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The School of Tech!!!

AuthorMessage
Defender
Jul 21, 2013
125
Part One
I have come up with a new school. I hope to add an 8th school to the game.

Tech Blade: + 45% to next tech spell

Tech Trap: +25% to next tech spell

Minor Tinker: Raise a trap or blades damage boost by 5%

Tinker: Raise a trap or blades damage boost by 10%

Major Tinker: Raise a trap or blades damage boost by 15%

Cog Wheel: 90 damage and -5%

Refurbish: 150 health and +15%

Electricity Zap: 10 damage and 120 damage over 3 rounds and +5%

Novice Mechanic: 225-355 damage to all enemies

Electricity Bolt: 455-575 damage and -5% to self

Learning Mechanic: 10 damage to all enemies and 775 over 3 rounds

Rebuild: 255-355 to all enemies and -90% to next incoming spell on self

In another post I will do part 2 of Tech Spells!!!

To be Continued ........

Defender
Jul 21, 2013
125
Part Two

Here is part two of tech school!!!

Major Volt: 555,666,or 777 tech damage and +20% to next spell

Mechanical Dragon: 880 tech damage to all enemies and 250 over 3 rounds

Master Mechanic: 1350-1400 damage and 450 health over 3 rounds

(Shadow Pip) Ultra Jolt: 555,666,or 777 damage to all enemies and +20% to next spell

(Shadow Pip) Master Of All Mechanics!!!: 2400 damage to all enemies and 1200 damage to self

KI please look at this idea and try to add it to the game, my post on solar school might be a nice one to add too.

Geographer
Apr 29, 2012
861
It sounds like another primary school, which honestly would be too much work at this point (remaking all of WC to PL to fit the school creatures, lore & items in). Some of these spell ideas sound really great, but again, they'd be better off being modeled to fit with an existing school. Also (not that important) you said this would be the 8th school, but we already have 11.

Defender
Jun 09, 2015
116
The Weather Man on Jun 7, 2016 wrote:
Part One
I have come up with a new school. I hope to add an 8th school to the game.

Tech Blade: + 45% to next tech spell

Tech Trap: +25% to next tech spell

Minor Tinker: Raise a trap or blades damage boost by 5%

Tinker: Raise a trap or blades damage boost by 10%

Major Tinker: Raise a trap or blades damage boost by 15%

Cog Wheel: 90 damage and -5%

Refurbish: 150 health and +15%

Electricity Zap: 10 damage and 120 damage over 3 rounds and +5%

Novice Mechanic: 225-355 damage to all enemies

Electricity Bolt: 455-575 damage and -5% to self

Learning Mechanic: 10 damage to all enemies and 775 over 3 rounds

Rebuild: 255-355 to all enemies and -90% to next incoming spell on self

In another post I will do part 2 of Tech Spells!!!

To be Continued ........
theres two ways why there should never be a tech school one is that tech isn't magic and two is that storm is the hi-tech school

Survivor
Dec 22, 2011
8
what's the symbol? Two wrenches like a pirate flag? Interesting. I have an idea!
oil:100 damage and -50 accuracy
Pets!
Mini bot: gives oil spell for 2 pips
Firegut: Gives firegut spell
Story line?
At level 110, a new threat has come to wizard city, the creator. He has gone mad due to aggravation with evil. He decided to attack all of the wizards to stop it. There is only one person who can show you how to beat him, Hammer Time (The crab tech teacher). Darkness has fallen on wizard city and only you can stop it.
World: Wizard city
Place: The void
Reward: permanent Flareus minion: permanent minion, rank 20(level 110)
Max level: 120

Survivor
Aug 19, 2014
36
I actually had an idea for a Tech school a while ago. My idea was Tech wizards are weak, but make up for that with all their extra gadgets. So, they focus on traps, blades and utilities to improve their attacks. Also, they have certain traps/blades that can be casted at the same time as others, meaning you could select up to, say three at the same time, if it allowed.

Some examples of ones that could be casted simultaneously:
Simple Trap: +10% damage
Miniaturized Trap: +20% Tech damage
Double Trap: +10% trap, +15% trap
Simple Blade: +15% damage
Rusty Blade: +5% damage
etc.

Some others, only casted at once
Energized Trap: +5% per pip
Mechanized Blade: +20% Tech, give one pip
Trap Storm: +30% trap to all
etc.
I'm sure I could come up with better ideas, but you get the jist. They have really weak attacks, but you put down 20 traps and blades and bam