Friday, October 8, 2010

Some test realm info- Just a couple minor things

Jk about the minor things, some huge things released.


Yes-


In a nutshell(I dont want to post it all, because its allot but if you wish to do so, click here )


First is, Level Increased

The New level cap has increased and with that some new spells wizards can learn have come along as well. At level 58 you will get a rank 8 spell.


The three new schools-
EXCITING!,

Sun School- They are called the Enchantments(Like how fire is called Pyromancers) this school is a supplementary school(A school that helps out...like a tool.)
the two main big things about this school is

Mutation- it looks as if this school mutates allot of cards, it shows an example of a Inferno Kraken. And the school colors are yellow(judging by the card.)

Cloak- It uses the cloak treasure card for an example for this school. I personally dont use treasure cards so Idk what this is...


The Moon School- Polymorphs is what their called. Kind of a weird name(Its like you go up to your friends, "Hey Im a polymorph!")

this one is hard to put in a nutshell so I am going to admit, I am going to copy and paste it. xD.


Polymorphs happen by using a spell card and only last for a limited time (in rounds).

A Polymorphed player temporarily changes their character's Appearance. Players will take on the appearance of the Polymorph spell they cast.

A Polymorphed player temporarily changes their character's Stats. A Polymorph will affect a players Max Health ( Current Health is proportionally converted ), Power Pip Chance, School of Focus, Accuracy, Resistance to Damage, Vulnerabilities and Damage.

A Polymorphed player temporarily changes their character's spell Deck The new spell deck completely replaces the spell deck that the player was using previously

A Polymorphed player reverts back to their normal selves when the polymorph time has expired.
-

To me it sounds like that cube thing from transformers, the one that turns technology into real things.


Star school- Auras, I personally dont like Auras, because it reminds me of the snowy alaska stuff....and makes me think of Ice school but you know thats me.

Nutshell time!: so what this school does is kind of stregthen a wizard, but it doesnt look like a blade type stregthen, hmmm, Auras can boost accuracy, damage, resistance, or even convert incoming spells to pips for you.
On the card example it shows it says 15+% to all spells for over 3 rounds. And the card is gold so the school is like a goldish yellowish thing going on.

this next thing is hard to...take in. And kind of confusing so Im a paste it-

Effects of Auras
Auras have a few different special effect types that will be specific to them such as Stun Resistance, Pip Conversion, Accuracy Boost, Resistance Boost and Damage Boost.

Specific Auras
Aura of Fortification ( Blue ) - This grants the player 15% resistance to all attacks.
Aura of Amplification ( Red ) - The grants the player a 15% bonus to outgoing damage.
Aura of Precision ( Green ) - This grants the player a 10% bonus to accuracy.
Aura of Conviction ( Yellow ) - This grants the player 90% resistance to stuns and 20% block chance.
Aura of Empowerment ( Purple ) - This grants the player an extra pip every time a rank 4 or higher spell is used on him / her.
Aura of Vengeance ( Orange ) - This grants the player a 20% boost to their critical hit chance.-

This next thing called critical and block, I just... I dont even understand it. Its just weird.

The Inventory of the backpack was increased to 80. A couple of minor updates, like the trash confirmation is now needed. Some reagent system,


and then details-

Below are some small but important details to note about changes made in this update.

Second Chance chests will now give players an item even if their backpack is full, but note that item will go into the BANK.
Wooden Chests will begin appearing in Grizzleheim.
Some single Pet Hatching sigils have been added to the Hatchery for those who want to hatch two of their own pets, without a partner.
Damage over Time spells will now take equipment damage bonus into account for each time the spell does damage.
Raven Fortress Gates should no longer block your way during the Blood Brother quest.
Players will no longer need to complete a series of side quests to enter the Dojo during the level 48 Life School Quest 'Summer is Coming'.
Players can no longer use /r to speak to players not on your friends list.
Life Henchmen will now heal injured players.
Players will now receive exit warnings when leaving dungeons by the front door.
Silver Chests no longer have the sigil in front.
If you're under level 12 when you speak to Mr Lincoln, he will encourage you to return when you're level 12 if you want to exchange your secondary spell cards for the Training Points you spent on them.
Kenedy the Klaw has discarded his fire deck in favor of the Myth Deck he should have been using all along.
Block PvP Enemy Chat will be set to 'Yes' for all new players.
Deleted players no longer show up in Friends lists.
Elixirs can no longer be cancelled while in combat.
Quest Helper is now available in Tomb of the Beguiler.
Watch your language. Several chat exploits have been eliminated and failure to abide by the Terms of Use regarding chat can result in a permanent ban from Wizard101.
Zeke's old sign in Olde Town has been removed.
Cyrus found only a handful of typos this time around, and they have been corrected.

No comments: