The Order of the Grook

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The Order of the Grook
QuestBook.png
Quest Info
Length Long
Location Mage Island
Level 59
Reward As follows:

Dragon's Eye Bracelet/
Renda Langit

The Order of the Grook is long level 59 quest which begins on Mage Island, released in the 1.19 update.

Preview[edit | edit source]

The Order of the Grook involves going through magic school to learn more about magic. The premise loosely resembles that of Harry Potter.

The most important thing to note when doing The Order of the Grook Quest is that the rewards upon completion of the quest depend on which materials you buy at the beginning of your time at Grookwarts. You will select between five wands and between five tomes. The rewards are as follows:

-

Oak Wood Wand: No Reward

Avo Phoenix Wand: Draoi Fair

Dragon Bone Wand: Dragon's Eye Bracelet

Sky Wood Rukh Wand: Renda Langit

Birch Undead Wand: No Reward

-

The Tome of Nature Magick: 10 EB

The Teachings of Exal: 14 EB

The Teachings of a Wizard: 34 EB

The Ancient Teachings: 10 EB

The Tome of Old Magicks: 24 EB

-

Note: It is recommended to pick the Avo Phoenix Wand, Dragon Bone Wand, or Sky Wood Rukh Wand. It is also recommended to pick the Teachings of a Wizard tome. It is not recommended to pick the Oak Wood Wand, the Birch Undead Wand, or any tome other than the Teachings of a Wizard tome.

Stage 1[edit | edit source]

» Talk to Seasum in a tower on Mage Island.

  • Seasum: Ugh... I really, really, reeeeally don't want to go...
  • Seasum: Hey, who are you?
  • Seasum: Do you... not have manners at all?! Just running into my parents' house like that! Jeez!
  • Seasum: I oughta... Hm. Well... maybe...
  • Seasum: Oh, I know! Here, go to my room real fast, and grab the letter in there
  • Seasum: Bring it back to me when you do, I wanna make sure it's the right one.

Stage 2[edit | edit source]

» Get the school invitation from Seasum room and bring it to Seasum.

  • Seasum: Yep, that's the right letter. I hope you like school!
  • Seasum: My parents were super exited when that letter flew into my room, but magical school sounds so boring...
  • Seasum: I don't even want to learn magic! I just want to write my stories and play games. You can go instead.
  • Seasum: I know the picture on the letter is of me, but you can, um...
  • Seasum: You can say you had a growth spurt! Uh, that should work, i think!
  • Seasum: Now go on, you should get out before my parents see you. I don't want them to find out I gave that letter away...
 The letter says to meet a boat captain on the broken docks next to the Seaskipper, and to "have faith". What does that mean?

Stage 3[edit | edit source]

» Talk to the School Ship Captain on the pier next to the Seaskipper Captain.

  • Boat Captain: Hey! What are you doing all the way over here? This dock's broken.
  • Boat Captain: Oh, a student, you say. Aren't you a little old to be learning fundamental magical knowledge?
  • Boat Captain: Well, if I could see your invitation letter, then?
  • Boat Captain: ...Hm. This...wow, you really look quite different than the picture. Did you get a new haircut?
  • Boat Captain: Well, no judging from me! Keep walking to the end of the dock. Have faith!

Stage 4[edit | edit source]

» Climb aboard the ship.

  • Boat Captain: Alright everyone. Ready for a magical experience?
  • Boat Captain: We're headed to the Nexus. You've been told where to go. If you've forgotten, ask your fellow students!
  • Boat Captain: If you ever need to come back here, just walk out onto the dock again. Good luck, now!

Stage 5[edit | edit source]

» Follow the children to the school.

  • Student: Through the wall, right? I hope my uniform doesn't get dirty.

Stage 6[edit | edit source]

» Talk to Cidre on the school island.

  • Cidre: Hello new students! Over here!
  • Cidre: Welcome to the island of Grookwarts! I will be guiding and helping all the new students.
  • Cidre: So all of you will be getting two vouchers each, and with them you will need to buy one wand and a book or tome.
  • Cidre: You can find everything here around the docks. Choosing your materials is very important, so buy the that speak to you!
  • Cidre: When you're done, meet with miss Una at the front gates!

Stage 7[edit | edit source]

» Purchase a wand from the Wand Merchant and a book from the Magical Book Merchant, then talk to Uma.
Note: Choosing the first wand or the last wand the merchant offers will result in no fabled accessory rewarded at the end of the quest.

  • Una: Alrighty, fledgeling Grooks!
  • Una: Seems like you all have your materials in order. You are now free to enter Grookwarts and begin your lessons
  • Una: The door is just behind me. Walk on in!

Stage 8[edit | edit source]

» Attend the welcoming dinner at Grookwarts.

  • Student: Hush, hush! The speech will be soon!


  • Student: Hurry, take a seat! The banquet will be starting any second now!


  • ???: Magical children of Wynn and Gavel alike... We welcome you here, to our fair academy.
  • Student: Oh lordy, the headmaster! I didn't even see him come in!
  • Student: Uhm...I don't see him at all, actually...
  • Headmaster: Well, I should hope you can see me now, all of you. Oh what a splendid turnout this year!
  • Headmaster: Apologies, I simply can't resist a bit of theatrics. But now, it is time to listen and learn, fledgeling Grooks.
  • Headmaster: We knowledge mages and scholars, The order of the Grook, we pleased to see each of you here. Whether you be young mind aching with curiosity...
  • Headmaster: ...or old hat looking to refine their knowledge, all seeking to learn magic are welcomed here. We expect great things of you.
  • Headmaster: Now, to business. You will write your schedules for the semester. Look down on your paper and write in what classes you wish to participate.
  • Headmaster: You will need to choose four classes, one for each category. the categories are: Elemental Magic, Practical Magic, Magic Creatures and Types of magic.
  • Headmaster: The schedule book is at the end of the table. Worry not, there is no limit on class size. If you wish to take it, you may take it.

Stage 9[edit | edit source]

» Choose your classes.

Stage 10[edit | edit source]

» Talk to the Ghost Guide and attend your chosen classes (The Ghost Guide will lead you to each class):

  • Ghost Guide: I'll be leading you to your classes, everyone! Talk to me when you're ready to go.


  • Ghost Guide: Alright fledgeling Grooks! Your first class is starting in just a minute. Follow me!
  • Ghost Guide: Here Are the Elemental classes. Step on in. Your magical journey truly begins here!


Earth[edit | edit source]

  • Teacher: Now, all of you. Seat. Listen.
  • Teacher: Earth is an element of great power. Versatile and everpresent, nearly as the air.
  • Teacher: Thunder provides force... Earth provides sheer power. The difference... Force choose its own path. Power is a force, directed.
  • Teacher: Earth is also the earth itself. Stone, metal, trees and soil. Trees sways in the wind, but do not break. and the mountains do not crumble.
  • Teacher: The Touroto, stepped in earthly magic, are nearly invincible to all but themselves. It is a proof of the earth's strength.
  • Teacher: The Doguns... They were masters of the earth, and the fire alike, shaping caverns to their will... And now, nearly extinct. A terrible crime...
  • Teacher: But we shall honor them, and move forwards. We shall strike the earth and claim it to be our own.
  • Teacher: The tome direct the earth's force. Take it and utilize it to shatter the stones I summon.
  • Teacher: The darkest parts of the stones are weak points. Find them, and learn the power of the earth.
Spoiler alert: The hidden text contains the solution of the Earth Puzzle.
To complete the Puzzle you have to right click with the tome over the infested stone blocks of each of the 3 stones given. The first one requires 17 blocks, the second one requires 26 blocks, and the third one requires 56 blocks. When all infested stone destroyed, right click with the tome on any part of the stone to destroy it. You may have 105 Seconds to destroy all the rocks or you will need to try again.
  • Teacher: You know the earth's power, fledgeling. There is nothing more for you here. Go.

Thunder[edit | edit source]

  • Teacher: Hee hee, take your seats, take your seats, TAKE. YOUR. SEATS. A marvelous batch of eager students today!!
  • Teacher: Almost as marvelous as the powers of Thunder! Energy! Pure, unfocused energy! Devastation, desolation, industrialization all alike!
  • Teacher: Yes, yes! Thunder is technical and versatile! Unreliable to all those who don't know how to rely on it, to those dexterous of hand and mind!
  • Teacher: But woe, woe, Thunder is reviled, reviled! Pure energy has no morality! If used for good, yes yes, ho hum, but if used for evil, oh, burn the witch! Burn, burn! Evil, they say! Pah!!
  • Teacher: All magicks are unaligned with silly concepts such as morality. They are pure chaos! But Thunder, the element of energy and force, it seems ever so EASY to use for evil...
  • Teacher: And evil has found it, found it! CORRUPTION!! DEMONS!! Forces anathema to us, but knowleged in the ways of force and thus, thunder! So terrible, terrible, and thunder mages feared, feared...
  • Teacher: And then, then! Joyous day, the Corkians arrived with their marvelous machines, and their electromagic! Thunder controlled, thunder tamed! The wonder of it all!
  • Teacher: Electromagic makes handles crank, gears spin, metal move, gives sheer stones the power to THINK, and to PLAN! A Corkian original, and a splendid, splendid development reintroduced!
  • Teacher: And so, you shall see for yourselves! Electromagic at work! You will control thunder and electricity, and make the machines bend to your world today, today, this shocking day!
  • Teacher: The mechanism is behind me now! Come up, come up! See the power of thunder, shackled by our whims, won't you, <playername>?
Spoiler alert: The hidden text contains the solution of the Thunder Puzzle.
To complete the puzzle you have to transfer the thunder energy from the starting 'Tesla Coil' to the one at the other side of the room. At first you have to wait until the energy progressed to the 2nd movable 'coil', then you have to move the 1st to the 3rd position, let the energy wander to the post at the 3rd position, move the post on the 2nd position to the 4th position, etc.
  • Teacher: Whee hee hee! Thunder tamed, thunder shackled, and your magical wings unbound by such petty concepts, <playername>! What a show!
  • Teacher: Expand your knowledge ever further, further! Your task is complete, complete, and your next awaits!

Water[edit | edit source]

  • Teacher: Aah, wow! Everyone s-sure got here quick...
  • Teacher: Welcome, w-welcome. The Water element class is...certainly an interesting one, I-I'd hope... Because water doesn't j-just pertain to, well, w-water...
  • Teacher: It also the element o-of knowledge, and pure magicality. Water i-is sort of magical default, If you w-will. If it isn't focused on on o-one element or another, magic ends up being water-based
  • Teacher: Learning a-about the water element and e-expanding your horizons can allow you to cast spells easier... C-control the flow of magic better, you see.
  • Teacher: Most aquatic creatures are t-tied to water, though creatures that live in icy or snowy environments are, t-too...often, they are also connected to air, but not always.
  • Teacher: In a-addition, many holy artifacts are enchanted with water magic... S-something about how it's a pure type of energy, I believe.
  • Teacher: Lastly, healing abilities are b-bolstered by water magic. Just knowing magic well d-doesn't help, but actually having artifacts charged w-with water magic can increase healing capabilities.
  • Teacher: N-now, for your test, I have...um, a...a test. Anyone who wants to try it f-first, just go up and start.
Spoiler alert: The hidden text contains the solution of the Water Puzzle.
You must answer a series of questions. The answers are as follows:

1. Intelligence. 2. Mermaids. 3. Thunder. 4. Ice Snake. 5. Cidre. 6. Theorick. 7. Mana Regen

8. The Order of the Grook


  • Teacher: Good w-work there! I h-hope it wasn't too boring with my talking... You can go now.
  • Teacher: N-now, who's n-next? And... i-is it really cold in here for all of you, too? Or, is it j-just me?

Fire[edit | edit source]

Spoiler alert: The hidden text contains the solution of the Fire Puzzle.
The teacher will throw fireballs at you, you must hit them away without letting any hit you or the wall behind you.


Air[edit | edit source]

  • Teacher: Arright class, the sooner we start, the sooner we finish, so everyone, take your seats! You'll be getting up soon enough anyways!
  • Teacher: Movin' right along. Air! You're breathing it, we're surrounded by it, but ain'tcha know what it's all about yet, so pay attention.
  • Teacher: Air is an element of freedom! speed, wind and agility. if you're trained well with agility, attacks'll seem like they just phase through ya!
  • Teacher: But over and above that, 'cause of air's ever-presence, it's one of the most versatile kinda magic in existence. People use it in all sorts of ways.
  • Teacher: Over in Gavel, the Bantisu Air Monks have managed to extend their sight by the wind! They use it to help guide folks who get lost in that canyon over there.
  • Teacher: Many winged sorts a'creatures are tied to air, but not all of them. Some magic users just straight-out float! Now wouldn't that be nice, eh?
  • Teacher: Due to their tenuous physicality, souls and spirits are also often related to air magic. Make ya wonder if you could just blow ghost out of the window!
  • Teacher: And finally, some old, old tales tell of a woman who crossed the sea before it was calmed using air magic to fly. 's just an old legend, but an interesting one.
  • Teacher: Now onto the practical test! It's time to get those bones a-shakin'! You'll be running an obstacle course I have set up, but with a twist.
  • Teacher: Everyone up to the table! You'll need this feather with ya to get through.It'll help you jump higher!
  • Teacher: The goal is to grab three crystal balls I put in the obstacle course. once you found 'em, bring 'em back to me.
  • Teacher: The course is behind me. Shake a leg now!


Spoiler alert: The hidden text contains the solution of the Air Puzzle.
There is a parkour you need to do to collect 3 pearls.
  • Teacher: Lessee here, one, two, three, yes indeedy! You got through that pretty quick!
  • Teacher: Now, if you'll just hand me back that feather ya got there...
  • Teacher: ...then you'll be all done! Congrats, little fledge, you've finished this class! Now get on along to your next one!

Stage 11[edit | edit source]

Practical Magic:

  • Ghost Guide: Moving swiftly on, the next class is just across the way. Follow me!

Magical Materials[edit | edit source]

  • Teacher: Alright everyone. Take a seat but don't get comfy. You'll be getting up soon. Hope you brought your reading glasses
  • Teacher: See, I'll just be giving you short primer, then sending you out for the practical exercise, Since I have all this written down already.
  • Teacher: The basis of this class is that many materials, whether you know it or not, are inherently magical in some way or another. If you want to be artificer, you need to know how each one works.
  • Teacher: Thankfully, the field of artifice is very popular one, so there's a wealth of knowledge out there on magical materials and how to use them efficiently.
  • Teacher: Heck, Wynn soldiers are cobbling together rings out of copper and old spider silk, so you know this sort of thing is easy to get to. Tough to master, though!
  • Teacher: For those intimidated, you don't need much crafting knowledge for this class; you'll be reading up on everything you need to know in the back.
  • Teacher: You all be crafting a magical amulet using different items. I've stockpiled in the back; everyone will be crafting a different kind of necklace.
  • Teacher: Here's a note on what you should craft. Once you have the materials you think you need, come to the crafting table. It's enchanted, and will craft the item for you if you have what you need.
  [+1 Recipe]
Spoiler alert: The hidden text contains the solution of the Magical Materials.
Collect all the ingredients from the back room and then right click on the crafting table in the main room.


If you are Determined to do it the right way, the recipe is: White Meteor shard + Quartz Battery + Crate of Avo Binding/Wheat Magical Binding (they give the same item)
  • Teacher: Mhm, that's the ticket, <player name>. If you're interested in learning more, you can probably find my books in most of the libraries.
  • Teacher: Your feathers are coming out just nicely, fledgeling. You can scoot off to your next class now

Magical Effects[edit | edit source]

  • Teacher: Okay class, everyone take your seats, and listen up. This class is going to be interesting.
  • Teacher: As you know, this class is all about magical effects, specifically those tied to various materials, and how they'll affect you!
  • Teacher: This is going to be hands-on learning experience, so those of you with weak constitutions may request to skip the demonstration if you're concerned for your health.
  • Teacher: If you've read my books, you know about quartz, and how dangerous could it be if overcharged. So, of course, we have overcharge sample so you can feel the signs of it.
  • Teacher: It may be explosive, but it will be in a controlled manner. The worst that'll happen to you is your face will get a bit dusty, or your glasses will fall off.
  • Teacher: Magical crystals, as we have to my left here, can be charged with all kinds of different effects. This is an incredibly valuable aspect for artificers.
  • Teacher: Depending on its formations, they can have natural effects as well. These crystals were found in Gavel's flouting islands, and... well let's say it's difficult to keep it in its case
  • Teacher: Our last sample is of cosmic materials, and if you're sickened easily, then don't examine it. Its effects are mostly unknown, but one thing's certain...
  • Teacher: ... it's dangerous to be exposed for long periods. Now, each of you will go back behind me, and examine and interact with each of the three samples provided.
  • Teacher: Once you've done so, then you can leave. Hands-on training is the best way to learn, after all.


Spoiler alert: The hidden text contains the solution of the Magical Effects.
Walk up to each sample and click on them.
  • Teacher: Well done. How did that feel?
  • Teacher: Personally, the void sample is the most interesting to me. You may now leave this classroom.

Stage 12[edit | edit source]

Magical Creatures:

  • Ghost Guide: There's a bit of a walk to your next class. Follow me.


  • Ghost Guide: These staircases were supposed to move, but... That was too much work to put together, apparently. They're a pain to navigate, aren't they?

Wybels[edit | edit source]

  • Teacher: Alright fledgeling grooks. Time to hit you all with the info you're really here for!
  • Teacher: Wybels! Pronounce like "nibble", They're rather popular pet nowadays. But you all knew that, you want to know where they came from.
  • Teacher: The explanation we got was that they lived in the Ahms region, and when it split open, they eventually burrowed into the surface of the Sky Islands.
  • Teacher: But no one KNOWS for sure. That means they. Could. Be. ANYTHING! What could lie beneath that veneer of fluff and playful demeanor?!
  • Teacher: Oh, speaking of fluff. The wooly fur never actually stops growing, ever, and neither their hooves, their horns, or their teeth. They shed often.
  • Teacher: These materials have innate magical energy to them. Stable like lodestone and reliable like quartz, but not as powerful as either. Interesting, that a fluff ball has that potential!
  • Teacher: Wybel fluff is also able to be boiled, and it terns into sticky molasses-like substance. It's used for candy, and its very popular... But it's all POISON!
  • Teacher: It's POISON I tell you! Wyble meat is horrendously inedible! It'll give the worst stomachache of your life! The candymakers are feeding us to DEATH!
  • Teacher: And the worst part is, if too much fluff gathers up in one spot, ANOTHER WYBEL APPEARS! They reproduce by budding!! Growing out of int and dust! It's a no-win game they're makin' us play!
  • Teacher: Wybels do have good use though... They can sniff out sources of cosmic energy, like a pig sniffs out truffles. Sometimes they even will try to take it home.
  • Teacher: It's also they miss it, somehow. It's almost like they might be FROM outer space! It's ALMOST like they bringing insanity-inducing things into our houses ON PURPOSE!
  • Teacher: They're here to kill us all, I swear it! How else would you explain a wybel VAPORIZING a group of poachers? Ten colors of wybel, every one of them rotten evil!
  • Teacher: Everyone says there are only nine, but WE know the truth! There's a tenth out there, an ultimately powerful one that want us all gone. Pray you never see it, kids
  • Teacher: Anyways, my lesson's safe from all of that. All you have to do is to re-order these plush Wybel toys on the stand. You'll figure out once you're there.


Spoiler alert: The hidden text contains the solution of the Wybel Puzzle.
To complete the puzzle you have to remember the shown color combination of Wybels and after the Wybels got scrambled, you have to re-order them the way they got shown to you at the beginning. There are 3 rounds with an increasing amount of Wybels to remember. Screenshot them before the shuffle if you struggle.


  • Teacher: Alrighty, fledgeling, good job. You're armed with the REAL truth now! Go on to your next class.

Magical Species[edit | edit source]

  • Teacher: Hello, students. This is the magical creatures class, and I will be your instructor.
  • Teacher: Different species have different levels of innate magicality. This is often an invisible aspect of the species. You must never assume.
  • Teacher: To begin with, Doguns. They are ancient creatures, artificial-seeming at first. Despite this, they are highly adept at earth and fire-based magic.
  • Teacher: Able to quite literally move mountains, it is theorized that they were the one who carve out the inside of the Molten Heights into the caves we know today.
  • Teacher: Tales also tell of their utilizing demonic energy for various purposes. However, we are only able to assume their magical energy from Dwarven tales, as they are nigh-extinct
  • Teacher: Moving on. The term "Greenskins" is a catch-all for Trolls, Goblins, Orcs, Ogres and Hobgoblins. Some include Gerts into this definition, though by technicality they are separate.
  • Teacher: Though many Greenskins societies with mystical particles, the only known way for them to utilize magic is through magical artifacts. They've little magic potential.
  • Teacher: Meanwhile, Villagers are the opposite persuasion. High magical potential, often unrealized out of laziness.
  • Teacher: Humans are often thought of as magical then Villagers, due to Fruman soldiers seeming to know some magic innate, but this is untrue.
  • Teacher: Dwarves have a similar level of magicality to Humans, but like the Villagers, it often go unrealized. Their culture values physical strength more.
  • Teacher: It is theorized that the reason for this is due to their distance for demonic energies of the Doguns. They reject their magic potential often, such that it is lessening over time.
  • Teacher: Inversely, Elves have a deep connection to their magicality. Despite their reclusiveness, they are known for their open share of magicality energy within their own society.
  • Teacher: The outcast Elves of Efilim have shared their connection to what we refers to as "The Light". This connection is supposedly unfathomable, but guides them and protects them.
  • Teacher: Now, we see if you were paying attention. You will come here and order the societies I have referred to in the class from least magical, to the most.


Spoiler alert: The hidden text contains the solution of the Magical Creatures Puzzle.
To complete the puzzle you have to order the magical species from least magical to most magical: Greenskins, Dwarves, Humans, Villagers, Doguns, and Elves.


  • Teacher: Well done, you got it right!
  • Teacher: Correct. <player name>, thank you for paying attention. No one ever seems to in this class. You may go.

Stage 13[edit | edit source]

Types of Magic:


  • Ghost Guide: Next class is actually rather close!
  • Ghost Guide: Just follow me.


Corruption[edit | edit source]

  • Teacher: ...I was hoping for a smaller class size.
  • Teacher: Corruption is incredibly dangerous... it'll be tough to keep so many students safe. If anyone wishes to leave, you may.
  • Teacher: Now... corruption is a force of nature of... some descriptions. Yes, you heard me right. We don't actually know much about it.
  • Teacher: Even though it's plagued the Wynn province for a thousand years, the way its behaves is so alien in nature that it's nigh-impossible to study.
  • Teacher: We know it raises undead bodies... The working theory is that the more heavily injured the target is, the more susceptible they are to being corrupt.
  • Teacher: And... well, you can't exactly get more injured than "dead". Hence, the growth of zombies and skeletons and all, over in Wynn.
  • Teacher: It appears to spread by complex "root" system. A scientist from Nesaak, Orikal, has studied this. The corruption spikes appear to spread it in greater concentration.
  • Teacher: As for the effects on your person, most often paranoia and anger are seen. And that's about the only consistent thing with it; it affect everyone slightly differently.
  • Teacher: The worst part is that practically everything single thing we've touched here is conjecture and theorycrafting! The force of corruption is terrifying.
  • Teacher: The only thing we know for certain is that powerful ice-based magic can halt corruption, as seen in the Nesaak region.
  • Teacher: Now, the dangerous part. Everyone, come up past my desk here. We'll examine a corrupted creature in controlled environment.
  • Teacher: We have one in captivity, and its cage is reinforced with the strongest metals we have... so dear god let it be enough.
  • Teacher: Bringing it out now... be sure to back up. We don't want anyone caught in the crossfire here.
  • Teacher: One thing to note about undead corrupteds... they can't be cured. You can weaken them, but that's about it. ...wait...
  • Teacher: Wait, why's it spreading here? It's never done this before! E-everyone, back up, now!
  • Teacher: A-as you can see, corruption is very powerful, eheheh, c-can someone go get another teacher or something?!
  • Teacher: Wait, no! It's corroding the bars! Everyone, RUN! NOW! GET OUT OF HERE, CLASS DISMISSED!!!!
  • Teacher: GAACK! No, <player name>, I said RUN! Don't fight that thing, get OUT!


Spoiler alert: The hidden text contains spoilers relating to Spoiler alert: The hidden text contains the solution of the Corruption Puzzle.
The teacher will call you up to the front and unlock a cage holding a Corrupted. The Corrupted will become enraged and you must kill it despite the teacher's wishes for you to run.


Image Name Level Health Attack Type Abilities Elemental Stats Drop(s) Location
EnragedUndead(TheOrderofTheGrook).png Enraged Undead 60 6000 Melee - Fire: Damage - Corruption Classroom
  • Teacher: Dear lord... that was awful. <player name>, I can't believe you were able to kill that thing!
  • Teacher: Class absolutely dismissed. We've got to cancel this class... it's far more dangerous for the students...

Magic of Nature[edit | edit source]

  • Teacher: Welcome in, guys and gals... we're learnin' about nature magic today!
  • Teacher: There's two main ways of usin' nature magic... Shamanism and druidism. Two sides of the same coin, man.
  • Teacher: Druidic Practices tend to deal with healing more, and nurturing. When life's created, it gives off energy... and Druids use that energy for their magic.
  • Teacher: Shamanic skills are a lot more direct, man. They take the life from other things and use that to do their stuffs. It's way more varied then Druidic magic.
  • Teacher: Each has its ups and downs, man. Druidism is chill and helpful... but you can really expand your mind with Shamanism, buddies.
  • Teacher: Either way, it's all about equivalent exchange, y'see? You can't get somethin' from nothin', man. Either make life or take life.
  • Teacher: But! It's not peaky about what life you take, man! A good shaman takes from plants and animals, not people!
  • Teacher: Don't be Slykaar, kiddos. He asked for human sacrifices, but he lived in a jungle, man! Like, what the hey! He coulda done anything alse!
  • Teacher: Anyways, our test today, little buds, is to practice some shamanic skills. We got a sick cow in the back, and you're gonna nurse it back to health.
  • Teacher: You'll need to sacrifice some old grooks, but it has to be just the right amount, man! The practice is through the door behind me.


Spoiler alert: The hidden text contains the solution of the Magic of Nature Puzzle.
The professor will ask you to kill grooks in order to resurrect a cow. You will need to kill exactly 5 grooks and then right click on the altar. Killing more or less will cause a zombie cow to attack you.


  • Teacher: Groovy work, man! You're at one with nature!
  • Teacher: Your feathers are all grown out, man! Time to head out!

Stage 14[edit | edit source]

» Finish school for the day.

  • Ghost Guide: That's all four classes! I hope you found them magically enriching! Now, off to the graduation hall!
  • Ghost Guide: It's the room all the way at the bottom of the stairs. Hurry, don't hold up the ceremony, It won't start until everyone's there.

Stage 15[edit | edit source]

» Go to the ceremony room for the Headmaster's closing speech.

Dialogue:

  • Headmaster: Take a seat. The ceremony is starting.
  • Headmaster: And so, your teachings, or at least their basics, have ended. Your magical feathers have started to grow!
  • Headmaster: You have all been performing very well during your classes today. I've heard quite a bit of praise from the teachers being passed around.
  • Headmaster: But now, for your efforts, you shall not go unrewarded. You will leave here with more than simply knowledge.
  • Headmaster: Your tools have shaped your minds, subtle but inexorably. And so with that, what you leave with today, both in mind and in treasure, shall be different for each of you.
  • Headmaster: Let us start with <player name>. Please come up to the stage!
  • Headmaster: There's a reason I've called you up first, you know. Recall what I said about old hats earlier? Don't think we didn't notice the armor, or the weapon, or the grim countenance.
  • Headmaster: But no need to worry. Those who truly have the drive to become learned in the ways of magic, no matter who they are, will always find their way here, and be accepted.
  • Headmaster: A shame about Seasum, but not to worry. Now, hand over your materials and you'll receive your rewards.
  • Headmaster: And there you have it. Your feathers are grown, and you can spread your magical wings! Good luck on your adventures, Wynn soldier.

Trivia[edit | edit source]

  • Imaxelius made this quest.
  • This quest is a reference to the fantasy book series Harry Potter by J.K. Rowling.
  • In the Wybels class, the teacher briefly mentions an existing 10th kind of wybel, "An ultimately powerful one that want us all gone.", possibly The Orange Wybel.
  • In the Corruption Magic class, the teacher mentions Orikal from the quest The Corrupted Village as a corruption expert from Nesaak
  • The Wybel class teacher traumatize by the wybels facts.
  • The fire puzzle is kinda buggy, if your internet is laggy do not choose fire.
  • If you chose fire for your lesson and you kept on failing, try enabling hitbox by pressing F3 + B and focus on the hitbox instead.
  • In Magical Materials class, the teacher mention the Wynn soldiers who use copper rings with spider silk, referring to basically anyone in Wynncraft who want to craft Accessories in the low level range.
  • The teacher of the Nature type magic is a hippie.
  • The Headmaster knows about the fact you switched places with Seasum and you aren't in fact, Seasum.
  • Seasum's bedroom is right under the stairs, just like in the books.
  • There is a Cave with a Tier IV chest on the island of Grookwarts, Take a right when you get to Una and go up the stairs to find it. (there are also some Tier I & II chest around the island itself)
  • The school hold a secret: on the right side of the hall, there is a head that looks like a book. When right-clicked, bookshelves will arrange themselves to form a parkour with the candles above the dining room.
    • By right-clicking the candle at the end of the parkour, the huge shut door in the Staircase room will open, revealing some sort of jail, and very interesting fact: the order of the grook knows about the Silent Expanse and tried to learn about the environment there. the experiment failed, led to them to make sure no one shall step inside the darkness there.
    • The parkour can be skipped using movement spells.

[citation needed]


      • The test subject still wanders there... a lvl 105 dernic entity with 35000 hp.
        WeakenedDernCreature.png