How To Spend Your Training Points - Final Bastion (2024)

Training Points are an aspect in Wizard101 that help you train spells outside of your primary school. These are obtained through leveling up and doing quests. Importantly, points are used differently in PvP than they would be in PvE. This article will mainly focus on how to use them in PvE, but there will be a few recommendations for PvP must-have spells at the end of the article.

  • To learn more about what Training points are and where you can get them, check this article out!
  • If you want to learn about optimising your gear for questing, check this out!
  • To learn about some questing strategy, check out this article!
  • For the Final Bastion Training Point Calculator, click here!

What schools should I invest in?

You should definitely be investing your training points into the schools ofIce, Death, Balance, Star, Shadow and Sun.

Why should I be investing in these schools?

These schools have specific spells that are vital for your wizard’s spell-book, including Feint, Tower Shield,Reshuffle, and a few more. Thanks to their utility, these spells, as well as others from their respective schools, are basically mandatory in questing in order to get anywhere.

What Spells Should I Train from these schools?

Ice School Spells

Ice is good to train up to Tower Shield, since it provides a universal -50% shield to the next attack. It’s the only way to defend against the school of Balance as well.

  1. Frost Beetle
  2. Snow Serpent
  3. Volcanic Shield
  4. Evil Snowman
  5. Tower Shield

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Death School Spells

Death has the best trap in the entire game. While Feint also applies a 30% trap on you, it gives a 70% trap, which is the highest non-enchanted trap in the game other than Backdraft. This spell is the best way to deal a lot of damage very quickly.

  1. Dark Sprite
  2. Ghoul
  3. Dream Shield
  4. Banshee
  5. Vampire
  6. Skeletal Pirate
  7. Feint

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Balance School Spells

Balance is by far the best school for Utility. Reshuffle allows you to maintain a small deck and pull hits frequently. However, a TC reshuffle is also one pip cheaper, at 3 pips, which is another good option. However, the elemental/spirit blades and traps are a must have in your trained spell list.

  1. Spirit/Elemental Trap
  2. Spirit/Elemental Blade
  3. Reshuffle

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Star School Spells

Star School Spells provide a chance to augment specific stats for four rounds at a time. I strongly recommend using the first set of spells early on, and unlearning them after unlocking some of the spells in the second set.

These spells can be unlearned at a later point for different star school spells as well.

  1. Amplify
  2. Vengeance
  3. Fortify
  4. Infallible
  5. Berserk
  6. ( Life should consider mend At this Point)

These are spells that you should have definitely have, depending on your role in the game.

  1. Level 84 Damage Aura (Galvanic Field, Furnace, Sleet Storm, Virulence, Reliquary, Chastisem*nt and Punishment, or Devotion)
  2. Fortify & Brace (For tanks)
  3. Mend & Renew or Cycle of Life (For Healers)
  4. Berserk & Frenzy (For attacking wizards)
  5. Empowerment – When going up against monsters and bosses with high pip attacks, this spell allows you to gain pips from enduring their attacks, allowing you to get that rebirth out earlier.

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Shadow School Spells

Shadow spells provide some game changing buff, such as a whopping 50% pierce increase, or damage intercepting capabilities. Although these are a late game mechanic, they are extremely variable.

  1. Shadow Shrike- Every school should have this, since it makes your offensive potential much higher.
  2. Shadow Sentinel (For tank wizards)
  3. Donate Shadow- This spell is a heavily underrated spell. How often has your hitter had to use a lower damage hit since they didn’t get a shadow pip, and your supports all have two shadow pips? Use it!

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I personally don’t believe investing in Shadow Seraph is as worth it, because of the incoming damage boost. If you have it as a result of getting it for free, go for it, but it’s not really worth training. Use a TC sanctuary instead.

Sun School Spells

Sun School Spells are used to augment or enchant certain spells. They are very very effective in making spells do a lot of damage. I wouldn’t recommend using any of the accuracy enchantments because your stats will eventually make them absolutely useless.

  1. Strong
  2. Giant
  3. Monstrous
  4. Gargantuan
  5. Colossal
  6. Epic
  7. Aegis – Very useful for cheating bosses that remove blades
  8. Indemnity -Very useful for cheating bosses that remove traps or negative charms such as Bad Juju. Using this with Feint against some cheating bosses and make your life easy.
  9. Sharpened Blade
  10. Potent Trap
  11. Primordial + Radical (For Healers)

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Why Shouldn’t I Invest in the other schools?

  • Storm & Fire have the same disadvantage, they don’t provide any utility other than hits. While yes, they both hit hard, the cards aren’t worth spending Training Points on.
  • Life only provides heals, and there are no shortages of healing treasure cards.
  • Myth doesn’t provide utility outside of Myth primary wizards
  • Moon has some polymorph spells that are pretty fun to use, but they’re not really too helpful, and because moon mastery amulets don’t exist, the shift spells aren’t viable outside of PvP.

What about Dispels and School Specific Shields?

Dispels are mainly good for PvP, but they do have their benefits in PvE. However, I would recommend not training them using training points if you aren’t using them in PvP. The same thing applies to the school specific shields. Get Treasure Card versions of them instead, if you really need them for questing.

Sample Training Paths For Each School

Generally, any damage role should train cards to boost their damage. Tanks and Healers should train as many buffs as they can for all schools, and have cards to minimise incoming damage as well.

  • Fire
  • Storm
  • Ice
  • Life
  • Myth
  • Death
  • Balance

For Fire:

  • Death to Feint
  • Ice to Tower Shield
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Furnace
  • Donate Shadow
  • Berserk & Frenzy

For Storm:

  • Death to Feint
  • Ice to TowerShield
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Galvanic Field
  • Berserk & Frenzy
  • Donate Shadow

For Ice:

  • Death to Feint
  • Elemental Blade
  • Elemental Trap
  • Spirit Blade
  • Spirit Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Vengeance
  • Shadow Shrike
  • Shadow Sentinel
  • Fortify & Brace
  • Sleet Storm
  • Berserk & Frenzy
  • Donate Shadow

For Life:

  • Death to Feint
  • Elemental Blade
  • Elemental Trap
  • Spirit Blade
  • Spirit Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Vengeance
  • Devotion
  • Cycle of Life/Mend & Renew
  • Berserk & Frenzy
  • Donate Shadow

For Myth

  • Death to Feint
  • Ice to Tower Shield
  • Spirit Blade
  • Spirit Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Reliquary
  • Berserk & Frenzy
  • Donate Shadow

For Death:

  • Ice to Tower Shield
  • Spirit Blade
  • Spirit Trap
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Fortify & Brace
  • Shadow Shrike
  • Virulence
  • Berserk & Frenzy
  • Donate Shadow

For Balance:

  • Ice to Tower Shield
  • Death to Feint
  • Spirit Blade
  • Spirit Trap
  • Elemental Blade
  • Elemental Trap
  • Reshuffle
  • Sun Damage Cards to Epic
  • Sharpen Blade
  • Potent Trap
  • Aegis
  • Indemnity
  • Shadow Shrike
  • Chastisem*nt & Punishment
  • Berserk & Frenzy
  • Donate Shadow

PvP Training Point Investments

This section will only go into a few spells that are staples for PvP, since a lot of strategy involves utilising treasure cards. Any of these spells should be in addition to those listed above.

  • Weakness can be handy for debuffing your opponent’s spells
  • Locust Swarm can be mutated into a 3 pip Ice DOT

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  • Mutating Banshee can be pretty beneficial for a life, giving a universal trap and dealing damage

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  • Mutating Phoenix turns it into one of the scariest spells out there, dealing a large amount of damage and applying three universal tarps

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  • Stun Block is a must-have for PVP, giving an unprecedented amount of utility

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  • Mutating Sprite grants a hit leaving the target with a 20% universal trap. It’s a great budget alternative to spells such as Rain Beetle or Fire Beetle

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  • The Shift Spells each provide damage and utility, and some PvP experts love to use these
  • For a more detailed look at shift spells, check this out!

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  • Minotaur’s Mutations allow other schools to have shield breaking Double hits

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  • Infallible gives pierce and accuracy, allowing for heavy pressure on your opponents
  • Fortify increases your wizard’s defensive capabilities
  • Conviction makes you almost immune to being stunned, and increases your critical block

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So what other spells do you have in your spell-book?
Let us know in the comments!

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How To Spend Your Training Points - Final Bastion (2024)

FAQs

How do you reset Training Points in w101? ›

Once you have spent your training points, you can only get them back by going to Mr. Lincoln in Golem Court and spending Crowns. You have to be at least level 12 to do this!

Where can I get Spirit Blade Wiz101? ›

However, you can buy elemental blade (ice/fire/storm) and spirit blade (myth/life/death) from the Balance Tree in Krokotopia.

Where to learn shadow spells in Wizard101? ›

Shadow Magic is learned from Sofia DarkSide, a wise mouse mage located in the Eclipse Tower in Moon Cliffs. You will only be able to access her after you have completed the quest "Touching Shadow" and after you defeat her, she will teach you Shadow Magic.

What do you use training points on Wizard101 storm? ›

For Storm:
  1. Death to Feint.
  2. Ice to Tower Shield.
  3. Elemental Blade.
  4. Elemental Trap.
  5. Reshuffle.
  6. Sun Damage Cards to Epic.
  7. Sharpen Blade.
  8. Potent Trap.
May 2, 2020

Can you refund training points in Wizard101? ›

Yes you must be a level 12 or higher Wizard to sell back your training points. You will receive one training point every 4 levels till 20. After level 20, you will receive one training point every 5 levels. You can also receive training points through certain quests.

What is the best way to level up w101? ›

Quests are by far the fastest and most consistent way to earn XP and level up. In each world, complete all of the available quests. Most players will progress through worlds in the following order: Wizard City.

Where do I reset my skill points? ›

When you want to reset Skill Points, head to the Armory station (available for free in the Crown Store) at your Player Home. Load a completely blank "build" onto your character, and you'll find all of your Attributes, Champion Points, and Skill Points refunded to you.

How do you get the Umbra blade in wizard101? ›

Re: Umbra blade fishing

you get it from fishing in the elephant graveyard.

How do you use a spirit blade? ›

The Spirit Gauge fills up when you attack, and when it's full it will start to blink. During this time the Sharpness of your weapon will increase. If you press , you'll use some of the energy in the Spirit Gauge to perform a Spirit Blade attack.

How to get spirit sword death ball? ›

Spirit Scythe is a mythical sword you can obtain in Death Ball. It can be obtained from the Light Pack and the Oblivion Pack (Removed). It was obtainable in the Spirit pack but later the game developer removed it from Spirit pack.

What is the most powerful spell 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.

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.

How do you get juju in w101? ›

At level 72/High Road, Friar Nolan in Caliburn will offer you the "No Pain, No Agravaine" quest for Mass Infection. At level 75/The Wild, Fianna Yellowknife in High Road will offer you the quest, "Always After Me Charms," and that will finally earn you the Bad Juju spell!

What is the point of school pips Wizard101? ›

School pips can be used as power pips for another school like Mastery Amulets, except you can change your Archmastery school even in the middle of a fight, giving you access to power pips from any school you want. School pips are also required for Loremaster spells now, as well as the new Novus spells.

What are the best spells to train in Wizard101? ›

Ice, Death, Life: Highly recommended. Ice can go up to tower shield, death can go up to feint, and life can go up to satyr. All of them are very useful spells you can use throughout the entire game.

Where is the Star school trainer in Wizard101? ›

Star trainers can be found in Celestia Base Camp, The Stellarium (Celestia), Zamunda (Zafaria), Three Points (Azteca) and Unicorn Way (Wizard City). From the one in Celestia Base Camp, you can get the spells Fortify and Amplify.

Where do you train balance in Wizard101? ›

The Balance School is run by Alhazred in Krokotopia. The School colors are tan and maroon while the gemstone is Citrine. This is where Sorcerers train and receive quests for learning new Balance Spells. This School lies in the center between the Spirit and Elemental Schools.

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