The polymorphs are cool but are available at the Bazaar, also note Polymorphing reduces a Characters Health(especially at higher levels) and turns off Gear Stats. Auras can also be countered with a Balance Spell Supernova. You follow the story of the young student who came from. As you advance through the story and level up, you'll gain more powerful spells and items. They provide you with a stat boost for a couple of rounds (usually 4) and after the final round both aura and the given boost disappears. Wizard101 is a turn-based, role-playing card game. The Accuracy Spells I imagine are there for Storm Wizards mostly, Gear mitigates the need and those enchants are not too rare a TC at Bazaar. Wizard101 Aura Spells Aura spells are the initial part of the Star School. Wizards needing better Defense Train Fortify. Stars of the Spiral - Sun Moon Stars Spells - We are a Wizard101 and Pirate101 Fansite. The Moon School Trainer has 2 Polymorph Cards: Polymorph Gobbler(Level 50, changes you into a Gobbler for 6 Rounds) & Polymorph Mander(Level 52, Polymorph into a Mander for 6 Rounds)įrom Base Camp Spells, Train Strong & Giant. The Star School Trainer has 2 Aura Spells: Fortify(Level 50, increases Resistance for 4 Rounds +15%) & Amplify(Level 52, increases Damage for 4 Rounds +15%). By posting on the Wizard101 Message Boards you agree to the Code of Conduct. To unlock this trainer you need to complete the side quest named: Turn up the Sun. The Sun School has 4 Enchantment Cards: Strong(Level 50, makes the Damage of a Hit Card Stronger, +100), Keen Eyes(Level 50, enhances Accuracy on a Spell, +10%), Giant(Level 52, makes the Damage of a Hit Card Giant, +125), & Accurate(Level 52, enhances Accuracy on a Spell, +15%). Add 25 accuracy and +15 armor-piercing to any spell in your hand.
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