Moon spells wizard101

Moon spells wizard101 DEFAULT
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.


Sours: https://www.wizard101.com/game/moon-school

SUN SCHOOL SPELLS W101

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Sours: https://www.coursef.com/sun-school-spells-w101
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Are Moon spells are woefully under-powered?

AuthorMessage
Are Moon spells are woefully under-powered?
Hello everyone, Joseph Sunbright here. I'm currently a level 130 storm wizard and have finally come back. It has been excellent so far and I've canceled other mmo's to play wiz. The issue I'm struggling with at the moment is that I've made a few changes to my wizards school, (I used to primarily use astral spells) and started using more sun spells. I then figured I would give the moon school a shot, (Ignoring the bad reputation it gets). Moon school spells are pretty cool, but when I used the highest level moon school spell available for storm "Polymorph Ptera" I noticed that my health with is normally 5130 (including gems) was reduced by 2630 hp points! Not only that my crit chance and all my stats were severely effected. I understand the function of the moon school, however I don't understand how it can be used viably in any situation. I was kind of bummed because I was hoping that for a level 88 spell you would get more bonuses. Also there is another level 98 spell (Shift Piscean) that cost a staggering 3 pips which in most scenarios in way to pricey and the damage is only 460 (Storm dmg/ steal 1 pip). 3 pips with only one? Is there a play-style with moon that I don't get or does this school need an overhaul? I feel as if maybe I wasted training points.

Let me know what you guys think, and Thanks KI for a GREAT game!

Re: Are Moon spells are woefully under-powered?
Powerofstorm77 on Dec 7, 2018 wrote:
Hello everyone, Joseph Sunbright here. I'm currently a level 130 storm wizard and have finally come back. It has been excellent so far and I've canceled other mmo's to play wiz. The issue I'm struggling with at the moment is that I've made a few changes to my wizards school, (I used to primarily use astral spells) and started using more sun spells. I then figured I would give the moon school a shot, (Ignoring the bad reputation it gets). Moon school spells are pretty cool, but when I used the highest level moon school spell available for storm "Polymorph Ptera" I noticed that my health with is normally 5130 (including gems) was reduced by 2630 hp points! Not only that my crit chance and all my stats were severely effected. I understand the function of the moon school, however I don't understand how it can be used viably in any situation. I was kind of bummed because I was hoping that for a level 88 spell you would get more bonuses. Also there is another level 98 spell (Shift Piscean) that cost a staggering 3 pips which in most scenarios in way to pricey and the damage is only 460 (Storm dmg/ steal 1 pip). 3 pips with only one? Is there a play-style with moon that I don't get or does this school need an overhaul? I feel as if maybe I wasted training points.

Let me know what you guys think, and Thanks KI for a GREAT game!
Moon spells are A LOT of fun to play with but sadly, not very helpful for battles, especially as we level up. Hopefully you still have plenty of training points and that you can get back the moon school ones when the training point buyback comes onto memebr benefits next.

I actually really LOVE the moon spells but they really need a lot more boosts to make them useful. I'd love to see this side of astral magic get level appropriate boosts so we can enjoy these cool spells and quirky animations in real battle instances.

Re: Are Moon spells are woefully under-powered?
Powerofstorm77 on Dec 7, 2018 wrote:
Hello everyone, Joseph Sunbright here. I'm currently a level 130 storm wizard and have finally come back. It has been excellent so far and I've canceled other mmo's to play wiz. The issue I'm struggling with at the moment is that I've made a few changes to my wizards school, (I used to primarily use astral spells) and started using more sun spells. I then figured I would give the moon school a shot, (Ignoring the bad reputation it gets). Moon school spells are pretty cool, but when I used the highest level moon school spell available for storm "Polymorph Ptera" I noticed that my health with is normally 5130 (including gems) was reduced by 2630 hp points! Not only that my crit chance and all my stats were severely effected. I understand the function of the moon school, however I don't understand how it can be used viably in any situation. I was kind of bummed because I was hoping that for a level 88 spell you would get more bonuses. Also there is another level 98 spell (Shift Piscean) that cost a staggering 3 pips which in most scenarios in way to pricey and the damage is only 460 (Storm dmg/ steal 1 pip). 3 pips with only one? Is there a play-style with moon that I don't get or does this school need an overhaul? I feel as if maybe I wasted training points.

Let me know what you guys think, and Thanks KI for a GREAT game!
Players will disagree on an overhaul, but an update for the Moon school is definitely needed to be viable. Without scaling with your own stats, it requires continuous updates to upgrade the stats in order to compete with enemies....however, this hasn't happened in awhile.

Re: Are Moon spells are woefully under-powered?
The Polymorph spells are underpowered, but they are also designed for the level you must be in order to learn it. They are stronger for wizards below the required level, and weaker for those above it, such as yourself. Furthermore, Polymorphs work much better when you polymorph into something you aren't good at. As a Storm, you already can do what the Ptera polymorph does, so you would benefit more from other polymorphs that do things that you can't do as efficiently (such as the Jaguar). That said, I would still not recommend you learn that Polymorph because the polymorphs' stats are incredibly underwhelming in comparison to a wizard's stats (even at level 88). For example, the Ptera doesn't seem to have any damage boost whatsoever according to Central (and if it does, it probably isn't very high), and the Jaguar only has a 40% Outgoing boost.

Shift spells are also not particularly good. Like Polymorphs, you aren't limited to learning the one closest to your school, and you might not want to anyway. I remember reading something a few years back that suggested using Shift Grendel as Storm as a way to get around Tower Shields and potentially cause a fizzle. That was then, and based on pvp rather than pve. They are spells that you would probably want for their utility rather than their damage, but they are still quite expensive and as such they hardly ever see use.

Re: Are Moon spells are woefully under-powered?
Shift spells are somewhat situational. Greenoak sees some PvP play but that's about it. 3 power pips is a high cost to pay unfortunately.

Polymorphs are a giant garbage fire with a heavy drizzling of raw sewage on top. They aren't even good at the level you learn them (which is the stats they're attempted to be balanced around), much less at higher levels.

Re: Are Moon spells are woefully under-powered?
The shift spells taught by Arkyn MoonBlade in Eclipse Tower saw thetake a unique direction in terms of the implementation of some of it's spells.

Instead of transforming you outright for the long six turn duration, these spells would just transform you for the one turn it's used for.

They usually leave quite a useful effect on either you or opponent.

But, for three pips, these spells also became a bit useless as our original spells were far better in comparison, worse, the spells don't take PowerPips into consideration since the spells are of theclass.

So, like you, when the school was firstly introduced, I invested heavily. I've since retracted all my training points I've wasted on the school.

I would like to hence see the implementation of useful spells we could use our training points on. I'm sure I'm not the only one towering double digits TPs.


Re: Are Moon spells are woefully under-powered?
Welcome back, Powerofstorm77!

Sad to say, everyone here is right. The moon school is complete garbage...almost.

There is one topic that has not been covered yet, shift maycasts! Some of them are actually decent, but remember! Do not base your deck around them. Pretend they don't exist, play as you normally would, and cheer when the do come into play.

Re: Are Moon spells are woefully under-powered?
This is what I sincerely hope KI makes note of, and thanks guys for the great insight, I would hate to see this school become left in the dust.

The school is pretty fun to play, but just needs to be tweaked especially if you have to be level 98 to even acquire some spells. My question is, what is the problem with having stats scale during the poly morph? Couldn't you just put a "cap" on the effected stats?(So that storm wizards would not outdo myth wizards with there own spells)

Or at least compensate, with a high level polly-morph that scales well with say a level 130 wizard? As others have mentioned the moon spells are not even that great even at there respected levels.

I wonder would it be possible to to categorize the moon spells strength based on your wizards level? (For example) a level 80 Polymorph is different than a level 130 Polymorph in both stats, crit chance, and potency. As long as the stats are scaled with level there should not be any problem. (Do you want to crit, or use shadow magic with plymorph?)

Get the higher level spell.

If all else fails you could even the playing field and have the global stats from polymorphs be integrated in the moon school. Scale those stats to an acceptable level, boost the appropriate abilities and there ya go.

Re: Are Moon spells are woefully under-powered?
Shift Change spells are good, but the cost to cast them is not. But that is with all the Astral spells. We should NOT be charged double pips to cast the Astral spells. Since this is a school we can not train in or use an amulet for like the other 7 schools.

Sours: https://www.wizard101.com/forum/ravenwood-commons/are-moon-spells-are-woefully-under-powered-8ad6a42b677dc92c01678ae7257823c6
Wizard101 Shift Spells

Master of Shapes
A guide and analysis of Moon Magic

Have you ever thought about the different astral schools? People tend to remember auras from the Star school and enchants from the Sun school, but what about Moon? Moon magic has plenty of interesting mechanics, but it all just seems to go to the wayside. However, it shouldn’t just go to the wayside. For example, did you know that Kingsisle has included a special badge for just the Moon school, titled Master of Shapes?

In this article, I will show you how to obtain this badge. I will also be analyzing all the learn-able moon spells and providing some  bonus facts along the way. This article will be split into two separate categories based on the two different types of trainable Moon spells: Polymorphsand Shifts. In each category, I will show you where/how to obtain the spell, what it does, and a rating of the spell from 1 (Not recommended) to 5 (Highly recommended).

How to Get the Master of Shapes Badge

In order to obtain the Master of Shapes badge, you will need to train the 12 polymorph spells, available from 4 different trainers. You will have to be at least level 88, as these spells become available for training between levels 50 and 88.

In addition, you will need 12 training points. If you don’t have enough training points, you could pay Zeke and Eloise a visit in all the worlds you have access to. Each quest you complete for them will give you one extra training point! Another option is to use the free training point buy back, active five times during 2018, so you can train all 12 spells at once. Remember to untrain all the moon spells once you have the badge, since you will need your Satyr and Tower Shield spells more  than the moon spells while questing.

Celestia Polymorph Trainers

For the world of Celestia, you will visit multiple trainers while embarking upon the great task of becoming the Master of Shapes. Each of these trainers is located in a different area of the world. These trainers will teach you nine of the twelve spells you will need to obtain the Master of Shapes badge.

Celestia Polymorphs

Now that you know WHERE to train these spells, let’s take a look at what they are and what they do. Each of these Polymorphs lasts for six rounds. In their current state, I unfortunately wouldn’t recommend them if you are trying to quest through the game at a fast pace. But if you are interested in a fun way to change up your questing experience or you just want to have fun with the extra training points you have, then give Polymorphs a shot.

Polymorph Gobbler

Polymorph Gobbler

  • School: Ice
  • Deck: 15
  • Health: 5000
  • Resistance: 35% to All Schools
  • Weakness: None
  • Spells: Steal Ward, Tower Shield, Gobble, Provoke, Stinky Salute, Taco Toss

Rating: 2. A well rounded polymorph that has no school based weaknesses. Lacks in proper offensive capabilities.

Polymorph Mander

Polymorph Mander

  • School: Balance
  • Deck: 23
  • Health: 2000
  • Resistance: None
  • Weakness: None
  • Spells: Mander Blast, Spirit Shield, Donate Power, Elemental Shield, Black Mantle, Spirit Blade, Elemental Trap, Power Play, Spirit Trap, Elemental Blade, Balance Blade

Rating: 2. A more support based Polymorph. Relies on having a teammate to put spells into full usage.

Polymorph Bandit

Polymorph Bandit

  • School Storm
  • Deck: 18
  • Health: 2500
  • Resistance: None
  • Weakness: 20% to Life, Myth,
  • Spells: Tempest, Stormzilla, Storm Trap, stormblade, cat scratch, Storm Shark, Storm Sweep

Rating: 1. Outclassed by later Polymorphs in terms of power. It has no resistance, but is weak to 2 schools.

Polymorph Ninja

Polymorph Ninja

  • School: Death
  • Deck: 19
  • Health: 2000
  • Resistance: None
  • Weakness None
  • Spells: Smoke Screen, Plague, Feint, Steal Ward, Death Ninja Pig, Ninja Slice, Ninja Slam, Beguile, Steal Charm

Rating: 4. Can make good use of spells to weaken the opponent. Has relatively powerful hits that deal moderate amounts of damage and have aftereffects to weaken the opponent.

Polymorph Dracon

Polymorph Dracon

  • School: Fire
  • Deck: 14
  • Health: 2500
  • Resistance: None
  • Weakness: 20% to Storm, Ice
  • Spells: Helephant, Fire Trap, Firezilla, Cursed Flame, Ignite, Fire Blade

Rating: 1. Outclassed by later Polymorphs in terms of power. It has no resistance, but is weak to 2 schools.

Polymorph Treant

Polymorph Treant 

  • School: Life
  • Deck: 17
  • Spells: Swipe, Spirit Armor, Guiding Light, Satyr, Stomp, Regenerate, Dryad, Guidance
  • Health: 3000
  • Resistance: 30% Life
  • Weakness: 30% Death

Rating: 4. A polymorph balanced out in what it resists and is weak against. With a more support based role, this Polymorph relies more on healing allies and defending them rather than actual combat. It also has a 25% outgoing healing boost and a small critical chance

Polymorph Colossus

Polymorph Colossus

  • School: Ice
  • Deck: 19
  • Health: 3200
  • Resistance: 80% Ice, 20% Storm, Balance, Life, Death
  • Weakness: 40% Fire, Myth
  • Spells: Blizzard, Ice Wyvern, Balefrost, Colossus Uppercut, Colossus Crush, Evil Snowman, Ice Trap, Ice Blade

Rating: 4. The Polymorph resists more schools than it is weak too. An overall offensive based Polymorph that can deal out at a relatively fast pace. It has a 40% outgoing damage boost and a small base critical chance

Polymorph Elemental (Fire)

Polymorph Elemental (Fire)

  • School: Fire
  • Deck: 17
  • Health: 2500
  • Resistance: 80% Fire
  • Weakness: 40% Ice, Storm
  • Spells: Fire Trap, Meteor Strike, Heck Hound, Fireblade, Flame Strike, Firestorm, Phoenix

Rating: 3. The Polymorph overall has poor resistance compared to its weakness. It has powerful attacks and buffs to balance out the issues. It has a 40% outgoing damage boost and a small base critical chance

Polymorph Elemental (Storm)

Polymorph Elemental (Storm)

  • School: Storm
  • Deck: 17
  • Health: 2500
  • Resistance: Storm
  • Weakness: Life, Myth
  • Spells: Kraken, Storm Trap, Storm Shark, Storm Blade, Maelstrom, Storm Strike, Wild Bolt

Rating: 3. The Polymorph overall has poor resistance compared to the weakness. It has powerful attacks and buffs to balance out the issues. It has a 40% outgoing damage boost and a small base critical chance.

Azteca Polymorph Trainer

Now with the Celestia Polymorphs out of the way, we shall move to the prehistoric world of Azteca. Within Azteca, you will be able to learn three Polymorphs based on some of the indigenous life of Azteca. They include Aztecasaurs and other native creatures (all of which are located at one trainer this time around) The journey to becoming a Master of Shapes continues!

 

Azteca Polymorphs

Polymorph Ptera

Polymorph Ptera

  • School: Storm
  • Deck: 29
  • Health: 2500
  • Resistance: 50% Storm
  • Weakness: Myth
  • Spells: Wild Bolt, Leviathan, Storm Blade, Windstorm, Storm Blade, Thunder Spike, Tempest, Storm Trap, Catalan, Feint

Rating: 4.A polymorph balanced out in what it resists and is weak against. Has very high offensive capabilities compared to earlier Polymorphs and can end a fight effectively. 

Polymorph Icehorn

Polymorph Icehorn

  • School: Ice
  • Deck: 38
  • Health: 4000
  • Resistance: 80% Ice
  • Weakness: Fire
  • Spells: Frostbite, Elemental Shield, Bladestorm, Spirit Shield, Ice Breaker, Tower Shield, Hex, Elemental Blade, Frozen Armor, Handsome Fomori, Legion Shield, Stun Block

Rating: 4. A polymorph balanced out in what it resists and is weak against. This Polymorph is more support based, being able to both defend and buff allies during a fight. The offensive spells the polymorph has contain unique abilities with intriguing aftereffects.

Polymorph Jaguar

Polymorph Jaguar

  • School: Life
  • Deck: 27
  • Spells: Saytr, Regenerate, Dryad, Goat Monk, Brilliant Light, Ritual Blade, Rebirth, Spirit Armor, Sanctuary
  • Health: 3500
  • Resistance: Life
  • Weakness: Death

Rating: 3. A polymorph balanced out in what it resists and is weak against. This Polymorph is more support based, being able to heal allies and shield them from damage. Lacks in offensive capabilities. It has a 40% outgoing healing boost.

If you have learned all the spells up to this point,
you can pat yourself on the back.

You are now a Master of Shapes!

Shift Spells

Now we move onto Khrysalis! Khrysalis introduced Wizard101 to a new type of moon magic known as Shifts. These spells work differently than polymorphs. Polymorphs last for six rounds and allow you to pick from a deck. Shifts are just a single attack that leave effects depending on which one you use. Shift spells can also be enchanted, so we will be covering what enchants you can use on each Shift.

Khrysalis Shift Spell Trainer

The set of spells we will be looking at next are taught by a mysterious spirit that you will encounter in the Moon Cliffs area of Khrysalis.

Khrysalis Shifts

Shift Dead Paladin

Shift Dread Paladin

Shift Dread Paladin does 360 Ice damage, and then places a trap on the opponent for either +15%, +30%, or +45% damage.

Can be enchanted with:

  • Strong – Epic (damage)
  • Keen Eyes – Extraordinary (accuracy)
  • Indemnity (prevents removal of the trap)
  • Potent Trap (adds 10% to the trap)
  • All Monstrology Extracts

Rating: 3. This shift spell does decent amounts of damage and benefits the users next attack. Though with the randomness of the traps percentage, its effectiveness is questionable.

Shift Greenoak

Shift Greenoak

Shift Greenoak does 340 Life damage, adds a -25% weakness on the enemy, and a +25% blade on the caster.

Can be enchanted with:

  • Strong – Epic (damage)
  • Keen Eyes – Extraordinary (accuracy)
  • Indemnity (prevents removal of the weakness)
  • Aegis (prevents removal of the blade)
  • Sharpened Blade (adds 10% to the blade)
  • All Monstrology Extracts

Rating: 4. This shift spell allows for utility on both sides of the field, as it benefits the caster’s next attack while weakening the next attack of the enemy.

Shift Grendel

Shift Grendel

Shift Grendel does 115 + 360 Fire damage over three rounds, then adds a mantle that reduces accuracy between -25% and -65%.

Can be enchanted with:

  • Strong – Epic (damage)
  • Keen Eyes – Extraordinary (accuracy)
  • Indemnity (prevents removal of the mantle)
  • All Monstrology Extracts

Rating: 5. This spell is very effective in terms of weakening the opponent. With an overtime effect that reduces the accuracy of the enemy’s next spell, this Shift truly shows the power of Moon.

Shift Thornpaw

Shift Thornpaw

Shift Thornpaw does 390 Balance damage and adds a +10% piercing charm and a +10% accuracy charm on the caster.

Can be enchanted with:

  • Strong – Epic (damage)
  • Keen Eyes – Extraordinary (accuracy)
  • Aegis (prevents removal of the charms)
  • All Monstrology Extracts

Rating: 3. This spell allows for both good damage for a shift spell and benefits the caster with extra accuracy and pierce to their next spell.

Shift Piscean

Shift Piscean

Shift Piscean does 460 Storm damage and steals one pip from an enemy.

Can be enchanted with:

  • Strong – Epic (damage)
  • Keen Eyes – Extraordinary (accuracy)
  • All Monstrology Extracts

Rating: 2. The spell has the highest amount of damage of any learnable shift spell but has an overall lackluster effect.

Shift Ogre

Shift Ogre

Shift Ogre does 340 Myth damage and removes one ward and charm from the enemy

Can be enchanted with:

  • Strong – Epic (damage)
  • Keen Eyes – Extraordinary (accuracy)
  • All Monstrology Extracts

Rating: 4.  This shift spell offers a decent amount of damage with a powerful effect that removes 1 ward and 1 charm from the opponent.

Shift Sugar Glider

Shift Sugar Glider

Shift Sugar Glider does 380 Death damage and places a -25% weakness and a -50% infection on the enemy.

Can be enchanted with:

  • Strong – Epic (damage)
  • Keen Eyes – Extraordinary (accuracy)
  • Indemnity (prevents removal of the charms)
  • All Monstrology Extracts

Rating: 4. This shift spell contains both good damage and a good effect that both weakens the power of the opponents next attack and also the effectiveness of the opponents next healing spell.

Those are all of the learnable Moon spells in the game! 

What’s that? You want some more? Well here are some bonus facts!

 

Bonus Facts

 

These wands have a Moon school maycast

 

Wands dropped by the boss Takanobu the Masterless:

This is the only wand in the game that has a Moon school wand hit

Crescent Axe of The Astrals

The First 2x effect bonus was from a moon spell

We all know the 2x effect bonus on the scion spells from Empyrea part 2 correct? Well those types of spells were actually introduced in Empyrea part 1 on a Moon spell. The spell is obtainable in the Crown Shop by purchasing the Dwarven Attire. On the Dwarven Helmet you will get an item card known simply as Shift Fire Dwarf. This spell does 425 Moon damage then it does 2x damage if the opponent is stunned.

Thank you for reading!
Got any other interesting facts about the Moon school that we might have missed or perhaps your own opinions on Moon school as a whole?
Feel free to comment them down below!

Sours: https://finalbastion.com/wizard101-guides/master-of-shapes-a-guide-and-review-of-moon-magic/

Wizard101 moon spells

Tired of countless runs of Loremaster? Is she just not dropping the spell you need? Well, you’re in luck! Almost every spell dropped by her can be crafted. Today, we are going to deep dive into one of these fine spells – Winter Moon.

Winter Moon

As you can see, Winter Moon is a phenomenal ice spell. However, it has more uses in PvP than PvE. A five pip hit and stun combo can cost your opponent the entire match if used at the correct time. Who doesn’t want to win a PvP match?

As previously mentioned, the spell can be dropped from Loremaster herself, but if you’re of level it is recommended that you craft it. I have crafted it before with little to no trouble.

The Recipe

Winter Moon

Up above, a screenshot of Winter Moon’s crafting recipe can be found. This recipe is found in Avalon’s “The Wyrd,” inside the sigil called “Dun Scaith.” Sadly, in order to actually craft the spell you have to reach the appropriate crafting level, “Legendary Artisan.” Once you have the sigil and crafting level unlocked, you will be met with a boss. IN ORDER TO GET THE RECIPE, YOU DO NOT HAVE TO DEFEAT THIS BOSS. I REPEAT, YOU DON’T HAVE TO FIGHT THE BOSS. Instead, you only have to hug the left side of the room to easily bypass the boss. You will now see a NPC named Grady. He is the NPC that you buy the recipe from. The recipe costs 60,000 gold.

Winter Moon

The Ingredients

  • 6 Winter Moon treasure cards
  • 100 Perfect Amethyst
  • 200 Ghost Fire
  • 50 Grendelweed
  • 25 Turquoise
  • 50 Scrap Iron
  • 25 Sunstone
  • 12 Amber

Where can I get these reagents?

These reagents are fairly simple to acquire. I have crafted this spell before, and  I don’t remember anything but the Grendelweed that gave me a problem. Despite this, the ingredients for this spell will increasingly become harder to get the lower level your character is.

Winter Moon treasure cards

Winter Moon

Luckily, the treasure cards were not a tricky part for me when crafting this spell. I had already spent many hours farming my good ol’ friend Loremaster in hopes of getting these. However, there are plenty of bosses that drop the treasure card other than Loremaster. These bosses are scattered throughout the worlds Azteca and Darkmoor. These cards can also be dropped by various exalted/archmage/master duel bosses – Krokopatra (Ranks 14 and 8), Meowiarty (Ranks 14 and 12), and Rattlebones (Ranks 14 and 7).

Perfect Amethyst

Winter Moon

This reagent is one of the easiest to acquire, as it can be bought from many venders throughout the spiral. It can be bought for 100 gold from Archytas, Canica Sweet Chile, Doc, Fianna Yellowknife, Noxolo Fasttrack, and Syvar.

Ghost Fire

Winter Moon

Again, this is another reagent that is one of the easiest to get. These can be bought from various vendors from around the spiral for 100 gold. Ghost Fire can be bought from Archytas, Canica Sweet Chile, Doc, Fianna Yellowknife, Noxolo Fasttrack, Ophelia Moonreach, Yuji Hamada, and Zoltan Nightstone.

Grendelweed

Winter Moon

Now, Grendelweed can be quite a tricky reagent to get as it is a rare harvest from Frost Flowers. However, there is a vendor in Celestia (Avery Templeton) that sells the Transmute Grendelweed spell for 400 gold. This spell will transmute 15 Frost Flower for 1 Grendelweed. Even though the need for Frost Flowers is high, they are still a pretty common reagent. They can be found throughout many different words such as Avalon, Azteca, Empyrea, Grizzleheim, Marleybone, Polaris, and Wizard City.

Turquoise

Winter Moon

Turquoise did not give me as much trouble as the Grendelwed, but I can still see how farming for this ingredient may be tricky for some wizards. It is dropped by various different bosses throughout the spiral, However, if you are looking for a change of pace, Turquoise can be found in Silver Chests and Fishing Chests located in the Nomad’s Camp house.

Scrap Iron

Winter Moon

Scrap Iron is quite a common reagent that can be acquired through many ways. The most common way to obtain this ingredient is by collecting the drop from almost every single area in Marleybone.

Sunstone

Winter Moon

Like Grendelweed, Sunstone is a rare harvest. They come from the reagent Sandstone. Don’t fret about the rarity of this reagent though! Again, the Transmute Sunstone spell can be bought from Avery Templeton for 600 gold. With this knowledge, you can now harvest Sandstone reagents from Azteca, Celestia, Khrysalis, Krokotopia, Marleybone, Mirage, Zafaria, and Wizard City.

Amber

Winter Moon

Last, but certainly not least, is Amber! This useful reagent is well-known throughout the community for its rarity. However, I did not find this reagent to be tricky to collect. I got my load of Amber from mainly farming the Gladiator in Mount Olympus.

As you can probably tell, the process for crafting Lore spells can be quite daunting. However, I do hope this guide will help you in the crafting process! Will you be crafting Winter Moon? Be sure to tell me all about it down in the comments! <3 Check out our Amber Farming Guide!

Check also:

Wizard101 ice spells

Loremaster Drops guide

Angry snowpig crafting Guide

Sours: https://wizard101folio.com/winter-moon/
Wizard101: I USED A POLYMORPH SPELL IN PVP AND I WON!? 🌙😯 (NEW STRATEGY!?)

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