Wizard101 General Tips Guide
Wizard101 General Tips Guide by Bookshelvings
Spells and Schools
* Discard the spells you don’t need; by right-clicking on a spell in combat, you remove the spell from your deck for this battle. That way, in the next round, you will get a new card to replace the discarded card.
* Make sure you have low-pip spells (0 or 1 pips) to use for that final poke in order to finish off a monster. At the lower levels, use the 1-pip school spells you have access to; at higher levels, use the 0-pip spells that will come with your wand.
* Find clothes that complement your fighting style. E.g. a Diviner might want to look into clothes that add health and accuracy. Also look for clothes with a good general mix – there are often many “tiers” of usefulness within the same level of clothes. You can have one hat that adds a bit of mana, and another hat for the same level that adds damage, reistances and power pip chance. Don’t be afraid of looking around in the bazaar and comparing clothes to get the best for you.
* Train in your own school, and make sure you get all of the spells you can for your own school – they are free, so there’s no excuse for not getting them all. Also train some of the more useful spells – such as Reshuffle, Spirit/Elemental Blade and perhaps the Tower Shield from the Ice school. As power pips only work for your own school, training the high-power spells of other schools is usually a waste of pips, and you will rarely use them – if at all.
* Make sure you adjust your attack style based on the school you face. Enemies are usually quite resistant to their own school, and weak to the corresponding school. MythXStorm, LifeXDeath, FireXIce – Balance is the odd one out, and will do slightly greater damage to the Spirit schools (Myth, Life, Death).
Dungeons & Travelling
* When you enter a dungeon, make sure you double-check your deck before combat, to ensure that you can survive the battle. You often have to go through multiple in a row without healing.
* Remember to stick to the sidewalk when you move. Very few monsters can pull you into a battle as long as you cling to the walls. If you must cross the road, look to both sides – a monster can pull you into battle if they can see you, but you can cross a road right behind a monster and stay safe. Train, if you must, in an easy place such as Unicorn Way, in crossing roads without getting pulled into combat.
* If another person has entered combat, and you haven’t been pulled into the duel circle, you can at times sneak around it by hugging the walls; bypassing an otherwise forced battle (this is useful when you take on the Counterweight towers in Marleybone). Note that some places will only allow you to proceed if you have killed all enemies in the area.
* Find some friends, and ask them to help you out with a dungeon – it will be faster and easier to get through it if you have help.
General rule of thumb almost everyone already seems to know, keep your deck small. Try to avoid cards that you may not need, altogether. The only exception should be the healing cards.
For example, you do not want to waste a turn *discarding* a card. That simply gives your enemies more chances to attack you. Whether you hit hard or fast, just remember to be “efficient” about it.
I will cover cards based on importance. That is an opinion of mine, and in no way applies, explicitely or implicitely, as to what you should do and how to play.
Attacks. Of course!
0 pip Shields. Your best friend. Virtually all shields are 0 pips. Whether you get the single 80% shields, or the double 70% shields, make sure you have all elements covered, in one way or another. Even if you spend an extra round charging a pip, any damage done to you, even with the strongest attacks and with criticals, any shield will keep you alive and standing. (As long as it is of the respective element.) Best way to keep shields is to include all Tower shields in your deck at all times, and add/remove the elemental shields based on what monsters you will be fighting, to keep the deck short and sweet.
Healing. If you can not shield yourself all the time, you can still try to stay alive. For those classes that cannot easily heal themselves like a life wizard, or a death wizard, healing becomes a turn that completely replaces any form of attack. If you cannot heal yourself from damage, even shields will not be able to help. My general rule for healing spells is Sprite and Satyr. Absorbs are very nice to have, however, costing 3 pips for 400 damage absorbtion in my opinion is wasteful. Especially when it comes to the point where mobs can deal twice that damage with a single attack.
Feint. Costing 1 pip, it uses your resource to nearly double your attack. Boosting your attacks so strongly that it can potentially one-hit kill any mob. I strongly recommend Feint to any wizard that can use it. Train it, unless you really don’t care for it. The penalty cost of Feint is easily negated as long as you have some type of shield to protect you.
0 pip Blades and Traps. Nearly all of them are all 0 pips, and another really great way of charging pips for an attack. However, they will do you no good whatsoever if you cannot keep up a good defense. Hence, they are last on teh priority queue. I consider blades somewhat superior to traps. However, no monster in this game requires you to always boost your attacks with blades and traps in order to be able to finish it off. Of course, the exceptions are the special rules that sometimes accompany certain boss fights.
1 pip shields, blades, and traps. These cards are powerful, there is no doubt. However, unlike Feint, there is no incredible benefit that comes with the cost of your pips. Not more of a benefit than a single/double/tower shield, or a regular blade, anyway. Using even a single pip without a near certain way to guarrantee a win or negate defeat will be completely counter productive. If you like using those cards however, prioritize defense over offense.
General rule, you want to survive first, before you want to be able to attack. But keep in mind, being too defensive can sometimes run you out of resources. If it seems like you are getting nowhere with stalling and charging, be aggressive, take the chance, and attack. However, even if there is a single split second in which you wonder whether you should heal or attack, heal. Your ‘intuition’ is generally right.
Now, at the beginning of the game, while this strategy can help, it is not that important to have such a tight knit configuration. However, in the unforgiving world of Celestia, it becomes the most important thing you do.
This applies to the PvE environment only. A PvP expert can much more readily give you deck configuration advice for PvP than me.