How to Play Wizard101

 
 
 
 
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PIPs
Players receive a PIP each turn of the duel. PIPs are represented by small white dots along the front inside arc of the sigil that the player is standing in. If the PIP is a Power PIP, it should be glowing brighter and yellow.
Power PIPs count as TWO PIPS towards spells in your main school of focus.
Players are eligible to receive Power PIPs after level 10. You can increase your chance of receiving Power PIPS with certain clothing and jewelry.

Spells require a certain number of PIPs before they can be cast. Some spells have a PIP requirement that is represented by an X. This means that the spell will be more powerful of you have more PIPs when you cast it.

 
 
 
 

How to Play Wizard101

 
 
 
 
Travelling to Other Worlds
As young Wizards become stronger, they are invited to explore different worlds of the Spiral.

Once you have completed all your required assignments in Wizard City, Merle Ambrose will ask you to investigate Krokotopia.

Once you have been given that quest, you can access the Spiral door by entering Bartleby the World Tree.

After you’ve completed Krokotopia, you can move on to Marleybone, then MooShu, then Dragonspyre, then Celestia, then Zafaria. You can visit Grizzleheim at level 5, but cannot return until level 20.
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Wizard101.com
Table of Contents
Introduction
Getting Around
Magic Schools
Card Magic
Questing
Badges & Titles
Chat, Friends & Groups
Clothing & Equipment
Shopping & Trade
Unterkunft
Gärtnern
Handwerk
Angeln
Pets
Events
Mini Games
Player vs Player
Keyboard Shortcuts
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