Level 5 Gear Guide

Gear choices can be a little bit confusing for a new Wizard sometimes. Here is a guide to help you understand your options and help your level 5 wizard be the best it can be.
 
For 585 gold your level 5 wizard can buy the helm, robe, and boots shown here from the Bazaar. You can see that the Helm gives 1% resist to all types of damage, and the robe and shoes combined will give a 2% boost to any type (or school) of damage. The athame and ring pictured here are the best commonly found choice available to finish off this set, providing your Wizard with a small health and mana boost. This set will improve your damage and resist a little bit. Enough to give you a small advantage as you quest through the first few areas of Wizard City.
 
 
 
In the crowns shop appearance tab, you can select and purchase individual crowns gear items. For 5,180 crowns you can purchase the set pictured below. This set is a popular choice for low level PvP as well as PvE. As you can see, you will gain a 3% accuracy boost, a 6% damage boost, and 12% resistance, all to any school. Additionally, you will start each battle or match with an extra pip and have a small chance of getting a power pip which counts for 2. This set will give you a significant, well-rounded advantage questing through all of Wizard City and into Krokotopia or set you up for victory in the Arena.
 
 
 
For 7500 crowns the Starter sets give any school a significant advantage that can easily carry you all the way to level 30 when you upgrade to Zeus gear. They each come with full clothing sets and a permanent mount.
 

For 7500 crowns the Starter sets give any school a significant damage and accuracy advantage that can easily carry you all the way to Mount Olympus when you upgrade to Zeus gear. It is not as well rounded as the previous set as it offers no universal resist, and you will have to part with that extra pip at the start of the round. In return, you get an extreme damage and accuracy boost that is likely to make you one of the most overpowered wizards in the next few worlds.  Each set includes a full clothing set and a permanent mount making it a pretty good value for wizards that want to not have to worry about gear while they quest through from here to level 30.

 
Opening a few packs is a fun option and can give you a small advantage gear wise if you get lucky. The Important thing when using pack gear is to use the gears that match your school for best advantage. The hat and robe seen here will give a good advantage to fire wizards, while the boots will provide support for death.
 
With any of these sets your Wizard will have an easier time in Wizard City and in some cases far beyond. Good gear makes every battle faster and easier, so it is worth investing the time to make your level 5 wizard the best it can be.
 

Mount Olympus Strategy Guide

When you reach level 30, Cyrus Drake will invite you to the Quest for Glory, your ticket to Mount Olympus. The quest will send you to Cyclops Lane, where you will discover something unique. Hiding in the back of the park is a golden chariot to Aquila. There, you will meet Silenus, who will send you to Mount Olympus to meet Zeus. This is a side quest you will definitely want to do, as the gear Zeus drops here will keep your stats where they need to be until you reach level 56 or 60.

When you step inside the sigil to Mount Olympus, you first meet Athena. She will be your guide and sends you to your first challenge, Apollo. Apollo is a Life boss with Myth minions, but he mainly deals Fire damage. This boss doesn’t cheat, but he uses a natural attack that leaves behind a smokescreen nearly every round. Stacking a Feint or two on the boss with a few blades on your attacker will work. After defeating Apollo, you will be awarded your first Legion Token, an Ophidian Archer.

After you turn in the first Legion Token, Athena will send you to the next challenge. The Moon Chamber. Inside you will find Moon school and Death school mobs. There isn’t a boss here, and there are no cheats. It’s worth noting that many at-level Wizards prefer to use a particular strategy to minimize the number of mobs in this fight.

For the mob-reducing strategy, only one Wizard enters the room to start the battle before the rest of the team joins. This trick works in all of Aquila, wherever rooms contain battles with minions. Your usual mob-killing strategy boosted by an extra blade or two should do the trick, and in no time, you will have your second legion token, a Minotaur Warrior.

Next, Athena will send you to the Sky Balcony to face the Praetorian Guards. This is another mob like the last one. Even though one of them is in a different school like a boss would be, the health is about the same for all of them. The “boss” is a Storm, and the mobs are Myth. The same strategy you used in the last fight will also work here; be sure to convert the boss if your attacker is Storm. Grab the free statue of Zeus, which you will find on the Sky Balcony, then swipe the third Legion Token, a Carthenian Elephant.

After turning in the final Legion Token, Athena will send you off to face a new kind of challenge. Down in the Arena, Eris Golden Apple has a puzzle you must solve. She will show you two teams, and you will have to figure out which of your warriors can take down the ones she selects. Lucky for us, she makes the same moves every time. First, move your Carthenian Elephant. Second, move the Minotaur Warrior. Then end the game with the Ophidian Archer.

 

If you complete the puzzle correctly, you won’t have to fight anything here, turn in the quest and move ahead to the next challenge.
 
Next, The Hall of the Watchful Eye contains an easily conquered Myth mob, the Elite Cyclops Guard. After you defeat them, you will gain access to Hephaestus.

Before moving ahead, you must gather Hephaestus’s statues that are hidden all around Mount Olympus. Start by heading straight out the door and down the hall. When you get to the end of the hall, head out the door and hang a left toward the Chamber of the Sun. Enter the Chamber of the Sun, but stop side the door and turn to your right. You will see the first statue in the corner (1).

Head back out the door and toward Athena; you will find the next statue in the corner by the entrance (2). Now, go toward the Moon Chamber, but when you get to the top of the stairs leading to the Moon Chamber door, turn to the left. The third statue is hidden in a corner (3). Finally, head down the nearest set of stairs to the Arena. When you get to the bottom of the stairs, stop and turn to your right. You will see the fourth eagle statue standing near the bench in the alcove there (4). Now that you have gathered all the eagles, you can bring them to Hephaestus and brace yourself for the next challenge.

Inside the Hall of Battle, you will meet Ares Savage Spear. Ares is a fire boss with Death minions and has a damage aura that is permanently renewed. If you hit him directly, he says, “You dare strike me directly!?” and smacks you with the business end of his spear for just under 500 damage, leaving behind a 40% trap.

The best strategy here is to stack up a few Feints on the boss, a few blades on your attacker and hit with an All One Enemy attack such as Tempest or Meteor. If Ares doesn’t die in the AOE attack, make sure the follow-up hit finishes him off or face his wrath.


Next is the big boss, Zeus. The same mob-reducing strategy is often employed here that I introduced you to in the Moon Chamber. It’s a good idea in this fight, especially because Zeus is a Myth boss with Ice minions that are not easy for an at-level team; they tend to cast a lot of shields that complicate things.

If you use any spell over six pips in this battle, Zeus will hit you out of turn with a free Minotaur and scold you that “You hesitate too much!” The best strategy here is to stack 2-3 feints on Zeus plus 3-4 blades on your attacker and go for a one-shot kill. Having a supporter carry Shatter is a good idea, just in case those Ice mobs stack up too many shields before your attacker is ready to kill.

When you complete this battle for the first time, you will be awarded the title Honorable Bronze Archon, and you will have conquered Mount Olympus!

Power Pips

Power pips are a special feature within the game and with good reason. A wizard has a base chance of getting a power pip, starting at level ten. This chance goes up by one percent every level until you reach level fifty, where it is maxed at 40%.
 
Power pip chance can be increased with gear (pets can also develop a talent for increasing a power pip chance.) Depending on how the game is played by the individual, some may favor another stat. Others will devote a whole gear set just for power pip chance. Higher power pip chance is found on better gear, and as your wizard gains more levels, the gear has a higher power pip chance. Balancing power pip chance with other stats is a part of the game.
(These are just examples. Not all rings will offer 12% power pip chance.)
 
Once you reach a certain level, wands will start to give you either a pip or a power pip. This is just a standard power pip, it doesn’t affect power pip chance.
 
Power pips are, as stated above, a two-for-one deal. One power pip represents two normal pips, but only for spells that are from your primary school. A storm wizard who has two power pips could not, for instance, cast Satyr (a four pip spell.) This is because life isn’t their primary school, and the power pip would only count as one.
 
The number of pips a spell cost is in the upper left-hand corner of your spell card.
 
Spells that have an X in their upper left-hand corner are based on the number of pips you have on hand. Tempest and Dryad, for example, have this symbol. However, Dryad is a healing card, and based on the number of pips you have, is how much it would heal you for. Dryad heals 200 health for one pip. A life wizard who wanted to heal 800 would have to wait for four turns. This life wizard would only have to wait for two turns if they received a power pip each turn.
 
No power pip: 200 [amount of health on the card] x 4 [the number of normal pips] = 800 [the amount that would be healed]. This would take four turns.
 
One power pip: 200 [amount of health on the card] x (2 [the number of normal pips] + (1 [ number of power pips] x 2 [value of power pips])) = 800. This would take tree turns.
 
Two power pips: 200 x (2 [number of power pips) x 2 [value of power pips]) = 800. This would take two turns.
 
Tempest would be the same way, only for damage. If a storm wizard wanted to do 320 damage, that would require four turns. (As it is 80 damage per pip).
 
Power pips can be used for a side school if you have the school’s mastery amulet. There is a mastery amulet for each of the seven schools of magic. You can buy the basic mastery amulets in the Crowns Shop, but you cannot buy the amulet of your own school.
 
There are also exalted mastery amulets that do the same thing but offer extra stats for your wizard. Critical block for two other schools, damage boost, and balance and life offer incoming or outgoing health boosts. Exalted amulets have to be farmed for as they cannot be bought in the Crowns Shop.
 
Spells that take pips (Mana Burn, Lord of Winter, etc.) will specify on the card. Mana Burn is a balance card that does 80 damage per pip and takes the enemy’s pips as well. It takes 3 pips from your opponent.
 
Spells that take pips will only take what it lists on the card. If the enemy has three power pips, it will take the three pips the enemy has and give you three normal pips, even though the power pips would equal out as six pips. If an enemy has two normal pips and a power pip, it will take the two normal pips and a power pip. It won’t leave a pip behind. Power pips cannot be taken apart and you are only given what you’re promised on the spell. It’s all or nothing.
 
It’s important to know that if you cast a spell, and someone casts a spell on you that removes your pips, you still attack even if you have nothing. If you are hit with a Mana Burn, and the seven pips you had go to four, you still use the spell you selected that costs seven pips.
 
In short, power pips are considered a fundamental part of the game because they help with performing a spell quicker. Every school uses some form of the pip, and power pips are just a two-in-one pip deal. Increasing the power pip chance is invaluable as well, however, some wizards may choose to increase another stat.