Non-Disney Online Games (Wizard 101) Quest Tips & Help Thread!

OMG Mooshu is GORGEOUS!!! :D

Go see the Headmaster; he gives you permission.:wizard:
I'm currently out-of-town, and have been going through withdrawal pains since Wizard won't play on my laptop. :(

But last night I was thinking I might be able to wrap up things here a day earlier than expected. Now, knowing that Mooshu is available will give me added incentive.

Yes, I need help...


P.S. Enjoy your trip, Dreamytime! Don't worry: We'll save some Ninja Pigs for you.
 
The update notes for the patch today, copied over from the main forum. They sure have been doing a lot of updates this week.
Zones:
-You should now have less of an issue walking around sunken city.
Hope this makes a difference. I Usually can't get to the tower for the first quest because I keep getting pulled into the street.

Speaking of which; my poor level 14 Storm/Myth wizard may be out of her depth in Sunken City. Any card/strategy suggestions for battling three rank 3 opponents at a time? Would it be any easier to do the Krok quests in the pyramid first?

Also could use some advice on an unused training point. I am wavering between Cyclops or Life Trap, but I'm not sure what Life Trap does. Can I use it to add 25% to a Pixie health card? If so, does the Pixie card have to come up at the same time as the Life Trap, or is it applied the next time a Pixie card is used?

Or can Life Trap only be used with an offensive Life card? (I have none.)
 
Hope this makes a difference. I Usually can't get to the tower for the first quest because I keep getting pulled into the street.

Speaking of which; my poor level 14 Storm/Myth wizard may be out of her depth in Sunken City. Any card/strategy suggestions for battling three rank 3 opponents at a time? Would it be any easier to do the Krok quests in the pyramid first?

Also could use some advice on an unused training point. I am wavering between Cyclops or Life Trap, but I'm not sure what Life Trap does. Can I use it to add 25% to a Pixie health card? If so, does the Pixie card have to come up at the same time as the Life Trap, or is it applied the next time a Pixie card is used?

Or can Life Trap only be used with an offensive Life card? (I have none.)

I'm not sure about the life trap card. Have you chosen a "minor" school. It's best to chose one school to use your training points in. otherwise you will end up with a bunch of low level spells.

Also, I didn't do Sunken City until I was closer to level 20 and it took three of us to do it. There are plenty of peeps around here who are more than happy to help. I'm like you, in that, I'm usually a loner gamer, but everyone has been so awesome here. I actually look forward to seeing people online and burning through quests together!:goodvibes
 
I'm not sure about the life trap card. Have you chosen a "minor" school. It's best to chose one school to use your training points in. otherwise you will end up with a bunch of low level spells.

Also, I didn't do Sunken City until I was closer to level 20 and it took three of us to do it. There are plenty of peeps around here who are more than happy to help. I'm like you, in that, I'm usually a loner gamer, but everyone has been so awesome here. I actually look forward to seeing people online and burning through quests together!:goodvibes
Thanks for the message in game! (It took me a while to remember how to respond, lol.)

I went back to Krok and that is much easier. I'll just abandon Sunken City until I get to a much higher level. Thanks for the input.

The Life Trap card is from the "hidden" trainer in Wizard City. (Don't want to give too much away.) I've been sticking with my secondary school, Myth, for all training points so far and would be happy to continue that way; just wondering if there is some advantage to the Life Trap. Does anyone who has it know why it would have been offered at that point?

Cyclops is a cool card, but what is the real advantage of another 3 pip spell? I rarely get to the point of being able to use my Storm Shark as it is.
 

Thanks for the message in game! (It took me a while to remember how to respond, lol.)

I went back to Krok and that is much easier. I'll just abandon Sunken City until I get to a much higher level. Thanks for the input.

The Life Trap card is from the "hidden" trainer in Wizard City. (Don't want to give too much away.) I've been sticking with my secondary school, Myth, for all training points so far and would be happy to continue that way; just wondering if there is some advantage to the Life Trap. Does anyone who has it know why it would have been offered at that point?

Cyclops is a cool card, but what is the real advantage of another 3 pip spell? I rarely get to the point of being able to use my Storm Shark as it is.

I'm not spending training point on anything else until i finish my second school. But that's just me.

When you get into stronger areas you will use more 0 pip shields and buffers while you build pips for stronger spells. You want high pip attack spells from different schools to use on enemies of different schools. For instance, when you fight storm enemies, they will have resistance to Storm Shark. But they are weak against Myth, so the Cyclops comes in really handy.

It's a good thing we didn't try the Grubb run. The servers went down!:eek:
 
Maybe they are trying to fix the boat to the Krokosphinx... my balance wizard leveled up after getting to Marleybone, but can't get to the teacher because of the boat bug.
 
Holy Mooshu cows. Batman!! I finish Marleybone last night and today they open Mooshu. Perfect timing! BUT, Mooshu is all Rank 6 Myth so far. This Myth wizard is a bit stressed right now!:headache: LOL!
 
It's a good thing we didn't try the Grubb run. The servers went down!:eek:
Yes, I was rushing to finish off all eight Nirini Scouts before it shut down. Just barely made it, woohoo!
When you get into stronger areas you will use more 0 pip shields and buffers while you build pips for stronger spells. You want high pip attack spells from different schools to use on enemies of different schools. For instance, when you fight storm enemies, they will have resistance to Storm Shark. But they are weak against Myth, so the Cyclops comes in really handy.
Ah, that makes sense then. Guess I'll go for that hammer-wielding Cyclops punch!

I have some shields and have been using them without really understanding what they are doing. Does it only apply to the present turn, and does it only protect against one of my opponents, or all of them? I think I see shields flying around me sometimes with no correlation to what I've just cast. Or maybe I just lose track.

And are the buffers (buffs?) the cards that say something like "+25% to next _ spell"? I assumed that increases the damage of a corresponding spell, but I usually don't seem to notice a difference in the points. (Exception; one time that card boosted my Storm Shark to over 400 points damage!) Again, does it only apply to the selected enemy, and does it have to be in the same turn?

I guess the next thing I need to work on is practicing what to look for on enemies during battle. I have difficulty taking in multiple pieces of information at once, so this has been slow going for me. I've finally started to notice the school signs (although I wasn't sure what they implied as far as strengths/weaknesses; thanks for that explanation) and I need to get used to calculating that into my card choices. But I have yet to observe what kind of card the enemy has drawn, before they actually cast it. Where do you look for that? (I do have the 2D display enabled, btw.)

Please forgive all the questions; these have all kind of built up to this point. I'd love to feel that I really know what I'm doing! :laughing: The tutorials didn't go into nearly enough detail in my opinion; they really need to have a thorough spell guide in their forums for reference.
 
Holy Mooshu cows. Batman!! I finish Marleybone last night and today they open Mooshu. Perfect timing! BUT, Mooshu is all Rank 6 Myth so far. This Myth wizard is a bit stressed right now!:headache: LOL!

Looks like we finished it just in time! Glad we stuck it out even though we were starting to fall asleep during those last few levels :rotfl: My death wizard can help you out with those myth monsters :thumbsup2 Just give me a shout
 
Anybody want to try to get through Counterweight West and then Big Ben, tonight?

Thanks to everybody that has helped me get this far!

Fly
 
I have some shields and have been using them without really understanding what they are doing. Does it only apply to the present turn, and does it only protect against one of my opponents, or all of them? I think I see shields flying around me sometimes with no correlation to what I've just cast. Or maybe I just lose track.

And are the buffers (buffs?) the cards that say something like "+25% to next _ spell"? I assumed that increases the damage of a corresponding spell, but I usually don't seem to notice a difference in the points. (Exception; one time that card boosted my Storm Shark to over 400 points damage!) Again, does it only apply to the selected enemy, and does it have to be in the same turn?
You may not have cast all the things you see flying around you. Depending on the type, they could have been cast on you by other Wizards or by the Monsters on the opposing side.

Shields protect against a spell of a specific type (Life, Storm, Fire, etc.) It will last until the it first encounters a spell of that type, at which point it will reduce the damage from that spell and then disappear. Note: Death Shields do NOT protect against the "health-draining" ability of a Ghoul or Vampire spell. Also note: There is a type of shield called Spirit Armor, which absorbs all damage up to a certain amount and can, therefore, last multiple rounds. If you aren't a Life Wizard, you can pick up some Spirit Armor Treasure Cards in the Libraries of Wizard City or Krok. They cost 3 pips to cast, but can really be worth it.

Blades can be cast by either side on themselves and will boost the damage inflicted when you/they next cast a spell of that type. A Life Blade, for example, will increase the damage caused by the next offensive Life spell cast. It will not, however, increase the power of a Life healing spell. For that you need a "Guiding Light" spell (also available in the Libraries).

Shields and Blades are cast by Wizards and Monsters on either themselves or their companions on the same side. Traps, on the other hand, are cast against the opposing side. Their effect is similar to that of Blades in that they boost the damage inflicted by a certain type of spell. A good thing to know is that Traps and Blades are "stackable", so you could put a Storm Blade on yourself and a Storm Trap on an enemy before casting that Storm Shark spell. When you do, the damage you inflict will be boosted significantly by both the Blade and the Trap. Be aware that some Monsters also know this trick and that you will occasionally find yourself on the receiving end of a Blade/Trap double whammy.

There are also Weakness spells (either cast by you on an opponent or vice-versa) which decrease the damage caused by a spell, and Accuracy buffs (such as Death's Mantle) which reduce the casting accuracy for the next spell. To put it another way, they increase the chances of fizzling.

... But I have yet to observe what kind of card the enemy has drawn, before they actually cast it. Where do you look for that? (I do have the 2D display enabled, btw.)
You can't see what the enemy has drawn. You'll only know what it was when it hits you. :)


Holy Mooshu cows. Batman!! I finish Marleybone last night and today they open Mooshu. Perfect timing! BUT, Mooshu is all Rank 6 Myth so far. This Myth wizard is a bit stressed right now!:headache: LOL!
I am, indeed, returning home tomorrow, so my Conjurer will be joining you in misery, Diva.

I'm not loving the sound of Rank 6 Myth monsters at all. The Rank 4 Street Sweepers in Marleybone gave me a hard enough time -- worse than a lot of the Boss Battles I've been in.

Sounds like I'm gonna need to change to my Storm Staff and load my deck with as many Myth Prisms, Myth Shields and Pixie healing cards as I can carry.
 
Is this game worth playing?


~ Pizza

Every game is not for everyone, but I think this game has the most appeal of anything tried to date. I think this thread will really speak for itself if you pay attention to the broad amount of types of people who are in here.

It is a very unique game with very nice graphics, you should definitely register and give it a try.
 
OK. SOlved that problem about finding the Cyclops Eye in the Myth Tower.
Er, turns out they forgot to put it in. Went in today after the update, knocked off a trroll and when off saying "Eye, eye."
 
OMG! I finally made my way to MarleyBones and the rats are killing me! Bob went to sleep, so no help there, :rotfl2:

I know this has been answered before; but where do you walk?????

Oh, and an aside - I am so very sorry cdog12! I could not get into the entry circle with you guys, and forgot that I could wait and join you in battle - :hug: :badpc:
 
You can't see what the enemy has drawn. You'll only know what it was when it hits you. :)
Ah, so that is different then seeing what a fellow wizard has drawn. (Which I have yet to do; other than a couple of random fights, it has all been solo so far.)
You may not have cast all the things you see flying around you. Depending on the type, they could have been cast on you by other Wizards or by the Monsters on the opposing side.

Shields protect against a spell of a specific type (Life, Storm, Fire, etc.) It will last until the it first encounters a spell of that type, at which point it will reduce the damage from that spell and then disappear. Note: Death Shields do NOT protect against the "health-draining" ability of a Ghoul or Vampire spell. Also note: There is a type of shield called Spirit Armor, which absorbs all damage up to a certain amount and can, therefore, last multiple rounds. If you aren't a Life Wizard, you can pick up some Spirit Armor Treasure Cards in the Libraries of Wizard City or Krok. They cost 3 pips to cast, but can really be worth it.

Blades can be cast by either side on themselves and will boost the damage inflicted when you/they next cast a spell of that type. A Life Blade, for example, will increase the damage caused by the next offensive Life spell cast. It will not, however, increase the power of a Life healing spell. For that you need a "Guiding Light" spell (also available in the Libraries).

Shields and Blades are cast by Wizards and Monsters on either themselves or their companions on the same side. Traps, on the other hand, are cast against the opposing side. Their effect is similar to that of Blades in that they boost the damage inflicted by a certain type of spell. A good thing to know is that Traps and Blades are "stackable", so you could put a Storm Blade on yourself and a Storm Trap on an enemy before casting that Storm Shark spell. When you do, the damage you inflict will be boosted significantly by both the Blade and the Trap. Be aware that some Monsters also know this trick and that you will occasionally find yourself on the receiving end of a Blade/Trap double whammy.

There are also Weakness spells (either cast by you on an opponent or vice-versa) which decrease the damage caused by a spell, and Accuracy buffs (such as Death's Mantle) which reduce the casting accuracy for the next spell. To put it another way, they increase the chances of fizzling.
Thank you so much for this information. Why Wizard 101 does not offer it in a detailed guide on their forum is beyond me, as I don't find it to be particularly self-explanatory in the game.

I thought of one more question: What does the Storm Prism actually do? Is it offensive or defensive?
 
OMG! I finally made my way to MarleyBones and the rats are killing me! Bob went to sleep, so no help there, :rotfl2:

I know this has been answered before; but where do you walk?????

:hug: :badpc:

Hi!

You walk right down the middle!! It's actually really easy, once you get the hang of it. Just stop on the grates and watch to see where the enemy walks. They always follow the same path. never walk onto a roof section while they are crossing the path.:)
 
Thanks again AZCat for letting Flying Pegasus and I drop in on you in Mooshu tonight. What a nice looking place and we got so much done too! lol
Can't wait to get there on my own. lol
Kim
 
With Mims help I beat a few boss's last night and gots myself up to level 10 @_@

slowly but surely I am getting myself through this :)
 
I thought of one more question: What does the Storm Prism actually do? Is it offensive or defensive?
Prisms are offensive spells that you cast on an enemy. Their purpose is to "convert" one type of magic spell into another, in order to get around natural resistances or shields.

For example: if you're facing an enemy with a natural resistance to Storm magic, you would cast a Storm Prism to change a subsequent Storm spell into a different type of magic that they don't resist. (I'm guessing it would be Myth. Storm creatures tend to be extremely susceptible to Myth magic.)
 
OMIGOSH!!!!!!

Goldengourd and I were *THIS* close to beating the Grubb!!!!

We completed all the battles leading up to the final battle with Grubb... I left to get some mana and G didn't know i had left and followed me and we were both out of the game which means the entire game resets!!!!

ARRGGGHHHH!!!!!!!
 












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