One of the things I most dislike about reinstalling the game is the kerfuffle that happens with tutorials. With every one of my wizards the game acts as if I’ve started a new wizard and starts popping out tips and the quests that just pop up from a professor or character in a bubble on the right. To some extent all my wizards have issues with repeated tutorials and summons to quests (I think my level 92’s have been told they have text chat and what a treasure card is a few dozen times), but it’s especially bad when you start over.
Now to add to the madness, KI has added a page in the spell book that keeps a list of these. You open to the quest pages and in the upper left hand corner you can click for a list of these tips. The problem is there doesn’t appear to be any way to delete any of them. The few times I’ve done one of the quests and gone back to look, the call to the quest has still been there. Same for tips I’ve looked at. At the beginning it also kept the repeats, so the “this is a treasure card” tip could be in there more than once.
It seems like something has been activated that keeps out the duplicates and sometimes takes a completed quest out automatically but otherwise they seem to stack up and I can’t find a way to get rid of the ones I don’t need. It means the log doesn’t help me much because I can’t tell whether the call to Ambrose, say, is a new one or one of the ones that’s popped up half a dozen times since I completed the quest. I can’t tell you how many times I’ve popped in to Ambrose’s office after one of these “calls” only to see a grayed-out punctuation mark over his head and no new quest on offer.
I used to wish that the quests that showed up over there would get put in the quest book as I sometimes forgot I was supposed to go see Moolinda Wu or whoever. But this doesn’t help any more than seeing the tip and having it disappear because the list seems to take on the weirdly-recurring tips, as well as the new ones.
I think the new list is a great idea but the whole tutorial/professor quests thing needs some tweaking so you don’t keep getting the same tips and quests over and over. Even more the new list needs to be tweaked so it doesn’t accept the same quest again once it’s been in there and so they either get automatically erased when you’ve read the tip or done the quest or you can delete each one after you’ve read it or done it. Then it will be a great addition.
July 30, 2017
I’m very behind on posting so I’m just in time for the last day of Double Pet Rewards. You have till something like 8 a.m. EST Monday morning to get double XP on pet games and snacks if you’re a member.
It’s been a little odd this time. I’ve had several wizards who either couldn’t get into the Pet Pavilion without closing out and starting again or took several tries. And the Gobbler game froze midstream and I had to close the game and log in again — of course lost the energy points anyway…
I have managed to finish training some decent pets:
I’ve also tried to find hatches for my Storm and Fire girls, who’ve never managed to have very good pets, but no dice this time…
I finally decided to try again at pets during this last weekend’s Double Pet Rewards event. I’d unsuccessfully tried to get a hatch through the wizard central site so my hatching till now has been totally between my accounts and between pets on each account. But I joined the adult non-pvp players Facebook group a while back and noticed there are lots of folks who help out with hatches, so I gave it a try.
One of the folks with a great pet for every conceivable desire in a pet hatched a Death damage pet with me and for the first time ever I got what I wanted on the first attempt at training. I wouldn’t have minded having another critical or damage talent as the fifth, but I also don’t mind having energizing battery in there. I now plan to periodically ask for help with developing a roster of pets for different purposes. Of course since I still can’t stand much pet training, I will be training them only during Double Pet Reward days 🙂
Since I was on a roll I decided to train Prince Peanut on up to Ultra as I’d become hazy about why I swore off bothering with the final stage of training (you know, besides the I hate it thing 🙂 ). Now I’m puzzling over KI’s thinking. The Ultra bit with its jewel socket would make some kind of sense if you only got a socket at that stage (or a second one), but most of my pets have gotten a socket by ancient and I’ve been able to put any eligible level of jewel (i.e. eligible to the level of the wizard) in the socket. When I got to Ultra this time, I’d already put a fairly high-level damage jewel I quite liked in there and the jewel given for achieving Ultra didn’t inspire a desire to shatter the one I’d already placed.
If KI wants the Ultra to mean something, they should either (1) make the jewel socket available only when you get to that level, or (2) give you a second socket for Ultra, or (3) make the reward for achieving Ultra something else–leaving one jewel socket to arrive at earlier stages of training, as they have been.
My personal favorite idea would be to let you choose, upon achieving Ultra, which of the remaining potential talents for your pet it will get. That for me would make it absolutely worth training every pet to Ultra–or at least every pet with an unrealized potential talent I’d like to add. To get a random jewel for a slot I’ve already filled? not much of an incentive for me… So I’m back to eschewing any further training after Mega.
I’m very pleased to announce that an updated guide to the game, Wizard Game Basics 101, is now available on Amazon. The guide has been completely revised and updates include a section of tips for Wizard City and info on the 2016 and 2017 updates (so far). If you already have the Kindle version, it should update with the new edition.
KI also started yet another Double Pet Rewards event Thursday (6/22/17). I didn’t see an end date but through Sunday 6/25 is likely. Get double XP from games and snacks and speed your pet training along!
June 19, 2017
Today KI launched a lengthy Lost Pages event–three weeks–ending on July 9. If you’ve never participated, see Harold Argleston for the opening quest.
There are quests on a number of worlds and all involve fighting a bunch of “spellwrit” creatures and then a dungeon. The Spellwrits usually – but not always — are from the opposite school from the usual one for that creature and they appear kind of ghostly, or at least white.
These creatures generally have considerably more health than their normal counterparts. You have to defeat 10 of them and most of the time they’re so scattered through the mobs that you can only get one at a time, so it’s a lot of fights. You don’t get a very high XP for the huge amount of time it takes and, though you can supposedly get good drops, I’ve never gotten anything noticeably better than the normal drops for the area.
You might be guessing I rarely bother to participate any more, but it IS something different and you might get better drops than I have. If you’re looking for something new to do in the game, here’s your chance to take a break from questing and help find the lost pages.
Wow, quite a week KI is presenting for us. After a day of Double Pet XP, we now have Double Garden Rewards from today (6/7/17) through Sunday!
If you plant Evil Magma Peas, Couch Potatoes, Boom Shrooms, Snapdragons or Tiger Lilies today and provide them with all the likes, you can collect double XP, gold, treasure cards, seeds, pet snacks, etc. before the event is over. [I’m sure there are other short-term items, but these are the ones I happen to grow..]
I’ve had gardens sitting at elder harvest for four of my wizards so I’ve already collected a round of double harvests– including feeding a bunch of Evil Magma Pea seeds to pets on an account on which attics and Seed Vaults are already bursting with them! And I’m planting some EMPs and Couch Potatoes to get a second round of pet snacks. And on one of my accounts I’ve harvested an abundance of blade TCs from Sword Ferns.
Make sure to take advantage of this great opportunity!
I’ve kept working on figuring out more about Monstrology; within the limit that I’ve not advanced beyond the Undead stuff and am unlikely to do so.
This latest round involved the Monstrodome. I finally sucked it up and bought the Triple Animus Elixir. It took three rounds of the elixir to collect the 600 animi required to make the Monstrodome (you have to make 10 Summon TCs each for Lady Blackhope, Lord Nightshade and Foulgaze and each card requires 20 animi; 10 x 20 x 3).
Each round of Elixir costs 150 Crowns, so not a terrible price — I just get tired of everything introduced in the game involving more expenditure. The Elixir gets you not only triple animi but also triple Monstrology XP. For the most part I was pleased to see that the elixir mostly got me triple on the maximum number of animi. When I just went in without the boost, I got 1-3 animi from each of the three bosses required for the crafting recipe. With the elixir I’d say I got 9 animi 90% of the time and 6 the rest; never received only 3.
The XP was kind of odd. For quite a while as I fought Foulgaze I collected 22 XP for each battle as you see in the picture. But suddenly it went down to 13 XP and stayed there for the rest of the battles with her and throughout the battles with Nightshade. Then when I moved to Lady Blackhope I got 13 for a while and then it went down to zero. I’d read that you quit receiving XP when you are six Monstrology levels above the level of the monster you’re fighting. Even knowing that, I found it extremely irritating that the Monstrodome recipe requires so many fights when I ceased receiving XP before getting enough for the recipe.
While the Elixir certainly helped — don’t know that I’d ever have wound up making the dome without it — it was still incredibly tedious. Especially since I doubt I’ll use it now that I’ve tested it out for you. The most fun part for me was gathering info to share.
I finally got the Monstrodome made and then couldn’t find any instructions about how to put a creature in it. It’s a housing item and after you place it, a click x box opens when you approach it. After clicking you’re whisked inside but there’s no way to do anything with your Summon cards. Before you place your own monster choices in it, you face 4 wooden constructs with 95 health. Once you put in a Summon Field Guard or whatever, the constructs disappear. Since I got tons of Field Guard animi while fighting Nightshade, I made a couple of the cards to place in the Monstrodome. You can see them in the picture.
But first, how to get them in. You open the housing menu and then click on the Monstrodome and an interface opens up, much as it does in the Seed and Gear Vaults. When you click on the little icon at the top (same spot as the vault icons) a page opens up with the Summon TCs you’ve created and any of those cards you click on are then placed in the Monstrodome.
I was surprised to discover they respawn — you don’t have to keep collecting and collecting animi to make more and more of the Summon TCs. I’d read that somewhere and didn’t believe it since KI likes to keep you dragging things out. I fully expected they’d be gone after one defeat and you’d have to fight twenty more battles to collect enough again… but when I fought my two Field Guards they reappeared within seconds after I defeated them.
If you decide to change out a creature you’ve placed in there with some other boss or minion, you don’t get the card back. In this case I don’t care because I have so many Field Guard animi and no particular use for them. I already made one Field Guard guest and don’t care for another and, other than this experiment, I have no use for the Summon cards for them.
Since I had collected a bunch of the animi I needed before I gave in to using the Elixir, I had some time left when I finished collecting all I needed to craft the Monstrodome. The extra XP had moved me up to level 9 so I headed to Mooshu and fought Tomugawa enough times to make a guest. I forgot to take a screen shot but for her I also collected 9 most of the time (6 a few times) and something in the 30s for XP. Her minion isn’t undead, so my Extract-enhanced AOE spells were wasted on him 🙂 At least it was a relief to finally fight somebody re: Monstrology who presented a teeny bit of challenge.
One thing I did not make note of was drops after I fought the Constructs and then the Guards inside the dome. I’ve seen complaints that people just got gold or negligible pet snacks; I did notice I suddenly had a bunch of low-level gear in my backpack as well as stuff that was the right level for Tomugawa (I’d already sold all I received for the endless WC boss fights…) so I think I got some drops.
I’ve also read that if you collect a boss who has tricks in the normal dungeon it will not use the tricks in the Monstrodome. Unlikely I’ll be collecting any high level tricky bosses so I won’t personally know but if I see an answer elsewhere I’ll let you know. Unclear whether you get any special drops a boss would normally have in their usual dungeon or whether there are special drops just for the Monstrodome battles???
I’ve previously mentioned you can port a lower level wizard to a friend in higher level areas in order to train gardening spells. Recently I ran an experiment to see if you could also do it with crafting.
Over the course of a couple of days I ported level 32 (actually late twenties when I started the experiment) Darby Stargarden to one of my higher level wizards at the trainers in Mooshu, Dragonspyre and then Celestia and completed all those levels of training. The exclamation point on the next appears as soon as you complete the one before and get the next quest. Seriously. Level 32 and a Grandmaster Artisan as well as a Grandmaster Gardener.
In Zafaria they started blocking the ability to do that because you have to do some of the early quests there before you get access to either the gardening or the crafting trainer. To get the quests you have to have completed the previous worlds and received the “key”. But if you want to jump ahead on crafting so you can use the Grizzleheim and Dragonspyre forges and buy cool recipes requiring higher level craft training, you can jump on ahead through Celestia.
I knew I wanted a Tapestry to the Bazaar as soon as the recipes came out, so Morgan D. bought one right away — before I realized one of the ingredients required fishing, which I’d already tried and quit… So, the recipe just sat there.
Then I bought some bundle on sale for Rylee W. on account #2 and it came with a Tapestry to the Bazaar. Yea! I’ve gotten pretty good at using it to send her to the Bazaar and then opening other accounts and porting wizards to one another until everybody who needs to sell or buy stuff at the Bazaar is complete.
But since my recent experiments with what you can do for free have included doing the first fishing quest I started thinking about the never-crafted recipe sitting in Morgan’s list. And I thought about how nice it would be to have more than one wizard with the Tapestry. Even though I still despised fishing on this second try, I managed to do it, so I figured I could tolerate it long enough to catch 5 Cuddlefish in Cyclops Lane.
Turns out that may be questionable. I’m down to just needing one more so I’ll probably finish and craft the tapestry, but I’ve run into new things to hate about fishing so I’m feeling kind of sorry I tried. I particularly have trouble in Cyclops Lane with fish “getting away”. I’ve spent enough time there fishing now to say 1/3 to 1/2 of the fish you catch get away — and as I’ve mentioned, after having bored you with standing there doing nothing after you cast, then after you catch and lose a fish, they still have the GALL to charge you an energy point!
But even worse, the fish in Cyclops Lane barely spawn. I’ve gone from realm to realm to realm trying to find enough fish to even bother casting the “reveal school” spell finding zero to 3 fish in the entire pond area and it’s tributary streams. When I have found a few more fish I’ve cast the reveal school spell and discovered not a single Death school fish in an entire area that’s supposed to be a place to catch at least two Death school fish, Cuddlefish being one of them. I literally wasted an entire hour and an ENTIRE ENERGY GLOBE’s worth of energy casting that stupid spell and finding out there were no Death fish or hitting a new realm and finding no fish at all.
And yes, I tried the stupid run around and scatter fish so it will re-spawn bit. I don’t know why I bothered as it has never done anything before… It takes FOREVER for the fish to come back. I’ve gone off to accomplish other things in WC for as much as 10 or 15 minutes — including doing a round or two in the B.O.X. and popped back to Cyclops to find still no fish returned. B.O.R.I.N.G.
At the end of an hour I had 3 unwanted fish and one ho-hum treasure chest, no energy and I was enraged that I’d put up with doing one of the most boring “fun” activities ever invented for that long and had ZERO to show for it. I then did a little research and saw all kinds of people posting they’d experienced the same thing in that area: either no fish or no Death fish on realm after realm after realm is the NORM. Who on earth thinks that’s fun???
If you don’t own an Amber Estate or a Death House (I have neither), Cyclops Lane is the only place in the spiral that has Cuddlefish. Why make it a requirement for crafting, put it in only one spot and then program it so most of the time it isn’t possible to catch one there?
What I really wish is that they’d put transporters to the Bazaar all over the spiral… And I would NEVER fish again 🙂
Since I’ve been running experiments on what you can accomplish for free and also spent a lot of time farming in the Stormdrain Tower for Christmas pets, I’ve been very aware of some of the common missteps new wizards make when battling in the early stages.
Shields: Newbies tend to spend a lot of rounds putting shields on when they could finish off the opponents in the time they waste on shielding (and I did the same thing with my first couple of wizards). I’m not saying never shield; in fact if you solo the bosses so you have more than one opponent hitting you it’s a good idea to shield, but for your average mob fight there’s no particular reason to spend several rounds casting shields.
If you need to wait a few rounds to cast a one-hit kill spell you might want to toss on a shield while you’re getting enough pips if you don’t have a blade or trap to cast. Otherwise, until you hit the point (Colossus Blvd. or Krokotopia depending on which you decide to do first) where you always have two opponents in a mob fight, there’s no big need for shields.
One Hit: In Unicorn Way you don’t have much choice but to hit with one of the two spells you have (your school’s one-pip and wand) and for several of the opponents it takes more than one hit to knock them off. After Unicorn Way though, you’ve generally gained at least a two pip spell and in some schools you get a trap or a blade fairly soon (I think Life is last of the schools to get either so you won’t have them through most of Wizard City) so you have the capacity to take many opponents out with one hit.
I see new wizards all the time who seem to feel you need to start attacking right away but I’ve found it can be worth it to work a strategy in which I wait and hit each enemy once, taking him out with just the one spell. Since I create and delete Death wizards who just go through Wizard City all the time, I’ll give the example of Ghoul.
It’s a two-pip drain health spell (you get health back) that Death gets about the end of Unicorn Way. In the early stages you only have one pip at your first cast so you have to wait. Even if I’m up against a Haunted Minion or Troll who could be taken out with Ghoul alone, I use the extra round to cast a Death trap even though I don’t need it. That way I get back more health.
If there’s no drain health benefit (i.e. every other school), but you want to use your two pip spell you might want to cast a shield or just pass the first round.
When I get to higher health opponents like Magma Man or Warhorn, I cast a Death blade or trap one round and the other one (blade or trap) the second round and then hit with Ghoul on the third. It creates enough damage to take the opponent out in one blow. And I get a bunch of health back.
If you’re not getting health back it might make as much sense to hit with a smaller spell each round. Some of that is personal preference. But I’ve gotten so I set up for a one hit kill each time and I never get defeated in Wizard City.
Overkill: I see a lot of new wizards who get Treasure Cards for bigger spells or Feint and use those a lot in Wizard City. The big spells take more pips to cast at a stage of the game when you’re totally pip challenged which means you’re taking hits for extra rounds. Feint uses a pip so it can also make you wait to cast damage. Both bigger spells and Feint generally give you a hit far beyond what you need to take out these low level opponents.
At this early stage when your health is pretty small, I think the added danger of taking hits for more rounds makes it inadvisable to use spells that take extra pips. I know some wizards like to see how big they can hit so you won’t care for this piece of advice, but I just like to hit with what it takes to finish the job and do it in the least possible rounds.
I’ve soloed dozens of wizards through Wizard City without ever using bigger spells than my wizards have earned. I DO often pass them a few TC blades and occasionally use those, but basically I complete that world using only the tools each wizard is given as she levels up and it is enough.
Stun Block: A lot of newbies seem to figure out they can use training points with Diego at the Arena and Stun Block is one of the early ones you can get. Don’t waste a training point. No one will be casting Stun on you for something like 40 more levels or more so you DO NOT need Stun Block for a long time. I see newbies cast it all the time and it just squanders a turn since it’s useless. Plus to anybody who knows the game, you’ve just proved you’re clueless 🙂
Who’s Hitting Whom in Battle: I’ve written before about the wisdom of taking out minions before the boss, so I’ll refer you to that post for advice. But there are more specifics to consider.
When you enter a battle, on your side of the circle the first position is on the right. Across the circle the first position is on your left. If you’re in a boss fight in Wizard City that’s always where the Boss is (this really changes as you level up through other worlds). If you Team Up and there are four of you there will be four opponents.
If everyone enters the circle at the same time, the opponents will generally lob spells at the person in the corresponding position (again this becomes less true as you move into higher worlds but holds throughout Wizard City). In other words, if you’re in the second spot, the opponent just to the right of the Boss will focus his attacks on you. So the smartest move to save yourself is to take out the minion who’s focused on you.
There are exceptions to how they attack. If one person jumps in first and the others are delayed getting in the circle, all opponents initially lob their attacks at the first person. Also, if someone hits one of them with damage, that one (and sometimes one or more of his friends) will hit back at the one who damaged him. So for instance if the person in third position attacks the second position minion, the second position guy will likely lob something at the one in third.
Stay aware that when you attack you attract damage. And if you attack someone other than the minion opposite you, you’re probably going to be attacked by both the one opposite and the one you attacked. Same for the theory about hitting the boss. If you hit the boss, the boss is likely to hit you and if you’re not in first position you’ll probably be taking hits from the minion opposite you as well. Think twice about attacking anybody but the one opposite to you until you’ve defeated that one.
Okay, those are my battle tips for newly minted wizards in Wizard City.