Search Results for different wizards

Probabilities and different experiences?

Morgan and Ultra Pet

Morgan, the non-fizzling Death wizard

One of the things I’ve experienced a lot in the game is that even though it’s run on probabilities that should be random enough to provide similar experiences –or so I’d think — it actually works out for me that different wizards have various aspects of the game turn out differently.

For instance, when Morgan (Death, 87) battled through Krokotopia she rarely got a Pink Dandelion drop.  Rylee (Life, 86) on the other hand, seemed to get a Pink Dandelion in every battle she fought.  And that’s kind of run through my various wizards who completed Krokotopia–some get tons of PDs dropped and some go all the way through and get one or none.

Or there’s my Balance wizard experience.  The first two I tried fizzled incessantly.  Worse than–or at least as bad as– Storm.  My third attempt finally got me a Balance who fizzles at more like the rate she’s supposed to.

Part of the reason Morgan (who was actually the third wizard I created on my first account) led me to fall in love with Death is she’s always had an incredibly low fizzle rate.*  Really, I match her up a lot with Rylee and Morgan barely fizzles any more than her Life pal.  I have a couple of Death wizards, on the other hand, who fizzle quite a bit.  And I’ve had a couple of Death wizards who fizzled so incessantly (at least as bad as Storm) I deleted them.

Some of these odd quirks where the game plays differently for different wizards mean I have to change strategies as I move along.  Another Death wizard may have to run a battle a little differently than the way I’d do it with Morgan.  For instance, I have to pay more attention to getting gear with an accuracy boost for my fizzling Death wizards, which means they lose some of the other boosts I usually give Morgan in her gear.  And, knowing they’ll likely fizzle one or more damage spells, I have to arm them with more shields and heals.

I also have to try to keep track (not very good at it 🙂 ) of which wizards are stellar at getting which drops.  Or sometimes it’s where.  I alternate taking Rylee and Morgan through Mirror Lake.  Rylee tends to get lots of drops and a fair amount of good stuff.  Morgan sometimes only gets a few drops in the entire dungeon** and rarely gets any of the good stuff…   Unfortunately they’re on different accounts so I can’t have Rylee collect stuff and pass it on to Morgan and crew and I don’t have another wizard on the first account who’s reached Mirror Lake.

I’m curious whether others have noticed this quirk of having the frequency of fizzles, drops, etc. vary among their same-school (fizzles) or all wizards?  And it all leaves me wondering whether KI actually programs some of these differences into the wizards when you create them?  I’m not enough of a whiz at math to quite figure it out…

*Recently, though, Deer Knight fizzles the first time she casts it in almost every battle and sometimes again and then again…  But the rest of her spells continue to go off almost every time.

**Recently in the final battle she got ZERO drops.


Favorite wizards

With three accounts and 15 wizards –not to mention the unrecorded, unremembered numbers I’ve deleted–I’ve been realizing that I like some of the wizards I’ve created more than others.

Sometimes, even if I intend to just use a character to level 15 or so and delete, there’s something about the look I create and the name I choose and the way the wizard works that grab me enough that I can’t delete.  That’s partly –only partly–how I wound up with three accounts.

There are others, though, for whom I didn’t feel much affinity from early on.  Or realize as I work with them a bit that I don’t feel attached.  In the random way the formulas work in the game, I’ve had some wizards from the same school with very different fizzle rates.  Even if I like the look and name I can lose interest really fast in a wizard who fizzles all the time.

When it comes to the look, I really miss Pixie Hollow.  You got to choose from a collection of face shapes.  And then you got to specify the eyes/nose and the mouth separately and there were quite a few choices.

For hair, you picked both the front style and the back style and there were more than a dozen (maybe two) choices as to each.  With mixing and matching it added up to many hairstyles.  There were also a couple dozen hair colors and you could add highlights.  Plus a salon where you could change color or style for a very modest “fee” –in that case things like berries and flowers were the currency.  Eventually there was also a shop where you could change the face.

Really miss having so many more choices — and that ability to change your mind or just decide to change your style once in a while was so great.

I tend to work on getting a color scheme for each wizard and dye all their equipment to match.  When I hit on a particular combo that seems to work for a given wizard, I tend to enjoy that character a bit more.

The color choices are pretty poor.  I don’t find many of the colors very pretty and they’re not designed to go well with one another.  In Pixie Hollow I think I had at least 100 different dyes, giving me as many a dozen variations of each of many colors.  You could create amazing looks by putting together great combos in the dye shop.

I’ve also tried out some boy wizards but haven’t really liked it.  In part because I have a habit as one wizard levels up of passing the equipment to another wizard of the same school and it’s all gender specific.  Some how I don’t relate to having a boy character–and I like my girl power.

A selection of my favorite girls from all three accounts:

Do you find you like some of the characters you create more than others?  What makes you like one more than another?

Death wizards and me

An old shot of Morgan

Early on in playing the game I realized that affinity for different schools in the spiral has a lot to do with the personality of the person behind the character.  This month I’ve been starting wizards on my second account, running them to level 13 (minimum to get the Something Rotten in Nightside quest), getting a Frankenbunny, deleting and starting another.  It’s had me reflecting on my love for Death wizards.

All of them have been Death with the exception of one Storm wizard, not deleted, whom I started when I realized that Frankenbunny–even if you don’t get the much-desired Energizing Battery— has some great talents for a Storm wizard (not to mention a few pretty good ones for other wizards if you don’t also get the Storm-specific talents).

I have such an affinity for the Death school that I have three Death wizards on one account and two on the other.  Haven’t figured out exactly what it says about my personality but Death is my favorite, followed closely by Life.  Though Storm and Fire are gaining in my estimation, their fast and powerful style is not as much me as the somewhat slower game of Death and Life.

For the early stages, I think Death has a great advantage through the early acquiring of Steal spells combined with being the first to get both a blade and a trap. Ghoul can amass some pretty good damage with a blade and a trap and the health return is SO helpful!  Where my wizards for other schools (except Life) have struggled through Wizard City bosses because of low health and lots of fizzles, all my Death girls have soloed through Dragonspyre except for Big Ben and Malastaire (and people jumping into mob fights).

So I’ve been breezing through Wizard City* by starting and deleting Death wizards.  As soon as one of them hits level 13 and gets a Frankenbunny she’s gone.  Along with the ease of doing it with the school I know best, I had one of the higher level wizards on the account buy the best Death gear at the Bazaar for levels 5 and 10 and pass it through.  When I’m ready to delete I put the gear–and anything else I want to pass along– in the Shared Bank again.  By not changing schools as I collect Frankenbunnies I can just keep passing the same gear along.

One thing I’ve realized that influences my affinity or lack thereof for certain schools is the animations.  I find the spooky Death spells fun and I really like the imagery of the Life spells.  Now that I’ve finally kept a Fire wizard long enough to appreciate her, I also enjoy the vivid and powerful imagery of her spells.  For Storm I like the sea/storm imagery and all that purple.

On the other hand I’m really turned off by the frosty images of Ice spells and the dusty, sandy imagery of Balance.  I’m on the fence about my Myth wizard:  don’t care for the thugs and gross imagery in the spells, not too keen on learning the strategy for using all those special myth spells, but I enjoy all the minions.  In real life I don’t care for wintry weather and I really don’t like having dust, dirt or sand blowing around me so I can see why those spells bug me.

Fizzles have also been a big influence.  In the first months of playing I kept trying and deleting Fire and Storm because I couldn’t take the fizzles.  Now that I’ve played longer I’ve learned more about gear and also how to boost gold for lower level wizards through trading treasure cards between accounts and passing expensive gear (to sell) through the Shared Bank from higher level wizards.  My more recent ventures with Fire and Storm have gone better because I’ve made sure I equipped accuracy-enhancing gear as much as possible from the first possible level it’s available.  You kind of need that gold boost to do it because you just don’t collect enough at those early stages to afford all the better gear.

Somehow it’s the strategizing of Death that I enjoy the most.  Figuring out how to both survive and enhance damage while waiting to build enough pips is fun for me.  At this point I’ve worked with Death wizards so much it’s just the easiest way for me to whiz to level 13.  In my next post, more about Death and the tough phase in the middle.

*more or less; you don’t actually have to finish Colossus Blvd. to get to level 13 if you’ve done both main and side quests in the other areas.

Critical Mysteries


Since wizards theoretically aren’t granted the ability to “go critical” (have the damage from your hit or the amount of a heal double) until level 50*, this post is a little outside the stuff about which I usually post.  But since most people know about critical ahead of time and there’s a lot of interest, I thought I’d share my experience.

I team up with people a fair amount so I’m very aware there are wizards for whom critical works very well and they go critical frequently.  Level 100 and above seem to go critical something like 95-99% of the time and a gander at level 100 gear tells me it isn’t just the gear but I’m hazy about what happens at that point that causes them to “critical” so often. [I AM guessing many have a pet with both critical chance and one of the so-called “useless talents” that enhances the chance] But my experience of critical for the six wizards I have who are level 50 and up (highest at the moment are 89 and 90) has not been good.

From the beginning of getting it, neither Morgan nor Rylee had critical hits very much.  Somewhere in the level 50’s I got them gear with critical chance built into pretty much everything they equipped and kept that up for a while.  I’d say the gear took them from going critical maybe once in 50 casts to once in 45.  And when they did go critical it was more likely to be on a wand spell or Sprite than anything big enough to matter.

Somewhere along the way I realized:  (1) critical isn’t really needed against street mobs and minions and (2) the only time it matters is against Bosses and they all have such massive critical block you just about can’t ever get the doubled damage on them.  So I can’t really see much point to it…

Basically, having been seduced into thinking critical really matters, I sacrificed defenses like resistance and critical block in favor of gear aimed toward increasing critical chance and pretty much got nothing for it.  Somewhere along the way I switched to using gear mainly for resistance with some pieces including boosted school damage and/or pip chance.  I rely on blades, traps and feints to enhance damage.

One thing to understand about the gear with critical is most of it isn’t adding a percentage.  If there’s a number with no percent sign after it, I’ve realized it means the chance it’s adding is minuscule.  You can see if you scroll over your critical damage stats in the spell book, five pieces of gear that each add a chance for critical might increase your total chance by 13% — in other words negligible.

In the picture, it’s four equipped items adding 12%; you can see just the robe adds “70” so that is clearly not 70% if the total added percentage is only 12 (I have NOT gotten a clue to what the math is for this):


And here’s another mystery.  You can see in the above picture, Morgan’s level 90 gear added up to a 155 Death crticial rating which gives her 12% critical.  In this picture, you can see Destiny (level 53) is in gear that adds 65 to her Storm critical rating, which winds up with 13 % critical.  HUH???


Destiny with 13% critical

This month, instead of questing, I’ve had Morgan and Rylee farming for Halloween drops at Mordecai’s Tower and, occasionally, the Stormdrain.  For fun I’ve put them in gear with more damage and critical chance and pretty much no resistance (mostly stuff from bundles that I don’t ever use except for moments like this).  The lack of resistance doesn’t really matter against these opponents.  But they don’t go critical any more in this gear than they normally do in the gear without critical chance.

Then I put together my best “go critical” gear.  Even trolled through the Bazaar to see if I could pick up anything better than I had.  Took it in for the first time that there’s just about nothing in level 90 gear and — in the 80’s anyway — athames, boots and rings pretty much don’t have critical boost…  Anyway this photo shows her critical chance with the better gear (33%):


And still she doesn’t go critical…  [I don’t have a critical pet for Morgan; at some point I’ll try Rylee with her best critical gear and equip the pet who has a critical boost]

I’ve mentioned before that I find various aspects of the game seem to work differently for different wizards.  I’ve even found it to be true among the various wizards on my three accounts.  One Death girl fizzles a lot, another rarely fizzles.  One gets a Pink Dandelion drop in every other battle in Krokotopia, another finishes the world with maybe one…  A Life wizard friend uses her level 18 minion a lot and it is never defeated.  I quit casting it too often for my Life wizards because theirs are routinely wiped out, often so fast it wasn’t worth wasting four pips to cast…

I’m a little surprised, though, that for me lack of critical so far affects every wizard on every account who’s reached that level.  Really, two of them about level 54, one level 60, two in the low seventies and the 89 and 90 ones…  none of them go critical often enough to ever count on it and that’s regardless of whether they’re equipped for critical or not.

In my next post I’m going to discuss some possible strategies for playing nicely with lower level wizards in Wizard City dungeons and this odd experience with critical affects some of my advice…

*Some pets and gear (mostly from packs) with critical chance can be equipped by low level wizards, who will then go critical occasionally — I’ve had it happen for wizards below level 10 just from a pet with a little critical boost.

I’m out on crafting too…

Eagle War Shield Recipe

Eagle War Shield Recipe

I guess my patience in the game is wearing thin.  Morgan (Death level 87) and Rylee (Life level 86) have been off and on moving through Azteca for a while  Last night I wasn’t feeling like battling and remembered each of them had picked up a crafting quest and then I’d never looked at it.

So I decided Rylee would work on her crafting project, the Eagle War Shield…  until … I found out that the first ingredient is a treasure card you can only get in boss drops.  Can’t buy it from a librarian and it doesn’t seem to show up at the Bazaar.  In my experience that means both wizards will have to fight one of these bosses something like 100 to 150 times to get enough of the cards to craft the shield.

And then I saw that it requires Agave Nectar, which is dropped by a few Ultra plants (i.e. hard to come by) or can be made with a transmute spell….  except…  you have to finish a quest in Azteca to even get to buy the recipe from a guy in Azteca who doesn’t apparently even show up until farther into Azteca than I am.

Quite a ways into Azteca neither of my girls has received the quest that would make her eligible to buy this guy’s recipes.   And the transmute recipe requires Agave Leaves, which also seem to be rare.  Supposedly you can harvest them in Mangrove Marsh but I’ve finished many quests in that area and have yet to find ONE.  I’m not even sure if the inability to get the transmute recipe matters that much as I don’t think I could get enough Agave Leaves to make as much Agave Nectar as I need.  Farming Mangrove Marsh for enough could, in my experience, be yet another task of multiple hours.  I spent about half an hour hopping realms to farm for them just to get an idea how tough this would be and I have yet to even see one — not positive what it even looks like when it’s sitting out for farming.  Got lots of Black Lotus and Deep Mushrooms but not a single Agave Leaf.

This is another case of different wizards, different experiences (see previous post) as Morgan has some Agave Nectar and Leaves from Ultra plant drops and, I think, from drops in Azteca while Rylee has none (grows the same stuff in her gardens and they’ve been questing together).  But neither has the ingredients to make the Shield.  The thing is, I see yet another sidetrack that takes me away from questing for several weeks (at least), much of it spent endlessly battling some boss over and over for the treasure cards and, possibly, some reagent drops.

I gather some people don’t mind that but after battling Oakheart a zillion times for Potted Cattails (which you can now get in abundance from the Bazaar and from mature harvest plant drops), and Lord Nightshade another zillion, trying to get Nightmare pets for all three accounts, I’m pretty much over the dubious joys of endlessly fighting the same opponent and getting tons of unwanted drops while almost never receiving the one I’m after.

When I hit the first seemingly-tough crafting in Dragonspyre I virtually stopped questing for months while every wizard on my account gardened and collected reagents. Up until now I felt great about that because every major crafting project has been easy thanks to the reagent stores I’ve accumulated.  And now after all that hard work to be prepared, it’s disheartening to find it still wasn’t enough.

I get that KI needs to keep making money and they want you to take a long time and to be distracted by lots of fun things that keep you from hitting the highest levels with all wizards and then being bored.  But I’ve been at this a long time.  I’ve sidetracked for Professor quests and Lost Pages quests and special Halloween stuff and pet training and gardening.  And I take the blame for working on various wizards at different times instead of just taking my two highest levels all the way up.  But I’m tired of working so hard for everything.  And that after all the work not a single wizard has finished.

I’ve already given up on pet training.  Starting with Celestia, the worlds have seemed LONG and tedious to me, I’m already kind of feeling bogged down in Azteca and I gather I have quite a few areas still to get through.  I don’t do the Professor quests much and I’ve skipped all the super tough side dungeons as I don’t find the dungeons full of tricks to be that much fun.  For a kids’ game, there’s too much stuff that’s hard or long or frustrating.  If I wanted that I wouldn’t be playing a kids’ game.

My health is finally better, I’m slowly more interested in living than staying tied to a computer and I’m aware that I’ve grown more impatient as I’m feeling livelier.  I don’t want to spend as much time at this as I was and yet I’d like to at least get Morgan and Rylee to the highest level (which seems to be a target that constantly moves away from me) and I’m losing patience with learning new stuff, working endless hours for small returns, etc.  So, until or unless the ingredients for this project just start dropping into my backpacks in the course of questing, I’ll not be advancing any father in crafting.





Why have a garden?

When I was first introduced to gardening it seemed like an unnecessary side line.  I planted the first couple of seeds, didn’t really catch on to what was happening with the drops.  Quit gardening.  Sold a lot of seeds I wish I could get back…

Morgan D. got to Dragonspyre before issues with reagents sent me searching the web for a better way to get the ingredients for crafting quests.  Which led to finding out plants drop tons of reagents, including most of the rare ones.

Once I found info on creating mega gardens, I also encountered the news that there are mega snacks with XP from 25-50 and that those are dropped by plants.  Since I’ve never liked the pet games much, that was welcome news!

It didn’t take long to realize none of my wizards had enough energy to get into all out mega gardening (more on that in upcoming posts), but I worked on figuring out how to get the greatest number of plants within medium spell areas.

The gallery shows a variety of gardens I’ve had for wizards in the 20s-40s.  As you can see, you can put as many as three medium area-sized patches within one pest spell.  All of these gardens are easily cared for within the energy limits of wizards in those stages.

Once you get to Mooshu (anywhere from level 30-ish to level 40-ish, depending on whether you’ve done side quests or main story only), and can get the large area spells, those spells fit over the same garden patches as the pest spells.  At that point I often expand to have a patch of large area plants like Couch Potatoes (two levels totaling 24).

As soon as I started gardening on these larger scales, every wizard had plenty of gold.  Plants drop Treasure Cards, reagents, pet snacks, gold and seeds (not all plants drop all of those) in such great amounts that you can collect all you need and then start selling them.  I regularly have to buy expensive items just to keep within the gold limits.*

The crafting quests suddenly became easy.  Even the Zafaria crafting quest that so many wizards complain about was a snap — already had enough reagents collected to do the whole thing.

Pet training became so much faster and easier to take with all those mega snacks.  I rely pretty much on Evil Magma Peas and Couch Potatoes to keep me in those high XP snacks.  And the great thing about Couch Potatoes is you can amass them for free starting at a pretty low level if you’re just willing to fight Troubled Warriors for many, many hours.

Even if you’re not sure you want to train pets or do the crafting quests or amass so much gold you can buy anything you want at the Bazaar (or the great houses and furniture sets you can buy for gold in the Crown Shop), I highly recommend you start maximizing the gardening as soon as you can.  If you’re playing on a budget, this is one of the best ways to earn the gold for having great gear, great houses, great housing items, etc.

You can start gardening at level 12.  It takes a while for those first plants to get to harvest and you won’t have the gardening rank to buy the medium area spells in Krokotopia until they do, so just plant them and keep questing.

I find I’ve usually reached the rank required for the KT medium area spells not long after I get there. (I do all side quests in Wizard City)  As soon as I can put a bunch of plants inside a medium area spell I start creating a larger garden.

Once you start growing 18 or more of a given plant, the benefits will multiply rapidly.  Different plants drop different reagents and/or TCs and/or snacks, so you might want to have different wizards growing different plants.

Since I waited so long to start gardening for my earliest wizards, I basically stopped questing for a long time while I caught them up on reagents and snacks.  If you start early and don’t like it and/or don’t feel you need all the drops you get, you can always stop, but it’s harder to catch up if you wait until later to start gardening seriously.

I’ll be posting more about gardening, including specific plants so keep checking back.

* Usually I pass those on to the lowest level wizard (pre- or beginning gardening) on the same account to sell.

What School?

English: Wizard with a spell.

English: Wizard with a spell. (Photo credit: Wikipedia)

12/18/13.  The first thing you confront when you create a wizard is a set of questions that determine what school your wizard will be in.  It took me quite a few wizards (many tried and deleted) for whom I unsuccessfully tried to control the outcome before a little research showed me the secret.  Somewhere after I started they started making it possible for you to skip the test and pick which school you want.

If you choose to take the test but want to be able to control the outcome:  The final question always presents a bunch of gems and the favorite you choose is the determining factor in which school your wizard gets.  The one moving piece is that not every gem shows up every time — it seems to depend on how you’ve answered the previous questions, but I don’t have a formula for getting there other than this:  if the stone for the school you want doesn’t show up, go back and re-do the questions, trying out different answers.  To get balance (a gem that often doesn’t show up) it helps to answer with things about cooperating and liking all school subjects, etc.

  1. jade=life
  2. sapphire=ice
  3. ruby=fire
  4. onyx=death
  5. citrine=myth
  6. amethyst=storm
  7. peridot=balance

There’s lots of info on the basics of the different schools available so I won’t repeat it all here.  This guide gives you an idea.

I do have a few thoughts if you, like me, prefer to go solo.

Ice, Storm and Fire schools offer some big damage but the spells have high fizzle rates so I’ve found it hard as I move up to battle alone with those spells in the early stages.  Once I hit high enough levels with Fire and Storm to equip them with higher accuracy, I started having an easier time using their power, although because of their low health I don’t solo with them as much.  Ice I just didn’t care for for many reasons, including the fact that it’s mostly about defense, and deleted.

I also used both Balance and Myth as secondary schools for different wizards and in both cases wasn’t too happy — again mostly because of the high fizzle rates mine happened to have.  In one case I bought back my training points to use them differently.  I no longer choose a “secondary” school anyway, but just use training points to get specific spells like Tower Shield or Feint.

I have had Balance and Myth as primary schools too.  I still have Balance but ultimately deleted Myth.  I’m not in love with either but that has to do with my preferences and my style of playing.  For those who figure out the more complex play of those two, they work very well.

As I’ve noted many times, people get to the highest level with wizards from every school; once you figure out which school’s strategy works well for you, you won’t have a problem getting there.  Many folks have all types of wizards and get all of them to the top.

Overall I’ve found that Life and Death work best for me with soloing.  And even if you decide you like the blasts of Fire or Storm, you’ll want to use some training points for Life to get healing spells.*  Strategies vary as to whether you should take Life to Satyr or not.  Personally I usually stop with Sprite.

I like Life and Death for soloing because:  (1)  for me, they usually fizzle less.  I know the stats for Death are the same as Balance, but for some reason my Death wizards don’t fizzle much and all my attempts with Balance have been fizzlers; (2) Life’s high health and lots of healing spells help with staying alive; (3) I LOVE Death’s steal spells and the way I can both do damage and get health back, which is very helpful when alone.

Decide what kind of wizard will suit your aims best and then make sure you get the school you want by choosing the right gem.  The cool thing is you can always start another wizard to try something else or delete a wizard and start over…

Once you get past the early levels and you’re up against a big boss and a minion or two I like to be able to keep healing and to have spells that hit a high percentage of the time; that’s what helps me the most in soloing.**

* There are many who advise several schools taken to certain levels for each.  Some of the advice is more for PvP players, but the basics of Life to either Sprite or Satyr, Ice to Tower Shield and Death to Feint work quite well for PvE.

** There are many who disagree with me so understand this is just my opinion.  Many other strategies get other people through as solo wizards.

UPDATE 2/26/16:  Having played for much longer now, I have expanded thoughts on training points which are in this post.


More on hatchmaking–insights and woes

After my surprise success with hatching and getting the desired pet and talents on the first try, I used the hatchmaking kiosk for quite a few more tries.  Some of my wizards already had hatches from the kiosk who needed another hatch, having already failed.  For a few others I chose a type of pet I wanted and set up their first hatch.

A few are now several hatches in and have yet to even get the pet, and forget about the talents…  A couple have the new type of pet and four of the five talents plus one I’m willing to accept rather than keep going.  A few more have gotten the pet and 2-3 of the aimed-for talents 3-6 attempts in, but are still hatching to try to get the desired pet.  So basically, overall the experience adds up to the usual feeling of frustration.

At this point I’m asking why KI doesn’t at least narrow the potential talent pool to the manifested talents of the two pets.  If you cut those other 10 potential talents (5 unmanifested potential talents from each pet) out of the mix it could still take a few generations of hatching  but I’d think it would narrow the array enough to make it less likely you could get to 20 hatches before achieving the desired pet.  Way less frustrating.

Meanwhile, I’ve been noting some of the questions lots of people are asking about the kiosk and figuring out some things about how it works:

They haven’t made it too easy to search.  One way is to click the “pedigree” tab so you can see all the manifested talents of the pets, but it’s not organized any further than that so you just get the entire collection of pets in the kiosk in random order and all you can do is wade through it.  There are arrows at the top to move in either direction through the pets.

Another method lets you pick a school and then you get a list of the types of pets on offer from that school.  If you choose one (say Astral Judge) and double click on it, it opens a page where you see one of those pets with its pedigree and then using the arrows at the top you can move in either direction through the pets of that type on offer, checking out the manifested talents on all of them.

Because people do a lot of mixing it up in hatching and training, there are pets from schools other than yours with talents that have been hatched in for your school.  Even though, say, a Balance pet may have 3 or 4 Life talents (Life Shot and Life Assailant, etc.), the pet will be listed under Balance.  I’ve found it easier to just look at pets with the same school as my wizard to find appropriate talents.  If you’re looking for something generic like heals, though, you can find healing pets in any school, just takes more wading through lots of stuff you don’t want to find them.

One thing I’ve noticed is that people tend to pick a particular type of talents for each type of pet (likely based on some of the original talents on a first gen pet but I haven’t researched that).  Some types have a pretty big array of talent sets on offer but often for one type most of the pets will be, say, damage and critical pets and for another most of the pets will have healing and/or resistance talents, etc.  So if you’re after a particular set of talents, sometimes it helps to figure out which types tend to be trained for the talents you want.

In the “manage pets” tab you get to a list of the pets you have on offer in the kiosk and on the left next to each one is the number of hatches that have been made with your pet.  Down below there is a “my hatches” tab.  I’ve found it mysterious.  Only one of the 8 or so of my wizards who have been participating at the kiosk can even click on that tab.  The one who does gets a page that shows the pet with which she hatched on one side and for reasons I can’t fathom, you can also scroll through most if not all of your other pets.  On the other side you can scroll the pets you’ve gotten from hatches.

It has a “hatch” button so you can go ahead and hatch another round from there.  But all the other wizards I have who have used the kiosk can’t even click on “my hatches” so nothing is available to make it easier to hatch again.

This means I have to make careful note of the type of pet and the name of the one with which I hatched and, if the first (or 8th 🙂 ) hatch fails and I need to hatch again I have to go search for the other pet every time.  I”m not sure if there’s a glitch that’s keeping the hatches from showing up there for so many of my wizards or if there’s yet another rule I have yet to suss out…

A pet with which you have hatched disappears from the kiosk for an hour after a hatch has been made, so you can’t find it again till 60 minutes after you hatch (i.e. way more time than it takes to train to adult or ancient and find out you need to hatch again).  Also the pet is only left in for 7 days or until 10 hatches have been made with it.  When you choose a pet with which to hatch, nothing I can find tells you how long it has been in there nor how many hatches have been made so it’s possible to come back for your second (or 5th…) hatch and find the pet gone.

That happened to one of my wizards this weekend — even taking the hour and then many more (since someone else could have hatched and taken it out for another hour), the pet never showed up again. Now, the “owner” can put the pet in again after the 10 hatches/7 days removal, so you might find it again later; presumably if somebody is getting lots of peppers for hatches they will keep putting it in again.  But it would be really helpful if each pet showed how many days and how many hatches it has had so you’d have an idea if you can count on being able to hatch again.

Because I can’t find the one with which I hatched, I have to find another same-type pet with the same stats and keep hatching….  except a different pet means more pesky potential talents are probably in the mix, thus likely leading to even more generations of hatching to get the pet.  I still wish somebody would explain to me why KI feels it’s a good idea to make it this hard to get a pet you want….

Overall I’d say I’m somewhat more impressed with the kiosk than I was initially.  If your main object is to find pets with particular talents with which to hatch, the kiosk provides a very easy way to do that.  The ease of doing it without asking somebody to take time and gold to help me — possibly multiple times — is definitely an improvement.

However, since I don’t expect to do much more with pets, my main object regarding pets is to make some good pets available for others without me having to spend my time and gold on hatches I don’t even want.  And since most of my good pets are not allowed to be listed in the kiosk, it’s useless for me on that score.


There isn’t one right way to play the game

Forest Lord with just one blade

One of the things that has always driven me nuts in this game is the group of highest level wizards who have figured out a particular strategy to play the game and swagger around discussing it as the one and only right way to play.  Even worse are the ones in this group who jump into battle with you or join your team on Team Up and proceed to criticize the way you’re playing.

They play with really pared down decks and have particular team strategies in which each person plays a certain position (I can’t explain it because I’m not interested enough to look into it) and it’s apparently the way to move as fast as possible through the game.  The thing is, (1) I don’t want to move as fast as possible through the game; I’m playing for fun and I want to keep enjoying it and (2) it’s perfectly possible to reach the highest ranks without playing that way.

In fact, as far as I can tell there are a number of strategies people use, including different favorites among their school cards.  For instance, I have Death cards I NEVER use and yet I play with other Death wizards who use them all the time.  I wouldn’t think of telling my teammate he or she is nuts for using that card.  As far as I’m concerned, if they have a strategy that uses that spell and keeps them advancing through the game, they’re succeeding.

As I’ve written before, I don’t like the small deck strategy, not only because I don’t care about speeding through, but also because I find it boring.  I like not knowing how the random hands I receive will impact the battle and having to think on my feet, developing a strategy based on each draw instead of knowing exactly what will happen every time.

Sometimes I’m playing offensively, sometimes defensively and I like the challenge of figuring out which way to go every time based on the luck of the draw. I’ve made it to level 93 with a couple of wizards and into the 80’s with four more, so my assertion is that my way of playing works perfectly well.

In my most recent example, an arrogant Storm wizard jumped into a couple of my battle circles in Stone Town (Zafaria).  By the time anyone has gotten that far I think you should have the courtesy of assuming they play well enough.  But in the second battle this guy started criticizing me for casting a couple of shields (I was playing two accounts, so one for each).

I told him I didn’t have a damage card yet (and didn’t mention neither of them had enough pips yet to cast anyway) and he instantly told me that meant I didn’t have a good deck.  I told him I don’t like playing with a small deck and it depends on how you like to play the game.  He informed me I don’t know how to play well.  The thing that bugs me is that generally none of us who play other strategies hang around telling other wizards they’re screwing up.*  And he couldn’t even “hear” me trying to say it’s a question of choice (in that crowd it seems they never do).

Now in the first battle this same guy had put up one blade and then cast Tempest without nearly enough pips to defeat the enemies, so I thought he played kind of stupid, but I didn’t say anything — and this was basically the strategy he was touting.  I had a somewhat higher level Storm in but I don’t like to cast Tempest until I figure I have enough pips to finish it.

And, since I don’t enjoy running around trying to find health wisps afterwards, I prefer to shield while I’m amassing pips so my health isn’t down so far.  Just the way I like to do it, not saying anyone else needs to play that way.  Don’t care if anyone else plays that way. 🙂

The other wizard I was playing was Death and I notice often that Storm and Fire wizards, who have way more powerful spells with fewer pips, don’t seem to realize it takes an extra pip to cast Crow or Forest Lord (compared to Fire Dragon, for instance) AND they’re weaker so you need more rounds of setting up blades and/or traps before you cast.

It’s a game people.  It’s supposed to be for fun.  So I don’t really understand why racing through as fast as possible would be a goal.  But I do get that some people just have to do everything fast and be first and think they are best, etc. If you’re one of those, please keep your opinions to yourself.  Especially once you get past the first few worlds, assume that anyone who has made it that far has developed a strategy that works.  It doesn’t have to be yours, it just has to keep them leveling up and it isn’t your business how someone else likes to play.

If you have strong opinions about how to play and you don’t like playing with people who have a different strategy, DON’T jump into battles with strangers and DON’T Team Up.  If you do either of those things, keep your mouth shut about how other people play.  Seriously.

*Beyond the lower levels, anyway.  In the earliest stages I run into a fair number of folks I’m guessing are children who randomly toss off weird, off-the-wall criticisms and advice.