Friday, March 22, 2013

Over Powered With Less Control

"That which can be imagined, can be achieved..."
Storm Wizards or Diviners can be very creative. Diviners are driven by the smallest thing like smiles, invention and ingenuity. They give off powerful bursts of magic that is accurate at all. Storm magic contains power from the Storm Lords and the races of Tritons.
Wizards who practice the magic of Storm are great attack dealers, conjuring spells that do a TON of damage. Diviners deal the most damage throughout the Spiral, but are often inaccurate and have low health to stay in combat.
The professor of Storm Magic is Halestrom Balestrom, a frog that likes to crack a joke every now and then and is very energetic. He hails from Marleybone which is ironic because in Marleybone, they teach you all about accuracy.

INTERESTED?
-----------------> wizard101.com

Spiritually Within

"As we have been created, We must create."
      The Life School is a spiritual class. Its main teaching is on how to heal others in combat. The Life School's color consists of green and their symbol is a leaf. Their teacher is Moolinda Wu, who hails from Mooshu. Wizards who practice Life magic are called Theurgists. Theurgists are kind, postive, enthusiastic and try and enjoy simple pleasures. This kind of magic requires the mastery of the power if Song, which is how they harness their true power and energy. Life is the power of awareness and existence.
Combat Power?
     Most other schools such as Fire, Ice, Storm, Balance and Myth depend on Life to heal them during combat. Life wizards do not have good attacking power whatsoever, but can win by healing themselves over and over again too achieve victory. It is very important to have another wizard at your side if your planning to achieve ultimate victory.

INTERESTED IN WIZARD101? 
HERE'S THE LINK
--------------->https://www.wizard101.com/   

Behind The Scenes: Part Two

Firecat Alley, Triton Avenue and Cyclops Lane are Leaders
     Firecat Alley, Triton Avenue and Cyclops Lane are all major streets you need to complete. Triton Avenue is home to the kraken and is leading to two places;  Crab Alley and Haunted Cave. Triton Avenue is free to all players. Cyclops Lane and Firecat Alley are both places where you need to pay for, and also both lead to Dark Cave. All three streets are important to complete.
Pet Pavilion
      Pet Pavilion is the place to buy pets, breed your pets with other players, buy pet snacks and train and play with your pets. The Pet Pavilion is only available to players level seven and up, when you reach this level, the headmaster will ask of you a favor to go into Pet Pavilion.

Wednesday, March 20, 2013

Wizard City ~ Behind the Scenes

     Wizard City is the start of it all! It's the place you begin your wonderful journey to defeat Malistaire. The places available for  eople who play for free is "the Commons, Ravenwood, Golem Court, Pet Pavilion, Unicorn Way,  Olde Town, Shopping District, Triton Avenue, Haunted Cave and *Nightside,". The places available for paid players have these places included; Collossus Boulevard, Cyclops Lane, Firecat Alley, and the Dark Cave. 

Wizards Very Own City

Commons-

Map of Wizard City
     The Commons is where Headmaster Ambrose's Castle lays. You can call it "the Base" of the whole spiral. It also consists of the Library where you can obtain treasure cards and the Fair Grounds where can can play games for money and other prizes. It also leads to Ravenwood, Nightside, Golem Court, Pet Pavilion and the Shopping District. This is also where Prospector Zeke is.

Shopping District-

     The shopping area for wizards that are still beginners. It contains stores such as a wand, hat, shoes, robe, pet, magic spell deck (as in your deck of cards that contain spells), athame (sword like item), amulet, ring and dye shops. It also beholds Elik's Edge. It leads to Olde Town and  Colossus Boulevard.

Ravenwood-

    Ravenwood is the place where the wizards learn their magic (well, main magic).  It also holds the Grandfather Tree, Bartleby, which is the Chamber of the Spiral in Wizard City.

Golem Court-

     Golem Court holds the Golem Tower. The Golem Tower is located in the center and can be seen from the commons. This is the place where you first encounter the Evil, Corrupted Malistaire right after you make your wizard. The tower holds five levels. In Golem Court, it also leads to Dragon's Mouth Cave which is a little shrine to respect fire wizards.

Nightside-
     
     Nightside holds the fallen Death School and a dungeon called Sunken City. I believe that you have to defeat Lord Nightshade and complete the streets following; Unicorn Way, Firecat Alley, Triton Ave. and Cyclops Lane.
     *I think that you do not need to be a paid member or get crowns to access Nightside, you just need to be a certain level which might need membership due to lack of experience and quests you get if when you finish the part for non-paid members.

TO BE CONTINUED...




Thursday, February 28, 2013

W101 ~ The Elemental Class VS The Spiritual Class

The Battle of The Two Classes

The battle of whether or not the Elemental School or Spiritual School is better has been raging ever since the game came out...    is about to end today.

Elemental

These three schools, ice, storm and fire, are the schools which go in the Elemental category. They strive on to stay alive in battle, using powerful attacks to show off their true strength, damaging foes with spells that last over time and straight up damage. They like to battle alone, wanting to prove their true potential to whoever doubts them.

Spiritual

The Spiritual Schools consists of three schools, Life, Myth and Death. These three schools have the healing advantage due to their spells and minions. They battle, cheating their way too victory, healing themselves or casting minions too help in their time of need. These three schools focus on healing themselves to stay in and win the battle.
                                    The Pros & Cons

  EP                                  EC                               SP                                  SC
.Best Amount of Power.Bad Accuracy.Can Heal.Not Enough Power
.Fast Battles.Bad Defense.Best Accuracy.Battles take longer
.Good at Setting Up.No Good Shields.Good Defense.Bad Armor
.Easily Destroys Shields.Need Of Other Wizards.Hard to Take Down.More of Solo Battles

EP-Elemental Pros
EC-Elemental Cons
SP-Spiritual Pros
SC-Spiritual Cons
But...,
 As you can see, all Spiritual and Elemental classes are all even with their own pros and cons, making them both seem pretty good. Well you right! Each side has their own abilities to do great and bad. Each Spiritual and Elemental are completely opposite! It's just a matter of opinion, or whether you like something or not.

As you can see, each side has their own flaws and time of perfection, is just takes a real wizard to notice that.

This is a fast paced video of a PVP match. Each team has the three schools of their category and one balance type wizard. Enjoy!

Interested in Wizard101? Go to this link! ~ https://www.wizard101.com/

Wednesday, February 27, 2013

Wizard Schools ~ The Main Picture

      Schools, what give Wizards their power. The spiral consists of seven main schools and three astral schools. The seven main schools are Fire, Ice, Storm, Life, Death, Myth and Balance. Each school has their own advantages and disadvantages. For example, Ice Wizards carry the most health and/or persistence in a battle, but have rather weak attack, as Storm has low health, but it is said that it's damage is great toward enemies, and they also don't have the best accuracy. At the beginning of the game, the Headmaster of Wizard City, consults the Book Of Secrets. You can either take the test or choose the school of your choice. Can't choose between schools? You can use one as your main and choose the other as your secondary school.
     Astral schools contain Moon, Star, and Sun magic. These spells require a level 50+ (not include the ones from Diego). These spell can be learned at Celestia, the 6th main world in the spiral you unlock after the World DragonSpyre. Moon magic allow you to polymorph (transform) into different creatures in battle. Next is sun magic, the focus of the Sun School is primarily on enchantments. 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. The star school will be 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. 
     These are all the schools/magic that can be learned throughout the Spiral. Remember, each school is easy to learn, but hard to master.
Wanting to play Wizard101? Here's the link!-https://www.wizard101.com/

Tuesday, February 26, 2013

New Blog Topic

Welcome back to The Asian Squad!
I have to admit that I haven't been blogging for a while, but I am ready to post more! My new blog will now be about...
Wizard101!
This topic has come across my mind a few times as I was thinking to do many other things. But Wizard101 just sparks in my interest, and is something that I can relate to easily. I have previously done a post on Wizard101, but I'm gonna go deeper in many of the topics, for the different things available in the game. I will be talking about schools, teachers, spells, worlds across the spiral, and much much more. I believe this topic is broad and fun, as I am ready to take on the challenge of blogging much more often about this topic.