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Cascading Blitz

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**Cascading Blitz** is a Standard Water Arcana in Wizard of Legend

## Description

Slowly advance in the direction you are aiming while slapping enemies in front of you with blobs of water, creating a series of 7 water blasts dealing 10 damage each. The blasts have a slight knockback keeping enemies in front of you while you advance.

If enhanced, you surround yourself in a orb of water which can absorb up to 50 damage while you move forwards. The blitz now consists of 8 blasts of 10 damage and ends with the orb of water collapsing to release a large deluge in front of you dealing 15 damage and knocking enemies further back.

## Strategies

Your slow movement and the long but thin hitbox of Cascading Blitz makes it struggle against spread out groups of enemies as they can attack you from the sides and interrupt your advance. To alleviate this try to line up or tightly group together enemies before unleashing Cascading Blitz so ensure that all are hit.

Be wary of projectile based enemies since they can easily interrupt Cascading Blitz. Focus on these enemies first by closing ground on them to lessen their threat.

The enhanced version is a massive upgrade to the normal version since its shield makes an otherwise rather vulnerable arcana very safe to use and can even allow you to use Cascading Blitz to tank damage from attacks that you could not avoid. On top of this it also increases the damage of the blitz, so enhancing Cascading Blitz a top priority in any run.

The final blast of the enhanced version tends to group enemies together, making it easy to follow-up on them with other arcana.

Since the blasts have a slight knockback, Cascading Blitz can be used to easily push enemies into pits.

## Spell combos

* Shearing Chain pairs extremely well with Cascading Blitz since they can be easily chained together in a combo to keep pushing enemies backwards with rapid hits as you advance. Shearing Chain also is better at dealing with spread out groups, further complementing Cascading Blitz by compensating for its downside.
* Arcana that surround you such as  Cardice Prime and  Earthen Aegis provide a defence while you perform a blitz by hitsunning enemies near you and in the case of Earthen Aegis, blocking projectiles. Enemies caught by Cascading Blitz will also be take damage form them alongside the blasts.
* Tearing Whirlwind,  Spiraling Typhoon and other arcana that group enemies up are useful for setting up Cascading Blitz.
* Movement arcana (e.g.  Shock Assault,  Seismic Entry,  Glacial Cross,  Rushing Typhoon,  Thunder Drop) are effective at gaining ground and following-up on enemies pushed back by Cascading Blitz.

## Item combos

* Dark Katana will triple the chance to deal critical hits.
* Soccer Cleats increases the damage of each blast.
* Vampire's Eyeglasses are very effective when used defensively when enhanced, allowing for a defensive attack that heals decently.
Abhorrent Cologne

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**Abhorrent Cologne** is a relic in Wizard of Legend.

## Description

Reduces enemy health by 20%, but increases enemy damage by 30%.

## Item combos

* Limited Edition Robe and  Fall—when combined—effectively negate the 30% damage increase from  **Abhorrent Cologne**, leaving the benefit of -20% enemy health remaining. This item combination removes the downsides of many Cursed Relics:
	+ Fall will "lock" max health at 100 hp—preventing it from being *either* increased *or* reduced—negating any -%maxhp modifiers (e.g.,  Glass Cannon,  Spiked Emergency Kit, etc.).
	+ Limited Edition Robe reduces all damage taken to a maximum of 10 hp, negating any increased damage modifiers (e.g.,  Double Trouble,  Double Toil, etc.).
	+ Multi-hit attacks are the main drawback of this item combo. However, this can be mitigated using  Cassim's Airy Cloak (or using  Stygian Turtle Shell if the former is not available).
Devi's Bug Spray

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**Devi's Bug Spray** is a relic in Wizard of Legend.

## Description

Increases your poison status effects by 2 levels, increasing the rate of damage ticks - damage remains at 5 points per tick.

## Item combos

* Noxious Dappercap - gives a chance to poison enemies.
Fleet Lancer

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The **Fleet Lancer** is one of the mini-bosses in Wizard of Legend. Resembling a large Lancer with higher health and more attacks.

## Attacks

Spawns with a Knight and a Lancer.

* Rank 1: Attacks with a big spear jab, can also charge a spear flurry attack.
* Rank 2: Gains leap attack that rains down spears in a big line.
* Rank 3: Can summon 2 Lancers.
Crash Knight

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The **Crash Knight** is one of the mini-bosses in Wizard of Legend. Resembling a large Knight with higher health and more attacks.

## Attacks

Spawns with a Knight and a Lancer.

* Rank 1: Attacks with big slash, can dash towards you to close ground, and can also do a crash charge in a line.
* Rank 2: Can crash charge twice in a row.
* Rank 3: Gains summon 2 Knights.

## Strategies

The Crash Knight's down time between attacks is noticeably shorter than the other mini-bosses.
Astral Dissonance

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**Astral Dissonance** is a Signature Chaos Arcana in Wizard of Legend

## Description

Element: **Chaos** Type: **Standard/Signature** Subtypes: **Melee, Projectile, Movement, Jump**

Teleport into the air a short distance in front of you and bombard enemies beneath with a barrage of 5 chaos blasts which each deal 5 damage in a large radius and pull enemies in. Then plummet to the ground, creating a chaos storm which deals 5 hits of 5 damage before a final hit of 25 damage which knock enemies back.

Positioning the mouse curser close to you will cause you to teleport directly upwards and perform the attack. If you're playing with controller, this can be done by momentarily releasing the stick as you cast.

**Charged Signature: Summon 4 Chaotic Echoes of yourself when you teleport which assault enemies from all sides with chaos blasts before joining you at the end of your descent, spawning additional chaos storms.**
Furious Tempest

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**Furious Tempest** is a Standard Air Arcana in Wizard of Legend

## Description

Throw a ball of swirling air in the direction you are aiming. When the ball of air hits it creates a vortex of swirling winds, which deals 5 hits of 8 damage. Holding the attack button will charge up the ball of air causing the vortex to cover a larger area and hit up to 10 times before pulling enemies in with a large gust of wind which deals 20 damage.

## Strategies

You are vulnerable while charging up Furious Tempest, so keep a safe distance from enemies to avoid taking damage and being interrupted.

When the ball is fully charged up it causes the vortex to pull enemies together, allowing you to follow up with other arcana.

## Spell combos

* Combos well with fire and forget spells with a large area of effect, such as  Dragon Blast,  Mach Stunner or  Distortion Beam as they give you time to charge up Furious Tempest.
* Movement arcana such as  Glacial Cross or  Voltaic Needle can allow you to close the gap between you and enemies hit by Furious Tempest, while simultaneously dealing damage to them.
* Using arcana that immobilise enemies e.g.  Perfect Storm,  Embracing Vines or  Water Prison are useful to prevent enemies from interrupting you while you charge up Furious Tempest and ensure that you hit a target.
* Agent arcana can distract and attack enemies that are targeting you while you charge up.
* Furious Tempest pairs well with most jump arcana such as  Seismic Entry,  Blazing Vault or  Thunder Drop, as they can hit all the enemies pulled together by the vortex and help to close ground.

## Item combos

* Chaos Visor may be useful if playing on console as it shows the trajectory of Furious Tempest, making it easier to aim.
* Gloves of Gambit increases damage of the vortex.
* Reinforced Bracers allows Furious Tempest to destroy *all* enemy projectiles it comes into contact with.
* Relics that have a chance to inflict a debuff on hit such as  Tesla Coil or  Phoenix Talon can be effective due to its high hit count. However  Permafrost Cube will have almost no effect as the additional hits from the vortex can break its freeze.
Earthquake Axe

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**Earthquake Axe** is a Standard Earth Arcana in Wizard of Legend

## Description

This arcana passively builds charges up to a maximum of 2. Each cast uses one charge, hurling a large stone axe into the air which crashes down a short distance in front of you, dealing 30 damage in a large area around it and knocking enemies back.

If enhanced, the axe deals 40 damage and the area it covers is much greater.

## Strategies

Due to the large area that the attack covers, this arcana is very good at dealing with large groups of enemies.

Since the axe is thrown a set distance, you may need to back away from enemies to ensure that they will be hit by it.

There is approximately a 0.5 second delay between casting the arcana and when the axe lands. This can cause enemies that are moving towards you to not be damaged as they may have moved too close to you. You need to predict the position of moving enemies to accurately hit them.

## Spell combos

* Arcana that stun, freeze or immobilise enemies (e.g.  Knockout Boulder,  Frost Fan or  Embracing Vines) can be used to ensure that Earthquake Axe will hit its target.
* An unenhanced  Spiraling Typhoon throws enemies directly into Earthquake Axe's range.

## Item combos

* Ring of Reserves adds 1 additional charge taking the total up to 3
Cabi's Cotton Candy

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**Cabi's Cotton Candy** is a Relic in Wizard of Legend

## Description

Adds a 45% chance to release a  Breaking Twister when using basic Arcana.

## Item combos

Combines with the Cabi's Cinnamon Hots,  Cabi's Raw Chocolate,  Cabi's Citrus Sweets, and  Cabi's Bubble Gum to create  Cabi's Box of Sweets
Cassim's Airy Cloak

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**Cassim's Airy Cloak** is a Relic in Wizard of Legend

## Description

After taking damage, evade all attacks for 2 seconds. 20 second cooldown.

## Strategies

This relic is great for preventing players from being staggerlocked, whether it be by from several enemies attacking at once or from single opponents with multi-hit attacks. Lightning attacks in particular tend to rely on multiple small hits, and status effects-particularly poison can keep this relic active for quite a time.It counters **Master Sura** particularly well, since arguably the most dangerous part of his fight is his tendency to combo any players hit by a successful attack, and many of his Chaos Arcana tend to deal multiple low damage hits.

## Item combos

* Covert Ops Mask can be triggered by the cloak, since hits taken with this relic active count as evasions.
* Limited Edition Robe and this relic offset each other's weaknesses, with the robe protecting users against individual high damage attacks while the cloak protects against low damage combos.
Council of Magic

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The **Council of Magic** is a group of powerful wizards in the city of Lanova. They host the annual Chaos Trials to test wizards from around the world.

## Members

* Flame Empress Zeal
* Frost Queen Freiya
* Earth Lord Atlas
* Wind Sovereign Shuu
* Lightning Maven Juno and Thunder Ace Suman
* Master Sura

## Notes

* Most council member attacks are based on existing Arcana, but bigger and with added effects.

## Trivia

* Due to the Chaos Trials being held inside Lanova Castle, it can be assumed that the council has significant influence over the ruling class, if they are not themselves the ruling class.
* As of V1.2, all elements are now represented on the council with the addition of Juno and Suman
Burst Mage

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The **Burst Mage** is one of the mini-bosses in Wizard of Legend. Resembles a larger Mage with higher health and more attacks.

## Attacks

Spawns with a Mage and Summoner.

* Rank 1: Attacks shooting an arc of 10 magic bolts, can burst 3 circles of magic bolts all around him.
* Rank 2: Gains teleport twice in a row and shoots a wall of 4 magic bolts towards you after each teleport.
* Rank 3: Can summon 2 Mages

## Strategies

* Arcana that can destroy projectiles are extremely useful as all of his projectiles can be destroyed.
* The high amount of projectiles summoned by the Burst Mage and the Mages can be overwhelming for inexperienced and veteran players alike.
* Due to the high amount of projectiles  Deafening Cymbals can be extremely useful to clear the battlefield.
Double Trouble

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 *This article is about **Double Trouble**, not to be confused with Double Toil*

**Double Trouble** is a relic in Wizard of Legend.

## Description

Deal double damage and receive double damage.

## Strategies

An extremely risky relic to pick up; it is recommended to pick this up later in a run once a player has fully fleshed out and is confident in their build. This relic works best in conjunction with aggressive room-clearing tactics to minimize the potential for enemy retaliation.

## Item combos

* Limited Edition Robe limits damage to up to 10% of max HP, negating most of the danger. With Double Trouble, Limited Edition Robe,  Glass Cannon and some high damage arcana, you can possibly kill Sura on his first cycle.
* Cassim's Airy Cloak grants evasion for 2 second after the player takes damage, preventing them from being rapidly comboed with no chance to escape.
Flame Breath

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**Flame Breath** is a Standard Fire Arcana in Wizard of Legend

## Description

Element: **Fire** Type: **Standard/Signature** Subtype:**Melee**

Breathe flame in a rounded conical area in front of the player, dealing up to 3 hits of 18 damage while knocking foes away and destroying all projectiles the flame touches.

If enhanced, it inflicts burn.

**Charged Signature: Release a burst of flame all around the player and breathe flame continuously for a short duration, dealing up to 5 hits of 36 damage and applying a fiercer burn.**

## Strategies

This arcana is potent in close-range builds as a combo finisher due to its high damage and knockback but rather low range; it also can be used in a pinch to destroy incoming projectiles. To maximize damage, group foes together and cast this arcana as close as possible.

The charged Signature version will release a circle of fire first on cast, damaging and stunning foes around the player. As such, it is safe to dash aggressively towards a group of foes to maximize the potential of the charged Signature. The aim of the charged Signature can be adjusted mid-cast to strike foes around the player.

## Spell combos

* Spiraling Typhoon,  Wave Front or  Tearing Whirlwind group foes close together.
* Gust Burst can pull foes very close to you, maximizing damage.
* Tectonic Drill and  Aegis Charge bring the player close to foes it hit while also grouping them.

## Item combos

* Agni's Sparkler causes the burn to deal more damage.
* Wings of Icarus heal whenever foes are knocked into a pit.
* Bladed Buckler gives signature charge when a projectile is destroyed.
Bouncing Surge

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**Bouncing Surge** is a Standard Lightning Arcana in Wizard of Legend

## Description

Throw a lightning spear in the direction you are aiming, that bounces between 3 additional targets after hitting and enemy. The first 2 enemies hit by the spear take 30 damage and are shocked, the next 2 targets take 10 damage and have a weaker shock applied to them.

If enhanced, the spear can bounce between 4 additional enemies and the shock applied is increased by 2 levels.

Holding the attack button causes you to hold the spear in you hand, allowing you to freely aim it in any direction before throwing.

## Strategies

Despite the spear appearing to be a single target, Bouncing Surge is excellent at crowd control due to its bouncing properties. This allows for entire groups of enemies to be inflicted with shock, opening them up for attack with other arcana.

The spear can cover a long range when bouncing between enemies. This can cause it to hit enemies that are on opposite sides of a room, around corners or that you do not have direct line of sight to.

Bouncing Surge is perfect for dealing with the null flashes summoned by  Master Sura in his second phase as it can chain between them. This can take out over half of them at once with little effort.

## Spell combos

* Arcana that cover a large area such as  Airborne Slam,  Tidal Blast or  Binary Splashdown are good for following-up on enemies shocked by bouncing surge.

## Item combos

* Gloves of Gambit increases the damage of the spear.
* Chaos Visor shows the trajectory of Bouncing Surge, making it easier to aim.
* Reinforced Bracers allows the spear to destroy *all* enemy projectiles.
* Indra's Copper Pipe increases the damage and duration of the shock applied to enemies.

## Additional notes

* This arcana can be held for an indefinite amount of time.
* Bouncing Surge might be a reference to the Dark Souls series' Miracle spell, Lightning Spear.
Ancestral Gauntlets

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**Ancestral Gauntlets** is a relic in Wizard of Legend.

## Description

Pressing forward into an attack with precise timing will guard the attack, heal for 15 hp and release a burst around you that deals 50 damage, stuns enemies and destroys nearby projectiles.

Acquired once  Firstborn's Gauntlet and  Lastborn's Gauntlet are in your inventory, providing both their benefits while removing the slow recovery from attacks from Lastborn's Gauntlets.

Combines with  Bracers of the Beast to form  Fury of Cerberus.

## Item combos

* The Spirit cloak will increase the healing given.
* Catalystic Vial and  Catalystic Tonic will increase the chance for Critical Heals.
* Dated Sunglasses will make projectiles easier to guard since they will move slower.
* Sturdy Wooden Easel will automatically parry some attacks, triggering the gauntlets' effects.

## Spell combos

Since these gauntlets cause a STUN on enemies unfortunate enough to be nearby when you block correctly, they can easily help you set up any spell combo you like. But this can be particularly useful for un-enhanced spells that need to charge up, like  Grasping Earth,  Shock Nova,  Aqua Breaker or  Raging Inferno.

## Additional notes

* The gauntlets only seem to be able to block attacks that fly directly toward the player across the ground. Attacks that approach the player from above seem to be unblockable. This includes the Earth Mage's "Drop Boulder" (Rank-2 attack), which I note specifically because it approaches the player in an ambiguous arc that is neither very high off the ground nor very close to it.
* For Multi-hit attacks like Frost Queen Freiya's signature Snowflake Barrage, it seems to only require proper timing on the first hit. Afterward you can simply keep holding forward into the rest of the attack to successfully guard it, as I demonstrate here.
* It does seem to be able to block some "zone" attacks like the Ice Knight's Chill Zone (Rank-3 attack). And just like above, you can continue to press forward into it to score multiple blocks, and thus multiple heals (and enemy stuns).
Chaotic Rift

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**Chaotic Rift** is a Dash Chaos Arcana in Wizard of Legend

## Description

Dash into a rift which teleports the player forward after a fixed delay. If the exit point is obstructed by a wall, the exit portal is instead placed at maximum available distance. Due to the unique way in which this dash works, it can be used to teleport over projectiles and narrow walls, as the player is untargetable during the dash.

## Strategies

The mechanism of this 'dash' allows players to blink over projectiles, functionally similar in effect to  Leemo's Leaf with other dashes.

## Additional notes

* This is the only dash arcana that makes the player untargetable during the dash.
* This dash allows you to pass over small and medium walls.
* The teleport mechanism functions on a fixed delay regardless of distance, with the camera panning smoothly from entry to exit point over the cast time.
* The player cannot be hit during the entire teleport animation, although status effects can still damage the player during this time.
* Teleport distance does not benefit from  Greased Boots
* Can dash into cutscenes, altering your start position in a fight
	+ With Flashy Boots the award ceremony can be skipped entirely
* Unexpectedly, the player cannot dash through walls in town and at home
* If the dash destination is invalid, the player will be set at their original position, even if there was a valid destination within the rift distance
Blurring Falconry

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**Blurring Falconry** is a Signature Air Arcana in Wizard of Legend

## Description

This arcana passively builds charges, up to a maximum of 3. Each cast uses one charge, releasing a falcon made of wind in the direction the player is aiming. Upon contact with a foe, it will dash through its target (signified by a white marker) 6 times, dealing 4 damage each.

If enhanced, each falcon will dash through its target 8 times.

**Charged Signature:** **Release a larger falcon that deals increased damage. The large falcon splits into 5 normal falcons when it hits an enemy and marks it as the target for all 5 falcons.**

## Strategies

This arcana may lack in immediate damage and requires sharp aim, but it serves as an excellent tool for disrupting foes, especially ranged foes. This arcana effectively locks its targets in hitstun for a long period and although each falcon only targets one foe, it will do collateral damage to all foes nearby as it flies, allowing it to disrupt entire groups. Even if the target is defeated, the falcon will continue to fly where its target was. This arcana can also be used as a combo extender, weaved in between other ranged arcana thanks its low knockback and high stun.

The charged Signature boasts more considerable damage, though to maximize the effectiveness of it, use it against a target with high health as the falcons will continue to fly where the target was.

## Spell combos

* Tearing Whirlwind and  Spiraling Typhoon group enemies together allowing for multiple enemies to be hit by the falcons.

## Item combos

* Ring of Reserves adds an additional charge taking the total up to 4.
* Chaos Visor may be useful when playing with a controller as it shows the trajectory of the falcons.

## Additional notes

* Only the first hit dealt by each falcon gives signature charge.
Dagger of Midas

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**Dagger of Midas** is a relic in Wizard of Legend.

## Description

Increases damage by 0.04% per gold, up to a maximum of 20% (at 500 gold).

## Item combos

* Combines with Helm of Midas, Glove of Midas, Tears of Midas and Journal of Midas into the Vault of Midas.
Bewitching Glue

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**Bewitching Glue** is a cursed relic in Wizard of Legend.

## Description

Increases all damage dealt by 25%, but lowers your movement speed by 25%. Enemies can no longer be knocked back.

## Item combos

Items that increase your damage or attack speed work well as you don't have to follow your enemies. Works very well with the Double Edged Cestus

## Spell combos

Basics are very useful with this relic. Dependable damage per second is essential, as the **Bewitching Glue** makes it easier for enemies to hit you, since it disables enemy knockback

* Frost Fan can deal improved damage at close range, especially with the charged Signature.
* Gust Volley can deal improved damage at close range, especially with the charged Signature.
* Bubble Barrage can deal improved damage at close range.

## Additional notes

This relic only removes knocback and does not give super armor and as such it's negative effect is a form of a posditive as it is better than mystic monopole and also gives a damage upgrade
Bracers of the Beast

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**Bracers of the Beast** is a relic in Wizard of Legend.

## Description

Pressing forward into an attack will cause you to sidestep and guard the attack. Guarding an attack will add 15% signature charge.

## Item combos

Combines with  Ancestral Gauntlets to form the  Fury of Cerberus

## Additional notes

* You must be standing still or have turned more than 90 degrees before pressing into the attack for the guard to activate.
* This relic can be activated while dashing or sliding.
* Consecutive attacks can be guarded by holding forward towards the follow up attacks.
* The name is likely a reference to Daigo "The Beast" Umehara, the famous Street Fighter player known for his incredible parry captured in "Evo Moment 37".
Hammer of Atlas

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**Hammer of Atlas** is a Signature Earth Arcana in Wizard of Legend

## Description

Move forwards while swinging a large stone hammer around you, dealing up to 5 hits of 12 damage and destroying all projectiles. The hammer is then thrown in the direction that you are aiming in, dragging foes with it and dealing up to 2 hits of 5 damage before the hammer explodes dealing 25 damage.

If enhanced, the hammer is much larger and 6 hits are dealt when the hammer is swung around you.

**Charged Signature: The hammer is swung around you much faster allowing for more hits to be dealt and it deals more damage on every hit and when it explodes.**

## Strategies

The cooldown starts whenever you throw the hammer.

This arcana shines in its defensive prowess. While spinning, the hammer will destroy projectiles it collides with. Thus, it can be used well in a room with both melee and ranged foes as the hammer will keep melee foes at bay while destroying projectiles simultaneously. The hammer throw should be targeted at groups of clustered foes or foes near ledges to knock them into pits.

The long duration of this arcana exposes you to attacks from other foes, particularly those with jump or area attacks since they will not be hit by the spinning hammer. This also makes it poor for combos during boss stun phases as you may not have time left combo other arcana.

If taken as a Signature, pair it with arcana that can deal damage quickly during boss stun phases.

## Spell combos

* Tearing Whirlwind pulls enemies close to you allowing them to be hit when the hammer is spinning.

## Item combos

* Dark Katana triples the chance to deal critical hits.
* Gloves of Gambit increases the damage dealt by every hit.
* Soccer Cleats increases all damage dealt.
* Jumper Cables reduces the cooldown to 3.7 seconds
* Bladed Buckler gives signature charge when destroying a projectile.
* Mystic Monopole prevents enemies from being pushed back when the hammer is spinning, keeping them in the range of AoE aracana such as  Heroic Blaze,  Whirling Tornado or  Terra Ring. However enemies will also not be moved when the hammer is thrown.
* Sano's Headband will prevent interruption from other foe's attacks, which is particularly useful given the long cast duration.

## Additional notes

* Hammer of Atlas may be the only arcana in the game that counts as a Melee, Projectile and Movement arcana.
Destructive Abacus

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**Destructive Abacus** is a relic in Wizard of Legend.

## Description

Defeating foes lowers active cooldowns by 1 second.

## Strategies

Using this relic with Evading Zephyr, a cooldown reducing cloak such as Tempo and (optionally) a starting relic like Tozy's Pocket Watch or Demi's Teapot can result in indefinite invulnerability while clearing groups of enemies.
Alchemist's Stone

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**Alchemist's Stone** is a relic in Wizard of Legend.

## Strategies

Take this Relic when Chaos Gems are of no use (i.e., after all Arcana, Relics, and Outfits have been acquired). Also take this Relic if there are no planned purchases after completing the run, or if completing the run itself is more valuable than any purchase.

## Item combos

* **Alchemist's Stone** will *not* allow the healing from  Jewelry Box to take place, *despite* the animation for receiving healing being played (i.e., the animation will play but total health will remain the same).
* Dagger of Midas pairs well with the gold increase.
* Gilded Helm pairs well with the gold increase.
* Mercenary's Dagger will provide a longer-lasting 25% damage bonus to Signature and Standard Arcana as the total amount of gold carried will be increased, thus increasing the total period of time this damage bonus is in effect.

## Spell combos

Due to the nature of this relic, no spells benefit from its effect directly.

## Additional notes

* This only effects Chaos Gems picked up after holding the item. Any Chaos Gems already picked up will not be transmuted into gold.
* Changing Chaos Gems to gold may or may not be beneficial. In early game when you are still purchasing items, Chaos Gems are very valuable. However, in the late game (e.g., when all Relics and Arcana are purchased) Chaos Gems become superfluous and gold becomes more valuable.
* This is a reference to the legendary Philosopher's Stone, which ancient Alchemists sought to create.
Golden Saber of Envy

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**Golden Saber of Envy** is a relic in Wizard of Legend.

## Description

Increase Damage by 20% and increase store prices by 50%.

## Strategies

This item is generally not a good idea to pick up early in a run unless the store price increase can be compensated. 3-1 or 3-2 is a good level to pick them up on to minimize the negative effects of the item.

## Item combos

Avarice can minimize the effects of negative effects of this item

## Additional notes

* Does not increase the price of Healing Potion
Bounty Hunter's Seal

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**Bounty Hunter's Seal** is a Relic in Wizard of Legend

## Description

Gain 250 gold when defeating a council member with an arcana that matches their elemental weakness! Destroyed on use.

## Item combos

* Rules of contingency due to all damage being seen as a weakness the effect is activated regardless of the element.
Dragon Arc

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**Dragon Arc** is a Standard Fire Arcana in Wizard of Legend

## Description

Element: **Fire** Type: Standard/Signature **Subtypes:** Projectile

This arcana passively builds charges up to a maximum of 8. When cast, this arcana uses all available charges with each charge releasing 1 dragon that pierces foes dealing 8 damage with medium knockback.

If enhanced, the maximum number of charges held is increased to 10. In addition, 2 charges are used simultaneously, shortening the total cast time.

**Charged Signature: Fires all charges, launching a rapid barrage of 20 dragons in a wide area.**

## Strategies

This is a versatile, offensive arcana with good range and damage. Note that this arcana can have a relatively long cast time with full charges; dashing mid-cast away from attacks and/or enhancing this arcana is important to avoid getting hit. To maximize damage, line up foes to take advantage of it's piercing properties. This arcana's aim can be adjusted mid-cast to attack foes around the player.

## Spell combos

* Gale-force Alignment will line foes up.
* Dragon Fall will absorb this arcana and subsequently cast it when used. Additionally, if this arcana is your signature you will still be able to use it normally afterward.

## Item combos

* Gloves of Gambit will increase the damage.
* Reinforced Bracers allows dragons to destroy foe's projectiles.
* Ring of Reserves adds 2 additional charges, taking the total up to 10 (12 if enhanced). Note this also effects the charged Signature version.

## Additional notes

This arcana can be cast with any number of charges.
Enemies

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The **enemies** encountered in the Chaos Trials are summons of the council member in charge of that section of the castle. Each enemy may be non-elemental or mirror the element and personality of the council member who summoned it.

## Basic enemies

* Archer
* Blob
* Blob Barrager
* Chaos Cyclops
* Coffin Knight
* Ghoul
* Golem
* Knight
* Lancer
* Macho Ghoul
* Mage
* Mimic
* Rogue
* Roller Blob
* Summoner
* Turret
* Zoner

### Variants

Most enemies have 3 variations: normal, enhanced, and chaos. The variations are visually distinct from one another.

Enhanced variants start to appear after beating the first council member in a run, have a bit of a green tint to them (not to be confused with earth enemies), have purplish eyes and come with an extra ability. Chaos enemies start to appear after beating the second council member, and are colored purple with enhanced abilities and stats.

All enemies have 5 additional elemental variations: fire, water, lightning, earth and air. They only appear in their respective elemental floors, appearing more frequently on later floors. These enemies have special attacks that reflect their element. Each elemental variants are also ranked based on how many council members have been beaten; while they are not visually distinct among one another, higher variants have more attacks.

## Mini-bosses

Mini-bosses appear at the end of the first two levels of every dungeon section. They will be accompanied by an amount of basic enemies based on how many enemies have been killed on the current floor, with more spawning if fewer enemies were killed.

* Burst Mage
* Counter Rogue
* Crash Knight
* Fleet Lancer
* Grand Summoner
* Strafe Archer
* Crush Colossus

## Council of Magic

*Main article:* Council of Magic
The Council members serve as the main bosses. With the exception of Sura, they are encountered on the third level of each dungeon section and serve as that section's final boss. They are more difficult to fight the later in the run they are encountered. Sura is encountered after beating three sections, and serves as the final boss of the game.

* Flame Empress Zeal
* Frost Queen Freiya
* Earth Lord Atlas
* Wind Sovereign Shuu
* Lightning Maven Juno and Thunder Ace Suman
* Master Sura
Health Care Card

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**Health Care Card** is a relic in Wizard of Legend.

## Description

Reduces the cost of purchased potions to 25.

## Strategies

Dr. Song will always take unenhanced arcana over enhanced arcana. This means you can purchase a cheap, unenhanced arcana from Iris to give to Dr. Song as long as the rest of your standard arcana are enhanced.

## Item combos

* Combines with the  Arcana Rewards Card,  Relic Rewards Card,  Raffle Ticket, and  Supply Crate to create  VIP Membership.
* Use with  Royal Jelly to get cheap potions that always heal the maximum amount possible!

## Spell combos

This relic does not combo with any spells.
Cobalt Firestone

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**Cobalt Firestone** is a relic in Wizard of Legend.

## Description

Summons an aura that deals fire damage to nearby enemies. Does about 5 damage per tick. Aura is not very large.

## Item combos

* Combines with Sparrow Windstone, Paralytic Venomstone, Sleepy Thunderstone and Lotus Froststone into the Power Stone Pack.

## Spell combos

 Tearing Whirlwind pulls enemies close enough to you to let Cobalt Firestone deal damage.

## Additional notes

* The damage done by the aura is Fire based and it's reduced by enemies resistances to fire.
* The damage done can critically hit. It doesn't count as melee.

* You can increase the damage done by the aura with other relics such as  Amulet of Sundering, arcana such as  Ward of Flames and even outfits such as  Rule.
Ella's Glass Kite

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**Ella's Glass Kite** is a Relic in Wizard of Legend

## Description

Ignore the next hit of damage taken and become invulnerable for 2 seconds afterwards. This effect can take place 5 time before the relic breaks.

This relic breaks when dropped.

## Item combos

* Allows to survive 5 bonus hits with Chaotic Comedy

## Additional notes

* Despite not being mentioned in the tooltip, this relic is destroyed when dropped
Crimson Clover

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**Crimson Clover** is a Relic in Wizard of Legend.

## Description

Increases critical hit chance for both the player and all enemies by 15%.

## Strategies

Pick this up if you have vampire glasses, especially if you have one of the increased critical hit chance outfits. It allows you to heal more per encounter. The minimum heal each time you get a critical hit is 1, making low damage multi hit spells ideal with this strategy.

## Item combos

* Puffy Parka allows the player to evade critical hits, negating the only harmful effect of this relic and thus rendering it purely a beneficial Relic.
* Assassin's Blade increases damage of critical hits.
* Dice of the Nemesis grants a chance for a critical hit to deal an additional 300 damage.
* Vampire's Eyeglasses will heal much more frequently, alleviating the downside of this relic slightly.

* Limited Edition Robe +  Fall

The cloak “Fall” combined with the relic “Limited Edition Robe” reduce the max damage able to be taken at once to 10. This negates most critical hit’s additional damage from enemies.
Fire Wall

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**Fire Wall** is a Standard Fire Arcana in Wizard of Legend

## Description

Element: **Fire** Type: **Standard** Subtypes: **None**

The ground in front of you is ignited, creating a wall of flames. The flames deal 10 damage, knockback and burn enemies that walk into them.

If enhanced, the wall is twice as wide

## Strategies

You can easily hide from melee enemies behind a Fire Wall, as they do not walk around it and instead will attempt to walk through. As the wall has knockback, they will continuously bounce off the wall and take damage.

The same is true for enemies with projectile attacks, as they dissipate on contact with the wall.

If you want to flee from enemies in a tight corridor, you can block off their path with a Fire Wall to avoid being followed or hit with projectiles.

Fire Wall is capable of blocking Frost Queen Freiya's **Blizzard Barrage** and **Snowflake Barrage (Signature Spell)** spells, but not any of her other spells.

## Spell combos

* Any spell that can affect multiple enemies within a small area can be useful in conjunction with Fire Wall, as melee enemies tend to bunch up near the flames as they attempt to reach you.
	+ Examples include:  Bolt Rail,  Mentis Imperium and  Exploding Fireball.
* Spells that leave poisonous areas can be used to set up traps that deal a little extra damage to enemies as they attempt to reach you.
	+ For example:  Toxic Trap.
* This works well as a damaging spell when used in conjunction with spells that root enemies, such as  Embracing Vines or  Grasping Earth, as the Fire Wall will continuously damage enemies without pushing them away, and you can further damage them with other spells during that time.

## Item combos

* Agni's Sparkler increases the damage of the burn inflicted.
* Bladed Buckler gives signature charge when a projectile is destroyed.

## Additional notes

* This could be a reference to Ragnarok Online (given that there's a more direct reference to the game with the Sidewinder's Badge), which has a spell of the same name that functions identically [1].
* The name may be a reference to a digital firewall [2], or an ironic twist on the defense used to stop the spread of fire.
* This spell is essentially a typical shield.
Gravity Onslaught

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**Gravity Onslaught** is a Standard Chaos Arcana in Wizard of Legend

## Description

Lunge forward and strike all enemies with a blast of graviton energy, causing them to bounce around while taking damage!

## Spell combos

Quantum Edge go with full charge Gravity Onslaught can deal around 450 - 550 damage

## Additional notes

* It appears that the rapid damage and bouncing applied to enemies is a unique status effect, since the hits of damage cannot crit and do not give signature charge. Testing with Hunter's Stiletto confirms this, as the damage increase visual is displayed when dealing damage to enemies that have Gravity Onslaught's effect applied to them.
Aegis Charge

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**Aegis Charge** is a Standard Earth Arcana in Wizard of Legend

## Description

Charge forward a in the direction you are aiming, creating a rock shield which protects you against attacks, deals 15 damage and stuns enemies on impact. If you hit an enemy or the charge reaches its maximum distance, you will stop and thrust the shield forwards dealing 25 damage before the shield explodes, dealing 30 damage in a area around you.

The shield can absorb up to 50 damage.

If enhanced, the explosion deals 45 damage, the shield can absorb up to 75 damage and you charge forward faster.

## Strategies

Aegis Charge is a very good arcana to initiate fights with as it provides you with a form of defence while gaining ground on enemies.

Try to target tightly packed groups of enemies since all hits by the shield can hit several enemies at once.

Aegis Charge provides you with a temporary shield, allowing you to reduce or completely negate damage you may take from attacks you are not able to dodge, such as Frost Queen Freiya's aqua beam.

## Spell combos

* Tearing Whirlwind,  Gust Burst or  Entangling Vines can be used to tightly group enemies together so all of them can be hit by Aegis Charge.
* Aegis Charge pairs well with other movement arcana such as  Glacial Cross,  Blazing Blitz or  Inferno Cannon as they can be used to follow each other up.

## Item combos

* Dark Katana triples the chance to inflict critical hits.
* Soccer Cleats increases the damage dealt.
* Jumper Cables lowers the cooldown.
Earthen Aegis

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**Earthen Aegis** is a Standard Earth Arcana in Wizard of Legend

## Description

Summon 8 stone shields in a ring which spins around you before stopping. Each shield deals 5 damage on contact, knocks enemies back and blocks most enemy projectiles.

If enhanced, 12 shields are summoned, increasing the radius of the ring.

## Strategies

This arcana is very good at a passive defence against projectiles. Activate Earthen Aegis at the start of a fight so can be protected from projectiles of enemies while you engage other targets.

Be aware that enemies can get within the ring of shields which may take you by surprise, especially with the enhanced version.

While the ring shields is active you can ram into enemies to deal damage to them.

## Spell combos

* Earthen Aegis pairs well with other arcana that surround the player for a duration such as  Cardice Prime,  Volt Pinball or  Lightning Aspect. This allows you to deal large amount of damage with little effort simply by running into enemies.
* Having Earthen Aegis active at the same time as  Tearing Whirlwind allows you to deal even more damage while pulling enemies in.

## Item combos

* Cobalt Firestone acts a as reliable second layer of damage to hitstun any enemies that may make it through the shields.

## Additional notes

* Since the cooldown is 8 seconds long and the shield last for 4.5 seconds, earthen Aegis has an effective cooldown of 3.5 seconds.
* Bladed Buckler does not grant signature charge whenever a projectile is blocked.
Embracing Vines

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**Embracing Vines** is a Standard Earth Arcana in Wizard of Legend

## Description

Conjure two rows of vines in front of you which last for 4 seconds. The vines deal 25 damage and entangle any enemy that touches them.

If enhanced, the rows of vines are longer and also poison enemies.

## Strategies

Embracing Vines is perfect for immobilising groups of enemies due to the large area covered by vines, allowing you to easily follow-up with other arcana.

Since the vines linger for a while, they can be used as a trap. Try to position the vines between you an the enemy so that they will walk into the vines as they attempt to approach you.

Embracing Vines can be used as a means of defence if you need to retreat from enemies. Any enemies that try to pursue you will be caught by the vines, giving you time to escape or wait for other arcana to come off cooldown.

## Spell combos

* Embracing Vines pairs well with arcana that have a delay before dealing damage (e.g.  Crashing Meteor,  Ion Spike) or that need to be charged up such as  Raging Inferno,  Ball Lightning or  Aqua Breaker.
* Spiraling Typhoon and  Tearing Whirlwind can be used to pull enemies into the vines.

## Item combos

* Devi's Bug Spray increases the duration of the poison applied by the enhanced version.