One big advantage to having two accounts is that you can pass Treasure Cards—which also helps if you’re on a budget.
By the time I started the second account I had one wizard somewhere in the high fifties and two in the forties on the first account. They’d been doing a lot of gardening.
Anyone who knows a lot about gardening knows that if you do it for very long you start amassing so many treasure cards that you regularly bump up against the maximum limit for treasure cards (500) and if you keep selling them you keep bumping up against the gold maximum (300,000).
In the early stages of the game getting enough gold is hard, especially if you don’t have piles of crowns that you can convert. I’ve started a lot of wizards and taken them through Wizard City and then deleted them. Over time I realized even if you sell every drop you get and click every Wooden Chest you see in the early stages, you won’t have enough gold at key level-up points like 5 and 10 to get all the best gear available at the Bazaar.
Treasure Cards are the only thing you can trade between accounts.* You just have to put a wizard from each account in the same place at the same time, make them friends and then you’re ready to trade. “Trade” is in the friend menu in the upper right corner when you’ve selected a specific friend’s name from your list. As soon as you click on “trade” the other wizard gets an exclamation point circle to click and you’re on your way to trading.
With higher level wizards on one account and beginning wizards on the other, it’s a perfect situation for both. The high level wizards can get rid of a bunch of treasure cards and the lower level wizards can sell the cards and get enough gold to have the best gear and even decorate the dorm room.
High level wizards will often ask a really low level wizard to be friends and then immediately ask to trade. They’re not asking you for cards, they’re trying to get rid of some, so you can get cards without a second account by just agreeing to trade when someone offers.
Wizards on my second account have been able to buy Crown Shop houses for gold much earlier in the game than I was able to do with my first wizards. That’s largely due to the Treasure Cards but also because I plant a dorm-room garden with at least five plants at the first moment allowed so they start getting gold from gardening too.
When my first account wizards get too many TCs I sell a bunch and when I hit the gold max I buy Empower, Avenging Fossil and Dr. Von TCs to pass along. Those three are expensive to buy, so they help get your gold well below the limit and they sell for enough to really help the second-account wizards.
Early on, I also buy a bunch of Sprites, Unicorns and Spirit Armors to pass so the lower level wizards don’t have to spend gold to have them.
Even though I’ve kept the second account on a tight budget, my wizards have had good gear and the ability to buy houses, seeds, furnishings, etc., mostly because of the trades.
*You can also gift items from the Crown Shop; more on that later.
When I came close to the end of writing my guide book for the game, I wound up creating a second account. I’d learned a lot and I wanted to see what happened by starting characters off using all I knew. I’d also played as a member and, having some extra in my budget at the time, with a few large crowns purchases. I wanted to see what the game is like for people playing on a limited budget. Since I couldn’t afford to fund a second account as I had the first, that worked well for me too 🙂
I’ve come to have a great appreciation for the advantages of playing with two accounts–if you have two computers you can move close enough to play both at once. I’ve also learned a lot about playing on a budget and realized it’s perfectly possible to play at a very high level with a small crowns budget and an occasional gift card.
So I’m about to launch two new categories: Wizard101 on a Budget and Two Account Advantage. Once I have a couple of posts up for each, I’ll create two new category pages so you can easily look through everything I put up on either topic by clicking a tab at the top of the page.
On my second account I’m back fighting Oakheart over and over, trying to get a few more potted cattails. Besides renewing my regular questions as to why they’ve made it so tough to get one (see post), I’m again wondering why they’ve set it up so there are no health wisps, EVER, anywhere near Oakheart’s Lair.
There is a transporter right outside the Lair so you can hop back to the village, get some heath and transport back to the Lair. Or you can ride/run WAY down the road to where wisps float freely. But there is never ever a health wisp anywhere close to Oakheart. I’ve done Mooshu quite a few times now and in my experience that’s the only “street” location that has no health.
For the life of me I can’t figure out why there’s a need to set that area as a health free zone?
UPDATE 10/28/15: After a recent update, transporters were moved around. Now there’s not only no health anywhere near Oakheart but the transporter is way up the road from him so it’s not even convenient to hop out and transport to the village for health.
Kingisle has a bunch of new stuff on trial in the test realm. I haven’t felt much like doing my quests so I decided to try the first new area, which you reach via Krokotopia.
It requires level 25 and above. I’ve taken wizards at levels 42, 73, and 48 through and I have to say I think this would be very tough for a level 25 to solo. The first dungeon is pretty easy but the final section of the second dungeon is pretty tough.
Major Talbot in the Oasis gives you the quest. You get to Kemboolong Village via a transporter next to shops in Krokotopia (same level as the transporter to the special shop) and then a tiny quest to get access to a boat ride to the village. After a chat with an NPC in the base camp in the village, you head to the Pagoda of Harmony (see below).
The basic story is: some Marleybone guys are missing and some evil spirit has corrupted a bunch of monks who are holding the MB guys hostage. The “Dalai Lamba” guides you through the first dungeon and greets you outside the second. You free some of the soldiers in the first and the final guy in the second.
The first dungeon has three fights: (1) two Enthralled Spirit Monks, Ice, 1035 health; (2) Enthralled Mind Monks, Fire, 935 health; (3) one Enthralled Body Monk and one Boss, Tsutsui, both Storm, 875 and 1125 health, respectively. At the end of each of these fights you go to an altar. Make a note of the symbol on each altar and also the symbol in the middle of the floor (same in each room). These will solve a riddle in the second dungeon.
The second dungeon, Hollow Mountain, I’ve not been able to get good notes; higher level wizards keep jumping on the sigil with me and in each battle wiping everybody out before I get all the info written down. Also, I’ve figured out how to solve the riddle, which I believe would mean not having to fight an extra Oni-look-alike Balance boss with around 3,000 health but the folks who jump in with me keep invoking the Boss while I’m solving the riddle so I have no proof that you could get the entree for the final section just by solving the riddle.
The Hollow Mountain dungeon battles: (1) Wooly Bully, Ice, health 1215; (2)Hoof Ninja, Death, health 1015; (3) the possibly-avoidable guardian boss (see above); (4) Hoof Ninja, Death, health 1015; (5) Hoof Ninja with Boss Zhu Wuneng, both Death, health 1015 and 1155 respectively; (6) three Spirit Bowls, one Ice, one Fire, one Storm all with health around 1000 and Master Tonkatsu, Storm, health 2900, plus all-enemy hits from a statue nearby called Hamakala. The statue only does about 100 damage but it hits everybody on your team, sometimes every round so it adds up.
You win a skeleton key at the end of the second dungeon. There’s a door at the end of the first dungeon that can be opened by the key — you have to do the dungeon over to get to the door. When you use the key to get in the locked room, there’s a chest that you click and get some decent drops. Not sure it’s worth having to de-do the dungeon.
The first dungeon offers a ton of health wisps after you finish the last battle but no mana. There’s also no mana in the Village. When I soloed the first dungeon with a level 42 Fire wizard, she’d used two potion bottles by the end and I had to take her back through the boat ride and the transporter to the Oasis to refill the potions because there also doesn’t seem to be a mini-game anywhere in the village.
All in all, quite fun for something different. Below level 40 I’d advise that you Team Up or go in with friends. Looks like some decent drops if they keep the same stuff when it goes live.