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TEST REALM CONTENT
Please note that this is the
TEST Realm.
Not everything may function perfectly or be fully balanced at this stage.
We truly appreciate your support in identifying any remaining issues.
Please report any bugs and share your feedback in the
Official Wizard101 Discord server #test-realm-feedback.
Important Notes:
- The Hidden Temple Gauntlet is not available for testing at this time, but will be included in a future patch.
- Steam login is currently not working, so Steam players may not be able to access Test Realm right now.
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HIDDEN TEMPLE GAUNTLET
[TEST REALM NOTE] The Hidden Temple Gauntlet is not available for testing at this time, but will be included in a future Test Realm Patch.
Huehuecuaitl, the cursed phrase. Whether found in a book, carved in a petrified tree, or scrawled in the notes of a mad wizard, to read it aloud is to consent to the immortal games. Deep in the jungles of Skull Island, the Grand U'Bah hosts a most terrible contest, filled with choices and dangers. Those who lose are lost forever. Those who win... well, no one ever wins. But if you join forces with Librarian Fitzhume, perhaps you can be the first to survive the Hidden Temple Gauntlet.
- Battle against fierce enemies, like the Blue Batacudas and the Silver Snakes.
- Make choices to rob the temple of its power or claim it for your own.
- Face the Grand U’Bah or be trapped forever.
RANK 5 MAGIC WEAVING
Wizards, prepare to ascend to new heights of arcane mastery with the arrival of Rank 5 Magic Weaving! Building on the lore uncovered in previous ranks, this update invites you to delve even deeper into the ancient secrets of the Spiral. Once you've achieved Rank 4 in your chosen Weaving School and progressed through the main storyline beyond Azteca, speak to your Spell Tree in the Blended Grove to embark on a new quest! With the rewards rotating, this time around:
- Storm and Life weavers now unlock powerful new Fusion Formulae
- Fire, Myth, and Death weavers receive new utility spells
- Balance and Ice weavers receive exclusive pets and new jewels
New Casting Signs
When casting any Magic Weaving spell—old or new—you'll now see the casting sign update to match your specific weaving combination. This visual reflects the woven schools in real-time, giving each incantation a unique flair tailored to your build. The classic spell casting symbols have also received a visual update.
Ranks 1-4 Quest Improvements
In addition to these thrilling new quests and rewards, we've listened to your feedback and implemented quality-of-life improvements across Ranks 1 through 4 to make the entire Magic Weaving experience more enjoyable and accessible.
- Encounters have been tuned down a bit to ensure they're challenging without being frustrating, giving more damaging tools needed to pull off satisfying combos.
- Polymorph encounters spawn fewer additional mobs for larger groups.
- Added an icon to Badge Quest Goals to show the Weaving Requirement.
SPELLEMENT SYSTEM 2.0
Some enhancements have been made to the Spellements system to improve the upgrading experience, introduce more meaningful decisions, and expand strategic options in combat.
For a deeper look at these changes, check out the February 2026 Developer Diaries – Spellwrighting Updates, where the developers share more details.
Spellements now allow training multiple paths per spell. To upgrade, select the desired tier on any path and click the Upgrade button—you can unlock multiple tiers in sequence if you have sufficient Spellements, as long as the base spell is trained first. In deck building, spell families with multiple unlocked paths appear as a single entry with a shared copy limit based on your deck size. Clicking the entry opens a new popup displaying all available paths and tiers, where you can add copies of different variants to your deck, up to the overall limit.
When fusing two spells in combat and the resulting Fusion has multiple paths unlocked, a new UI now lets you choose which path to fuse into. [Test Realm Note] This functionality will come with a future Test Realm patch.
In deck building, spell families with multiple unlocked paths appear as a single entry with a shared copy limit based on your deck size. Clicking the entry opens a new popup displaying all available paths and tiers, where you can add copies of different variants to your deck, up to the overall limit.
Upgrade costs have been reduced across all tiers:
- Tier 2: From 75 to 50 Spellements
- Tier 3: From 115 to 100 Spellements
- Tier 4: From 190 to 150 Spellements
- Tier 5: From 305 to 200 Spellements
- Total: From 685 to 500 Spellements
All upgrades are now permanent, so the Reset button has been removed. For any spells upgraded before this update, you'll see a one-time prompt on the Spellwrighting page offering the choice to reset to the base spell and refund the original Spellements spent (not the new reduced costs) or keep your current progress, which will reward you Spellements equal to the difference between the new and old costs. Once decided, the choice is final for that spell.
Refunding Training Points for an upgraded spell now preserves your current spell tier. However, the spell will be removed from your deck and can no longer be upgraded until you re-spend the Training Point to regain access. [Test Realm Note] This functionality will come with a future Test Realm patch.
Other changes include: Updated "Spellements101" quest with improved explanations of multi-path training and permanent upgrades; removal of Spellements from the Reagents UI; combined loot drops for a cleaner display in combat; and a new tooltip warning about reagent destruction at the 1599 limit.
New Arc 1 Spellement Paths
In addition to the changes to the spellement system, Arc 1 spells have received a third path for wizards to explore. This new path offers never before seen utility and additional options for wizards looking to upgrade their combat capabilities
Minion Updates
The new spell paths introduce entirely brand-new minions—the first minions to appear in the game since minions as a whole were banned from Advanced content.
This is the first phase of a larger minion overhaul (with more changes still to come). For these new minions:
- Stats now scale with your player level
- Spell behavior is more specialized and predictable
- They automatically stop casting after a set number of spells, with floating text showing how many casts remain
No existing minion spells or minion manipulation spells have been changed in this update.
ABBERANT PARADOX BOSS REMATCH
Relive the showdown in Karamelle with the new Aberrant Paradox Boss Rematch! This craftable housing sigil pits you and up to three friends against the aberrant final boss of Karamelle City—more challenging than your original encounter, complete with respawning minions and serious damage. Harvest reagents across Karamelle, then craft the sigil recipe from the local housing vendor, Dolph, or Raquel in the Wizard City Arena (subsequent crafts are cheaper using the trophy). Choose Standard mode to fight with your full power or Challenge mode to scale to level 170 for a Gold Skeleton Key on your first victory.
Defeat the Paradox for piles of Karamelle Spellements, new gear, Azoth, and other rewards. Whether farming upgrades or collecting trophies, this rematch brings fresh replayability to one of the Spiral's most memorable battles!
KARAMELLE CHALLENGE MODE
In our previous patch, we identified several mainline encounters that were more difficult than expected for solo players. We found a few bosses in Karamelle that we felt were too important to the story to adjust without giving them a proper Challenge Mode to pair with them.
The following encounters have been tuned down to allow more players to progress through the mainline, and now include an optional Challenge Mode version:
- Judge Veg – Rosina's House, Black Licorice Forest
- King Gobbsmack’s Oogie Boogies – Castle Gobbsmack, Gobblerton
- Aberrant Paradox – The Cavity, Karamelle City
Remember, Challenge Mode can only be accessed once you’ve completed the Standard Mode version at least once. And like other Challenge Modes, Wizards can obtain exclusive Badges only obtained through this content.
DECORATOR BUDDIES
Is your castle fit for a mighty wizard or is it the abode of a pack rat with hoarder tendencies? Do you know how to use Castle Magic to make doors slide open, candles dance in the air, or a Triton appear in the courtyard? Perhaps one of your friends can help you with these things. You can make your friends into Decorator Buddies, and they can help you decorate your house.
To make a friend into a Decorator Buddy, they must be visiting your house. Open the object placement window and select the Decorator Buddies button.
- Decorator Buddies can pick up, place and move your housing items
- Decorator Buddies can only change your house while you are there.
- Buddies can't steal items from your house, but they can make a mess. Only make Decorator Buddies of friends that you trust.
- You may revoke Decorator Buddy permission at any time.
- Decorator Buddies can use Advanced Housing.
- Decorator Buddies can set up Housing Signs, Housing Teleporters, Music Players, Regal Castle Blocks, Castle Magic and Breadcrumbs.
- Decorator Buddies can't place items that were locked when they became a Decorator Buddy.
- Decorator Buddies can't use your Bank or Attic.
- Decorator Buddies can't place your Wands, Pets or Mounts but they can move them or pick them up.
- Decorator Buddies can't use your storage Vaults, Mannequins or Aquariums.
- Decorator Buddies can only use your items to decorate your house.
- The changes to your house that Decorator Buddies make are echoed to the House chat channel. You can read what your Decorator Buddies are doing at any time by reading the changes in the Housing chat channel.
Important Note: If you can’t find an item after a Decorator Buddy has decorated your house, first check your backpack. Then open your attic and select the house tab in both the inside and outside of your house. From the house tab of the attic, you can move items to your backpack.
Ceilings, Nothing More Than Ceilings
It’s been difficult to place objects on the ceilings of your houses until now. We present our first ceiling item, the Royal Chandelier. A recipe for the Royal Chandelier is available from Angelica WindSpar.
When you raise the Royal Chandelier using Advanced Housing, it displays a purple cube that only appears in object placement mode. The purple cube is placed on whatever surface is directly below the chandelier. You can use the purple cube to move the chandelier or pick it up.
PORTAL OF PERIL RELAUNCH
We have revisited the Portal of Peril and are EXCITED to bring it back to Test Realm! You can find a schedule below for when each Portal of Peril will be available throughout Test Realm. Issues that have been addressed include complications with mob scaling, token removal, boss cheats, and we even snuck in some talk animations for some of the older NPCs.
Test Realm Schedule
Updates at 10:30 AM CST each day
- Thursday the 19th – Spiral Cup
- Friday the 20th – Great Clock
- Monday the 23rd – Grand Tourney
- Tuesday the 24th – Fantastic Voyage
- Wednesday the 25th – Accursed Play
Be sure to share your feedback on Portal of Peril in the official Wizard101 Discord server.
Magic Mirror Updates
A new selection of wigs has been added to the Magic Mirror Hairstyle Shop!
Check them out at the Magic Mirror in the Shopping District.
New Hairstyles:
Blow Out
Puff
Puff and Braids
Curly Flat-Top Fade
Wild Curls
Combed-Back Curls
PVP CHANGES
Diego Returns
Diego has returned to Ranked PvP to help address concerns about unsportsmanlike stall combats (commonly referred to by the community as “Jading”). If a match takes beyond a certain length of time- Diego will conclude the match and choose the winner based on which player dealt the greatest percentage of damage to their opponent. This check accounts for all damage dealt in the match in total (including damage that has been healed back). Let us know your thoughts on this addition in Test Realm!
New PvP Rewards
PvP wizards can chase new rewards to flaunt their prowess in combat. A brand-new set of gear is available for Corporals, Knights and Warlords. For those who have achieved the feat of attaining warlord on each of the 7 schools- they have the option of creating a new Overlord set! See you in the Arena wizards!
QUALITY OF LIFE
- Vendors now have a new UI that sorts their inventory into easy to access sets.
- [Test Realm Note] Not all crafters will be ready for week one of Test Realm.
- Darkmoor housing item recipes at the various vendors have been changed to traditional recipes that you can purchase and then use to craft in the comfort of your home.
First-Time User Experiences
As part of our continuing efforts to improve the first-time user experience, we have made some modifications to early Wizard City.
- The “Secret Strife of Pets” quest has been retired
- Teleporter tutorials no longer interrupt questflow on the Three Streets
- Side systems such as photomancy and fishing are now accessible only after completing one of the Three Streets
- Mana wisps appear more frequently in Firecat Alley
- The size of the teleporter between upper and lower Triton Avenue has been increased
MISCELLANEOUS
- Fixed a bug where level 180 pieces of gear were giving less Shadow Pip rating than intended.
- Fixed a bug where Bunyip’s Rage would break certain aura-based cheats.
- Various Text and Dialogue Fixes.
- Dispels have been banned in Advanced Combat.
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New simple removal treasure cards have been added to Madame Madga:
- Demolish (Life) – Remove 3 Harmful Wards
- Debilitate (Death) – Remove a Heal over Time effect
- Devastate (Death) – Remove 2 Heal over Time effects
- Intervention (Storm) – Remove 2 Damage over Time effects
- Fracture (Fire) – Remove 3 Helpful Wards
- Players may purchase 1 additional Bric-a-Brac elixir per area of their house.
- Extra Credit has been removed as a category on the Badge Leaderboard.
- Extra Credit badges no longer break ties on the Badge Leaderboard.
- Guild Leaders and Lieutenants may give themselves Guild Badges.
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Fixed an issue where some Mobs were missing Expel TCs in the Monstrology Tome:
- Lord Hearse
- Lord Vlad
- Lord Spike
- Drew Roxanne
- Sands of Time
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Fixed Monstrology extractability on the following:
- The Gray Man
- Bartle A – D
- Whispering Vampire
- Headless Horseman
- Balaur
- Preceptors
- Vampire Nurse
- Vampire Demimortal
- Vampire Wanderer
- Fixed an issue where Mr. Stone's summon card was unable to be created, resulting in lost animus.
- Added Atavus Unicorn in Novus to Monstrology.
- Fixed an issue where Wizards would sometimes not receive credit for questing in encounters in Karamelle.
- Fixed icon issues on the Nibbleheim Mines map.
- Fixed an issue where dismissing Pork in the Gorn Hits-With-Sticks fight would softlock the Wizard.
- Fixed an issue where Ra would improperly react to non-damage spells.
- Fixed an issue where Wallaru Collectable Housing Items were missing icons.
- Fixed an issue where "Becoming Nethellnax" Quest's Tale of Fallen Warriors Book didn’t allow multiple players to interact.
- Fixed an issue where "Birds of a Feather" Quest had the wrong NPC name.
- Wizards can now view the Polymorph Deck when in the Young Morganthe Polymorphs in Khrysalis.
- Fixed an issue where the Console Piggle Plushie could not be placed.
- Fixed an issue where Wizards could get stuck in a broken combat sigil in Sunless Shrine.
- Fixed an issue where one of Grandfather Spider's cheat lines did not match the voiceover.
- Fixed T-Posing Minotaur statues in Krokotopia.
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