Waterworks Guide

Most of us have done this dungeon, whether you were farming for mastery amulets, mega snacks, or your level 60 Legendary gear, Waterworks is your friend for all of that. In this article, I will explain how to beat Waterworks, what you’ll encounter, and what to expect. Without further ado, let’s get started.

Entrance

When you first enter the dungeon, you’ll be underwater. No enemies are present here. Pull the lever and go on to the first room. Stop at the entrance to plan out your strategy for the fights that follow.

Room 1

In this room, you will encounter four enemies. Two Fintooth Warlocks (Death, 2,560 health) and two Slithering Eels (Storm, 2025 health). They do not cheat, but they do have considerable resist toward their same school. The best strategy for this first fight is to have your team prepare blades for a hard-hitting hit all spell. They’re easy mobs that you can kill in 2 to 3 turns, max.

The next fight is a little harder, but it’s doable. Here, you will face two Hydromatic Drones (Ice, 2,735 health) and two Rivershell Guards (Storm, 2,095 health each). The Hydromatic Drones love to spam Frost Giant and Tower Shield to make your life a little more difficult. The best thing to do is to blade up as usual and use hit all spells. After you’re done with this battle, this concludes the first area. Pull the lever and you’ll be ready to move on to the next area.

Room 2

Puzzle: Here, you’ll be met with a puzzle. It’s fairly easy, but you must move fast. You will need to open all the blue clams to advance to the next floor. Avoid the yellow clams at all costs or you’ll summon four enemies, and while they aren’t hard, you will waste valuable health and time. After solving the puzzle, you will be granted health wisps, which are very handy for the boss ahead.

Boss Fight: After the blue clams have been opened, you’ll encounter the first boss in Waterworks, Luska CharmBeak. He is a balance squid with 21,150 health, but he has some pretty massive fire and death cheats. He drops the Waterworks Hat and occasionally, mastery amulets. How this boss works is pretty simple.

You can’t put any traps Luska or he will remove them and follow up with a massive Power Link or Skeletal Dragon that does 1100 per turn for 3 turns. AOE Traps such as Windstorm are fine, and pet traps will not trigger this cheat either. Multi traps like Fuel are not allowed by Luska. Only the first trap gets removed but it will still trigger the Skeletal Dragon.

You can only attack Luska if you have been “inked.” The wizard who is inked can hit Luska with any type of spell, but if you’re not inked, you can only attack with hit all spells. The wizard occupying the first spot will immediately be inked and as Luska’s health drops lower, he will ink the second wizard and soon enough, the third wizard. The fourth wizard will never get inked, so your best idea will be to put a support wizard last since they don’t need to hit. He can be an easy, straightforward boss if you have a hitter in the first spot and avoid traps. After defeating Luska, pull the lever and move on to the third area.

Room 3

Fight 1: Here, you will face two Fintooth Marauders (Death, 2,715 health) and two Wingfin Slicers (Fire, 2,190 health). They do not cheat. Blade up, use a hit all spell, and the mobs should be dead. After they’re dead, you’ll proceed to the next battle.

Fight 2: Here, you will face two Stormtide Elementals (Ice, 2,705 health) and two Rivershell Shamans (Balance, 2,430 health). Just as before, they are an easy mob battle. Blade up and use a hit all spell to eliminate them, then pull the lever and head into area four.

Room 4

Puzzle: In this room, before you battle anything, you’ll be met with a puzzle. It’s a simple puzzle to solve. When you read the instructions they will tell you “Start here to play follow the leader.” An eel will appear and will start touching various levers. Follow the eel and pull the levers in the same order. If you fail at the puzzle, you will face 4 Slithering Eel enemies, they are storm with 2,025 health each. After this puzzle is done, proceed to the next phase of Waterworks.

Fight 1: Here, you’ll face your last set of mobs. You will face two Riverclaws (Ice, 2,690 health) and two Celestian Constructs (Moon, 2,670 health). There’s nothing special to it, blade yourselves and use a hit all spell, but do remember that the Ice Riverclaws can use Frost Giant and Tower Shield. After defeating this set of mobs, pull the lever and head back to the main room to drain the valve.

Main Room

Final Fight: Pull the lever and you’ll be greeted by three bosses. Sylster Glowstorm (Star, 24,980 health), Water-Wing (Fire, 8,190 health) and the Spellhammer Sorcerer (Death, 6,560 health). The enemies might look easy enough at first, but they have some nasty cheats that you must consider.

Sylster Glowstorm: Sylster drops the Waterworks Robe and Boots, as well as mastery amulets. When the battle begins, Sylster will put up a Doom and Gloom bubble and say, “Traps go undetected in the Light”. This means you can’t hit Sylster (or any of his allies) unless there’s a trap on them. It’s important to note that the trap doesn’t have to match the school of attack you’re using. For example, I won’t trigger Sylster’s Ra cheat if there’s a Myth Trap on him, but I choose to hit him with Leviathan instead. Any trap will prevent the cheat.

After four turns pass, Sylster will change the bubble and say, “The blade goes unseen in the dark.” Just like the trap cheat in the previous cycle, you can’t hit Sylster (or any of his allies) unless you have a blade on. If you fail to abide by Sylster’s rules and use a trap or blade in the correct cycle, he will hit you with a powerful Ra at 2,000 plus damage. The Water-Wing uses a weak Rebirth that doesn’t give absorb, and the Spellhammer Sorcerer uses a weak Scarecrow, so their cheats are less of a threat. I recommend counting the rounds so you know when to use Blades or Traps. Hit all spells will not trigger Sylster or any of his allies’ cheats during either cycle, so if you lose track you can safely cast that.

Spellhammer Sorcerer: He will take over Sylster’s Doom and Gloom cheat cycle if you kill Sylster first. He uses a weak Scarecrow if you fail to hit him with a Trap or a Blade.

Water-Wing: He will take over Sylster’s Doom and Gloom cheat cycle should both his allies be defeated. His cheat is a weak Rebirth if you fail to hit with a Trap or a Blade.

Bonus Glitch

Are you tired of running Waterworks, again and again, hoping to get your gear?

In Waterworks there is a glitch to make Sylster re-spawn without running the entire dungeon again. In order to do this, the entire team must remain in the dungeon together. All you have to do is have three of your teammates wait in the room where the battle just completed while the fourth goes into another room inside Waterworks. When the fourth Wizard returns to the team, Sylster will return for another battle. If done correctly, you can have infinite attempts at Sylster’s drops without having to run the dungeon each time.

Final Thoughts: Overall, Waterworks is a fairly simple dungeon with a decent drop rate. Most get their Waterworks gear within a day of farming, which is good because Waterworks gear is crucial to have. That said, I wish everyone the best of luck in farming Waterworks and getting their Legendary gear!

 Written by Ross Shadparvar

Visionary Life Guide to 100% Critical and Max Damage

Note: This guide is created for level 130 life wizards and requires a pet with 2.0 (max stats) to be successful.

Life School

The Life school is a beautiful school. It’s one of the few schools that can do everything whether it’s tanking, healing, or hitting. Because of this there are many strategies that a max-level Life Wizard can choose for both PvP and PvE.

 
This article will focus on the 100% critical gear strategy! I will help you achieve the max amount of damage while still keeping 100% critical. This strategy is popular with Life wizards since it guarantees strong heals without giving up damage.

What You’ll Need

For the best setup, here is the gear you’ll need:

Hat: Lively Paradox Conical – 134

Boots: Lively Paradox Boots – 112

Wand: Tormentor’s Skullsplitter – 181

Ring: Lively Paradox Ring – 89 (+18 Jewel)

Athame: Dark Woman’s Dagger – (+18 and +18 Jewel)

Deck: Paradox Deck – 49

Amulet: Spirit of Darkmoor’s Jewel – 35

Robe: Ornate Light Brigade Armor – 91

Pet: A quint-critical pet – 112.32 (with life-giver and life-bringer damage talents)

Total: Damage 120% – Critical 857 (100%)
That’s a good amount of damage for running 100% critical as a Life. Here’s a breakdown of all the gear and its stats:

Calculations

Possible Alternative Gear

Note that the gear listed above totals 857 critical, and you only need to reach 838 critical to get 100%. If you can’t get the perfect max critical and damage, it’s okay! There is room for other gear to replace some of the pieces above. Here are a few I recommend.
 
Hat: Krokopatra’s Vigor Fez
 
Boots: Cabalist Stompers of the First
 
Amulet: Jewel of the Shadow Web (Gives +45% blade)
 
Athame: Spirit of Darkmoor’s Thorn
 
Robe: Undying Malistaire’s Tunic
 
Deck: Rasputin’s Deck of Fortitude
 
Ring: Mithraya Vivid Seal
 
Remember, choosing one of these over the “best” gear means you lose other stats, like damage, health, power pip chance, resist, etc…

Things You Can’t Go Without

Quint-critical pet

– Tormentor’s Skullsplitter

You can’t get around these essentials. You can replace a few pieces of gear and still get 100% critical, but not these two. They’re vital to the guide (hah, puns!). Unfortunately, the only thing that will be difficult to get is these two pieces. One is from a seasonal pack while the other requires patience and hatching skill.
 
I hope this guide helps some fellow life wizards create the perfect gear set! Let us know what pieces you choose in the comments below!

Check out the rest of our Gear Guides, we have a guide for every school at Ravenwood Academy!

Death Guide to 100% Critical

This guide is for level 130 death wizards and may require a 2.0 pet
 

Death School

The Death school can be deadly in the arena. It’s a school that specializes in draining the enemy’s health while regaining it’s own. The death school is opposite to the life school, but their purpose is almost the same. Because they can both attack and heal at the same time, death spells deal less damage than other schools. Luckily, with the right strategy, a death wizard can become essential to any team.
 
This article will focus on one gear strategy in Wizard101, the 100% critical set. The greatest amount of damage that can run while still obtaining 100% critical will be in the gear guide. This strategy is popular with Death wizards because a critical drain attack will hit hard and heal at the same time.
 

What You’ll Need

For the best setup, here is the gear you’ll need:

Hat: Deathly Paradox Conical – 137
 
Boots: Deathly Paradox Boots – 114
 
Wand: Tormentor’s Shredder – 195
 
Ring: Deathly Paradox Ring – 91 (+18 Jewel)
 
Athame: Mercy of Shadow and Light – (+18 and +18 Jewel)
 
Deck: Deathly Paradox Deck – 50
 
Amulet: Death Seeker’s Talisman – 35
 
Robe: Baleful Light Brigade Armor – 100
 
Pet: A double-critical pet – 63.21
 
Total Damage 130% – Critical 839 (100%)
 
This is the most damage a Death wizard can have while maintaining 100% critical.

Alternative Gear

Since the Death school only needs two critical talents on a pet to reach 100%, you don’t need this exact set to reach full critical! This means you could choose gear with lower critical and higher resistance/health. All you need to do is replace the missing critical with a triple or quint-critical pet. Note that the above gear goes to 839 critical, but you need to reach 838 critical to be 100%.

Here’s some possible alternative gear to consider
 
Hat: Krokopatra’s Oblivion Fez
 
Boots: Cabalist Stompers of the Finality
 
Amulet: Shadow Queen’s Grace (Gives +45% blade)
 
Athame: Lord of Death’s Razor
 
Robe: Death Lord’s Cloak of Woe
 
Deck: Rasputin’s Wicked Hand
 
Ring: Ghost Dog’s Dire Loop
 
Remember, Using these alternatives means you lose other stats, like damage, health, power pip chance, resistance, etc.

Things You Can’t Go Without

A double-critical pet
 
 The Tormentor’s Shredder
 
Unfortunately, the Tormentor’s Shredder is a must-have for the highest damage and critical at the same time.
There are many excellent gear sets you can use as a Death wizard. This guide will help you unlock the true potential of Death school in attack. Thank you for reading it, let us know how this set up worked for you in the comments below.

Check out the rest of our Gear Guides, we have a guide for every school at Ravenwood Academy!