Unable To Obtain Lana Darksun’S Spells?

Wizards must face Elana Darksun during the Quest, Creatures of Shadows and Light, after which she becomes a Shadow Spell Trainer. Two additional Wraith Knight Minions appear if more than two Wizards are present. Elana DarkSun is the Guardian of the Solar Arc and can be trained for new Shadow Magic in the Solar Arc after the last battle.

After speaking to the Emperor of Mooshu, Wizards can train for 2 pip Shadow Spells from Elana DarkSun. Once they reach level 98 and rescue Elana Darksun in the Solar Arc in the Kondha Desert, they can learn one new Shadow Magic. The Chamber of the Sun’s Shadow, also known as the Shadow Arc, is located in the Solar Arc and is visited during the quest Sun’s Shadow and the instance quest.

The guide is organized by the creature’s name in alphabetical order. After defeating Santa Muerte, Wizards can talk to both Emperor and Elana (don’t forget to get a free shadow spell at this point). For the Boss, divine magic doesn’t work until they get an elemental or SK patron (or a spirit of the land for druids)

Two outcasts find themselves caught in a web of forbidden love, dangerous magic, and dark secrets that could change the world forever. New Children’s and Young Adult Books – June 2024 include One and Only Family by Katherine Applegate and Stephen Biesty’s Cross-Sections. Castle by Stephen Biesty.


📹 “Elana Darksun” – Kv Experiences Khrysalis #56

We have to defeat Elana Darksun. Then we have to defeat Santa Muerte. If you enjoyed please leave a like!! 😀 Thanks!


How to unlock the sun arcana persona 3 reload?

To unlock the Sun Social Link in Persona 3 Reload, meet Maiko, the Hanged Man Social Link, at Naganaki Shrine. Find Akinari at Naganaki Shrine, fetch the pen from Koromaru, and advance in a separate Social Link until you meet him and find an item for him. Unlocking Kamiki’s Sun Arcana Social Link is half the battle, with the requirements being similar to others that require reaching a certain rank in a separate one beforehand.

The timing can be tricky, so it’s essential to be prepared and prepared to face the challenges of unlocking the link. The best way to approach Kamiki is to offer him a gift or a meeting point, as well as to provide him with the necessary items.

What is the strongest wizard class in wizard101?

The list of schools in order of strength and average strength is provided, with Storm being the strongest. Other schools, such as Fire, Myth, Ice, Death, Life, and Balance, are not known. The strength of each spell and their rank is compared, and the average strength is calculated. For account questions and concerns, please contact Customer Support. The list is based on a comparison of damage of each spell and rank.

What is the most powerful spell in wizard101?
(Image Source: Pixabay.com)

What is the most powerful spell in wizard101?

Wild Bolt is considered the strongest spell in the game, causing 1000 damage for only 2 pips. It is the most complained about spell in pvp. The second strongest spell is judgement, which deals 100 damage per pips. Each school has its strongest and weakest spell, with Storm Lord and Judgment being the strongest. However, the author’s opinion is that Storm Lord or Judgment are the strongest spells in their class.

Other spells include Hell and Storm Hound, Judgement, Tempest, and Rebirth. These spells have varying strengths and weaknesses, making it difficult to determine the strongest spell in a specific school.

What is the password for the shadow spell?

The Shadow Spell (FMR) card type Magic has the effect of reducing an opponent’s in-play monsters by two levels. It has a cost of 999999 and a Japanese name of Yami no Jubaku.

How to do spells in Dark and Darker?

To equip a spell, press “E” to open the spell wheel and move the cursor over the desired spell. Hold the right mouse button down when ready to cast. Spells have varying cast times, with stronger ones taking longer. Each spell has a progress bar, so experiment with them before getting too far into a run. Spells cost knowledge, starting with a base value of 12 and increasing with equipment from dungeons. Wizards can use Meditate to restore spell power over time, but it takes time to cast, so be with a capable ally or in a safe space.

Where to learn shadow spells in wizard 101?

The art of Shadow Magic can be acquired from Sofia DarkSide, a sagacious mouse mage resident of Moon Cliffs. One may only gain access to her by first completing the “Touching Shadow” quest and subsequently vanquishing her in combat, thereby acquiring the ability to learn Shadow Magic.

How do you unlock sun arcana?

The Sun Arcana social link can be started after August 9, but you can meet Akinari Kamiki before that. To initiate it, reach Rank 2 on the Hanged Man social link and meet Maiko, who introduces you to a man called “striped shirt”. Akinari will be on the bench at Naganaki Shrine on Sundays, and you can speak to him anytime, but understanding him requires Rank 4 Academics. When Koromaru joins the team and moves into the dorm, you can talk to him in the lounge. The first time you talk to him, Koromaru will have something under his paw. Pick it up and return the pen to Akinari on any Sunday to start the link.

How do shadow spells work?

Shadow spells are a type of Ancient Magicks combat spell that can lower a target’s Attack level, Strength, and Defence levels. They are used to disorientate the Abyssal Sire during the first phase, damaging its respiratory systems. Shadow spells can also stun the Leviathan, allowing players to attack it from behind for extra damage and resetting its attack speed. They are also used to stun the Leviathan.

What is the most powerful wizard 101 class?

The list of schools in order of strength and average strength is provided, with Storm being the strongest. Other schools, such as Fire, Myth, Ice, Death, Life, and Balance, are not known. The strength of each spell and their rank is compared, and the average strength is calculated. For account questions and concerns, please contact Customer Support. The list is based on a comparison of damage of each spell and rank.

How do you unlock Sun spells in Azteca?
(Image Source: Pixabay.com)

How do you unlock Sun spells in Azteca?

To obtain these enchants, wizards must reach level 86, as the auras are locked until that level. The world of Azteca introduced new magic, including three powerful Sun school enchantment spells: Sharpened Blade, Potent Trap, and Primordial. These spells can be used to enchant existing spells in the deck while in combat, such as BalanceBlade, which can be enchanted to do +35 damage instead of +25. The same concept applies to traps and healing spells.

To obtain these enchants, wizards must complete the side quest “Turn Up the Sun” from Azteca, given by Pacal Redmask in the Zocalo. The main questline must be completed before completing the quest “Thorn in my Pride”.

What level do you get sun spells in wizard101?
(Image Source: Pixabay.com)

What level do you get sun spells in wizard101?

The Azteca sword blades, astral, sun, stars, and moon spells can be obtained from NPCs in the Zocalo. These spells become available at level 84, level 86, and level 88. To obtain these spells, players must talk to NPCs, defeat a boss, and activate the obelisks in Three Points. The quest “Across the Universe” given by Pacal Redmask is required, and players must also unlock the astral obelisks in Zafaria.


📹 Fixing Wizard101’s Worst Spells

Wizard101 is one of the most beloved MMOs out there. Most people remember Wizard101 for its abundance of unique and …


Unable To Obtain Lana Darksun'S Spells
(Image Source: Pixabay.com)

Pramod Shastri

I am Astrologer Pramod Shastri, dedicated to helping people unlock their potential through the ancient wisdom of astrology. Over the years, I have guided clients on career, relationships, and life paths, offering personalized solutions for each individual. With my expertise and profound knowledge, I provide unique insights to help you achieve harmony and success in life.

Address: Sector 8, Panchkula, Hryana, PIN - 134109, India.
Phone: +91 9988051848, +91 9988051818
Email: [email protected]

About me

31 comments

Your email address will not be published. Required fields are marked *

  • The real worst spell in the game is definitely Cat Nap. It’s a 80% accuracy and 2 pip Balance item card spell that heals the user of the spell 525 health and then stuns them for a turn. This spell is so bad. Stunning yourself just for 525 health is horrible for 2 pips. You could use a Fairy spell and get almost the same value without stunning yourself. There’s no niche for it in PvP since it’s PvP banned (not like anyone was going to use it anyways). What would be the best way to fix this spell?

  • Really cool ideas for fixes! My favorite is definitely the one for Mutate Spells since most of those alternate school versions of the spells being mutated already exist (Blue Phoenix, Myth Banshee, Squall Wyvern, Life Minotaur, Raging Kraken, etc) and would only have to make some new variants which would just require reskinning/recoloring the animation to reflect the school it is and changing the damage or effects much like you said. Plus, Archmastery and dual school damage gear has made using other school spells besides your own wayyyyy more applicable than throughout most of the game’s life, which I think if this change to Mutates were to be made, would incentivize more people to utilize Mutates for various purposes. Would make for more variety in combat and strategies throughout the game. I also really like the idea of them doing damage enchants that adds things like accuracy, pierce or some other kind of effect in addition to the damage (lower damage than the pure damage ones but with other effects as a tradeoff).

  • Amazing article! Fun fact, mutates actually had very powerful (and sometimes meta-breaking) uses in PvP at different points in time. In 2nd-3rd age mutate sprite was commonly used as a shield breaker and 2 years ago mutate Minotaur broke the meta in death’s favor so they banned mutates altogether. Mutate wyvern also had a place in the fire meta back then Mutate Mino was especially broken because Death Minotaur’s second hit actually does more dmg than an epic enchanted myth minotaur, and that was AFTER enchantments were entirely banned from PvP so it hitting through shields with its disproportionate damage was crazy broken

  • This was a Great article! If you ever make a part 2 to this I think some good spells to cover would be: Shadow Sentinal Shadow Seraph Pacify/Taunt spells Minion Spells Polymorphs Shift Spells 4 Pip Bubbles Beguile Empowerment (Those kind of auras) The Reject AOE spells (Ra, Snow Angel, Rain of Fire) Theres probably a lot more useless spells I missed but another cool article would be reworking Item Card Spells and making them trainable. I really like the idea of being able to use a version of spells like Arcane Deduction or Impede, I think those spells would be really cool if a variation of them were trainable.

  • im going to be honest mutates are still slept on, theyre really cool. Also I don’t know how relevant this is but death minotaur used to be meta in lower level pvp i think, use a myth mastery and get earthquake. I have a differnt idea of how to buff it. So rather than have it be an enchant, have it just outright change the spell to your school, so like kraken switches and is permanently mutated to inferno kraken unless you buyback points this fixes 2 problems I have, one you also mentioned… you cant enchant with more damage, 2 it also eliminates the issue of having to have 2 cards in your hand to use either reliably.

  • They “fixed” the mutate part with archmastery, i use fix lightly because nothing else was added to expand that system of mutate, but you dont have to waste training points, just have the archmastery of whatever the spell mutates too. I didnt see it mentioned in that section i just wanted to add that. Great article otherwise :).

  • As a player from 2009, I will share my un-asked for opinion on each spell (before perusal the article section): Percision: Main problem is that extra ACC% as a stat is not even needed mid game (used to be late game years ago). Also, it is wasted on 100% acc spells. Fix 1: Have this buff (in play) trigger only when a spell below 100% acc is about to be cast. I first thought of having it only trigger on outgoing dmg spells, but then it leaves out all the other types of spells (mainly healing) and ends up being counter intuitive. Just like when Incoming damage is 0, a ward does not trigger, so a 100%+ ACC spell shouldn’t trigger percision. Fix 2: Keep it the same but have percision be a tri-buff, so you have 3 chances for it to be useful, instead of potentionally wasting your turn casting it when next turn you desperately need to shield. Ice Armor: Honestly this card is irredeemable when you remember Frozen Armor is in the game. It is so bad for an X spell at all parts of the game. Fix: The only way to make this card PLAYABLE (not even good) is to add a gambit system to the spell to increase the amount of armor it provides, or/and add ward protection so it can’t simply be stolen/pierced. Dimension Shift: 3 conditionals, you need to have a minion, then overtimes on yourself that you want to get rid of, and also 6 pips expendable to do so. For what reason would I not just double shift to the ENEMY for damage rather my minion; also in no world would i want to give my heal to a minion, let alone for 6 pips.

  • My thoughts: Precision: It could be a universal 10% pierce blade, but the spell itself can’t fizzle (200% accuracy). This somewhat sticks to the identity of precision, because it can be used to override any accuracy debuffs, while also not being too far from its name. For ice and frozen armor: Ice armor could be % based, maybe 5% per pip. Also, increase its accuracy to 100%. Dimension shift: Reduce it to 3 pips. Your third idea was really good, but for a quick and easy fix, I think reducing pip cost would be the best idea Mutate spells: Make then enchantable after being mutated, and add more mutation spells. Archemastery already deals with the power pip situation, so running mutations would become a viable strategy. Stun only spells: Keep the 0 pip ones the same, but reduce the pip cost of the 2 pip ones down to 1 pip. Shadow hits: I like the confusingness of the shadow hits. I think the best solution would be to MASSIVELY increase the damage (double the damage) I like your solar surge idea Cooldown: I think it should be made into a very niche spell. I’ll be basing its effect based on its name, not ROSHAMBO. For 0 pip, remove all fire DOTS from yourself.

  • Adapt is another strange spell. Empowerment you get at level 58(?) and you gain a pip for every spell casted on you that’s 4+ pips, but Adapt is the same spell at level 110 for 6+ pips. Why would I waste a training point so I can limit myself to getting pips with getting hit with higher rank spells (a glowbug squall could hit you and you would not gain a pip) when Empowerment already does that and more?

  • while i deffinitly agree that this spells need changes i actually have mutate wyvern trained. back in the day (till they got no pvp flag i think two years ago) these mutates were frequently used in pvp, even better they were so meta defining and op that every pvp player used those (either trained or tc preenchanted) so please KI bring back preenchanting for pve, i loved this mechanic to carry backup or utility hits in my side to run a 7 card main deck and still be prepared for every scenario…funny enough i still have some preenchanted backup hits from those days

  • I haven’t been on wizard101 as long as most, only maybe 4 years, but I’ve always thought that Shadow Seraph is an absolute abomination of a spell and COMPLETELY useless. An inferior version of Cycle of Life with an even bigger downside, and a 100 health absorb is not useful when everyone has thousands of health and mobs regularly deal hundreds of damage by the time it’s granted to players. Shrike serves its purpose, sentinel is barely useful but ok, and I struggle to see the purpose of trickster ever since the crit rework. The transformations are way too cool to be as bad as they are.

  • i agree 100% with all your thoughts for changes, thou stuns i still would much prefer they removed stun immune on bosses and instead give them stun resist but if KI is still worried about stun locking after that they could make bosses gain two stun shields after a stun. i feel this just gives stuns alot more power and makes it so hits like medusa would have a place in the game again since rn it costs more then orthrus while having the same damage but a 2 turn stun which never works on its intented targets of bosses.

  • I’ve been saying for EVER that Wizard101 is horribly unbalanced. Seeing these solutions, though some may not be perfect, could absolutely be the fix this game needs. All I want is the identities given back to schools, and to not suffer through the same repetitive gameplay loop of blade blade hit over and over again. I love your ideas.

  • i think at least an interesting idea would be to make precision have a 145% chance to cast, so then it can effectively counter mantle, and make it so you aren’t really wasting a turn since you had a high probability to miss anyways. Add this ontop of not being able to waste it on utility spells and you’d have a pretty good spell i’d think

  • ok so the ice armor 1 i have a issue with while it is less, the issue comes from Effective hp while a sheild will give alot of effect hp thats for 1 attack making it a 140 AOE and the “tanky” one only having 175 feels a bit insulting maing it 100 means you atleast can break it with most 3 pip spells i get that other spells are also issues, but i feel this would be busted for how you suggested it

  • On the note of the Mutate spells, what I think would actually be better is keeping the spell’s original school, but just changing the DAMAGE TYPE so you can still buff them with your blades while changing the damage output. This would optimize your school damage output to those mid-levels worlds while not wasting Training Points on collecting cards to get to those you’ll eventually be able to mutate. They already have a similar type of mechanic with the Balance Hydra and Spectral blast. I’m wondering if they could point the Blade to the school as well as the damage output.

  • In my opinion, increasing the accuracy on precision probably won’t fix it, even though this could be a major buff for early game I guess, but seeing this as a general spell it isn’t very all of that due to how easy it is to get accuracy/accuracy jewels, I like the idea of 50% accuracy but you should add another buff to it, like a 15% balance blade to help early game players

  • I really like all of those, especiall dimension shift. The 3 pip rework is still kidna pointless, while the swap with target would be quite great on certain targets, allowing you to blade on bosses that steal blades, remove weaknesses, and it would be completely hilarious if allowed on PvP. And the minion stealing one is a very fun idea for soloing, with potential additional accidental buff being, that Myth wizards are allowed to have up to 3 minions when using monstrology, unlike the rest of the schools. The only one I’m not a fan of is the buff to precision, as it doesn’t really adresses the main problems with this spell, you mentioned. You still can accidentally waste it, and accuracy buffs are usually not worth it. I would rather suggest the following buff – “The next time target would fizzle, recast the spell.” Basically the game knows the outcome of the turn, the moment all players chose their spells, so if it would detect the player fizzles, it would make them recast 0 pip copy of that spell with nightbringer, and remove the presicion blade. This way not only you cannot accidentally lose it, but it also gains additional utility of bypassing dispels. Great vid overall!

  • 7:57 i swear i’m the only player who likes minions!! i use the brandon… but i don’t play myth and even if i did there’s no way i’d spend a bunch of rounds building up my minions shields and blades only to spend SIX pips to swap. omg as i typed this comment you said basically the same thing. also LOVED your fixes!!! the last one was def my fav, it’s like that enchant enemy spell except you get the enemy for the rest of the game.

  • why not instead of removing solar surge, they could have just removed the rank requirement and put in a level 50 requirement to use it… Why do people who handle balancing issues always jump between both extremes of Nerfing into the ground/ removing spells, or buffing them so much they are op. It’s like they get their balancing advice from Infinity Ward. The problem i constantly see is that people are always nerfing effective strategies in article games when INSTEAD, they should be buffing or reworking alternate strategies to get to the same level as the “op” ones. Different strategies should work like a big game of rock paper scissors. “this man only uses a max power healing strategy to stall, use a debuff that cuts total healing by 70% and hit them hard while they try to get rid of the debuff” not “oh this character is using a max healing build, let’s nerf healing spells into the ground so that they are completely useless inside and out of pvp so no one can have fun. Nerfing everything is not sustainable because it leaves no room for further expansion without completely changing previous balance changes. One thing i dont understand is their blatant disregard for their PvE experience since they just nerf tf out of all the spells so pvp is better instead of making a separate version of the spells specifically for pve and pvp, that way pve players get damage and utility suited to fighting ai instead of getting some stupidly underpowered spell with loads of utility that is completely useless against bosses.

  • For the shadow hits, I think they could be fixed by having them do either half damage for 1 shadow pip or full damage for 2 shadow pips, and shadow spells should use your own school’s damage stat then. Or your shadow school damage should be based on some algorithm off of your own school (like maybe your shadow damage stat is the shadow damage you’d have plus half of your own school’s damage stat? something like that idk)

  • 6:49 Damage enchants should be applicable to absorbs too. 11:39 I like the third one the best, but would replace kill with the afterlife symbol, and I would like to see Dimension Shift swap hanging effect (including auras) with allies 27:33 Or just have Cooldown be a healing spell instead despite not being in the Ice repertoire

  • wizard101 outlasted so much competetion that even its cousin pirate101 died for over a decade (and only just now got a half assed story update) also; i think that beguile and minions in general need to be fixed. beguile is learned in marleybone and is almost immediately useless as bosses start becoming immune in mooshu (and its not even good when it does work) and minions being uncontrollable AND at a fixed level makes them useless way too fast

  • i love these articles. there is one other decent use for precision. when i was questing in krokotopia with my brother, i was storm and he was balance. i fizzled a lot so he started using precision on me before i hit and it was decent. i’ve never rly seen it used otherwise 🤷🏻‍♀️ i agree with the fixes! would be great for things like malus. i’ve also had very specific uses for the aoe stuns like choke. but you’re right they become mostly useless so i agree!

  • I’ve been playing this game for over ten years and I actually learned about more spells from this article. I had no idea how mutate spells worked and I’ve never seen or heard of dimension shift. These spells are honestly quite awful and I like these changes, it seems like KI has given up on trying to make them better.

  • Wow the memories i get omg bro why im getting so nostalgia. I loved to played this game back in 2012-2019 with my brother and sister and it was so fun.Sadly now they both passed away and i cant remember the password of the account because i was the youngest so i never knew about it but so much nostalgia remembering this game man.I still cant believe that this game has active players and some people make articles about it. I hope you get more subs man bcz u are underrated❤ ❤‍🩹

  • Precision was very niche useful in PvE in Wizard City recently whenever I could use it to guarantee a kill in some very earlygame boss fights, particularly if I also have storm spells secondaried I want to guarantee KO with the next turn. Not amazing by any means but not entirely useless when you get it. Mainly useful when you really just got cursed by someone or something i guess

  • I actually do use mutate spells, mostly for fun. There was a time before (via a bug) where you could learn all mutate spells for free. The bug would occur if you never learned any spells. Aka you would reset your spell points then go to the trainers. You could learn them all for 0 tp. It goes patched later as now you have all lvl 1 spells unlocked the moment you hit lvl 1. You had to train them from the school trainers during the meet the professors

  • On the light of current guidelines – precision: negative counter positive charms so, no space for it. pve wise though, it’s a good enough idea. – ice armor: simply yes. – dimension shift: n1: eh n2: that’s a major manipulation of all hanging effects, wouldn’t fit any school specifically except one that is a jack of all trades, so balance. but it would need a shadow pip at least. n3: beastmoon would imply that fire would counter minions and summon minions, so if you add removal + creation in on effect, that’s steal. So that idea would fit fire spell better. – mutates: the mechanic is a disguise to a spell just like polymorph is a disguise to a wizard, with the difference of how permanent it is. but since it does that by the same way enchants work, that got placed into sun school, but it fits moon school just as much. each variant would need a reevaluation to fit the guidelines, so I’ll stop here. – stuns: perfect, but id add it to hit and stuns too. – shadow creatures: good enough – solar surge: would bring variety to pve, which is sorely needed. – cooldown: perfect

  • So, I’ve been thinking about these mutate spells specifically as a life wizard. For most cases mutates are useless because why would you have the mutatable spells as a wizard of the school the spells mutate to, like why would you have phoenix as a storm wizard, or minotaur as a death. However, in the case of life, your mutate option is mutate banshee that turns banshee into forsaken banshee, a 3 pip hit that also gives you a 30% trap for no additional cost or conditions. And here’s the thing, every wizard in the game trains feint… and to train feint it is required that you train banshee, see where I’m going with this? As a life wizard you will always have banshee as you will always that spell trained. But it’s also worth to compare it to life’s own 3 pip hit, Nature’s Wrath, it’s only fair you’d compare mutate banshee to that spell since they’re both 3 pip hits. And by every metric I’ve looked at it seems that forsaken banshee is just incredible and unless I’m missing something… really powerful. Nature’s Wrath at 3 pips does 240-300 damage, and even at full spellement level, it deals 325 damage It’s second spellement path deals 230-270 damage and places a 40% blade and a 40% heal charm on yourself with the condition the enemy needs to have a damage overtime on them… which never happens as a life wizard unless you do some strange, non efficient setup. Forsaken Banshee at 3 pips deals a flat 375 damage and gives you a 30% trap. And since forsaken banshee is life, it will work with your power pips!

  • Good ideas, but you also have to consider PvE. I never do PvP since spellements are such a gatekeeper to it. Plus I’d rather avoid the toxic side of the community. So I only do PvE and one thing as a PvE player is we take the same blows on spellement paths and normal spell changes as PvP. So for example; an earthquake is worthless since you can use shatter, but it’s banned from PvP so its only purpose for existing is to annoy players when a PvE enemy casts it or is used in cheats. This exact thing can be seen with stuns, it’s why Kingsisle will never remove the stun from Storm Lord or Frost Giant in exchange for more damage to them like the other aoe spells, because the point is it affects mobs too. They want them to stun you when an enemy casts it or else they become worthless for mobs. So let’s say they did the stun change, nobody is gonna want to have those do an accuracy debuff since enemies will just save pips if they fizzle and do a worse spell next turn anyway, especially when the typical debuff strategy is just bad juju spam and plague spam. This means that if we had that change stuns are still too situational and worthless for players, but you just buffed every single enemy and boss that spams them since even if we used conviction, we’d still take a debuff. Those are just some examples that I came up with, figured I’d share even though I’m a week late lol

Pin It on Pinterest

We use cookies in order to give you the best possible experience on our website. By continuing to use this site, you agree to our use of cookies.
Accept
Privacy Policy