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New Combo World! Valknenire

AuthorMessage
Explorer
Apr 04, 2010
56
Hi, my world is basically a combination of the worlds posted so far like Scythia, Olympia, Mysterious, etc. (not copied). Here is my idea.

Story: Valknenire was a land of the 4 Knights of Honor and the Crows of Vengeance. They used to live in peace until the Crows of Vengeance grew greedy and wanted the other half of the land. The 4 Knights of Honor were summoned to the Colosseum of King Harusom. The 4 Knights of Honor won by summoning the dragons and the Crows fled. Eventually, the 4 Knights grew old and tired, but the Crows were timeless. In there last attempt to protect Valknenire, the Knights and Crows fought again in the Great Fields of Battle. The Crows won this time and the Knights of Honor and their King were forced to obey their commands. The Crows decided to have pity on them and still let them live there. The land was clouded with a black invisible vortex so unwanted visitors could not enter. Centuries later, the Umbra Queen, in her attempt to escape from Celestia, ran through the vortex and into Valknenire. The Umbra Queen ran into the place and the Crows and the Knights had no choice but to team up and defend Valknenire. But the Umbra Queen was strong, she had them defeated in no time. She forced them to tell her the secrets of her magic so that she could overthrow Merle Ambrose with spells he never heard off or she would destroy the land. Soon enough, she had the spells and began her newest dark plans here.

Storyline: After finishing the main quest in Celestia, Merle Ambros calls you into his office because he sensed a new world has opened in the Spiral Door. It is there but it is blocked by a vortex. Just when you get back, Merle Ambros received a letter from one of the Knights saying that they needed help because of this evil witch (Umbra Queen). He says the land is dangerous and full of new monsters and schools called Draco, Monster, and Heroes. Immediately, Ambros sends you to your teacher for a new spell.
These spells focus on Knights.

Fire: Blaze Knight
Rank 9
750 Fire Damage + 450 Fire Damage over 3 rounds to all enemies and -50% Accuracy to next spell

Ice: Frost Mancer
Rank 9
795 Ice Damage to all enemies and stun, and -35% damage weakness

Storm: Lightning Bringer
Rank 9
1100 Storm Damage to all enemies and remove all charms and wards

Balance: Knight of Honor
Rank 9
820 Balance Damage to all enemies and add a hex

Death: Vortex Soldier
Rank 9
700 Death Damage to all enemies and swap half to heal and add a Infection

Life: Earth Fighter
Rank 9
930 Life Damage to all enemies

Myth: Forgotten Knight
Rank 9
150 Myth Damage + 850 Myth Damage to all enemies

After learning these spells, Merle Ambros sends you to Valknenire where you will consult with the Knight that sent you the letter in the Palace Sanctuary (Commons). The place is a medieval looking place with old time shops and people clothes. The Vendors here sell gear for Knights and levels 60, 65, and 70. Beware, there are new types of abilities now. We now have Ultimate Power (triples the damage or heal): Maximum chance, 15%. Along with this we have lucky hit (Adds 50% Damage or Heal): Maximum chance: 50%. We also have new power pip abilities, we have grand pip (equals 4 pips for any school): Maximum chance: 45%, and Double-Chance (gives a chance that you may cast another spell with the amount of pips you already have): Maximum chance, 50%. And this you will all like, Ultimate Block (lowers damage by 3 times): Maximum chance, 25%. Keep in mind that this can cancel out lucky hit, ultimate power, critical, and(or) if it doesn't score anything at all. This will block it all! And with these new abilities around, so do our gear! Our gear will now also give mana and add certain amount of damage to spells or subtract to keep things fair now that we have these new abilities.

There will be a crow guarding the entrance to the schools of Draco, Monsters, and Heroes. He will give you test to choose your main one. Draco focuses mainly on combining two different kinds of spells in one spell like damage and add trap, shield, ward, etc. Sort of like the life spider or ice tiger spell. Being a Draco school adds a flat 35% Interrupt Charge with full amount of pips. Additionally, it also adds 500 Health and gains 30 every level.

Monsters focuses on doing mana damage and heal. Being a monster gives you the ability: Cheat Hit, has a chance that your spell will cost no mana or pips. Being Monster adds 250 Health and mana and gains 30 every round.

Heroes focuses on summoning the ultimate minion bosses and polymorphs but for a lot of pips (so you will still want to keep your minions). It has decent damaging spells that summon minions after it. This gives you the ability, height tolerance. That means every time an opponent does a spell rank 4 and above and you still live, you put a tower shield on. This gives you 600 Health and gain 35 every level.

For your quest, the Knight sends you to the Field of Dragons where you will collect some scales and then battle some tough bosses to form a smooth dragon scale. You will then search for a dragon egg in Dragon Spyre and wrap it up with the scale. You bring it to the Drake Hatchery and it hatches into a Zap Dragon. You take it back to the Knight who then sends you to the Temple of Monsters. Here you will set it free and you receive a zap dragon pet )Pedigree 60 Draco Type, changes depending on your school). Here you will defeat all the monsters here and talk to the lost lady here. She says a frightening creature crawled up that tower and you have to defeat it.
She gives you a monster amulet which you bring to the Great Summoner
and you summon a boss. You defeat it and collect it's sword and bring it to the Knight. You then take the sword and ride the dragon to the Long Lost Battle Field where you will defeat all the bosses there and open the gate to the Colosseum of King Harusom. He sends you to train and defeat the spirits of the Knight and sends you to the dungeon of Knowledge, you here about the Umbra Queen plans and you go to all the world bosses and find that the power is all soaked up. You are then sent to the Island of the Lords and they tell you in order to defeat the Umbra Queen now, you must defeat Ambros (training). You fight and win and you are sent to the Dungeon of Power and defeat 3 bosses there to collect the spirits of Draco, Monster, and Heroes and go to Ravenscar, Grizzeleim. You take it to the Crow there and he replenishes the power and tells you to put it back in each world. Then he sends you back to the King who sends you to the Dungeon of Courage, here you will face the hardest boss besides the Umbra Queen, Merle Ambros (Dark) defeat them and go back to the King. He then sends you to the Umbra Dungeon where you will defeat the Umbra Queen.