Wizard 101 - Basic Game Information

Wizard 101 - Basic Game Information
Title Wizard 101 - Basic Game Information PDF eBook
Author Source Wikia
Publisher University-Press.org
Pages 154
Release 2013-09
Genre
ISBN 9781230852706

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This book consists of articles from Wikia or other free sources online. Pages: 152. Chapters: Account Info, Creatures and NPCs, Equipment, Pets, and Housing, Game News, Playing the Game, Schools and Magic, Your Character, Account, Message from Merle Ambrose, Account, Buy Sell Conditions, Chat, Create a Character, Creating a custom pet, Crowns, Dragonspyre Teleport Stones, Duels, Experience, FAQ, Farming, Friends, Health and Mana, Henchmen and Minions, Housing, How to Play, Items, Item Symbols, Last Names, Level Chart, Links, Message from Merle Ambrose, MooShu Teleport Stones, Mounts, Mutation, October 2009 Update Notes, Pets, Player Names, Quests, Quest Rewards, Schools, Spells, Spell Types, Test Realm, The Books of Wizard101, Titles, Trading, Training Pets, Training Points, Treasure Cards, Vendors and Banking, Henchmen and Minions, Vendors and Banking, Creating a custom pet, Farming, Housing, Items, Item Symbols, Mounts, Pets, Training Pets, Vendors and Banking, Message from Merle Ambrose, October 2009 Update Notes, Chat, Dragonspyre Teleport Stones, Experience, FAQ, Friends, How to Play, MooShu Teleport Stones, Quests, Quest Rewards, Test Realm, Trading, Creating New Pages, Duels, Mutation, Schools, Spells, Spell Types, The Books of Wizard101, Badges, Create a Character, Experience, Health and Mana, Last Names, Level Chart, Player Names, Titles, Training Points. Excerpt: The first step on your journey in Wizard 101 to Wizard City is to create an account. To do this all you have to do is sign up on the Wizard 101 Homepage.and follow the instructions to download the program onto your computer. There are three different types of account access: free to play, subscription and access pass. Free to play is of course free, however you can only access 'free to play' locations. These are basically the starter locations in the game, and do take a decent amount of play time. So you can play in these for awhile as you decide how you would like to buy access to the rest of

Wizard Game Basics 101

Wizard Game Basics 101
Title Wizard Game Basics 101 PDF eBook
Author Leigh Gaitskill
Publisher Createspace Independent Publishing Platform
Pages 198
Release 2015-11-28
Genre Games
ISBN 9781519445025

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A guide to Wizard 101 for levels 1-40. How to maximize gardening, work with pets, use your spell book, etc. Based on extensive research and many hours of play with wizards from every school, this is the only comprehensive guide focused solely on the lower levels of the game. Much advice out there is for wizards above level 60 and doesn't apply for wizards below that. For people who haven't been into gaming, you can find explanations for all the basics here. Enhance your game experience and learn how to set yourself up from the beginning to excel. Newly edited revised version in November 2015 adds info from updates to the game and expands on some material.

Game Wizards

Game Wizards
Title Game Wizards PDF eBook
Author Jon Peterson
Publisher MIT Press
Pages 401
Release 2021-10-12
Genre Games & Activities
ISBN 0262542951

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The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

Basic Computer Games

Basic Computer Games
Title Basic Computer Games PDF eBook
Author David H. Ahl
Publisher
Pages 185
Release 1981
Genre BASIC (Computer program language)
ISBN

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Frostgrave: The Wizards’ Conclave

Frostgrave: The Wizards’ Conclave
Title Frostgrave: The Wizards’ Conclave PDF eBook
Author Joseph A. McCullough
Publisher Bloomsbury Publishing
Pages 64
Release 2019-02-21
Genre Games & Activities
ISBN 1472824067

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Wizards tend to be secretive and solitary, rarely sharing their knowledge, and associating with only a select few apprentices, followers, and henchmen. It is rare that they spend time in the company of other spellcasters, and rarer still that they work together. Now, however, something is about to take place that has not occurred since the great days of Felstad – a gathering of wizards. In this new supplement for Frostgrave, some of the biggest names in gaming turn their creative powers towards the Frozen City, each contributing a scenario and adding their own flair to the game. Featuring scenarios by Alessio Cavatore, Alex Buchel, Andy Chambers, Gav Thorpe, Chris Pramas, Daniel Mersey, Andrea Sfiligoi, and many more, this tome provides a collection of adventures that will pit players against unimaginable foes and challenges, pushing their wizards and warbands to new limits.

Theodosia and the Serpents of Chaos

Theodosia and the Serpents of Chaos
Title Theodosia and the Serpents of Chaos PDF eBook
Author R. L. LaFevers
Publisher Houghton Mifflin Harcourt
Pages 360
Release 2007
Genre Juvenile Fiction
ISBN 9780618756384

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Theodosia Throckmorton has her hands full at the Museum of Legends and Antiquities in London. Her father may be head curator, but it is Theo--and only Theo--who is able to see all the black magic and ancient curses that still cling to the artifacts in the museum. When Theo’s mother returns from her latest archaeological dig bearing the Heart of Egypt--a legendary amulet belonging to an ancient tomb--Theo learns that it comes inscribed with a curse so black and vile that it threatens to crumble the British Empire from within and start a war too terrible to imagine. Intent on returning the malevolent artifact to its rightful place, Theo devises a daring plan to put things right. But even with the help of her younger brother, a wily street urchin, and the secret society known as the Brotherhood of the Chosen Keepers, it won’t be easy . . . she quickly finds herself pursued down dark alleys, across an ocean, through the bustling crowds of Cairo, and straight into the heart of an ancient mystery. Theo will have to call upon everything she’s ever learned in order to prevent the rising chaos from destroying her country--and herself!

Online Games, Social Narratives

Online Games, Social Narratives
Title Online Games, Social Narratives PDF eBook
Author Esther MacCallum-Stewart
Publisher Routledge
Pages 211
Release 2014-06-13
Genre Social Science
ISBN 1317652223

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The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.