School Pip Breakdown

School Pips

Kingsisle is introducing a new kind of pip, School Pips, and they do everything that Power Pips do, plus a little bit more.

 School Pips count as power pips, so you can use them in all the ways that you can currently use power pips. They count as power pips whenever you cast a spell from that school – kinda like Mastery, except you don’t need Mastery to do it.

To generate school pips, you will need to chase a new stat called Archmastery. Archmastery governs the rate at which your “Power Orb” fills up. When your power orb fills up, it automatically converts 1 power pip into a school pip.

Your power orb can overflow and hold up to 7 points if, for some reason, you don’t have a power pip to convert to a school pip.

As an added bonus, if your power orb has at least 3 points in it, it will convert white pips into power pips – so it will take some of the RNG out of power pip generation as well.

This feature includes changes to your Deck functionality. By default, all players will generate school pips of their own school. But KI has placed a button on your deck you can use to change your preset for what school pip you want to start generating in combat. And that setting is saved on each deck, so you can build decks with different spells inside and different presets for your school pip.

You can ALSO change your school pip setting in the middle of combat. This lets you change the next school pip to come up. Changing this setting in combat doesn’t change the setting on your deck, so you don’t have to worry about forgetting to set it back.

Exclusive School Pip Costs

This new functionality doesn’t stop there. School Pips work like Power Pips but are a little harder to get and use, so KI assigned them additional value in the spell audit. And in much the same way Shadow Pips work, they assign an exact school pip cost to a spell. So you might find a Death spell that requires you to have at least one Death pip to cast it.

By now, some of you are probably jumping ahead, and based on some of the teasers you have seen so far, and you know what’s next – spells of one school that require a pip of another school. For example, you might have an Ice spell that requires a Death pip. Right now, for story reasons, KI says they plan to keep spells like this out of the mainline until players reach Novus.

Discord community member Mayonnaisinator#9263 asked where we would be seeing this new stat, and Ratbeard’s response was:
You will probably start seeing it around level 50. Wizards will have a “base” Archmastery stat that changes with level (like Pip conversion, pip chance, health, etc.) The stat will mainly be found on decks (so that should limit the number of items we will have to check if it does get added to existing items)

Additionals!

KI tried to put Archmastery in places that would not compete too hard with prior valuable stats but in enough places to give players options as to how much they want to chase ‘top stat.’ One of the four sources is ‘Jewels’ (square/tear), but IIRC there are 7 jewel slots to choose from. Assuming perfect conditions from our benchmark for the best possible power orb fill rate was 1 point per turn. Most players will not hit that. But it’s possible – you could generate 1 School Pip per turn (if you have 100% Power Pips as well)

– You can Pip Conserve off of School Pips
– School Pips can’t convert into other School Pips
– The Priority is Power Pips > School Pips > White Pips
– The Power Orb fills up faster when you have more cards in your Deck. This is not the only way to get more Archmastery rating though

Credit for the previous article goes to Discord community member Court#5444. Join our Discord for more great information about Test Ream changes!

Pet Trainer Bundle

Burrow your way to adventure with the fantastic Pet Trainer Bundle for Wizard101! This excellent addition to the Spiral brings you a faithful companion and gear to help you on your adventures! For $29.00 at Gamestop, you get a fantastic gear set, speedy mount, cute pet, and some unique housing items!

The Pet Trainer Bundle includes:

– Pet Burrow Teleporter

– Pet Door Teleporter

– Fur Wheeler Mount

– Pup Prodigy Pet

– Pet Trainer Attire

– Pawzooka Weapon

– One Month of Wizard101 Membership or 5000 Crowns

Doors & Burrows

Exclusive to this new bundle are the Pet Burrows and Pet Door teleporters. These special teleporters add more ways to play as your pet, allowing you to travel anywhere your little heart desires! Wizards are too big to fit! You’ll have to become one with your furry friend to venture through!

The Burrow will blend in with the nature outside of your castle, meanwhile, the door compliments any home interior. These teleporters are only usable while playing as your pet and are too small for Wizards to fit. Once you’re at home, set up the Teleporter while decorating your house. When chosen, a circle will appear that you’ll have to place; this is where you’ll get teleported to. After you’ve selected the location, you may choose the Teleporter again and place it.

With these teleporters, you can open up new possibilities for one-of-a-kind party games with your pets. You can create discrete hidden entrances to your other castles or secret passages to the best hiding places for Hide-and-Seek. They also make a great addition to any maze!

Hamster Power!

Next up, we’re going to take a look at one of the cutest mounts, the Fur Wheeler! Horse power is a thing of the past, because this new mount is full of energy. Why? It’s powered by none other than the Ravenwood Hamster! This mount will have you zooming around the Spiral with its +40% speed. All your friends are going to be jealous when they see you doing wheelies and tricks on this board. 

A Wizard's Best Friend

You also get a furry and faithful companion with this bundle! The Pup Prodigy Pet will be by your side through everything Wizard101 has to offer. Equipped with his glasses and a calculator, this is one smart pup. He’s a Balance School pet, equipped with an Accurate spell card as a baby. So you’ll never miss that dire hit to save your tail.

First-generation Pup Prodigies have a Pedigree Score of fifty-six and the following stats:

  • Strength: 210
  • Intellect: 240
  • Agility: 210
  • Will: 190
  • Power: 200

First-generation talents can include; Big Energy, which pairs with the Bundle’s gear set. Lively, that will increase Incoming Healing, an excellent thing for any maycast pet. Next, there’s Balance Assailant, granting a bonus to your Balance Critical Rating. Finally, there’s May Cast Balance Blade, which gives your pet a chance to help you by casting a universal blade. These are only a select few talents this pet can get.

Once you train this prodigy to Adult, you also gain another card: Disarm. This card removes one positive charm from your opponent. This pet lends itself well to expanding your energy reserves given its base Talent pool. Making the Pup Prodigy an excellent choice to take Fishing or Gardening. This pet would also make a decent Support pet or May Cast Heal pet.

Got to Train 'Em All

Moving on, we have the Pet Trainer Gear. This is by far the best energy set you can get in the game and the best part? You don’t have to struggle opening tons of packs for it! This outfit is ready for anything with all the tools needed to train your magical menagerie. You’ll definitely want this outfit the next time you’re at the Pet Pavilion. But why stop there? With all the Energy this outfit grants, you’ll have no problem tending your garden or going fishing!

The higher tiers of this outfit also offer a variety of Animus extraction cards. So this set may come in handy if you’re out gathering Animus! 

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This set provides the same amount of Energy as the Yule Logger Gear, and Light Elf sets. Both are heralded as the best Energy gear sets you can get, but they’re also seasonal items. Which means the there’s a limited window to get them each year. The beauty of the Pet Trainer Attire is that it’s guaranteed. Meaning you won’t have to spend countless Crowns opening packs or wait an entire year to get the best Energy set.

When it comes to this bundle’s style, I must say I’m impressed with the look. The Pawzooka is one of the more unique looking wands in the game. With a crosshair for insane accuracy and extra tennis balls, you’ll always be ready to play fetch.

The stats aren’t particularly glorious, as this set focuses on Energy. The lowest tier has 2% damage, a nice boost for first level wizards. The max tier option has 3% Peirce, +85 Critical, 8% damage, and 245 pip conversion. Not the ideal choice for combat at high levels, but the gear makes up for it with its fabulous look.

In Conclusion

That concludes the review of the Pet Trainers Bundle; it’s unique and has outstanding elements! The equipment is currently tied for the best Energy gear in the game. The Pup Prodigy is adorable and provides a great starting point for expanding your energy reserves. The Fur Wheeler mount is cute and fun, with it’s a nod to the Ravenwood Hamster. The Pawwzooka’s stats are a bit underwhelming, but it makes for a great stitch! Finally, the Pet Burrows and Pet Doors are nothing like what we’ve seen before. I’m excited to see what Wizards will do with them!
 
Thank you all for joining me on this review. I hope it helps you choose whether this is the bundle for you. Should you pick up this card and see how awesome it is for yourself, I’ll see you skating around the Spiral!
-Mana Tea

Fantastic Ward Pets

What Is A Ward Pet?

The name Ward Pet refers specifically to “Ward” talents. Each school has a corresponding ward talent, usually with the school’s name followed by the word “Ward”. For instance, Fire-Ward or Balance-Ward. These talents all give up to 15% resistance to that specific school. Since these talents give resist, they are most commonly paired with the universal resistance talents, Spell-Proof and Spell-Defying, for a hefty 30% resistance to that particular school. Although these talents are often seen together, a pet does not need the universal resistance talents to be considered a ward pet. 

Why Use A Ward Pet?

At first glance, you might think these ward talents are only useful if you intend to play defensive. While that is true, many players will want to take advantage of ward talents, even players who spend their time hitting can make use of ward pets. As long as you know what type of damage you will be taking, using the corresponding ward talent will make you significantly more resilient in battle. 

For those players who don’t want to hit as much, it is popular to combine ward talents with other types of talents. For example, certain may-cast talents pair incredibly well, Fairy Friend or Fearless Fortifier to name a couple.

How Do I Make a Ward Pet?

Although the general way you go about making a ward pet is the same as making any other pet, there are some useful tips to keep in mind. The pet you put the ward talents on, can be equally as important as the talents themselves. For offensive ward pets, as I mentioned earlier, the Rain Beetle is a popular base pet. It provides a spell that allows you to remove shields or weaknesses and blade in the same turn. For defensive ward pets, Grimhorns and Flamencos provide very powerful -90% set shields which pair nicely with the extra resistance. Other popular options include the Clockwork Paladin, which gives a minion that has many shields and blades. 

Once you pick what base to put the talents on as well as which wards you want, there are some helpful things to look for in the pool. For starters, all ward talents are Ultra-Rare. So when looking for a ward pet, keep an eye out for a lot of Ultra-Rare talents in the pool. Another thing to keep in mind, is ward talents will always be below Spell-Proof in your pool. It’s very common for Spell-Proof to be the very top talent in your pool, although it does not have to be. 

Extra Information

You may hear players throw around the term “16 ward” when discussing ward pets. Your first thought might be that they have a ward pet with selfish talents to increase the stats from the talent. However, if the pet’s base stats are high enough, when combining Spell-Proof, Spell-Defying and a ward talent, they will actually add up to 31%, despite still showing 5%, 10% and 15%. This will only be visible on your character sheet, and is only possible when you have both Spell-Proof, Spell-Defying and a Ward talent. This is a picture of my character with the Rain Beetle I mentioned earlier, and as you can see he has 31% Fire, Ice, and Balance resistance despite the pet only showing values that add up to 30%. 

For anyone interested in the math behind 16 ward or interested in checking if a pet will be 16 ward before training it, here it is. As long as the decimal values of Spell-Proof, Spell-Defying and the ward talent add together to be 30.5 or greater, the character sheet will round the value up to 31%. For reference, a max stat pet will have the values of 10.24, 5.12 and 15.36, which add to 30.72 and thus round up to 31%. 

Conclusion

This concludes the first article of the Fantastic Pets series. Hopefully this helped give you some insight into what wards pets are, why to use them, and how to go about making one yourself.

I’d love to hear about how this guide helped you, as well as what else you want to hear about. I will be covering other major pet types, but if you have a specific type of pet in mind, be sure to leave a comment below.

Superstacking Medium Plants

Gardening is such an amazing way of  getting Mega Snacks, TC’s, reagents and of course GOLD!  Making the most of your gardens space is very important. Here is an  easy way to have a 64 medium plant  garden, and it’s basically error free.  When completed, it will be 4 plants high, 4 plants wide, and 4 plants deep.

Start with the Basics

The best way to get started is to  have a castle that is considered a plant like. Currently, the castles that all plants like are:

Botanical Gardens – The Botanical Gardens are available with the Evergreen Bundle Gift Card (Sometimes available during special events, in the Crowns shop for 12,500 Crowns)

Red Barn Farm – This castle is available from the crowns shop for 12,500 Crowns or 125,000 Gold

Everafter Village – This castle is available in the Fantastic Fairytale Bundle.  It can be found at Gamestop online and in stores for $39.00

You’ve bought your castle, so now it’s time to get the supplies you’ll need to get your stacked garden, “off the ground”…..pun intended! These are the items I use, most of  which can be found at the Bazaar.

Items for Stacking

12 Crates:
The preferred ones are:
*Crate of jellybeans
*Crate of hot dogs
*Crate of pudding
*Crate of pies
*Crate of ice cream
You can find crates at the Bazaar, usually costing between 300 gold and 1100 gold.  They are also available in the crown shop for 500 crowns or 2500 gold.

Dragonspyre Standard:
This can be bought from the Bazaar for 1600 gold.

Flat Wooden Platform:
You will find this item in the Crowns Shop for 350 Crowns, or 1750 gold

Stairs Castle Block:
Occasionally, stairs can be found at Bazaar for 75-125 gold
They are also available to craft from Lloyd FallingWater in the Shopping District. The recipe costs 2000 Gold for a narrow one or 10,000 gold for a wide one.

Tatami Mat:
The Tatami Mat is sold by Zhi Lan, Mooshu Housing Shop. The vendor price is 350 gold. 

Helpful Extras

Last, but not least, a little bit of research has to be done so you will know what your plants will like. In this example, I’ll be planting Trumpet Vines. Try to get as many of the likes as you  can.  The following items are the likes for Trumpet Vines. 

Your plants likes may differ from this list.

Deadly Helephant Ears
Decorative Gong
Helephant Ears
Gong of the Oni
King Parsley
Pixie
Tropical Garden Gnome
Ultra Helephant Ears,

After collecting all your needed items, it’s time to get started!  This video will take you through every step to creating your own 64 medium plant garden. I hope this helps you maximize your rewards from gardening!

These steps should get you on your way to maximizing your gardening space.  I’d love to hear what medium size plants you decided to use and the likes you added to speed up your harvest! Let me know in the comments.

Keep your eyes open for the next article where I will show you how to easily get 50+ large plants in one compact area.

Happy Gardening!

Ice Guide to 100% Critical

You probably thought it was impossible to get 100% critical plus high damage with the Ice school, huh? Well, you’re wrong!

With Ice, this is the most difficult school to get 100% critical, even more so with balancing high damage with it. Ice doesn’t have the privilege of having high critical items compared to the other schools. For example, Jack Hallow’s wand sets all have 195 critical while the ice version is much lower. From my calculations, this Ice setup should give you 845 critical and 123% damage.

Benefits of the Ice School

The Ice school is a very powerful school in Wizard101. They have the highest amount of health and resist in the game. You’d think the Life school would take the trophy in that department. Ice is very flexible in the sense that they can defend, they can attack and they can assist their allies with shields in a battle. Usually, when I see an Ice character in PVP, I get scared since they can hit very hard with their spells yet defend themselves well.

Problems with this build

Well, Ice shouldn’t be a school that runs this build since their health decreases by a bit along with some other stats since the robe we’ll be using decreases health. We’re only using it because it increases damage by a lot. A substitute would be to use the Frosty Light Brigade Armor instead even though it will decrease the damage. At least you’ll still critical every Ice spell. I figured this school would be at a higher disadvantage than the others since KingsIsle built the Ice school to be a more defence-driven school which explains their resist and insane health. Personally, for this build, I’d replace some of the critical talents on the pet with more damage and replace the amulet with Morganthe’s Gem of the Grand Prophecy (gives 2 extra ice blades) but you can play around with it.

What you’ll need:

Robe: Glorious Avenger’s Armor

Hat: Icy Paradox Conical

Boots: Icy Paradox Boots

Wand: Polarian Explorer’s Pickaxe

Pet: Double damage quad critical pet

Athame: Shadow Spider’s Sting (with two (2) +18 critical Sapphire jewels)

Ring: Icy Paradox Ring (With one (1) +18 critical Sapphire jewel)

Amulet: Amulet of Neverwhere

Mount: Ice Ghulture

Deck: Icy Paradox Deck

Total Damage: 123%

Total Critical: 845 (100%)

Gear Setup

Gear Setup Note: You can alternatively use Morganthe’s Amulet (Gem of the Grand Prophecy) which gives 2 extra Ice Blade cards. It will just decrease the critical by 5 which still would register as 100%.

Gear Calculations

I hope you enjoyed my guide on how to unleash the critical potential of Ice school. Let it turn your snowstorms into  Blizzards, and let us know what you think in the comments below!

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