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Waterworks – Gear drops & Cheats guide

Waterworks wizard101 is located in Crab alley. Waterworks is a dungeon that has six levels and becomes available to wizards at level 60+. At the first level in waterworks, an NPC named Glurrup warns you some of the bosses use cheats.

Waterworks wizard101

Waterworks guide

The second level contains two Fintooth Warlock (Death) and two Slithering Eel (Storm) and they are rank 10 elite. The next room on the second level contains the Hydromatic Drone (Ice) and Rivershell Guard (Storm). 

Waterworks wizard101
Fintooth Warlock

On level three the first room is a puzzle room. The goal of the room is to open all the blue clams before all the red wisps in the room disappear and it starts as soon as one wizard enters the room. If you successfully complete the puzzle you will be able to use the red wisps to regain missing health and if you fail to complete the puzzle in time four swimming specters will spawn requiring you to defeat them to proceed.

Waterworks wizard101
swimming specters

The second room on level three contains Luska Charmbeak. This creature is rank 12 balance boss. Luska Charmbeak has a chance of dropping firestarter’s hood, frostbit hood, hangman’s hood, the hood of esprit, the hood of judgment, sky scream hood, and tricksy hood. This boss also can drop any mastery amulet.

Waterworks wizard101

The first room of the fourth level contains two Fintooth Marauders (Death) and two Wingfin Slicers (Fire). They are both level ten elite creatures with about 2,000 health. The second room on level four contains two Rivershell shamans (Balance) and two Stormtide elementals (Ice). They are both elite rank ten creatures.

Waterworks wizard101
Wingfin Slicers

On level five the first room is another puzzle room. To successfully complete the puzzle you must pull the levers in order by following the eel. If you complete this puzzle correctly red wisps will be spawned that you can collect to restore missing health. Failing to complete the puzzle will result in four slithering eels to spawn in requiring you to defeat them to progress. The second room on level five spawns in two celestial constructs (Astral) and two Riverclaws (Life). They are both level 10 elite creatures.

Waterworks wizard101

The last level in the waterworks dungeon is level six. The last level spawns Sylster Glowstorm (Astral), Spellhammer Sorcerer (Death), and Water-Wing (Fire). The boss Sylster Glowstorm can drop pieces of the firestarters, frostbit, hangmen, esprit, judgment, sky scream, and tricksy gear set.

Waterworks wizard101
Sylster Glowstorm

This boss also has a chance of dropping any school mastery amulet. The boss, Sylster Glowstorm, is a rank 12 creature and his minions rank 10. Sylster Glowstorm uses cheats during battles.

On the first round of the battle, Sylster will cast a white doom and gloom that allows you to use any type of trap or prisms. During the beginning of the fourth round, Sylster will change the bubble and cast a black doom and gloom and removes four of the most recent traps or prisms placed on any of the bosses then will also remove four of the most recent blades.

During the black doom and gloom you are allowed to cast any blades until Sylster casts the white doom and gloom again. The white and black doom and gloom rotate every four rounds.

If Sylster is defeated the rotation of white and black doom and gloom will be activated by Spellhammer Sorcerer. If both Sylster and Spellhammer Sorcerer then Water-Wing will activate the rotations. If you attack Water-Wing without using a single target attack without using blade during black then he will cast rebirth but with 375 heals and without absorbs.

If Sylster is attacked he will cast Ra but it deals 1,630 base balance damage. If Spellhammer Sorcerer is attacked by a single target spell he will use the spell scarecrow.

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Wizard101 Waterworks gear

Waterworks death gear

Full Hangmans Set: 733 health, 22% power pip chance, 38 universal block rating, 28% universal resist, 11% incoming heal, 96 death critical rating, and 56% death damage

Hat
Robe
Boots
Wizard101 waterworks gear
Wizard101 waterworks gear
Wizard101 waterworks gear

waterworks Fire gear

Full Firestarters Set: 700 health, 40 universal critical block rating, 29% universal resist, 15% incoming healing, 19% universal accuracy, 114 fire critical rating, and 48% fire damage

Hat
Robe
Boots
Wizard101 waterworks gear
Wizard101 waterworks gear
Wizard101 waterworks gear

waterworks Ice gear

Full Frostbit Set: 1,040 health, 45 universal critical block rating, 34% universal resist, 15% incoming heal, 9% universal accuracy, 80 ice critical rating, and 34% ice damage

Hat
Robe
Boots
Wizard101 waterworks gear
Wizard101 waterworks gear
Wizard101 waterworks gear

waterworks Storm gear

Full Skyscream Set: 498 health, 27 universal critical block rating, 26% universal resist, 12% incoming healing, 22% universal accuracy, 121 storm critical rating, and 67% storm damage

Hat
Robe
Boots
Wizard101 waterworks gear
Wizard101 waterworks gear
Wizard101 waterworks gear

waterworks Myth gear

Full Tricksy Set: 699 health, 40 universal critical block rating, 31% universal resist, 16% incoming heal, 19% universal accuracy, 99 myth critical rating, and 47% myth damage

Hat
Robe
Boots
Wizard101 waterworks gear
Wizard101 waterworks gear
Wizard101 waterworks gear

waterworks Life gear

Full Esprit Set: 776 health, 25% power pip chance, 40 universal critical block rating, 27% universal resist, 13% incoming heal, 90 life-critical rating, and 53% life damage

Hat
Robe
Boots
Wizard101 waterworks gear
Wizard101 waterworks gear
Wizard101 waterworks gear

waterworks Balance gear

Hat
Robe
Boots
Wizard101 waterworks gear
Wizard101 waterworks gear
Wizard101 waterworks gear

This was Waterworks wizard101 gear guide for all schools

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Check also: Doomsday Krok Gauntlet guide

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