Are you ready for some new dungeons and.. stuff?!
According to the Update Notes, Aquila will be a "collection of zones within Wizard City" - like Crab Alley, just much larger and harder, it sounds. Or just a lot of places like the Waterworks. Or like Wysteria, but for higher level wizards? ..I'll stop the comparisons. Personally, I don't go into the Test Realm, but a lot of other bloggers and wizards from Twitter ('twizards') are supplying constant updates of the new content. My blogroll to the right of the screen there already has some recent posts from other bloggers about the content, in fact. I'll have to see for myself when the Aquila content comes out in several weeks, but for now I'll have to just give my first impressions of the Update Notes. Maybe if I go really fast and the Test Realm is really slow, I'll reach Aquila in Pirate101 before the content comes out in Wizard101. Just maybe.
These "Immortal Games" (hey, sounds like the Wysteria Tournament) are, as I quote from the Update Notes again, "an excellent test of determination, wit, and fortitude". Hopefully, this means there will be puzzles to go along with the combat, much like the Temple of Storms puzzles in Krokotopia, but harder. Or, maybe the battles will involve the complicated schemes of beings like those in the Warehouse or Briskbreeze Tower (I will always hold a grudge against Estrakir! hmph). There I go comparing stuff again - either way, I'm sure we'll encounter cheating bosses, one way or the other. As for where these zones are exactly, I'm guessing Cyclops Lane will be the entrance to these new dungeons. It fits very well. Enough theorycrafting for now, though, the content is already out and being tested.
As for the new minions -
The new Myth minion is 6 pips, as Talos was 5, I suppose.
Like the level 28 minion quest, these new school minions come as part of a quest, given by Balestrom. Hopefully, they'll play some more buffs and heals. Talos hitting away my traps in boss battles is annoying, but the Hex he uses can be very helpful. Higher damage attacks and more blades and traps would be optimal, in my opinion. Also, ability to critical/block wouldn't hurt. I'm excited to learn what the new minions can do, and whether they have any of the new abilities. I don't want my minions relegated to the back of my deck again, in other words.
...Speaking of decks -
Even though I don't PvP, this is really useful. I have 2 mob decks (one for myth enemies) and several boss decks which follow the same principle. Besides the Aquila content, this is definitely my favorite update. There aren't many names to choose from, of course, but they'll suffice. Other than that, there isn't much to comment on about this change, but it's a great addition that will clear up the game for anybody who uses multiple card decks.
Lastly, one can't forget the
- Locks: Another very convenient update - the dreaded realization that you just sold an expensive item is all too common, and this update provides a decent solution to the problem. A post-it note to myself, if you will, that I shouldn't sell certain items.
- Silver Chests: Now available pretty much everywhere. I doubt the rewards for the WC/KT/MS chests will be large, but the wizards who come across them can get extra practice for those chests in later worlds with better rewards. Next up: Gold Chests? I wish :P
- Dragonspyre Library: Wait, what?!?
- Other: Many other minor solutions to minor problems, all of them particularly convenient.
Even though we've all had gripes with Kingsisle before, whether it be the Hoard packs or the PvP system, this Test Realm seems to be tackling minor problems that have been a problem for wizards for the last five years, and coming up with solutions that are more than satisfactory. Even though Aquila isn't even a world in Wizard101, the content promises to be exciting, and the next main world will likely be here before the year ends.
Unless developments take another sudden turn, I'll be back to post about my escapades in Azteca in another few days.