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Entangling Vines

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**Entangling Vines** is a Dash Earth Arcana in Wizard of Legend

## Description

Dash forward in the direction you are moving, simultaneously summoning a set of vines which pull in enemies behind you, dealing hits of 5 and 10 damage as the do.

If enhanced, the vines apply poison and entanglement to all enemies they pull in.

## Strategies

This dash is great for pulling enemies into range of melee arcana.

It may be difficult to flee from enemies by dashing since they will be pulled towards you.

The pull can be used to drop enemies into pits if you dash across them.

## Spell combos

* Burn Cycle and  Shearing Chain are great for following-up on enemies pulled by Entangling Vines.
* Since the enhanced version immobilises enemies, it is perfect for setting up  Crashing Meteor or  Ion Spike, as the enemies cannot move away before the arcana deal damage.

## Item combos

* Soccer Cleats increases the damage of the vines.
* Ring of Reserves adds 1 additional charge, taking the total up to 2.
* Wings of Icarus heals you whenever you pull an enemy onto a pit.
* Devi's Bug Spray increases the duration of the poison applied by the enhanced version.
* Greased Boots will enhance this arcana and reduce its cooldown to 3.2 seconds.
* Leemo's Leaf causes you to evade all attacks while dashing.
* Boots of Frenzy can give this arcana unlimited uses upon defeating an enemy.
* Boots of Celerity causes arcana used after a dash to deal additional damage.
* Sturdy Shoebox increases health when this arcana is equipped.
* Gyroscopic Inkwell prevents signature charge from decaying while you are dashing.
* Jumper Cables reduces the cooldown to 4.1 seconds.
* Breezy Gray Canvas adds a chance to restore a dash charge and evade all attack while dashing.
Air

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**Air**, sometimes referred to as **Wind**, is one of the six elements of Arcana. These arcana manipulate the battlefield, pushing, pulling, and throwing opponents.

## Relics that affect air arcana

* Rudra's Pinwheel increases air damage by 12%.
* Starchy Parachute increases resistance to air damage by 25%.
* Neve's Quartz will increase movement speed and evasion if holding seven air arcana.
* Breezy Gray Canvas adds a chance to restore a dash charge and evade attacks while dashing, which increases based on the amount of air arcana you have unlocked.
Cruel Chess Clock

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**Cruel Chess Clock** is a Relic in Wizard of Legend

## Description

Reduces cooldowns by 50% but decreases damage by 35%.

## Item combos

* Stack with Cooldown reduction relics like  Chaotic Pendulum,  Double Toil,  Roxel's Pendulum,  Tozy's Pocket Watch.
* Combo with  Strongman's Hammer will neturalize the effects.
* Curse Eater's Watch will further reduce all cooldown time by 6.25% for every cursed relic equipped, counting with this.
* Both  Tempo and  Venture grant a 12% cooldown reduction, which stack with Chaotic Pendulum.

## Additional notes

* Prior to v1.2, combining this relic and  Tempo would reduce the cooldown of  Evading Zephyr to less than its duration, providing near-invincibility. The cooldown now doesn't start until the duration ends.
Curse Eater's Watch

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**Curse Eater's Watch** is a Relic in Wizard of Legend

## Description

Each Cursed Relic held decreases cooldowns by 4% and increases signature charge rate by 5%. Holding a maximum of 11 cursed relics provides a 44% cooldown reduction and a 55% increase to signature charge rate.

Equipping it alongside  Curse Eater's Vest and/or  Curse Eater's Mask creates  Curse Eater's Bundle.

## Strategies

* **Curse Eater's Watch** scales with the number of Cursed Relics held. However, the potential upsides of gaining -6.25% cooldowns should always be weighed against the cost of picking up the another Cursed Relic. Because of this, many players will find a "sweet spot" for the number of Cursed Relics held, similarly to the "sweet spot" with  Anchor of Burden.

## Item combos

* Any Cursed Relic will increase the cooldown reduction from  **Curse Eater's Watch**:

List of Cursed Relics (click to expand)

## Additional notes

this item is most likely a refrence to the wizard of legend youtuber "a raccon"
Electrifying Smock

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**Electrifying Smock** is a Relic in Wizard of Legend

## Description

Each lightning arcana owned increases the chance to increase the stun duration and signature charge on arcana used! Base 2% chance, each total lightning arcana in your collection (view-able at Tomi) increases this chance by 0.5% up to a maximum of 20%.

## Strategies

If you plan on going with a build with a lot of, if not completly made out of lightning arcane, you would ideally have this as you're starting relic. IF not then it's still a good choice provided you have a couple lightning spells

## Item combos

* Combines with Fiery Paintbrush, Breezy Gray Canvas, Sturdy Wooden Easel and Watercolor Palette into the Painter's Tote Bag.
* Synergizes well with Neve's Citrine if you're going for an very high damage or crit build.

## Additional notes

Whenever new lightning arcana are added, Electrifying Smock will receive an indirect buff to its maximum chance.

Does not require any lightning arcana to be equipped.
Archer

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The **Archer** is one of the enemies in Wizard of Legend.

* Rank 1: Shoots 1 arrow.
* Rank 2: Gains a backwards dash.
* Rank 3: Shoots a quicker 2nd arrow after the first one.

* Rank 2: Gains a fire grenade that explodes, creating a pool of fire and lines of flame. Indicated by a red circle.
* Rank 3: Gains Flame Shuriken that curves back to the archer.

### Ice Archer

* Rank 1: Shoots a series of 5 ice arrows one after another that freeze.
* Rank 2: Rains down 5 ice arrows from above the player. Each arrow is indicated by a small red circle.
* Rank 3: Drops 3 Ice Mines around itself which freeze when touched..

### Earth Archer

* Rank 1: Shoots 1 poison arrow.
* Rank 2: Throws a grenade which creates a poison pool, similar to  Toxic Trap.
* Rank 3: Grows a line of  Embracing Vines which move away from the archer.

### Wind Archer

* Rank 1: Shoots 1 wind arrow that hits you multiple times before piercing you.
* Rank 2: Creates 2 small tornadoes which stay stationary in front of the archer, releasing a  Storm Draft to push the player back when touched.
* Rank 3: Fires 3 wind arrows straight upwards that come crashing down at your location, creating small tornadoes. Indicated by a red circle.

### Lightning Archer

* Rank 1: Shoots 1 lightning arrow, similar to  Bouncing Surge.
* Rank 2: Shoots a quick volley of 5 lightning sparks, similar to  Dynamic Disarray. Indicated by a trail of small white particles.
* Rank 3: Creates a  Surge Anchor in front of the archer, which shocks when touched.

## Strategies

Keep an eye for the red laser of his aim, as soon as it flashes, dash sideways so you can dodge his attack.

You can fire your own ranged spells to hurt them, or disable them for a second or two, giving you enough time to get closer, allowing you to finish them off with basic or melee spells.

## Additional notes

When in a locked room, archers tend to spawn on platforms that aren't part of the main body of land. If there's two Archers, use range spells to disable one archer, and take out the other. Otherwise you'll have trouble dealing with the melee enemies as they continue to zone you.
Fadeaway Rhythm

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**Fadeaway Rhythm** is a Standard Earth Arcana in Wizard of Legend

## Description

Move forward while performing 3 strikes, each strike deals 10 damage and places a rock on the enemy it hits. If any of the strikes hit, you leap backwards and detonate all rocks, which each deal 15 damage in an area.

If enhanced, 4 strikes are performed, causing an additional rock to be placed.

## Strategies

Fadeaway Rhythm can deal high damage to a single target if all rocks are placed on them. This causes up to 45 damage (60 if enhanced) to dealt at once when the rocks are detonated.

The backwards leap causes you to be thrown back slightly beyond where you cast the arcana from, which may move you into danger. Make sure that your landing zone is safe by not casting Fadeaway Rhythm when there are enemies or pits behind you.

Similar to other jump arcana, you are invulnerable while you are leaping backwards. However it is nearly impossible to utilise this to purposefully dodge an attack due to how the jump is triggered and performed.

## Spell combos

* Jump arcana that move you forwards (e.g  Blazing Vault,  Binary Splashdown,  Airborne Slam,  Thunder Drop,  Seismic Entry) work perfectly as a follow-up since they move you forwards the same distance that Fadeaway Rhythm sends you backwards.
	+ This allows you to seamlessly combo several jump arcana together (e.g. Enter with  Blazing Vault, use Fadeaway Rhythm to move backwards, follow-up with  Thunder Drop and finish with  Heroic Blaze), dealing very high damage and pairing extremely well with Vicious Bunny Ears.

## Item combos

* Dark Katana triples the chance to inflict critical hits.
* Vicious Bunny Ears will increase all damage dealt and Fadeaway Rhythm counts towards its effect.
* Soccer Cleats increases all damage dealt.
* Jumper Cables decreases the cooldown to 3.9 seconds.
Golden Armor of Envy

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 *This article is about **Golden Armor of Envy**, not to be confused with Armor of Greed*

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

## Description

Increase armor by 16%, but increase the price of all store items by 50% except the Healing Potion, rounding down.

## 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 negative effects of this item.
Cabi's Citrus Sweets

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**Cabi's Citrus Sweets** is a Relic in Wizard of Legend

## Description

Adds a 45% chance to throw out a  Ball Lightning when using Basic Arcana.

## Item combos

Combines with the Cabi's Cinnamon Hots, Cabi's Cotton Candy,  Cabi's Raw Chocolate and Cabi's Bubble Gum to create Cabi's Box of Sweets.
Airborne Slam

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**Airborne Slam** is a Standard Air Arcana in Wizard of Legend

## Description

Jump forward in the direction you are aiming When you land a large blast of air is released in front of you which deals 50 damage, knocks enemies back and slows them.

If enhanced, the blast of air creates small vortices of wind which carry enemies even further away while dealing 2 hits of 10 damage.

## Strategies

This is a great arcana to initiate fights with since you push away and slow enemies, making it difficult for them to retaliate.

While you are airborne you are unable to be damaged. This allows you to jump over attacks to avoid taking damage from them.

You may need to back away from enemies to ensure they are in Airborne Slam's range.

## Spell combos

* Spiraling Typhoon can be used to throw groups of enemies into the range of  **Airborne Slam**, allowing for a devastating follow-up.
* Inferno Cannon pushes enemies into the range of Airborne Slam.

## Item combos

* Dark Katana triples the chance to inflict critical hits.
* Vicious Bunny Ears increases damage dealt and Airborne Slam counts towards its effect.
* Soccer Cleats will increase the damage.
* Jumper Cables will decrease the cooldown to 4.5 seconds.
* Mystic Monopole decreases the knockback of the blast of air allowing for a follow-up with close range AOE arcana such as  Terra Ring or  Whirling Tornado.
Cabi's Bubble Gum

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**Cabi's Bubble Gum** is a Relic in Wizard of Legend

## Description

Adds a 45% chance to shoot a  Bouncing Bubble when using Basic Arcana.

## Item combos

Combines with the Cabi's Cinnamon Hots , Cabi's Cotton Candy,  Cabi's Raw Chocolate and Cabi's Citrus Sweets to create  Cabi's Box of Sweets.
Boots of Celerity

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**Boots of Celerity** is a relic in Wizard of Legend.

## Description

Using Dash Arcana increases the damage of your next Arcana by 5-15%. This effect can be stacked three times.

## Item combos

* Flashy Boots allow players to dash 3 times quickly in succession, potentially fully charging the Boots of Celerity.
Distortion Beam

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**Distortion Beam** is a Signature Chaos Arcana in Wizard of Legend

## Description

On cast, the player is knocked back slightly, then free movement is granted before the beam is fired. The beam deals 5 instances of 5 damage on all enemies and then 25 damage with a knockback.
Player cannot be knocked out of bounds with the knockback of the cast.

**Charged Signature: Fires 7 beams in total, one large one from the center and 3 smaller ones on each side. The beams may be slightly crooked, but are close to parallel.**

## Strategies

This spell has two charges by default, making it great in a combo against a boss or a group of enemies.
Casting this spell as a signature will consume all charges, regardless of how many were remaining.

This spell also has the added benefit of innately destroying projectiles allowing it to be used defensively.

## Item combos

* Regenerative Inkwell will disable the signature cast, effectively refreshing the spell.
	+ Ring of Reserves all three charges are replenished.
	+ Volatile Gemstone the Distortion Beam can be charged fast enough that multiple sets of Distortion Beam can be chained together.
* Bladed Buckler allows Distortion Beam to gain signature charge when used to destroy projectiles
Evading Zephyr

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**Evading Zephyr** is a Standard Air Arcana in Wizard of Legend

## Description

Surrounded yourself with a small current of air that allows you to evade all attacks for a duration of 4 seconds. You are only able to evade attacks when moving or casting a basic arcana.

If enhanced, the current of air also increases you movement speed and allows you to walk over pits while it is active.

## Strategies

The cooldown of Evading Zephyr starts when its active duration ends.

When Evading Zephyr is active keep moving or using you basic at all times to ensure that you evade incoming attacks.

Can be used to directly tank enemy attacks that are difficult or impossible to dodge, such as Freiya's aqua beam or boss signatures. Keep in mind that several boss signatures can last for longer than the duration of Evading Zephyr.

You do not evade attacks between basic combos, giving you a small window of vulnerability.

Be wary of Evading Zephyr's remaining duration when moving over pits to ensure that it does not expire and drop you into them.

## Spell combos

* Pairing Evading Zephyr with  Fuelled Berserk and  Magnetic Follow-up allows you to ignore enemy attacks while you unleash a rapid barrage of basic attacks and projectiles.
* Lightning Aspect allows you to apply shock on enemies when you run into them. Evading Zephyr allows you to be reckless when running through enemies since you evade all attacks.
* Using  Tearing Whirlwind when an enhanced evading Zephyr is active allows you to drop all enemies gathered by Tearing Whirlwind into pits while you hover safely above them.

## Item combos

* Demi's Teapot increases the active duration to 5.6 seconds.
* Covert Ops Mask causes all arcana to inflict critical hits for 3 seconds after evading an attack with Evading Zephyr.
* Silver Spinning Top reduces the time between basic combos, reducing the window of vulnerability.
Dice of the Nemesis

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**Dice of the Nemesis** is a relic in Wizard of Legend.

## Description

Adds a 2% chance of dealing 300 bonus damage with your critical hits.

## Strategies

Collect any and all relics that increase critical hit chance, and avoid all relics that reduce critical hit chance.

## Item combos

This item pairs well with any items that increase critical hit chance. These items include:

* Awe - Increases critical hit chance by 10%.
* Shift - Increases critical hit chance by 5%.
* Dark Katana - Triples critical hit chance on all melee arcana.
* Crimson Clover - Increases critical hit chance for you and all enemies by 15%.
* Analytical Monocle - Increases critical hit chance for all arcana by 8%.
* Neve's Citrine - Increases critical hit chance by 20% when holding 7 Lightning arcana.
* Critical Placebos - Increases critical hit chance for all arcana by 12%.
* Auditor's Talisman - Increases critical hit chance by 25% when at low health.
* Claws of Tomo - Increases critical hit chance of basic arcana by 5%.
* Covert Ops Mask - Guarantees critical hits for a short time after evading an attack.
* Curse Eater's Mask - Increases critical hit chance by 3% for every cursed relic in your inventory.
* Shark Mask - Guarantees your signature arcana will deal a critical hit.
* Singing Bowl - After 7 seconds without using any arcana, guarantees your next spell will deal a critical hit.
* Tapping Gloves - Casting arcana after using a basic spell will increase its critical hit chance by 25%.

Maximizing critical hit chance will maximize your potential to get a "super crit" with Dice of the Nemesis.
It's best to avoid items that reduce critical hit chance, as this reduces your chance of getting a "super crit." These items include:

* Jeremiah's Needle - Decreases critical hit chance by 25%.
* Tipsy Gladius - Decreases critical hit chance by 50%.

## Spell combos

Using arcana that hit multiple times can improve the chances of a "super crit" from Dice of the Nemesis.

## Additional notes

* According to a developer: "It's a crit of a crit - hilariously low chance but can be increased with crit chance"
* May or may not be a reference to the kickstarted board game 'Nemesis'
Fire

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**Fire**, is one of the six elements of Arcana. These arcana will burn enemies and light fires on the battlefield, dealing damage long after the spell has been cast.

## Relics that affect fire arcana

* Ebon Wolf's Cloak increases fire damage.
* Ifrit's Matchstick increases fire damage by 12%.
* Resolute Svalinn increases resistance to fire damage by 12%.
* Poem of Firey Rime increase fire damage.
* Stanza of Flames all fire arcana cause burning.
* Neve's Ruby will increase damage and cause all arcana to burn foes if holding seven fire arcana.
* Fiery Paintbrush adds a chance for fire arcana to deal double damage, which increases based on the amount of fire arcana unlocked.
Auger of Poetry

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**Auger of Poetry** is a relic in Wizard of Legend.

## Description

Increases elemental resistance to earth attacks by 25%.

## Item combos

Combines with the Resolute Svalinn, Starchy Parachute, Insulated Vest, and Three Gorges Bulwark to create Chromatic Carry-on.
Aqua Vortex

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**Aqua Vortex** is a Standard Water Arcana in Wizard of Legend

## Description

This arcana passively builds up charges to a maximum of 2. Each cast uses one charge, generating a vortex of swirling water in a 360 degree area around you which deals 3 hits of 8 damage and pulls enemies in towards you. Holding the attack button will cause all available charges to be cast in quick succession, pulling enemies in further.

If enhanced, a final burst of ice is added to the end of the vortex which deals 12 damage, pushes back and freezes all nearby enemies.

## Strategies

This arcana is useful for pulling in enemies that are out of range or grouping enemies up for a follow-up, however Aqua Vortex is not as universally useful as similar arcana but it excels in certain circumstances which they struggle in;

* Avoid using Aqua Vortex to initiate fights since you are stationary and the pull covers a short range, leaving you exposed to enemy attack. In this regard it is greatly outshined by  Tearing Whirlwind due to the protection and movement it offers.

* Aqua Vortex's fast cast time and multiple charges allows it to perfectly fill a niche use for pulling in enemies mid-combo that may be pushed away by the knockback of other arcana, allowing you to continue to combo them without needing to reposition.

Since holding the attack button casts several vortexes in quick succession it can be effective at dealing damage to nearby enemies, even if you do not capitalise on its pulling abilities.

The enhanced version changes up Aqua Vortex's usage. It can no longer be used to group up enemies since the final burst pushes them away, however it is much easier and safer to follow-up on them since they will be frozen. It can also be used to prevent you from being cornered or surrounded as its 360 degree coverage allows it to freeze all enemies near you, buying you time to reposition.

## Spell combos

* Aqua Vortex pairs well with other arcana that cover a 360 degree area around you (e.g.  Terra Ring,  Shock Nova,  Whirling Tornado,  Heroic Blaze) as you can control a large group of enemies all around you by combing the arcana with each other. Most of these arcana cover a larger radius than Aqua Vortex, so they do not need enemies to be pulled in by beforehand, but its quick cast time and multiple charges make it ideal for maintaining a long combo.

* Air Spinner synergises excellently with Aqua Vortex since it covers a similar area and Aqua Vortex can be used to negate the small knockback, allowing you to keep enemies in range for longer.

## Item combos

* Ring of Reserves adds 1 additional charge, taking the total up to 3.
* Aqua Vortex can help to pull enemies into the small area covered by  Cobalt Firestone which will deal passive damage while you use other arcana.
Blob Barrager

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The **Blob Barrager** is one of the enemies in Wizard of Legend. It is a ranged enemies that shoots blobs at the player.

## Attacks

* Rank 1: launches a barrage of blob like a mortar, the location is marked by a target on the ground
## Strategiesi put a coma

Though equipped with a blob mortar, the Blob Barrager has low health, making it easy to take them out quickly.

## Additional notes

This enemy was added in the Sky Palace Update.
Stanza of Frost

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**Stanza of Frost** is a relic in Wizard of Legend.

## Description

Increases the damage of Ice-based Water Arcana by 15%. Once both  **Stanza of Frost** and  Stanza of Flames are acquired, they are automatically combined to form  Poem of Fiery Rime.

## Strategies

While this Relic can be useful on its own, your priority should be creating  Poem of Fiery Rime as it is superior to either of its constituents. However, if you want to use just this Relic be sure to have Arcana that can benefit from its effects, Ice Arcana are a subsection of Water Arcana and this Relic *only* applies to Ice Arcana.

## Spell combos

List of Ice-based Water Arcana affected by this Relic (click to expand)
Spark Array

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**Spark Array** is a Signature Lightning Arcana in Wizard of Legend

## Description

Fire off two intertwining waves of 7 small electric orbs in an arc that travel forward slowly. Each orb deals 5 damage and applies level 5 shock.

If enhanced, each orbs will send a lightning stream connecting back to the player after they vanish which deals 5 damage and applies level 3 shock.

**Charged Signature: Release a large electrical sphere which rapidly deals hits of 5 damage that apply shock. The sphere initially fires out 16 orbs around it before continuously spewing out orbs in a spiral around it. After travelling a short distance or hitting a wall the sphere will release a second burst of 16 orbs.**

## Strategies

This arcana is standout for it defensive and crowd control uses as it is destroys all projectiles from foes while locking down foes that attempt to move through it for a long period of time. Use it as a wall to safely fire more projectiles in a long-ranged build or advance slowly with it while using it as protection in a melee build.

The charged Signature works similarly while expanding its range to the point where it can potentially lock down entire rooms. To maximize damage, cast it from a short distance from the target and use other arcana to knock the foe into the orb, maximizing the amount of time the orb remains in proximity.

Spark Array excels at controlling groups of enemies since it covers a large area and applies shock. It has limited effectiveness against single targets due to the low damage of each orb. if you need to deal with a single target, cast Spark Array as close as possible to it to ensure that all 7 orbs hit.

## Spell combos

* Cyclone Boomerang or  Rebounding Icicles will move enemies back and forth, making them cross the electric barrage multiple times if well executed.
* Gust Burst pushes enemies, doing the dash twice in the same direction as the electric barrage will make them get hit once more if performed properly.

## Item combos

* Gloves of Gambit increases the damage or each orb.
* Indra's Copper Pipe increases the duration of the shock applied by the streams from the enhanced version. The unenhanced version will not be affected since it already inflicts a max level shock.
* Reinforced Bracers allows the orbs to destroy *all* enemy projectiles.
* Bladed Buckler grants Signature charge each time you destroy an enemy projectile.
Antiquated Tabi

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**Antiquated Tabi** is a relic in Wizard of Legend.

## Description

Adds an 8% chance to evade incoming attacks.

## Strategies

A decent item to pick up for evasion builds.

## Item combos

* Shift for increased evasion.
* Covert Ops Mask to follow up an evade with a critical strike.

## Spell combos

This item does not combo with any spells.
Bach's Escape Key

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**Bach's Escape Key** is a Relic in Wizard of Legend

## Description

Adds a chance to resist defeat, but becomes less effective each time it activates! This relic is destroyed when dropped. It starts at 100% chance then with each activation it drops to 50% then 25% and it seems it doesn't drop below that.

## Strategies

It's unknown whether this relic triggers first in priority order among reviving relics.

## Item combos

* Horned Halo: Will guarantee one extra life at the cost of 50% of your current HP. Works better when equipped with the  Fall outfit.
* Kali's Flower Diadem: Will guarantee one extra life *per* floor, so if Bach's Escape Key do not trigger in the current floor, you'll get another shot to trigger it later.
* Pazu's Favorite Hat: Guaranteed to revive the player on death and revive with a parcel of hitpoints active. If equipped alongside Kali's Flower Diadem, the diadem will trigger first in order, then Pazu's Hat will trigger on a second instance of defeat, however if Bach's Escape Key proc, then it will save the relic for later in the Trials.
* Spiked Emergency Kit: Will begin to regenerate health upon reviving, increasing the chance of survival after triggering Bach's Escape Key effect.

## Spell combos

grammatical error, regenerates -> regenerate, removed the "quickly regenrates" part as SEK doesn't regen that fast.
Flame Cross

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**Flame Cross** is a Basic Fire Arcana in Wizard of Legend

## Description

Cast a wave flames which travels along the ground in the direction you are aiming dealing 6 damage. Each combo of this basic arcana is three casts long with the third cast releasing two waves of flame that intersect each other, deal 9 damage and travel slightly further.

If enhanced, the waves of flame travel further and faster.

The attack button can be held to perform a full combo of fiery waves.

## Strategies

The waves of flame pierce enemies making this basic effective at dealing tight groups of enemies.

This arcana is well known for being good at building signature charge, so signature based builds may benefit from using it.

## Spell combos

* Fuelled Berserk increases the attack speed of Flame Cross, allowing for extremely high, rapid damage to be dealt.
* Magnetic Follow-up releases projectiles when attacking.
* Calming Flow reduces cooldowns at the end of each combo.

## item combos

* Evening Gloves gives additional signature charge when attacking with a basic arcana.
* Cabi's Bubble Gum,  Cabi's Cinnamon Hots,  Cabi's Cotton Candy,  Cabi's Raw Chocolate, and  Cabi's Citrus Sweets have a chance to release an elemental projectile when using your basic.
* Combo Gloves adds another double fire wave at the end of each combo.
* Claws of Tomo will enhance the arcana.
* Sidewinder's Badge adds additional, low damage hits.
* Double Edged Cestus greatly increases basic damage but lowers all other damage.

## Additional notes

* On the final cast both waves can hit simultaneously, registering as 18 damage.
* Flame cross is extremely similar to  Fiery Yo-yo both sharing a near identical attack pattern. However Fiery Yo-yo is projectile based and has the potential do deal more hits. Try using both to see which fits your playstyle.
Arcane Intervention

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**Arcane Intervention** is a Standard Chaos Arcana in Wizard of Legend

## Description

Tosses a rod an intermediate distance in the direction you're aiming in, and creates a circle around the player linked to the rod. After a moderate delay, enemies within the circle are teleported to the rod's location and engulfed in a chaos storm. Large enemies cannot be teleported.

**Charged Signature- Thows out an additional four rods to equidistant points. Enemies near the player will teleported to the aimed rod, then enemies near that rod will be teleported to the next rod counterclockwise etc. taking damage each teleport until they reach the first rod again and a chaos storm occurs.**

## Strategies

Reactivating the arcana before the aura expires will trigger the effect early.

Throwing it on top of a pit and then charging into a group of enemies will teleport them to the hole, killing them instantly.

## Spell combos

Tearing Whirlwind is an easy way to get large groups of enemies into the teleport.
Aberrant Deck

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**Aberrant Deck** is a Relic in Wizard of Legend

## Description

Arcana are randomly replaced with new ones after a number of casts, based on the Arcana's type. Basic Arcana are replaced after 12-18 uses, dashes after 8-13, and standards after 4-7. The new Arcana will be chosen from those that you own, and it is possible for an Arcana to be replaced with itself.

Enhanced Arcana will always be replaced with enhanced, and unenhanced with unenhanced. However, Chaos Arcana are always enhanced, and will be replaced with another enhanced Arcana even if they replaced an unenhanced Arcana themselves.

Every "click" of an Arcana seems to count as a use, including normal dashes while your dash Arcana is on cooldown, and Arcana that can be activated early such as  Arcane Intervention.

In addition, the prices of Arcana from Iris' shop are reduced.

## Strategies

Fill your two empty Arcana slots with enhanced Arcana as soon as possible.

As Arcana will always be random, it is nigh impossible to form a stable strategy when this relic is equipped. Take your time between each room to know what Arcana you currently have equipped, and take note of when your Arcana is replaced during battle. Good knowledge of what each Arcana does will reward the player.

## Spell combos

Start the game with 4 Chaos Arcana if you can, as they will be replaced by enhanced Arcana.
Crystalline Balestra

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**Crystalline Balestra** is a Standard Water Arcana in Wizard of Legend

## Description

Move forward in the direction you are aiming while delivering a series of slashes with an ice glaive which knock enemies back. The attack starts with a 30 damage slash followed by a wider slash dealing 35 damage.

If enhanced, the attack is altered to start with a 20 damage slash forward, then a backwards slash dealing 20 damage and ending with the wider slash now dealing 45 damage.

## Strategies

The wide area of the slashes makes Crystalline Balestra notable compared to other melee arcana as it provides a easy way to deal with large groups of enemies which is a weakness of most other melee arcana.

Crystalline Balestra is great at finishing off enemies large due to its rather high and rapid damage output.

Since the enhanced version incorporates a backwards slash you may be open to attack from the front for a brief period. It also keeps you in the same position for longer, making it easier for projectiles to hit you compared to the constant forwards movement of the unenhanced version. These downsides are rather negligible however due to the greatly increased coverage and increased damage that the enhanced version provides.

The high knockback of the slashes allows you to easily push foes into a position for a follow-up of into a pit.

## Spell combos

* Using Crystalline Balestra alongside  Shearing Chain allows for a high damage combo by following up one with the other.
* Quick acting arcana that cover a large area in front of the player (e.g.  Tidal Blast,  Flame Breath,  Inferno Cannon,  Rock n' Roll) work well as a follow-up.

## Item combos

* Dark Katana triples the chance to inflict critical hits.
* As this is a ice arcana,  Stanza of Frost and  Poem of Fiery Rime increase damage.
* Soccer Cleats increases of the slashes damage.
* Sturdy Shoebox will increase max health if you have Crystalline Balestra equipped.
* Jumper Cables reduces the cooldown to 4.1 seconds.
* Wings of Icarus heal you whenever you push an enemy into a pit.

## Additional notes

* Balestra is a term used in fencing to describe a jump forward followed by a lunge towards an opponent.
Grand Summoner

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

## Attacks

Spawns with a Mage and a Summoner.

* Rank 1: Shoots an arc of 3 magic bolts, can summon a circle of 7 rush orbs.
* Rank 2: Orders rush orbs to go in a wall formation and rush them in a straight line at you, 3 times in a row. Can summon 3 guardian orbs.
* Rank 3: Gains heal mode for some reason. Seriously? Who thought to give this already annoying boss a heal mode. You have to already deal with getting swarmed by rush orbs, and now also healing?!

## Strategies

If you have  Vampire's Eyeglasses the summoned orbs can be used to fully restore your health over time by attacking them each time they are summoned.

His attacks may seem overwhelming, but all orbs spawned can be destroyed by damaging them.

## Additional notes

If he summons more rush orbs without the player killing them, then more orbs join in the Orb Wall in Rank 2. It is also possible for the Grand Summoner to command the smaller Summoner's orbs to join in, and eventually the wall can get large enough to be impossible to dodge.
Claws of Tomo

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**Claws of Tomo** is a Relic in Wizard of Legend

## Description

Automatically enhances your basic arcana while it is in your inventory and increases its critical hit chance by 5%.

## Strategies

a great starting build with this relic is  Fuelled Berserk as your standard +  Earth Knuckles as your basic. The enhanced earth knuckles are very high damage and keep you safer from projectiles, but are very slow. But Fuelled Berserk speeds the attacks up massively, removing this downside and increasing damage substantially.
Counter Rogue

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The **Counter Rogue** is one of the mini-bosses in Wizard of Legend. Resembling a larger Rogue with higher health and more attacks.

## Attacks

Spawns with a Rogue and an Archer.

* Rank 1: Quick slash, armor disappears briefly after he attacks. Can teleport and go in stealth and summon two stealth rogues that die in one hit.
* Rank 2: Gains shoot an arc of 3 shurikens.
* Rank 3: Gains heal mode, will follow up the the shuriken attack if its shield is not broken fast enough.

## Strategies

As the name suggests countering the rogue's attacks is the best way to success, look for when the yellow outline around him disappears and quickly attack him to stun him for some time.

Attacking the Counter Rogue himself during the stealth phase opens him up for attack.
Flame Seekers

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

## Description

Summon 2 seekers that home in on nearby enemies. Each seeker explodes on impact dealing 5 damage in a small radius and burns enemies.

If enhanced, each seeker will bounce after striking an enemy and home in on another enemy. If no other enemies are in range they will home in on their original target.

The seekers will follow the player for 6 seconds before disappearing.

## Strategies

Keep in mind that the cooldown starts when both seekers have been destroyed or when their time limit runs out.

Seekers will home onto enemies even if their is a pit in the way and will fall into the pit. This makes them useless against enemies that are on ground that is isolated by a pit.

## Item combos

* Grimoire of Ruin increases the damage of each seeker.
* Archaic Cheat Sheet reduces the cooldown to 4 seconds.
* Yuna's Storybook increases the duration that the seekers are active for to 12 seconds.
* Pop-up Primer causes 3 seekers to be summoned.
* Vampire's Cookbook heals you whenever a seeker kills an enemy.
* Agni's Sparkler increases the damage inflicted by the burn.

## Additional notes

* Despite the icon for this arcana showing 3 seekers only 2 are summoned by default.
Chaotic Pendulum

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**Chaotic Pendulum** is a Relic in Wizard of Legend

## Description

Decreases the Player's cooldowns by 75%. However, also decreases enemy cooldowns by 25% (i.e., time for Ice Knight to cast its ice shield), increases enemy damage by 25%, *decreases time* for enemies to cast spells by 25% (increases by -25%), and increases enemy movement speed by 25%.

## Strategies

* Council of Magic members have their speed increased and cooldowns decreased, in addition to their attack rate and movement speed being greatly increased making their fights more difficult. For example: Frost Queen Freiya will be able to use another attack while her Dual Blizzard attack is still active meaning that the time in which she will be vulnerable to stun is significantly shortened. Because of this, preparing to hit before Council Members become vulnerable is advised.

## Item combos

* Stack with Cooldown reduction relics like  Cruel Chess Clock,  Double Toil,  Roxel's Pendulum,  Tozy's Pocket Watch.
* Curse Eater's Watch will further reduce all cooldown time by 6.25% for every cursed relic equipped, counting with this.
* Both  Tempo and  Venture grant a 12% cooldown reduction, which stack with Chaotic Pendulum.

## Spell combos

* Scales of Babylon

With the enhanced Scales of Baybylon, allowing any arcana to be spammed.
Chaos Crusher

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**Chaos Crusher** is a Basic Chaos Arcana in Wizard of Legend

## Description

Create a chaotic rift to strike foes before compressing it and firing it forward!

All attacks count as projectiles *and* melee. The projectiles pass through enemies.

## Strategies

Chaos crusher combines the short ranged DPS and attack speed of  Bolt Rail with the maximum range of  Bouncing Blaze. It can stunlock normal enemies with good timing, and even prevent them from closing in. Of course, it does have some weaknesses- The shorter ranged attacks don't reach as far as Bolt Rail, and only half of the combo can hit from a distance. Still, its versatility and power make it a favorite for most players.

Since all attacks count as projectiles, they can destroy some enemy projectiles.

## Spell combos

* Fuelled Berserk increases the speed of you basic arcana, allowing you to cast a continuous stream that stun-locks basic enemies and racks up solid charge for your signature arcana.
* Magnetic Follow-up releases projectiles when attacking with your basic arcana. Only the initial creation of the rift will trigger magnetic follow-up, but this can still result in a large number of hits.

* Calming Flow reduces cooldowns at the end of each combo.
* Evading Zephyr allows you to evade all incoming attacks while using a basic arcana.

## Item combos

* Both portions of the attack, the melee attack and the projectile, are considered melee and projectile subtypes. So both  Dark Katana and  Gloves of Gambit will increase damage for all portions of the attack.
* Flak Gauntlet allows you to block projectiles while you close in on your targets
* Reinforced Bracers makes your projectile a lot easier to land and allows it to block projectiles, since it breaks most projectiles
* Sidewinder's Badge Apply secondary hit that deals reduced damage. Secondary hit applies to both the melee AOE strike and projectile, dealing 2 extra hits.
* Blinding Binoculars appears to have a negative effect, reducing overall damage.

## Additional notes

* This move is very similar to Ed's "Psycho Shot" in Street Fighter V.
Blazing Lariat

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**Blazing Lariat** is a Standard Fire Arcana in Wizard of Legend

## Description

Element: **Fire** Type: **Standard/Signature** Subtypes: **Melee, Movement**

Slide forward while spinning a large whip of fire twice, dealing 26 damage each swing, burning and knocking foes away.

If enhanced, the length of the whips is increased.

**Charged Signature: Slide forward while spinning 3 blazing whips around you multiple times for increased damage.**

## Strategies

This arcana shines for aggressively entering battles with groups of foes, especially in smaller locked rooms due to its good range and consistent damage. Alternatively, it works as a defensive option when the player is swarmed by foes to make space quickly due to its high knockback that can fling foes into pits. To maximize damage, make sure foes are grouped together.

For the charged Signature version, the whips spin independently of the player, allowing the player to dash away if needed while the attack continues. To maximize damage for the charged Signature version, strike foes with the centre of the blazing whips.

## Spell combos

* Tearing Whirlwind and  Spiraling Typhoon pair extremely well with this arcana they can group enemies together allowing for a high damage follow-up with Blazing Lariat.

## Item combos

* Dark Katana will triple the chance to get critical hits.
* Mystic Monopole can ensure that foes will be hit by both rotations of the whip. Beware the lack of knockback though as it may leave you close and vulnerable to foes.
* Soccer Cleats will increase the damage.
* Jumper Cables will decrease the cooldown to 4 seconds.
* Agni's Sparkler increases the damage of the burn inflicted.
Bladed Vine

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**Bladed Vine** is a Basic Earth Arcana in Wizard of Legend

## Description

Whip a thorny vine in the area in front of you which deals 7 damage. Each combo of this basic arcana is three casts long, with the final cast sending forth a set of 3 longer vines, dealing 15 damage.

If enhanced, the final cast sends forth 3 sets of vines, each dealing 9 damage.

The attack button can be held to perform a full combo of vines.

## Strategies

The vines have a rather long range for a basic arcana, allowing them to hit many enemies with each cast.

Bladed Vine can charge a signature quickly due to its high number of medium damage hits.

## Spell combos

* Fuelled Berserk increases the speed of your basic arcana, allowing you to rapidly whip enemies.
* Magnetic Follow-up releases projectiles while attacking.
* Calming Flow reduces cooldowns at the end of each combo.
* Evading Zephyr allows you to evade all incoming attacks while using a basic arcana.

## Item combos

* Evening Gloves gives additional signature charge when attacking with a basic arcana.
* Dark Katana triples the chance to inflict critical hits.
* Flak Gauntlet allows all vines to destroy projectiles.
* Cabi's Bubble Gum,  Cabi's Cinnamon Hots,  Cabi's Cotton Candy,  Cabi's Raw Chocolate, and  Cabi's Citrus Sweets have a chance to release an elemental projectile when using your basic.
* Combo Gloves sends forth an additional set of vines at the end of a combo.
* Claws of Tomo will enhance the arcana.
* Sidewinder's Badge adds additional, low damage hits.
* Double Edged Cestus greatly increases basic damage but lowers all other damage.
Arc Sphere

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**Arc Sphere** is a Signature Lightning Arcana in Wizard of Legend

## Description

Create a small sphere of electricity in front of you that deals 10 hits of 5 damage and applies a shock that deals 5 hits of 2 damage each.

If enhanced, the size of the sphere is also increased while lasting for a longer duration, dealing up to 14 hits of damage.

**Charged Signature: Create a large mass of electrical spheres that deals 16 hits of 10 damage and shocks foes.**

## Strategies

This arcana is good for damaging and locking down foes in a small area, opening them up for a follow-up attacks that preferably have low knockback to keep foes in the sphere. However, it does lack in range and cannot destroy projectiles. To maximize damage, group foes up close together.

The charged Signature version is consistent in its damage even if foes are in the outer edge of the attack.

Since the sphere remains stationary it is great for dealing lasting damage to bosses or minibosses during their downphase.

## Spell combos

* Radiant Blast covers a similar area and becomes safer to charge if Arc Sphere is first used to hitsun enemies.
* Shock Assault has low knockback, allowing foes to remain in the sphere.
* Shattering Strike can be used to follow-up and will deal more damage consistently against trapped foes.
* Ward of Lightning boosts damage in a similar area.
* Tearing Whirlwind and  Spiraling Typhoon can be used to group enemies together so that Arc Sphere can hit all of them at once.

## Item combos

* Dark Katana will triple the chance to get critical hits.
* Indra's Copper Pipe increases the duration and damage of the shock applied to enemies.