Wizard 101: One Week Test Realm Overview
Wizard101 has come out with a surprise one week test realm to introduce updates to the Beastmoon Hunt and team up. Let’s take a look at what’s new!
Two New Beastforms
This test realm introduces two never-before-seen beastforms. The Storm Rat Thief and the Death Cyclops. Below is a basic rundown of these new forms.
Storm Rat Thief
Fusing offense and utility, this form loses some ability to buff to gain raw power and supportive diversity. Many of its spells deal great damage and become even more damaging or pip efficient under certain conditions. This form also sports the ability to debuff and stun the opponent. Even more impressively, this form has the only non-conditional universal dispel in the game. To balance out these powerful abilities, the Storm Rat Thief has the lowest health at 300 HP. Finally, it can gain 1 bonus pip (potentially starting battle with 2 pips) and has a 10% movement speed increase.
The Death Cyclops stands at 550 health, making it the bulkiest death Beastform to date. It has the ability to collect one bonus pip and travels at a normal speed. It seems to draw from all aspects of death’s repertoire, having the ability to debuff, suppress heals, drain, and trap. However it is quite weak on the AoE end, receiving only a high cost, low damage AoE and an expensive AoE/DoT later down the line.
A common complaint from Beastmoon hunt participants was that levels reset every hunt. Thus, it was often prohibitively expensive to try to upgrade one’s tier and to remain at a competitive level. Well now, your level will match your unlocked tier in each new hunt. Thus, if you have a Tier 4 Beastform, that Beastform will always start each new hunt at level 4. This change is a godsend for many Beastmoon Hunters and helps to further increase the value of tiers in the hunt.
Team Up Changes
Several notable changes have been made to the team-up system. When requesting a team up, one can set the minimum number of players required to start the encounter. Furthermore, one can also specify whether the team up is for questing or for farming. This will help to reduce the incidences of split priorities that plagued random team ups. An icon for longer dungeons was also added as well as a “status bar” of sorts that shows how long any particular team-up has been waiting for members. Finally, skeleton key bosses have been added to their own tab and all players attempting a team up of said boss must have a key to join.
What do you think of this Test Realm? Let us know in the comments below!