Lambent Fire: 2 Turn Farming Strategy

Lambent Fire

Lambent Fire is a Stone Skeleton Key Boss that is found in Crystal Caves – Avalon. He drops the Burning Rampage spell, which is highly sought-after by many fire wizards. Unfortunately, his cheats work conveniently well to make the battle harder specifically for fire.

Main Cheats & Common Strategies

He cheat-casts steal charm on all fireblades, elemental blades, and universal blades. Aegis can be used to prevent this cheat, but many people don’t have that spell yet. If Bladestorm is used, only the caster will have their blade stolen. A common strategy is to have someone spam quench (fire dispel) on the boss so that someone else can blade. Hitters of other schools often don’t worry about this cheat (other than balance), but it’s mainly fire wizards that are farming this boss.

He also cheat-casts Immolate on any universal traps. That’s right – no feints, even if protected with Indemnity. You would need someone to spam quench for that, too. The only exceptions to this cheat are Mass Feint and Malediction (mass universal traps). Regular traps (like Fire Trap, Elemental Trap, Fuel, and Backdraft) all work fine. Fire Prism and Mass Fire Prism are both allowed.

A minion will also cheat-cast Bad Juju at the end of the 3rd turn to whoever has the most pips, which is usually the hitter. That always has to be cleared using a wand spell or Cleanse Charm before hitting. This cheat is part of a cheat-cycle and repeats every 3rd turn.

So if you’re fire, it’s hard to blade and hard to trap. Farming is all about efficiency; regardless of the drop rate, you have a higher chance of getting what you want if you get more runs in. But with all of the cheats against buffs, how could 4 average fire wizards ever hope to beat Lambent Fire in 2 turns?
 

Here’s The Strategy

 
Person 1: Minion Killer
 
You need one person to kill the minions. If you’re a fire wizard with a +1 pip deck, use Mass Fire Prism followed by an enchanted Scald.
 
Yeah, I said Scald. Trust me on this.
 
How high your damage is won’t matter, the minions will die regardless. If you don’t get a power pip on the 1st and 2nd turn, no worries; it will just take 3 turns to kill.
 
If the minion killer ends up not being a fire wizard, just find someone that can kill the minions by the 2nd turn. Having a spell that is both AoE and DoT (like Deer Knight or Reindeer Knight) would be ideal, but anyone else that can one-shot minions by the 2nd round is fine.
(Ex: Stormblade + Tempest/Storm Lord)
 
Person 2: Main Hitter

Here’s another surprise for you fire wizards: if you’re the hitter, use Fire Prism (single) on the boss, followed by an enchanted Heckhound. Even if you have a shadow hit ready.
 
Another “useless” spell, I know. Just go with it.
 
If your main hitter is not fire, then just have someone blade and hit with any DoT spell. Frostbite, Poison, or Thunderstorm (Rain Core pet spell) are all great options. Even if you have a stronger spell, please stick to DoT.
 
                                                                       Person 3: Secret Weapon
 
This is where the strategy comes together. Most of the people farming this boss are fire, right? Someone probably has Dalia’s Smoldering Hairdo, the fire hat from the Professor’s Hoard Pack. Congratulations, you have been selected to use Incindiate.
Does it make sense yet?
 
This will detonate all of the previously used DoT spells AND double their damage. To put this in perspective: Assuming a fire wizard was the main hitter and used what I said above, it would end up being a 5-7 pip Heckhound with a prism. If you include a Colossal enchantment and the double damage from Incindiate, you’re looking at a 1900-2440 base damage attack. That’s more base damage than any spell in the game. And that’s still without the 30% ice boost (from prism), stat damage, or even a possible critical.
 
The Scald works similarly; with Colossal and Incindiate, it would have 1540 base damage, which is still more damage than Raging Bull. That alone with the 30% ice boost is guaranteed to kill minions (and land a solid hit on the boss as well), not to mention your stat damage.
 

If you’re a non-fire wizard but you have the hat, you can still make it work. If you have a fire mastery amulet, great. If you have a +1 pip deck, using empower on the 1st turn will give you enough pips to cast Incindiate on the 2nd turn

f you are balance, you could go first and use bladestorms (cheat will only steal blade from you) to boost the other 2 hitters, or use Donate Power to boost the Heckhound, or both.
 
If you have Dworgyn’s Havoc Hood (the death hat from the Professor’s Hoard Pack), Mass Feint would also help.
 
If you are not fire but you are still a strong hitter, then you can blade and hit with whatever you got; just keep in mind DoT will do double damage.
 
If you have none of these, you could always buy Donate Power tc from the bazaar and use that on the main hitter before they use Heckhound, or buy Fire Trap/Elemental Trap/Fuel tc. Just find some way to be helpful.
 
 
 
Person 4: Backup

There is no specific role for this person, just help somehow. If you are fire/ice/death, I recommend doing the same thing as the main hitter. I’m specifically including ice and death because they both have solid, low-pip DoT spells they can use, and they each have a 30% damage boost against Lambent Fire.

If you’re fire but have really low accuracy/damage, use traps for the hitters. (Traps have to be after prisms, so enter battle after the hitters.)

If you are balance, you could go first and use bladestorms (cheat will only steal blade from you) to boost the other 2 hitters, or use Donate Power to boost the Heckhound or both.
 
If you have Dworgyn’s Havoc Hood (the death hat from the Professor’s Hoard Pack), Mass Feint would also help.
 
If you are not fire but you are still a strong hitter, then you can blade and hit with whatever you got; just keep in mind DoT will do double damage.
 
If you have none of these, you could always buy Donate Power TC from the bazaar and use that on the main hitter before they use Heckhound, or buy Fire Trap/Elemental Trap/Fuel tc. Just find some way to be helpful.
 
 
 
(If you’re a high level and wanna get fancy, a death wizard could use Empower then Wrath of Hades, or a myth wizard could use Empower tc then King Artorius (which both have a big 1000+ damage DoT). If you’re hitting minions, an ice wizard use Empower TC/Snow Angel, or a myth wizard could use Mythblade/Noble Humongofrog. Feel free to get creative!
 
Putting It All Together
 
If your backup person is not hitting or trapping, have them go first, followed by the 2 hitters (in any order). If the backup person is hitting, then all 3 hitters go in any order. Most importantly, have the person using Incindiate go last.
 
If anyone on the team doesn’t have enough pips to do their part by the 2nd turn (due to lack of power pips, entering late, etc.), everyone needs to wait until the 3rd turn to hit.
 
If your hitters aren’t very strong, or you don’t have a backup person, hitting on the 3rd turn can also give everyone an extra turn to trap, and increases Heckhound’s base damage (by gaining an extra pip). This would ensure a kill, although most full teams can manage it in 2 turns.
 
Preventing Fails
 
 
One of the unpredictable things in this battle that can cause a fail is Lambent Fire using Efreet. But with this strategy since the person using Incindiate is going last, the Efreet will always target them (since they will always be across from him) as long as you have a full team.
 
 
 
The Bad Juju cheat is another thing people worry about,
but hitting by the 3rd turn avoids this completely.
 
 
The minions CAN use Immolate, which can clear some of their prisms. If the minion killer is fire and has low damage, the Scald might not kill. Have a backup AoE hit in to clean up. Lambent Fire will not use Immolate.
 
Aside from that, watch your accuracy and power pips. Incindiate needs 15% accuracy to ensure no fizzles. Raise your power pip stat too, especially if you don’t have a +1 pip deck. Other than that, make sure your hitters all have 100% accuracy for their school. If your accuracy isn’t high enough, taking an extra turn to use Infallible is well worth your time. Accuracy and power pips are much more important than critical for this strategy.
 
 

Deck Setup

Minion Killer

If you are fire, this is the setup you wanna have. Keeping a maximum of 7 cards ensures that you will draw exactly what you need. the plan is to use Mass Fire Prism, then an enchanted Scald. If you get a pip fail can’t use Scald on the 2nd turn, use a trap while waiting for a pip. If your fire accuracy isn’t perfect, use Infallible tc regardless of pips.
 
If some minions clear their prism and end up surviving, then you have a backup enchanted Meteor Strike. In the rare case that it goes past the 3rd round, you may need a wand to for the Bad Juju cheat.
 
If you’re not fire, just replace the trap/prism with blades, and the attacks with your AoE spells.
 
 

Main Hitter/Backup Hitter
 
Same simple setup: Fire Prism then Enchanted Heckhound. Pip fails don’t really matter with Heckhound, but use a trap if someone else on your team needs to wait for pips. Just like before, you have an enchanted Meteor Strike and a wand hit for emergencies, but probably won’t end up using them.
 
If you aren’t fire, just replace the trap/prism with blades, and the Heckhound with your DoT spell. Backup hit is optional.
 
***All hitters NEED perfect accuracy, more than anything else. If you fizzle, you miss out on the Incindiate. If someone on your team needs to use Infallible tc, just hit on the 3rd turn.
 
Secret Weapon
 
It’s pretty simple for this person: enter the battle last and be ready to use Incindiate by the 2nd turn. if you have a +1 pip deck and at least 90% power pips, you’re solid. You can use a Fire Trap or anything else that would be helpful while you wait. If you don’t have a deck pip, increase your power pips as much as possible and use Empower tc on the 1st turn. Regardless, 15% fire accuracy is a must. Backup hit is optional.

Other Backup 
If the Backup is a fire wizard with low damage/accuracy and doesn’t want to hit, this is also a possible setup. Pack whatever traps you have, and go after the hitters so that your traps go after their prisms.
 
If the backup isn’t fire, then go first and support in any way possible. An easy way is by using Donate Power tc to boost Heckhound on the 2nd turn.
 
 
While I do agree that this strategy is a bit particular by requiring a spell like Incindiate, also consider that you’re more likely to run into fire wizards with this boss than anywhere else. The chance that someone on your team has it is pretty decent. All the current guides and strategies advise against having too many fire wizards (which is terrible since fire wizards farm it the most), but this one encourages it. This is also the only current strategy that can be done in 2-3 turns with a team of average Archmage fire wizards.
 
Good luck on your drops!
 

By: NinjaDudeB12 #4545

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!

Copying a Pet Using the Piggle Method

So, you want to make a great pet for questing? Unless you’re an experienced pet hatcher, I recommend that you copy a pet from the Hatchmaking Kiosk. Before you get started, make sure you have a full garden of Couch Potatoes and Evil Magma Peas for a good supply of pet snacks and Gold for hatching.

Now, you browse the pets on offer in the Hatchmaking Kiosk and you see the perfect max stat double-resist triple-damage pet in the Hatchmaking Kiosk. You hatch with one of your pets and hope some of the talents on the desirable pet manifest on your new pet.

Once your new pet has hatched, you train it to teen, and it gets Spell Proof. You’re feeling super confident so you train the pet to Adult. It manifests Pain Giver. Woot! The pet is looking great! You train the pet to Ancient and it gets Mana Gift. Ugh. That’s definitely an undesirable talent.

What should I do now?

Should I trash the pet? Should I start over and hatch again tomorrow and hope for the best again?

Unfortunately, once you’ve trained a pet beyond Adult and it manifests an undesirable talent, it really is a fail. I would probably trash the pet.

But, here’s the deal: if you only trained your pet to Adult and you hatch it with the pet from the Kiosk again you will transfer more of the talent pool and stats to the offspring. You can use a technique I use to continue transferring a pet’s talent pool and stats to your own pet.

The method I use to copy a pet’s talent pool and stats in just a few hatches is known as the Piggle Method. It’s called the Piggle Method because you start with a Piggle pet bought from Tennant Wastelander for 350 Gold. Tennant Wastelander is one of the “Pet Shoppe Boys,” and a Pet Vendor in Wizard City. He’s located in the Pet Pavilion, inside the Pet Shoppe Boys’ Pet Shop.

Why do you use a Piggle?

The reason we use a Piggle pet is that most of their talents are Common, so it’s easy to track the talent pool with each hatch. Also, the talents aren’t very ‘sticky’, or hard to get rid of although that doesn’t really matter when you follow this method

Are there any tricks to transferring the talents and stats?

Once you’ve bought your Piggle pet train it ONLY to Adult. Go to the Kiosk and find a pet you want to hatch with. Once you’ve found a suitable pet, scroll through your pets and select your Piggle. Take a screenshot or a snip before you click Hatch. Now train the offspring to Adult. Once your new pet is Adult, hatch again with the same Kiosk pet when you can, following the same steps above.

Will I get the pet I want in the first hatch?

You may not get the pet body you desire in the first hatch, or even in the first ten hatches, but you will get it, eventually. Just keep following the process of hatching with

the Kiosk pet, training the offspring to Adult and hatching again until you have copied the pet, its stats and talent pool.

The new pet failed at teen, should I train it to adult?

Until you’ve copied the pet’s talent pool and stats, don’t worry about which talents your pets manifest. The manifested talents only become important when you have copied the talent pool and stats completely.

Your pet talent pool is on the left and the stats are on the right. A high pedigree shows a high number of Epic talents which may or may not be desirable depending on your goals. The higher the pedigree the more Gold your hatches will cost.

If you own the same pet body, train your pet to Adult then hatch with the desired pet from the Kiosk just like I explained above using the Piggle. Then, train the offspring to Adult and hatch again. Hatch the new offspring with the pet you are copying until you have a pet with the identical stats and talent pool.

How can I tell I’ve copied the pets talent pool and stats?

If you look closely at the picture below, you’ll see that each of the numbers in the “SAP” (Strength, Intellect, Agility, Will and Power) column is identical to that of the

parent pet. Also, each of the talent pool dots appears in the corresponding lines on both pets.

 Will I get the same talents on my pet as the kiosk pet?

Once you’ve copied the pet’s talent pool and stats completely, your job has only just begun. Now the hard part starts. It will still take many hatches to train a pet that manifests all the talents you want because you’re not copying the pet’s manifested talents, you’re copying the entire talent POOL. Any five of the ten talents can manifest in your pets when you train them, regardless of what talents the parents have manifested.

 Make 2 or 3 base adult pets

Next, train your pet with the identical stats to Adult. If it doesn’t fail, hatch it again with the pet you’re copying. And if it fails, still hatch with the desired pet again until you get a pet to Adult that hasn’t failed. I recommend that you make two or three Adult pets that haven’t failed to keep as your base pets for hatching until you have gotten 2 or 3 pets to Ancient that haven’t failed.

Next, make 2 or 3 base ancient pets

Once you have 2 or 3 Adult pets that haven’t failed, you can hatch your own pets together if the Kiosk pet isn’t available. Now hatch one of your Adult pets with the Kiosk pet or one of your own base pets, now you can try to train a pet to Ancient without failing. If a pet fails by Adult, go back to your previous pet to hatch again with the Kiosk pet, or hatch your 2 Adult pets together if the Kiosk pet isn’t available.

Make 2 base epic pets

When you have 2 pets trained to Ancient that haven’t failed, you can train up your base Adult pets. If they fail before Epic, hatch one of your 2 Ancient pets with the Kiosk pet, or hatch them together if that pet isn’t available, and try to get 2 pets to Epic that haven’t failed.

After you’ve gotten 2 pets to Epic without failing, you can level up your Ancient pets as far they will go without failing, keeping your 2 Epic pets as insurance. If those pets fail, hatch one of your Epic pets with the Kiosk pet or your other Epic pet and train as far as you can without it failing. If your pet fails, you still have your 2 Epic pets to fall back on.

How long will it take to get a pet with the same talents?

Making the perfect pet will eat up your Gold, pet snacks and your patience. Sadly, we have no control over which talents will manifest. Also, regardless of which talents have manifested up to Epic, the final talent at Mega appears to be a random talent from the talent pool. So it really is just a matter of persevering with the hatches until you get a pet that manifests the talents you want.

If you take the precautions of making and keeping base pets that haven’t failed, your efforts will pay off, eventually.

Should I feed my pets snacks that they like?

Seeing as we all have a finite amount of energy, the best thing to do is to conserve energy and feed your pet snacks that will give them the most XP per pet game. I feed my pets Captain Cantaloupe and Mystic Dragon Fruit until I’ve maxed out all the stats. Once I’ve maxed out all the stats I feed my pets Fancy Yogurt.

I’m out of Energy and my pet has only 2 xpto level up!

If you find you have only one or two XP remaining to level your pet, instead of playing another pet game, feed your pet unwanted gear and items from your backpack until the pet receives the XP it requires to level up. You can also buy Pet Crumbs from the Crown shop for 100 Gold per pack feed the individual Crumbs to your pet until it levels up.

While this process might seem complicated at first once you’ve done it a couple of times you’ll get the hang of it.

By: Samantha McDonald 

Join Samantha on Wizard101 Warriors

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.

Shields101

Shields are a type of ward and are the exact opposite of traps. While traps add damage to a spell, shields detract damage. Charms and blades trigger first, and wards go second. So any shielding you do will affect the spell with the charm buffs.
 
There are three different types of shields: Absorbs, Universal Shields, and School-Specific Shields.
 

ABSORBS

Some absorbs absorb a set amount of damage.
Life gets absorb 400 damage at level 16
 
Other absorbs take damage based on the number of pips the wizard has when it was cast.
If the wizard had 3 non-power pips, the absorb would absorb 375 points of damage. Ice learns this spell at level 18
 

It’s important to note that any damage will be absorbed by this shield, making all absorbs also universal shields. If there is a boss that takes universal shields, they will take absorbs that are individually cast. (Rebirth users, rejoice! Some bosses won’t take your absorb, but some will. Depends on the boss)

UNIVERSAL SHIELDS

These are the shields the Ice school is known for. You guessed it; the tower shield. The other, slightly less common one is the legion shield. A universal shield takes a certain percentage off of any school-type damage before it hits you. A tower shield, specifically, halves the damage. A spell that does a 100 damage will only do 50. The legion shield takes off 30% damage.

SCHOOL SPECIFIC SHIELDS

These are the most numerous. There are school shields for every school except balance. There are different amounts of damage they take off as well. Everyone, starting at level 10, can get a -80% shield of their school for no training point cost. Others can be trained for one point each if you wish. Sabrina Greenstar, in the Commons, by Hilda Brewer, trains these spells

Each school, except for Balance, gets a spell with two -70% shields of the other members of its trio. The elemental trio (Storm, Fire, and Ice) can get the Glacial (Fire), Thermic (Storm), or Volcanic (Ice) shield. The spirit trio (Life, Death, and Myth) can get the Legend (Life), Dream (Death), or Ether (Myth) shield.

As you can see, the Volcanic shield gives the user two shields; one-70% storm, and one -70% fire.

Just because Balance isn’t a part of a trio, doesn’t mean it gets left out. Balance wizards get two different spells. One spell has the spirit trio shields, all at -50%. The other spell is the elemental shield.

NOTE: Damage over time’s (DOTs) do count as incoming damage, meaning that any shield placed will be used by the DOT. This is either helpful or just a nuisance.

Be careful, and pay attention.

LAYERING SHIELDS

Just like traps and blades, shields can also be layered. However, two shields of the same kind will not stack. Three of the same type of tower shields won’t work better than one tower shield. However, it is worth noting that different types of shields can be stacked. For instance, a trained tower shield can be stacked on top of a treasure card tower shield to increase its protection.
The rule of layering: First thing on, last thing off!
 
When it comes to layering shields, you should watch carefully. A tower shield placed before an absorb will only trigger after the absorb has been broken. A tower shield placed after an absorb will trigger as soon as you take damage, halving the damage the absorb takes. If you’re in charge of shielding think about whether you want an absorb as the last line of defense, or if you want standard shields last.
 
Consider this scenario, you place a Spirit Armor (400 absorb) on a teammate. The teammate suffers no damage, and next round you place a -80% Storm on top of it. The enemy casts a Storm Lord (690 base damage) and ends up doing a total of 0 damage. This is because the -80% storm shield lowered the damage to 138. The absorb had enough to take the damage, lowering the amount left to 262.
 
Now, consider the reverse, with the storm shield on first, and the absorb on second. The opponent hits. The absorb takes 400 damage, leaving 290. The -80% shield pops, damaging the wizard with 58 points.
 
These two scenarios are basic, but, as you can see, layering shields so you can get the best advantage out of them is important. Keep track of the shields going off and on.


GETTING RID OF SHIELDS

Ice has this handy little spell called Steal Ward. It takes a shield off of the chosen target and places it on you. However, this only works for the most recently cast shield. If a wizard places a tower shield followed by a -80% Myth shield, the spell will take the -80% shield off.
 
Myth’s infamous Earthquake will take every ward off including any traps. If there are important traps that need to stay in place, Shatter can be used instead on a single target for 3 pips. After reaching level 100, Mystic Colossus will do a mass shatter, taking all unused shields and leaving behind any unused traps. Myth can also use Pierce to remove the last shield cast in much the same way as Ice’s Steal.
 
Another way of taking shields off is with small spells. Wand charges, for example, will take a tower shield off, or a school-specific shield. A decent DOT will be enough to take off most absorbs. Having a teammate hit before you will also be semi-helpful if they can pull the absorbs and universal shields.


CONCLUSION

Shields are just as important as blades and traps. When soloing in attack gear shields can save you. They can give you enough time to save pips for that one-shot. When shielding others, keep in mind their health and resist. Don’t just shield one person, pay attention to every Wizard. Properly used, shields can make all the difference in your quest for victory.

Catching the Ice School of Fish

Every Monday morning the weekly tournament fish changes. There are secrets that many Wizard101 fishing lovers don’t know. I want to share my experiences with you and travel together exploring the fantastic world of wizard101 tournament fishing!

 Ice School of Fish

 

School Ice | Rank2 | Common/ Regular | 1,200 XP

No used in any recipes

Αverage sale price in gold:  600 each

Limits:

Small Fry <10 

Whopper >40

Locations In order:

Azteca/The Zocalo/Zultun Dock/ Cloudburst Forest

Celestia/Celestia Base Camp/ District of the Stars

Dragonspyre:

The Basilica/The Atheneum/Plaza of Conquests,

The Basilica/The Atheneum,

The Basilica/The Atheneum/The Grand Chasm 

The Basilica/The Atheneum/The Tower Archives

The best place to catch it:

Cloudburst Forest because there is no other fish of the ice school there!

How to catch a Whopper

Use the spells in order: Winnow ice fish and then Reveal Large Fish. If no Fish are affected, summon fish and repeating the 2 first step. If you see any ice fish, put ice lure 2 or 3 and try to catch it! If you can’t see anything, go to the highest point and repeat the spell. Try glancing to all destinations quickly to see if anything shows up.

The first 3 winners will get tournament tickets:
First place: 120 tickets
Second place: 50 tickets
Third place: 20 tickets
 
The tournament ends at 30/07/18

Good luck

Catching the Guard Doodlefish

Every Monday morning the weekly tournament fish changes. There are secrets that many Wizard101 fishing lovers don’t know. I want to share my experiences with you and travel together exploring the fantastic world of wizard101 tournament fishing!

 the Guard Doodlefish

 

School Balance | Rank 1 | Common/Regular | 1,500 XP

Limits:

Small Fry < 13 

Whopper > 40

No used in any recipes

Αverage sale price in gold: 700 each

Fish Location:

Housing Items:

Battlemage Keep
*Houses purchased through Bundles, have a unique doodlefish.

How to catch a small fry

Go to the Commons and then navigate yourself to the Castle Tours headquarters where you can find the following in Visit Castle/ top rated list. It the only Balance school fish this season in that Castle. The fish that we are looking for, the shadow in the water are 13 and less for small fry. That means we are looking for fishes that have a smaller shadow. If a lure is always 10, that fish in small fry are 1,3 less that lure. But for doodlefish those limits are relative, they are about double the size of the lure.

See an example with a guard doodlefish at 13,60 relative with the lure:

The first 3 winners will get tournament tickets:
First place: 120 tickets
Second place: 50 tickets
Third place: 20 tickets
 
The tournament ends at 06/08/18
 

Good luck!

Updated “New” Website

Greetings wizards!

Welcome to our new updated website. We have been working hard to bring you a fresh new look as we continue to be a resource for new players and more experienced players alike. While we work to get the last of our guides moved over from our other sites and putting out new content, we are always looking for new contributors. If you have excellent game or technical knowledge drop us a line by emailing us at: [email protected] ! We are always excited to read your article submissions or see your screenshots and art! Be sure to keep an eye on our Newsletter page to see some of the stuff that caught our eye this month.

If you know of any groups or fan sites that would like to be included in our Community page make sure they head on over to sign up and let us know who they are!.

Be sure to keep up to date with us on Twitter!

We hope you like the new look and stay around, much more to see!

Thanks all!

Catching the Fish Sandwich

Every Monday morning the weekly tournament fish changes. There are secrets that many Wizard101 fishing lovers don’t know. I want to share my experiences with you and travel together exploring the fantastic world of wizard101 tournament fishing!

This week we have the Fish Sandwich:

School Myth 1 | Rank | Common/ Regular | 1,300 XP
 
Limits:
Small Fry < 10
Whopper > 29,90
 

Fish Location In order:

 
Wizard City/ The Commons/ Shopping District/ Olde Town/Cyclops Lane
 
Zafaria/Baobab Crossroads/ Baobab Market
 
Housing Items: 
Castaway’s Bungalow
Myth House
Aero Village
 
NOTE: Houses purchased through Bundles have a unique doodlefish.
 

No used in any recipes

Αverage sale price in gold: 300 each


How to catch a Whopper

The best place to try is the Castaway’s Bungalow because there aren’t any other myth fish there. If you don’t find any castle to visit, the next best location is Cyclops Lane. Check the big pond in the park, Myth rank 1.
>25 for Whopper.
 

Spells in order

  1. Winnow Myth Fish/ Reveal Large Fish
  2. If no fish are affected – Summon Fish and repeat
  3. If a fish is revealed – use Lesser Frost Lure, Minor Fable Lure or Common Fable Lure and catch it.
  4. If nothing shows or no message appears, search the pond and repeat Reveal Large Fish

Tips

The fish that we are looking for, the shadow in the water will be 30 and more for Large Fish. That means when we are looking for fish with our eye, If a lure is a 10, the Whopper Fish Sandwich is 3 times the size of the lure. To avoid catching Mythacudas, make sure the shadow is over 3 times the size of the lure and not 2.5.
 
The first 3 winners will get tournament tickets:
First place: 120 tickets
Second place: 50 tickets
Third place: 20 tickets
 
The tournament ends at 20/08/18
 

Good luck!