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harry

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  • "harry" started this thread

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Date of registration: Dec 16th 2010

Location: United Kingdom

Occupation: Student

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1

Wednesday, April 2nd 2014, 11:14pm

Khrysalis Part 2 Screenshots

It looks like we'll be getting it in late May - early June. (we usually wait a month)

From Wizard101 US April Newsletter:
A Glimpse into the Future

Our players have patiently been waiting for news on the release of
Khrysalis part two, and I'm happy to say that this update will be coming
to the Test Realm any day now! Until then, here's a sneak peek at some
zones you'll soon be visiting!










-------------
I can't wait! It looks amazing 8o
:life: :life: :life: :life: :life:
**life Wolf Lifeheart - Level 100 Exalted Theurgist


Nicholass

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Date of registration: Jul 27th 2011

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2

Thursday, April 3rd 2014, 12:36pm

Exceeded my expectations. :thumbsup: :thumbsup:
:life: Nicholas GoldenDreamer - Promethean 98 :life:
:death: Marcus SilverDreamer - Promethean 91 :death:
:balance: Nicole FairyDust - Exalted 100 :balance:
:fire: Nicholas DayDreamer - Promethean 90 :fire:
:ice: Nicole IceDust - Legendary 60 :ice:

heraclesgr

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Date of registration: Jul 31st 2011

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3

Thursday, April 3rd 2014, 5:55pm

Any news on updates,new spells or gear?

harry

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  • "harry" started this thread

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4

Thursday, April 3rd 2014, 7:11pm

Released On Test Realm

KHRYSALIS PART 2 HAS BEEN RELEASED ON US TEST REALM IN THE LAST FEW HOURS
Will you walk into my parlour?

Khrysalis, Part 2
This is it folks, this is what you've patiently been waiting for: Khrysalis Part 2.

As you know, this is the final chapter in Morganthe's tale (or is it?) and it's up to you to thwart her plans. If you have completed the Khrysalis quest "Edge of Forever" which granted you the badge "Harbinger of Light", then you need to speak to Zaltanna the Mirrormask in Bastion to obtain the quest "Back in the Saddle" which will continue this grand story!

Increased Levels
With the addition of the second half of Khrysalis, and the culmination of the second chapter of the Spiral, Wizards can now reach the maximum of level 100!*

A Training Point will be awarded at level 100 as usual, plus there will be bonus Training Points available through quests in Khrysalis.

With increased levels also come increased Gold!

For characters under level 80 the maximum gold is 300 000
For characters level 80-90 the maximum gold is 350 000
For characters Level 91-95 the maximum gold is 375 000
For characters level 96+ the maximum gold is 400 000

Level 100 Wizards will be known by the title of Exalted!

This also means that level 100 Henchmen are available from the Crown Shop and the price of level 95 Henchmen has been reduced.

*Please remember, when you were at the previous level maximum of 95 no experience was rewarded for duels and quests completed once you reached level 95. When a player reaches the maximum level, their experience bar disappears, indicating they are not gaining experience from their duels or quests. No experience is rewarded to those who are at the maximum level, which means that everyone who was level 95 before we raised the level cap, will be level 95 to start, now that we have raised the level cap, and you can once again start earning new experience points from your adventures.








A Wizard's Best Friend








New School Pets!
New Pets have arrived to stand by your side in peace and combat. If you are a minimum of level 98 and have your level 78 school pet, speak to your School Professor for your next pet quest.









A Life of Their Own








Shadow-forged Weapons
Why should pets have all the fun? Now there are weapons called Shadow-forged Weapons that have their own "May Cast" spells!

You can Craft these weapons or if you're very lucky, you can get them as rewards from duels. Look for these Promethean Crafter recipes from Azealia the ArmsMaster in Sardonyx after you complete the Khrysalis quest "Price of the Blade". You must be level 95 or higher to equip these items.

Just like "May Cast" spells on pets when it comes to Shadow-forged Weapons:

there's only a chance your weapon will cast a spell
spells cast by your weapon do not use your Pips, but they will trigger traps, blades, shields and wards
these spells may cast during your turn, your opponent's turn or during a teammate's turn

Unlike May Cast spells on pets:

To indicate that a spell is being cast by a Shadow-forged weapon, there will be text similar to a boss cheat taunt that states "Weapon Cast".









New Moon on Monday








Shift Spells!
Shift Spells are part of Moon Magic. They are single-round polymorphs that allow you to perform a creature’s natural attack for one round, after which your Wizard reverts back to their original form.

Players who are level 98 or higher need to speak to Arkyn Moonblade in the Eclipse Tower to train these spells.

These new spells include:

Death School
Shift Sugar Glider attacks for 280 Death School Damage and adds a ward to the target for -25% to target's outgoing damage and -50% to target's next outgoing heal
Storm School
Shift Piscean attacks for 350 Storm School Damage and steals one pip from target
Myth School
Shift Ogre attacks for 310 Myth School Damage and removes all wards and charms from target
Ice School
Shift Dread Paladin attacks for 270 Ice School Damage plus adds one of three possible increases to incoming damage for the target (15%, 30% or 45%)
Life School
Shift Greenoak attacks for 250 Life School Damage and adds a -25% Damage ward to next spell for target plus a +25% Damage blade to next spell for Self
Balance School
Shift Thornpaw attacks for 290 Balance School Damage plus adds +10% Armor Piercing and Accuracy to self
Fire School
Shift Grendel attacks for 95 + 280 damage over 3 rounds plus adds one random accuracy ward (-25%, -45%, -65%) to the target








Around the Globe








New Global Spells
Global spells are the 'domes' that appear over the entire dueling circle, encompassing and impacting all teammates and enemies alike!

New Global Spells have been added for players level 97 or higher. Speak to Amelia StarDust to obtain the quest "A Dream of Avalon" which will grant one spell for your main school of focus.

Fire School
Combustion adds +20% Fire Armor Piercing, +110 Fire Critical Hit
Ice School
Katabatic Wind adds +25% Ice Armor Piercing, +80 Ice Critical Hit
Storm School
Astraphobia adds +20% Storm Armor Piercing, +120 Storm Critical Hit
Myth School
Saga of Heroes adds +20% Myth Armor Piercing, +100 Myth Critical Hit
Life School
Namaste adds +20% Life Armor Piercing, +90 Life Critical Hit
Death School
Age of Reckoning adds +20% Death Armor Piercing, +100 Death Critical Hit
Balance School
Counterforce adds +20% Balance Armor Piercing, +100 Balance Critical Hit



Look for upgrades to the effects on the current global spells too - cast your school's global spell today! (Time of Legend for Myth, Balefrost for Ice, Doom & Gloom for Death, Sanctuary for Life, Darkwind for Storm, Wyldfire for Fire, and Power Play for Balance)








Me and My Shadow








Shadow Creatures
Beware! Morganthe will stop at nothing to defeat you, but you can give her a taste of her own medicine with Shadow Creatures!

If you are level 97, have previously learned Shadow Magic and completed the Khrysalis quest "Creatures of Shadows and Light" then and only then will Elana Darksun appear in the Solar Arc in the Kondha Desert to teach you of Shadow Creatures.

Shadow Creatures are the next phase of Shadow Magic. Players can summon forth these creatures which live in the realm of Shadow. These creatures are fickle, and the more they are pleased by the caster's actions, the more effective they will be. A good way to look at Shadow Creatures is that by summoning one, it is not supporting you, but you are supporting it. If you please the Shadow Creature through your actions, it will cast spells as it powers up (adding blades, traps, etc.), and its final attack will be more powerful. If you cast spells that displease the Shadow Creature, it won't be so kind.


Shadow Creatures persist for 4 rounds. Each type of Shadow Creature has actions they like and actions they dislike. These vary between creatures. Performing actions they like will cause them to grow and gain power, and as you would expect, performing actions they dislike, or passing, will cause them to shrink down a stage. It's up to you to experiment with spells to find out what each Shadow Creature likes or dislikes.









Getting Crafty








Crafting Updates
If you've completed your Crafting tasks for Oztomeca in Three Points in Azteca, and obtained the Crafting Title of Transcendent Crafter, then Oztomeca has a new task for you.

Visit him in Three Points in Azteca to obtain the quest "Way of the Crafter". That quest will send you to Stendill HammerTail in Silent Market, Khrysalis, to continue your training. The quest Stendill HammerTail will give you is (of course) "Stop! HammerTail". Not looking forward to collecting more Stone Blocks? Never fear! New Reagent Bundles are available in the Crown Shop.








Castle Games








Castle Games
Myrella's sister, Eliza Windspar has joined her in business. Visit her in the Wizard City Castle Tours building for all new Castle Games!

When the owner of a house starts a housing game such as Zeke's Scavenger Hunt or Tag, they will see a button to make the game public. This means that other people will be able to play that game at your house just by selecting it from Eliza Windspar's menu.

The owner can stop the game from being listed on Castle Games by stopping the game. When the game ends, either by finishing normally or by the owner stopping it, the game is removed from the public housing game list. The owner can use the new “Send Away All” button to remove unwanted guests.

Now get out there and start playing!


----
Remember, Test Realm is open to Wizard101 US players only.
:life: :life: :life: :life: :life:
**life Wolf Lifeheart - Level 100 Exalted Theurgist


Nicholass

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Thursday, April 3rd 2014, 8:57pm

No new damage spells. Disappointing. But I like the rest of the updates, and the badge 'Exalted' is freaking awesome.
:life: Nicholas GoldenDreamer - Promethean 98 :life:
:death: Marcus SilverDreamer - Promethean 91 :death:
:balance: Nicole FairyDust - Exalted 100 :balance:
:fire: Nicholas DayDreamer - Promethean 90 :fire:
:ice: Nicole IceDust - Legendary 60 :ice:

heraclesgr

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Friday, April 4th 2014, 9:16am

Just checked new spells and wands in another site.New global spells offer lots of critical for all schools and new wands don't help one bit to block that.They have some small critical attack as well and a may cast attack spell of about 500 damage.I don't see new wands be used in arena at all,as for the new critical globals I believe they will make even those hesitating to train in conviction to think again.Maybe train in sentinel too...

New shift spells aren't practical.You polymorph for one round only to do a weak attack,cast a weakness or blade or black mantle with it and thats it.I don't see any functionality in arena for these except MAYBE for myth shift whose attack is basically an earthquake.It could be worth for those who want the ability to quake but can't spend training points in myth for it,still has issues though.Very often,quakes should be cast at specific rounds and with shift you first have to polymorph and then do it,instead of casting NOW.If opponent plays first and sees this polymorph he will choose to attack before he is quaked.And one last thing.During that one round,how much health does the player have and how does it affect his other stats like resist?These we don't know yet.

New shadow spells are practically new minions.On the 4th round after they are cast they do an attack whose strength depends on how you pleased the shadow,like we do with current shadows and backlash.New shadow minion attacks are like scarecrow,storm owl and an attack all spell at full strength.Only comment I can make is...myth advantage in minions is PERMANENTLY DEAD :cursing: By the way,can we still cast normal AND shadow minion so they both exist in a fight?
Overall I am not excited with new changes.Unlike others I didn't want nor expect new attack spells like level 11 only cause that we already are strong enough to kill god so it was inevitable that for a long time we won't be getting stronger there.Still,as strategic changes these are plain weird,totally changing everything.Critical bubbles?OMG...

comet123

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Date of registration: Mar 3rd 2013

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Friday, April 4th 2014, 10:28am

An amazing new Azteca themed house - the Treetop Getaway! (crafting recipe)
click
★ German FansiteOwner ★

heraclesgr

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Monday, April 7th 2014, 4:18pm

After watching a video about new moon spells called shifts,I got to make a correction to a previous post of mine.Shift spells cause you to polymorph AND attack on the same round,immediately turning you back to normal after the attack.So,Ogre shift is like casting an earthquake on the exact round you want one,is a moon spell although attacks like myth so it probably evades myth dispels,costs 1 training point to learn instead of learning almost all myth school and costs 4 pips including power pips.It's like doing an earthquake for 4 power pips instead of 3 with a myth amulet.I guess people loved not having a myth amulet and using aftershock spell tc's that are exactly like that so they demanded a trainable spell like aftershock.With the only downside of using an extra power pip to quake,I guess this spell makes myth amulets lose like 90% of their value... Myth is just humiliated,isn't it?One of it's most important spells now costs 1 training point to learn.Free quakes for all! :thumbdown:

traskot

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Monday, April 7th 2014, 5:27pm

These new moon spells are indeed really lame. And the shift ogre spell pretty much kills the point of learning myth school and the use of myth mastery amulet. I feel really sorry for the conjurers. They're way too underrated. :thumbdown:
:life: Nicholas GoldenDreamer - Promethean 98 :life:
:death: Marcus SilverDreamer - Promethean 91 :death:
:balance: Nicole FairyDust - Exalted 100 :balance:
:fire: Nicholas DayDreamer - Promethean 90 :fire:
:ice: Nicole IceDust - Legendary 60 :ice:

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