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Minion Enchantment Spells

AuthorMessage
Explorer
Dec 09, 2011
65
For the minion enchanted spells I think it would be very good to have some spells to support are very own minions. Such as "Minion Armor" that will double the minions health. Such as (400 health) Turned into (800 health). "Minion Protect" that gives the minion 10 resist to all schools but also increases the school its opposing schools such as Myth and Storm will increase there bonus effect when dealt with damage. "Minion Enhancer" that will give the minion 15 attack to all damage spells and 10 accuracy. Also the "Double Trouble" Which makes 2 minions, but decreases their health such as. 400 heath turns into 200 health for each minions. Or in other words split the health in half.

I'm not good at explaining things clear or have good ideas but the reason that I want this to happen is for selfish reasons.
One of them is so that our minions have a better chance of helping in powerful PvP matches. While also helping outside of pvp.

So far the new spell ideas.

"Minion Armor" "Minion Protect", "Double Trouble"
Doubles the minions health Gives minion 10 resist to all schools Makes 2 minions instead of one.
400 makes it 800 But increases the schools of opposits. But cuts their health in half.
350 makes it 700 &,&&

As for the levels to get these kind of spells. It could be great for levels such as 20-50 for "Minion Protect". "Double Trouble" for levels 60-80". "Minion Armor" I believe the card will help for levels 90-100 or higher depending on what comes in the future.
And as for "Minion Enhancer" 50-75
Effect: Gives 15 damage and 10 accuracy.

If ANYONE has anything to make these spells better (or fair) please comment on them or add to these kind of spells to make the game better.

Delver
Jan 21, 2014
284
Oh my gosh i need this ASAP

My minion ain't that strong (she is the first life one) so having these kinds of spells would be awesome. So if i'm correct, the effects are:

Minion Armor: Doubles Health.
Minion Protect: 10% universal resist, exception of the opposing school.
Minion Enhancer: 15% universal damage + 10% accuracy boost.
Double Trouble: Casts two minions and splits health.

Although the level based for them are terrible. I think we should get them at levels 20-30, all of them, maybe a vendor in marlyebone. I would also say that they could work like enchantments (like the school) so it could be easier so animate.

Explorer
Dec 09, 2011
65
Thanks I'm not to good at choosing the right time for spells for getting.

The reason I wanted them for higher levels was that I wanted them to be fair. (So that no one will get spammed by them)

I also thought of them as as well but I must have forgotten to add that

I think you are right for the levels 20-30
for most of them I don't think it would be good to have "Minion Armor" for level 20-30

Maybe for level 80-90 or 100 because myth at level 55 (or 56) get a minion that's health is 1000 for 5 pips. Meaning that with "Minion Armor "they get 2000 health. (Not to good for Player Vs Player)

However for the rest i'll agree.

Thanks for the input.

Explorer
Dec 09, 2011
65
Oh I almost forgot If these New spells are not aloud in Player Vs Player then I'll be fine if the Minion Enchants are for levels 40-50. (Minion Armor I mean)

Delver
Jan 21, 2014
284
copycatingwizard on Aug 4, 2015 wrote:
Oh I almost forgot If these New spells are not aloud in Player Vs Player then I'll be fine if the Minion Enchants are for levels 40-50. (Minion Armor I mean)
Good idea. It really doesn't matter at what level we would get them, the point is to ACTUALLY get them.