Level 110 Arcanum Astral Spells - Final Bastion (2024)

The Summer 2016 update brought with it changes, activities and most importantly, lvl 110 Arcanum Astral Spells! These have some mechanics that are definitely noteworthy, and in some ways game changing. In order to train these spells you need to be level 110 and locate Qyburn Stellargaze in the Arcanum’s Astral room. Additionally, all these spells cost one training point each to learn and most of them have prerequisite spells you need to learn before.

Aegis

Level 110 Arcanum Astral Spells - Final Bastion (1)

One of the main highlights, Aegis. Basically this Sun enchant will protect any positive charm or ward from removal by spells such as Shatter, Pierce, Disarm, and Enfeeble. Aegis’ mechanics are rather interesting as through testing testing we discovered that if a spell that removes multiple blades such as Sirens is cast on a person that has one aegis protected blade, it only removes the protection. Sirens removes 2 blades though; one would think that Sirens would remove the enchant then the blade, but this isn’t the case.

One final pointis that Aegis can be used to enchant spells that give blades or shields, such as Rusalka’s Wrath or Abominable Weaver. For PvE it can only protect your non-enchanted blades and traps, but not your sharpened or potent. Along with this comes the fact that an Aegis enchanted blade, and a non-enchanted blade DO NOT stack, the same goes with traps.

Indemnity

Level 110 Arcanum Astral Spells - Final Bastion (2)

Basically the same as Aegis but the opposite… This enchant protects any negative charm (e.g. Weakness) or ward (e.g. Feint) from being removed. This spell can also be used to enchant spells that leave negative debuffs such as Brimstone Revenant and Loremaster. This protects the chamrd/ward from being removed bya spell such as Cleanse Charm, or Cleanse Ward. Uses for this spell may include Bad Juju spamming, Feint protection from cheating bosses and much more!

We made a detailed list of all the spells that can be used on Aegis and Indemnity. Is it worth the training point? Up to you to decide!

Epic

Level 110 Arcanum Astral Spells - Final Bastion (3)

Requirement: Colossal

After 44 levels of waiting, we finally get another damage enchant. It adds 300 damage to one damage spell. This is a must have for any level 110+ for either PvE or PvP. While a +25 added damage is smaller compared to the damage gap of the other lower level enchants it is still quite worth the training point. I personally wish that Epic was +325 since from Gargantuan to Colossal it was a 50 damage increase, however we must leave room to grow as Kingsisle is probably thinking.

Radical

Level 110 Arcanum Astral Spells - Final Bastion (4)

Requirement: Primordial

The new Primordial of the Spiral. A Satyr enchanted with this equals out to over 1010 heal,sacrificecomes to 850, while availing hands comes to 145 initial, then 855 over 3 rounds. This buffs in-school heals quite a bit. I can see this being useful for PvE, while in PvP it may or may not be used. Schools that have in-school heals might use this depending on their opinion. However, with the introduction of Pigsie (an extremely powerful AoE heal) this spell is remarkable. Consider 550 + 150 + outgoing + incoming healing. Overkill! But I hope Kingsisle doesn’t see this bit.

Adapt

Level 110 Arcanum Astral Spells - Final Bastion (5)

Requirement: Empowerment

Adapt, an aura that gives a power pip for any incoming spell that costs 6 pips or more. While it may lack a clear use for both PvE and PvP, it may be possible that someone will create an innovating strategy to make this spell essential. It definitely can be an asset for Jade healers in dungeons such as Darkmoor. That extra pip can be the difference between life and death.

Would you want to train this spell? I recommend finding a personal use for it first.

Brace

Level 110 Arcanum Astral Spells - Final Bastion (6)

Requirement: Fortify

Brace for impact! This aura reduces all incoming damage by 20% for 4 rounds. This is essential if you are fighting a certain Titan’s Trident. It helps tank some extra damage in any aspect of the game. This can sometimes mean the difference between life or death when fighting that one enemy you just can’t defeat.

Would I personally train this? I may buyit mostly for PvE even though treasure card Fortify exists. As for PvP, if I feel a need for it, I may find a few spaces dedicated to it in my deck.

Magnify

Level 110 Arcanum Astral Spells - Final Bastion (7)

Requirement: Amplify

Magnify adds 20% damage to all spells for 4 rounds. The Aztecan aura spells are simply better in almost every single aspect that you look at. They give 25% damage and an additional 5% power pip chance or accuracy whilst increasing incoming damage towards a single specific school. Sadly, this spell is simply not worth the training point.

Flawless

Level 110 Arcanum Astral Spells - Final Bastion (8)

Requirement: Infallible

The questionably “upgraded” version of Infallible. Flawless adds 20% accuracy and 15% pierce for4 rounds. In PvE if you need pierce or accuracy it’s more beneficial to use a treasure card Infallible.The same case goes forPvP. Perhaps we are yet to see a treasure card version of Flawless where it actually goes beyond the benefits of a treasure card Infallible. On the other hand, that worries me for the future of PvP.

Renew

Level 110 Arcanum Astral Spells - Final Bastion (9)

Requirement: Mend

Last but not least, Renew. This Star school spell adds 25% outgoing to all heals for 4 rounds. The fact remains that Mend is +20% outgoing which is not that huge a difference. Additionally, there is Cycle of Life from the Aztecan Star School trainer in Three Points that gives +25% outgoing healing, +5% power pip chance, and +10% incoming Death damage which is quite worth it.

What do you think of the Level 110 Arcanum Astral Spells?

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Level 110 Arcanum Astral Spells - Final Bastion (2024)

FAQs

What are the auras in wizard101 school? ›

The star school is focused around a new type of magic called Auras. Auras are magical energy that surround and protect or strengthen the Wizard. Auras are unique and different from other magic in that they can't be stacked, broken, or dispelled but they will disappear over time.

How to find qyburn stellargaze? ›

The Astral Office is where Wizards can find the Arcanum's resident Astral Scholar, Qyburn Stellargaze.

Where do you train berserk in wizard101? ›

Berserk, trained in Zafaria at level 66, is 40% in and 30% out for 4 rounds. Frenzy, trained in the Arcanum at level 110, is the opposite: 30% in and 40% out.

Where to learn Amplify in Wizard101? ›

Amplify
  • Pip Cost: 0.
  • Level: 52.
  • Trainer: Star School Trainer (Celestia Base Camp, The Stellarium in Celestia), Qyburn Stellargaze (Panopticon in Arcanum)
  • Spell Effect: +15% outgoing damage for 4 Rounds (Self)
Jan 30, 2022

What is the hardest hitting school in Wizard101? ›

Strongest Schools
  • Storm (478)
  • Fire (368)
  • Myth (365)
  • Ice (359)
  • Death (333)
  • Life (323)
  • Balance (292)

What does Moon school resist? ›

The "Sun" school casts as Fire, Life, and Storm. By the same token, they also resist and shield against those three~ they also heal frequently and can boost their heals with Guiding Light. The "Moon" school casts as Myth, Ice, and Death~ that means they shield and resist those 3 schools.

Who killed Qyburn? ›

Qyburn orders him to obey his Queen, when she demands that Gregor continues to protect her, but Gregor simply picks him up and smashes him into a crumbled wall, cracking his skull and spurting blood, before throwing him head-first into sharp debris that destroys the back of his head, killing Qyburn.

What Qyburn did to the mountain? ›

An ex-maester with a tainted past record, Qyburn was expelled from the Citadel for conducting unethical human experimentation and for "dabbling in necromancy." Martin also mentions Qyburn's know-how of "the black arts" and "black magic," and it's pretty obvious he utilizes these branches of knowledge to create a zombie ...

When did Qyburn first appear? ›

In episode 1 of Season 3, Qyburn was found among the Northerners who had been killed and left for dead by Lannister soldiers at Harrenhal. Why does he now serve Cersei Lannister so devotedly in later seasons? Qyburn's “deal”, as you call it, will make more sense when we look at his complete backstory from the books.

Is Berserk worth it wizard101? ›

Berserk can be a handy spell if you use it wisely. For my wizards I make sure to use it when I know I have a pretty decent resist to whatever school the enemy is. If you plan ahead and shield up before you cast it, like you might when using a feint, things should be fine.

Where is colossal spell wizard101? ›

You get Colossal from the Sun School Trainer in the Drum Jungle.

Where can I get the gargantuan spell? ›

It can be found at The Floating Land next to a guy named "Quentin Chamberlain" who sells Wands & Decks Recipes. It will say "Sun School Trainer" on top and you need to press X or click on it with your mouse. You will need a level of 58 and One Training Point.

What is the best dungeon to level up in wizard101? ›

Some of the best dungeons are Labyrinth, Crimson Fields, and the Tree of Life. You can only run each dungeon twice. You will get full experience the first time and 50% experience the second time. After that, you will no longer gain experience from that dungeon.

Where can I get the berserk spell? ›

Berserk is learnt after obtaining Idol of the Heckler. Use Challenging Roar on the Beastly Effigy at the Zai'enki location. This causes Zai'enki to spawn.

How to get monstrous spell? ›

Before you learn monstrous you have to already have tough and giant from the Celestial Base Camp sun school trainer. Once you have done that there is a sun school trainer on the Floating Land in Celestia by the telaport stone hub. It will have monstrous and gargantuan (level 58 enchantment).

What are the school colors of balance Wizard101? ›

The gemstone for the school is the Citrine and the school colors are tan and maroon. Balance School student wizards are solid solo players, and shine at group play as well thanks to an array of buffs they can provide themselves and others.

What are the colors of the school of life in Wizard101? ›

The School's colors are green and brown while the gemstone is Jade. This is where Theurgists trains and receive Quests for learning new Life Spells. This School is one of the three Spirit Schools, along with the Schools of Myth and Death.

Are auras a spell that targets? ›

An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects or players. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”

What are the colors of the ice school in Wizard101? ›

To Ravenwood! The Ice School is run by Professor Lydia Greyrose. The School's colors are light blue and white while the gemstone is the Sapphire.

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