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New Dungeon

AuthorMessage
Defender
Nov 19, 2009
127
When the next world comes out, maybe we should have a dungeon giving us lvl 90 gear, like waterworks, only dropping your schools gear. You will get a message from Merle saying that there is trouble around the commons, and he needs you to investigate. When you get there, you notice that the water is turning green, and there is a spell removing water by the fountain in the middle of the lake, and when you talk to merle, he says to go and enter the dungeon there.

Dungeon Name: Palace of the Dragon

When you enter, outside the Palace, there is a guard, who claims to be nameless. He is a Goat, (ikr weird) and he tells you: NOU SHA DAU PAUS! and he turns into a boss and starts to fight you.

Creature Name: Palace Guard
Health: 45,800
Minions: Sea Serpent
Health: 30,000

The sea serpents will shield the boss 3 times every round, as well as blade, and attack everybody with rain of fire 3 times every round. The Guard will use 5 Leviathans everytime you fizzle, and will restore his whole teams health.

That's all for this post, tell me if you like it and I'll make more, and feel free to add suggestions to the dungeon.

Defender
Nov 19, 2009
127
LOL I can't believe I didn't post gear first, gear for balance is:

Hat: Hat of Unbalancing
26% Balance Damage
16% Resist
12% Accuracy
10% PP
Health: 734
Critical: 120

Robe: Robe of Unbalancing
30% Balance Damage
20% Resist
14% Accuracy
12% PP
Health: 956
Critical: 146
Boots: Boots of Unbalancing
28% Balance Damage

18% Resist
12% Accuracy
10% PP
Health: 802

Block: 130

That's it for Balance, coming up next is Ice!

Defender
Nov 19, 2009
127
Now for ice:

Hat: Hat of the Frost Dragon
Health: 978
Critical: 98
Resist: 36% Universal, 20% Fire and Storm
Accuracy: 10%
Damage: 20%

Robe: Robe of the Frost Dragon
Health: 1367
Critical: 118
Resist: 40% Universal, 24% Fire and Storm
Accuracy: -30%
Damage: 24%

Boots: Boots of the Frost Dragon.
Health: 907
Block: 256
Damage: 32%

That's it, and for those of you who think it is overpowered, look more closely. Storm and fire and apparently useless without prisms, and with over 6,500 health and beast resist, the boots were given huge block to not give ice immunity to all schools. And also, the accuracy is lowered with the beast resist from the robe, and the boots would only be taken for the health, block, and damage.

P.S. After I finish the gear I will continue the dungeon.

Defender
Nov 19, 2009
127
Time for storm! This time storm and fire are going to get advantages over ice, despite easy immunity.

Hat: Hat of the Raging Leviathan

Health: 523
Critical: 179
Damage: 46%

Accuracy: 20%
Resist: 35% Universal, 40% to ice
Armor Pierce: 15%

Robe: Robe of the Raging Leviathan
Health: 647
Critical: 276
Damage: 67%
Accuracy: 25%
Armor Pierce: 20%

Boots: Boots of the Raging Leviathan
Health: 469
Block: 140
Damage: 45%
Accuracy: 40%
Armor Pierce: 40%

That's it for storm, but storm and fire are now very close schools thanks to ice, right? Then how about a little fire gear?

Hat: Hat of the Inferno
Health: 597
Critical: 120
Damage: 45%
Accuracy: 20%
AP: 15%

Robe: Robe of the Inferno
Health: 795
Critical: 180
Damage: 56%
Accuracy:25%
AP: 20%

Boots: Boots of the Inferno
Health: 678
Block: 128
Damage: 40%
Accuracy: 40%
AP: 40%

And also some storm and fire only wands:

Storm:

Tri-weapon of Lightning Mountain
Spells: 10 Extreme Jolt 4 Colossal
Starting Pips: +2
Extreme Jolt does 250 Storm Damage

Fire:

Tri-weapon of the Dragon's Heart
Spells: 10 Extreme (whatever fire wands are called) 4 Colossal
Starting Pips: +2
Extreme (...) does 250 Fire damage

That's it, and please comment on what is overpowered and what to do to adjust it.