Spring Update Highlights

Greetings, Wizards of the Spiral. As we prepare for the Summer here at Ravenwood Academy, we’d like to highlight some of our favorite changes from the Spring 2021 Test Realm. Without further delay, let’s begin!

New Skeleton Key Bosses

Two new Skeleton key bosses have arrived in Grizzleheim and Karamelle. The first boss, King Borr, resides in Savarstaad Pass. Meanwhile, the Stay-Puffed Marshfellow dwells in the Nibbleheim Mines.

The Stay-Puffed Marshfellow requires a Gold Skeleton key. At the same time, King Borr has variants for all three keys. The Nibbleheim Key Boss drops new unique Marshmallow Wands. Meanwhile, King Borr drops Spellements for the Grizzleheim Lore Spells. Life Wizards rejoice as there’s now another method to get Ratatoskr’s Spin!

New Social Feature

Recently added in the Spring Update was the new Social feature. Clicking the icon beneath your Friend’s List will bring up a list of all nearby Wizards. This list will show you all the Wizards currently in your same zone and their current quest.

Friendly Wizards are okay with other people joining them in combat. You can also chat and teleport to any nearby Wizard who has marked themselves as Friendly.

Finding a questing buddy is now easier than ever! Even better, we no longer must sacrifice those on our Friends List to make room. Finally, we can see if a player is fine with another person joining their PVE duel. No more awkward conversations when you enter a fight that was almost over.

Team up VolUnteering

The Join a Team Kiosk has received an update in the form of Volunteering! Volunteering allows you to help other players without having to stay put. You can select the world and types of instances you want to volunteer for at the Kiosk outside the Bazaar. Here you can choose from any world you’ve unlocked to volunteer. From there, you can choose to volunteer to assist with farming or longer dungeons.

The teams who’ve been waiting the longest time for help will receive volunteers first. After you’ve helped your team complete the instance, your Health and Mana are replenished. From there, you’ll return to your previous location. This system allows players to help other players without selecting a new team to help each time. Excellent for any Wizard seeking to get the illustrious Team Champion Badge.

New Spell Animations

Many AOE animations were updated to hit all enemies, making them faster. Below is the list of AOE’s whose animations were updated. You can also check out the video below to see the changes made to them.

Fire: Meteor Strike, Fire Dragon, Rain of Fire

Ice: Blizzard, Frost Giant

Storm: Tempest, Storm Lord, Sirens

Myth: Humungofrog, Orthrus, Mystic Colossus

Life: Forest Lord, Rebirth

Death: Deer Knight, Scarecrow

Balance: Sandstorm, Ra

New Spells

It’s time to visit your professors because sixteen new spells have arrived in the game! There are two new spells for every school. But Life and Death received an extra, each in the form of damage boosting Globals. All these spells are available from the respective trainers in Ravenwood. You must be level forty-two to learn these spells. You’ll also need the prerequisites in your Spellbook.

Many of these spells were once popular treasure cards used in PVP. Their popularity has brought them to be permanent additions to our Professors’ curriculum. Don’t worry non PVP players; the Developers kept PVE in mind too for these spells. You might find them helpful outside the arena.

New Quest

“Old is New Again” is a new quest available in the Arcanum for Wizards who have completed “Everything and Nothing.” For those who don’t want any spoilers look away now. For those who don’t mind spoilers, the video below covers the entire quest.

Spoilers Ahead!

To summarize the quest. We receive a message from the Old One, who is seeking to recover a memory of a world called Lemuria. Scholar Zander helps us discover Lemuria is little more than a fairytale.
The Old One insists the world exists, and so we venture to Mirage to find proof. After some snakey-shenanigans, we realize we are the only ones who can see the Old One. From there, we recover a piece of a mosaic depicting the Lemurians kneeling beneath him.

The Old One reveals himself as an aspect of the Nothing. Exhausted, the he tells us we must find Lemuria before vanishing. Finally, we return to Bartleby for more information. The Grandfather Tree gazes back through history only to inform us that Lemuria disappeared centuries ago. 

We’re too late.

Food for Thought

The quest takes us to Mirage, which houses the Sands of Time. According to Librarian Fitzhume on the Message Boards, we know time within the Spiral is governed by the flow of magic. Meaning time within the Spiral is flexible and subject to manipulation. We’ve seen it in Dragonspyre, the Five BOXES event, and Mirage. Does our return to Mirage hint at us going back in time to stop Lemuria’s disappearance?

We also know worlds can become disconnected from the Spiral and reconnected to it. We’re told about this in the level twenty quest “Grizzleheim.” Merle Ambrose tells us, “The Grizzleheim world-tree was once linked to the rest of the Spiral, but the contact was lost…. we thought it was destroyed. Bartelby now informs me that the portal to Grizzlehiem is now active, and travel there is possible.” This begs the question of how does a world lose its connection to the Spiral? How does it regain contact? Going a step further, how many worlds are floating undiscovered within the Void?

Regarding the Void

Which brings us to another question what exactly is the Void? In the Storytime posts from 2013 and 2014, King Artorius spoke about the “Outer Void.” The most we can glean from his responses is that the Outer Void fills the space between the Spiral’s worlds. It’s a dangerous, inhospitable place, and little is known about it. In Pirate101, when we sail from one world to another, one could claim we are traversing the Void, albeit not as empty as the name implies. Artorius does use the words “Outer Void” when he mentions it; this means, to me at least, that the Void has depth. 

Could it be what we see in Pirate101 and the Arcanum is partly a product of being so close to the Spiral? Are other fragments of the First World being pulled closer to the Spiral by the same magic used to create it? Who is to say the Void doesn’t grow darker and quieter the farther out you go? But to our knowledge, no one has ever traveled so far and returned to talk about it.

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Again, according to Librarian Fitzhume in the 2016 Storytime on the Wizard101 Message Boards, it doesn’t appear that the Void is the end. According to Fitzhume’s responses, there is still something beyond the Spiral. Whatever it might be is beyond our understanding. It is worth noting there is no mention of the Outer Void here. 

Meaning the theoretical ‘something’ excludes the Void. Based upon this information, I’d like to think of the Void as a kind of padding. It surrounds and guards the Spiral, somehow part of the Spiral, and apart from it, like armor or a shell. It is keeping things that don’t belong in it out while also containing everything within. A fascinating subject, to be sure. I am interested in seeing how it develops going forward.

Thanks for Reading!

With that, I will draw this to a close. Thank you all so much for reading this article; I hope you enjoyed it. Feel free to browse the other guides and pieces here. Leave a comment below on what you think will happen as the Fourth Arc continues.

If you want to stay up to date on our most recent releases, you can follow us on social media. Ravenwood Academy has started creating YouTube videos for the Community. Check it out!

Until we meet again, I hope to see you in the Spiral!

-Morgan Shade

Critical Changes Explained

The New Critcal System Explained

Hello Wizards, Nathan Shadowbringer, and Scot Moonshade here! We’re going to explain the recent changes to Critical and Block. Today’s article will revisit the previous age’s Critical and delve into the new system. We will examine the formulas to calculate your Critical Chance and damage multiplier. Critical has undergone a lot of change in recent years, and this update brings a new era of Critical! Critical and Block were once a percentage-point based system. Now it’s changed to a dynamic framework involving both Critical and Block.

Disclaimer!

Before we begin, we need to make a quick disclaimer. According to Ratbeard’s Karamelle PvP Update #2, Critical in PvP is not calculated the same as in PvE. The formulas we used do not work for calculating Critical or Block in PVP. All the information below applies to PVE only. With that said, let’s get started!

Old Versus New

Before the 2020 Fall Update, Critical was well… more critical. There was a chance to critical and a chance to block—the Critical stat based itself on how high your rating was in the respective category. Landing a Critical would ensure that your attack would do twice the damage (or 1.33 times damage in PvP). The problem with the old system was that achieving a high Critical Rating was easier than Block. It was making Block obsolete compared to Critical. With the new changes, it’s more balanced.

The following variables represent the corresponding data sets:

c = Critical rating

b = Block rating

l = Level / 100, where l ≤ 1.

The changes to Critical involve two new formulas. Both equations depend on the attacker’s Critical and the defender’s Block. The first formula determines your Critical chance. Note that Critical chance and Block chance must always add to 100%. For example, if you have a Critical chance of 90%, your opponent would still have a 10% chance to Block. 

If your attack doesn’t Critical, or if the enemy blocks, the calculation ends there. In this scenario, the second formula isn’t necessary. But, if you do land a Critical hit, then the second equation runs. This determines the Critical Multiplier. This formula relies on the attacker’s Critical and the defender’s Block. Further examples are available in KI Developer Ratbeard’s Dev Diary.

Critical heals also use the Critical Chance formula. But they’re based on your Critical Rating and the Block of the person you are healing. The only difference is, they cannot Block a heal but instead can “resist.” The higher your Block, the less you’ll get from a critical heal. Fortunately, the schools that have more Block also tend to lean towards a tank-type playstyle. Tank builds have more Health and Resistance, so they can afford to lose some of that incoming healing from the Critical. Regardless, the amount of extra healing uses the same critical multiplier formula. Remember, it’s still impossible to block a critical heal!

Spell Alterations

Another important note to these changes is the way Vengeance and Conviction work. Vengeance is an Astral spell that increases your Critical chance by 20% for four rounds. This bonus only affects your chance to Critical. It doesn’t affect the enemy’s Block or your damage multiplier. Conviction increases your stun resistance by 90% and Block chance by 20% for four rounds. This 20% increase only affects the possibility to block a Critical. It doesn’t affect the enemy’s chance to critical, nor does it lower the multiplier.

Charts and Calculations

There are a few basic formulas that can roughly estimate Critical and Block ratings. These formulas are interchangeable, and most involve moving numbers and variables around. The following equation presented removes the need for complex fractions. Here are two general procedures for determining Critical chance:

Much like the Critical percentage formula, the damage ratio also follows a function. In this case, the damage multiplier is equal to 2 – 3 * Block / (Critical + 3 * Block). See the formula below.

Here is an estimate of your Critical Chance against mobs with ninety block (blue) and two hundred-forty block (red). The green line at the top represents the Critical Chance soft cap at ninety-five percent.

Using these formulas, you can now find optimal Critical numbers for mobs and bosses. Karamelle mobs have around 90 Block while Karamelle bosses have at most 240 Block. Except for the final boss, it would seem.

This is the approximate damage multiplier against a mob with 90 Block.
Here is the approximate damage multiplier against a mob with 240 block.

What Does this Mean?

It’s important to remember that everything we’ve shown you is subject to change. Critical and Block in PvP are calculated differently than PvE.

Using these numbers, you can find your optimal amount of Critical; 570 Critical will get you up to 95% Critical against most mobs. Using the formula for Critical Multiplier, we suggest 630 Critical as a good general goal. This way, against monsters with 90 Block, you’ll Critical 95% of the time and get a 1.7 multiplier against them.

As we enter the “Third-Age” of Critical, there’s potential for more diverse character builds. An example of this could be full-damage pets as opposed to pets that have Critical and damage. These changes also give new life to the may-cast Vengeance talent. This update creates better balance and a more dynamic flow between Critical and Block, allowing players to customize stats to their unique play-style. Thanks for reading; we hope this helps you understand the changes and how they affect your Wizard. If you have questions, you can always find us around the community. That’s all for now, until next time, we’ll see you in the Spiral.

-Nathan Shadowbringer & Scot Moonshade

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!! 
 

Crafting101 – Fire Spells

The Basics

 
Have you ever wanted to get a spell, but did not want to spend hours farming for it? Well, then you came to the right place! Today I will be going through the basics on how to craft the Fire spells dropped by Loremaster.
 

Requirements

 
To craft your desired spell, you must have quested to Zafaria and finished the quest Drum a Little Drum. Once you have completed both you can buy the recipes for your desired fire spells!
 

Brimstone Revenant and Krampus Recipe Location

When you craft Brimstone Revenant or Krampus you will need to make your way over to Mooshu. Once you are in Mooshu you will have to beat the dungeon, Shirataki Temple. Once you complete the dungeon you gain access to Master Yan Kan Kook who sells the Brimstone Revenant and Krampus recipes.

Brimstone Revenant Recipe

Brimstone Revenant is a must when it comes to fire attackers! This is a 4 Pip spell with a base damage of 470. It also adds a 25% fire trap for your next hit.
To craft Brimstone, buy the recipe for 60,000 Gold.
You will also need:
10 – Brimstone Revenant Treasure Cards
100 – Perfect Ruby
200 – Ghost Fire
100 – Diamonds
100 – Bronze Gear
50 – Scrap Iron
50 – Sunstone
12 – Amber

Krampus Recipe

The spell Krampus is definitely the collector’s item out of all three spells. Krampus is a 4 Pip fire spell that does 305-345 fire damage. Krampus also leaves behind a -45% Mantle to make your opponents next hit fizzle!

To craft Krampus, you will have to buy the recipe for 10,000 Gold.

You will also need:
6 – Krampus Treasure Cards
100 – Perfect Ruby
200 – Ghost Fire
50 – Black Pearl
100 – Black Coal
50 – Astral Shard
50 – Sunstone
12 – Amber

Hephaestus Recipe Location

When you are ready to craft Hephaestus, you will have to make your way to Avalon. Once you are there head to the Wyrd and look for the Indigo Giant on your map. Once you defeat him you will have access to Grady who sells the Hephaestus Recipe.

Hephaestus is the newest spell here, recently released in the Immortal’s Lore Pack. Hephaestus is a 5 Pip fire spell that does 425-475 damage and leaves an additional 25% fire trap for your next hit!

To craft Hephaestus, you will have to buy the recipe for 12,000 Gold.

You will also need:
10 – Hephaestus Treasure Cards
120 – Perfect Ruby
200 – Ghost Fire
60 – Black Pearl
120 – Black Coal
60 – Astral Shards
60 – Sunstone
18 – Amber

Where to get the Reagents!


Perfect Ruby: You can buy Perfect Ruby for 100 Gold a piece, In the Celestia base camp from the vendor Archytas. You can also buy Perfect Ruby from Noxolo Fasttrack in the Baobab Market in Zafaria.

Ghost Fire: You can buy Ghost Fire for 100 Gold a piece, in the Atheneum. From the vendor Zolton Nightstone.

Black Pearl: There are no vendors currently that sell Black Pearl for gold. If you are into PVP you can buy Black Pearls from Diego The DuelMaster in Unicorn Way for 175 Arena Tickets. You can also buy the Black Pearl transmute recipe from Avery Templeton in the Celestia Base Camp.

Black Coal: You can buy Black Coal right in Wizard City! from Elmer MeadowGrass in Olde Town for 5 Gold a piece!

Astral Shard: Astral Shard is one of the most difficult parts of the recipe as there is no vendor that sells them. You may be able to snag a couple from the Bazaar. You also can farm fishing chests in Castle Darkmoor for Astral Shards

Sunstone: You can buy Sunstone from Diego The DuelMaster in Unicorn Way for 200 Arena Tickets. You can also buy the transmute Sunstone recipe. You can get this from Avery Templeton in the Celestia Base Camp.

Diamond: You can buy Diamonds from Diego The DuelMaster in Unicorn Way for 100 Arena Tickets. You can buy the transmute Diamond recipe from Avery Templeton in the Celestia Base Camp.

Amber: Amber is by far the most difficult item to get on this list. One of the best places to get Amber is by farming Gladiator Dimachaerus in Mount Olympus in Aquila.

Hephaestus, Krampus, Brimstone Revenant: The best place to get these treasure cards would be from the Bazaar. They are not all common, but they do show up quite a bit if you refresh the treasure card tab a few times.

Thanks for reading my crafting fire spells, article! Please let me know what you think in the comment section. 

Legendary Ice PVP

Today’s topic is going to be pretty chill as we get into Legendary Ice PvP. The best level for Legendary Ice is definitely 66. My character was level 66 for the purposes of this article. Now, why Legendary ice? As ice you have loads of health a lot of resist so tanking long enough to stay alive and hit isn’t usually a problem. I had a fun time getting to Warlord.

I went with a well balanced setup. I chose to play to this schools strengths with lots of resist, decent damage, and pierce. For ice, it’s easy to get these stats especially with a ward pet. My basic strategy for this school was to save pips and use a combo.

My stats for this wizard ending up being 64 ice damage, 68 resist to ice, 63 to storm, 73 to balance, 60 fire resist and 48 universal.

Gear

For this setup use House of Scales or Waterworks hat for the excellent well-rounded stats. The Shivering Breath Robes is best for damage, critical and resist. You can craft this robe in Zafaria. My set up also uses the Professor’s Hoard pack boots. An Immortal’s Lore pack wand for it’s damage and pierce. The Duelist ring and athame for damage and pierce. A Life Mastery amulet and a resistance pet. As for the deck, I use House of Scales for the accuracy boost.
 
You will also need to get Winter Moon and Reindeer Knight. These spells will help with stuns, get rid of minions, and keep pressure on your opponent.
 
I actually made Leaderboards on this character, as I kept pushing. It was fun, and I enjoyed it.

ScHool Specialty

Your goal as an Ice is to keep applying pressure. Chip away at their health with attacks. Using over time attacks will deal damage, and suppress their attacks as well. Blades are your best friend.

Deck Setup

3 Freeze, 3 Frostbite, 5 ice blades, 3 ice dispels, 3 Reindeer Knight, 3 Snow Angel, 4 Steal ward, 3 Stun Block, 5 Towers, 3 Volcanic shield, 2 Balefrosts, 4 Winter Moon, maxed out Colossal enchants, 3 Gargantuan enchants, 3 Snow Serpent, 3 Fairy, 3 Satyr, 3 Reshuffle, and 2 balance dispels.
 

Treasure Card Deck

3 Ice blades, 4 Tower Shields, 5 Gargantuan, 3 Sanctuary, 1 Shatter, 3 Cleanse charms, 2 Reshuffle, 3 Elemental blades, 2 Weakness, 2-3 triage, and 1-2 lord of winter.
 

General Strategy

The main strategy is to outlive your opponent and continue attacking. This is slow gameplay and it will add up with combos. I always blade into an overtime attack when I can. I have 3 different types of over time attack. One is a single target and Two are all one enemy attacks. I fought a lot of Wizards with minions, with all one enemy attacks it was convenient for me to kill them.
 
What if you get hit by a Myth with shift? That’s why we have resist to our own school. That way you can survive your own hit, and be able to heal back. I don’t go too crazy with blades when I DoT (Damage Over Time). Usually, I save that for when I get an open shot to hit with Wintermoon, lord of Winter, or any other direct damage hit. The DoTs are also meant to get rid of shields, and DoTs work well against spammers.
 
Heal when your health gets low, you’re going to be tanking a lot. You’ll have the pip advantage to do so when you’re setting up to do those constant attacks. Use Sanctuary or Balefrost when they Doom, they will always try to stop you from healing.
 
That wraps up this article on Legendary ice PvP. I hope you enjoyed it. If you have any questions, reply in the comments section below. Thanks for reading!

NEW Nimbari Hoard Pack

The new Nimbari hoard pack is super awesome and our first pack to release in 2019! With that comes some high expectations and I don’t think it is letting us down! So let’s dive right in!


Pets

You’re going to get a lot of different pets throughout these packs. You will get millions variations, like a Fairyfly, Goat Monk, Storm Bird and a Storm Golem.

Of course the pet you’d really want is the Ultra-Rare Hurricanine pet. This adorable guy sadly only seems to give Storm Dealer as a talent you’d be wanting. But I’m personally willing to hatch as many times as it takes to get this adorable little dude a great set of stats! He also comes with a Galvanic Field item card. Not as good as a blade, but still nice to have.


Gear

Ah what you’ve really come for! Everyone always needs to know how important these packs are and how they will affect the meta of gear choice. The answer: A lot.

The wands at max level are honestly fantastic, in particular for storm. It’s best to think of them as superior versions of the revered crafting wands, but only in critical and damage. This wand allows my storm to reach 99.8% critical (give or take) with 162 damage! They also come with fairly beefy Shift Maycasts that can allow you to get a nice bit of cheeky extra damage!

The boots and hat are also phenomenal at lower levels, trumping Waterworks and House of Scales gear!


Furniture

This is something I personally don’t like. There are 7 different furniture items tagged as Ultra-Rare, meaning they’re equally as rare as the wands, robes and the pet.

They’re cool, don’t get me wrong, and using them I made this awesome little scene in my Arcanum Apartment, but still not the best. Perhaps this was to balance the dropping of these great gear pieces? We’ll never know.

Other than that the other pieces of furniture are nice and the variety of fans to add to the regular ones we saw with Whirlyburly is awesome!


Mount

The Nimbari Chariot looks pretty cool. It’s nice and unobtrusive and looks different enough, but it’s nothing spectacular.

Still you will not be complaining if you get this Epic drop. It seats two wizards with a standard speed boost of 40%. Overall, rather cool.


So with all that said, I think we can all agree that the Nimbari hoard pack was actually pretty successful and great to have. I love what it’s allowed me to do in my house as well as my gear. It gets my seal of approval!