Wizard101

Wizard101 is a multiplayer, online, magical adventure game designed to be safe and enjoyable for audiences of all ages. You have the ability to choose a Wizard and its primary school of magic from this list: Myth, Ice, Fire, Death, Life, Balance, and Storm. Each school of magic has its own unique set of strengths. You can collect magic spells and summon awesome creature cards from your chosen school of magic and cast them during duels against monsters and rival Wizards! 

In your quest to save Wizard City against the evil Wizard Malistaire, you'll make friends, duel against creatures and other Wizards, solve puzzles, play minigames, and collect pets while exploring the many worlds of Wizard101. The game also has elements such as collectible card magic, hidden objects, tips and tricks, minigames, customizable characters, and virtual pets. https://www.wizard101.com/start  Come join with thousands of wizards!!

                                       Schools    
Each school of magic has different pros and cons, but all magic schools in Wizard101 are equal. A Legendary Balance Wizard can be just as powerful as a Legendary Storm Wizard! On top of different school spells, many aspects of the game can be customized to feature your Wizard's school - like housing and gear. Wizards can also earn free training points by advancing in levels and completing side quests, which allow you to train for different spells outside your core magic school. By picking the ideal magic school for your Wizard and training in other schools, Wizards can play to defeat Malistaire and beyond!
                                          
                                                    
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.  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.



                                                
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.  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 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.



                                                                 
                                                                          
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. 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.


                                                                           
Myth is imagination. The power of the mind, and everything it can create, drives Myth Magic. It is illusion and dreams made real. If the Wizard can conceive it, it can be brought forth and even brought to life. Beware, though, for when imagination becomes too fanciful and whimsical, dreams can escape control and run wild. Wizards of the Myth School, known as Conjurers, use Naming to summon beasts of legend by memorizing and calling out their True Name.  The Myth School will train its student wizards to summon minions. Myth Wizards eventually get four different types of minions, each with a little different function. They have their own moderate damage spells with moderate accuracy, but a lot of their more functional spells deal with buffing, healing, and protecting their minions. They also have the ability of taking down defenses on other players, so if someone is stacking a bunch of defensive spells, a Myth wizard can get rid of them.

       
                                                                            
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 Storm, for the cold energy of undeath draws on those two forces.
                                                                 
                                                                          
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 players.
     
                                                             Astral school
Sun Magic is about power. Power to endure, power to persevere, and power to change. Wizards that choose to learn the supplementary school of Sun magic will charge up their strength and focus their efforts to cast stronger, more accurate main school spells, and even manipulate those spells into other forms.  The focus of the Sun School is primarily on enchantments & mutations. Enchantments from the Sun School operate in the same manner as all other enchantments in the game. At the basic level they just give boosts to accuracy and damage but at higher levels they will include mutates and larger bonuses. Mutation spells are a big part of Sun Magic, such as this Mutate Kraken into Inferno Kraken! one of the differences between sun  School enchantments and other in-game enchantments is that cards enchanted with Sun School cards disappear after combat is resolved. Sun School cards must be used on damage cards (not drains), and cannot be used on Rank 0 spells.
Moon Magic is about Change. Historically the moon represents change; in seasons, tides and even in the moon's phases. The moon is important in mythology; it is said the full moon brings on the change of the werewolf! Wizards choosing the supplementary school of Moon Magic can change themselves into other creatures. That change comes with all the strengths, weaknesses and spells associated with the chosen creature.  he moon school is focused on polymorphing. Polymorph is a way to play Wizard101 where players can use a spell card to transform the caster into another being and swap out their spell deck! You will not only LOOK like a creature, but you will also gain a whole new set of statistics for accuracy, health, pip chance, and more...allowing you to play  different roles when grouping with friends. If a duel  contains two Life Wizards on one side, one can cast the Draconian polymorph that will boost their damage. If a duel contains two Storm Wizards, one could cast the Gobbler polymorph to change their abilities to suit the duel and the partners in that duel.
                                            
Star Magic is similar to Sun Magic -- after all the sun itself is a star -- but where Sun Magic enhances individual spells, Star Magic enhances the Wizard. Wizards that choose to learn the supplementary school of Star Magic can boost themselves over the course of several rounds to raise shields, strengthen spells or improve stats. The star school is focused around a new type of magic called Auras. Auras are magical energy that surround and protect or strengthen the Wizard. Auras are unique and different from other magic in that they can't be stacked broken, or dispelled but they will disappear over time. Auras can boost accuracy, damage, resistance, or even convert incoming spells to pips for you. Auras are cast as normal spells and can only have a target of "Self". Auras have a timer on them that is counted in rounds. After this timer is complete the aura is removed. Auras cannot be stacked with other Auras and Casting a subsequent Aura spell will replace the previous one.
                                                

                                                         


In Wizard101 Pets are Your best friends. There are so many differents breeds of pets some pets you can buy in the shopping district some pets you can earn in battles some pets can be an award from a mission and some pets can be mixed at the Hatchery. You can train pets at the Pet Pavillion You can train them to Epic by feeding them with snacks when you feed Your pets They can get abilities like give you attack give you shield give you health can cast Sprite or Unicorn or more spells! Give you cards like Towershield and Blades & some pets can cast their spells like Helephant can cast Helephant. In Wizard101 You can Buy Pets earn pets from battles or quest & Buy Pets at the Crown shop. There are Thousands of breeds!!



The Pet Hatchery is where players can cross breed pets with other players in the game. The resulting egg will hatch after a certain amount of time (depending on the pet) and will contain a mix of traits from each parent. You may only breed a pet once every 24 hours so you best choose your pets wisely so you end up with a desirable pet. You will also require a certain amount of gold ranging 8,000 to 50,000 gold to breed your pet depending on what pets you are planning to breed. Your pet must be at the Adult level in order to breed.There are some sigils that let you breed 2 of your own pets if you so desire.


       

This is Pet Pavillion where you train Your pets at and where the hatchery is at. There are lots of fun games here! 
                                       



2012 Pets breeds 
                                                     

2010 pet breeds (Not all)
                                   





Pvp is Player vs Player means you can vs Other Wizards!!! 1v1 2v2 3v3 or 4v4 with Your friends or join  random people games! In pvp if you win a match your Pvp stats go up and you earn area tickets but if you lose your pvp stats goes down. When you win Pvp area tickets you can buy really cool stuff like House Items when your rank goes up you'll get better stuff like Pets such as Storm elf, Myth Imp, Bronze Helephant and Magma Colossus & Hats, Robes & Boots!! Also athame, rings & amulets. Diego is your Pvp coach, If your new at pvp Diego will teach you it! You dont have to do Rank you can do private. Private is free but rank cost crowns. Time to fight some Wizards and show your skills!

This is Diego, He'll help you with Pvp and he has good stuff but it cost area tickets 

   



Pvp rank when you win multi matches your rank may go up to corporal or if your good enough Warlord!  Just dont flee any matches.







In Wizard101 there are more worlds then WizardCity there are Kroktopia (2008) MarlyBone (2008) Mooshu (2008) DragonSpye (2008) Grizzleheim (Wintertusk connected) (2010) Celestia (2011) Wysteria (2011) Zafaria (2011) Avalon (2012)

Wizardcity is at  at the center of everything.  The entire thing  has sprouted up around  Bartleby, The world Tree, Bartleby protects all worlds by eternally maintaining a connection to them along the spiral . Wizard City is a home at Ravenwood school of magic esteemed faculty of renowned  Wizards. All Wizards get their start in learning about magic and choosing a specific class at the historic institution. Recently a shadow crept over Wizard City & Merle Ambrose, Headmaster of ravenwood has begun his search find courageous young Wizard who can save WizardCity! 
                                               
Krokotopia is an ancient land of forgotten treasures.In this place, deserts surround the life-giving oasis in the shadow of towering pyramids. Krokotopia was once home to the Kroks, and it is rumored the Kroks have re-awakened and enslaved the Manders. Occasionally, the canines of Marleybone can be seen here excavating  ruins in search of artifacts for their museums.  The history of Krokotopia is unclear, but it would seem as though the Kroks were the first inhabitants of Krokotopia, and left, most likely not by choice, for reasons unknown, the great structures they built falling into disrepair over time. Krokotopia was then populated by the Manders, but when the Kroks returned in a dire condition, they took advantage of the Mander's hospitality and enslaved them, much to the horror of a small group of still benevolent Kroks, who formed the Order of the Fang and wrote the Krokonomicon, using its extreme power, the Golden Fang, and the newly created Balance Magic to put the majority of the Kroks, called the Tuts, into a Great Sleep. Centuries later, Professor Winthrop's archeological team arrived from Marleybone to excavate the Pyramid of the Sun, and, in doing so, accidentally awoke the Tuts, who quickly re-enslaved the Manders and took over once more. To make matters worse, Malistaire has arrived in Krokotopia, and is trying to gain admission into the Order of the Fang so as to steal the Krokonomicon.

Marleybone is the home of dogs, cats, and proper manners. The city has all the trappings of a modern society built upon scientific foundations. Big Ben, Scotland Yard, and the Royal Museum are some of the most famous sights in Marleybone. Beware in Marleybone at night where the name "Meowiarty" is whispered in hushed tones. It is also rumored that roving cat gangs litter the rooftops and steal many of the city's precious valuables.



MooShu is a beautiful land with a rich, deep history. Full cherry trees, carefully maintained gardens, and tall mountains can be found everywhere. Although this is a place of knowledge and tradition, there is a great mystery here. It is home to both the honorable samoorai as well as the sneaky ninja pigs. For some time, there has been peace. Recently though, the Emperor has taken ill and the ninja pig clans have risen again to stir up trouble in Moo Shu.


Dragonspyre is an ancient, haunted world in which renegade professor Malistaire has recently been spotted! Once an advanced militant society, Dragonspyre had an esteemed Academy rivaling that of the Ravenwood School of Magical Arts in Wizard City. The inhabitants once held a special interest in Fire Magic. Legend has it that in the summoning of a great Dragon Titan, the world was destroyed and changed forever. Its great buildings and stone columns crumbled before the coming of the Dragon Titan. Now, it has become a land of fire, lava, and ghosts



Grizzleheim & wintertusk  Inspired by Norse mythology, Grizzleheim & Wintertusk are airy, outdoor landscapes of snowy mountains, glacial ridges and towering trees that are home to three Wizard101 tribes - Bears, Wolves and Ravens. Players will first encounter the Viking Bears of Grizzleheim, great traders with the ability to travel the worlds of the Spiral, in the free-to-play zones of Wizard City. As student wizards adventure through subsequent worlds, Grizzleheim & Wintertusk will offer new quests, new locations to explore, new opponents and new Viking-themed decorative housing items interspersed throughout the mid and higher levels of the game.

Long ago, the Astral Wizards of Celestia created powerful magic using the energy of the Stars, the Moon, and the Sun. The sorceress Morganthe, a Queen of the Shadow Web, wanted the secrets of the Celestian magic at all costs. The Celestians Refused her, so she raised a Dark Army and sent it against Celestia. After Decades of battle, the Astral Wizards realized their world would fall. They summoned the Storm Titan to defeat Morganthe’s legions and to take their world to a place of safety.The Storm Titan betrayed the Celestians by Sinking their world beneath the Waves along with Morganthe’s invading forces. Realizing they were Doomed, the Celestians raised mighty Domes to protect some of their treasured city from the waves, though it was too late! They Perished along with Morganthe's invading army. Celestia was lost to the Spiral, its Spiral Door closed forever. Centuries later, a team of brave explorers from the Spiral Geographic Society, led by Sir Thurston Plunkett, re-discovered Celestia. They landed with an Air-Ship and built Exploratory Undersea Domes to explore Celestia’s ruins. Plunkett and his fellow explorers soon realized that Celestia was now inhabited by a strange new culture... the Crustacean Empire. Unfortunately, the explorers did not come alone to Celestia. Morganthe’s followers, the Shadow Weavers, stand ready to take Celestia’s magic for their Queen. After receiving the Spiral Geographic Society’s Distress Call, Headmaster Merle Ambrose of the Ravenwood School for Magic seeks any young Wizards brave enough to journey to the undersea world of Celestia and discover the secrets of its Lost Magic. Players who are a minimum of level 48 and who have completed the quest "The Final Countdown" in Dragonspyre will be called upon to explore Celestia. 

When a group of Ravenwood students go missing on a class field trip, Wizards are summoned to Zafaria! Wizards discover that high tensions run throughout Zafaria, as ancient tribes clash over territory and resources, while Morganthe's agents sow the seeds of chaos. As war threatens to sweep over the grasslands and penetrate deep into the jungles, Morganthe plots to recover the heart of her lost power, and fulfill the words of prophecy. Long ago Zafaria was the home of Morganthe, but a Council of Wizards broke her power and buried her wand. They thought her dead until her recent reappearance. The world of ZAFARIA is old, but until recently has been cut off from the Spiral. It is a world of endless grasslands; dense, colorful jungles; and spectacular vistas. Baobab is the spiritual and cultural center of the world – a city built in and around the eponymous Tree of Life.
Wysteria was once a trade post and pleasant enough small town in the Wizard City cluster, not too far away but of little consequence in the overall scheme of things, until a magical incident occurred that caused a crawling vine to grow and completely overrun the town. 

Avalon is a world full of wonder and history. Who's history in particular? Why, Ravenwood's very own Merle Ambrose came from Avalon! With lush green trees and mythical creatures, it seems like nothing could go wrong in this beautiful world... but Morganthe has trouble brewing.In a quest to secure the Sword of Kings, the legendary blade of Avalon once held by King Artorius, your Wizard must face Morganthe's minions. Along the way meet witches, knights and more creatures in the woods of Avalon in your journey to save the Spiral. Run through the deep faerie forest of Weirwood and be sure you keep an eye on the Froudlings. There are surprises around every turn in Avalon, but Morganthe has her eye on you. Maybe your Wizard will finally get the Morganthe showdown that you've been hoping for?

Azteca is home to the Aztecosaurs; the oldest race in the Spiral. Long believed to have been lost, this world now lives in peril of being destroyed...

1 comment:

  1. AMAZING graphics! I also really LOVE your background! The re-do is wonderful ;) And quite the creative way to put info about schools of magic and worlds :)

    ReplyDelete