The Dragon Titan Army Band

Intended for Musician and Non-Musician Alike

"Things started turning darker. Kingsisle were talking about dark and epic Mordor Wagner 'Flight of The Valkyries' in The Ring Cycle. I am looking at concept art and the NPC characters had Russian military influence; All the architecture was darker - more foreboding."

“Main Theme”

Just as mentioned in Everhart’s video linked above, we begin our adventure in Dragonspyre with a world-stopping minor-Major seventh chord, which flourishes throughout the ensemble as the harp and woodwinds flutter downward, providing emotional dissonance. We typically associate the word “dissonant” with something that sounds bad, but in this piece, it provides an unsettling air. 

The ninth of the chord is added to the melody bringing even more color and lending an elegant dissonance to the third tone. The third tone of the chord gives the emotion, so this dissonance that rubs against it creates a feeling of tension and suspension.

The intrada stops 00:10 seconds into the piece, bringing us a chord progression that starts in a minor key, then becomes uplifting and progresses back to the same chord with a picardy third. A picardy third is when a minor chord changes the third tone to become a Major chord. This progression carries along, developing the arpeggiating figures and changing the chords before it reaches a climax into a new section at 00:30 seconds. The strings play the main melody as the brass plays a counterline beneath, eventually joining together into a dismal setting at 00:40 seconds. The trumpet enters, bringing a sliver of hope before it fades away into the darker minor chords and ends.

The next section frolics dastardly within the woodwinds and harp, quickly arpeggiating, presenting the feeling of sneaking and slyness. The strings caress the melody beneath this texture, giving support to the voices above and conveying a kind of dark magic brewing within.

Picking up into timestamp 1:26, we transition into the brass as the bridge takes us into the next section, with heavy Lydian chord dissonances in the bass. The music is ascending into this one epic moment. At timestamp 1:45 we are given the antithesis to the main Wizard101 theme, an operatic technique. The same descending arpeggios and textures are used as the brass plays the ascending melody in a minor key. This reflects the darkness of the world and the danger the Wizard is in.

“Theme 1”

Calling back to the previous piece, we begin with the hard percussion, horns, and masculine choir. Through borrowed chords (chords that are similar to the key, but not the same) and chromatic mediants (chords that have slight or no relation to the key), we get a dark and enchanting texture. Also calling back to the previous piece, we have these four-note motifs played in the horns that bring us through the chord progression. The texture thickens with the addition of the woodwinds, but it 

Concept art of the fire wizard from the original Wizard101 loading screen

harkens forth, like a great army coming from the distance, closer and closer.

This brings us into the next section at 00:50 seconds which uses a repetitive eighth note figure in the horns as the rest of the orchestra brings forward tutti stabs, transitioning us into action. The same texture is still present, but now the melody in the brass and the high strings add-in, playing the chord progression while the trumpets sing in the higher register.

Next, the strings section glissandos in unbreaking unison as the flutes play descending Danny Elfman triplets. In film-scoring or in this case, game-scoring, notes in pairs of threes that have the same note on the first and third beat are considered “Danny Elfman triplets”  because it is characteristic of his work in pieces such as his Batman Theme or Alice’s Theme. The triplets develop, changing notes along the chord progression, giving the piece sass.

As the texture from before returns, the arpeggio transforms from being a Danny Elfman triplet, to playing the entire arpeggio. The notes rock up and down, leading us to a flourish that counterpoints between the sections. The piece calms down and recapitulates the music before returning to the beginning. 

“Theme 2”

A military march kicks the piece off, setting the texture and pace with some aggressive snare and bass drums. The dark minor tonality in the low brass gives us the feeling that something powerful is coming, and it is nearby. The choir joins in as the pauses in this motif get closer and closer until an ostinato in the strings takes off with the chimes adding further texture.

The solo trumpet comes in like before, continuing the style of the piece. The low brass and choir responds to the trumpet’s call. This idea repeats, leading to the addition of the strings. At 00:50 seconds, we introduce new musical content. The higher voices of the ensemble play ascending arpeggios, developing the arpeggiating ideas from the other pieces and giving the impression the single idea has split into two. While this is happening, the arpeggio splits among the other instruments, trading between them when they play, creating a more complex texture. Then, we return to the original arpeggio in the woodwinds as the rest of the ensemble sustains onto the chords. This idea trades off between the other instruments in the ensembles, growing in volume. 

At timestamp 1:15, the woodwinds move onto a new idea. Great swooping arpeggios that feel like dragon wings fly over the melody that is being played by the strong brass. This texture is prominent in the next track as it comes to its climax as well. This presents the idea as something we can ground our emotions onto, so we will remember this section when it is recontextualized.

Then the ostinato kicks in as a power drive to the end. The brass plays familiar motifs from the previous melodies to latch on to our memories of the ever-dangerous Dragonspyre.

“Theme 3”

 In the beginning, the drums set the tone of the piece with a stately march, keeping tempo for the horn’s repetitive melody. The lower brass joins the bass drum, thickening and supporting the texture as the woodwinds play the eighth note motif that the horns played in the melody.

The motion stops as the bass instruments play introducing the   

orchestra which joins in with a similar motif. The idea develops through a different articulation by stabbing at the notes rather than playing them legato, or smoothly. Next, we are greeted by a familiar idea in the woodwinds, rocking back and forth between two notes before completing the rest of the arpeggio. This idea can be found in the other tracks and provides texture as the brass harmonizes. Finally, the choir joins in bringing the rest of the brass section, the strings, and additional percussive flourishes, such as crash cymbals.

The excitement halts as the orchestra becomes homophonic, playing in a similar fashion, but harmonizing together. Afterward, the trumpets lead us into a climactic section that develops the two-note repetition idea by playing the first two notes in the woodwinds only, while the strings and brass take the melody. A familiar idea, but now re-imagined in a flourishing major key before becoming tense and heroic to reflect our now deathly situation.

In the end, we come full circle to a military feeling before engaging in an anthem. Very patriotic in style, it presents the strength of Dragonspyre as a force to be reckoned with. This dissipates into the bras and chimes, leading us back to the beginning.

“Theme 4”

Once again, we are greeted by a familiar symphonic texture, giving Dragonspyre continuity in its musical identity. After establishing the mood, the piece drifts to become sad and wistful in the next section. The strings lull us as the harp gently caresses the arpeggios. The flutes join in, embellishing the texture.
The brass crescendos quickly as the rest of the orchestra comes in

referencing the homophonic texture from before. This leads us to a climactic point in which the repetitive arpeggio from before creates tension as the brass sustains the chords. The next section contrasts this texture with stabs. Ideas from the previous tracks peep throughout this piece, greeting us like an old friend for this finale.

At 00:51 seconds in, we hear a theme being carried from instrument to instrument. The theme goes deeper and deeper, much like our wizard coming closer and closer to Malistaire in the story. This theme is played in The Crown of Fire, during the time that our wizard is carried by the young Battle Drake to our final confrontation with Malistaire.  

In the final section, the orchestra splits beats with the ensemble, creating syncopation before joining together. This thrilling moment dies down as the choir begins to solemnly sing. The flute and strings join in, introducing a new melody at timestamp 01:24. We enter a new key. It’s a major key, bright and happy. The future is looking bright and we are uplifted. Although the story is not over yet! Magic and mystery shroud us, and we can never be too sure whether those enemies we have conquered in the past may come back to haunt us.

Thank you, Starlights, for venturing through the music of Dragonspyre with me. Have a wonderful night.

Disclaimer

Please note: I transcribed the music from the original/classic mode music scrolls. Not all of my transcriptions are 100% accurate, but they are close and the rhythm is properly notated. The example in “Theme 1” comes from Nelson Everhart’s video, as linked.

The Elements of Decorating

Intended For the Novice Decorator

I have no doubt you’ve been to homes with phenomenal mazes that extend to places in the sky you didn’t think they could reach, or beautiful portal displays of every house in the game. Each portal with an angel plant at elder, dancing elegantly nearby, or player-made homes of building blocks that are realistic in exterior and interior design. They all grab something within us. A kind of magic different than anything else in the game. When we enter those phenomenal homes, we are pulled into their absolute splendor.

Whether it’s to find a housing gauntlet or be inspired by other decorators, we’ve all entered another player’s in-game castle and felt a sense of awe in its aesthetic. As an avid housing decorator, I have won contests and have earned positions on the Top Rated houses leader board. Today, we will delve into the elements of decorating and see how you can apply these skills of craftsmanship to your own interior and exterior decor.

The Elements

Scale

Evaluate the overall size of your decoration in comparison to your character as well as your screen. From creating three-story high towers that can’t fit in your screen, to the smallest flower pot, the element of scale is probably one of the most important considerations.

Depth

Similar to “Space,” we need to think about angles and balance between the items. We cannot be decorating too flat, but we also need to decide what should get the most attention with depth. Debatably, this element can also be considered the most important.

Space

Next, we must determine how much space there should be between your items. Where can people walk through? Where should people walk through? At times, I find the best use of space in my home is when I block off areas I simply don’t want to decorate in order to focus on the bigger picture.

Realism

The truthfulness and believability that your decoration style can be accepted as possible in the game. For example, this does not mean you cannot have floating candles, because that can be explained with magic. Therefore, that would be truthful and believable. What this rule suggests, is to justify your room or exterior, and try to think of it from a new perspective. We must justify how believable the design is by looking at it with our visitor’s eyes in mind. 

Originality

 Does that stunning, beautiful, masterful home you just decorated feel like it’s yours? Of course, incorporating other’s ideas doesn’t hurt, but what does taking that idea add? How do you develop upon the different styles and themes within your castle? Remember, context screams louder than the idea itself.

Texture

 Make sure nothing feels too repetitive in your decor. Try to find items that break up your texture and gather attention, or create textures that repeat well together. With repetition, the simpler an idea is, the better. With complexity, it is better for it to stand-alone.

Color

Color is quite powerful. I suggest knowing or learning some color theory. Learn about the emotional impact of colors, what colors represent, what different colored roses represent, which are the primary, secondary, and tertiary colors- the list goes on. Think about how different colors make you feel.

Palette

A palette is a collection of colors that are consistent throughout your design. As this is a video game where we cannot always pick specific colors, we should be lenient with where our shades and tones happen to fall within the overall color family.

Example: Garden of The Albion Enchantress  

 

My entry for Paige Moonshade’s annual Summer contest.
Honorable mention 2018.

Here is one of the dorm rooms I’ve decorated, entered in Paige Moonshade’s Ninth annual best little Wizard City dorm contest. Let’s go through each of the various elements to see how we employ them in this example.

The scale might be one of the first things you notice. Several well-placed items make the room feel more grandiose because of their stature. The objects barely fit into the frame. Next, let’s see the depth. We create depth through the garden between the archways. Very diorama-like, it sits with us having to peer in, with each one of us taking a different perspective. This technique is used in Mooshu, with there being a fence next to the sidewalk and bamboo plants spread out between the wall of bamboo.

By examining this space, we see it is very tight, crammed, and in-your-face, especially when viewing it from an in-game perspective. Standing there, You are filled with a view 360 degrees around you of items. You can barely find your way out, and it’s not the door you think it may be. It is overgrown and wild, the feeling, like an enchanted garden that belongs to an evil queen.

We may find ourselves questioning the truthfulness of this design. Would an overgrown, enchanted garden of a witch looks like this? I  believe it would be. It was very W.I.T.C.H. inspired, after I had binge-watched the short running television series for the second time, and I wanted to incorporate its dark and contrasting magical vibe into my own decor (notice how that also covered the color section too? These elements can correlate to each other in intriguing ways!).

 

Selfie!

Some of the ways I break up the texture of items in my design is by using wall lamps to pretend to hang them on pillars and wall-like items. In a similar fashion, the bright mushroom breaks apart the dark violet texture, while still being within the color scheme established. In our palette, we see bright greens, dark violets, vibrant and dark reds, and light blues. These are consistent and rarely fall out of line.


As decorators, we strive to create new worlds within our own homes or give homage to the ones we have quested in, and bring it to life. Each Wizard is given one dorm in Ravenwood and I hope this helps you make the best of it and the other castles that you own. Thank you, Starlights

Empyrea P2: Live Realm!

Introduction

We’ve finally reached our last chapter in this amazing series! The third and final chapter, Live Realm. We will look and see how the community feels about this world!

Let’s tackle this insane world once and for all and see just what we all think about it!


Questing

The story line and questing difficulty are locked. What we have is what we’re getting. Kingsisle noticed that the majority wanted it to be challenging, we’re lucky we don’t have to relive the Mirage release.

What’s great about this is that the story is engaging. If you take away the visuals, fight mechanics and mini-games, it’s a well-written and enjoyable story!

Did you enjoy questing?

Over two-thirds of the players I asked enjoyed questing throughout Empyrea Part Two. That’s an amazing figure, as only 19% didn’t enjoy it! There are many people in the game who don’t play it for the story or questing, so this makes sense and is a lot better than it seems! 

Personally, I believe this is one of, if not the most important factor, to a world’s memory in hindsight. Looking back on Khrysalis, while it’s a beautiful and story-driven world, it’s only remembered for being insanely long!

It wasn’t just the story that stood out for Empyrea. The difficulty was almost perfectly tuned with the quest line and made us feel immersed within the world!

Did you enjoy the bosses and mobs?

The majority enjoyed the fights within the world! It wasn’t just us battling our way brainlessly, we had fun killing things! Again, this will contribute a lot to our long-term perception of this world. We’ll look back and say yeah, I enjoyed it. Things like these keep our hopes up for the game and its story!

Did you enjoy the challenge?

The difficulty was perfect and I’m happy Kingsisle didn’t nerf Part 2! We needed a challenge and we got one! There are also some debatable topics flying around the community. The biggest being the Titan’s Trident fight. 

Do you think the Trident fight needs to be nerfed?

The community was split on this topic. We want a challengeIt’s too hard! There’s cause for both arguments.

The cheats are unfair and gaining shadows while raised in the air and untouchable means the boss is super hard to beat. If you’re coordinated and playing with a knowledgeable team, it doesn’t take too long.

The problem lies within the team requirements. The demand for Balance and Death wizards for blades and Bad Juju is insane! You need both if you don’t want the fight to take over an hour. This debate will keep raging on and there’s nothing we can do to resolve it!


Overall World

I asked for a lot of information from you guys to get the best overall feel for this world and how you felt about it. It’s safe to say, the chart reveals all!

Did you enjoy the World overall?

All the positive results combined take up more than half the data. Another fifth considers it cool, another considers it okay, and a small majority didn’t enjoy it.

This is a good thing. It shows us that Kingsisle isn’t messing around with world releases. We’ve got a lot to look forward to!

Did you enjoy the ‘Nothing’ teaser?

The community is split three ways on this. I think partially due to concern. It’s been a long time since we started a new story arc, let’s hope that Kingsisle will nail it like they did this one.

This had led to some wild speculation about what we will face, let’s hope it meets our expectations!

Was what we got enough?

An overwhelming majority think we got enough new content to keep us going for a while. However, there is a cause for concern we won’t get new content soon enough, and the game will die down.

Recently, I’ve noticed a lot more people in the game, with a few realms appearing full which used to be empty at peak play time. I think the number one priority for Kingsisle should be to keep this hype train going!

To those who said it wasn’t enough, I’d encourage you to keep going. It may just be the initial grind that burns you out. Give WhirlyBurly, the side quests, and farming a chance. Maybe your opinion will change!


Opinions

I did something different with this questionnaire and asked for individual opinions. I also asked about one of my favorite new games, Whirlyburly!

Have your opinions on WhirlyBurly changed?

Sadly, I seem to be in the minority. I think the main reason for the overall view and perception of Whirlyburly is that there isn’t enough to work for, cause, and there aren’t any shorter game modes. 

That’s a different topic and we can be reasonably sure this isn’t all we’ve seen from Whirlyburly.

I then asked for just your thoughts on anything Part Two related. I got a lot of calls for nerfs but not to over-nerf. There were other great ideas and opinions such as:

  • A request for PvP gear and PvE gear to be entirely separate.
  • It’s the best world ever.
  • A Life school AOE spell needs to be created.

Conclusion

We’ve tackled Empyrea Part Two while breaking down each part to see how we all feel and overall, I think this world has been great. A 8.5/10 at least. There’s little room to complain, a lot to enjoy and shows promise for what’s coming! I am happy and eager to see the game’s future.

A final shout out to the entire community for taking part and helping with these articles! You guys have been amazing and I think it’s participation and approaches like this that will keep this game going for years to come! Thank you all!

Whirlyburly! The Basics

Introduction

So, how about Whirlyburly? Whirlyburly is that oddly-placed mini-game within our Velo City storyline. It’s kind of like chess, but three player… and hexagonal… with only three pieces…  Okay, so it’s nothing like chess, but it is a tactical board game with a lot of inner complexities that make it surprisingly fun.

The game can be complicated and confusing for a new player, and only through experience does one learn the ropes, but that’s what this is here for! So, let’s see what we can teach you!


The Cards

The random selection of 5 cards you get at the start of each round are what allow you to make specific plays. Ideally, you want big movement pattern cards, but often small, strategic plays can win you a match!

It’s important that you can discard any card you don’t want. A simple right click will allow you to find a better one for the next turn!

You can also gain a lot of tiles at once by matching the letter of your card to your piece. So, S for Scrapper, and when he finishes he takes with him a large area that surrounds him!

You can also change what piece has which card before the selection phase ends by simply clicking them and a new card!


The Pieces

Contrary to the name, the Charger isn’t specifically designed to charge at the opponent and take chests. Each piece functions in the exact same way, but with different prey and counters.

The best you can do is watch where the enemy sends their pieces. If both of their hunters are near a single place, send your Charger in while keeping your Scrapper away. Those 3 point kills make a massive difference. This smart positioning often allows you to take chests without much hassle or competition!

But be wary of overextending! If you send your Hunter in to take a chest, make sure their Scrappers aren’t on your borders ready to pounce!

Remember that you can also knock pieces off the map! If a piece is near the outline, use a Hunter or Charger to knock them off of the edge, sending them back to spawn!


The Points

The points system is pretty easy to understand but can be a lot more complex when you are left with decisions that could drastically affect your score at the end of the game.

The 10 point chest is almost always a good idea, but on your way, you may be killed and leave uncontested tiles for your enemies to take! Tiles build up points faster than you think, so leaving a ton of them on the other side of the board free to be retaken is not a good idea.

Capturing is also a solid method of gaining points. If you can repeatedly take out their pieces and contest tiles you’ll quickly score into first place!

The last round! This is super important and can make or break your entire game. Taking tiles should be your absolute priority. Don’t leave yourself at risk in the round before, otherwise, you’ll just take the tiles you already have. Save some of those Area Capturing tiles for last and boost your score as much as possible!


Conclusion

Whirlyburly is actually quite fun, endearing and a unique game once you start to understand it. It can quickly take up a lot of your time and you’ll end up spending too much time in Velo City, or you’re like me and have created an entire gear set just to wear into games!

Hopefully, this allows you guys to better experience our new mini-game and earn some cool shirts!

Storm Titan’s Trident Strategy!

Basics

The final dungeon of Part two, Storm Titan Maelstrom, is one of the hardest fights in the game.  And sadly it is also the only fight in-game that drops the new Paradox gear, the majority best offensive gear in-game!  But what if you could kill it in a few rounds without ever losing more than a few hundred hit points?  Would be nice to save yourself an hour or more wouldn’t it?

The premise of this strategy is to kill the titan by using overtime and before he kills you.  But never fear, he won’t even be able to kill you with the Bad Jujus you placed on him!  Just make sure you understand everything fully, it isn’t a super strict strategy either with a decent margin of error.

Character Roles

Hitter: Your hitter is going to need a very strong DOT spell.  You’re looking at Heckhound, Stormhound etc.  Perhaps even Spinysaur!

Balance: Sadly, it is very hard to pull this off without a balance.  Although it may be possible without, a Balance simply provides an unrivaled advantage.  They can set up the hitter more effectively than any other school can.

Jade Death: Again something you can’t do without.  Only a Death can cast the required Indemnity Bad Jujus required to pull it off, as Storm Titan will cleanse himself. Death is also useful for Dark Pact.

Jade (any):  This can be any school that can tank and go first.  They’ll be elemental/spiritual setting up your hitter as well as a couple other bits and bobs of support that make your life a lot easier.


The Strategy

I won’t go into the round by round specifics as you actually have a lot of flexibility with this strategy.  However, there are a couple of important points that cannot be missed.

Bubble Change:  It’s important to note that this is no longer possible.  You can’t balance dispel, meaning the bubble stays up, capping your damage before a million.

Cleanses:  Packing a minimum of 2 cleanses is a good idea.  The boss likes to use virulent plague as well as mass infection.

Juju Spam:  This is vital.  Your Death has to Indemnity Juju spam.  If you get unlucky with shadows, he will pull up his trident on 5 shadow pips.  If this is the case and he does not have 2 Jujus on him you will lose everyone but your jades, so you got to get those Jujus on!  They also stop the tempests, cheats and other hits from hurting a lot!

The DOT:  The damage over time has to do over 40K damage on every tick.  Alternatively, impact + DOT hits like Rain Of Fire can work well too.  Each hit will trigger a new phase.

Minions:  There will be one batch of minions summoned after the initial hit or first tick of the DOT.  It’s vital that they’re killed immediately, by bugs; bull etc, as they could prevent the tick from doing enough by their shield spam.

General Blading:  This isn’t too hard to understand.  You gotta blade blade blade!  All balance and hitter do is blade.  The Death should Dark Pact whenever they are able too, but prioritize the Jujus.  Your Jade is in charge of the Elemental Blades.

The Hitting Round:  The round you hit there are a couple things you HAVE to do.  It’s important that firstly your hitter actually hits.  Your balance should shatter, as it’s possible he will have either a storm or myth shield (Note:  With a fire, this isn’t necessary).  We recommend being in shrike if you’re a hitting storm, but a few well-timed prisms work well too.  Your Death is free to do whatever, but ideally uses their last or remaining Dark Pact.


Conclusions

This sounds too good to believe.  A strategy that works easily, is super fast and has a little room for error.  But we’ve got the proof.  I’ve done it over a dozen times and my friend Julie has pulled it off over 20 times already!  Big thanks to Dark Merit and James Storyshield on Discord for brainstorming and testing this strat!

So best of luck guys!  Get farming for your new Paradox Gear!

Editors Note:  The wizards over at Team ELITE also came up with this strategy. Check out their video guide to it here  https://goo.gl/kFnGU4

Empyrea P2: Test Realm

Introduction:

Welcome to Chapter Two of my Empyrea Part 2 Series!  This chapter focuses on the current state of the test realm as of 3/11/18.  As this is most likely near the end of Test Realm as a whole, and most of the big changes have been made already!

Once again this article will review information taken from the questionnaire we’ve shared out across a multitude of discord servers, so if you want to help out for the next one (Chapter 3, Live Realm) stay tuned for them!


So, we’ll cover the changes made in Test, what was good, what was bad.  And then overall conclude how we feel about the world in general, let’s get into it!


Questing

In our Expectations chapter, we covered that the overwhelming majority of the discord player base wanted a long storyline.  Nothing that only too a few hours. What we got seems to have split everyone, almost down the middle!

It’s clear to see the majority wanted a longer storyline, but nearly half are happy with the length we got.  It seems Kingsisle have succeeded here, reaching a nice middle ground.  I think the only way we could have got a better result is with a slightly longer story, maybe an hour or two more.  And even then, the story was compelling!  We weren’t bored, tirelessly spamming spacebar to clear through it ASAP (At least the second time).  It’s actually a storyline we can get invested in and enjoy, and I cannot wait to see what the final ending to the Third Arc contains for us!

When asked about the difficulty of the world, it was pretty cut and dry as to what we wanted to what we got.  Overall the questing side of Part Two seems too big a success, with little to no flaws, and without spoiling the story, has some fun bosses, challenges and more!

Not a single person wanted the world to be easier.  With a good portion wanting it to be a little bit harder, a potentially perfect compromise would be to keep the offensive ability of the world the same, but increasing the health overall a fair amount, say 10%-15%.


Unique Content

This was never going to be an easy task for Kingsisle.  They had a lot of work ahead of them if they wanted to match their own creativity and design of Part One.  Not only would there need to be a good amount of this new, unique content but it would also have to live up to expectations!

It’s clear when asked if they were happy with the number of new areas, most people were.  Again, no one wanted less, with a respectable portion wanting more areas than what we saw.  However overall this is another check in the list for Kingsisle!  

I think the only way this could’ve been improved was if the story itself was longer.  It never really felt like we did nothing in an area, or that it was a waste of time. Every area felt fairly fulfilled, and that’s without side quests too!

Here’s the true success story though.  It is almost impossible to deny the beauty, creativity and sheer scale of the new areas.  They’re all incredibly unique, well put together and are very fun to play through.

There’s not much more to say here.  Fantastic job to Kingsisle, and while we acknowledge the smaller portion who disliked the design of the area, it’s almost negligible compared to those who liked it!

But how do the mobs and NPCs fair in these new environments?!  I mean what is there really to say.  An overwhelming majority loved the new mobs, bosses, and NPCs.  

It’s safe to say that no real NPC was boring, felt unneeded or didn’t contribute much to our play through.  Not a single mob really felt useless or unrequired either, and Kingsisle even added multiple roaming mobs you don’t actually take on in the story simply to expand on the world!

As for bosses, well dang.  The regular bosses were all challenging in their own right, with heavy hits and some unique and fun cheats.  And certain bosses were overall super creative and fun to fight through.

But what about puzzles?

Well, this wasn’t too hard either, with a majority enjoying the puzzles and mini-games that were incorporated into the story!  They added a nice change of pace and character to the world, once again making it feel more and more immersive!

But now to tackle something that could potentially taint some players opinions on the world.

It’s safe to say Whirlyburly was being fairly hyped up by the Kingsisle team.  They spoke at length about it in a video on their Official Youtube channel, and we had a lot to expect going into it.

However, it somewhat failed to deliver based on how you responded when we asked what you thought of it.  Most of the player base just didn’t really care about it.  It was kind of just there for them, nothing to take note of, which is a major shame.  Overall not even 20% found it above just meh.  

Further a scary percentage actually just disliked it entirely, which for something that they apparently sunk a fair bit of effort into is upsetting.

Kingsisle have made a fair amount of changes to Whirlyburly in between Test realms, but I still don’t think it has lived up to our expectations, which is a major bummer.

It’s safe to say this is not the potential PvP substitute that many players were expecting, but hey?  At least there are some cool badges to earn.


Gear

Now we get to the juicy stuff.  This is almost what makes or breaks a new world in today’s game.  The grind for the perfect gear has never been easy and everyone wants to be the guy with almost unbelievable stats.  So how did it fair?

Well, we asked what you thought of the rarity, and we got some mixed results!  With a majority finding it to be just about right, just over two-fifths of the players wanted it different!

A near perfect split of that mount going either way, with nearly half wanting it to be a little more of a grind and harder.  Whilst the other half are under the belief that it’s too hard and should be made easier.

What’s unique here is that the craftable gear, like Part One, is an exact copy of the dropped gear, so you won’t have to cry yourself to sleep at night wondering if you’d have got it after just one more run!

However, there is an issue…

It was safe to say, based on just game knowledge and the results from Expectations that we desperately needed improved offensive robes, not useless ones with critical block, as well as Amulets and Athames.  Wands and Rings were also needed, though not as badly, and Hat and Boots were in a good position with Cabalist Gear.  So when asked what gear you believed wasn’t improved enough, we got pretty much what was expected.

An overwhelming majority wanted an improved robe, as for many schools Malistaire or Rattlebones at level 100 is still the best!  And while some have Tenni’syn gear, it’s not enough.

We also clearly see the desire for Wands and Athames, closely followed by amulets.  And whilst the new crafted mastery amulets are great and all, we need some good ‘ol stats on some Amulets!

It’s safe to say we aren’t too happy with most of the new gear, which is a tragic end to an otherwise near perfect world!


Conclusion

All in all, I’d be more than happy to call the world a success as of Test Realm.  It seems polished, minus some bugs, and vibrant.

Almost no issue whatsoever with the Questing side to the world, with the only possible critique being making it a little longer and challenging.  But all in all very nice.

The unique content in terms of design is near perfection!  I am more than happy to say I love this world visually, and how diverse and colorful it is.  The mobs, areas, cutscenes and more were all splendid! Sadly what was potentially the most unique and hopefully long lasting piece of content, Whilyburly, seemed to drop the ball.  Let’s hope Kingsisle change that for Live Release!

Now, gear.  Always a controversial and dividing factor, and yet somehow Kingsisle managed to leave everyone a little disappointed.  I think it is very, very clear that no one wants a robe with basically just block and incoming. It seems they’re a little behind on the “gear meta”.  Let’s hope we see some big changes.

Overall though I am looking forward to bringing all my characters through this world!  Let’s just hope Live Release only bolsters this world’s already impressive achievements and accolades!

Couch Potato Farming for all Levels

Anyone who has ever tried to hatch the perfect pet knows how important Mega-Snacks are. Mega Snack Packs are expensive and only help a little bit. The best and easiest solution is to grow Couch Potatoes, but how can we get them without spending all of our Crowns? Depending on your level, you have some great options old and new.

In my opinion, the absolute best place is the 5 Boxes quest box in Wizard City. This special event quest isn’t always in the Spiral, but when it is you will find it in a free to play area near the Bazaar. Meaning, even the newest Wizard with no membership has a pretty decent chance of getting this valuable Crowns seed. Super generous of KI! Be sure to take advantage of this opportunity the next time it comes to the Spiral!

Once you have reached level 20 you can access Grizzleheim. The classic mob to fight for Couch Potatoes here is the Splithoof Barbarians in Boars Camp, Savarstaad Pass. This is one of the first areas you open when you get to Grizzleheim. It can be a grind farming this area, but it is accessible at a pretty early level in the game. For better drop chances, I find that switching realms every 10 fights or so helps.

Hands down, the best and easiest place to get this drop if you have a higher level Wizard is from the Death Ghultures in Mirage. This is one of the very first quests you get when you open Mirage. If you head towards Caterwaul Canyons, starting from the World Door, they are the first mob you see. They are a pretty easy kill at the required level to reach them with only 2,450 health. The drop rate is far more generous than it is in Grizzleheim or Wizard City. As a bonus, Evil Magma Pea drops here too.

There are many more places to farm for this drop, especially in the two worlds I talked about. These are my favorites mainly because of ease of access and reliability of drops. With luck and perseverance before you know it, you will have a garden that looks like this!

Good luck Wizards, see you out there!
             ~ Amber Ravynsong

Empyrea P2: Expectations

Introduction

So this series of articles is an experiment I came up with at 2 am while debating with a friend of mine as to whether Empyrea Part Two would be a walk in the park or not.

So I figured instead of just ramming our heads into one another, I’d actually try to get some results.  So I went to Google Forms and whipped up a quick questionnaire that I circled among a variety of large Wizard101 Discord Servers.

The results were kind of interesting and has lead me to make this article.  I also intend on following it up with three more related articles about the Test realm release, Live release and lastly what could’ve been done differently

With all that said I hope you find all of this somewhat interesting, and a special thanks to all the discord partners who shared this and everyone who answered it.


Questing

So this is going to affect different players in different ways.  Some may not care about the actual quests themselves whilst others may.  I gathered some interesting data to take a look into what people seem to want.

First off it’s important to establish what people do not want.  I think the two world traits the community can universally agree are bad for the game are repetitiveness and easiness.

  • Pre-Nerf Zafaria is infamous among older players as some of the grindiest and most boring questing the game has ever seen, with endless infinite length defeat and collects taking hours of your day.
  • Cast your mind back to Polaris’ release.  Coming off Darkmoor and Khrysalis Part Two we were expecting a serious challenge.  What we got was a measly few hours of killing in a few turns without breaking a sweat.

The communities data reflects these idea’s quite vividly, with 43.6% of players wanting Empyrea Part Two to be the hardest in game PvE content we have ever seen!  And the remaining majority wanting it to at least be harder than Part One!

Part One’s Medulla nerf, while maybe needed, was a little too drastic.  And while not on the same level as the Mirage nerf, it still was too much of a nerf.  Players need PvE incentive, and 100 Kill badges for bosses won’t cut it. We want a challenge!!!

We can see this idea of a challenging second part echoed within other data too.  A big part of the memory of a world is how long it takes. Everyone remembers Khrysalis, most quite vividly, due to its sheer length.  

But that doesn’t mean it’s remembered badly.  Most people see finishing Khrysalis as an accomplishment purely based on its length.  But what it appears Kingsisle doesn’t understand is that that itself is not an inherently bad thing!  

A very clear majority want Empyrea Part two to have equal to or more quests than part one, with 79 quests.  And just under half wanting over 100 quests. Finishing 100 or more quests leaves you feeling like a hardened veteran walking away from battle!

We actually feel accomplished, and that feeling is something that a lot of game developers strive to make their players feel as it keeps them interested and coming back for more.  Sadly, the last time I personally felt accomplished in the game when related to PvE content, was finishing Mirage in test realm, about 2 years ago!  So let us hope that Part Two meets our standards!


Unique Content

Thankfully, this is something that KI succeeded in with the release of Part One!  What I mean by unique content can be broken down quite easily. Variations of mobs, New mob types, areas we visit, unique story mechanics and others.

Empyrea Part One released 5 Unique new creature types.  We got the Dwarves of Athanor as well as the Beastmen of Aeriel.  They were all awesome and conceptually incredible. And those 5 doesn’t even include those tagged by ‘unknown’.  Ranging from The Bat to The Quizzler.

When asked how many new creature types they’d like to see,
the resounding majority wanted more than Part One!  

And fortunately, it doesn’t look like KI are going to let us down here with the new mushroom-fungus like humanoid already teased! 

Could this awesome looking mushroom man tie into his own unique area?  Well, let’s see how the community feels! 

When it comes down to remembering a world, a very big factor that contributes to your memories are the area’s you quested in.  Think Floating Island of Celestia, and how unique it is compared to the rest of the world.

It’s very important for a world to create amazing areas both in design and mechanics.  Part one didn’t let us down too much here, with a sophisticated Alphoi city and a subterranean Lava settlement.  And it’s safe to say the community wants it all again and more!

A clear majority want at least 2 more areas compared to what we saw in Part One, with more than 85% wanting more than equal to what we were given.

A giant Mushroom forest with towering mushrooms as tall as trees to accompany our leaked mob could contribute a lot to making Part Two something truly memorable!

Take a look at some awesome airships that we’ve seen leaked, let’s hope these play a fairly large role, like piloting one into battle and boarding enemy ships.  Just some wild speculation but it’d be awesome.  

Empyrea Part One also brought in fun minigames that broke up the monotonous slaying and collecting we normally partake when slicing our way through a world.  The dance game and shock-a-lock variations made the world a lot more fun and certainly had a lasting impact on the community!

When asked whether they’d like to see more puzzles in Part Two, the very clear vast majority answered yes!

Clearly, this shows KI has considerable interest in keeping the game alive and going and is not out for the quick buck.  Why create these fun new mechanics if they don’t care about the games longevity.

And with talk of a fun new “board game” within the game, with tons of badges and fun stuff to accompany it, it’d be safe to say they intend on continuing this trend!

Now we tackle probably the most divisive and complicated issue.. Gear!


Gear

Where to begin.  Part One brought us the Cabalist Hood and Boots, which are without out a doubt unparalleled in the offensive gear section.  Certain schools find a lot of value out the Corporal Tenni’syn Robes and the Cabalist Decks from Beast Man’s Fight Club are also incredible if you can look past the number of copies.

However, there are a lot of out-dated gear pieces that we REALLY need to see upgraded.  A lot of schools still use Malistaire robes, Morganthe’s amulet or Level 99-100 athame’s.  For 25 levels these gear pieces have not been improved on.

And the communities opinions reflect that too.  

Thanks to the Cabal hat and boots, most don’t feel they need improvement, however, the numbers speak for themselves.  Almost everyone universally agrees that we need new robes, amulets, and wands.

Now the upgrading of the crafted wands could potentially take care of this issue, but that eliminates only one problem.  Could we see the same mechanic for other gear pieces? I believe it’d be unlikely to see it on all, or even just a few, but the possibility and potential is there.

But with all this talk of new gear, a very big thing to remember is the attainability of these pieces.  For crafting, we’re limited by the scarcity of reagents, but for regular dropped gear it’s all about the rarity.  

It’s safe to say that the player base got burnt out farming secret tunnel so much.  The fact that Medulla, a final boss, had its top-tier gear also dropped by some elite minions in the first area is honestly alarming.

And this is a flaw with my questionnaire.  I should’ve asked whether people enjoyed farming a random variety of mobs and bosses for gear as opposed to a single boss.  However, a general consensus I discovered amongst talking with the community was that it was detrimental to the game to have top tier gear dropped so early by such a simple and easy mob.

And while this is a trend we see KI repeating, thanks to the video’s on their official channel, we can hope it’s not as boring and repetitively easy as Secret Tunnel.


Conclusion

I think overall we have a lot to look forward too in Empyrea Part Two.  We’re hoping for this to be one of the biggest and most meaningful PvE expansions we’ve seen to date.  And based on the interviews we’ve heard, it may just be that.

However, there is always going to be cause for concern.  We really need KI to keep up without the creatures, areas and artistic success of Part One while not letting us down in the other factors like difficulty and length.

With regards to the other articles, you can expect to see another form after a week or two of test seeing how it compares to your expectations and more, with a subsequent article on it.  Empyrea Part Two: Chapter 2, Test Realm. Get hyped!

I’d again like to thank everyone who took part for helping me reach these conclusions.  Much appreciation to all.