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NEW! Dungeon Zone of Aquila

AuthorMessage
Historian
May 06, 2009
630
Dakota Death on Jul 17, 2013 wrote:
Waterworks gear was a milestone. It gave us one set that said we'd arrived. It looks like nothing else in the game, and was clearly the best all around stats for the next 20 levels. That didn't mean we couldn't use other things. Certain items are better for specific stats or situations, but WW was the standard and a badge of honor. That feeling of "wow, I've made it" was special, and I think a lot of veteran players who have now made it through Azteca want that again - unique looking and clearly top quality sets.

As far as stats I think most of us agree that universal resist shouldn't go much higher than WW. Ice and Jade gear is already excessive. But we should at least keep everything what we have, and gain in crit and block which scale down as we level up. A bit more power pip % and accuracy would be logical. We have grown up in the game and become stronger, so it makes sense we'd have learned to avoid fizzle and cast higher rank spells faster. Pierce may become an issue in the next world. We are starting to see enemies with more than one resist and some that cast multiple shields. Then the question becomes should we be more general, with even stats between schools, or more specialized, with life and ice gaining extra health, storm and fire extra damage, balance proprietary buffs, etc. That should be discussed with players IMO. I like each school to have personality, so I'd go for more individuality, but I know some players who solo everything want all their wizards to be able to adapt. The best would be to offer a couple options, such as an all-around set from one boss, and single purpose sets from another. The we could customize to our own playing style.

I have a feeling that right now one hand at KI doesn't know what the other is doing when it comes to gear and play styles. On one hand they seem reluctant to give high levels outstanding gear, but they are putting wildly OP items in packs and level 30 drops. It doesn't make sense.
Hmm, I guess that makes some sense. I'm glad to hear that you don't really want a heavy amount of more Universal resist, but more critical and critical block is understandable. From the hat that I posted, it seems critical is increasing. I haven't seen the robe yet so I'm unsure if Critical Block is increasing as well, but I'd assume yes.

I'd agree that I'd like each school to have it's own individuality. Like if Ice can get high resist, I'd like it if all schools could have that special stat to get a lot of that. Like Death with 80% Damage or Life with more health etc etc.

You know on your last statements...um...I wanna say I think KI knows what they're doing in away. Like if you're spending your money on packs, you should get exceptional gear that's at random (if you could just get it, the challenge for dropping it, crown price, or reagents for crafting would be insane). I also do feel there is some reluctantness in KI's ability to give powerful gear but I feel PvP way have a knife behind their back about it (lol), That or they're trying to keep a challenge without making gear that's so powerful it's literally a breeze to go through and people would eat through content and PvP would have another heart attack with some people having this set (ugh, Jade Gear all over again...). The major thing is, KI wants to keep a challenge or make us work with in these battles and give us gear that keeps said challenge, yet improves us (but not make us like gods or something). It's an annoying process would have to say, but you have to tweak it until it's perfect. So, in the end, I think it's all to keep us playing long enough for a good battle and giving us a challenge.

Also, we all should know by now KI always keeps surprising us. It's possible that, maybe, what we're seeing now isn't everything KI as planned yet. We still have 1 more world to do and it's possible bigger, badder, and way more awesome gear awaits us (Aquila kinda tells me, the last world may not be built off of Azteca)

Survivor
May 30, 2013
2
Molly the Balance ... on Jul 12, 2013 wrote:
Wait... Will this increase the level cap? It is a side world, so I'm confused.
I am sorry to say that this world...um...place will not increase the level cap.

Issac Ice level 39 magus thaumaturge

Champion
Mar 27, 2011
403
Cunning Finnigan S... on Jul 18, 2013 wrote:
Hmm, I guess that makes some sense. I'm glad to hear that you don't really want a heavy amount of more Universal resist, but more critical and critical block is understandable. From the hat that I posted, it seems critical is increasing. I haven't seen the robe yet so I'm unsure if Critical Block is increasing as well, but I'd assume yes.

I'd agree that I'd like each school to have it's own individuality. Like if Ice can get high resist, I'd like it if all schools could have that special stat to get a lot of that. Like Death with 80% Damage or Life with more health etc etc.

You know on your last statements...um...I wanna say I think KI knows what they're doing in away. Like if you're spending your money on packs, you should get exceptional gear that's at random (if you could just get it, the challenge for dropping it, crown price, or reagents for crafting would be insane). I also do feel there is some reluctantness in KI's ability to give powerful gear but I feel PvP way have a knife behind their back about it (lol), That or they're trying to keep a challenge without making gear that's so powerful it's literally a breeze to go through and people would eat through content and PvP would have another heart attack with some people having this set (ugh, Jade Gear all over again...). The major thing is, KI wants to keep a challenge or make us work with in these battles and give us gear that keeps said challenge, yet improves us (but not make us like gods or something). It's an annoying process would have to say, but you have to tweak it until it's perfect. So, in the end, I think it's all to keep us playing long enough for a good battle and giving us a challenge.

Also, we all should know by now KI always keeps surprising us. It's possible that, maybe, what we're seeing now isn't everything KI as planned yet. We still have 1 more world to do and it's possible bigger, badder, and way more awesome gear awaits us (Aquila kinda tells me, the last world may not be built off of Azteca)
Thank you for those thoughtful comments. I agree they will surprise us, and it will be awesome as usual. It just seems a bit confusing when level 70 gear is giving up a few points of damage and gaining barely enough crit to keep up with our level increase, yet level 30s are getting wands with+10% damage, robes with potent trap, and level 10s can get Earthquake from pack gear. I don't see the logic in nerfing high level stuff and insanely overpowering mid level gear. A lot of people were complaining about difficulty in AZ, yet the level 90 gear seems to be dropping univeral resist and block.. Why do players in GH and MB suddenly need +10% extra damage and Archmage level enchantments? Should a wizard city player really have a 6 pip AoE? I'm not seeing the logic in doing that, yet denying Prometheans even modest stat gains across the board.

A+ Student
Feb 25, 2009
1521
Cunning Finnigan S... on Jul 18, 2013 wrote:
Hmm, I guess that makes some sense. I'm glad to hear that you don't really want a heavy amount of more Universal resist, but more critical and critical block is understandable. From the hat that I posted, it seems critical is increasing. I haven't seen the robe yet so I'm unsure if Critical Block is increasing as well, but I'd assume yes.

I'd agree that I'd like each school to have it's own individuality. Like if Ice can get high resist, I'd like it if all schools could have that special stat to get a lot of that. Like Death with 80% Damage or Life with more health etc etc.

You know on your last statements...um...I wanna say I think KI knows what they're doing in away. Like if you're spending your money on packs, you should get exceptional gear that's at random (if you could just get it, the challenge for dropping it, crown price, or reagents for crafting would be insane). I also do feel there is some reluctantness in KI's ability to give powerful gear but I feel PvP way have a knife behind their back about it (lol), That or they're trying to keep a challenge without making gear that's so powerful it's literally a breeze to go through and people would eat through content and PvP would have another heart attack with some people having this set (ugh, Jade Gear all over again...). The major thing is, KI wants to keep a challenge or make us work with in these battles and give us gear that keeps said challenge, yet improves us (but not make us like gods or something). It's an annoying process would have to say, but you have to tweak it until it's perfect. So, in the end, I think it's all to keep us playing long enough for a good battle and giving us a challenge.

Also, we all should know by now KI always keeps surprising us. It's possible that, maybe, what we're seeing now isn't everything KI as planned yet. We still have 1 more world to do and it's possible bigger, badder, and way more awesome gear awaits us (Aquila kinda tells me, the last world may not be built off of Azteca)
I think Dakota Death explained it fairly well. No there should not be any massive increases to an upgraded WW gear but some at least.

As Dakota stated, some increase in Power pips and accuracy would also go a long way for a lot of players. But with the weakening of the equipment that is currently showing up in the game, you would think with these new dungeons, there would be something better after completing the Immortal games.

What ever KI has in mind with the nerfing of the gear, it certainly isn't gaining in popularity except maybe with the PvP community. The problem is the gear is not keeping a lot of players playing. It is having an oposite effect. They are doing one of three things. (1.) they have returned to playing the first arc only, so KI still gets revenue (2.) switched over to P101 which still gives KI revenue so not problem, and (3.) they are fed up with the huge increases of difficulty and have said enough NO more revenue for KI in this case.

Yes, we still have one more world in this arc, but what about the next arc? At the current rate, with nerfed gear, no Power pip increases for our wizards, more worthless quest drops, the final world in this arc and the next arc are going to be even less populated except for the really extreme gamers.

For a game that started out advertising as and still is advertised as an E10+(children)"Family Friendly" casual game, something has gone amiss. Yes there are still some kids that do have the mentalitly to play in AZ but many do not. (And NO, I am not saying they are dumb, the game just is not grabbing them now like it did with the first arc.)

Example, I have 2 younger family members that played up until post CL. They left before WT and WW were released. They have since then watched me at various times in all of the worlds in the second arc. Both are in just under 15 and there is nothing in the game that will entice them to return even with my life wizard to help them through. I have friends with family members that DID play, but, don't now and have no desire to return. There are many more families that have left for the same reasons. Where is the "Kid, Family Friendly" now? I am not saying the game should be mirroring the first arc, but to keep those players, it is going to have to have a better wizard/mob/boss balance than what it has now in the second arc and future arcs. Otherwise all you will have are extreme gamers and that may not be enough revenue to keep the company going

Historian
May 06, 2009
630
Dakota Death on Jul 18, 2013 wrote:
Thank you for those thoughtful comments. I agree they will surprise us, and it will be awesome as usual. It just seems a bit confusing when level 70 gear is giving up a few points of damage and gaining barely enough crit to keep up with our level increase, yet level 30s are getting wands with+10% damage, robes with potent trap, and level 10s can get Earthquake from pack gear. I don't see the logic in nerfing high level stuff and insanely overpowering mid level gear. A lot of people were complaining about difficulty in AZ, yet the level 90 gear seems to be dropping univeral resist and block.. Why do players in GH and MB suddenly need +10% extra damage and Archmage level enchantments? Should a wizard city player really have a 6 pip AoE? I'm not seeing the logic in doing that, yet denying Prometheans even modest stat gains across the board.
That is rather odd...

When I did the level 30 dungeon (and I'm level 90), there were areas where I was like "wow for level 30's this is a challenge," I guess to compensate for the big challenge, they would give them big reward drops? I'm confused just as you on this one. I'll call it interesting, but definitely odd...

I don't think level 30's and below really need all that power, but if Aquila is like the Wintertusk of lower levels...maybe? No, no, yeah I don't think they need all that.

As for level 70s and 90s drops, they could really use some improvements. I'm not sure why lower levels get all this power and higher levels don't. I don't get why that would be the ideology behind KI's motives for doing all this. Maybe it's to keep the challenge or see how we can play with what they give us and push for more player strategies or grouping. I dunno! I'd have to think on this one...

Historian
May 06, 2009
630
DragonLady1818 on Jul 19, 2013 wrote:
I think Dakota Death explained it fairly well. No there should not be any massive increases to an upgraded WW gear but some at least.

As Dakota stated, some increase in Power pips and accuracy would also go a long way for a lot of players. But with the weakening of the equipment that is currently showing up in the game, you would think with these new dungeons, there would be something better after completing the Immortal games.

What ever KI has in mind with the nerfing of the gear, it certainly isn't gaining in popularity except maybe with the PvP community. The problem is the gear is not keeping a lot of players playing. It is having an oposite effect. They are doing one of three things. (1.) they have returned to playing the first arc only, so KI still gets revenue (2.) switched over to P101 which still gives KI revenue so not problem, and (3.) they are fed up with the huge increases of difficulty and have said enough NO more revenue for KI in this case.

Yes, we still have one more world in this arc, but what about the next arc? At the current rate, with nerfed gear, no Power pip increases for our wizards, more worthless quest drops, the final world in this arc and the next arc are going to be even less populated except for the really extreme gamers.

For a game that started out advertising as and still is advertised as an E10+(children)"Family Friendly" casual game, something has gone amiss. Yes there are still some kids that do have the mentalitly to play in AZ but many do not. (And NO, I am not saying they are dumb, the game just is not grabbing them now like it did with the first arc.)

Example, I have 2 younger family members that played up until post CL. They left before WT and WW were released. They have since then watched me at various times in all of the worlds in the second arc. Both are in just under 15 and there is nothing in the game that will entice them to return even with my life wizard to help them through. I have friends with family members that DID play, but, don't now and have no desire to return. There are many more families that have left for the same reasons. Where is the "Kid, Family Friendly" now? I am not saying the game should be mirroring the first arc, but to keep those players, it is going to have to have a better wizard/mob/boss balance than what it has now in the second arc and future arcs. Otherwise all you will have are extreme gamers and that may not be enough revenue to keep the company going
Ok, I got it on the Waterworks upgrade More critical and block with Pip Chance and accuracy is good enough. Other stats should be left alone. That's fair.

As for your second point, about the nerfing of gear. Yeah, gear and challenge I'm noticing is knocking away a lot of players. It doesn't bother me too much as I only use crafted gear, but since crowns gear can be out of people's budgets and the time for crafting gear is becoming unentertaining for some. So I can see that with drop gear falling to the seams (no pun intended) it's not making players want to do much with these worlds (and Kingsisle puts so much work into these. It's a shame). I can agree that I don't understand why KI doesn't make dropped gear more attractive stat-wise. Why the relunctantcy? Why go through all this work and designing and scheduling only the make players not look your way?

I have been fearing the third arc. After Azteca, I'm still fearing the last world, because I can sense all the backlash that might come about. I fear the "This Boss Impossible" posts. "Morganthe Insanity!!!!" posts. I don't want another run with all of that. I don't want KI to put in all this work for nothing or like a slap to their face (how interesting would that be?). I sometimes think that since it will take time to repair or tweak the 2nd Arc, and with how so many are not going to attempt it, I don't think KI should even consider doing a 3rd arc. Not now. Not until everything is at least 80-90% satisfactory with the community. As in PvP fixes, 2nd Arc fixes, crafting fixes, drop fixes, the whole 9 yards. Otherwise, there's not going to be a point in even doing the first world to the 3rd Arc.

At the same time, maybe the Arcs don't need to be very populated, just need to be able to pay off the budget that they spent (but it would be very sad to see no one playing much)

I think the game is still Family Friendly and casual, as dialect, artwork, content etc. don't seem to match that of more true hardcore games that can be rated for Teen+. However, even if it's rated E10+ because of content, that doesn't mean it won't hard (we've definitely seen that). I mean look at some TV shows that are rated TV-Y7 or TV-FV-Y7. Just because they are these ratings, doesn't mean they're good or can't get confusing as they can. What I'm showing is that the challenges of Wizard101's 2nd Arc are difficult and more mentally challenging while the content portains nothing graphic for families.

Despite the many complaints and concerns from the community that sum to a lot of people, I'm unsure if that's a larger portion of the 35 Million players. It could be possible that there are more players who can make it to these higher levels and are fine or KI is making enough revenue just from their Crown Shop items like packs, castles, mounts etc. Or even from people visiting their website. Who knows?

Survivor
May 11, 2012
11
A definite go with my partner and I. He's doing it as I type this, and having fun. I'm having fun watching him go through the quests, etc. He is a character, level 90, and says it's definitely well worth the effort. Well done on the test with this. I say get it up and going sooner rather than later.

Survivor
Aug 04, 2010
2
I feel like this is a teaser for the last world in the second chapter of the game. The mirror will break the horn will call the shadows i strike and the skies will fall. This seems like a sky world so just a thought

Survivor
May 20, 2009
4
professor greyrose why is it that when I go into an dungeon with random low level people in Aquila because I just randomly did that I get their level gear I don't want their level gear I want my level gear. also is tartus the only level 90 dungeon do you not get level 90 gear from any other dungeon?

Delver
Feb 28, 2012
230
Since Aquila is part of wizard City the left button under the compass should return you to The Commons. But it acts like Aquila is its own world and returns you to the Garden of Hesperides.

Think about Wintertusk and Grizzleheim: if you use that button in either one, you are returned to Northguard.

A+ Student
Feb 25, 2009
1521
grahambhg on Jul 29, 2013 wrote:
Since Aquila is part of wizard City the left button under the compass should return you to The Commons. But it acts like Aquila is its own world and returns you to the Garden of Hesperides.

Think about Wintertusk and Grizzleheim: if you use that button in either one, you are returned to Northguard.
In most cases yes, that is how it should and does work. But in this case, I would have to say leave it as it is. That button just takes you back to the Garden in Aquila and from there it is only a short walk to return to Cyclps Lane from which you can port to the Commons.. This is one Zone that most do not want to pot to the commons only to have to run all the way back.

Survivor
Dec 03, 2011
18
BrynnerOfReign on Jul 13, 2013 wrote:
I do like the fact you can go straight to the recipe vendor instead of opening it up by doing a bunch of quests or dungeons.

However, I have my doubts about the gear. On quick glance the stats look great, but it's missing essential factors that customers have been asking for. At this level of game play (90+), we do need great gear. Granted, critical doesn't seem to be such a huge factor in PvE any more (so why have it?), but to eliminate critical block and universal resistance? Preposterous. Not only that, but most of the new crafted wands don't make up for the lack of critical block in the gear at all.

It would be nice if we had an updated Waterworks-type gear with all the necessary stats that we need to be able to use against the ever-growing power of the mobs and bosses. Not all of the dropped/purchased/crafted gear needs to be missing such a great amount of stats, or one or two necessary stats. Why can't we have something universal that we can build on? Why do we have to sacrifice SO much just to get a little bit of something else? Having a variety of gear to choose from to craft would be wonderful. That way people can mix and match what they want, depending on if they want defense, offense, or a combination of both.

For level 90 gear, why do we have to farm for another piece of gear just to craft another? Huh? I'm really not sure what KI is thinking. Granted, this is Test Realm and things can change, but I find myself extremely disappointed that the dropped gear and the crafted version are once again, seriously lacking for what we need.

Overall I thought the dungeons were fun. It was something new and different that caught my attention and I was anxious to try it out. The look of the zone is wonderful, and many of the enemy spell animations are awesome!

I do agree with others that if they are to spend 12,000 crowns to open the dungeons, then it should be worthwhile with a variety of really awesome drops (and maybe some rarer stuff?).
Did you also notice that you need to have the gear to craft the gear? lol. What's the incentive to craft it once you have it. Pretty silly.

Survivor
Dec 03, 2011
18
Monsoon Jo on Jul 13, 2013 wrote:
Aquila is too grand a place for it to be just a zone, I do hope professor that you have something better planned for it because if this is all you have for this wonderful world (Pirate101-wise), you just lost one of your best possible expansion. I am not too keen on having side-worlds or zones that doesn't even give a new level cap.

If it is meant to give struggling players a chance of reprieve from Azteca's difficulty and let them gain enough XP to enter it, its fine. But for prometheans already, it is a waste of time, precious world location and storyline, if it only gives a chance for better drops because it could have easily been done with the existing worlds. Understand that I really am wowed with Aquila entering the world of W101, Im just too disappointed how it will be used.


-------Prometheans------------
Monsoon Jo, I completely agree with you. I, personally, don't play Pirate101, didn't like it. But the fact that they spent 8 months coming up with a side-zone, rather than a new world where we can continue advancing our Prometheans, is a complete and utter let down. They could've incorporated new drops in the existing worlds rather than work on a side zone for the drops. Seems to me that they're too busy looking to make more money than satisfying the players trying to advance.

That aside, I do love the new Myth Spell and hope to see it as a Myth school spell to aquire. The world looks good, but really... waste of time.

I loved the difficulty of Azteca's bosses and go back and fight them constantly because of it. Although it's not much of a challenge when Centaur can kill the bosses in one hit. lol. I was disappointed at the Star School back in Azteca, for life because it gave only healing, when they should've made it like balance school, a choice of extra damage or extra healing. Didn't need the healing because we already have Mend.

But seriously, KI need to buckle up and get busy getting a new, questing, storyline world out to advance Promethean wizards. This whole Aquila is a complete and utter joke. Those who love it obviously don't have many Promethean wizards waiting to continue the game.

A very disappointed

Defender
Sep 10, 2011
191
Tiggs78 on Jul 30, 2013 wrote:
Monsoon Jo, I completely agree with you. I, personally, don't play Pirate101, didn't like it. But the fact that they spent 8 months coming up with a side-zone, rather than a new world where we can continue advancing our Prometheans, is a complete and utter let down. They could've incorporated new drops in the existing worlds rather than work on a side zone for the drops. Seems to me that they're too busy looking to make more money than satisfying the players trying to advance.

That aside, I do love the new Myth Spell and hope to see it as a Myth school spell to aquire. The world looks good, but really... waste of time.

I loved the difficulty of Azteca's bosses and go back and fight them constantly because of it. Although it's not much of a challenge when Centaur can kill the bosses in one hit. lol. I was disappointed at the Star School back in Azteca, for life because it gave only healing, when they should've made it like balance school, a choice of extra damage or extra healing. Didn't need the healing because we already have Mend.

But seriously, KI need to buckle up and get busy getting a new, questing, storyline world out to advance Promethean wizards. This whole Aquila is a complete and utter joke. Those who love it obviously don't have many Promethean wizards waiting to continue the game.

A very disappointed
While playing Pirate 101, I met someone who got 3 max pirates there because she was bored making wizards. Apparently she has 8 prometheans right now. She was hyped for AQ too, but shared the same sentiments that it doesn't give a new level cap.

With the zone price hotly being bargained for in the forums and central, I have to agree that it shouldn't be well out of reach of crown players. Even with the new "improved" drop rates for pets, new amulets, immortal sets and rare reagents, to justify the price of a zone solely for a chance for "better' items is a scary precedent to the whole price tag equation of future installments.

However, if Aquila will be a "central hub" for drops/items starting now and in the future too, then I guess the price will be better justified later. After finishing it, I figured it will be teeming with wizards who desire challenges, treasure hunters, minion lovers, reagent miners, and "defeat and collect" bored ones too.

One thing is for sure though, because of the quality items it offers (some, not all), KI made the whole W101 world much much larger and longer to finish because it brings more pit stops than the regular loop one has to make to reach AZ. At level 30, 70 and even 90, you are hard-pressed to make a visit. It is brilliant actually. It has more "business sense" than a new world that will only add new content for prometheans.

I do hope that AQ will be a success since it is the best thing to offer right now when players are looking for side worlds, better gears, amber drops, a substitute for crown minions, etc. It's a one-stop shop for wizards who wants "things" and hone their skills too. So it is a balm to ease the pain for all types of players.

Any day now it will go live, I just hope months will go by quickly for the next world to come. Aquila is a rich mythical world in Pirate 101, not like the three small towers it is here in W101. So I'm still hoping that it will play a bigger part later on.

Historian
May 06, 2009
630
Tiggs78 on Jul 30, 2013 wrote:
Did you also notice that you need to have the gear to craft the gear? lol. What's the incentive to craft it once you have it. Pretty silly.
The incentive is that you make dropped gear even stronger after you craft it. For people who are power crazed, it might be something to look into. I have a few of the needed gear sets for other schools and the increase is...ok. I'd love a bigger leap, but as it stands now, once you have the set, you're free to make it more powerful (even if it's a little).

Historian
May 06, 2009
630
Tiggs78 on Jul 30, 2013 wrote:
Monsoon Jo, I completely agree with you. I, personally, don't play Pirate101, didn't like it. But the fact that they spent 8 months coming up with a side-zone, rather than a new world where we can continue advancing our Prometheans, is a complete and utter let down. They could've incorporated new drops in the existing worlds rather than work on a side zone for the drops. Seems to me that they're too busy looking to make more money than satisfying the players trying to advance.

That aside, I do love the new Myth Spell and hope to see it as a Myth school spell to aquire. The world looks good, but really... waste of time.

I loved the difficulty of Azteca's bosses and go back and fight them constantly because of it. Although it's not much of a challenge when Centaur can kill the bosses in one hit. lol. I was disappointed at the Star School back in Azteca, for life because it gave only healing, when they should've made it like balance school, a choice of extra damage or extra healing. Didn't need the healing because we already have Mend.

But seriously, KI need to buckle up and get busy getting a new, questing, storyline world out to advance Promethean wizards. This whole Aquila is a complete and utter joke. Those who love it obviously don't have many Promethean wizards waiting to continue the game.

A very disappointed
I honestly doubt that this is all KI has been working on these past months. Notice how they did 3 updates back to back to back, many of them small. It tells me that they were working on a lot and dropped them in sets or increments. And the years not even close to done. They could be holding their last, biggest surprise specifically for the end. Keep in mind, KI has a huge team and can take on many projects for Wizard101 (not so much Pirate101) at once and then just add them step by step. As I've seen it, many of these updates didn't look to call a lot from the art team, sound team, graphics team, or the writers. Most dialogue was short and small, and other than Aquila, no new builds were made. I couldn't see 8-9 months spent just to work on 4 areas, at least 20 NPC's, and 5 new music themes. KI does a lot more than that (and they have! with PvP improvements and Tourneys).

Aquila is like any other side world that's come out. It gives us break from the main story and something else to do, maybe even something new to craft or farm for. If you're not interested, then you can keep waiting for the next major installment. I could see, based on the current update set ups, at least a month, maybe 2 month, long wait before the next world with an increased level cap comes out with new spells, new story, and a minimal amount of fixes (as many were adjusted with these 3 updates). It could spread longer if they're planning something big (look at the time frame they took for Dragonspyre's release from when the game opened; long wait for the finale). And with what we say in Azteca and Aquila, it should be big.

Like with the massive update with Pirate101, we've gotta be patience.

Explorer
Jan 15, 2012
91
OMG! So excited! i'm gonna finish up AZ
and hurry up to get in the lvl 90+ dungeon! :D :D :D
Can't wait!

Valkoor GoldSong

Survivor
Dec 03, 2011
18
Cunning Finnigan S... on Jul 30, 2013 wrote:
The incentive is that you make dropped gear even stronger after you craft it. For people who are power crazed, it might be something to look into. I have a few of the needed gear sets for other schools and the increase is...ok. I'd love a bigger leap, but as it stands now, once you have the set, you're free to make it more powerful (even if it's a little).
I was pointing out the fact that to craft, for instance, a Robe, you need to HAVE that exact same Robe in order to craft it. So why bother crafting it when you get it. It's like crafting a wand that you already have. No point to it. Yes, I understand about mixing crafted items with acquired items, to make the wizard stronger. But I say again, there's no point crafting an item if you already have it.

Hero
Nov 14, 2010
776
Cole Dunerunner on Jul 13, 2013 wrote:
New world Aquila.
Aquila is a side world. Does this mean Morganthe is not fought at the end or does she try and take something for herself there.

Cole Dunerunner
what do you not understand of this is a zone not a world?

Champion
May 10, 2013
483
Now, the update of "Aquila" has been released to the Live Realm (WooHoo! :D)
I hadn't start Aquila yet, but I really know its fun,

Post your feelings here on how Aquila feels like.

I say on a scale on 1 - 10, I would totally pick 100.

Mastermind
Feb 06, 2010
305
I think Aquila is awesome! The level 30's are getting great gear (My balance (level 42) got some of the gear and his attacks are boosted a lot. Using no blades or traps I tested a 10-pip judgement and it did like 1,300 damage!), They are doing stuff to PvP I like (Making it more offensive) and you can get amber easily now! And I love how level 30's will get more strategy because the first boss in Mt. Olympus has 4,200 health and a 1,120 health minion(s). My balance tried it and he barely made it so I think you are prepping younger wizards for the challenge that comes along(spoiler alert).........Malistaire! Good job KI!
Critical

Historian
May 06, 2009
630
Tiggs78 on Jul 31, 2013 wrote:
I was pointing out the fact that to craft, for instance, a Robe, you need to HAVE that exact same Robe in order to craft it. So why bother crafting it when you get it. It's like crafting a wand that you already have. No point to it. Yes, I understand about mixing crafted items with acquired items, to make the wizard stronger. But I say again, there's no point crafting an item if you already have it.
Ok, yes, each crafted recipe calls for the exact same robe, and I can that it appears silly. However, on Test, I crafted the Level 30+ Death Senator Robe, Boots, and Wand just becasue I already had them. You can say it is better off just you use the gear you already got, and I don't disagree. The point of the crafting recipe is you're taking the dropped gear it calls for, and making the stats of that gear, stronger. For example,

I got Ares' Spear of Havoc (level 30) on test. It gave...

+1 Pip
+1% Death Accuracy
+5 85 Death Damage Wand Spells

So then I bought the recipe since I had the outfit and crafted it, the Adept's Spear of Havoc (Level 30) looked like this..
+1 Pip
+1% Death Accuracy
+1% Death Damage
+5 85 Death Damage Wand Spells

I was like, "Hmm, that's interesting.." The spears are deffinitely identical, but the recipe makes the dropped gear you needed stronger than it originally was. I find that cool. So there's no penalty for not crafting, or more so, empowering the outfit, but it's nice to know you can make it stronger at anytime you want.

Mastermind
Feb 06, 2010
305
Northlite on Jul 13, 2013 wrote:
I am not sure a "Zone" idea is for me. We did take a few wizards though but I felt the first was too difficult for my lvl 38 death and our 38 level Life. My first run henchmen were hired. On the second run I joined the Life with a level 40 fire and a puzzle was not solved correctly because an extra boss fight which was 30,000 health showed up. Leaving and returning seemed to be easier because port out keeps you in the Zone and the first one is close enough to re-enter soon. Some times porting back to wizard in there worked other times said they were busy. I soloed with my death which worked getting back in fine until the 4 minions fight and then it reset the instance on me after my 3rd try.

Our level 80's wizards did the first then second event. I did better with the puzzle but don't know how and we did not have to battle the high health boss. The hints for these things always escape me. The second event we got confused on and it took us hours to complete, it just seemed to go on forever - maybe because we were lost half the time. We don't plan on trying the last one with our level 90's wizards because they all seem to be geared a little higher then the world your wizard's level would be in and I am already getting a brain work out in Aztecia I don't need more of that to complete.

We did get a pet and some no trade gear that was feed to our current pets because of course we got them on wizards it didn't match for, which is the norm for us. I guess it is to discourage people from zipping though for the gear on a high level wizard for their lower level ones? Some of the gear would make a cool stitch too.

In the end I may run the 1st event when it goes live but would pass on the rest of the areas because it really won't benefit me in game much and it just isn't as easy as I would like. Like others though I am really not sure what the point of it is to make me bother.
Yea the puzzle is harsh. But since I play chess I didn't have to put up with a huge hard fight :). And I love how you can make drops stronger. Plus if you fight Ares Savage Spear his Sky Iron Hasta is amazing. Here are the stats:
1 power pip at the beginning of a fight
10% global damage boost
Some 90 damage wand hits
Level 30+ Only.
I think the level 30's will love that. For a vampire with that boost only that vampire does 385 damage!
Plus that level 30+ Zeus gear (Not senator's) is great. I love Aquila altogether.
Critical Death

Explorer
Oct 04, 2009
54
There is a 15 level gap between the 75 dungeon and the 90 dungeon yet there is a 45 level gap between the first one and the level 30 one. Me being a level 57 wizard I feel like Aquila has nothing for me. Perhaps a couple of dungeons for like 45 and 60?

Explorer
Sep 28, 2010
62
I just completed Mount Olympus for levels 30+, and I love Aquila! It was a much needed expansion to keep you level 90's held over until the next world! I hope someday Aquila will play a bigger role in our storyline and hope to see a bigger expansion!

Tip Time: Aquila dungeons are very challenging to solo... So have your potions filled!