recursal/Fanatic-Fandom huggingface dataset:
Secrets

This content was added in the game version **v1.09** any versions before this is unreleased content.

**Secrets** in Temple of the Art are found throughout multiple runs. Secrets can consist of small **puzzles**, **quests**, and or **unlocks**. A list of all secrets and unlocks in the game can be found below. *(More information will be added here later whenever the game gets more content updates)*

If you want an in-depth view of every unlockable and achievement, see the Achievements page.
Personal Field Spells

Personal Vacuum

Personal Gravity Field

Personal Repulsion Field

### Description

You create a small field around yourself which effects the environment around you.

## Personal Field Spells

The Personal Field spells are a group of utility spells which create an **invisible field** around the player which changes how the player interacts with the environment.

The Personal Field spells will emit a **colored arrow(s)** which displays which field is effecting the player.

## Additional Notes

* The Person Vacuum spell will display 4 **purple arrows** pointing into the player, while the Person Gravity Field displays a **light blue arrow** pointing upwards.
* The Personal Vacuum spell doesn't include the word "Field" in the in-game name due to a *.json formatting error* which doesn't display the ending word when playing.

**Personal Vacuum -** The player will teleport items such as shillings, heart containers, relics, flasks, and even other spells to them. *(This was later changed in the **Beta v1.2 Branch** to only teleport pickups such as shillings and heart containers only)*

* The vacuum range of the Personal Vacuum spell is **10 blocks**.

**Personal Gravity Field -** The player will jump significantly higher and descend slowly when falling.

* Even thought the Personal Gravity Field spell creates a field which applies the low gravity effect, only the player will receive these effects.

**Personal Repulsion Field -** Occasionally blow a puff of air around yourself which pushes enemies away from you.

* The push effect of the Personal Repulsion Field spell will proc every **10 seconds** and will last for **0.5 seconds**. Any enemies (excluding bosses) within a **10 block radius** will be pushed back in the opposite direction of the player.
* The push effect of the Personal Repulsion Field spell can potentially push enemies into the floor or walls which can wither **suffocate** or **softlock** them.
Infestation Spell

## Infestation

### Description

Your bolt sprays out toxic spores which cover a very large area and deal 1 damage.

## Infestation Spell

The Infestation spell is a projectile modifier which applies the poison debuff for **1 second** to all enemies within a large radius of the bolt.

## Additional Notes

* The poison effect that is applied to enemies will only deal the single tick of damage after a **1 second delay**. This means that faster fire rate wand builds will not be able to utilize the Infestation spell as the bolts will reapply the poison debuff too quickly.
* The proc range for the Infestation spell is **20 blocks**. This means that most of the time all enemies on the floor the player is in will be effected by the poison debuff.

## Lore

**Infestation**

*Fungal Biography - Series 1:*

*Article 1 Subject: Acidic Hosts*

*"These strange and gelatinous creatures seem to come from the excretions of large acid cap mushrooms. They possess no mental functions as an individual organism. It is theorized that the Acidic Hosts are actually are large colony of slimy membranes which act as a protector to predators trying to eat the acid cap mushrooms. This theory is backed up by the fact that the Acidic Hosts only attacked our Subjects once they provoked the mushrooms- perhaps it found them as a threat. A defense mechanism that the Acidic Hosts seem to use is by spraying out small toxic spores from its pores when attacked. Perhaps we can learn from these mysterious creatures if we were to take a sample back to the lab."*
Slot Machine

directed from: Shop Machines

Slot Machine naturally spawning in Spell Shop

The Slot Machine is a structure found in the Spell Shop that allows the player to spend **10 shillings** to play it. While playing, the Slot Machine will randomly generate 3 different **icons**. If the player rolls 3 matching icons, they will win the corresponding prize considered as a **"jackpot."**

The Slot Machine has a **25% chance** to spawn in the Spell Shop when the player enters it and can be increased based off the player's Luck statistic.

The chances of the player winning a jackpot from the Slot Machine is an **11.12% chance** *(or 1/9 chance)*. This means that statistically, the Slot Machine will **slightly favor** the player's outcomes of winning over the House- this is because one of the prizes the player can win is **100 shillings**, for a 10 shilling-per-play ratio. The player's Luck statistic will **not** increase the chances of winning in any way.
Chloe Dreamer

## Harmony Chloe dreamer

### Relatives

Thread Heart (mother), Thunder Clap (father), , Accessory (younger sister), Rainy Day (baby brother), Unnamed grandmother, Craft heart (aunt)

## Appearances

### Debut

"Why can't we be friends?"

Chloe Dreamer is Li Li Crossing 16's mascot. Even though the channel is not Pony related anymore,  Chloe was too important to LI LI,  so now she, her Animal Crossing human,  and her Bluey oc exist as mascots.
Zodiac Spells

Aquarius

Aries

Scorpio

Pisces

The Zodiac spells are a group of utility spells which will **randomize** a **stat** or **spell** upon starting a new wave.

If the player is playing with certain affinities that effect their **max health**, **melee damage**, or **movement speed**, the Zodiac spells may conflict with them- creating some odd interactions. Additionally, if the player is using the **Pisces spell** whilst being blessed by the Shrine of Glass or the Shrine of Pain, it will override their blessing effects towards the player's max health.

## Additional Notes

* When the player starts the next wave, the Zodiac spells will announce how they changed the player's stat in the **chat box**. The **Scorpio spell** will **not** announce what it randomized in the chat box as is effects the player's **spells**- not stats.
* The item sprites of the Zodiac spells are a direct homage to the *'Symbols of the Zodiac*' items from **The Binding of Isaac**.

**Aquarius -** Upon starting a new wave, the player's movement speed is randomized.

* The randomized range of the Aquarius spell varies from **-50% to +50%** movement speed. Each randomization appearing in increments of **10%**.

**Aries -** Upon starting a new wave, the player's melee damage is randomized.

* The randomized range of the Aries spell varies from **-10 to +30** melee damage. Each randomization appearing in increments of **10 damage**.

**Scorpio -** Upon starting a new wave, a spell in the player's spell slots is randomized.

* The player can **manipulate** which spell will be randomized by the Scorpio spell as it selects a spell starting from the **left side to the right side** of the player's hotbar.
* If there is no spell besides the Scorpio spell in the player's spell slots, it will randomize itself. This can also apply if the player decides to put the Scorpio spell at the very **left side** of their hotbar.

**Pisces -** Upon starting a new wave, the player's max health is randomized.

* The randomized range of the Pisces spell varies from **-50%** **to +50%** max health. Each randomization appearing in increments of **10%**.
* **Temporary hearts** granted to the player from the Energy Shield spell will **stack** on top of the max health of the Pisces spell.
* A good way to remove a **bad max health roll** from the Pisces spell is by purposely applying the polymorphed debuff. This is because the of how the polymorphed debuff reacts to max health below **20HP**.
Heart Corruption Spell

The Heart Corruption spell is an utility spell which deals damage to all nearby enemies whenever the player picks up a **heart container**.

## Additional Notes

* The proc range of the Heart Corruption spell is **5 blocks** and will deal **24 damage**.
* The Heart Corruption spell works exceptionally well in **Master Mode** as heart containers are practically useless in that difficulty.
* Certain enemies such as enemies belonging to the Relentless faction will instead **heal** from the Heart Corruption spell.
Funny Wand Builds

## Cool and Funny Wand Builds

*"I made this page solely for the purpose to showcase some funny and wacky wand builds that I have made which you can also make in the Tinker Gamemode of the game. I honestly don't expect many of these wand builds being used in actual runs for players, but in the event that people do make them- have fun :)"*

Most **wand builds** will be placed into **3 main categories** which players can copy or build off of.

Some of these wand builds utilize a lot of cool tech and **spell interactions** in the game, so the more complex wand builds they will have a small explanation attached to them.

If you happen to find any **really cool** or **game-breaking** wand builds you want me to add to this page, make sure to message me on **Discord** or provide a screenshot of the wand build in the SMP Discord Server.

## My Personal Builds

* This wand build is very easy to recreate in a run as the player only really needs 2 essential spells. *(Zero Gravity and Slow but Steady)*
* While the Kantele Note spells aren't as essential for mana, both Null and Phi are very important in allowing this wand to cast all spells without drain.
* Having max level upgrade for Fire Rate is possible with this wand build IF the player also has max level for Mana Recharge. The Spell Harvester spell can help achieve that easily.
Giga Glitter Impact Spell

The Giga Glitter Impact spell is an ancient spell which creates a much larger **glittery explosion** compared to its normal counterpart- Glitter Impact.

Compared to its usual counterpart, the Giga Glitter Impact spell has a much **larger** and **stronger** explosion.

## Unlock Method

In order to unlock the Giga Glitter Impact spell, the player must kill Guard for the first time on their **savefile**.

## Additional Notes

* Similar to most **impact-related** spells, the Giga Glitter Impact spell will only cast when the player's magical bolts strike a **wall**, **floor**, or **ceiling**.
* The blast radius of the Giga Glitter Impact spell is roughly **5 blocks** from the impact point.
Slow but Steady Spell

The Slow but Steady spell is a projectile modifier spell that will cause all bolts shot by the player to travel a lot **slower**. This effects the **curvature** and **drop off** of the bolt.

## Additional Notes

* Due to the **velocity-damage** calculations that Minecraft makes for arrows, the Slow but Steady spell will reduce a lot of a bolt's impact damage to a target.
* This spell alone is pretty useless, but paired with any other projectile modifier spell, it becomes a very deadly and potent spell.
* Using the Zero Gravity spell in conjunction with the Slow and Steady spell will eventually cause the bolt to stop moving altogether.

## Lore

**Slow but Steady**

*"Professor, im confused. Why would any of us want to cast a magic bolt that has no power behind it?"*

*"Excellent question! Let me ask you this as a counterargument: Would you prefer one bolt flying towards your enemy, or hundreds of bolts flying towards your enemy?"*
Teleportitis Spell

see also: Teleporbringer

The Teleportitis spell is a projectile modifier spell which will **lock** onto the **nearest** enemy and impact in a random spot roughly **1 block** from the enemy. This means that this spell alone is completely useless as it always purposely misses enemies and teleports straight to the floor.

Although if paired with various impact spells, trail spells, or **field-related** spells, the true nature of the Teleportitis spell begins to show. This is mainly because AoE spells will always apply their effects to an enemy (or a group of enemies) without ever missing their mark.

## Additional Notes

* Impact spells are greatly improved by the effects of the Teleportitis spell as the bolts will always find a way to land onto the floor even in dense groups of enemies which allows the impact spells to cast.
* A strange interaction between gravity-related spells such as Zero Gravity and Antigravity Path paired with Teleportitis causes the bolts to constantly follow an enemy, instead of landing onto the floor.
* If more than one enemy is within the proc range of Teleportitis, the bolt will "link" onto both enemies by switching between each position every tick.

## Lore

**Teleportitis**

*"I may be on the brink of a massive discovery. Many of my scholars have laughed at me, but they don't understand how groundbreaking this could be for the academy. I've managed to create a bolt which gets pulled towards organic lifeforms. It's their souls, without a doubt in my mind I believe that the souls that all living creatures possess can be used to attract magic- almost like a magnet. I can't seem to crack the code yet, but I've created a prototype for now that I plan to show the Board."*
The New Guy

Welcome home, Bucky

**The New guy** is the 2nd episode of the first season of Island Life.

## Synopsis

Tyler is tasked with helping the newest resident settle In while helping ease his Anxiety of meeting his new neighbors, being on his own for the first time, and making new friends.

## Characters

### Main

Tyler

Bucky (debut)

### Supporting

Lila

Cody

Emma

Tammi

## Trivia

* **Lila's outfit**: Default outfit.
* Cody Cosplay: N/A
* This Episode takes place on March 3, 2022
* This is Bucky's first appearance.
* This the first episode to not be based around a holiday.
* This episode (Almost) came out on the 3 year anniversary of Animal Crossing New Horizons.
* Hornsby is the only villager who didn't wear their default outfit.
* This episode marks the beginning of Bucky and Tammi's friendship.
	+ This also marks the beginning of Bucky's crush on Emma.
* This episode reveals that Tyler has been living on Paw-tucket for 8 months at the time off this episode and was the most resent human to move on the island before Bucky came.
	+ There will be an episode where it explores Tyler's first time living on Paw-tucket via a story told to Bucky, but Li Li has said it will come at a later date due to other episode taking priority.
* This episode reveals that Walker will go crazy if you say "treats" around him.
* On May 9th 2023, The scene with Tyler showing Bucky pictures on his phone was cut short due to Li Li hating the voicing in it.
* Shade Bay is a parody of acnh treasure islands.

## Behind the scenes

* Cyd was cut from the episode.
* A lot of stuff was cut for time reasons.
* The voice acting in this episode is low quality due to Li Li going through a bad time.

## References

**My little pony: friendship is magic -** Hornsby's Ant farm joke came from the mlp:fim episode "Baby cakes".

**Raymond black market -** During their visit to Shade Bay, you can see multiple pictures of Raymond on the wall. This is a subtle reference to how Raymond was so popular that people traded him for real life money.
Items

## Overview

### Effects

Spawns various relics when entering the Holy Mountain. The items can be bought for 50 shillings, but can also be stolen with the "steal" option.

### Source

Holy Mountain

**Relics** are both **consumables** and **passive items** which can be purchased from the Holy Mountain. Relics spawn on top of an **Offering Pedestal** and cost 50 shillings to purchase.

Certain relics have a one-time use (which can be activated by pressing F- or your offhand keybind) that can drastically affect both the player and creatures. Other relics are passive and will automatically apply their effect when inside the player's spell slots.

There are currently **60 different relics** that can appear in the Holy Mountain. It is also worth mentioning that only a single relic can spawn on the Offering Pedestal at a time.

The only other ways the player can obtain relics without visiting the Holy Mountains is by finding them chests or Wave Rewards. Additionally, if the player procs the Impressed Ancestor event, there's a small chance that a random relic will be rewarded instead of a chest.
Inter

Inter/Interference is when an outside object or person goes into the square and hits the ball. If it is an outside object or person, it does not matter if they hit the ball or not. If it is a person in line, they will move to the back of the line if the ball is hit, or stay in their spot if not. If it is a person playing, there are different rules. For example, 1 hits it to 2s square, but 3 bounces it on his then 4s. That Counts. If they hit it, follow 4 Square rules nonetheless.
Vulnerable Spells

Vulnerable Emitter - Poisoned

Vulnerable Emitter - Oiled

Vulnerable Emitter - Withered

### Description

Any enemies that are afflicted with a certain debuff will have their health set to 3 when near your bolt.

## Vulnerable Spells

The Vulnerable spells are a group of projectile modifier spells which overrides the **max health** of all enemies that are under a certain **debuff** when near the player's **magical bolts**.

An unmentioned **drawback** in the in-game description of the Vulnerable spells is that the player's **bolt damage** (while casting a Vulnerable spell) will be set to **0**.

## Additional Notes

* Enemies that have been proced by the Vulnerable spells will emit **white particles** from their bodies and play a **glass shattering** sound.
* Once an enemy's max health has been set to 3 by a Vulnerable spell, it will remain at 3 for the remainder of their life- unless modified again in some other way.
* Certain damaging spells such as Damage Field, Collapse, and or Pinpoint of Light work exceptionally well with the Vulnerable spells as it essentially **insta-kills** any enemy near the player's bolt.
Patient Zero Spell

## Patient Zero

### Description

Enemies struck by your bolt become the center of a poison field for a short amount of time.

## Patient Zero Spell

The Patient Zero spell is a projectile modifier spell that acts similar to curse spells in that it applies an effect to an enemy that is impacted with the player's bolts.

The player's bolt makes an enemy carry around a small poison field that deals 1 tick of damage per reapplication of the poison debuff. Once an enemy steps outside the field, they instantly lose the debuff.

## Additional Notes

* When the spell states that the enemy struck by the bolt becomes the "center" of the poison field, this means that the enemy emitting the plosion field isn't being poisoned. *Think of the field as a large donut shape.*
* The poison field that the enemy emits lasts about 5 seconds before decaying.
* This spell can be applied onto multiple enemies at once- this can lead to an entire group of enemies having poison fields around them.

## Lore

**Patient Zero**

*Botanist Records - Vol. 19*

*"Damn our professors. They refuse to put more funding into my research because they believe it to be a 'threat if not studied further.' They are all fools. No one in the academy sees my gift anymore- I could finally help us resurface and become an unstoppable force. Perhaps I'll find my own test Subjects without the funding of them. Then they'll see what art truly is."*
Anvil of Destiny

"The Anvil whacks away..."

### Effects

Reforges all types of items such as spells, flasks, and or relics into something different.

### Source

Holy Mountain

The **Anvil of Destiny** is a structure that appears in the Holy Mountain.

Upon approaching it, a small reforge button can be clicked to reforge a specific item placed on the anvil. The reforge costs 20 shillings and will only reforge spells, flasks, and relics (if you attempt to reforge any other item that isn't one of the ones listed, nothing will happen and you will lose 20 shillings).

It is also worth mentioning that **only one item can be reforged at a time** as any additional items will be destroyed in the reforging process. The player can reforge items an infinite amount of times as long as they have enough money for it. If the player accidentally clicks the reforge button when there is no item on the anvil, they will be refunded their money back.

Some reforges have a specific **product** that they produce, while other items have completely random reforges.

If the player triggers the Ancestors Pissed event, the reforge button will disappear meaning that they will be unable to reforge anymore in that specific Holy Mountain.

## **All Possible Generic Reforges**

 Material Spell
 Utility Spell
 Wand Modifier Spell
 Greek Letter Spell
 Unmentioned Relics
*(See below for mentioned)*
Blink Spell

The Blink spell is a wand modifier spell which causes the player to **"blink"** *(or travel at **INSANELY** fast speeds)* for a moment depending on the direction they are **moving**.

*"Blink and you'll miss it" -lamd4*

## Additional Notes

* The blink effect of the Blink spell will only last for a **single second**. Even though this time seems like nothing, the player can travel across an entire stage floor **multiple** **times** in a single blink.
* The Blink spell acts as a more *"controlled teleport"* as opposed to the Teleport Bolt spell. This spell mostly acts as an **alternate option** for teleporting around a floor by stopping the player on walls without suffocating them, and also not teleporting the player on each bolt. The major drawback being that the blink effect of the Blink spell can be hard to control if the player isn't prepared for it to cast again.

## Lore

**Blink**

*"My mind is being broken. I feel as if my body is spliting apart. That creature, that... Weaver. What has it done to me? I can feel every cell, every ATOM in my body being moved around and vibrating. Am I being punished by the cosmos, or is it a gift?"*
Lethality Spell

The Lethality spell is a projectile modifier spell which grants the player a major **bolt damage** boost whenever their health is at, or below **2 HP**.

Certain **damage-modifying** spells such as For Power, Magic Overflux, or To Damage spells will **override** the effects of the Lethality spell whenever they cast a bolt.

## Additional Notes

* Playing on the **Master Mode** difficulty will easily help allow the player to constantly cast the Lethality spell due to the **low max health** the player has.
* The **mana use** cost of the Lethality spell will only activate when the player's health is below 2 HP.

## Lore

**Lethality**

*"As I laid down on the ice patches, I saw the reflection of a sniper scope aiming directly at me. Three fatal wounds on my leg, chest, and back. I truly thought that this was the end... no where left to run, and the automata were circling in on me. Just when I thought I was out of ideas, it hit me. I quickly grabbed one of the high-caliber rounds found near a destroyed robot and jammed it into my wand."*
Achievements

see also: Achievement Room

## Overview

This content was added in the game version **v1.09** any versions before this is unreleased content.

The in-game **achievements** which are found inside the player's **Journal Log** *(by pressing L or accessing it from the pause menu)* contain a variety of different unlockables and progress which can be unlocked by completing various challenges or tasks throughout their runs.

There are currently **54** different achievements in **v1.09** that the player can unlock.
Lambda Spell

## Lambda

### Description

The lower your health is per heart, the more mana you regain over time. Lambda becomes passive at 5 hearts.

## Lambda Spell

The Lambda spell is a greek letter spell which refills the player's mana much quicker depending on how close they are to **dying**.

The mana refill rate for the Lambda spell is as follows below:

* 4.5-5 hearts = 20 mana / second
* 3.5-4 hearts = 40 mana / second
* 2.5-3 hearts = 60 mana / second
* 1.5-2 hearts = 80 mana / second
* 0.5-1 hearts = 100 mana / second

## Additional Notes

* In order for the effects of the Lambda spell to activate, the player must always be below **5 hearts**.
* Activating the Shrine of Glass in the Spell Shop is a good way to utilize the Lambda spell in the following floor.
* Playing on the **Master Mode difficulty** makes the Lambda spell optimal as the player's max health is set to **4 hearts** by default.
Teleporbringer Spell

see also: Teleportitis

## Teleporbringer

### Description

If you cast a bolt near an enemy, your bolt is casted from the nearest enemy's position instead of yours.

### Spell Tier

1

The Teleporbringer spell is a projectile modifier spell which causes the player's bolts to be fired **straight upwards** from the nearest **enemy's position**.

The Teleporbringer spell will only proc once the player fires their **wand**. If an enemy isn't within the range of the Teleporbringer spell, the player will cast a bolt normally from their position.

## Additional Notes

* Bolts casted upwards by enemies due to the Teleporbringer spell will still be able to cast other projectile modifier spells and some other **utility** and **wand modifier** spells normally.
* Certain damage modifying spells such as For Power and Epitaph spells will have their damage greatly decreased when in conjunction with the Teleporbringer spell.
* The bolts casted by the Teleporbringer spell still have **gravity** applied to them which means that they can potentially fall back to the ground if the ceiling above the enemy is high enough.

## Lore

**Teleporbringer**

*"My studies in this phenomenon have opened the possibility for alternate spells to arise. The Board has already approved of my first spell I created, so I decided to continue working on more. I've managed to create another which makes an organism the center of a concentrated point of magic. So much so, that even my wand begins to attract towards this magnetic pull..."*
Goat Link Spell

## Goat Link

### Description

Your bolt summons a screaming goat when it impacts a surface. The goat links onto an enemy and controls their movement momentarily.

## Goat Link Spell

The Goat Link spell is a projectile modifier spell which summons an **alchemic goat** at the point of impact. The alchemic goat will teleport to the **nearest enemy** within their range and move around the enemy in random directions before expiring.

Players can take advantage of the linking mechanic by casting goats in unusual spots to force enemies to teleport to it.

## Additional Notes

* The alchemic goat lasts has a range of 5 blocks and will wander around for about 5 seconds before expiring.
* If the player were to stand completely still after summoning an alchemic goat, there's a **small chance** that the goat will charge up and **ram the player**. *(This is due to the goat ramming AI hardcoded into Minecraft)*
* If more than 1 enemy is inside the Goat Link's proc range, the alchemic goat will swap between one enemy to another until one of them exits the range.

## Lore

**Goat Link**

*Eye witness account of East Hall incident:*

*"It all happened so fast. One moment I was leaving my dorm to go eat with some friends, and in another moment I heard a distant sound of screaming further down the hall. I didn't think much about it until the screaming got louder and louder. I went to step out into the middle of the hallway and then I saw it: there was a professor stuck to the side of a goat, almost like he was glued on, yelling for help. I tried stopping the goat but it was too quick for me and ran further down the hallway."*

*"I really hope he's okay."*
Tarot Cards

## Overview

The **tarot cards** are a set of **random effects** that will be applied at the start of the players run. Only **one** tarot card's effect can be used at once during a run and any other card that is rolled after that will **override** the current card.

Tarot cards can be rolled from the Master of Tarot NPC in the **main lobby**.
Manifestation Spell

## Manifestation

### Description

Press F on your wand to a sentient floating wand that shoots magic bolts in random directions.

## Manifestation Spell

The Manifestation spell is a wand modifier spell which summons a small flying **wand entity** when activated. The wand entity will occasionally cast bolts, similar to the bolts the player can cast, in **cardinal directions**.

The wand entity summoned by the Manifestation spell will carry all the **properties** of the player's spells. Certain spells such as **utility spells** are not carried over. When the wand entity casts a spell, it will still **drain** or **consume** mana from the player's **total mana points**.

## Additional Notes

* The player can summon **more than** **one** wand entity at a time when using the Manifestation spell. This means that the player can create a whole hoarde of flying wands if they have the mana to back it up.
* The wand entity summoned from the Manifestation spell will cast a bolt **every second** and expires after **15 seconds**.
* Both the Manifestation spell's item sprite and properties is a **direct homage** to Noita's *Summon Taikasauva* spell.
Damage Field

## Damage Field Spell

### Description

A small field is added to all your bolts which hurts any enemy that comes in contact with it.

### Spell Tier

1

The Damage Field spell is a projectile modifier that creates a small invisible radius around the player's bolts which deal **6 damage** to enemies.

The player's bolts emit a reddish-orange dust field which displays the radius of the damage field. The field can damage multiple enemies at a time.

## Additional Notes

* The damage type inflicted onto enemies is Magic Damage, meaning that **no knockback** **force** is applied to the targets.
* The approximate range of the Damage Field spell is roughly **3 blocks**.

## Lore

**Damage Field**

*"A simple spell which imbues the user's bolt with a damaging aura. Not everyone in the academy can aim with great precision, this spell helps fix that."*
Rune Shop

directed from: Shop Machines

Rune Shop naturally spawning in Spell Shop

The **Rune Shop** is a structure found in the Spell Shop that sells 3 random Magic Runes to the player with prices ranging from **10-20 shillings**.

The Rune Shop has a **35% chance** to be spawned in when the player enters a Spell Shop. This chance can be increased based on the player's Luck statistic.

Similar to spells which are sold in the Spell Shop, the Rune Shop requires the player to interact with an item *(by pressing Left-Click)* to purchase it.

If the player has **Eternal Magic Runes** unlocked on their save-file, a rune spawned on the Rune Shop has a **15% chance** to be replaced by it Eternal variant.

Using rerolling items such as the Reroll spell or the Seff rune will **not** effect the Rune Shop. Additionally, certain loot-modifying relics such as Genesis and Anarchy will also not effect the Rune Shop.
On Expiration Spells

Thunderstorm on Expiration

Duplication on Expiration

Chord on Expiration

The On Expiration spells are a group of projectile modifier spells which will cause the player's magic bolts to cast a group of **entities** or **projectiles** when it **expires** on a **surface**.

Unlike the other various impact-related spells, the On Expiration spells will only cast on the **final impact** with a surface. This effect is only ever seen when used in conjunction with an Arc spell as the bolt will only cast an On Expiration spell on its **second impact**. Without an Arc spell, the On Expiration spells will function like a normal impact spell.

## Additional Notes

**Thunderstorm on Expiration** - Your bolt will create a group of lightning strikes on its final impact with a surface.

* Lightning bolts generated by the Thunderstorm on Expiration spell can potentially damage the player if they aren't careful enough.

**Duplication on Expiration** - Your bolt will create a group of powerful bolts on its final impact with a surface.

* The duplicated bolts generated from the Duplication on Expiration spell have similar properties to those from the Duplication spells.
* The Duplication on Expiration spell will generate **5 power bolts** that fire in all **cardinal directions** from the impact point.

**Chord on Expiration** - Your bolt will play a group of musical notes on its final impact with a surface.

* The musical notes generated from the Chord on Expiration spell have similar "magical properties" to those of the Kantele Note spells. *(See Kantele Not spells page for more information)*
Random Spells

Random Speed

Random Damage

The Random spells are a group of wand modifier spells that occasionally changes the player's **movement speed** or **bolt damage** whenever they cast a bolt.

The "randomness" from the **Random Speed** spell procs are as follows:

* **50%** chance to do nothing when casting
* **25%** chance to increase speed for 1 second
* **25%** chance to decrease speed for 1 second

The "randomness" from the **Random Damage** spell procs are as follows:

* **50%** chance to do nothing when casting
* **25%** chance to increase bolt damage by 4 bolt damage upgrades
* **25%** chance to decrease bolt damage to 3-8 damage.

## Additional Notes

* The player will only consume **25 mana points** when the Random spells procs; not when they cast a bolt.
* The approximate increase or decrease in speed for the Random Speed spell is a **100% speed increase** or a **40% speed decrease**.
* Certain damage modifying spells such as Epitaph or For Power spells will **override** the damage randomness of the Random Damage spell.
* The Random Damage spell will **ignore** the current **bolt damage upgrade level** the player has. Instead, it will completely set a **new damage value** on all the player's bolts casted if triggered.
Blood Magic Spell

## Blood Magic

### Description

Casting in blood grants you infinite mana, but your health dwindles away very slowly.

## Blood Magic Spell

The Blood Magic spell is a wand modifier spell that **instantly refills** the player's **mana points**, and will continue to when they are stepping inside of blood.

The major **drawback** to the Blood Magic spell is that the player's health will tick down every so often when it is inside their spell slots.

## Additional Notes

* To clear up any confusion with the in-game description of the Blood Magic spell, the player's health dwindles away slowly as a **passive effect** when the spell is in their **spell slots**. This means that the player **doesn't** even have to be inside blood for them to take damage.
* The damage tick for the Blood Magic spell procs every **30 seconds**.
* The Blood Cordyceps spell **synergizes** exceptionally well with the Blood Magic spell as the **blood pools** produce by the Blood Cordyceps spell will proc Blood Magic.
* It isn't stated in the in-game description but whenever the player procs the Blood Magic spell, they are also applied with a short **darkness debuff**.
* The Blood Magic spell is the **only** spell in the entire game to display a **positive mana drain**- as opposed to a mana refill. *(This is due to the Blood Magic spell providing infinite mana and refilling the players mana to max upon casting)*
Impact Timer Spells

Explosion Impact with Timer

Herding Impact with Timer

Stasis Impact with Timer

### Description

Your bolt casts an effect after a short amount of time when it impacts a surface.

## Impact Timer Spells

Impact Timer spells are impact spells with a **Timer attribute** attached to them.

## Additional Notes

* Like most Timer spells, the Timer Impact spells will proc after **3 seconds**.

**Herding Impact with Timer -** Sucks in a maximum of **10 enemies** into the point of impact. The radius for the herding suck is roughly **10 blocks**.

* Boss-type enemies are unaffected by the Herding Impact with Timer spell.

**Stasis Impact with Timer -** Creates a small stasis field which applies the frozen debuff to all enemies caught inside it. The effects lasts about **5 seconds** and has a radius of roughly **4 blocks**.
Orbit Spell

## Orbit

### Description

All bolts you cast will orbit around you. The damage on your bolts is greatly increased.

## Orbit Spell

The Orbit spell is a projectile modifier spell which causes all the **magical bolts** that the player fires to **orbit** around them momentarily.

Bolts that are effected by the Orbit spell will also gain an additional **30 velocity damage**. Certain damage modifying spells such as Epitaph and For Power spells will have their damage overridden by the Orbit spell's effect.

## Additional Notes

* The **orbiting path** that your bolts make will continue to orbit around the player even if they're moving around.
* The orbiting path of the Orbit spell will only last roughly **5 seconds** before resuming its **usual path**- this timer can reset every time the player casts a new bolt.
* Each time the player casts a new bolt, the new bolt will be **teleported** to the orbiting path. This means that the player can only create one orbiting path at a time regardless of how many bolts are currently present.
* Path spells will have their **pathing effects** overridden by the Orbit spell.

## Lore

**Orbit**

*"Historically, the apparent motions of the planets were described by ancient philosophers using the idea of celestial spheres. They assumed the heavens were fixed apart from the motion of the spheres and was developed without any understanding of gravity."*
Temple of the Art Wiki

**Temple of the Art Wiki**

**ATTENTION! As of 10/15/23, the wiki is currently under construction for an upcoming update. Many new and old pages are being worked on to support the correct information for the update. Any information which mentions "Patch 1.09" is currently unreleased content. Spoilers be warned!**

## **Main Information**

SpellsRelicsFlasksConsumablesAffinitiesSecretsAchievementsBestiaryNPCsFloorsStatus Effects
**Temple of the Art**, TOTA, is a spell-crafting and wand-building roguelite minecraft map inspired by Noita.

Travel through the ancient mage academy as you try and defeat the creatures that invaded it along the way. Fight through 20 different waves with each being harder than the one before it. Fight tons of custom mobs and challenging bossfights that are sure to keep you on your feet. Over 200 different spells to utilize and cast making every wand build in a run you start fresh and unique! Find and rescue some of your brethren to add new npcs to the starting area in between runs. Secrets and puzzles are hidden all around each floor for you to unlock and explore!

*Temple of the Art takes place in the same universe as Clynntanis, being a prelude to the events that unfold in Clynntanis's lore.*
## **Funny Community Wand Builds**

Explore the various unique, creative, and wacky wand builds from people who play this game just like you! *I also added some of my own personal favorites I discovered as well. :P*

*Wiki Editor:*

* **PeteAleha**

*I make roguelike and roguelite minecraft maps for fun! If you would like to know more about which games are in the works or if you have any questions about a game I've released, feel free to join my discord server!*

*Sprite Artists:*

* **PeteAleha**
* **Nolla Games** (see Referenced Art page for more info)

*Game Trailer:*
Decoy Spell

## Decoy

### Description

Press F on your wand to create a decoy. The decoy will cause nearby enemies to attack it instead of you.

### Spell Tier

2

The Decoy spell is a wand modifier spell which summons a moving **training dummy**. The dummy will run around **attacking** nearby enemies to allow them to **aggro** onto it instead of the player.

In order for the player to obtain this spell in their Spell Shop, they must first **unlock** it through its corresponding achievement.

The Decoy spell is one of a few wand modifier spells which can only be casted when the player **presses** **F** (or their offhand keybind) whilst holding their **wand**.

## Additional Notes

* The training dummy summoned by the Decoy spell will last **15 seconds** before **expiring**.
* In order for the training dummy to effectively switch aggro of all nearby enemies onto it, at least **one** enemy must be present nearby on the current floor when the player casts the Decoy spell. This is because the training dummy will have their **[AngryAt] nbt** assigned to a nearby enemy on the first **tick** is is summoned.
* If no enemy is present when the Decoy spell is casted, the training dummy that is summoned from the spell will instead actively chase the player around.
* Even though it may appear as if the the training dummy entity is dealing **melee damage** to enemies, this is not true. Instead, the training dummy is dealing **"fake"** damage in order to proc aggro of all nearby enemies.

## Lore

**Decoy**

*"Wanna see something cool? Check this out."*

*"Hm? I'm confused... All you did was summon another training dummy."*

*"Not just any dummy, this dummy that I summoned has been possessed by those little skull phantoms found in the Lecture Hall!"*
Soul Greed Spell

The Soul Greed spell is an utility spell that **multiples** the amount of soul points the player receives when killing an enemy, at the cost of **25 mana points**.

## Additional Notes

* The player will only consume 25 mana points once they have killed an enemy.
* The Soul Greed spell will also proc if the player kills certain non-enemy entities such as **stone statues**, **killable enemy spells**, and **certain interactables**.
* The player can potentially exploit the Soul Greed spell for infinite soul points. The way the exploit works is that the player must strike the **training dummy** in the Spell Shop then clicking the **reset button** to summon a new one. Usually, the player loses a soul point for doing this, but with the Soul Greed spell they can still keep an additional soul point.
Bestiary

A large variety of creatures can be found within the mage academy in TOTA. Some enemies carry their own unique properties and attacks that make it harder for the player's survival. Learning how to fight against each enemy will help you traverse deeper into the academy. Killing an enemy for the first time will unlock some minor information in the player's in-game bestiary (mainly for adding towards completion).

## **Relentless Faction**

The Relentless faction consists of a small amount of enemies which are immune to most spells and **damage-types** that the player uses. Most of these damage-types include **magic**, **poison**, and or **familiar damage**.

*Mimic*

## **All Bosses**

Bosses will spawn at the end of every **6th wave**. Certain bosses will only appear from outside sources as well. Bosses have a large **health pool** and can have a large variety of attacks they cycle through.
Cocktail Thrower Spell

## Cocktail Thrower

### Description

Your bolt creates a small pool of napalm as well as a cocktail when it impacts the surface.

### Spell Tier

1

The Cocktail Thrower spell is a projectile modifier spell which creates a small **alchemic pool** of **liquid fire**, as well as a small pool of **liquor** when it impacts a **surface**.

Like all impact-related spells, the Cocktail Thrower spell will only proc when the player's bolts have impacted a surface such as a **wall**, **floor** or **ceiling**.

## Additional Notes

* The **cocktail pool** that is created by the Cocktail Thrower spell will last for roughly **3 seconds** before expiring. The napalm pool that is within the cocktail pool will slowly **expand** and spread out **3 blocks**.
* Anything that is inside the cocktail pool created by the Cocktail Thrower spell will be applied with the tipsy debuff for **3 seconds**.
* Players using the Cocktail Thrower spell should take **extreme caution** when using it, as the napalm pool inside the cocktail pool can deal **lethal** amount of damage to them if they aren't **careful**.

## Lore

**Cocktail Thrower**

*"Step back. There's too many of them."*

*"Everyone retreat to the East Hall. This sector has been overrun."*

*"We're going to need to block this area off. Someone call for the Master of Pyromancy, he'll know what to do..."*
Black Hole Spell

see also: Supermassive Black Hole

see also: White Hole

## Black Hole

### Description

You cast a stationary black hole instead of a bolt. The black hole instantly sucks in and destroys any nearby projectiles.

### Spell Tier

2

The Black Hole spell is a projectile modifier spell which creates an enormous black hole that sucks in **enemy projectiles**.

Though not stated in the in-game description, the black hole will also suck in **small creatures** and enemies. Most of these enemies include vex-type mobs.

## Additional Notes

* The black hole will last **10 seconds** before collapsing and will suck in specified objects within a **15 block radius**.
* A **hidden mechanic** of the black hole entity is that it will suck in and instantly delete enemy projectiles, but will **not** instantly kill small creatures and enemies until the black hole collapses. This means that a multitude of mobs can reside within the black hole and still cast their attacks in that location.

## Lore

**Black Hole**

*"Condense your bolt. Then condense it some more. Even more. MORE. Do you feel that? Do you feel the area bending into itself? Observe how everything is beginning to be sucked in. Debris, tiles, creatures, even magic itself! It's terrifying."*

*"Even light dies eventually..."*
Cloak Spells

Oil Cloak

Poison Cloak

The Cloak spells are a group of utility spells that apply a debuff to all enemies around the player **periodically**.

Small particles emit from the player whenever the Cloak spells proc.

## Additional Notes

* That Cloak spells will proc every 5 seconds and will apply either the oiled or **poison debuff** to mobs (which lasts 3 seconds) within a 3 block radius.
* The Poison Cloak spell will apply a greater poison debuff which deals **5 damage** over a period of 3 seconds.
* The spell sprite of both Cloak spells are a homage to **Noita**, as the figure displayed in them is main character of that game.

## Lore

**Oil Cloak**

*"A simple spell which coats your entire cloak in oil. Anything that gets near you is sure to becomed oiled. Just make sure to wash off your cloak after you're done."*

**Poison Cloak**

*"A simple spell which coats your entire cloak in toxic gas. Anything that gets near you is sure to becomed poisoned. Just make sure to disinfect your cloak after you're done."*
Emitter Spells

Explosion Emitter - Oiled

Explosion Emitter - Poisoned

Explosion Emitter - Withered

Polymorph Emitter - Charmed

### Description

Any enemies that are under a certain effect will be casted with an effect near your bolt.

### Mana Cost

1 / tick | 1 / tick | 1 / tick | 4 / tick

## Emitter Spells

Emitter spells are projectile modifier spells that will either explode or polymorph certain enemies that are under a specific status effect.

The explosions that are placed onto an enemy are usually small enough to not hurt any nearby players, but can occasionally deal some damage if the player is very close to the effected mob.

## Additional Notes

* Explosion Emitter spells can sometimes create more than one explosion on an enemy as their *proc timing* lined up at the same time as their *place\_tick function*.

**Polymorph Emitter -** Unlike the other Emitter spells, the Polymorph Emitter spell will polymorph all enemies that are effected with the charmed debuff.

* It isn't stated in the in-game description, but the Polymorph Emitter will only **occasionally** proc instead of 100% of the time. Usually, the proc chance is about 60-85% depending on what time the charmed debuff is on the enemy.