Welcome to the Wizard101 Message Boards


Player Guide
Fansites
News
Game Updates
Help

Follow important game updates on Twitter @Wizard101 and @KI_Alerts, and Facebook!

For all account questions and concerns, contact Customer Support.

By posting on the Wizard101 Message Boards you agree to the Code of Conduct.

Promotion!

AuthorMessage
Geographer
Feb 15, 2009
992
i had an idea where you can become higher up after different arcs. At level 50 you can take on a difficult quest from your school trainer an get bonuses from rewards. You get boosts from naturally without gear after level 50 and quest, like 10% damage to your school, plus a skill that helps in battle

storm gets double critical, gives a 10% to score another unblock able critical if the first normal critical goes through unblocked

fire-scorch 10% chance to make a fire dot last 6 rounds

ice-damage stopper 10% to -100% from an attack

life-revive 10% chance to come back with full health if you die and does not work if guardian spirit is active

death-trip up 10% chance to put a +200% trap and -100% accuracy

Myth-impale 10% damage ignores all resist and shields

Balance-power sucker 10% chance steal all single attack target's pips

At level 100 when it exists you get another one. You talk to your teacher and they have 6 different quests and each starts talking to another school teacher, but you only get to pick one. At the end, you get to use power pips with that school and you get all their spells to add in and the bonuses from the 50 quest is doubled and you get 20% chance on the special skill instead of only 10%

Explorer
Nov 21, 2009
61
Those are a little over-powered but I see where your going

Survivor
Mar 06, 2010
17
Yeah that's way too over powered , even 10% is a high percentage and will happen too often , yeah way too over powered. There's one boss that puts a 200% trap on himself in Avalon Jabberock (Misspelled) if he does the Meteor that deals 1900 (No resist)

Mastermind
Jun 02, 2013
311
Yeah... that's overpowered. But if they are implemented, you need to be specific on the Fire one. A DoT for 6 rounds? That's just more of a chance to shield it (say, 36 damage total. Each round: 6 damage) and is useless. Be specific and say something like '10% chance a fire DoT will keep doing the same amount of damage ( say, 300 over 3 rounds, but you get a 6 round. Still 100 damage per turn) for 3 extra rounds'.