You can make two types of personal Treasure Cards (TCs) in Wizard101. You can add a small amount of additional base damage or 10% improved accuracy to any “normal” spell card. There are two strategic advantages to building your own TCs. First is to improve a base spell card. Secondly, which is more strategic, is to ensure access to critical cards by loading them on your Treasure Card rack. Using this method ensures you will be able to discard cards you don’t need to access something vital. As a player who specialized in Storm magic as my secondary, both the increased accuracy and guaranteed access are equally important. For tough boss fights, I always stack my TC rack with my personalized TCs along with any good TCs I've won as loot. This technique is a cornerstone of my strategy to solo instances.
Making your own TCs is very simple and costs very little gold. It will cost you 25g per card versus spending anywhere from 100g to 500g per card, if you bought the equivalent TC from the Library. You'd be crazy to spend money buying TCs from your own magic school just to have them available as TCs.
You can do the building of the TCs intentionally in a low level zone where making the cards is your only objective. Or you can kill two-birds with one stone by constructing TCs while completing kill-quests. The later can be risky so make sure you can survive several turns where you’re not doing much damage. While making the cards you’re only buffing yourself or wanding the enemy because you turn all of your spell cards that show up in your hand into TCs. When you’ve made all the cards you can for that encounter, you finish off the mobs then rinse/repeat.
Here are the steps:
- Visit the most conveniently located library and purchase one of the two card modifiers available. There are only two: +75 damage or +10% accuracy. I only use the accuracy modifier card.
- Go to the zone where you can safely fight mobs and are able to take the damage they deal out while only wanding, buffing or de-buffing in return.
- Put half of the spell modifier cards on your TC stack
- ONLY put the cards you want turned into TCs in your spell deck along with some shields. I strong suggest playing with a short deck to increase the frequency at which those damage cards show up in your hand.
- Get into combat
- Each round:
- Discard non-damage cards and draw from your TC stack to retrieve a spell modifier card such as +10% accuracy.
- Click on the modifier card to activate it then click the normal spell card you want modified. This turns that card into a TC and it’s now yellow.
- Repeat as many times as you can for the spells you have in your hand and modifiers left in your TC stack, before the combat timer runs out.
- Either select to buff yourself, debuff or wand the mob to execute that round of combat
- Repeat step 6 until you’ve exhausted the modifiers you stacked. Kill off the mobs.
- Refill the modifier cards in your TC stack and restart the process at step 6.
Visit Library
Purchase one of the two modifier cards
Place the modifier in your TC stack
Place cards you want turned into TCs in your deck
Discard cards, pull modifier, click modifier then normal card, makes card Treasured
I religiously, keep my TC deck stacked with these cards. I will often modify cards that have 100% accuracy simply because I want access to that spell from the Treasure deck. Primary example is my biggest heal over time (HOT) spell, is stacked in to my TC deck by turning them into TCs.
Before starting a Boss fight or entering an instance solo I stack:
2x HOTs
2x Area of Effect spells Fire (AOE)
2x AOE Balance
1x Fire Damage Over Time (DOTs)
1x 3PIP Storm Spell
2x 4PIP Storm spell
I use a large deck for Boss encounters and instances even though I play a short deck, explicitly for a larger TC stack. I shuffle the numbers around depending on circumstances. If I have to fight three or more mobs solo, then I stack more AOE cards. If I’m in a group with a healer I exchange the HOTs for AOEs. If the mobs are from different magic schools making it harder for me to always be shielded while also doing damage, I’ll stack more HOTs. I will also add more DOTs for three or more mobs.
There was a bug where carrying player made TCs increased zone load times but that seems to have improved. IMO the advantages of more reliable accuracy and guaranteed access to critical cards, significantly out weights the impact of longer load times. If you’ve never made your own TCs give it a try. You won’t regret it.
You don't need to bring shields, traps and stuff. You can use the PASS button to skip your turn. Go to the WC library, buy your +ACC cards, go to Unicorn Way and just keep passing/making treasure cards in some random encounter off the beaten path so people don't join you. Then either pop them with whatever damage spell you have left after making TCs, or flee...
Also, check your deck for Mutate cards. These can sometimes turn your spells into similar spells in other schools of magic, for even more fun.
Posted by: Tipa | January 17, 2009 at 12:42 AM
Tipa, I believe Sayla is including the Shields, Wards, Traps, etc, so she has Cards to discard, thus allowing her to Draw the +10% Accuracy Treasure Cards.
Posted by: Capn John | January 17, 2009 at 01:17 AM
Oh, duh. Of course you're right.
Posted by: Tipa | January 17, 2009 at 01:41 AM
They're also useful if you'd like to build TCs while farming mobs on a current quest. The shields help me keep the battling going while I build cards. I don't want to kill them until I'm all done.
I started by doing in at Unicorn Way but then that's extra/unnecessary kills versus doing on mobs you already need.
@Capn - I got the picture of your Death Wizard. He looks very cool. Will get posted this weekend.
Posted by: Lauren Bryant | January 17, 2009 at 07:45 AM
Wow, I am so ignorant about this game, either that or I truly am a casual in the strongest sense.
While I have a number of +10% hit cards, I have not used any, simply because I hardly ever have trouble winning encounters.
Yes, the occasional Fizzle is a bit annoying, but I tend to compensate by necer choosing cards with less than 80% hit, and if possible stack cards with greater than that.
Anyway, as usual, kudos to you.
Posted by: *vlad* | January 19, 2009 at 04:15 PM
@Vlad - I think you will find this technique more useful to you if you are soloing once you hit the second world, Krokotopia. Until that point I found soloing everything straight forward with the exception of Sunken City. Give it a try so that you'll have the hang of making them and rotating them into you hand before you need the technique.
Posted by: Lauren Bryant | January 19, 2009 at 11:17 PM