

Most equipment also has level restrictions.

When wizards level up, they gain new badge titles and automatic increases in their base statistics: health, mana, and energy. There are many main worlds, with a few smaller side ones that are optional. When every player or computer on a team has zero health, the other team wins.Īs the player progresses, more worlds become available. When a player reduces a computer enemy's health to zero, they are defeated players with a health of zero can be healed by others on their team unless they "flee" the duel. Spells can reduce the health of enemy creatures, increase the health of yourself or allies, add shields that reduce damage, add blades that modify the amount of damage done, traps, buffs which increase damage, and more. Spells can be cast using "pips." A player gains one pip every round, and there is a chance that that pip will be a "power pip," worth two regular pips for spells that are of the player's class. The game is based around "duels": two teams made up of one to four players or computer enemies on each team who take turns casting spells. The universe of Wizard101, the spiral, consists of Wizard City & Aquila, Krokotopia, Marleybone, MooShu, Dragonspyre, Celestia, Grizzleheim & Wintertusk, Wysteria, Zafaria, Avalon, Azteca, Khrysalis, Polaris, Mirage, Empyrea, Karamelle, Lemuria.

Players can unlock these temporarily with "memberships" or unlock each area permanently with the game's premium currency " Crowns." A wizard first starting the game must choose a school: Fire, Ice, Storm, Myth, Life, Death, or Balance, each complete with their own set of unique spells and playstyles. The fictional universe of the Spiral is divided into many worlds, each of which has multiple areas. Screenshot of a player in The Commons, Wizard City during the Yuletide holiday season.
