6/19/11

Woodland Haunter





 


Strength: 250
 Intellect: 240
 Agility: 190
Will: 215
 Power: 250



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Parents:(do not include hatches with the hybrid itself)
Satyr
Wraith 

This Pet generally likes Life Snacks
Golden Apple
Gummy Humongofrog
Strawberry Cupcake
Loved Snacks:
Rice Wispies Cereal
Looks Like:



Treant Traveller Firewalker

Type: Hybrid Pet School: Life
Pedigree: Varies based on what abilities they inherit from their parents.
Cards:Gives one Satyr at Baby
 Hatch Time: 00:21:00 (Days:Hours:Minutes)

Traveller

(Pet) Traveller.png








Type: Hybrid Pet School: Life
Pedigree: Varies based on what abilities they inherit from their parents.
Cards:Gives one Satyr at Baby
Egg Name: Lifebloom Egg
Hatch Time: 00:21:00 (Days:Hours:Minutes)


Talents and Derby Abilities: variable and inherited from the parents

<>Parents:(do not include hatches with the hybrid itself)
Satyr
Orthrus

Liked Snacks:
This Pet generally likes Life or Vegetables Snacks
Gummy Humongofrog
Golden Grapes
Golden Apple
Cheese Broccoli
Cauliflowers
Wheat Crackers
Ape Grape 
Golden Squash
Large fish 
 Midium  Fish
tiny fish
Nettle root
Loved Snacks: This Pet generally loves Life - Vegetables Square Root

Looks Like:
Treant
Woodland Haunter
Firewalker
Strength: 250
 Intellect: 225
 Agility: 200
 Will: 215
 Power: 250

6/18/11

Sun, moon, and Star schools

Sun Magic is about power. Power to endure, power to persevere, and power to change. Wizards that choose to learn the supplementary school of Sun magic will charge up their strength and focus their efforts to cast stronger, more accurate main school spells, and even manipulate those spells into other forms.

The focus of the Sun School is primarily on enchantments & mutations. Enchantments from the Sun School operate in the same manner as all other enchantments in the game. At the basic level they just give boosts to accuracy and damage but at higher levels they will include mutates and larger bonuses. Mutation spells are a big part of Sun Magic, such as this Mutate Kraken into Inferno Kraken! One of the differences between Sun School enchantments and other in-game enchantments is that cards enchanted with Sun School cards disappear after combat is resolved. Sun School cards must be used on damage cards (not drains), and cannot be used on Rank 0 spells.
Moon Magic is about Change. Historically the moon represents change; in seasons, tides and even in the moon's phases. The moon is important in mythology; it is said the full moon brings on the change of the werewolf! Wizards choosing the supplementary school of Moon Magic can change themselves into other creatures. That change comes with all the strengths, weaknesses and spells associated with the chosen creature.

The moon school is focused on polymorphing. Polymorph is a way to play Wizard101 where players can use a spell card to transform the caster into another being and swap out their spell deck! You will not only LOOK like a creature, but you will also gain a whole new set of statistics for accuracy, health, pip chance, and more...allowing you to play different roles when grouping with friends. If a duel contains two Life Wizards on one side, one can cast the Draconian polymorph that will boost their damage. If a duel contains two Storm Wizards, one could cast the Gobbler polymorph to change their abilities to suit the duel and the partners in that duel.
Star Magic is similar to Sun Magic -- after all the sun itself is a star -- but where Sun Magic enhances individual spells, Star Magic enhances the Wizard. Wizards that choose to learn the supplementary school of Star Magic can boost themselves over the course of several rounds to raise shields, strengthen spells or improve stats.

The star school is focused around a new type of magic called Auras. Auras are magical energy that surround and protect or strengthen the Wizard. Auras are unique and different from other magic in that they can't be stacked, broken, or dispelled but they will disappear over time. Auras can boost accuracy, damage, resistance, or even convert incoming spells to pips for you. Auras are cast as normal spells and can only have a target of "Self". Auras have a timer on them that is counted in rounds. After this timer is complete the aura is removed. Auras cannot be stacked with other Auras and Casting a subsequent Aura spell will replace the previous one.

Balance school

The Magic of Balance is harmony and finding equality in all things. It draws on elements from each of the other schools, incorporating bits and pieces of those other energies to fill in the spaces between the Schools. Wizards who focus on Balance Magic, known as Sorcerers, are broad-minded. In their minds, all things deserve consideration, and there may be many answers to a single question. The drawback to this point of view, is a tendency to seem impassive or indecisive and never willing to embrace a side or position. Sorcerers use Transmutation to blend the forces of the other schools for their spells.

Sorcery does not draw upon internal aspects of the caster, nor does it rely on external forces. Instead, it is the creation of something new by combining elements in unique and powerful ways.

The Balance School will train its student wizards to be effective in group play. Balance Wizards are most effective in group play because they have the ability to buff other players as well as themselves. Although effective in group-play, they can still sufficiently play alone. They have a little bit of everything, which allows them to surpass most monster resistances, heal themselves a little bit, and buff players.

Myth school

Myth is imagination. The power of the mind, and everything it can create, drives Myth Magic. It is illusion and dreams made real. If the Wizard can conceive it, it can be brought forth and even brought to life. Beware, though, for when imagination becomes too fanciful and whimsical, dreams can escape control and run wild. Wizards of the Myth School, known as Conjurers, use Naming to summon beasts of legend by memorizing and calling out their True Name.

Myth dwells between Fire and Ice, for that is where the shadows lie, and Myths are the shadowy forms of thought made real.

The Myth School will train its student wizards to summon minions. Myth Wizards eventually get four different types of minions, each with a little different function. They have their own moderate damage spells with moderate accuracy, but a lot of their more functional spells deal with buffing, healing, and protecting their minions. They also have the ability of taking down defenses on other players, so if someone is stacking a bunch of defensive spells, a Myth wizard can get rid of them.

Life school

Life is spirit, the force of awareness and existence. It is about constant growth and movement. Practitioners of Life Magic, known as Theurgists, are positive, enthusiastic people who seek to appreciate the simple pleasures. At times, however, they can be too flighty or frivolous when circumstances demand otherwise. Theurgists use Songs to breathe life and spirit into a vessel. Unlike other magic, which relies on summoning, coercing or beseeching, Life Magic harnesses the power of the Song of Creation to create something new. Scholars believe that Theurgy channels the tapestry of music from which the Spiral was created, and that in echoing portions of the great symphony, a Wizard can bring forth and create Life where none previously existed.

Life Magic rests between Fire and Storms, for the spark of Life comes from those two forces.

The Life School will train its student wizards to heal themselves and other players. Life Wizards are given the ability to heal themselves the most effectively, as well as the unique ability to heal other players. Combined with this, they do low to moderate damage attack spells with extremely high accuracy rates. They also possess the sole group heal spell.

Death school

The Death School will train its student wizards to steal and support themselves. Death Wizards belong to an advanced school, simply because most of their spells take multiple step combinations to use effectively.

Their spells aren’t the strongest, but some have the ability to absorb health from the enemy, which serves as a way for them to heal themselves. They have many preparatory spells that allow them to build up high-damage spells.

Death is about ending and closure. All things pass eventually, and time cannot be held back forever. Wizards devoted to Death Magic, known as Necromancers, understand this fact about everything around them and strive to face it without fear. They try to make the most of their time. Beware, though; some Wizards become morbid or try to cheat death through undeath. Necromancers use Whispers to strengthen their will, and draw on the power of courage to channel their own fears out of themselves and at their opponents. Death Magic sits between Ice and Storms, for the cold energy of undeath draws on those two forces.

Storm school

Storm Magic is all about creativity. It represents that flash of insight, or the spark of inspiration that makes you yell, "Eureka!" It is about the pleasure of catching lightning in a bottle. Wizards that embrace the School of Storm, known as Diviners, are driven by the thrill of investigation and discovery, the joys of invention and ingenuity, the power of creating and building. The drawback to such pursuits is the tendency to get lost in the maze of thoughts and being paralyzed to make a decision. Diviners use Verses to charm, enthrall or hypnotize creatures to help them.

Storm Magic has roots in the power of the majestic Storm Lords, the race of Titans that ruled the seas in the Days Before.

The Storm School will train its student wizards to do a lot of damage. Storm Wizards have the ability to unleash high amounts of damage from an early level, which is good, but they place too much emphasis on power, and therefore suffer in terms of accuracy. They also have the least amount of base health points of any of the schools. When enemies cast damage buffs on themselves or damage reducers on a friendly player, storm wizards can remove those spells.

Fire school

Fire is passion, the bright, burning flame of raw emotion sweeping over everything. Those who follow the School of Fire, known as Pyromancers, are tempestuous, quick to anger, and consumed by whatever drives them at that moment. They tend to walk a fine line, having great passion and enthusiasm for one’s loves in life is good, but watch out! Passion can burn you up and consume you, leaving nothing but a charred husk of your former self. Pyromancers use Incantations to dominate and convince Fire creatures to do their bidding.Fire Magic traces its origins back to the fierce Fire Dragons, the race of Titans that ruled the land in the Days Before.

The Fire School will train its student wizards to do damage over time. Fire Wizards pile on spells that will continually do damage to the enemy. Initially these spells will not do much damage, but they eventually stack for possible large amounts of damage in short amounts of time. Fire wizards also learn the ability to stun, which disables the enemy from acting for one turn. They can heal themselves enough to get by, but nothing substantial.

Ice school

Ice Magic is all about persistence, slow but steady progression and advancement, like the great glaciers forever sliding across the landscape. Those who embrace the power of Ice, known as Thaumaturges, exhibit great patience and strength, but as a result they sometimes become rigid and inflexible. Thaumaturges use Chants to bargain or plead with Ice creatures to serve them.

Ice Magic has its origins in the great Ice Giants, a race of Titans that built massive castles in the sky in the Days Before.

The Ice School will train its student wizards to take high amounts of damage and survive. Ice Wizards have the highest natural health points and defenses which enable them to take large amounts of damage without dying. It is very hard to defeat them. A lot of their functional spells have to do with increasing their defenses and absorbing damage. They also have the ability to taunt enemies, which forces the enemy to focus attacks on them. This can come in handy when playing in a group ......

Grizzleheim & Wintertusk

Inspired by Norse mythology, Grizzleheim & Wintertusk are airy, outdoor landscapes of snowy mountains, glacial ridges and towering trees that are home to three Wizard101 tribes - Bears, Wolves and Ravens.

Players will first encounter the Viking Bears of Grizzleheim, great traders with the ability to travel the worlds of the Spiral, in the free-to-play areas of Wizard City.

As student wizards adventure through subsequent worlds, Grizzleheim & Wintertusk will offer new quests, new locations to explore, new opponents and new Viking-themed decorative housing items interspersed throughout the mid and higher levels of the game.

Celestia

Long ago, the Astral Wizards of Celestia created powerful magic using the energy of the Stars, the Moon, and the Sun. The sorceress Morganthe, a Queen of the Shadow Web, wanted the secrets of the Celestian magic at all costs. The Celestians Refused her, so she raised a Dark Army and sent it against Celestia. After Decades of battle, the Astral Wizards realized their world would fall. They summoned the Storm Titan to defeat Morganthe’s legions and to take their world to a place of safety.

The Storm Titan betrayed the Celestians by Sinking their world beneath the Waves along with Morganthe’s invading forces. Realizing they were Doomed, the Celestians raised mighty Domes to protect some of their treasured city from the waves, though it was too late! They Perished along with Morganthe's invading army. Celestia was lost to the Spiral, its Spiral Door closed forever.

Centuries later, a team of brave explorers from the Spiral Geographic Society, led by Sir Thurston Plunkett, re-discovered Celestia. They landed with an Air-Ship and built Exploratory Undersea Domes to explore Celestia’s ruins. Plunkett and his fellow explorers soon realized that Celestia was now inhabited by a strange new culture... the Crustacean Empire. Unfortunately, the explorers did not come alone to Celestia. Morganthe’s followers, the Shadow Weavers, stand ready to take Celestia’s magic for their Queen.

After receiving the Spiral Geographic Society’s Distress Call, Headmaster Merle Ambrose of the Ravenwood School for Magic seeks any young Wizards brave enough to journey to the undersea world of Celestia and discover the secrets of its Lost Magic. Players who are a minimum of level 48 and who have completed the quest "The Final Countdown" in Dragonspyre will be called upon to explore Celestia.

What will you find there?

Dragonspyre

Dragonspyre is an ancient, haunted world in which renegade professor Malistaire has recently been spotted!

Once an advanced militant society, Dragonspyre had an esteemed Academy rivaling that of the Ravenwood School of Magical Arts in Wizard City. The inhabitants once held a special interest in Fire Magic.

Legend has it that in the summoning of a great Dragon Titan, the world was destroyed and changed forever. Its great buildings and stone columns crumbled before the coming of the Dragon Titan.

Now, it has become a land of fire, lava, and ghosts.

Mooshu

Moo Shu is a beautiful land with a rich, deep history.

Full cherry trees, carefully maintained gardens, and tall mountains can be found everywhere. Although this is a place of knowledge and tradition, there is a great mystery here.

It is home to both the honorable samoorai as well as the sneaky ninja pigs. For some time, there has been peace. Recently though, the Emperor has taken ill and the ninja pig clans have risen again to stir up trouble in Moo Shu.

Marleybone

Marleybone is the home of dogs, cats, and proper manners.

The city has all the trappings of a modern society built upon scientific foundations. Big Ben, Scotland Yard, and the Royal Museum are some of the most famous sights in Marleybone.

Beware in Marleybone at night where the name "Meowiarty" is whispered in hushed tones. It is also rumored that roving cat gangs litter the rooftops and steal many of the city's precious valuables.

Krokatopia

Krokotopia is an ancient land of forgotten treasures.

In this place, deserts surround the life-giving oasis in the shadow of towering pyramids. Krokotopia was once home to the Kroks, and it is rumored the Kroks have re-awakened and enslaved the Manders.

Occasionally, the canines of Marleybone can be seen here excavating ruins in search of artifacts for their museums.

Wizardcity

Wizard City is at the center of all things.

The entire city has sprouted up around Bartleby, the World Tree. Bartleby protects all worlds by eternally maintaining a connection to them along the Spiral.

Wizard City is home to the Ravenwood School of Magical Arts and its esteemed faculty of renowned Wizards. All Wizards get their start in learning about magic and choosing a specific class at this historic institution.

Recently, a shadow has crept over Wizard City and Merle Ambrose, Headmaster of Ravenwood, has begun his search to find courageous young Wizards who can save Wizard City.
Skysa Website Social Bar

6/16/11

96 pets!

96 pets and counting 4 more till i reached my goal!!!!

Ice hound, Pet

Ice hound, School Ice, Parents Ice colossus and orthrus, gives ice hound, Snakcs it likes Goat cheese, golden squash, Snakcs it loves Frosted Drakes Cereal Caramel Popcorn Fancy Yogurt, In rare cases it's heard that the ice hound is hatched into having orthrus card,

6/12/11

Pets

I'm one of wizard 101's best person on pets i know how to make pretty cool hybirds and what snacks make the pet grow faster, 91 pets and counting!!!

6/9/11

Jacob silverheart

Ok, I made my new char it's a guy........... He's name is Jacob silverheart lol storm and he's blonde hair brown eyes

6/3/11

6th followers

6 Folllowers :P best i got so far ty every one whos folllowing :) Ya'll are the best!!!!!!!

Edward wintergem,

Edward wintergem welcome to the SE! :) your the newest and thank you for joining! <3

6/2/11

Very sad news..................

Very sad news One of my SE boys is in the hospital he was in a car wreck and is hurt really bad so i wish him luck and i miss him wish i could see him :(
Ok the SE boys use to think i was weak and young and cute haah well one day some creep started being really gross i told him off so hard reported him and still looked good haha left the SE boys in complete shock!! but i am still one of the shyest people ;)

6/1/11

Ok i feel dumb.............

haha ok i feel dumb as heck for saying this but I cant comment :P every time i try it woont let me or i do it wrong awwww :( lol

Oh my!

OH NO! the SE boys are getting grounded and losing net and moving i'm having horrible time keeping them with me i just lost my best PVPer when his net broke right before he moved. i got Blaze shadowhorn as the new housing wizard but i'm down to 4 boys and idk what to do ya'll!!!