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(This section has been copied from the wizad101 subreddit for the time being) New & Returning Players
Are there any major updates I should look out for? You can read up on the Latest Update Notes to find out about the most recent additions to the game.
Is the game worth getting back into, or just generally getting into? It depends. A membership is fairly cheap, so buying one for a month to decide if you're interested is a great idea! Additionally, there's a $3 discount if you buy a membership when your account is in a family of accounts and one of them already has a membership. Well worth doing with your friends or family members, but do note that once you join a family of accounts, you cannot get out of it.
What schools are the best schools? Ultimately, there is no "best school" - but each individual can have a school that they main and consider to be the best fit for them in particular.
Fire is the damage over time school. They pack a serious punch, having the second-highest damage on most of their spells throughout the game, but their main identity is slow-burning their enemies to a crisp, which can take slightly longer but have a better payoff. Highlights of this identity include the infamous Scincindiate strat, involving Scald and the Incindiate card from the Professor's Hoard Pack Dalia hat for 200% damage on overtimes, killing major bosses extremely quickly; and the Rain of Fire strat against bosses that use modified versions of Shadow Sentinel to block damage on either themselves or their minions. Ice is the tanky shielding school. They are not as strong when attacking, having the lowest base damage on most of their spells, but a skilled Ice can solo just about anything with the right setup. Highlights of this identity include being a reliable anchor for their team against bosses that can wipe out entire teams at once, and providing the best team defense out of any school with their many shield cards like Legion Shield. Definitely a good choice if you like a challenge, but also a good choice if you want to support your team. Storm is the hyper-aggressive hammer school. With the highest damage in the game, and the optimal max level setup hitting the damage cap without the use of a set bonus, Storms are the preferred hitter in a team setting. When solo, their low health can be a detriment, but they're still incredibly strong in the later worlds. Highlights of this identity include being one of the schools with the highest demand in a team setting and incredible base damage on their spells, easily reaching into the five-digit values of damage with just a few buffs halfway through the game. Myth is the summoning and utility school. They hit harder than the support schools, and are more sustainable than the other hitting schools, but their main identity as the summoner class has felt neglected for more than a decade at this point. Highlights of this identity include extremely useful utility spells, and a plethora of stuns that skip their enemies' turn. In recent years, Myth has become a much better school in PvE due to balancing changes, and I would recommend it as a first wizard for anyone starting a new account. Life is the healing school. As the second-weakest hitting class, their identity as the healers of the game has made them especially desirable in a team setting, as they can keep their teammates alive for as long as they need to with high outgoing healing boosts. Highlights of this identity include being the go-to class for whenever a group needs a healer, so you can always find a team if you're struggling, as well as being the most important role in the new Raids' vanguard teams. Death is the versatile debuffing school. I honestly can't really think of any drawbacks to playing Death, aside from it being relatively tough to start out with due to not getting an AoE spell until level 48, but a Death is extremely desirable in teams similar to Life because of their debuffs, slowing down the enemy's damage and taking some heat off the healer's shoulders. Highlights of this identity include being the most sustainable class by far, with their drain spells healing off any damage they happen to take, complimented by their newfound status as the developers' golden child in terms of gear. I would absolutely recommend having a Death wizard on your account as it's probably the easiest school to play starting in the second arc. Balance is the jack of all trades school. They're sort of in the middle of the pack, and they have some great utility, but their buffs are weaker and it's hard for them to get around any innate resistance to their school or a universal shield. They are, however, by far the best buffing school, with spells that buff up their hitters allowing them to do more damage quicker. Highlights of this identity include high demand in a team setting, and the ability to buff their hitters many more times than any other school could.
How long is the game/how fast can I get through it? I've seen hardcore players beat the first 10 worlds in about 10 days. With a couple hours a day, it could take about 2-3 months. This can be much faster once you're used to it and if you're using a stronger school. Wizard City through Mooshu are all relatively short, and only take a couple of hours. Dragonspyre and Celestia are a couple hours longer. Zafaria through Azteca are much longer than the first four worlds. Khrysalis is the longest in the game. The third arc is relatively fast with Empyrea being on the longer side, and the current fourth arc is pretty quick as well.
Is the game still alive? Yes, there's still a fairly large player base, and joining the discord may help you connect with other players.
How P2P/P2W is the game? The game is extremely dependent on a membership, or on buying areas. Crowns aren't necessary, but can be quite useful as jewel socketing requires either crowns or the corresponding socket wrench. In later worlds, these can be extremely hard to come by [with Lemuria & Novus not having a single quest that gives you the required wrench for its gear], so crowns can be useful for unlocking sockets. It's not all that expensive as the highest level only requires 200 crowns, but it can add up, so spend wisely.
What gear should I farm for? Most people farm Zeus for Level 30 gear, Waterworks for Level 60 gear, Darkmoor or Exalted Duels for Level 100 gear, and Catacombs for Level 130 gear. Farming for this gear means you likely won't need to replace it until you farm for your next gear. As of late, the gear set from the final storyline world [Novus at the moment] has become better than the prior formula of "big dungeon gear > EOS gear". Wearing full Aeon gear will give you very good stats regardless of school. Additionally, Raids are a new form of PvE content that drop offensive & defensive sets of gear. You will need to be in a guild and join eleven other guild members to participate. High cantrip levels are recommended but not required [unless you're the Storm or Jade Vanguard].
What spells should I train? These are completely optional, and Feint is your best bet out of all of these, but the others are useful too. Death ---> Feint Life ---> Satyr Ice ---> Tower Shield Other Spells: Elemental Blade, Spirit Blade, All Damage Increasing Sun Spells through Epic