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In my Wizard101 days, pet hatching was simple. Find someone you want to hatch with. Hatch once (or twice if you both have an elixir on hand). Train the pet with the mega snacks you have from gardening. Keep training until it hits mega (ultra if you care about certain jewels) or fails. If it failed, repeat the process until it doesn’t. Without spending a single crown on training, it’s possible to churn out a pet every few days. If you have a stockpile of energy elixirs (say, from Grub Guardian), you can train a few pets every single day.
This rapid training does not exist in Pirate101. Pirate101 pets take about 2 weeks to train up to level 70 without crowns. With crowns, it can be done near-instantly, but for a whopping 13000+ crown fee (compared to the 1500ish necessary to level a wizard’s pet in one go).
Complaining about the inefficiency in Pirate’s system is fruitless. Instead, we must find a way to compensate for the slow going that is Pirate101 pet training. The answer comes from morphing in batches.
The hatching timer – The hatching timer for Pirates is a mere 10 minutes, compared to the 12 or 24 hour Wizard timer.
The cost of morphing – Pirate morphs, as you can see, cost around half of what a Wizard101 hatch would cost. Couple this with the fact that a simple mob fight in Valencia Part II can easily net you 7-10k gold, you can see that churning out morphs is child’s play.
The extremely low cost of morphing, both in time and gold, should direct pirates to morph in batches. Rather than morphing one pet, waiting for it to fail, then morphing again, you should always do at least 3 morphs in one session (This is only a time commitment of 20 minutes and 60-70k gold).
Training one pet does not deplete our pirate’s energy reserve by itself, so why not train multiple simultaneously? And since training multiple pets does not take more time than training one (other than the extra clicks when feeding), you’re not spending any extra time. I wasted a significant amount of time only training 1 pet at a time. Training multiple pets at once would have certainly gotten me results more rapidly.
As I noted before, wizard pet training is extremely efficient, at least when compared to her sister game’s pet training system. A fail at ancient, epic, or even mega, generally only means a few hours to a few days worth of time wasted. On the other hand, a pirate’s pet failing at level 40, 50, 60, or heaven forbid, level 70, means you’ve at minimum wasted 3-4 days and potentially nearly 2 weeks with a pet that you will never use.
This is where the safety hatch comes in to play. Taking a pet to level 30 (the level where it can first morph) takes just over a day. If one of your 3+ morphs fails before then, you’re not out too much time or effort. In addition, you theoretically have 2 or more pets still going strong. So, when your batch of pets hits level 30, you should take each one that has not failed thus far and morph them 3 times each with the original person you morphed with. This gives you a solid pool of pets in which you can work with. This process should be repeated with every level 30 pet you get, obviously stopping whenever you lack the energy to train all of your pets at once.
Some players recommend keeping one pet at level 30 permanently to use as a “base pet” of sorts. This is particularly useful if you are working towards a very specific set of 4 talents and 3 powers, but isn’t necessary if you’re just trying to develop general pets. I personally have not kept one of these base pets, preferring instead to train up all my pets until they fail (after doing safety morphs)
This sounds counterintuitive. Shouldn’t I want my pets to be perfect? Of course, but the odds are incredibly stacked against you. A perfect level 70 pet, consisting of 3 powers and 4 talents, has an incredibly minute chance of occurring. There’s a joke/saying amongst the PvP community in Pirate101 that perfect pets don’t exist. Unlike wiz players, who need to get 5 talents out of 10 for their perfect pet (they even have wiggle room with 1 talent coming from jewels), we need to get 4 out of 10 from one list and 3 out of 10 from another. It doesn’t take a genius to see that the odds are grim.
Therefore, I encourage you to not obsess over one or two talents being less than ideal. Using the example of my pet, I’d love to have that bladestorm grant be a second Tide grant. That Rainbow would ideally be a Kraken’s Lament and that Backstab would be a Brutal Charge. Originally, I would not have been satisfied with these minor imperfections. Now, I don’t stress about it. My goal is to slowly improve upon this pet (Of course, selfish talents like repel boarders 2 or counterproductive grants like Cheap Shot should be erased immediately Good, although not ideal, talents shouldn’t be a stressor though) Rome wasn’t built in a day, and neither will your perfect pet.
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The graphic redesign is one of the biggest features in the Summer 2018 update. Of course we can’t proceed without writing an article about it and putting some thoughts in it! Wizard101 will celebrate its 10th birthday this year. It was about time that it receive a new look. This was widely requested along various platforms with most notable being videos by youtubers and posts on forums. The wish now came true and we’re finally able to see Wizard City getting a new stitch.
It’s honestly a little surprising and really impressive that the game itself is doing so well after all these years. Many games on today’s saturated market can’t stand the test of time. While Wizard101 did stand the test of time, its graphics definitely didn’t. The market being saturated with games doesn’t bring too good news to developers, since a game can quickly be lost in the flood of products. But the story is completely different for us, the costumers – the players. Because there are so many alternatives and other games around, it’s actually us – the players – who have the power over developers. They need to understand our needs and, thus, make the appropriate moves.
Let’s split wizard101’s target audience into 2 main groups:
While existing players will most likely like the graphic redesign, that’s not the game-breaking thing for us. We were originally attracted to the game because of its cartoony graphics and its lore (pun intended). In the last weeks, or even months if we count from the time when the first “redesign quest” was released, you’ve probably heard a lot about the word “nostalgia” on social media. A big portion of the existing player-base is probably around here for this factor alone – we enjoy the game because of the good memories we have of it. As such, it doesn’t really need the fresh look. So, why was the graphics update a good decision and was it needed in the game?
Although the game still has a nice amount of players after almost 10 years, it’s not a big secret that this player-base is declining with every year that passes. We’ve seen the methods that KingsIsle uses to keep their revenue up – from packs and bundles to member benefits. But these are all short-term solutions. They help bring money to cover the current costs. It works for now, but for KI, it’s also a good idea to work toward long-term goals. Toward attracting new players.
We’ve mentioned that to be successful, a gaming company has to understand the market needs. Nowadays, the target audience is completely different than it was 10 years ago. Since the graphic capabilities weren’t as good as they are today, ten years ago there weren’t very high expectations. However, this has changed. The first impression of new players is really important. Without solid graphics, players might leave before even experiencing the real lore of the game. As such, the graphic redesign was necessary.
Another positive thing about the new graphic redesign is we’re bound to see new incoming players due to YouTube videos. Someone who has no idea about the game can see a video on Youtube and quickly judge the book by its cover. It’s a pretty simply philosophy. Does the game have good graphics? If yes, then it’s worth trying it out. Otherwise: no way. But in order to make this really work, more than just Wizard City should get a new look.
The biggest question is, what are KI’s future plans with game graphics? Will they limit themselves to Wizard City or will we see other worlds revamped as well? Limiting the redesign to just Wizard City might be enough to make new players stay around until they realize it’s actually a nice game. However, it might not be enough to keep them at the later stages. Graphics are simply too importan. Reaching old school Krokotopia after leaving fancy, new Wizard City might lead to some disappointments.
In addition, it would be fun to see some justice. I’d love for the Kroks to try to redeem themselves for the horrible things they did in past by helping making the world of sands and pyramids a nicer place. And while it’s understandable that this can’t be done in a week or two, it’s still a good idea to keep in mind and slowly work on it. Well, not too slowly…
As an avid PvPer, I also want to bring up the arena redesign. The new Wizard City arena lobby looks fantastic! I really hope that the actual arenas where we’re fighting will receive a similar update as well.
Personally, I’m really enjoying the fresh look. While I’d definitely prefer some PvP updates, sometimes we need to look at things from a higher perspective. While the redesign most likely won’t have too big of an effect on PvP, we might get a few new PvP enthusiasts.
Overal, it was successful change in my opinion. KingsIsle managed to update the textures pretty well. They’ve kept the cartoony touch that we all love while simultaneously giving it a modern look. And there’s always the classic look for those that don’t like the fresh touch! It’s a win-win scenario.
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Hello, young wizards, I am Amber Ravynsong a staff member with the Wizard101 Community group, and I am here to tell you all about our group. First, our Discord is very active and full of caring staff that are willing to assist fellow wizards with anything they need in-game. When joining our server, you are always welcomed by several enthusiastic new friends who will be happy to show you around and welcome you to our family. We want our members to feel like they are part of a big happy family and we are incredibly excited to meet new wizards.
You will meet our QuestHelpers and DungeonRunners who will gladly help you get through any part of the game. If you are already an expert at the game, you can join the ranks of the QuestHelpers or DungeonRunners and help guide newer players who are struggling to learn the ropes! Our Wizard community is passionate about meeting-up in-game to help each other with quests and bosses.
If you head over to our events channel, you will find out about our exciting events. The Events Team is lead by our Events Captain Stephen, he and the team work hard to make sure that every member of the community can have a fun time whether they have a membership or not. About twice a month they organize unique events like tournaments and house parties. If you need a break from questing or want to meet other cool players, head over to the Events Announcements channel and join us in our next fantastic event.
Our Pet Hatchery might be the perfect place for you. We have an extensive array of amazing pets that on display by our Hatch Masters. All of their best pets are on display, so you can see and choose the pet of your dreams. After you decide which pet you like, you then head over to the Pets channel and ask the Hatch Master who owns your dream pet for the hatch. Some people charge elixirs or packs for hatching, but no one in our community will charge you those. In fact, the only cost involved is an Empower treasure card, which can be farmed or bought in the Bazaar.
We assign unique roles to show the skills of our members and their expertise; this also ensures that information and guidance being given is accurate and helpful. Experts in gardening with a rank of 15 or higher are Garden Gnomes, experts in fishing with a rank of 10 or higher are Deep Sea Fishers, and maximum ranked crafters are PH.D. Crafters. Additionally, there are roles for PvP pros; they are PvP Gladiator and PvP Overlord, and we have many unique roles for max wizards of every school, such as Wizard101 Excelsior for having one max wizard, and General of Light for seven max wizards. We have many other roles; too many to list here, so head over to the server and check it out for yourself!
Our active and dedicated Staff comes from all over the world and every time zone, so someone is always online any time of the day or night keeping the community safe and free of toxicity. Our rules are fair but firm, and they work to keep everyone safe and happy. Our server owner Nathan Darkhorn is the man who made all of this possible. It was his vision to make a fun and friendly community where Wizards could come together and help each other. With over six years of community administration experience, he created this Discord server from nothing and has been there every step of the way nurturing the
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This article serves as a guide that highlights some of the finest drops attainable from the various Hoard and Lore packs found in Wizard101. Thus, no gardening, furniture or jewel packs are listed below. These are purely our opinions and can very much differ from any of yours. We would very much love to hear your opinions in the comments section below. We also linked the pack guides for each pack we’ve published in the past for you to get a more in depth look.
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Among mostly “quality of life” updates in summer 2018 update, we’ve also received one significant PvP change. Kingsisle made a big change to Bad Juju and quite possibly killed the Juju spamming strategy. There is possibility, that Jade Juju’s (Jade Juju isn’t equal to Juju spammer) will still be around, but their number will be significantly lower. If you’re still not aware of changes, you can check them here.
While this is a huge hit to defensive Deaths, it also has an impact on offensive ones. Juju won’t consume wards and charms, so that’s something positive for offensive Deaths. But the 25% total health reduction is bit too brutal.
Death has drains to recover some health, but the whole design of drains is really situational. So for offensive Deaths we have a situational spell (Juju) that works good with another situational spell (drain). There are simply way too many “ifs” in this equation to make Juju part of offensive death strategy.
Of course, Bad Juju was already in pretty bad state pre-update, since it consumed all our blades. As such, in the end, the spell basically went from being situational to being… well, situational. Many Deaths dislike this, but personally I don’t mind it too much. If that’s the price we should pay to keep Jujus out of Arena, then it’s all good for me personally.
There have been some suggestions in the community to nerf the new Juju. The argument for that is that, Death is already one of the weakest (if not the weakest) PvP school and doesn’t need any further nerfs.
While this is true, Bad Juju reaches a whole different level. The old Juju gave the weakest PvP school ability to use strategy so OP that things become little ridiculous. So yes, while the Death school shouldn’t receive nerfs, Juju deserves an exception.
What should be done to Death is topic for a different article, but one way or another, Bad Juju NEEDS to be nerfed. The best we that can be done is find a fine balance between nerfing and keeping Juju useful.
If you checked around the community forums, social media and other places, there is one notable proposed changed. It’s to drop the amount of health reduction to something between 10 and 20%. This might indeed work at max levels, but if this is implemented, it has the potential of making almost no difference on Archmage (level 80) level.
The meta at mid-levels is somewhat different than at max. Arch Jade Jujus can face two types of opponents. The first are high level privates, who have the tools to deal with them but lack of knowledge. The other group of opponents they face are lower level warlords, who have knowledge how to beat them, but lack the tools.
Reducing the health reduction of Juju would – combined with the slower meta and high healing boosts – allow arch Jade Jujus to heal back the damage dealt before they would get into the danger zone. As such, the Juju change would completely fail to make any difference at Archmage level.
We’ve come up with 2 solutions, which would buff Juju for offensive Deaths while simultaneusly keep it nerfed for defensive Deaths. While it might sound bit crazy it’s totally possible.
Our first proposal is based on gradually increasing the percentage of total health taken from you. With each new Juju, more of your health would be taken. The first self hit would deal 10% of total health, the next one 15%, the next one 20%, etc…
With this system, offensive Deaths would have some leeway to land their Juju’s on opponents without causing too much harm to themselves. Gradually increasing self-hits would force players to not recklessly use this spell left and right. Basically, it rewards careful planning and choosing, while on the other hand punishing Juju spammers.
Our second solution is basically an extension to widely proposed suggestion. It involves making a change to Empower at the same time. In this solution, we’d lower the self damage of Juju to 15%, but also apply the same mechanic to Empower.
Empower is a card that usually allows Juju’s to stay on point with their pip game. Giving Empower the same mechanics with 10% of total health reduction wouldn’t make much of a difference to offensive Deaths, but would provide a counter-balance to the Juju nerf.
Earlier we mentioned that 15% self damage on Juju might not be enough to hold back Archmage wizards. Basically, with 15% of both cards, they’d be able to regain control and health by using Empower. Note that a pixie or sprite would be enough to heal back 2 or even more Juju’s. Applying self damage with Empower would allow offensive Deaths to maintain pressure and compensate for the lower Juju self-damage.
Regardless of the final decision, only time will tell how effective the change is. There is always the possibility of loop holes that can be abused and make Jade Juju’s viable again. It’s a back and forth game, where the solution leads to turtles adaptating to the new meta. Turtles are finding weaknesses in each change and adapt. The same should be done by us/KI – we should also find weaknesses in the turtle strategies and make changes accordingly.
But basically, we believe only 15% of self damage would be too low. On the other hand, 25% is too high (because of offensive Deaths), but an acceptable casualty if it’s needed to keep Juju’s under control. And then, there are our two middle options, which would probably be the best option right now (out of 4 stated options in this article).
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There are many spells we almost never see in PvP. There’s good reason for that, since some spells are simply worse than others. However, this doesn’t mean that they’re completely useless. Unlike spells that are useful regardless of school and level (tower shield for example), the spells that will be highlighted in this article have a specific, limited role in PvP. They might not be useful at certain levels and might not fit with all playstyles. They’re situational spells – harder to use, but offering big rewards if used correctly.
It kinda makes sense that we don’t see a lot of these spells in the Arena since the Balance school has many good tools to work with. But a lot of good tools leads to people putting balance wards on their pets at all level ranges. Non-Balance damage spells help you get around them. While these two spells are not as good as other multi-hit spells, you can still catch opponents off guard and quickly go around their Tower Shield.
This spell falls more into team PvP than 1v1. If you play as support you might find yourself having a lot of spare pips. It’s true that trading 3 for 2 doesn’t sound like a great deal, but how will all these leftover pips help you in the end, when the match is over?
Global spells always boost your and your opponent’s stats, which generally isn’t a big problem (except when you play vs your own school). Power Play stands out as a bubble that no one loves. Still, this bubble can prove useful at low and mid levels, since even minions get affected by it. Keeping yours up and your opponent’s down can be beneficial when using this bubble.
Steel Giant is the only Balance school DoT spell and it’s an AOE too. It’s pretty weak as a standalone spell, but since it’s a backloaded AOE DoT spell, it makes for a great minion killer – even from second.
Although this spell is deadly in team matches (especially when you start first), it has its uses in 1v1 as well. Exalted+ (but not limited to) matches to be more specific. Although the opponent most likely won’t help you directly, you can still use this spell to buy yourself more time and stall the opponent out of Shrike.
Unlike Beguile, Lord of Night has more uses at low and mid levels. Due to the damage per pip being the same as Vampire and Wraith, it’s a nice choice to get some health back. The 25% trap infection often doesn’t do anything, but at low levels there is almost no healing boost and power pips aren’t as stable. As such, healing can be harder sometimes and the 25% might prove useful. This spell is a good choice even at mid levels – a good way to drain some health when your pips fail, and to stack a 25% with 50% infection.
These spells are often neglected and while all can be stated down, Steal Health is probably the most interesting out of them. That’s because the spell isn’t treated as a healing spell, but as a drain. This means you can enchant it, use blades with it (or remove weaknesses) and most importantly – it is unaffected by Doom and Gloom or Infection. You can read more about Steal Health here.
This spell is quite popular among jades (especially Jade Juju’s), but it has some uses among other schools and strategies. It’s a nice way to quickly build up some pips out of nothing. This is especially useful at max levels where even 4 or 5 pips can deal deadly damage. Another use of the spell is getting rid of those pesky Efreet weaknesses(or any weakness). You can read more about empower Here.
Another self hit spell, which is a good way to get rid of weaknesses or put a blade on yourself. It can also simply be used to add another stackable blade. Ironically unpopular among death wizards, since it eats their blades, the TC form is nevertheless a decent spell for any other school.
This spell actually requires trained the spell Sprite and getting the mutation from Celestia. The end result is a one pip death spell, which leaves a 20% universal trap. It’s the perfect spell for any non-Death (or Death if you don’t have any blades on) if you want to break a tower shield, get rid of weakness and leave some extra buff on your opponent. You can read more about Midnight Sprite here.
Death Bat is similar to Midnight Sprite. It’s a one pip spell, just that instead of leaving a universal trap it leaves an overtime on the opponent. It’s a cheap off-school attack that can be a great opportunity for a much stronger attacking combination.
For a long time I was sure that this spell was useless. That’s until i saw a video of someone actually applying this in team PvP. The premise is simple. Fire serves as a support school here – not a full support, but just enough to have 4 pips ready to detonate a partner’s heavy DoT. Using it the same round as your partner casts Bone Dragon, Basilisk and Heckhound has the potential to instantly kill one of your opponents.
There’s nothing wrong with Ice getting another super useless Lore Spell. They’re doing pretty well already, but Angry Snowpigs has some niches where it can be used. It’s more of a utility spell, a good way to get rid of two towers at the same time or a good way to punish a fire wizard using thermic shield.
There’s only one situation (except using it for the sake of using it) where I can see this spell being useful. It’s to finish off your opponent when you don’t have enough pips for Centaur.
Now, this spell is actually really useful. I assume that it’s not often seen simply due to its only source being the Immortal Lore pack. The heal over time gives you the same amount as 4 pip satyr and the damage over time does the same amount as a gargantuan enchanted 3 pip Nature’s Wrath. A pretty good deal for a 6 pip spell that goes around shields!
Another spell on the list that’s useful in team PvP with having situational use in 1v1. Minions aren’t as popular on max levels as they are at low and mid ones, but you can still see them from time to time. 4 and 5 pip shadow spells, combined with Leprachaun to kill the minion are generally a better option, but sometimes situation may arise when you can’t afford 2 turns. Or you’re about to finish off the opponent and you can sacrifice a shadow pip to find a way around the shield.
Myth has a pretty low amount of single hitting spells, so giving them one that leaves a single trap doesn’t make much sense. But it’s still a nice finishing spell when Cyclops is too weak and you don’t have enough pips for Ninja Pigs. It can also be a pretty deadly combination with Basilisk at mid levels, where the health of our wizards isn’t too high yet.
While the accuracy debuff on this spell is pathetic, it has some uses. Accuracy isn’t too high at low levels, which can discourage opponents from attacking you for the round. Fir mid-level Jades as well, accuracy isn’t too high, so you can take a chance to combo after they manage to put Stun blocks on. Similar to Goat Monk and Keeper of the Flame, Catalan can also serve as a finisher when you fail pip for Triton. Stormzilla works too, but Catalan gives you fixed damage, meaning that it’s easier to know your actual damage output.
Storm Elemental is actually a pretty decent minion, since it has a lot of health, defensive mechanisms and can use Disarm or a natural attack. Still, Storm has a pretty quick tempo and it’s often not worth summoning him. There are times when you face tougher, more defensive opponents when it becomes useful. If you get an opponent that you can not squash in 5 minutes, you’ll need more tools to help you. That’s where this minion can prove useful.
There are a few different versions of Krokopatra TCs, but the lowest damage one is definitely the most interesting one. Besides the damage dealt, this card also removes one blade as well as one shield from your opponent. 5 pips seems a bit much, but this hit has to be treated more like a utility – you get rid of two Tower Shields and one blade – all in one turn. Granted, Storm Elf is more effective when it comes to shield removal, but those aren’t always available.
Everyone know the Rain Beetle pet card. But there is another version of Rain Beetle in the form of a treasure card. This spell requires the trainable Frost Beetle spell and the Mutate Beetle (storm) TC. The card is dropped from certain mobs around the Spiral, but the easiest way to get it is probably visiting Elik in Old Town. The spell will mutate your beetle from Ice to Storm, reduce the pip cost to zero and keep 80% accuracy. It’s a great way to remove shields while you keep building pips. You can basically treat this spell as a wand TC with accuracy reduction. You can read more about Rain Beetle here.
Overall players use one out of 2 auras in Arena: Fortify for defense and Infallible for offense. Empowerment isn’t used too much, but there are some interesting ways you can use it. It’s especially useful when you can directly control whether you’ll get an extra pip or not. Heals that are equal or stronger than 4 pips will give you one back. But that’s not all. Using spells such as Athena Battle Sight or Savage Paw will give you an extra pip as well, since the after-effects are put on your wizard.
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The New Dynamic Duo!
Duelist101 is thrilled to announce we have teamed up with one of the premiere Wizard101 communities. Most of you probably already know them as the Wizard101 Community group. Their Discord channel and their Facebook group have been instrumental in helping all of us Wizards find our way throughout the spiral. Both of which are incredible resources for new and veteran wizards. If you do not already know of them, please check them out in the links below. So, what does this mean for our fans? Well, those details will remain secret for now, but what I can tell you is, we are actively planning some things that we feel the Wizard101 community just as excited as we are. Until then, stay tuned to Duelist101 and the Wizard101 Community Group, because in the next coming weeks we are going to have some exciting news.
Discord: https://discord.gg/Y6ZGdpB
Facebook: https://www.facebook.com/groups/Wisard101/
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This post’s sole purpose is to collect and display the data of every Mander, Imp and Elephant available in Monstrology. Therefore, the creatures below can have their animus captured through ‘Extract Mander’, ‘Extract Imp’ and ‘Extract Elephant’. The guide is organized by world, then by the creature’s name in alphabetical order. Additionally, each monster’s name has been color coded so you can know which spell to use on them. The colors are as you can see below.
If you’d like to learn more about Monstrology, our introduction article can be found here! Additionally, you can download a spreadsheet or list with data about all the currently discovered creatures. It will serve as a checklist to quickly see which creatures you have or are still missing. As soon as there are any updates to the game, the changes will be added to the list, however you will need to download it again.
We’ve currently found 44 of the total 45 creatures listed under Krokotopia.
Royal Hall
Karanahn Palace
Emperor’s Retreat
Entrance Hall
Karanahn Palace
Krokotopia Library
Krokotopia Library
We’ve currently found 6 of the total 8 creatures listed under Wysteria.
Tower of the Helephant
We’ve currently found 61 of the total 66 creatures listed under Mooshu.
Tree of Life
Jade Palace
Shirataki Temple
Cave of Solitude
Crimson Fields
Tree of Life
We’ve currently found 73 of the total 77 creatures listed under Dragonspyre.
Crystal Grove
Grand Chasm
Plaza of Conquests
Dragon’s Roost
Dragon’s Roost
We’ve currently found 18 of the total 20 creatures listed under Zafaria.
Stone Town
Three Points
Twin Giants
Waterfront
Stone Town
Zamunda / Zamunda Outskirts
Elephant Graveyard
Stone Town / Waterfront
Waterfront
We’ve currently have found 35 of the 40 creatures listed under Grizzleheim.
Savarstaad Pass
Savarstaad Pass
All 7 creatures listed under Aquila have been accounted for.
Mount Olympus
Tartarus
We’ve currently have found 33 of the 35 creatures listed under Polaris.
Forlorn Tayg
Forlorn Tayg
Note: If you find a creature that is not on our list and wish to supply us with the information and screenshot for said creature, please leave it in the comments section below. We will credit you for your finding by adding it to the list with your name underneath it.
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This article’s purpose is to track down any remaining Monstrology bugs that are currently in the game and group them together. Unlike other articles, this one is aimed to provide constructive criticism for Kingsisle to be of assistance. Therefore, no negativity will be allowed in the comments section.
Monstrologists in the Spiral have probably figured out by now that we can’t complete every section of the Monstrology Tome, and hopefully this will help in fixing that. I listed every single bug I ran into and also other ideas that could help improve each section of the tome. Please, don’t hesitate one bit to post your ideas and/or findings in the comments below in a respectful and constructive manner. I already posted a similar list in the Wizard101 Message Boards – Test Realm Section, but I wanted input from more wizards! This list is composed of both bugs that are already in live realm and those found new on test realm.
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