Regenerate heal for 52 plus 1101 over 3 rounds 5 My Re-generation Level 28
Guidance +10% next accuracy to all group members 1 Temple Dweller End of Krokotopiaĭrain Health 25 sacrifice minion for 450 health 1 Croaky Sprite 10 heals for 30 and 270 over 3 rounds 1 Minor Blessing heal for 65 0 Enrollment Level 2
Spells I Never Use. Other than experimenting, I never run these spells in my deck. I really only use Guiding Lights if I’m supporting a group. I’ll up the count of Unicorns and Satyrs if I know or expect to be fighting with a group. Sanctuary, Rebirth, and Satyrs are added if I’m running an instance (e.g., Malistaire) and I’m the only Life wizard on the team. Sprite Guardians get added when I run towers by myself. Notes: I typically only run Life Prism if I see Life enemies. Guiding Light +30% next healing 0 Bad News… End of Marleybone Rebirth Heal Group for 650 health and adds a 400 Health absorb to group 7 -Unknown- Level 48 Sanctuary 42 +50% to all healing (global) 2 Sprite Guardian summon a minion of life 4 The Missing Gem Level 18 Life Prism convert next life damage to death 0 The Sixth School End of Wizard City Life Shield 10 -80% next life damage 0 Sabrina Greenstar Legend Shield 8 -70% next death and myth damage 0 Unicorn heal all group members for 275 3 Introduction to Life Level 7 Special Purpose Spells. These are spells that I swap out depending on the enemies I expect to face. This is probably a topic of much discussion. For the bigger healing jobs, I use Dryad. I find it to be more flexible at 2-pips and the healing efficiency is nearly the same (e.g., 210 vs. I probably use Fairy a lot more than I use Satyr. I find that Leprechaun makes a great finisher. At the higher levels, I’ll drop Leprechaun and/or Nature’s Wrath. Notes: As I gain levels, I run a combination of Leprechaun, Nature’s Wrath, Seraph, and Centaur. Life Blade +40% next life damage 0 Back to Balance End of Krokosphinxįairy heal for 420 2 Freedom! Life wizard version of early Unicorn Way questĭryad heals for 200 per pip X Beat The Plague Level 38 Life Trap 10 +25% next life damage 0 Mildred Farseer Nature’s Wrath 240-300 life damage 3 Animation Level 12 Must Have Spells. These are spells that I always have in my deck (for soloing). Outside of Life, there are only two spells, Helping Hands (Balance) and Sacrifice (Death) that can heal other players. – Life, as you guess has a ton of healing spells, 7 in total. – Life spells have the highest accuracy (90%) of any school and have comparable base damage to Ice. This ranks only behind Ice in terms of overall health. – Life wizards start off with 460 health and gain 27 health per level up to a maximum of 1,800. For the most part, don’t expect a Life wizard to get the big flashy kills, but we will get our kills, just a little more slowly and deliberately. When you compare the high accuracy of Life spells (the highest in the game) and the high value of our blades (40%), we can put out damage on par with most of the other schools. Many believe this comes at the cost of combat power and as a result, Life wizards should mostly play a support role. First off, everyone knows that Life wizards have a lot of healing abilities. Life wizards are a lot of fun but suffer from some misunderstandings that need to be debunked. Hopefully other Life wizards will offer their tips and tricks, which I will try to incorprate into this write up. Everyone has their own approach to Life wizards and ultimately you need to figure out what works for you. I’m certainly no expert as this game and the following notes are based on my experiences with my three Life GMs, Amber Wildheart, Tasha Spellgiver, and Ryan Winterblood. Wizard101 Life School Tips and Tricks by BWildheart