Mounts like Ancient Koy, Bat Wings, Hippogriff, and Purple Glider. There is also a chance of getting Stone Skeleton Keys.

Strategy: If a Wizard joins the duel after the second round the Boss will cast Mana Burn. Place the hitter in the last position, use first and second round to blade, trap and feint. Don’t blade yourself or he will remove them, blade the hitter. Hit on the third round to finish the battle.

Wizard City – Castle Darkmoor – Castle Darkmoor Gold Key Room

The Castle Darkmoor Gold Key Room is found in the stairway leading up to the observatory inside Castle Darkmoor, and requires a Gold Skeleton Key to enter. It can be accessed after the duel with Sir Blackwater and contains a Locked Chest.

Castle Darkmoor is an excellent place to farm for level 100 Mastery Amulets like the Death Mastery, Howling Werewolf’s Collar. The Mastery Amulets that drop here provide accuracy, damage, and a handy Shadow Shield. A few other notable drops include Gold Skeleton Keys and the Soulful Knight pet.

Wizard City – Castle Darkmoor – Upper Halls Gold Key Room

The Upper Halls Gold Key room is found on the spiral staicase following the first fight. It requires a Gold Skeleton Key, and contains the boss, Bunferatu. Defeating Bunferatu grants the Bunferatu’s Downfall badge.

This Room is a good place to farm for level 100 Rings with 10% Damage like the Spirit of Darkmoor’s Band or the Band of the Cold Grave. Pets, Snacks, there is also a chance of getting Gold Skeleton Keys.

Strategy: Place the hitter last. Blade the first two rounds, no traps. Trap and Feint on the third round, then hit on the fourth. You can use any blades or traps you have on the hit round.

Wizard City – Castle Darkmoor – Graveyard Gold Key Room

The Graveyard Gold Key Room is inside the Graveyard instance, in the first area with Yevgeny NightCreeper. It requires a Gold Skeleton Key to enter and contains the Boss, Aphrodite II. Defeating Aphrodite grants the Flower Power badge.

Aphrodite II drops the best level 100 damage ringsIt is also a good spot for Energy Gear and the Life spell Sacred Charge. There is a chance to get your key back, and you will need to farm with a full team of Wizards in order to defeat this Boss.

Strategy: Check out Ravenwood Academy’s guide including deck set-up tips and strategies for every position here.

Wizard City – The Catacombs – Fathomless Tomb

The Fathomless Tomb Gold Key Room is inside the Catacombs, in the left corridor opposite to Viggor’s Tomb. It requires a Gold Skeleton Key to enter and contains the Boss, Fellspawn. Fellspawn grants different badges depending on the number of times you defeat him!

This is the place to farm if you are looking for the Vanguard’s Gear like Vanguard’s Shocking Boots, it also drops Dragoon’s Sets and Gold Skeleton Keys.

Strategy: Do not use blades. Use Feint, Mass Feint or traps instead. Fellspawn has two phases; Storm and Moon. While he is in either phase, your Wizard cannot blade. When he is in his Moon phase your Wizard cannot place traps on him, but previously placed traps will not be removed. The ideal team uses two hitters. One to focus on the boss, and other to focus on minions. Bad Juju and other weaknesses can be helpful here to reduce this Boss’s outgoing damage.

Wizard City – Ravenwood – Krampusgarten (Wooden, Stone, Gold Lock)

The Yuletide Feasting Hall connects to the following three instances, where Krampus can be fought:

  • Krampusgarten (Wooden Lock)
  • Krampusgarten (Stone Lock)
  • Krampusgarten (Gold Lock)

Krampus can be found during the Christmas event in:

Ravenwood, Colossus Boulevard, Celestia Base Camp, and Walruskberg Harbor.

This Room is a good place to farm for the Krampus’ Tolltaker wand, Christmas Items like the Yuletide Wood Paneling, Pets like Maple Moose or SnowballChristmas Seeds, and Mounts like Blue, Green and Red Candy-Canes

Strategy: The hitter should enter last. The team should blade the hitter to finish with a single attack on the third round. Krampus will remove any blades you cast on yourself, but not blades cast on someone else. To avoid Beguile, use a single attack. The hitter may blade himself using Aegis. Do not use Feint of any kind.

Drop list

Krokotopia – The Oasis – Sapoti’s Landing Wooden Skeleton Room

Sapoti’s Treasure Chamber is accessed from the Skeleton Key Room known as Sapoti’s Landing. The chamber contains a master-thief named Sapoti and his minion, who managed to lock themselves inside. Defeating them earns the Sapoti’s Savior badge.

Farm Sapoti’s Landing for level 15 Wands like the Fenix Ashen Staff , which gives two percent damage. Other drops include the Foxy Dragon Pet, Krokotopian Housing Items and the Adept’s or Expert’s Socket Wrench. Wooden Skeleton Keys also return here.

Krokotopia – The Oasis – Ra’s Reading Room Wooden Skeleton Room

Ra’s Reading Room is accessed from Ra’s Landing inside the Library in the Oasis, Krokotopia. It requires a Wooden Skeleton Key to enter and contains the boss, Ra. Defeating Ra grants the Reading Room Roustabout badge.

This Room is a popular place to farm mounts like the Camel, Crokagator, Mander Palanquin, and the Moonlight, StarlightStarshine and Sunshine Ponies. Wizards also farm here for level twenty Crowns gear, and Crowns wands. Other drops include Krokotopian housing itemsAmber, pets such as Mummy Cat, and seeds including Key Lime or Sunion. Adept’s or Expert’s Socket Wrench and Wooden Skeleton Keys finish out the offerings found here.

Krokotopia – Kembaalung Village – Pagoda of Harmony Wooden Key Room

The Pagoda of Harmony Wooden Key Room is accessed from inside the Pagoda of Harmony instance, following the duel with Tsutsui. It requires a Wooden Skeleton Key to enter and contains a Locked Chest.

This room is a good place to farm for popular level 20 amulets like the Kembaalung Blizzard Charm. Rings like the Monk’s Ring of Dedication, Three percent damage wands, and Crowns pets like Red Panda or Lavender Foo Dog. There is also a good chance of getting Wooden Skeleton Keys.

Krokotopia – Kembaalung Village – Hollow Mountain Wooden Key Room

The Hollow Mountain Wooden Key Room is inside the Hollow Mountain instance. You will find it following the first fight with the Hoof Ninjas in Hamakala’s Mausoleum. It requires a Wooden Skeleton Key to enter and contains the Boss, Temple Phantom. Defeating the Temple Phantom grants the Phantom’s Menace badge.

Kembaalung is a good place to farm for the Gold, Blue or Silver Kirin Mount and the Band of Harmony Ring. The only ring that gives 2% universal resistance to Balance! There is also a chance of getting Wooden Skeleton Keys.

Krokotopia – Lower Zigazag – Lower Zigazag Stone Key Room

The Lower Zigazag Stone Key Room is in the Lower Zigazag, following the first fight with the Ravenous Teeth. It requires a Stone Skeleton Key to enter and contains the Boss, In’Zhizor. Defeating In’Zhizor grants the In’Zhizor’s Undoing Badge.

Farm here for 38% block and 2% pierce Wands like the Eternal Verses of Anubis. Damage Athameslike the 8% Ammit’s Claw of Revolution can also be found. Wooden Skeleton Keys sometimes return here, so bring your friends.

Krokotopia – Lower Zigazag – Lower Zigazag Wooden Key Room

The Lower Zigazag Wooden Key Room is located inside the Lower Zigazag instance, behind the second set of caged Manders. It can be accessed with a Wooden Skeleton Key, after defeating the Ravenous Teeth (Death), and contains a Locked Chest.

This Room is a good place to farm for some of the best level 60 Amulets like the Charm of the Soul Devourer. School specific Amulets that will give you health, 2% damage, and blade item cards. Pets like the Mummy Cat or Royal Ibis drop here, there is also a chance of getting Wooden or Stone Skeleton Keys.

Krokotopia – Upper Zigazag – House of Scales Stone Key Room

The House of Scales Stone Key Room is inside the House of Scales instance, following the second fight with the Condemned Soldiers. It requires a Stone Skeleton Key to enter and contains the Boss, Bellosh. Defeating Bellosh grants the Caged the Elephant badge.

The House of Scales is a good place to farm for the only level 60 Deck that gives 1% Accuracy with a Triangle Socket. You can also get the Mander Palanquin Mount, and there is a good chance of getting Stone Skeleton Keys.

Strategy: One Wizard should hit Bellosh every single round to prevent him from casting Ra. Then, kill him as fast as possible using any traps or blades you like.

Marleybone – Barkingham Palace – Main Hall Wooden Key Room

The Main Hall Wooden Key Room is found on the second level of the Main Hall instance and requires a Wooden Skeleton Key to enter. It can be accessed after the duel with Chief Whip and contains a Locked Chest.

This Room is a good place to farm for level fourty rings like the Marleybone Fog, athames like the Royal Athame of Duality, pets like the Wolf Hound or Dapper Corgi, and Wooden Skeleton Keys.

Marleybone – Barkingham Palace – State Wing Wooden Key Room

The State Wing Wooden Key Room is inside the State Wing, following the second fight with the Enfield Tricksters. It requires a Wooden Skeleton Key to enter and contains the Boss, Billy the Cutter. Defeating Billy the Cutter grants the Cutter’s Bane badge.

This is a good place to farm for level 40 rings like the Jackall’s Ring of Duality, which gives 5% Storm damage, or pets like the Dapper Corgi. There is also a good chance of getting Wooden Skeleton Keys.

Strategy: Don’t cast any shields or he will steal them, just blade and trap to finish in one round.

MooShu – Cave of Solitude – Cave of Solitude Wooden Key Room

The Cave of Solitude Wooden Key Room is in the Cave of Solitude Skeleton Key Room. It requires a Wooden Skeleton Key to enter and contains the Boss, Takanobu the Masterless. Defeating Takanobu grants the Master of the Masterless badge.

Farm here for the Catch of the Day Storm spell and the Katana of Takanobu’s Wrath wand, the only one percent universal resistance wand in the Spiral. There is a good chance of getting Wooden Skeleton Keys. Because of this, I suggest farming in groups of 3 or 4 Wizards to increase your chances of getting a key back.

Strategy: Have the hitter enter the battle last, and use FeintMass Feint or any traps you can stack as a team to defeat the boss and minions all at once. 

Zafaria – Waterfront – Waterfront Stone Key Room

The Waterfront Stone Key room is accessed from the Waterfront Skeleton Key room. This is the home of the Witch Doctor to whom Captain Hockins has come to have his curse removed. Defeating them earns the Hockins’ Hex badge.

The Waterfront is a good place to farm for the Pirate Rowboat mount and Burlap Boy pet, the Adept’s, Novice, or Expert’s Socket Wrench and Wooden, Stone or Gold Skeleton Keys.

Strategy: This Boss is nearly immune to every attack. I suggest that you use Shadow Shrike if you can. When a Wizard attacks directly, the Boss will give you a 10% Piercing Blade. If the next Wizard attacks he will then give you a 20% Piercing Blade. So, eliminate the minions first. Then attack the Boss until you start getting enough Piercing Blades to end the battle.

Avalon – Crystal Caves – Crystal Caves Stone Key Room

The Crystal Caves Stone Key Room is accessed from the Crystal Caves Skeleton Key Room. It requires a Stone Skeleton Key to enter and contains the Boss, Lambent Fire. Defeating Lambent Fire grants the Lambent’s Damper badge.

This room is a good place to farm for Burning Rampage, a Fire spell that is popular in PvP. This Boss has a good chance of dropping Stone Keys, so farm in groups to get the most chances.

Strategy: Check out Ravenwood Academy’s amazing Two-Turn Farming Strategy right here!

Azteca – Three Points – Eternal Sanctum Stone Key Room

The Eternal Sanctum is inside the Black Sun Pyramid Master Chamber, following the fight with Belloq. It requires a Stone Skeleton Key to enter and contains the Boss, Ixcax CursedWing. Defeating Ixcax grants the Ixnay on the Ixcax badge.

Not surprisingly, the Azteca Key Room is a good place to farm for Dinosaur Mounts. Mounts that drop here include: Ankylosaurus, Arcus Cloud, Crokagator, Feathered Raptor, Gold-Wrought Eagle, Jeweled Scarab, Triceratops, and the Tyrannosaurus Rex. There is a good chance of getting Wooden Keys or Golden Keys. You can also get housing items such as the Azteca Fire Pit or Aztecosaur Stela. Snacks, Amber, Cool Pets like Royal Ibis or Therizinosaurus and rare Treasure Cards like Monsoon Hound round out the selection of possible drops. 

Strategy: Use all blades and traps except regular Feints. You can use Potent Feint, just avoid un-enchanted Feint. Minions cast Beguile sometimes, so try to eliminate them first, then focus on the Boss.

Polaris – River of Frozen Tears – Icefall Cavern

Icefall Cavern is near the Sunless Shrine, in the River of Frozen Tears. This Gold Key room is accessed from the “Skeleton Key Room” sigil and connects to Omen’s Hideout, which contains the Boss, Omen Stribog. Defeating Omen grants the Omen’s Adversary badge.

Omen Stribog is a good Boss to farm for many things including the Luphilim’s Eternal Deck. Mastery Amulets like the Luphilim’s Grim Chain will give you health, 6% school specific resistance and a school blade.

Other notable drops include:

Crowns Gear like Seal Team Assault Helmet, Housing Items like the Polarian Well and Lydia’s Cold Table. AmberPets including the Floe Siren and Snowball. Mounts including Frostfang Tiger, Himoolayan Yak, Luphilim Wings, Owl, Snow Ram, White Stag, Winter Treant, WinterGlide Skates. There is a good chance of getting Gold Skeleton Keys, Artisan’s, and Master Socket Wrench.

Strategy: Eliminate the Sentinel first by stacking school-specific traps and Indemnity Feint. Do not use blades. It’s recommended to have a Fire school hitter, who casts Backdraft. Remember to use Shatter before hitting to remove all of the Sentinels shields. After defeating the Sentinel you can use blades. Stack blades and traps to finish the battle with an All-In-One attack. 

Mirage – Aggrobah – Vault of the Verboten Gold Skeleton Room

This room is accessed via the “Skeleton Key Room” sigil in the River District of Aggrobah. It connects to the Vault of the Verboten, which requires a Gold Skeleton Key and contains Verboten Mimic. Defeating this cheating Boss earns Wizards the Mimic Muter badge.

If you are looking for the best level 120 Critical Ring then this is your place to farm. Rings like Drake Ancestral Signet with 10% Damage and 84% Critical will help your Wizard to achieve maximum Critical.

Strategy: This Boss has five different forms that change at random. Every Boss form has different cheats, based on the cheats they had the first time we faced them. You can use Feint on almost all of them except Cyrus Drake and Luska. Just blade, trap and Feint to kill the boss and minions. Minions only materialize when the Ghost Dog or Mithraya forms appear. Bring Shatter in case Gobblestone shows up and casts his cheat; a stacked Tower Shield, Legion Shield, and Brace aura.

Empyrea – Zanadu Sewers – Corporal Tenni’syn Gold Key Room

Corporal Tenni’syn is a boss located in the Zanadu Sewers.

The Sewers are a good place to farm for 125 level Robe and Stitch Robes. Wizards looking for some extra Critical and Damage will farm here for robes like the Radiant Light Brigade Armor witch gives 23% Damage and 110% Critical. This robe is a good choice for every school except for Storm. You can also get Crowns Gear like the Comfort Zone Hat, or wands like the Mirrorsphere Relic. Jewels like the Shiny PIP Hematite, or the Sparkling Critical Citrine, Amber, Pets, Couch Potatoes, and rental Mounts like the Gobbler, Light Blades, Junk-Copter, and Royal Lioness. There is a chance of getting Artisan’s or Master’s Socket Wrench and Gold Skeleton Keys.

Strategy: Feints are allowed once per round. Death can spam Bad Juju to decrease damage. The Wizard with the most resistance should join first. Stack every Feint you can including Potent and Treasure Card Feint. Scion should kill after stacking blades and traps in the fourth round.

Empyrea – Northeast Aeroplains –  Aethyr Elemental Gold Key Room

Aethyr Elemental is a boss located in Northeast Aero Plains near the bridge. Defeating an Aethyr Elemental grants the Aethyr Eater badge.

Farm here for Robes, Mastery Amulets like the Immutable Zanadu Pendant, or Wands like Sycorax’s Crook of Tempests with 85% Storm Critical. Empyrean Housing Items, Snacks, Jewels, and Pets like the Dark Hound. The Aethyr Cloud Mount drops here. There is also a chance of getting a Grandmaster Socket Wrench, or a Wooden, Stone or Gold Skeleton Key.

Strategy: Use Indemnity Feint on the Boss. Stun Block the main hitter. Stack traps on the Boss, then blade the main hitter and the secondary hitter to finish the fight fast. 

Well, what a trip! That is every Key room in the Spiral from Wizard City to Empyrea. We hope you had fun and found something new. Let us know what your best drop on the tour was in the comments below, or over at Ravenwood Community.

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!

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!

Ravenwood’s Spiral of Gauntlets

Community House Party!

This Saturday, June 27th, meet us at the Fairegrounds in realm Pixie at Noon EST for a lift to the party house where we will have Gauntlet runs and friendly PvP with the entire Ravenwood Community. Every housing gauntlet in the Spiral and 6 PvP rings are open at this free-to-play party. So, bring your friends and show them around!

Summer Fashion

But wait, that’s not all! This week, join us as we bring back a very special Ravenwood event.  Show off your fabulous summer stitch in the Summer Fun Fashion Competition for a chance at some amazing prizes!

1st Place – 5000 Crowns and a Charmers Mystical Flute
2nd Place – 2.5k Crowns and an Archangels Attire Set
3rd Place – A Sunflower Skimmer Mount

 If you want to be considered for this fashion event send an application in before this Wednesday at Midnight EST. Screenshots will be judged by the Ravenwood Academy Events team and published here for all the Spiral to see!!

Apply Here:
Fabulous Summer Fashion Application

Keep your eye on our Official Social Media channels for more details and updates as the event draws near. 

Our Official Porting Team will be at the Fairegrounds in Realm Pixie. Meet us there and a porting Wizard will bring you to the party!

Farm Castle Gauntlets with help from the Ravenwood Community Helping Henchmen and party with the community. Voice chat is available on Discord so you can hang out with your friends in real-time!

Follow Ravenwood Academy as Amber on Twitch to catch our events and other fun streams.

Available Gauntlets

The Accursed Play Gauntlet
The Great Clock Gauntlet
Grand Tourney Arena
Sinbad and the Iron Sultan Gauntlet
Spiral Cup Gauntlet
Midnight Sun Pagoda
Winterbane Hall
Fantastic Voyage Expedition
The Doomsday Krok Gauntlet

Porting Wizards

Look for the Official Porting Team at the Fairegrounds in realm Pixie!

Discord Moderator ManaSamantha LifeWhisper
Discord Admin HunterHunter StrongStone
Discord Admin CyclicGavin Bane
Discord Admin TraidAlexander FireBlood
Discord Admin ShadowAmber
Facebook Moderator Kenny – Michael Thunderblood

Add one of these Wizards to get a ticket to the party that will allow you to return all day long!

Helping Henchmen

Our community Helping Henchmen and Staff will be looking for teams that need a hand. We want everyone to have fun. Every level of Wizard is welcome and needed at the event. This might be a great time to start a new Wizard, or teach the game to a family member or friend. Don’t be afraid to ask out loud for a team, we will help you get matched up for maximum farming fun!

Follow our Social Media channels or join us on  Discord for more questions. We can’t wait to see you there!

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!

The Forgotten Lore of Celestia

Warning Spoilers Ahead!

Long ago, the Astral Wizards of Celestia created powerful magic using the energy of the Stars, the Moon, and the Sun.

The sorceress Morganthe, a Queen of the Shadow Web, wanted the secrets of Celestian magic at all costs. The Celestians refused her, so she raised a Dark Army and sent it against them. After decades of battle, the Astral Wizards realized their world would fall. They summoned the Storm Titan to defeat Morganthe’s legions and to bring their world safety.

The Storm Titan betrayed the Celestians by sinking their world beneath the Waves together with Morganthe’s invading forces. Realizing they were doomed, the Celestians raised mighty Domes to protect their treasured city from the waves, though it was too late. They perished along with Morganthe’s invading army. Celestia was lost to the Spiral, its Spiral Door closed forever.”

-KingsIsle Entertainment

From Fire to Water

Salutations once again Wizards and Pirates! Welcome to another installment of Forgotten Lore. We’ll be diving deep into the secrets you might have missed in your travels. Last time I told you the lost history of the fiery realm of Dragonspyre. Today I will tell you the secrets of Celestia. Let’s dive in!
 
Celestia was the first world of Wizard101’s second story arc launching in the summer of 2010. The new world introduced the three Astral schools to the game. This world inspires thoughts of the lost city of Atlantis.
 
There are secrets hidden throughout Celestia, written upon the walls. Hidden in plain sight lie interesting niches of its ancient society and culture. Celestia, much like Dragonspyre, is an ancient world that also fell victim to destruction by titanic forces. But the possible reality behind the reason for the summoning of the titan may surprise you. So sit back, relax and let me tell you a story…

Celestia and its People

They say that the Celestians were an incredibly advanced magical society. Many say they were ahead of their time. Its people were both powerful and wise. Peaceful, intelligent beings. They were devout in the pursuit of knowledge across a wide array of subjects not only astral magic. A culture of Wizards and inventors creating magical contrivances. Items to aid in their everyday lives. They were a culture of people who looked closely at the effects of their choices. Not only upon themselves but the Spiral as well.

The Origins of the Spheres 

However, the story of Celestia’s beginning starts with Bartelby and Raven. They say in the “Light of the Spiral” that Bartelby and Raven set two shinning spheres within the darkness. Bartelby’s was golden and illuminated the sky around it. Raven’s was silver and cold and unable to push back the darkness around it. From there the “Tome of the Sun” recounts the arrival of the sun avatar, Mithraya, and her command to build a great hall. It would later become the Trial of the Spheres. We know this as fact as Mithraya still resides in her Solar Sanctum to this day.
 
The Celestians would rise around it. Mastering the powers of astral magic and fiercely guarding its secrets. The people of Celestia would go on to become one of the most advanced societies in all the Spiral. Expanding their knowledge of the universe, creating a myriad of magical wonders. Always exploring into unknown. A Celestian, Phaeton, would oversee the construction of the Solarium, Lunarium, and Stellarium. These would serve as hallowed ground for the Celestians. Standing as houses of learning, and symbols of Celestian knowledge.

A Gap In Time

This is where the early history of Celestia ends. Anything between this period and the war against Morganthe vanished. As a result of Celestia sinking beneath the waves, everything disappeared. What might have been is generally unknown. Events that might have transpired? The marvels of the Celestian’s contrivances? The Celestians advances in the realms of magic, science, and society all disappeared. This is until new information emerges. Until then one thing is certain. Most of Celestia’s history lies not in its murky beginning, but rather in its unfortunate demise.

The Beginning of the End

Morganthe’s arrival spurred the beginning of the end for the Celestians. When she arrived, she demanded the secrets of astral magic from the Celestians. They were quick to deny her. Infuriated, Morganthe resolved to achieve mastery of the astral schools at any cost. So she amassed an army to take such knowledge by force. Thus, it was the beginning of the war between Celestia and the forces of the Shadow Web.
 
The siege of Celestia dragged on. Casualties began to pile on either side, and the Celestian’s strength began to wane. Morganthe’s forces had weakened them significantly. They were uncertain of how much longer they could hold off the enemy. So the Celestians turned to a fickle and unreliable ally, the Storm Titan.
 
Summoning a Titan is a risky business! No mortal beings have ever been successful in commanding one and lived to tell the tale. And the Celestians knew this. So, they created massive obelisks, visible around the District of Stars. Created to emit a magical barrier protecting some of their grand city from the Titan’s wrath. The Celestians beseeched the Titan to save their world and take them to a place of safety. Instead, the Titan betrayed them and dragged Celestia beneath the ocean. Wiping out the remaining Celestians and Morganthe invaders.

The Crustacean Empire

Time dragged on and slowly the submerged ruins of the once-great city came to be inhabited once more. A new Empire that would make quick allies of the barbaric Piscean and Lophian tribes. They built the center of their empire around the lost places of the ancient Celestian’s power. By doing so, the Empire would bring some level of peace to the sunken ruins. Supported by Piscean and Lophian mercenaries, Crustaceans maintained their power over the seas. Despite their best attempts, they were not particularly proficient in the art of building empires. The Crustacean Empire would go on to lose its strength, as its allies grew weary.
 
Some would still come in search of the now-lost city. As did the Queen Calypso, laden with treasure. Whether passing through or seeking to add to their haul, the ship and her crew crashed. Forever vanishing beneath the waves. Its treasures, seized by the Crustaceans, who used it to threaten the crew into submission.

The Rediscovery

Once again, time would move on and the location of Celestia became lost to the Spiral. That is, until a certain Thurston Plunkett rediscovered the world. With the support of the Spiral Geographical Society, Plunkett secured a ship and crew. He then led an archeological expedition to Celestia. They were hoping to learn it’s secrets. Plunkett thought they might even determine exactly what caused its disappearance.

The Skyship Explorer would be shot down upon arrival. Crashlanding on the Floating Land, the crew and expedition became lost and separated. Despite this setback, Plunkett and most of the remaining expedition would carry on. They began the construction of several exploratory underwater domes. Once completed and drained the archeological exploration of Celestia would begin. Unbeknownst to the expedition, in rediscovering Celestia they had angered the Crustacean Empire. They also opened the door once more to Morganthe and her forces. The Crustaceans and Shadow Web would come, to put a stop to the exploration. They would raid the uncovered ruins, splitting up the remaining Marleybonians. A distress call would go out across the Spiral and only a certain Wizard in Wizard City would hear it.

What Happened to the Celestians?

That would end the story of Celestia. But too many questions remain. What was the ancient city of Celestia like? What do the inscriptions all over Celestia mean? Why summon the Storm Titan if it was going to sink the city anyway?
 
Having gone to great lengths to find answers to these questions. I cannot so easily keep these thoughts confined to my mind so allow me to elaborate.
 
Keep in mind that what follows is strictly theory and may or may not be the actual in-game case.

Not as Dead as We Think...

I find it strange how little actual information we have on the Celestians themselves. Where is their history, their culture, their people? We have bits and pieces but very few full works. Being a society devoted heavily to the pursuit of knowledge and magic the amount of concrete information we have is shockingly small. On top of this, I find it strange that the Celestians would try to save their knowledge. While at the same time trying to keep it from Morganthe.
 
Celestia was under heavy siege by Morgantine forces who would stop at nothing to claim Celestia’s secrets. The Celestians allegedly realized they were doomed, so why try to save their knowledge? Why not spite Morganthe and ensure she would never have Celestia’s magic by destroying it all? Where is Celestia’s history? Why is the distress signal we receive from Plunket’s expedition written in Celestian? The answer to these questions is simple: the Celestians have or had plans to return.
 
Alaric Moonsunder, a Celestian ghost, stated that the Storm Titan was an unreliable ally, or was it? I would argue that the fate of Celestia was not so much an accident as it was a calculated decision. They were facing certain doom, with Morganthe’s forces threatening to take the secrets of Astral Magic by force. For the good of the Spiral, it would’ve made more sense for the Celestians to destroy everything. If only to keep it from Morganthe. The only logical reason, in the face of certain doom, anyone might try to save critical pieces of their society is if they intended to flee and come back for it later. According to KingsIlse the sinking of Celestia killed the Celestians along with Morganthe’s army.
 
The more I think about it the more I wonder, did the Celestians try to escape?

Gone but Not Forgotten

It would make logical sense to move everyone who could not fight to safety. Knowing their love of wisdom, the Celestians could (and likely did) take a large part of their expertise with them. The statue of Phaeton in the Solarium calls our style of magic primitive and crude but effective. Perhaps to imply our current understanding of astral magic is but the tip of the iceberg and that more advanced techniques exist beyond our knowledge.
 
Given how advanced the Celestians were with magic and knowing that their chart of the Grand Spiral allegedly contains worlds that are beyond our knowledge, they could have moved the more vulnerable population alongside their most sensitive secrets to a different world. One that was, and may still be, completely unknown to rest of the Spiral. In-game we don’t encounter any civilian ghosts. The Celestian spirits we come to interact with are soldiers or their constructs.

On top of this there’s the matter of Qyburn Stellargaze in the Arcanum. He remarked in his Bio back in February of 2017 that he hasn’t been home to Celestia in at least a millennium or two. Provided Qyburn is being serious with that remark, that would mean the Celestians are not only an ancient people but also long-lived ones as well. This adds an interesting layer to the entire situation, allow me to paint the entire picture.

morganthes invasion

Morganthe invades after being denied Astral magic. As the siege drags on, the Celestians move their civilians to the safety of another world. A world known only to the Celestians (likely one from their Grand Spiral chart). Being so long-lived they could simply wait out the Morgantine invasion if things didn’t go as planned. In the process the Celestians also take any of their knowledge that isn’t nailed down. Taking the most important and portable objects: books, tomes, scrolls, and etc., things which likely pertained to history, magic, and culture. While leaving behind the less critical things. Writings on less important and less sensitive subjects and things that couldn’t be easily relocated. Such as the Astral Archivist, obelisks, monoliths, carvings, pedestals, frescos, and so on. This would explain why we don’t encounter any civilian ghosts. It also explains why we don’t have a lot of information on Celestia’s history before Morganthe’s invasion.

If the Celestians won the war they likely planned to send some form of transmission. Letting their remaining people know that it was safe to return. That might explain why the Expedition’s distress signal appeared in Celestian characters. In case Morganthe or any other unsavory characters were listening they arranged to send a message only their people could read.
 
As the Celestian soldiers continued to fight off Morganthe’s forces, they began to realize they might not outlast her onslaught. To cut off enemy reinforcements the Celestians formulated a plan to summon the Storm Titan. Knowing the possible risks involved they constructed obelisks that would emit a protective magical barrier around the most important locations in their world, like the District of the Stars (which houses the Stellarium and Astral Archives).

If the Titan fought with them as planned Morganthe’s army wouldn’t stand a chance. But, if something went wrong the Celestian’s could retreat to the safety of their magical domes and let the Titan wreak havoc on Morganthe’s army. When the Titan betrayed the Celestians unexpectedly, there wasn’t time for the retreat. Both sides perished as a result, which might explain why we don’t see any Celestian spirits or Shadow Web spirits inside the District of the Stars.

The Last Nail

Because there was no one left, no message was sent and so Celestia faded into obscurity until the Marleybonians arrived. Perhaps we weren’t the only ones to receive Thurston Plunkett’s SOS. If any Celestians were listening, the mere mention of the Shadow Queen’s return, it would be more than enough to keep them where they are. If this theory is true there could be a remote population of Celestians in some hidden corner of the Spiral. Waiting, patiently, for the day they can finally return home.

Reading the Celestian's Writing

It is fascinating to note, that the various inscriptions found on walls, obelisks, and other objects throughout Celestia are not gibberish. These symbols are a monoalphabetic substation cipher, meaning for every letter of our alphabet there is a corresponding character that never changes. So, while the individual symbols are different any message or word written in the cipher will always directly correspond to the other set of characters, for example, the word “loom” is written and spelled with the same corresponding characters in either script. If you know all the characters or have the translation key to the cipher cracking the code is a cinch, and the inscriptions on the Stone of Mazzaroth give us just that.

The Stone of Mazzaroth 

While there are multiple scripts on the stone of Mazzaroth, the sentences are all the same “Sphinx of black quartz judge my vow”. These words weren’t chosen because they make an awesome mysterious message. They were chosen so that every letter of the alphabet would be used. This gives us an effective key to decode the messages hidden throughout Celestia and Grizzlehiem. We will look at Grizzleheim another day.
 
Our first major exposure to Celestian symbols is the SOS transmission from Sir Thurston Plunkett. At first, it might seem like a jigsaw of what appears to be meaningless characters. But the message we see before acquiring the stone does perfectly decode to its English version with or without the stone. Provided you’re particularly gifted in the ways of code-cracking. The message regardless of storyline progression says this:
 
“Mayday mayday this is Thurston Plunkett representing the Spiral Geographic Society seeking assistance our survey expedition is stranded on Celestia”.
 
“We are under attack”
 
“Send help immediately the Umbra Queen has returned it is the work of Mor…”
 
This message comes to us as a bit of a freebie, or rather proof the code works. Beyond that, we barely have any more direct contact or use for these symbols.

More Messages

Thurston’s SOS is not the only Celestian text you’ll ever lay eyes on in your journey. If you have a sharp eye you can find all sorts of things written throughout Celestia.
 
I should mention that the process of decoding these messages can be very tedious. The process often involved the use of weird camera positioning and photomancy. So we could get as close as physically possible to the writings. 
 
Furthermore, some of these decoded messages have been corrected to make more sense. While translating the code, one will find situations where there’s a noticeable absence of a word that should be present. It is almost always the word “The”. There might also be areas where two words merge or are stuck together. For example, the words void and star written together as Voidstar. Which in context to surrounding words causes the sentence to break and stop making sense. Besides that, there is also a distinct lack of punctuation and missing spaces in most of these messages
 
These issues aren’t necessarily glitches, oversights, or bad grammar. They are likely problems the game designers had. Trying to stretch, shape, fit, and render the characters onto objects with limited space. That said, here are all the messages I have found thus far and their respective locations so you can see them for yourselves.

The Celestian Base Camp

There are two major legible messages that you can find in the Celestian Base Camp. The first one is around the edges of the Grand Astrolabe which says:
 
*The sun is a hearth to warm against the cold*
 
*The stars are the birthplace of imagination*
 
*The moon is a signal of hope in the night*
 
The second message is around all of the Astral School Trainer obelisks. Base Camp, Stellarium, Lunarium, and Solarium. They say the following:
 
*The ending pillar*

The District of the Stars

The District of the stars contains a multitude of inscriptions on various objects. In the Chantry, there is a model of the Spiral surrounded by a ring of tablets with names of each world carved into them. Wizard City, Krokotopia, Mooshu, Dragonspyre, Grizzleheim, and Celestia. Inside the Astral Archives, you can observe a series of twelve paintings each labeled with their respective titles. The Warden, The Chariot, The Loom, The Messenger, and so forth. Finally, in the main area where you first arrive there’s a large obelisk in the center of the roaming Piscean mobs. Don’t worry you can this object can be safely approached from the left and right sides. When repaired, through the progression of the storyline, it reads as follows:
 
*Stars guide us through the void*
 
*Our passage written in the stars*
 
*We will never falter on the path*

Stormriven Hall

The last major location to find Celestian messages lies in Stormriven Hall. In the areas beneath the Pylon Bosses, you can find a pair of tunnels on opposite ends of the area. One collapsed while the other is completely open and tranversable. The writing found within translates to the following:
 
*The suns flame dispels doubt*
 
*The moon’s light inspires us*
 
*Our passage is in the stars*
 
*We swear to seek the truth*
 
*We must not fear the unknown*
 
*We will never falter on the path*
 
*In the dark the moon grants us hope* 
 
*Stars guide through the void*
 
*In the sun we find purity*

Bonus Piece!

Across the entirety of Celestia, on the trims of many floors, walls, and ceilings, you can find the words “Moon Sun Stars” written repeatedly in that order.

As a nice final touch, the message written beneath the name of the world in this image says:

*Beneath the waves the stars still shine*

While I may have searched Celestia from top to bottom for these messages, its very possible I may have missed some. If you have found any more messages in your adventures please share them below, I do enjoy these sorts of things.

Thanks for Reading!

That is all I have on the world of Celestia for the moment.
 
 I would like to give a shout out to Brad Baker who suggested we visit Celestia in the last article. I would also like to offer a special thanks to those here at Ravenwood Academy. They help edit, create images, and make this article possible. 
 
I implore you to read some of our other articles and share them with other Wizard101 fans! There’s also a Ravenwood Academy page on Facebook and Twitter. Like and follow them to stay up to date on the latest guides and articles. We also have a wonderful Ravenwood Community Discord server, just search Wizard101 in your Discord App.
 
I hope you enjoyed this article and if you did please comment down below as I enjoy reading what others have to say. I do believe our next stop in this series will take us to a favorite world of mine, Grizzleheim.
 
Until next time, stay tuned, see you in the Spiral!
 
~Shade
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Ravenwood Academy Class of 2020

Graduating apart, celebrating together.

It’s been an unprecedented few months in the community and in the world around us. Many members of the Ravenwood Community are graduating in these trying times. Ravenwood wants to celebrate and give our friends that are unable to attend ceremonies recognition for all that they have achieved. So, this year, Ravenwood Academy is holding our own community commencement ceremony!

Join Ravenwood and the Fansite Festival on Saturday, June 6th to attend a graduation ceremony in-game! If you wish to attend, meet us at Ravenwood Academy in front of Bartleby in realm Pixie at 2:30 pm Eastern Time. From there, our porting team will escort you to Seth Nightflames house where the ceremony will begin at 3 pm sharp. After celebrating, we will port over to the Spiral of Gauntlets house for a Ravenwood Community style reception.

If you’re attaining a diploma/degree this spring/summer and wish to be recognized on stage; email [email protected] , or contact an Administrator on Discord by June 3rd at midnight EST. Include the type of diploma, certificate, or degree you will be receiving, and your Wizards name and level. Let’s celebrate your success! We can’t wait to see you there!

Congrats Grads!

Congratulations to the Ravenwood Academy Class of 2020!! We are so proud of all you have achieved!

Neela EarthStone – BFA in Animation: Videogame Art and Minor in Game Design

Aaron Ashthorn – College for Graphic Design Diploma

Carlos IceBlade – College for Theater Arts Diploma

Hunter SpiritBlossom – Automative Technician Diploma

Brooke Night – High School Diploma with focus in Natural Science

Sarah LifeFriend – Advanced Regents High School Diploma

Steven Head – Core 40 High School Diploma

Alex – High School Diploma

Ashley – High School Diploma

Austin – High School Diploma

Abigail StarSpear -High School Diploma

Angel Dreamer – High School Diploma

Blaze NightDust – High School Diploma

Chase StormBlade – High School Diploma

Edward Rain – High School Diploma

Edward StarSinger – High School Diploma

Jasmine Night – High School Diploma

Juan FrostEyes – High School Diploma

Julia GhostSong – High School Diploma

Kevin FireSpear – High School Diploma

Kieran SunShield – High School Diploma

Laura – High School Diploma

Mitchell SpriteRiver – High School Diploma

Nicholas WildPetal – High School Diploma

Sabrina Cloud – High School Diploma
Saffron Rose – High School Diploma

Samuel ThunderWalker – High School Diploma

Sarah AngelHunter – High School Diploma

Shanna SunHeart – High School Diploma

We can’t wait to celebrate with you!!!

Fansite Festival

Don’t forget to check out all these other amazing events that will be a part of the 2020 Fansite Festival!

See you there!!!