Search Results for dual mounts
I always keep an eye on the sales at Wizard101 so when they had the one day sale on bundles last week — including bringing back a few bundles that are not generally around any more — I looked over them pretty carefully, especially studying the dual mount option.
I don’t consider the bundles to be worth it at their normal prices– it’s even questionable when they’re on 50% off–but there’s just enough value when they’re on sale that I’ve been enticed to buy a few. If you’re playing on a budget, bundle sales can be a good way to get one of those great houses, a good mount, a good pet, a full set of crown gear, a game like Potion Motion or Pagoda and some spare crowns.
In this case, the two bundles I chose, Super and Epic, I picked in part for the pets and houses. The Super bundle also grabbed me because of the Great Hornocerous, a dual mount.
I’ve been running two accounts for about six months now and more and more I’m getting on both at once (one on each of two computers) and working on tough bosses and quests with two wizards. Until now I’ve coped by using “go to location” a lot. The wizard in my lap moves to the next location and the other ports.
I play with one computer on my lap logged in to the account with the wizard whose quests I’m working on and the other is to my side — I can use the mouse, do a little bit with the arrows and manage to click “x” when I need to but can’t really navigate well enough to move the character around mobs or long winding sections with the arrows. If you have to, it’s a perfectly do-able way of playing two accounts at once.
But oh boy, the dual mount makes it a dream! So much easier to keep them together.
There are a few things you need to know about using a dual mount.
- The two characters have to be friends.
- You have to “add to group” and keep them in the group the whole time you want to move them around together.
- The one who’s going to jump on the back has to unequip their mount first
- If you’re connected in a group and the second wizard is without a mount, any time that character moves close to the mount, a box with a clickable “x” will open up and, when you click, the character magically appears on the back of the mount
- Every time you exit a dungeon, the second wizard is no longer on the mount and you have to click again to get back on
As long as you follow those few rules, the process is a snap and it makes it SO much easier to quest with two characters on two accounts. I might even watch the sales for a dual mount deal and get one for the other account.
Since I recently figured out how to get two accounts open on one computer I’ve been working with two wizards at a time much more than when I had to do it using two computers at once. And experimenting a bit with getting around and how I want to use the two account advantage.
In many cases, I’ve been moving two wizards, one on each of two accounts, along at a similar pace so they can do the hard dungeons together. Sometimes, though I have a wizard who’s all alone at some stage — like Heather on the third account, who’s only on membership, with the ability to go everywhere, on the occasional month when I join to get double gardening benefits — and I just send in a higher level wizard to second on tough dungeons. Increasingly, though, since getting dual mounts, I have some of my same-quests pairs joining forces and doing all their quests together. At the moment I have a wizard on each account just starting Celestia, so I’m thinking about seeing what it’s like to open all three accounts at once.
I have one dual mount on each account so I can just move it through the Shared Bank to whichever wizard needs a companion. Sometimes, though, I just keep both wizards on their own mounts and have them porting to one another. I haven’t quite decided which is better though I’m starting to conclude sometimes one serves and sometimes the other. [Click here and scroll down for instructions on how to use a dual mount]
For some running around quests I find it’s much handier to have them together on one mount if they’re both on the same quest*. But sometimes it works out quite well to just keep having one port to the other. When I have a high level wizard along just to help, I find it works well to use separate mounts. I can leave the one who’s not on a quest sitting at the perpetual return point and the other can keep running off on the various find and click and talk-to jaunts and keep porting back to her pal who’s hanging out with the quest-giving NPC.
Using a dual mount at a dungeon sigil has been a problem for me. On the one hand, you can just click “X” for the wizard whose dual mount you’re using and they both jump on the sigil without having to click the second time. But quite a few times the second wizard didn’t get credit for it and I had to do it over to clear the quest. Now, even if I’m using the dual mount, I click “X” first for the wizard sitting in back, which takes her off the mount, and then click “X” for the wizard in front. Every time I do that they both get credit for the quest that took them into the dungeon. [As an aside, I’ve also had multiple issues with not getting credit for dungeons for which I’ve used Team Up.]
Dual mounts make fighting mobs a little easier generally. You can plunge them both into the mob at once — although occasionally the mob somehow separates them and opens two separate dueling circles with each of your wizards in a different battle. I generally have one of them flee, fill up and port back to the other. As long as they both get pulled into the circle, it’s easier to time getting them both in at once if they’re both on the same mount.
One thing I don’t like about the dual mounts (at least the three I have), is that they’re unnecessarily huge, feel unwieldy to get around on and, because they’re sticking out all over the place, it’s really hard sometimes to get a good look at whatever you’re seeking in a given area. I have to do a lot more turning the mount from side to side in order to see where a collect item is or where the mob creatures are, etc. On that score, it can be easier to run one of them along on a broom — much greater visibility, smoother ride and easier to negotiate around the many obstacles — and just keep porting the other to the goal, whether it’s a collect item, a mob, an NPC or a dungeon.
In the few dungeons where you’re allowed to stay on your mount, the dual mount can make it a bit easier to get them both around (Shirataki for instance, in Mooshu). Most dungeons, of course, strip you of the mount when you enter and you just have to run both wizards around. For reasons I can’t fathom, the dungeons you’re not allowed to port into from outside you also can’t port around WITHIN, which is a big pain in the neck when you’re running two wizards.
Dungeons like The Great Spyre that let you port within the dungeon make it so much easier — I just have one wizard run to the crystal, for instance, and then port back to the other without having to get back through the mobs in Dragon’s Maw. (You can also mark location in there, which also helps). But in many dungeons I have to negotiate one through and then turn to the other account and negotiate the other through exactly the same stuff…
In spite of all the advantages sometimes I just open one account and quest with one wizard, enjoying the relative simplicity of keeping up with only one wizard and her quests. But I’m enjoying being able to advance two wizards at once or to send a higher level wizard in with a lower level to make a long tough dungeon go quickly and easily. And for right now, I enjoy switching it up between using the dual mount or using separate mounts and porting.
*You also have to make sure you remember you have to click all the quest steps for both wizards (which includes having to run through all the NPC’s chat boxes twice in a row…) if you want to keep their progress synced.
I’ve been having an ongoing issue with Team Up and I’m wondering whether anyone else is noticing it. Frequently when I team up for an instance for which I’m actually on the quest (not just farming a place I already completed), I finish the whole thing, look at my quest book to see where I need to go next and realize the completion of the dungeon hasn’t registered and I have to do it again.
When Morgan first got the Waterworks quest, I took her in with a group of four (that time we just all hit the sigil at the same time and they invited me in). The highest level had to leave about halfway through and the others decided to quit. I was pretty disgusted to have spent over an hour at it and wound up with nothing to show for it.
I was also pretty puzzled by a lot of the goings on in the instance, so I looked up a guide and realized I really should study up before going in again. Since I play for fun and feel I’ve already had to spend inordinate amounts of time looking things up and figuring things out, I wasn’t keen on that so I just never did it since it isn’t a main line quest.
She’s level 81 now and for the heck of it I joined a Team Up at the kiosk, figuring I’d get it over with and forgetting that I should study first. A couple of level 100s pretty much ran the show so I made it through, feeling pretty much like an idiot since I kept missing everything about when to cast traps or blades… or not to. But we got through. Was surprised to see not anything much added to my level bar (I know there was some because XP did show up at the end of each battle) and that some other quest popped up with the quest arrow instead of a final piece of Waterworks. Checked my quest book, and sure enough Waterworks quest is still in there. Sigh.
It’s happened quite a few times now though generally in dungeons that were quicker and easier to do. I mention this one in part because it’s most fresh but also because it’s the most disappointing one so far in terms of time spent — and the fact I didn’t especially want to do it. I know it’s famous for its drops but I’m not interested enough in what I can get to have to fool with a long dungeon full of tricks.
Now I guess I have to study up. Some other day. When I feel like studying in order to play a kids’ game…
In the meantime, you might want to think twice about using Team Up for dungeons if you’re there to complete a quest. I think I’ve had the trouble more from the Old Town Kiosk than from Teaming Up at the sigil at the entry to the instance but I haven’t kept careful enough track to be sure.
Have also continued having issues with plants not harvesting (see previous post). Sometimes when the plants say they’re ready for harvest and have the ring of light around or have reached elder, I can’t click to harvest. Occasionally with the plant menu closed, the “click x” box won’t even show up. Sometimes if I then reopen the plant menu, I can click on individual plants (with a big stacked garden just about impossible to click on each one) but often that doesn’t work either.
Usually if I “quit” and then click “play”, the wizard is at the Bazaar because my gardening wizards have to sell garden drops often and I do that last thing before logging off. Sometimes heading home again from there works and I can harvest. But I started having trouble with that too. One day I wanted to get some of the new housing stuff from Wysteria so I went there, quit and re-entered the game. When I went home, no problem harvesting. Since then I’ve been heading to another world before I quit and come back and that seems to work every time. Very odd.
My month-long membership on the third account expires on the 2d, which based on past experience means I’ll lose member access sometime today (the 1st), possibly as early as 6 or 7 p.m. I’m looking forward to cutting back. In fact I’ll not only be dialing back the mad questing of this month, but I’m dialing back gardening and pet training quite a bit too.
I’d hoped to get Alura N. (Death) and Heather G. (Life) from level 41 and 51 up to levels 50 and 60 respectively, and I worked pretty hard at it. But I was away on vacation for a week and then had problems with Heather that have wasted a bunch of time(see previous post. I DID manage to get Alura to level 49 and Heather to level 58, so they both finally have their AOE spells.
I’m not sure that I’ll level either of them up any more as they both now have enough energy to do the basic gardening goal I have for keeping in pet snacks. But for occasionally hanging out helping people with dungeons in the zones I’ve bought, they’ll be more use now that they have their all-enemies spells.
Struggles with health issues have meant I’ve had extra time on my hands to spend on this game, but life is changing and I don’t want to be putting in the crazy amounts of time I’ve spent. The biggest time-eater has been gardening, with pet training running a close second, though when I get a goal in mind, I can be pretty single-minded about questing too. So for a while now I’ve been trying to cut back on the gardening.
When I first started gardening I built gardens for all six wizards on the one account I had, to help catch up on reagents and snacks. Then when I started the second account and got to gardening I found myself tending gardens for 7, then 8… I shifted to have three gardening wizards on each account. When I added the third account, it became two on each account. But taking care of gardens for six wizards every day is just WAY too time consuming.
Between the long animations, the many glitches that add time, the constant having to stop and go sell stuff before you can finish harvesting, etc. it can take as much as 90-120 minutes to cover that many gardens, especially since so many plants require tending twice a day. I’d say this is a DISadvantage of having more than one account. However, since I’ve done enough gardening on all of them to have a nice supply of pet snacks and reagents, I think I can cut back now.
Fortunately Alura’s and Heather’s gardens are finishing up at the same time they’re losing their membership status so I can turn my attention back to the two main accounts and dual questing (the big advantage of two accounts!).
The pet games take quite a while, especially since the ones I play have no mechanism to get out of the game with all your points if you finish before the game is officially over and the animations can be slow and tedious. Added to gardening, I often spent more time than I wanted to on the game without even doing a quest.
So, my new plan is that two wizards on one account will garden each week (or until everything is harvested) and possibly two wizards on another account will train pets that week. I’ll just keep it rotating. So far it has cut back enormously on the crazy time factor, so I’m hoping I can go back to slowly working Morgan D. (level 77 Death) and Rylee W. (level 76 Life) through Avalon.
One of the brilliant things KI has done with this game is to provide so many things to do, such a long quest line, etc. But the long list of activities, special events, etc. means the game can start absorbing your life. Do you find you have to put limits on the time you spend? That your children spend? Do you have strategies for gardening and training and questing that let you get it done while still having a life?