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.

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Level 110 Arcanum Astral Spells - Final Bastion (2024)

FAQs

Where to get all astral spells in wizard101? ›

You begin to learn astral spells when you reach Celestia, the first trainers of these schools that you will meet will be at the Celestia Base Camp. You still need to finish DragonSpyre to reach Celestia. You must also be level 50 to start learning astral spells.

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.

Where are the Astral schools in wizard101? ›

There are astral trainers in Celestia, Zafaria, Azteca, and in the Arcanum. In Celestia, go to the Floating Lands and inside the Stellarium and Lunarium for access to all the spells. In Zafaria, the sun and star trainers are inside Zamunda, and at the Drum Jungle dock.

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.

What is the most powerful element in Wizard 101? ›

Here is a list of the schools in the order of their strength, along with their average strength.
  • Storm (478)
  • Fire (368)
  • Myth (365)
  • Ice (359)
  • Death (333)
  • Life (323)
  • Balance (292)

What is the longest Wizard 101 spell? ›

Just Khrulhu. Call of Khrulhu takes a full minute and twenty seconds to play out against an entire complement of four enemies.

How many people are playing Wizard101? ›

Wizard101
MonthAvg. PlayersPeak Players
Last 30 Days554.11,162
May 2024534.41,162
April 2024454.2785
March 2024410.2731
66 more rows

What is the unicorn spell in wizard101? ›

Spell:Unicorn
Unicorn
Type
PvPNo
Spell Description
Restores 465 Health to self and all allies
5 more rows
Jan 22, 2024

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.

What happened to the death school in Wizard 101? ›

The School of Death, also known as the Death School, is a Necromancy school affiliated with Ravenwood School of Magical Arts. It was once located in Ravenwood, but is now in Nightside after Malistaire Drake ripped it from its former spot and threw it there.

Where is the Arcanum in Wizard 101? ›

The Arcanum is a secret magical academy located inside of a ship outside of the greater Spiral.

Where can I farm Astral shards in Wizard 101? ›

I find Astral Shards by farming Sardonyx. From the teleport in Silent Market on Khrysalis, I search the marketplace and the desert. Hope this helps! Those are comet tails lying on the ground in those places (the Shadow Palace is the best place for them because of the small area, by the way).

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.

What world is Darkmoor in wizard101? ›

Darkmoor is a world in the Spiral. It is known for its dark atmosphere, deep woods of skeletal trees, fetid lagoons and dark fens, and pitch-black lakes and rivers. It is home to the famed Castle Darkmoor, the family estate and home of the powerful Lord Shane von Shane.

What level do you fight Malistaire in wizard101? ›

You'd be around level 50 before you fight him. And it's called The Final Countdown.

Where do you get more spells in Wizard 101? ›

Each new Wizard will choose their Primary School of focus when they create their character. You can learn all the spells in that school for free, either training at your Professor, or through quests. You can learn spells from other schools too, but you must spend Training Points to do so.

Where to learn spells in celestia? ›

The Astral Sun School Trainer in Beach Camp, Floating Land, Celestia. From Floating Land Sun Spells, Train Monstrous & Gargantuan when reaching the LVLs. Further along the Floating Land Quest line Tupa Taua in Water Mole Village is the next Trainer availing.

Can all wizards learn Dunamancy spells? ›

The Dunamancy spells are intended to be immediately available to the two wizard subclasses, but can be implemented for all other spellcasting classes to earn/reward with/just plain allow use of.

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