Taking a Wizard from start to finish in Wizard101

Eenie Meenie Miney Moe: To Which School Should I Go? The School of Fire

OK, I’m going to start with the Wizard 101 School of Fire.

NOTE:  All wizards will be given a Pixie spell towards the beginning.  It is used to heal yourself when you have lost health in battle.  They cost you two pips and have a 100% chance of success of healing yourself with 400 points.  The only school that can use this spell to heal others is the school of Life, and that Pixie heals for 420 health points.

Fire Cat:  This spell is given at level 1.  It needs one pip, has a 75% chance of success, and will cause damage between 80-120 points against one enemy.

Fire Elf:  This spell is given at level 5.  It takes two pips, has a 75% chance of success, and is a multi-round spell for one enemy.  It will initially cause damage of 50 points, then an additional 70 points each of the next three rounds for a total of 260 hit points.

Glacial Shield:  This spell is given at level 8.  It is a “free” spell, in that it does not cost you any pips to use it.  It has a 100% chance of success and reduces the damage against you from an enemy for the next Storm and Ice spells by 70%.  Each shield can only be used against one Storm spell and one Ice spell.  You can keep this shield for yourself or “pin” it on another wizard to help lessen their damage in a fight.

Sunbird:  This spell is given at level 10.  It needs three pips, has a 75% chance of success and will cause damage between 295-355 points against one enemy.

Fire Trap:  This spell is given at level 16.  It is another “free” spell, and has a 100% chance of success.  This spell adds 25% to your next fire damage spell against one enemy.  Ex:  you use Sunbird and it hits for 295 + 74 (25% of 295) for a total damage hit of 369 points.

Meteor Strike:  This spell is given at level 22.  It takes four pips, has a 75% chance of success, and hits between 305-345 against all your standing enemies.

Wyldfire:  This spell is given at level 26, takes two pips, has a 100% chance of success, and places a dome over all involved in the fight.  This includes your enemies.  It increases all damage spells by 25% (see Fire Trap).  Be careful in choosing to use this spell because it will also increase the damage against you by an enemy of Fire.

Phoenix:  This spell is given at level 36, takes five pips, and has a 75% rate of success.  It will cause damage between 515-595 against one enemy.

Helephant:  This spell is given at level 42, uses six pips, and also has a 75% chance of success.  It will cause damage between 625-705 against one enemy.

Fire Dragon:  This spell is given at level 48, is another multi-enemy spell, uses seven pips and has a 75% chance of success.  It initially hits for 440 points, then for an additional 117 points each of the next three rounds for all enemies in the fight.

Efreet:  This spell is given at level 58, uses eight pips, and has a 75% chance of success.  It hits for 895 damage points against one enemy and reduces the next spell used by that foe against your or your teammates by 90%.

Other spells are received during your different levels of play, but are not available to other wizards who choose Fire as their second school.  Let’s take a look at those spells now.

Heck Hound:  This can be put into play with one pip or numerous pips and has a 75% rate of success.  It hits one enemy for 130 points PER pip in your hand over the course of three rounds.  Ex:  You have two pips available for use and you choose this spell.  This will create 260 hit points that will be used at a rate of 86 or 87 points each of the next three rounds.

Fire Prism:  This is a “free” spell and has 100% chance of success.  This spell will convert your next fire spell into an ice spell against your chosen target.  This is used against enemies of Fire, because they have a resistance to Fire spells since they are also Fire.  Ice is their opposite and when they are hit with Ice spells, those spells get a natural “Boost” in damage against them.

Fireblade:  This is also a “free” spell with 100% chance of success.  This spell adds 35% to your next fire damage spell against one enemy.

Fire Shield:  Another “free” spell with 100% chance of success.  This spell will reduce the damage against you from the next enemy fire spell by 80%.

Steal Charm:  This spell uses one pip and has an 80% chance of success.  Use of this spell will steal one positive item (a blade of any school) from one enemy and will then give it to you.

Smoke Screen:  This spell uses one pip and has a 100% chance of success.  This is a multi-enemy spell, reducing the accuracy of the next spell cast by each of your standing enemies by 40%.  In other words, their spell MAY be affected enough to fizzle.

Take Power:  This spell takes one pip and has a 100% chance of success.  This spell sacrifices your minion, adding three pips to your total pips available for your use.  So you can have one pip available, use the spell, and receive three additional pips to use your next round.

Quench:  This spell costs two pips, hast 100% chance of success, and dispels (ruins) the next outgoing fire spell of your chosen target.

Link:  This spell uses two pips and has a 75% chance of success.  This spell takes health from one of your enemies and gives a portion of that back to you, thereby increasing your health level.  The initial hit is for 30 points, of which you receive 15.  Then, over the next three rounds the enemy will be hit for 50 points each round, and you will receive 35 health points each of those rounds.

Choke:  This spell uses two pips, has a success rate of 80%, and stuns your enemies for one round.

Fire Elemental:  This spell costs three pips, has a 100% chance of success and summons the Fire School Minion.  This minion is like a teammate and will fight along with you.  However, be warned that minions are notorious for using traps that you have set up for your use.  I recommend waiting to see what spell the minion casts before you cast yours.  Otherwise, you may lost a trap to him and not be able to use it as you had planned.

Immolate:  This spell uses four pips, has a 75% chance of success, and takes 250 health points from you to deal a 600 point damage hit against one enemy.

Scald:  This spell is a multi-enemy spell that uses five pips, has a 75% chance for success, and hits all your enemies for 165 damage points each of the next three rounds.

Fuel (Wintertusk spell):  This spell costs 2 pips, has a 100% chance of success, and puts three fire traps on one enemy.  Each trap increases the damage of a fire hit by 25%, and is a great set up spell for the Fire Dragon.

Power Link (also a Wintertusk spell):  This spell is the same as your Link spell, the difference being that it increases the total damage.  The initial hit creates damage of 55, while giving you 40 health points.  Then over each of the next three rounds, the enemy will be hit by 115 damage points while giving you 80 each time.

 

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