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. Grizzleheim, Celestia, Wysteria, Zafaria and Avalon Wizard101 Central. Morganthe’s followers, the Shadow Weavers, stand ready to take Celestia’s magic for their Queen.Īfter 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. Guides appear regularly within the Wizard101 Community, posted on both Official. Unfortunately, the explorers did not come alone to Celestia. Plunkett and his fellow explorers soon realized that Celestia was now inhabited by a strange new culture. They landed with an Air-Ship and built Exploratory Undersea Domes to explore Celestia’s ruins. Celestia was lost to the Spiral, its Spiral Door closed forever.Ĭenturies later, a team of brave explorers from the Spiral Geographic Society, led by Sir Thurston Plunkett, re-discovered Celestia. 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. The Storm Titan betrayed the Celestians by sinking their world beneath the Waves along with Morganthe’s invading forces. They summoned the Storm Titan to defeat Morganthe’s legions and to take their world to a place of safety. After decades of battle, the Astral Wizards realized their world would fall. Celestia Zeke Quest Guide: Lounge Lizards Wizard101. The Celestians refused her, so she raised a Dark Army and sent it against Celestia. The sorceress Morganthe, a Queen of the Shadow Web, wanted the secrets of the Celestian magic at all costs. Long ago, the Astral Wizards of Celestia created powerful magic using the energy of the Stars, the Moon, and the Sun. If you use a moon polymorph he will cast an Orthrus on you.Long ago, the Astral Wizards of Celestia created powerful magic using the energy of the Stars, the Moon, and the Sun.The Celestians refused her, so she raised a dark army and sent it against Celestia. The sorceress Morganthe, a Queen of the Shadow Web, wanted the secrets of the Celestian magic at all costs. If you cast a global spell like Wyldfire, he will Tower Shield himself and replace your bubble with a -5% Doom and Gloom. 6 Creatures The Story Long ago, the Astral Wizards of Celestia created powerful magic using the energy of the stars, the moon, and the sun.Any time you blade, trap, or shield, he will cast a Tower Shield on himself, even if you stun block. Since its launch, Wizard101 has released twelve mainline 'World' expansions: Dragonspyre (2009), Celestia (2010), Zafaria (2011), Avalon (2012), Azteca (2012), Khrysalis Part 1 (2013), Khrysalis Part 2 (2014), Polaris (2015), Mirage (2016), Empyrea Part 1 (2017), Empyrea Part 2 (2018), Karamelle (2020), and Lemuria (2021).If you put a prism on him he will use Tower Shield on himself and Wraith on whoever cast the prism.If you need to buy the new Crafting Station, you can buy it from the Furniture Vendors in Krokotopia, Marleybone, Mooshu and Dragonspyre. Healing spells or any low-pip manipulation spell like Disarm will let him cast Wraith on you, right in the middle of the round, free of charge. The Seal of the Seven Seas needs to be crafted at the Equipment Crafting Station.Death wizards, you might want to bring Pierce or Shatter treasure cards, because if you cast a low-pip drain spell like Ghoul, he will cast a -90% Tower Shield on himself.Leave your wand hits out of your deck for this one. Yes, that is almost his entire health bar. you will get a message from Merle Ambrose telling that you can now go to Celestia. If you hit him with a damage spell under 3 pips, he will cast a Satyr that heals him for 5000 health. To enter Celestia you need to complete The Final Countdown in Dragonspyre. Yogash dislikes spells that are less than 3 pips, so he will interrupt you if you cast a low-pip spell with some counter moves.
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