Thursday, December 17, 2009

MERRY X-MAS!

MERRY X-MAS! SANTA IS HERE SO GO CHECK HE'S ITEMS OUT BEFORE HE LEAVES!

question of the day

ok so my friend, Lilly asked:

Dear Ash, where are some goods spots to find a lot of mist wood? I am working for something for the ( not really a quest but Lilly wants to craft something) crafting item so i need help with
finding some mist wood.

Ok Lilly i advise you to go to Wizard City, Firecat alley & there should be some there under a tree and another place is the the labrinth.

Sunday, December 6, 2009

Details ... Details ... details ...

As mentioned at the top of the page, we've made lots of minor bug fixes, small things that we won't list here and hopefully bugs you've never even known about. Here are just a handful of ones that players will obviously notice. Many of the ones not listed included small things like hair poking through a hat, or a spelling mistake in a quest. Have a look around and see if something that was bugging you, is no longer a bug!

Chat:
Several new phrases have been added to the Menu Chat and we continue to evaluate the usability of the Menu Chat
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Graphics:
-Dragonspyre and Grizzleheim worlds were added to the World Spiral in Gamma's House.
-Misleading shop signs have been removed from buildings in Dragonspyre.
-Male robes no longer dye turquoise when you're trying to dye them orange.
-You'll notice that the Health & Mana orbs are larger and a little different looking. Tell us what you think!
-Once in a while, if you enter an area you've never been in before, the creatures may appear as wooden golems.
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Combat:
-Wizards and Creatures of the Spiral alike should no longer survive a damaging hit that equals their current health.
-Life minions will pay a little more attention to their summoners, and a little less attention on themselves.
-Grendel Urchins and Darters should stay put in their combat sigils and no longer wind up flailing on their backs during combat.
-All Henchmen have restacked their decks and should cast more appropriate spells
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Items:
-Many housing items now have sound, so that fire should roar!
-A Treasure Card version of Power Nova is now available.
-Obsidian Chests should reappear promptly after use.
-Band of Rising Stakes has been renamed to Hat of Rising Stakes, since it is afterall, a hat and not a ring.
-The Warpwood staff which was only really a wand, has been renamed Warpwood Wand to reflect how it really looks.
-Housing Islands will not be displayed under All Furniture tab anymore, but only under their own tab.
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SPIRAL:
If Eloise Merryweather won't talk to you, it's due to the fact you're still downloading all the clothing she has to offer. Once that download is complete, she'll be happy to assist you with your stitching request.
Eloise Merryweather has corrected her inventory in Dragonspyre. Seems the Vindicator Robe was mistakenly labelled as a Helm, the name has now been corrected.
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Quests:
-During the Quest Olde News, Sergeant Muldoon will be correctly shown as being located in Olde Town.
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HOPE THIS HELPED AND PLZ COMENT!

My Choice

Ok, you know how i talked bout the new grizzleheim houses ( school-based houses ) well turns oujt here is a list of my favorites
1. Myth house
2. Storm house
3. Ice house
4. Balance house
5. Fire house
6. Death house

Saturday, December 5, 2009

Test realm

Ok, when i logged on to the test realm i found this hot guy named luke storm mancer. He was sweet to be my boy friend and he thought i was cheating no him because my friend kevin myth blood was with me at my myth house ( i was only moving stuff from my storm one to my myth one ).I told Luke and he understood why kevin was at my house. Anyway i met Luke's friedn taryn she was sweet and nice and he clothes matched luke only a different color. Anyway i gtg cya!

Wednesday, December 2, 2009

Nidavellir

I decided to post something bout grizzleheim. Have you ever seen those HUGE scrolls on the walls of Nidavellir? Well, those represent the fight that Ambrose and Bartebely mentioned back at the very beginning of the journey. You know?, the fight between the Tritons, Frost Giants and the Dragons. Personelly i think the Frost Giants won but who knows maybe the Dragons won?Well anyway those scrolls might represent something else but who knows. Probably they represent nidavellir. ( since it is a ice-based place ).

Myth Magic

Life is spirit, the force of awareness and existence. It is about constant growth and movement. Practitioners of Life Magic, known as Theurgists, are positive, enthusiastic people who seek to appreciate the simple pleasures. At times, however, they can be too flighty or frivolous when circumstances demand otherwise. Theurgists use Songs to breathe life and spirit into a vessel. Unlike other magic, which relies on summoning, coercing or beseeching, Life Magic harnesses the power of the Song of Creation to create something new. Scholars believe that Theurgy channels the tapestry of music from which the Spiral was created, and that in echoing portions of the great symphony, a Wizard can bring forth and create Life where none previously existed. Life Magic rests between Fire and Storms, for the spark of Life comes from those two forces.The Life School will train its student wizards to heal themselves and other players. Life Wizards are given the ability to heal themselves the most effectively, as well as the unique ability to heal other players. Combined with this, they do low to moderate damage attack spells with extremely high accuracy rates. They also possess the sole group heal spell.

Life Magic

Life is spirit, the force of awareness and existence. It is about constant growth and movement. Practitioners of Life Magic, known as Theurgists, are positive, enthusiastic people who seek to appreciate the simple pleasures. At times, however, they can be too flighty or frivolous when circumstances demand otherwise. Theurgists use Songs to breathe life and spirit into a vessel. Unlike other magic, which relies on summoning, coercing or beseeching, Life Magic harnesses the power of the Song of Creation to create something new. Scholars believe that Theurgy channels the tapestry of music from which the Spiral was created, and that in echoing portions of the great symphony, a Wizard can bring forth and create Life where none previously existed. Life Magic rests between Fire and Storms, for the spark of Life comes from those two forces.The Life School will train its student wizards to heal themselves and other players. Life Wizards are given the ability to heal themselves the most effectively, as well as the unique ability to heal other players. Combined with this, they do low to moderate damage attack spells with extremely high accuracy rates. They also possess the sole group heal spell.

Death Magic

The Death School will train its student wizards to steal and support themselves. Death Wizards belong to an advanced school, simply because most of their spells take multiple step combinations to use effectively. Their spells aren’t the strongest, but some have the ability to absorb health from the enemy, which serves as a way for them to heal themselves. They have many preparatory spells that allow them to build up high-damage spells. Death is about ending and closure. All things pass eventually, and time cannot be held back forever. Wizards devoted to Death Magic, known as Necromancers, understand this fact about everything around them and strive to face it without fear. They try to make the most of their time. Beware, though; some Wizards become morbid or try to cheat death through undeath. Necromancers use Whispers to strengthen their will, and draw on the power of courage to channel their own fears out of themselves and at their opponents. Death Magic sits between Ice and Storms, for the cold energy of undeath draws on those two forces.

Balance Magic

The Magic of Balance is harmony and finding equality in all things. It draws on elements from each of the other schools, incorporating bits and pieces of those other energies to fill in the spaces between the Schools. Wizards who focus on Balance Magic, known as Sorcerers, are broad-minded. In their minds, all things deserve consideration, and there may be many answers to a single question. The drawback to this point of view, is a tendency to seem impassive or indecisive and never willing to embrace a side or position. Sorcerers use Transmutation to blend the forces of the other schools for their spells. Sorcery does not draw upon internal aspects of the caster, nor does it rely on external forces. Instead, it is the creation of something new by combining elements in unique and powerful ways. The Balance School will train its student wizards to be effective in group play. Balance Wizards are most effective in group play because they have the ability to buff other players as well as themselves. Although effective in group-play, they can still sufficiently play alone. They have a little bit of everything, which allows them to surpass most monster resistances, heal themselves a little bit, and buff

Storm Magic

Storm Magic is all about creativity. It represents that flash of insight, or the spark of inspiration that makes you yell, "Eureka!" It is about the pleasure of catching lightning in a bottle. Wizards that embrace the School of Storm, known as Diviners, are driven by the thrill of investigation and discovery, the joys of invention and ingenuity, the power of creating and building. The drawback to such pursuits is the tendency to get lost in the maze of thoughts and being paralyzed to make a decision. Diviners use Verses to charm, enthrall or hypnotize creatures to help them. Storm Magic has roots in the power of the majestic Storm Lords, the race of Titans that ruled the seas in the Days Before.The Storm School will train its student wizards to do a lot of damage. Storm Wizards have the ability to unleash high amounts of damage from an early level, which is good, but they place too much emphasis on power, and therefore suffer in terms of accuracy. They also have the least amount of base health points of any of the schools. When enemies cast damage buffs on themselves or damage reducers on a friendly player, storm wizards can remove those spells.

Fire Magic

Fire is passion, the bright, burning flame of raw emotion sweeping over everything. Those who follow the School of Fire, known as Pyromancers, are tempestuous, quick to anger, and consumed by whatever drives them at that moment. They tend to walk a fine line, having great passion and enthusiasm for one’s loves in life is good, but watch out! Passion can burn you up and consume you, leaving nothing but a charred husk of your former self. Pyromancers use Incantations to dominate and convince Fire creatures to do their bidding.Fire Magic traces its origins back to the fierce Fire Dragons, the race of Titans that ruled the land in the Days Before. The Fire School will train its student wizards to do damage over time. Fire Wizards pile on spells that will continually do damage to the enemy. Initially these spells will not do much damage, but they eventually stack for possible large amounts of damage in short amounts of time. Fire wizards also learn the ability to stun, which disables the enemy from acting for one turn. They can heal themselves enough to get by, but nothing substantial.

Ice Magic

Ice Magic is all about persistence, slow but steady progression and advancement, like the great glaciers forever sliding across the landscape. Those who embrace the power of Ice, known as Thaumaturges, exhibit great patience and strength, but as a result they sometimes become rigid and inflexible. Thaumaturges use Chants to bargain or plead with Ice creatures to serve them. Ice Magic has its origins in the great Ice Giants, a race of Titans that built massive castles in the sky in the Days Before. The Ice School will train its student wizards to take high amounts of damage and survive. Ice Wizards have the highest natural health points and defenses which enable them to take large amounts of damage without dying. It is very hard to defeat them. A lot of their functional spells have to do with increasing their defenses and absorbing damage. They also have the ability to taunt enemies, which forces the enemy to focus attacks on them. This can come in handy when playing in a group.

BE CAREFUL!

BE CAREFUL LISTEN TO THIS MESSAGE!

A Cautionary Tale Just as we have all been instructed not to take candy from strangers, so should you know not to accept gifts from strangers. If you don't recognize the person who sent you the gift, don't accept it. Since Gifting has come to the Spiral, I thought this might also be a good opportunity to remind our young Wizards to be wary of players promising gifts of mounts or other goodies, in exchange for your Treasure Cards. Be sensible young Wizards, and ask yourselves if this person is really going to give you an item worth $30 of real money just for a few free Treasure Cards - the answer is, no, they're not. They're going to take your Treasure Cards and disappear. It's not a very nice thing to do, but all trades must be agreed upon by both parties. If the trade sounds too good to be true, it probably is, so don't accept the trade.Please remember, reporting someone for 'scamming' you out of Treasure Cards is not valid, since you both had to agree to the trade. If what you see in the Trade window is not fair, regardless of what the player told you, don't agree to the trade, simple as that. Caveat emptor is a very powerful lesson to learn, young Wizards. Buyer Beware.

LOOK!

LOOK WHO'S COMING IT'S SANTA!

Let the Yuletide Festival begin!It's that time of year in the Spiral again, young Wizards! Yuletide is a very special year where there are young Wizards celebrating a variety of festivals all over the world, and even in Wizard City! Each year, Felix Navidad arrives in the Wizard City Shopping District bringing with him lots of fun outfits and wands for sale. Decorations appear in the Commons and a celebratory sparkle is in the air. This year, young Wizards can gift items to each other, using our Gift Giving Feature. To learn more about this Gift Giving feature, see below! Enjoy this festive time of year, young Wizards!

NEW!

The latest addition to Wizard101 is a series of Wizard Mounts that provide a fun, fast, and stylish way of getting around. Many different types of Wizard Mounts are available with more to come in the future. Log on now to get your Broom, Horse, Cat, or Dragon!


If you haven't been able to catch it on TV, you can see our most recent commercial on the official Wizard101 YouTube page at http://www.youtube.com/kingsisle - comment on that channel and tell us what you think!

THE MOST COOLEST BESIDES MOUNTS!

Theurgists, Sorcerers, Conjurers, Pyromancers, Necromancers, Thaumaturges, and Diviners rejoice! New School Themed Housing will arrive in the Spiral this month!
Whether you want a chilly Ice school themed house,
or you've always wanted a Haunted House of your own
now you can have them in our upcoming School Themed Housing! And don't worry, young Wizards, any Wizard can buy any house, whether its your main School of Focus or not. This housing will be available soon through the SHOP button on your Screen, under the Housing Icon. These houses are priced at 10 000 Crowns, or 100 000 Gold per house. To Preview these houses, just press the Magnifying Glass in the SHOP window.

My Wizard101 post

Ok, now i know i have another blog but this is a permanent wizard101 one.

Ok, This is the blog bout wizard101 updates and ohter things...




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