Unleash Your Full Magical Potential With All New SOS Training
hpwulola
Posts: 1,296Moderator › admin
Get ready to level up your Calamity-kicking skills with all-new training provided by the Statute of Secrecy Task Force. With SOS Training you’ll learn entirely new magical skills with useful benefits to aid you on your adventures.
Every witch or wizard, level 4 and above, regardless of selected Profession, will soon be granted access to a set of new SOS Training skill trees full of never-before-seen lessons. By unlocking these lessons you’ll gain access to skills that have far-ranging effects that can’t be found anywhere else. It’s up to you to decide what skills to invest in based on your own personal playstyle.
Perhaps some of your spells have been feeling a little lacklustre? Mastery will increase the power of your spells and help you better trounce those meddlesome Confoundables. Finding Fawkes a little too eager to flee? Departure Denial reduces the chance that a flighty Foundable escapes after you cast a spell. Fancy improving your Potion-brewing skills to levels even Professor Snape would be proud of? Potions Effect boosts the strength of your Potions and Brew Time Reduction shortens how long it takes to brew them.
Through SOS Training you can also unlock a set of new spells that you invoke directly on the Map called Field Charms. Cast the Trace Charm on existing Traces to reveal even more Traces nearby. Cast the Inn Charm on Inns to generate additional Spell Energy on the Map. Cast the Greenhouse Charm on, you guessed it, Greenhouses, to conjure rare Potion Ingredients. While you alone can see the extra Traces revealed by your Trace Charms, all nearby players can take advantage of the bonus Spell Energy and Potion Ingredients from anyone’s Inn and Greenhouse Charms so be sure to coordinate with fellow players for optimal benefits.
What’s the key to unlocking all of these unique skills? Continuing to develop your magical potential as a wizard in the SOS Task Force of course! To help with your professional development, the SOS Task Force will be providing Field Guides, Ministry Manuals and Defense Against the Dark Arts Books, three new resources you can collect and use alongside existing Restricted Section Books to unlock these new skills. The best part is, Field Guides and Ministry Manuals can be obtained from doing the same things you’ve already been doing—returning Foundables and placing images in the Registry, and Defense Against the Dark Arts Books can be earned by participating in in-game events.
Are you ready to expand your magical horizons with SOS Training? Stay tuned for more information this month. Year two of Harry Potter: Wizards Unite is here!






Comments
Did you have to wait for that post to get through moderation @hpwulola 😂😂
Seriously, though, this looks interesting and might well be the refresher that a lot of people need right now.
Choices, choices... Finish auror or start playing with new skills?
Yaaay woke up to this notification on the app! Excited to see the changes. Particularly looking forward to flee rate reduction skill :)
Will we still be getting new profession lessons?
Introducing a whole new set of game currencies is a complete slap in the face to players who've been here since the beginning. I've stayed with the game through thick and thin, but this has convinced me that the developers do not care about supporting veteran players. I'm done.
@Nollix The summary points towards use of a combination of new and old currencies, old being "Restriced Section Books". So veterans do have a upper hand. There needs to be some novelty in the game too :)
Looking forward to a new and useful element to the game, but would still like the chance to have some new profession lesson plans to work through.
Will these new spells count towards the "Cast 20 Distinct Spells" achievement?
I have been waiting for this kind of update and am super excited for it but I am disappointed in the new currency system. I have been saving up my books after completing my primary profession but still putting scrolls into the other professions because you get so many more of them. Will we have a new use for the books and scrolls some of us have been saving or is the only thing books and scrolls are for at this point leveling professions we wont use?
It seems perfectly reasonable to both require new currencies and reward dedicated long-term players by using their accumulated supply of old currencies, but needing to decide whether to finish the Professor profession or learn the new skills is going to be painful for me.
At least there will be no temptation to grind for the new skills, as Restricted books are the only currency in the game you can't grind.
Guess I'll just have to be content with falling further behind the curve.
And the joke is on all of the people who were told to learn a second profession rather than hoard books for the future ;-)
@Nollix , if you've been playing since the beginning you should have a stash of accumulated Restricted Section books that will give you a HUGE advantage in the new skill tree. Hardly an insult to old players.
@Morganza I am on my third profession and need to choose now! Eeep!
I hope we will be getting a lot more information. At first glance, this just seems to be addressing common complaints like resist rates, departures, and inns/greenhouses. I want new content, not an overhaul of how the game is played.
@hpwulola I hope this includes new lesson plans, 'new charms' and just returning foundables and placing images again and again for no reason just to acquire 'field manuals' is going to get old before the summer ends....
@Nollix as several others have said, it’s a reasonable compromise for both old and new players. It’s combining books we’ve been able to acquire over the last year with new currencies no one has yet. It would have been unreasonable to expect them to stick solely with the current currencies. New players would be at a severe disadvantage, and veterans would fly through it so fast and be complaining for new stuff in less than a month.
Yay! Finally new lessons 😃 (coming soon...👀😂)
They look interesting. I’m going to have to wait to see the new Skill tree before deciding how to use the books I’ve stocked up. I do still hope there will be more profession skills as well, but guess we’ll have to wait and see what’s introduced.
'Agitated, not stirred'? Well played, Agent Double Oh Nine-and-three-quarters XD
@Dragons1111 @Morganza @MrSciGuy I get where you're coming from. Sure, I have hundreds of Restricted Section Books and Regular Spell Books, as well as many thousands of scrolls, the latter two of which will be useless for these new skills. I would much rather they'd just added more Lessons for the three Professions ("coming soon...") and added more levels to the fortresses with higher level foes. They got themselves into this mess by waiting for over a year to add new skills. Not to mention the fact that they've never updated the base SOS story. And I wish they'd change the events up a bit -- the Halloween event was one of my favorites! And they've never brought those foes back at all.
Woke up to this in game announcement and got real excited. So restricted section books will still be used but the other won't? I don't have that many of either of them either way nor have I finished my skill tree so with the next two brilliant events I'm hoping I can finish before🤞🏼I'm not sure what use the spells will be to me when I don't live near a greenhouse or inn though and it says you have to cast on them, so we'll see. The trace charm sounds cool but can that be used alongside tonics? So many questions!
When will this be happening?
@CBG92 yes, many questions. I’ve got lots too. Like will these field charms have a timer on them or limited daily use or could they be used whenever and however much a player wants (which seems unlikely)? How far would a player be able to get without the DADA books? And how easy is it going to be to get the other new currencies? Other questions too, but they will probably most/all get answered when the lessons are introduced.
I **REALLY** hope the numbers of the books/manuals at the top of those screenshots are not what is going to be required @hpwulola !! 👀😂🤣
@Nollix I think we can all agree we’d like new profession skills, higher level foes, and new SOS assignments.
Sounds like some interesting things heading our way. Thanks for the heads up!
Haven't been able to play since November of last year
@Imaginatio I don't know. If it's like profession lessons it could be on the player's own time. As for earning the currency I think it'll be more like earning restricted section books so that players don't blow through it too quickly. As for me, I'm literally two lessons away from completing my tree so I'm still invested in that for the time being. I had started as an auror but changed after so I guess I might as well stick with professor now😂
@MrSciGuy
Even if they gave us new foes that are higher level, professors (and I believe magizoos) can easily become invincible in that they take no damage under certain circumstances. That needs to change if they’re going to introduce new foes at higher levels.
Yes, but it requires cooperation of others.
For a 'Zoo to become invulnerable, they need to have most (all?) of their defense nodes purchased AND receive a shield from a Prof. Not impossible by any means, but can be tricky as Profs will tend to use their shields on the glass Aurors and themselves (see below) first. That's not a guarantee (I tend to shield myself last), but because Zoos are tanky, they can be "eh he/she's alright"ed.
For a Prof, it requires a fully purchased Shield cast on themselves (by themselves or another professor) PLUS have another Enhancement active (Team Proficiency Charm, Team Bravery Charm, Exstimulo Potion, Dawdle Draught) PLUS have two separate hexes placed on the foe they are facing (Deterioration Hex, Weakness Hex, and/or Confusion Hex). The professor can (with 13 focus, or 6 if they have a Dawdle running in the background) do most of this themselves, but they still will need an Auror's help.
What might make more sense is boosting the defense of the Aurors in the next set of lessons, and maybe giving the Profs more power (we seem to take the longest to **** our foes). Oh, and boost the pixies dodge so that non-Profs stop stealing them from us! (the pixies are the only foes that any class can seemingly fight without trouble)
What might be more interesting in the "profession specific" lessons is where you have to specialize inside of your profession and thus have a decision tree that means you cannot go down the non-selected path (without high costs or depth down the selected path first). Make my prof different from someone else's.
FOUL. Over 25,000 scrolls, and they are not to be used for the new lessons. New hoops to jump through for new "currencies"? A 1% reduction in a 24 hour brewing time?
Unbelievable. Waiting months and anticipating new professional classes. I am disappointed and disgusted. After the fiasco of re-evaluating Confoundable counts, and lack of response to valid criticism from players, this is not enough to reward players.
New classes were promised on the profession pages. SOS challenges promised rewards for higher professional development.
The new classes seem a stopgap measure, because higher levels of players with more classes would need new fortress levels in order to use their new skills.
Get professional classes together, and make them available. There is not enough going on in game. Gold presteging pages is not enough. Give us higher levels in fortresses, and let us progress.
I'm level 56.
First impressions...
It's better than nothing? Maybe?
It's just using the same game mechanics, but with new icons. I appreciate the need to minimize game file size, memory etc, but this seems to be in many ways just more of the same.
The 'Field Charms' seem to just use the same code as tower buffs.
A 'Trace Charm' is just a version of a Tonic for Trace potion.
A 3% reduction in brew time, even for a 12-hour Baruffio reduces it by 22 minutes or to 11:38. Does that really make any practical difference to anyone?
Inn & Greenhouse charms may be the most useful 'upgrade' mentioned.
This seems to just a spin on the existing game mechanic of the Herbivicus Spell but instead of increased yield, you get spell energy.
I'll be surprised if Departure Denial and Power boosts are not buried, requiring many other skills to be unlocked first.
For those asking about the profession skill tree Pt II, without a rather large upgrade/change, what exactly should be expected? More Power, Stamina etc boosts? As far as game balance, if you keep bumping stats, how do you avoid making it too easy and/or making one profession no different from any other? Since we now see what falls under SOS, the skill tree will apparently not include potion skills.
I would still like to see a move away from The Calamity and towards missions from various departments within the Ministry of Magic and Diagon Alley. Virtually every MoM department offers far more immersive game play options than the endless, shallow sticker collection we currently have.
Auror's Office: Bounties on Dark Wizards, Azkaban escapees etc. Some specific to Aurors.
Magical Accidents & Catastrophes: Hunting down rouge magical items. Some Professor specific.
Regulation and Control of Magical Creatures: Magizoologist specific missions and others for Professors and Aurors.
Ollivanders, The Leaky Cauldron, Gringotts... They all offer far more diverse options allowing players to actually 'play' a specific role and I do not think it would require a massive increase in game resources .
If they choose to keep this as nothing but collecting stickers for pages, **** the same limited actions, I cant see how this game survives long term.
Notice the "Combat Training" tab in the bottom right corner of the screenshot? Even more new stuff coming up..
I’m hoping that’s the case @Drk10rd and not just the new home for our current skill tree.