I’m coming to the end of the month of membership I purchased on my third account in order to participate in the Double Garden event in January. Last night I got Alura N. through Mirror Lake and today I completed the quest for the key to Avalon.
She joins Heather G. and Jasmine R., who are most of the way through Avalon and four other wizards who completed Avalon and are in Azteca. 7 wizards on three accounts who’ve made it through Zafaria and into Avalon!
Unless I decide Alura needs Plant All, this is probably the end of the road for her since the third account was always intended to be mainly for starting wizards, running them through the first couple of worlds, deleting and starting new ones.
Now, with a few days left, I’m pondering whether to stop where I am, which is with Heather having gotten Plant All and her level 75 spells and Alura finished with Zafaria. Both are beyond my original plans for the two gardeners/suppliers of snacks and reagents for the account. Tempting to get Heather and Jasmine through that last stage of Avalon and into Azteca… Or maybe more tempting to try to push Alura to Plant All though that’s a LONG slog into Avalon and I’m not sure I want to devote the next few days entirely to that…
Back when I started my third account (see post), I intended it to be a non-member account on which I’d just create wizards, buy WC and possibly KT and run wizards through the first two worlds, delete and start over. Then I decided that I wanted those beginners to be able to have good pets and enough gold to buy better gear at the Bazaar… So I decided the first wizard would go farther along so she could supply the account.
I’ve wound up getting Heather to level 77 and now am not sure what to do from here.The original reason for starting the 3d was that I was working on my guide to the game and I felt I needed to work a bit more with beginning wizards to see how things worked, and especially how it all went for a non-member. I’d created 12 wizards on the first two accounts and moved them all farther along; although I eventually deleted and started new ones for some of those slots, at the time I didn’t want to.
The first wizard, Heather, received packs (and thus a decent pet or two) and a few seeds gifted from my other accounts, and started gardening and pet training as soon as she was able. Before long I was leveling her up higher so she’d have more energy for the gardening and pet training. There was also a lot of pet hatching between accounts. I figured I’d take her through DS, joining for a month only during double garden or pet events and moving her along as far as I could.
Then I wanted a second wizard to help with gardening (especially for mega snacks), so I started moving Alura along. Pretty soon I wanted Heather to have the Pest Zapper spell that you have to get a bit into Zafaria to receive. Then, having hit Zafaria, I decided it would be nice if Heather and Alura finished Zafaria so I could buy access to Mirror Lake and let them farm there.
In the meantime a couple of wizards on the other two accounts got through Avalon and I discovered the wonders of the Plant All spell and suddenly I wanted to get Heather at least that far so she could have Plant All. I’d been slowly moving Alura along as well, so she’s made it into Zafaria. The goal at the moment is still just to finish Zafaria… but it sure would be nice to have Plant All 🙂
I have a month of membership on that account at the moment (so I could get double harvests in last week’s double garden event) and I’ve gotten Heather the Plant All spell. Here I am, well beyond any goals I had for this account at the start and not sure what I want to do.
First of all, I really like the wizard I created in Heather, from the look to the name to her chops as an awesome Life wizard. Second, I’ve paired her for questing with Jasmine R. on my first account and I have no other membership account wizards who are anywhere near Jasmine’s level — and the closest ones are already paired so it would be a long slog to get another wizard leveled up to partner with her. Third, on the other hand, I didn’t intend to take any wizards on the 3d account even this far and every time I join and do a marathon of questing with this account, one of the accounts I’m paying for just sits there. Finally, since the rest of the wizards are just a rotating crew of newbies, I don’t really need to store reagent and snack supplies at the rate I do for the two membership accounts, so why????
Right now I’ve turned to working on Alura. At the moment I have her soloing and just bring in a higher level from another account for major dungeons. I’d had her trio-ed with Destiny from the first account and Tatiana from the second but (a) I found three accounts open at once to be cumbersome; and (b) I wanted to move those two ahead during a spell when I didn’t have Alura’s account on membership so they’re in Azteca now. I think I can get her through Zafaria before this month of membership ends so my Mirror Lake farming plan can happen.
Heather is the big question mark. She and Jasmine never finished Wintertusk which means they didn’t get the call for their level 75 spells so I may quest the two of them in Wintertusk till I get the opportunity for those spells — I enjoy the level 75 minions. Part of me feels like it’s then time to stop. Part of me wants to take Jasmine and Heather together to at least level 100, which is probably where I’ll stop all my wizards.
I’m always curious about others who have more than one account and how they decided what to do with the various wizards. And those who have one account and take only one wizard at a time all the way up. What motivates these choices?
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.
After polishing off Morganthe, it didn’t take long to whiz through the final dungeon of Avalon and complete the little Marleybone adventure that gets you the next spiral key, enabling you to enter Azteca.
Having finally figured out how to get two accounts open on one computer*, I’ve been pairing Rylee (level 83 Life) and Morgan (level 84 Death) pretty constantly. When I had to use two computers, I tended to have each of them do the minor quests alone and just put them together for the particularly tough dungeons. But lately I’ve had them racing around on Rylee’s dual mount, completing the same quests at the same time. Makes everything move along a little faster — especially those pesky “collect” quests. And it makes it really easy to scoot through these harder worlds.
I’ve just done a couple of the first quests on Azteca so I’ve only seen a small portion but I’m enjoying the “look” and the interesting creatures –especially the NPCs– roaming around. I’m especially pleased that most of it so far is sunny and bright. I’ve not fought any bosses, but the minions so far are in line with the strength of the mobs in the second half of Avalon, which often seems to be the case.
I haven’t run into any commentary about particularly tough dungeons here (like, I knew the Jabberwock was coming long before I got there…) but I also haven’t researched to see if there are any tricky ones here. Mostly it doesn’t seem like people chatter about the toughness of Azteca as much as some of the other worlds, so I’m hopeful this is going to be a straightforward ride for a change.
I’d REALLY like to get a couple of wizards leveled all the way up, but I’m also pretty tired of slogging and definitely weary of everything getting harder. It feels kind of good, I guess, to get past some of the tricky ones by doing research and going in ready for the tomfoolery, but at the same time I’ve kind of tired of having to figure all this stuff out and work so hard at it.. Anyway, fingers crossed Azteca isn’t going to start seeming impossible — and working with two accounts at once definitely helps.
*Neither of my computers will let me use “open program” from any location to open it twice, so for a long time I’d open one account on one computer and sit kind of sideways with the other one in my lap, opened to another account. Finally figured out I could open two by pinning the program to the task bar. For some reason I don’t get the “program already running” message when I click on the game icon in the task bar so I can log into one, then click again and log into another. I’ve run into someone who says he opens three at once, but on my screen I’d have to do so much toggling back and forth it wouldn’t be worth it for me. My computer won’t let me size the screens other than the maximum and minimum settings that come with the game so I can’t get them small enough to see three at once –in fact I have to toggle back and forth to work with two….
There are only a couple of wizards on each account that I’m really leveling up much, but a couple more on each have steadily been gardening. That means some not-so-high level wizards have a very high gardening rank (I have one level 33 who’s rank 16) but no access to the areas with higher level gardening spells.
They are allowed to port to wizards who have access to those areas. So today level 47 Destiny (Storm) ported to Rylee (level 69 Life) in Celestia so she could get the 48-hour pest spell.* And Alura (level 33 Death) also ported there to get the large area spells and the 48-hour pest spell.
The highest level required for those is level 10 for the Pungent Bug Spray (prevents level 1 pests for 48 hours) and both wizards are far beyond; they just needed access to Celestia (the large area spells are also available on Mooshu, but easier to just go to Celestia where Alura could get both).
Since I’ve been madly working on taking advantage of the double rewards days (see post), I built large area patches for a couple of wizards and needed the spells to take care of it. For Destiny, she’s had the large area spells for a while but I didn’t think about porting her in for the Pungent Bug Spray till now. Love those 48 hour spells.
Obviously if you have higher level friends who let you port, you can also do it that way. But this was nice — since it just involved me, I could take care of a few wizards all at once just by logging into two accounts and doing a little porting.
* When you get to Zafaria, this is no longer true. You have to complete some of the quests there to even get the gardening quest that opens the training. So Destiny, sadly, can’t get the 48 hour spell for rank 2 pests till she gets partway through Zafaria.
In my last post, Rylee (second account) gave Roslyn (new wizard on first account) an assist to get into the Krokosphinx for her level 18 spell.
As long as I had them both in the area, Rylee helped Roslyn with some of those Fire folks back in the Pyramid. Roslyn fizzles much more than my other Fire wizard so it’s been a struggle to get by these Fire guys–sometimes as many as four spells in a row have fizzled while she’s getting hit by Fire Elves and Sunbirds.
With Rylee to the rescue, problem solved! Plus lots of vanquished Charmed Slaves with fewer battles… I’ve soloed so many wizards through the game all the way to Big Ben*, it’s kind of odd to be having trouble with this one –probably the 12th or 14th wizard I’ve put through Krokotopia…
Roslyn is the only wizard I’ve had who has been defeated quite a few times in this easy stuff. Most of my wizards have gotten through Krokotopia without a single defeat. She has equipment that enhances accuracy but not enough at this stage to keep her from LOTS of fizzling.
Since I’ve proved many times over that I can solo it, I’m prepared to just bring in a second wizard; no need to keep proving. But, if Roslyn keeps fizzling even when better accuracy equipment is available a little farther on, there may be another delete-and-start-new-wizard on the horizon…
One of these days I’ll do a post on the odd quirk that different wizards from the same school seem to have completely different experiences as far as fizzles, drops, etc. None of my same-school wizards have the same rates…
* Well, I’ve soloed many things beyond, but Big Ben is the first spot I don’t bother to try doing solo.
Most of my wizards, starting with the level 18 spell, have been in a situation over and over where they level up, get a spell quest and then find out they don’t have access to the area needed to complete the quest and get the spell.
I’ve worked my new wizard, Roslyn S., up to level 18. Plan to let her fester soon so I can go back to getting Morgan D. to level 100 but I wanted to get her pet to mega (happened at level 17) and to grow her first crop of pink dandelions; she happened to reach 18 before harvesting the plants.
She’s still finishing the Pyramid of the Sun quests; a couple of bosses away from the Throne Room. So imagine my delight upon getting the level 18 quest and realizing (it’s a long time since any wizard hit level 18) that she couldn’t complete the quest without going to the Krokosphinx.
So I fired up the other computer, brought Rylee W. (level 66 Life) to the Krokosphinx and ported Roslyn to her. Very soon after, Roslyn had gotten her gem, fought the bad guys and received her spell. I’d forgotten it’s Heck Hound at that stage, which I pretty much never use… Oh well. It was nice to realize I can get these spells on time by using the second account.
It’s another mystery to me: why the game is set up so that if you do all the side quests as well as the main quests you repeatedly reach the level for a new spell and find it requires access to an area you have yet to reach. Some of my wizards have been as much as three levels beyond by the time they were able to get into the area needed to complete the spell quest. So many ways in which the game doesn’t encourage you to do the side quests. Still can’t figure out why that’s an advantage in the eyes of KI’s decision-makers…
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.
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.
When I was working on writing my guide to the game, I wound up starting a second account so I could (1) try out some of my advice from the beginning levels, and (2) so I could check out (a) how much you can do for free and (b) how it is to play beyond what’s free with a small crown budget only.
Having started three wizards on the second account I’ve kept playing two of them along. One day one of them hit a hard dungeon and no one teamed up. So I revved my other computer, logged in to my first account and brought in Morgan, my highest level wizard –at that time about 65, now 73.
It wasn’t too hard to work both computers. One was to the side and I used “go to location” for the most part to port her to the wizard on the computer in my lap. I can run one around with the keyboard at an odd angle to me, but it’s easier to port. With the ability to be my own buddy, suddenly those tough dungeons became so fast and easy!
Minions and henchmen have all those maddening habits like taking your traps and failing to heal you. That stuff doesn’t happen when you’re running two wizards. I love the ability it gives me to use them to each other’s advantage.
Then Morgan hit a tricky dungeon in Zafaria (future post will give more specifics) and I read some advice that the trick is hitting the boss with over time spells. So I ported in my then level 30-ish Fire wizard, Tatiana, from the second account with her deck full of Fire Elves and Links, plus the usual assortment of blades and traps. Morgan’s deck held lots of Poison and with the two of them lobbing over time spells they finished in no time.
At the moment I have the secondary account on a 60 day membership from a gift card and I’m racing two of the wizards as fast as I can to reach level 50 and the ability to go critical and equip gear that boosts critical and critical block. Morgan has hit the super tough final piece of Zafaria so I’ve paused her quests. Instead I have her helping Tatiana F. and Rylee W., a Life wizard, zoom through Dragonspyre and Wintertusk so they can help her in Zafaria.
The nice thing about those $10 (30 days) and $20 (60 days) gift cards is that you can race through a lot of areas you might not care to spend crowns on. You get the XP and the drops and the leveling up and ability to move ahead and unless there are spots to which you’d like to return –for instance, I’ll probably buy access to all the entry areas where the main vendors are–you don’t need to spend crowns for permanent access.