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Unlocking the Darkness

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

imageUnlocking the Darkness

After battling through the Eclipse Tower in Khrysalis, Wizard101 players can potentially unleash their inner darkness by training shadow spells. Shadow magic is supposedly the most unstable and difficult magic to control. In fact, Bartleby and Grandmother Raven urged Merle Ambrose to stay far away from it. Luckily, rebellious wizard is my middle name.

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¯\_(ツ)_/¯ 


Comments

  • CoolCyberCoolCyber Member UncommonPosts: 1
    Another good option would be to add a higher shadow pip percentage to gear. It doesn't need to be as high as the regular pip percentage, but something around 15% shadow pip percentage would go a long way. For a lot of schools their shadow enhanced spell is their go to spell in battles so being able to use it just as quickly as a normal spell is extremely important.
  • Rachel_DayRachel_Day Member UncommonPosts: 3
    What about nested fury?? or gaze of fate?
  • VanessaMythdustVanessaMythdust Member UncommonPosts: 16

    loserurs said:

    What about nested fury?? or gaze of fate?



    Those are both great examples of powerful shadow enhanced spells. I only listed a few, but there are many many more!


    ~Vanessa Mythdust
  • a_wizard_from_oza_wizard_from_oz Member UncommonPosts: 4
    Ki need to introduce pet talents with "shadow" enhancements such "Shadow Pip +% chance" and Gear that actually has true dedicated Shadow spell enhancements such as Plain Damage and Resist. I think more combination Shadow & Standard pip spells should be developed that allows access to other school spells using plain pips without the need for other school mastery amulets when using power pips. But I agree with the writer, I only use "Shrike" and the new combination school spells.
  • technonecrotechnonecro Member UncommonPosts: 1
    you shouldn't be able to get shadow pips against somebody half your level, it should become 0% when facing a grand because that's what anybody with common sense would've done.
  • AlvinGreenwoodAlvinGreenwood Member CommonPosts: 1
    Hey, just wanted to point out that the highest possible shadow pip chance I can seem to be able to conjure up would be 15%. This is possible with armor from darkmoor as well as the Time Wardens boots for 6% shadow pip chance, along with three 3% shadow pip chance jewels. You have to put these on a deck with a triangle slot, and the Tamauji's Discerning Dagger (which has two triangle slots). This plays off the base 20% shadow pip chance for a nice 35%. I'd love to hear any other further improvements on the set!
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