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

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.

What level is Arcanum? ›

Also to add, the quest Story of the Sky Anchor, will have to be completed as well if you intend on doing your level 108 school spell quest. It is its' own little world complete with a spiral door. The Arcanum will become available to you at around lv. 108 (end of Polaris).

What is death weakness in wizard 101? ›

death is weak to life. fire is weak to ice. ice is weak to fire.

What is the strongest magic in wizard101? ›

One opponent Judgement PERIOD is the most effective spell considering damage potential and accuracy. More than one opponent Storm Lord. The strongest spell in the game is definately wild bolt.

What is W101 coded in? ›

Re: What Kind of Coding Languages is W101 Made With? Yes, it is C++, using the Gamebryo library. The game is also scripted with Lua.

What is the avatar of cucumbers in Wizard101? ›

The Avatar of Cucumbers was a manifestation of fear which resided within the Cave of Terrors in Catmandu. The manifestations were fought by the Wizard when they entered the cave with Copy Qhat, who had taken on the role of String Caster "Fuzhi," to locate the Zheng and have it take them to the Stone of Heaven.

What is the max level in Arcanum? ›

Arcanum has a level 50 cap in the regular version. This level is easily reached by the middle of the game if you do a lot of quests and explore the world, assuming you play on Easy or Moderate difficulty. There is a mod available that allows you to set a manual level cap between 50-127 to your choosing.

Is there a time limit in Arcanum? ›

There is no time limit on any of them, and the interesting and well-thought-out quests are the best part of the Arcanum game, so take your time and enjoy every one." Quoted from here. HereForTheBeer HereForTheBeer Sorry, data for given user is currently unavailable. Please, try again later.

How long to beat Arcanum? ›

When focusing on the main objectives, Arcanum: Of Steamworks and Magick Obscura is about 32 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 80½ Hours to obtain 100% completion.

What kills a wizard? ›

Lightning and Rocket can instantly defeat the Wizard when the hit him, however, they are a negative Elixir trade. Use them against the Wizard if they are also hitting something else, such as a Crown Tower.

Can you beat wizard 101 solo? ›

No,you cannot. The majority of the game, you can,but not all of it. One reason I know that you can't solo this game is The Great Spyre dungeon. You need at least three people to go with you,because there is this part where you need to put on crystals at the same time to open a door.

Is Wizard the most powerful class? ›

Why aren't classes like the cleric or druid who know all of their spells given more credit in rankings? Wizards are arguably the most powerful character class in Dungeons & Dragons for a few reasons but probably more notably for the sheer power of their spells #1, and to their vast variety of their spell selection #2.

What level do you get spells in wizard101? ›

Magic Schools

You can learn all the spells in that school for free, either training at your Professor, or through quests. You will receive one training point every 4 levels till 20. This means you will receive them at level 4, 8, 12, 16 and 20.

What happens at level 50 in wizard101? ›

All trained spells of the Wizard's school through level 50 will be added to their spell book. (Note: You'll still want to add spells from your spell book to your deck before charging into combat!) A new set of level-appropriate gear, a mount and a pet will be awarded to the character.

How do you get level 55 spell in wizard101? ›

Re: level 55 storm spell

The spell quests can be picked up from Baldur Goldpaws in Olde Town, Wizard City, followed by Erik Wyrdrune in Northguard, Grizzleheim. If they do not have any available quests for you, you need to finish more areas in Grizzleheim.

What levels are Celestia wizard101? ›

In order to start questing in Celestia, you need to be at least level 48 and have defeated Malistaire.

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