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Frost Fan

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**Frost Fan** is a Standard Water Arcana in Wizard of Legend

## Description

Throw 5 daggers of ice in an arc that deal 25 damage each and freeze foes for 5 seconds. The daggers dissipate after a short distance

If enhanced, the daggers travel through foes, damaging and freezing all foes they hit and traveling a longer distance before dissipating.

**Charged Signature: Rapidly throw out 3 consecutive sets of daggers consisting of 5, 5 and 10 daggers respectively, causing you to gradually slide backwards.**

## Strategies

This arcana, as one of the first arcana the player gains access to, shines in its ease of use and fantastic crowd control potential. Use it when entering a room or when overwhelmed by foes to reduce the amount of immediate threats.

The enhanced version greatly improves the crowd control properties since the daggers pierce enemies. This allows them to more reliably hit clustered together enemies and will almost guarantee that any enemy in its area is frozen.

Frost Fans' powerful crowd control properties are lost against mini-bosses or Council members. Instead, take advantage of these foes' larger size; when cast at point-blank range, multiple daggers will hit them, dealing upwards of 125 damage almost instantly.

To maximize damage of the charged Signature, cast it as close to the target as possible. If all daggers hit over 500 damage will be dealt, however this is extremely difficult to pull off due to the backwards movement and knockback, causing many of the daggers to miss.

Due to the spread of the daggers, enemies may slip through the gaps between them which may take you off guard so be prepared to deal with any enemies that may not be hit.

## Spell combos

* As it freezes large groups of enemies, can be used to set up slow acting arcana (e.g.  Crashing Meteor,  Stalwart Defenders,  Ion Spike) or arcana that require a charge-up such as  Ball Lightning,  Aqua Breaker or  Raging Inferno to ensure that they hit an enemy.

* After freezing a large group of enemies, you can use  Water Prison to further isolate specific troublesome members of the group while you deal with the lesser annoyances.

* Frost Fan synergies very well with other arcana that freeze enemies (e.g.  Glacial Cross,  Frost Blade,  Ice Spear,  Ice Seekers,  Frost Wing,  Frozen Bait and enhanced  Aqua Vortex) since you can combo them into each other while keeping enemies frozen, preventing almost any retaliation.

## Item combos

* Stanza of Frost increases the damage of each dagger since it is an ice arcana.
* Gloves of Gambit increases the damage of each dagger.
* Reinforced Bracers allow the daggers to destroy *all* enemy projectiles.
* Mystic Monopole improves damage against single targets at point-blank range as foes will no longer be knocked back.

## Additional notes

* Note this arcana is cast, the player slides a short distance back, potentially allowing them to dodge attacks. This effect is more profound in the charged Signature version.

## Video demonstration

* Normal Frost Fan
* Signature Frost Fan
Archaic Cheat Sheet

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**Archaic Cheat Sheet** is a Relic in Wizard of Legend

## Description

Reduces cooldowns for all summon arcana by 25%!

## Item combos

Combines with the Grimoire of Ruin, Hardcover Textbook, Yuna's Storybook, Pop-up Primer and Vampire's Cookbook to create Legendary Library.
Arcana Booster Pack

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**Arcana Booster Pack** is a Relic in Wizard of Legend

## Description

Gets heavier as you progress through the trials! Drop from inventory to open. It gives an empowered arcana per boss defeated. Where the minimun amount is 1 and 2 after defeating the second boss.
Crush Colossus

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The **Crush Colossus** is one the mini-bosses in Wizard of Legend. It resembles a larger Coffin Knight, but with more health and additional attacks.

## Attacks

Spawns with one Coffin Knight and one Macho Ghoul.

* Rank 1: Jumps towards the player as a Coffin Knight would, though when landing, 6 smaller boxes land around him.
* Rank 2: Gains the ability to tumble a row of 3 boxes towards the player.
* Rank 3: Can throw 1 box at the player, can summons two Coffin Knights.

## Strategies

His standard attack hits 3 times. Once when the initial box lands, once when Crush Colossus lands and once when the smaller boxes land.

The hit box of the smaller ring of boxes is noticeably larger than the boxes themselves.

It is recommended to focus the Macho Ghoul he spawns with as it is harder to dodge than the Coffin Knights, especially on higher tiers when it can immobilise you, allowing for multiple hits from the Coffin Knights and the Crush Colossus.

## Additional Notes

This mini-boss was added in the Sky Palace Update.
Blazing Blitz

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

## Description

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

Dash forward while enveloped in fire. If the initial dash hits a foe, a barrage of 6 punches dealing 5 damage each is unleashed, ending with a powerful punch dealing 50 damage in a small explosion that knocks foes away.

If enhanced, the barrage now consists of 10 punches which are executed more rapidly.

**Charged Signature: Deliver a barrage of 6 explosive punches and finish with a final punch with a large explosion that leaves behind a lingering pool of fire that damages and burns foes.**

## Strategies

This arcana's long duration and the single-target nature exposes the player to attacks from other foes, as only the final punch will have a large explosion that can strike other foes.

This arcana is best utilized on an isolated foe or a very tightly packed group of foes to avoid taking damage.

The charged Signature version is safer to use against groups of foes because of its larger explosions, though note that the player will still remain vulnerable to attacks from behind.

The pool of fire form the Charged Signature can be used as a form of defence by standing inside it as any enemy that tries to get near you will be hitstunned by it.

In co-op, a second player can keep enemies off of the user's back, making this arcana more viable.

## Spell combos

* Arcana that linger around you such as  Cardice Prime,  Earthen Aegis,  Volt Pinball or  Ignition Rush make you less vulnerable to attack when performing Blazing Blitz since they will hitstun any enemy that gets near you as well as dealing damage alongside the punches.  Earthen Aegis also offers additional protection since it blocks projectiles.
* Using agent arcana can make you less vulnerable while unleashing a barrage the agents will target enemies trying to approach from behind.

## Item combos

* Dark Katana will triple the chance to get critical hits.
* Soccer Cleats increases the damage.
* Jumper Cables will decrease the cooldown to 4 seconds.
* Sano's Headband will prevent interruption from other foe's attacks.
* Infinity Marble will allow the player to save a charged Signature until it is safe.

## Additional notes

* This arcana is a homage to the move Kin 1211 Shiki Ya Otome of the character Iori Yagami from the fighting game series The King of Fighters.
Blasting Sprite Aura

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**Blasting Sprite Aura** is a relic in Wizard of Legend.

## Description

Strikes enemies for 5 damage and knocks them away! Also applies level 3 slow to all targets hit.

## Item combos

* Combines with Igniting Sprite Vesa, Plaguing Sprite Dria, Sparking Sprite Etra and Freezing Sprite Naya into the Sprite Bouquet.
Flashy Windbreaker

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**Flashy Windbreaker** is a Relic in Wizard of Legend

## Strategies

Using this relic makes it much easier to avoid Wind Master Shuu's signature attack.

## Item combos

* Combines with  Super Sunscreen,  Gummy Vitamins,  Rubber Raincoat, and  Fuzzy Handwarmers to create  Seasonal Suitcase.

## Spell combos

This relic does not combo with any spells.
Chaotic Buster

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**Chaotic Buster** is a Signature Chaos Arcana in Wizard of Legend

## Description

Spawns a large chaos orb that is companied by several smaller ones that orbit it, they target the first enemy hit.
It can be held to charge it up causing more smaller orbs to spawn, at full charge a small chaos storm (The same as the ones caused by  Null Parade) occurs upon hitting the first enemy that will rapidly damage enemies inside it and disappear after a short time. If held after the "charging bar" turns green it will shoot small chaos daggers in random directions unitill fired. The bar will empty if held for enough time it will run out and the orb will be fired at full charge as normal.
In [Charged Signature] casts will fire a large orb that causes a small chaos storm with many smaller orbs orbitating it, after its fired a few moments later a second large orb will be fired but with a far fewer amount of orbitating orbs, and wont create a chaos storm unlike the first one. If the button is held in [Charged Signature], Chaotic Buster will shoot daggers in random directions, while also dealing contact damage to nearby enemies and destroying some projectiles until you release the button or until enemy hits you. If you were interrupted while holding the Chaotic Buster in [Charged Signature] state, a lot of dark orbs will be fired in all directions and [Charged Signature] Chaotic Buster will be canceled.

## Strategies

Any Arcana that will let you hold enemies back while charging will pair up well with Chaotic Buster, as if it's fully charged it can deal very heavy damage.
The chaos daggers are only practical in very close range and are uncommonly worth taking advantage of.
Together the smaller orbs deal very heavy knockback however the small chaos storm caused by fully charging "magnetizes" enemies to it and doesn't let them escape resulting in far less knockback.

## Item combos

* Sano's Headband allows you to continue charging Chaotic Buster after you take damage.
* Rules of Contingency will make the large orb, the small orbs, the chaos daggers, and the chaos storm all do 99 damage resulting in massive damage to all enemies struck

## Additional notes

* Chaotic Buster is one of the three chaos arcana on display at the museum. This was even the case prior to being added in v1.1.
Catastrophic Codex

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**Catastrophic Codex** is a relic in Wizard of Legend.

## Description

Causes random elemental hazards to appear around the player, damaging both them and nearby enemies.

**Hazards**

* Fire - A large meteor crashes down which burns anyone hit, indicated by a red circle.
* Air - A series of small tornadoes fly toward the player from the corners of the screen.
* Earth - Several stones are thrown up from the ground before falling back down which stuns, indicated by a small red circle.
* Lightning - A lightning strike hits the ground causing a large burst of electricity and shocks those hit by it, indicated by a large red circle.
* Water - A storm of icicles moves slowly across the screen which freezes anyone caught in it.
Earth Stomp Agent

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**Earth Stomp Agent** is a Standard Earth Arcana in Wizard of Legend

## Description

Conjure 1 agent that leaps into the air and stomps down on nearest enemy. Each slam deals 15 damage and pushes enemies away in a large radius around the impact. Stomps are performed about every 1.1s.

If enhanced, a second stomp dealing 10 damage is performed immediately after the first, this causes the main stomp to be performed less frequently increases the hit count and total damage dealt.

The agent will remain active for 10 seconds, loosely following the player and teleporting back if the player strays to far away.

Agents have a set amount of health and can be killed by enemy attacks.

## Strategies

Agents can be used to inflict damage to enemies passively while you use other arcana.

Since enemies actively target agents they can be used as a distraction, allowing you to attack enemies while they are off guard.

Due to the large radius of the stomp the earth agent is very good at crowd control, dealing with large groups of enemies with ease.

Even though it has to get close to enemies to attack, it is not too vulnerable,as its leap makes it immune to most forms of attack (similar to the effect that jump arcana give the player) and the knockback makes it difficult for enemies to retaliate.

## Spell combos

* Utilising multiple agent arcana alongside each other allows you to overwhelm enemies with an onslaught of continuous and diverse attacks with little input from the player, besides summoning the agents when necessary.
* Due to the autonomous nature of the agents, they can be used to reduce how vulnerable you are when using certain arcana, such as those that need to be charged-up or force you to be stationary.

## Item combos

* Dark Katana
* Grimoire of Ruin increases the damage dealt by the agent.
* Archaic Cheat Sheet reduces the cooldown to 11 seconds.
* Yuna's Storybook increases the duration that the agent is active for to 20 seconds.
* Pop-up Primer causes 2 earth agents to be summoned.
* Vampire's Cookbook heals you whenever an agent kills an enemy.
* Hardcover Textbook increases the maximum number of agents that can be active at once from 3 to 4.
Blazing Onslaught

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

## Description

Element: **Fire** Type: **Standard** Subtypes: **Projectile, Movement**

Dash forward, grabbing all enemies in your path which deals 10 damage before launching 3 fireballs dealing 10 damage each, ending with a single 25 damage fireball.

If enhanced, 4 fireballs are thrown out before the ending fireball and the entire onslaught is executed faster.

Due to the hitbox of the grab, you can pull in enemies that are slightly behind you.

## Strategies

Blazing Onslaught has a shorter range than most other movement arcana. This can cause you to dash short of an enemy, throwing out only 1 fireball and leaving you very vulnerable. Avoid using this arcana from long range and primarily use it at close range to mitigate this downside.

When attacking try to line up enemies so that you will grab as many as possible, causing maximum damage.

Enemies that have been rooted by  Snare Track or other means will also be moved forward by the grab.

## Spell combos

* Gale-force Alignment can be useful to set up Blazing Onslaught.
* Blazing Onslaught is effective in grouping together enemies to be hit by other movement arcana such as  Voltaic Needle or  Blazing Blitz.

## Item combos

* Gloves of Gambit increases the damage of the fireballs.
* Jumper Cables reduces the cooldown to 4 seconds.
* Soccer Cleats will increase the damage.

## Additional notes

* Avoid picking  Bewitching Glue while using Blazing Onslaught as it prevents you from grabbing enemies, causing you to dash through them.
* Testing on a larger training dummy reveals that the entire onslaught actually deals 8 hits (10 if enhanced). This seems to indicate that the 3 (4 if enhanced) starting fireballs deal 2 hits each, one dealing 10 damage and one that deals zero damage.
Flame Cleaver

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**Flame Cleaver** is a Signature Fire Arcana in Wizard of Legend

## Description

This arcana passively builds charges up to a maximum of 2. When cast, a wave of fire is flung out, dealing 16 damage and applying burn. The wave of fire also destroys all projectiles.

If enhanced, the waves of fire are wider.

**Charged Signature: Unleash 7 massive waves of flame in a massive 180-degree area, dealing increased damage and inflicting a fiercer burn.**

## Strategies

This arcana may lack in raw damage but is outstanding in its ability to defend against projectiles while dealing damage simultaneously. Due to it having multiple charges, it is very reliable even against multiple ranged foes. Use this arcana as a "parry" of sorts against attacking ranged foes or as a combo extender weaved in between other ranged arcana.

The charged Signature, relative to other charged Signatures, similarly lacks raw damage output. However, it remains outstanding in its ability to clear entire rooms of projectiles and foes. To maximize damage, cast the charged Signature as close to the target as possible.

## Spell combos

* Gale-force Alignment to position enemies so they can be hit by Flame Cleaver.
* Spiraling Typhoon works well with Flame Cleaver as it groups enemies together and throws them into Flame Cleaver's optimal range.

## Item combos

* Gloves of Gambit will increase the damage.
* Agni's Sparkler increases the damage of the burn inflicted.
* Bladed Buckler gives signature charge when a projectile is destroyed. With the charged Signature version and enough enemy projectiles, the charged Signature version can charge another Signature immediately.
* Ring of Reserves adds 1 additional charge, taking the total up to 3. Note this does not affect the charged Signature version.

## Additional notes

* The charged signature of Flame Cleaver has one of the largest area of effects of any arcana in the game.
Calvin's Sandy Shoes

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**Calvin's Sandy Shoes** is a relic in Wizard of Legend.

## Description

Increases evade by 25% when at low health!

## Item combos

* Spiked Emergency Kit heals when at low health, making it much safer to remain at low health, especially when holding other defensive relics.

## Additional notes

* As stated in the developer commentary, these shoes are reference to the classic comic strip Calvin and Hobbes, looking just like the shoes worn by Calvin.
Cabi's Cinnamon Hots

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**Cabi's Cinnamon Hots** is a Relic in Wizard of Legend

## Description

Adds a 45% chance to fire off a pair of  Dragon Arc when using basic Arcana.

## Item combos

* Combines with the Cabi's Cotton Candy,  Cabi's Raw Chocolate,  Cabi's Citrus Sweets, and  Cabi's Bubble Gum to create  Cabi's Box of Sweets.
Binary Splashdown

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**Binary Splashdown** is a Standard Water Arcana in Wizard of Legend

## Description

Rise into the air while simultaneously throwing a water orb in front of you which creates a vortex dealing 3 hits of 8 damage and pulling enemies in. Afterwards you splash down on the centre of the vortex, releasing a large deluge of water which deals 35 damage and knocks enemies back.

If enhanced, 4 large orbs of water are thrown out when you splashdown which create additional water blasts after a short delay, each dealing 25 damage and covering a larger area.

## Strategies

Binary Splashdown is a great for dealing with large groups of enemies due to its large coverage, allowing you to hit many enemies at once.

Its knockback will disperse groups making it easier to follow-up on individual enemies however it may be detrimental if you intend to continue a combo on all of them. It's best to use Binary Splashdown to finish a combo as its knockback will not have any downsides and it high damage makes it easy to finish off enemies.

The enhanced version can keep an area locked down for a decent length time due to the delay before the secondary orbs hit. The delay causes enemies to be hit just as they escape hitstun which will hitsun them again, keeping them immobilised for twice as long.

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 Binary Splashdown's range.

## Spell combos

* Spiraling Typhoon and  Dragon Blast throw enemies directly into Binary Splashdown's range, allowing for a devastation follow-up.
* Binary Splashdown acts as a good follow-up for most movement arcana (e.g.  Glacial Cross,  Voltaic Needle,  Inferno Cannon) as it can be used to gain ground on enemies that have been knocked back by them.

## Item combos

* Dark Katana triples the chance to inflict critical hits.
* Vicious Bunny Ears increases damage dealt and Binary Splashdown counts towards its effect.
* Soccer Cleats will increase the damage.
* Jumper Cables will decrease the cooldown to 4.8 seconds.
* Mystic Monopole decreases the knockback of the deluge allowing for a follow-up with close range AOE arcana such as  Terra Ring or  Whirling Tornado.
Glass Cannon

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**Glass Cannon** is a relic in Wizard of Legend.

## Description

Increases Damage by 20% and decreases max health by 30%.

## Item combos

* Tiny Crocodile Heart - Health gained can mitigate the health lost from Glass Cannon while keeping the damage increase
* Fall prevents maximum health from being altered, so the only effect would be extra damage.
Covert Ops Mask

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**Covert Ops Mask** is a relic in Wizard of Legend.

## Description

After evading an attack, all of your attacks are critical hits for 3 seconds.

## Strategies

Random evasion chance procs can trigger this effect, it truly shines when you have ways to reliably evade attacks. Standard arcana that don't lock you down for too long combined with a high DPS basic are excellent at capitalizing on the windows of high damage the mask provides.

## Item combos

* Vampire's Eyeglasses and its child relic,  Sanguine Attire, allow you to heal on every crit, allowing you to heal extremely quickly when this relic triggers.
* Leemo's Leaf lets you always evade when dashing, providing a reliable way of activating the mask.
* Nog's Heavenly Boots add a significant chance to evade attacks, increasing the chances of triggering this relic.
* Jeremiah's Needle can have its bonuses leveraged if you can consistently activate the mask, increasing crit damage while the decreased critical hit chance is irrelevant while the mask is active.
* Tipsy Gladius similarly synergizes with the mask, reducing crit chance but increasing evasion, making the mask more likely to trigger.
* (Breezy Gray Canvas is great)

## Spell combos

 Evading Zephyr lets you always evade attacks when using your basic attacks or while you are moving so it has a strong synergy with this relic.

## Additional notes

* The mask may be a reference to Naruto's Anbu Black OPS.
Deafening Cymbals

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**Deafening Cymbals** is a relic in Wizard of Legend.

## Description

*Destroys all projectiles in the area when hit by a projectile!*

## Item combos

* Bladed Buckler will often cause your signature bar to charge completely if the cymbals proc in a boss fight. Sometimes this can happen multiple times.
Air Spinner

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**Air Spinner** is a Basic Air Arcana in Wizard of Legend

## Description

Throw a disc of air in the direction you are aiming that orbits the player once and deals 6 damage. Each combo of this basic arcana is 3 casts long with the third cast surrounding you in a large ring of air that deals 10 damage and pushes enemies back. If aimed at an enemy the air discs can hit them twice.

If enhanced, 2 discs of air are thrown out at once, increasing the number of hits. The second disc spawns behind the player.

Each press of the attack button throws out 1 disk (2 if enhanced).

## Strategies

Since this basic covers a full 360 degree area around you, it can deal damage and protect you from enemies if you are surrounded. It can even protect you from some (but not all) projectiles coming from any direction.

This basic is particularly effective at dealing with Rogues as it protects your back from any surprise attacks they may spring on you.

## Spell combos

* Fuelled Berserk increases the speed of your basic arcana, creating a constant and nearly impenetrable circle of wind around you.
* Magnetic Follow-up releases projectiles while attacking.
* Calming Flow reduces cooldowns at the end of each combo.
* Evading Zephyr allows you to evade all attacks while you use your basic arcana.
* Using this basic alongside with other arcana that surround you such as  Cardice Prime,  Volt Pinball or  Earthen Aegis can allow you to create a deadly "shield" around youself.

## Item combos

* Gloves of Gambit increases the damage dealt.
* Reinforced Bracers allows your projectiles to destroy *all* enemy projectiles, protecting you from all directions.
* Evening Gloves allows you to perform a full combo by holding the attack button. It also gives additional signature charge.
* 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

* Despite being a projectile based arcana it has very short range.
Gust Burst

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**Gust Burst** is a Dash Air Arcana in Wizard of Legend

It was removed in the Phantom Update, being replaced with Wind Salvo.

## Description

This arcana passively builds up charges to a maximum of 2. Each cast uses one charge, causing you to dash forward in the direction you are moving, leaving behind burst of air which pulls enemies together and deals 5 damage. Enemies caught by the burst are then pushed towards you by a draught of air, dealing 10 damage.

If enhanced, you create a second burst of air at the end of the dash, which also deals 5 damage.

## Strategies

This dash works well to pull enemies into range of close range arcana.

Since this dash pulls enemies with you, it may be difficult to flee from danger if enemies are close to you.

Enemies can be pushed into pits by dashing over them when they are in range of Gust Burst.

Be careful when using Gust Burst near explosive barrels as it may pull them in causing them to detonate, dealing damage leaving you open for enemy attack.

## Spell combos

* Burn Cycle or  Shearing Chain are excellent for following-up on enemies pulled by Gust Burst.
* Gust Burst pulls enemies into the perfect range for  Flame Fusion to deal maximum damage.

## Item combos

* Soccer Cleats increases damage.
* Ring of Reserves adds 1 additional charge, taking the total up to 3.
* Wings of Icarus heals you whenever you pull an enemy onto a pit.
* Hummingbird Feather pairs well with Gust Burst since it causes you to hover over pits. This allows you to dash into the middle of large pits and remain safe while any enemies pulled with you are dropped into them.
* Greased Boots will enhance this arcana and reduce its cooldown to 3s per charge
* 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 ~2.7s per charge.
* Breezy Gray Canvas adds a chance to restore a dash charge and evade all attack while dashing.

## Additional notes

* Gust Burst is one of the few dash arcana that has 2 charges by default.
Critical Placebos

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**Critical Placebos** is a relic in Wizard of Legend.

## Description

Increase the critical hit chance of all Arcana by 12%. Additionally, gives all attacks a critical hit visual bubble. Beware that, although normal attacks are now *reported* as critical hits, effects which trigger upon dealing critical hits (e.g.,  Vampire's Eyeglasses) will *not* trigger on these normal attacks.

## Item combos

* Vampire's Eyeglasses will restore health on critical hits.
* Assassin's Blade will increase critical hit damage.
* Awe will further increase critical hit damage and chance.

## Spell combos

* Most Arcana benefit from this Relic's increased critical hit chance, however, multi-hit Arcana can best utilize this effect (i.e.,  Bolt Rail,  Distortion Beam,  Spiraling Typhoon, etc.).
Armor of Greed

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

**Armor of Greed** is a relic in Wizard of Legend.

## Description

Increases Armor by 12%, but lose 5 gold for every hit taken.

## Strategies

This relic is best picked up late into a run after the player has bought all the items and arcana they need, as the gold loss will not be as detrimental. Beware multi-hitting attacks, especially from mini-bosses and Council members, as it can quickly drain the player's gold reserves.

## Item combos

* A formidable 78% Armor may be achieved using the following:
	+ Euphie's Shawl – 5% Armor.
	+ Heavy Travel Jacket – 1% Armor per Relic in the inventory *or* eaten by the Adorable Mimic, for a maximum of 23% Armor with 12 Relics and 11 eaten.
	+ Golden Armor of Envy – 16% Armor, but increases the store price of items by 50%.
	+ Grit – 10% Armor and 5% HP, double that when upgraded by Savile the Tailor in the Chaos trials.
* Tears of Midas will alleviate the downside of this relic slightly.
Firstborn's Gauntlet

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 *This article is about **Firstborn's Gauntlet**, not to be confused with Lastborn's Gauntlet*

**Firstborn's Gauntlet** is a relic in Wizard of Legend.

## Description

Immediately pressing forward into an attack will guard the attack and heal at low health. Right half of the  Ancestral Gauntlets.

## Strategies

* Pressing forward into an attack does not mean during one of the player's attacks. Rather, an enemy's attack must be purposefully walked into in order to initiate the guard. This Relic can be difficult to time correctly as the enemy's attack must be walked into at the exact moment it reaches its last attack frame, before the recovery frames begin.
* When attempting to guard attacks using keyboard and mouse, it is best to only attempt guarding attacks that are coming from one of the 4 'cardinal' directions/axes (i.e. up, down, left, or right). This is because these 4 directional inputs are the easiest to perform using only one input on a 4-axis device (i.e., wasd), however, diagonal guards are also possible at the cost of being more difficult to perform and requiring two—near simultaneous—inputs. However, when using a controller its joystick offers anywhere from an 8-directional to a 16-directional input, which greatly increases the directions in which a single-input guard can be performed and results in guards being able to be performed from any direction.

## Item combos

* Combines with the  Lastborn's Gauntlet to make the  Ancestral Gauntlets.
Gale-force Alignment

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**Gale-force Alignment** is a Standard Air Arcana in Wizard of Legend

## Description

Summon a line of 5 small tornadoes (7 if enhanced) that travel away from you. Each tornado rapidly deals hits of 3 damage and pulls enemies into its centre. The tornado closest to the player deals 12 hits, the second and third deal 11 hits and the final two deal 10 hits.

If enhanced, 7 tornadoes are summoned and each tornado lasts longer, causing them to deal more hits overall. The closest deals 15 hits, the second and third 14 hits, the fourth and fifth 13 hits and the final two deal 12 hits.

## Strategies

Gale force alignment is an amazing combo starter. It can hold enemies in place and do continuous damage. This is great for keeping signature charges up, especially considering it's a spell you can walk away from after casting it.

Enemies hit by Gale-force Alignment are lined up along its length, perfect for following up with a movement arcana or a piercing projectile.

Keep in mind that Gale-force Alignment does not block projectiles.

## Spell combos

* This arcana is perfect for setting up arcana that pierce enemies such as  Rock-solid Tomahawk,  Mortal Coil,  Aqua Beam or  Voltaic Needle.
* Ice Spear also pairs well as it can impale all enemies caught by Gale-force Alignment, freezing them and opening them up for attack.
* An unenhanced  Breaking Twister thrown along the line of tornadoes can deal an extremely high number of hits.

## Item combos

* Gale-force Alignment pairs well with relics that have a chance to inflict status effects (e.g. Phoenix Talon,  Tesla Coil) due to its high hit count.
Cabi's Raw Chocolate

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**Cabi's Raw Chocolate** is a Relic in Wizard of Legend

## Description

Adds a 45% chance to release an Earth Drill when using Basic Arcana.

## Item combos

Combines with the Cabi's Cinnamon Hots, Cabi's Cotton Candy,  Cabi's Citrus Sweets, and  Cabi's Bubble Gum to create  Cabi's Box of Sweets
Catalystic Vial

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**Catalytic Vial** is a relic in Wizard of Legend.

## Strategies

This relic is best paired up with other defensive relics that can boost the power of healing orbs. Alone, it isn't a reliable relic to restore your health, though the critical heals can make a *slight* difference between life and death in some circumstances.

## Item combos

* Messy Prescription: The increased healing from Messy Prescription pairs well with the Catalystic Vial, for when you proc your critical heals, it will be twice as effective.
* Raspberry Cookie Box: Increases the amount of healing orbs overall, increasing the chance of critical heals.
* Jewelry Box: Healing from Chaos Gems also has a chance to proc the critical heals.
* Jade's Chakra Locket: Same as Jewelry Box, picking up Chaos Gem can also proc the critical heals, though to a lesser extent.
* Tea of Mercy: Critical heals speed up the rate of which the bonus health builds up.
* Takeout Box: Critical heals when at maximum health can quickly build up the 50 shield points.
* Albert's Formula: Critical heals allows you to quickly build your Signature Charge. This synergy can work wonders with some other relics that boosts the efficiency of the Signature Arcana.
* Spirit: This Outfit benefits the most from this relic thanks to the increased health bonus from orbs.
Glacial Getaway

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**Glacial Getaway** is a Standard Water Arcana in Wizard of Legend

## Description

Element: **Water (Ice)** Type: **Standard** Subtypes: **Melee, Movement**

Conjure an icy surfboard which lasts for 1.6 seconds and drags enemies behind you as you surf, dealing up to 14 hits of 5 damage to every enemy you hit. If you impact an immovable enemy while surfing, your board shatters, dealing 40 damage to nearby enemies and knocking them away.

You can direct the board with the normal movement controls and glide over pits while it is active.

If enhanced, you can surf for 2 seconds, allowing up to 17 hits of 5 damage to be dealt.
Dynamic Disarray

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**Dynamic Disarray** is a Standard Lightning Arcana in Wizard of Legend

## Description

This arcana passively builds charges, up to a maximum of 5 (8 if enhanced). When cast, this arcana uses all charges built up. Each charge releases one spark which deals 10 damage, knocks back and shocks the enemy it hits before bouncing to another target.

Sparks can only be cast once a minimum of 3 charges have built up.

## Strategies

Firing sparks into a large group of enemies will cause all of them to take damage and be shocked for a brief period allowing you to attack with another arcana.

The rather high knockback of the sparks can be used to group enemies together or push enemies into pits.

This arcana can be very effective at destroying Master Sura's Null Flashes due to its bouncing property.

## Spell combos

* Dynamic Disarray pairs well with other large area of effect arcana such as  Spark Array,  Blazing Lariat or  Laced Lightning in order to make quick work of large groups of enemies.

## Item combos

* Gloves of Gambit increases the damage of the sparks.
* Ring of Reserves will add 1 additional charge taking the total up to 6 ( 9 if enhanced).
* Indra's Copper Pipe increases the damage and duration of the shock.
* Wings of Icarus heals you whenever you push and enemy into a pit.

## Additional notes

Dynamic Disarray is very similar to  Bouncing Surge with both being projectile based lightning arcana that bounce between targets. Consider trying out both to see which fits your playstyle.
Grasping Earth

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**Grasping Earth** is a Standard Earth Arcana in Wizard of Legend

## Description

Create a magic circle around you that increases in size the longer the attack button is held. When the button is released, stone crags move to each enemy within the circle dealing 10 damage on impact and summoning a giant fist which grasps the enemy in place. The fist deals 5 hits of 3 damage before ending with a 25 damage hit.

If enhanced, the circle starts at maximum size and the fists deal damage more often, allowing for 10 hits of 3 damage to be dealt.

## Strategies

Grasping earth is good for opening a combo on enemies as it holds them in place and passively deals damage while you are using other arcana.

Due to the long duration that enemies are grasped for, Grasping Earth can be used to temporarily immobilise groups of enemies so they do not interrupt you while you deal with higher priority targets.

There is a delay between releasing the button an when enemies are grasped since the stone crags need to reach enemies first. The delay starts off at ~0.5 seconds on close range enemies and is ~1 second long if enemies are at max range.

## Spell combos

* Arcana that have a large AoE around the player, such as  Terra Ring,  Shock Nova or  Scales of Babylon, can be used to easily deal damage to all enemies that have been grasped. Shock Nova pairs particularly well since its enhanced version has the same radius as Grasping Earth.
* Grasping Earth allows you can guarantee a hit with  Crashing Meteor or  Ion Spike since enemies will not be able to move out of their area.

## Additional notes

* Grasping Earth requires clear line of sight from you to the target. If it is blocked by a wall, statue or even a pit then they will not be hit.
* Grasping Earth will not target rogues when they are in stealth.
* Enemies that are immune to knockback ( Macho Ghoul,  Coffin Knight,  Golem, Minibosses and Council Members) will not be held in place by Grasping Earth but will take a large amount of damage instead.
* None of the hits dealt by Grasping earth can deal critical hits. This extends to items that force crits such as  Singing Bowl or  Covert Ops Mask, causing them to have no effect on Grasping Earth.
Albert's Formula

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**Albert's Formula** is a relic in Wizard of Legend.

## Description

Signature charge increases proportional to healing received from any source. Health *increase* from sources such as  Giant's Heart and Savile doubling the effect of outfits which increased HP, however, will not.

A full charge requires 150 points of healing.

## Item combos

* Surefire Rocket will prevent charge decay, allowing for healing done outside of combat to persist. This lets the player effectively charge their signature using healing received from sources such as attacks on objects with  Vampire's Eyeglasses. Confident players can also exploit  Spiked Emergency Kit to heal by dashing into pits for a source of indefinite healing, though this will require remaining at very low health.
* Infinity Marble will prevent a fully charged signature from decaying. An initial Health Potion will fully charge the signature all at once.
* Messy Prescription raises healing by 40%, with both relics you can load the signature bar before facing a Boss. If you do not have  Infinity Marble just run to the boss as soon as you get the heal and skip the dialog, using the signature the moment it ends.
* Fall's regeneration doesn't give any charge and doesn't prevent decreasement.

## Additional notes

This relic references the simplified version of Einstein's famous equation which states that mass is a form of energy and that the two can be exchanged.

Note that this will not work with the Fall Robe.You do not get signature charge from regenerating with the Fall Robe.

Previously, this relic had a unintended effect when paired with  Regenerative Inkwell as Albert's Formula would charge a signature, the inkwell would heal you, then looping as long as the signature is charged. This caused the player to constantly regenerate health at a ludicrous rate before it was patched.
Anchor of Burden

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**Anchor of Burden** is a relic in Wizard of Legend.

## Description

Per cursed relic held:

* Damage of Arcana increased by 5%
* Stun duration of Arcana increased by 5%
* Run speed reduced by 5%

## Item combos

* Curse of the Forager guarantees a cursed relic at the beginning of each stage.
* Nox's Cloak converts all non-cursed relics in the player's inventory into cursed relics.
* Curse Eater's Mask increases damage and critical hit rate for each cursed relic.
* Curse Eater's Vest increases armor and max HP for each cursed relic.
* Curse Eater's Watch decreases cooldown for each cursed relic.

## Additional notes

* This relic counts towards its own quota, meaning that it will always have some effect (i.e., will never have zero stat buffs associated with its acquisition).
* Players may find a personal 'sweet spot' just before the reduction in run speed becomes significantly hindering, and should bear in mind their possession of this item when choosing to take further cursed relics.
Broken Plague Flask

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**Broken Plague Flask** is a relic in Wizard of Legend.

## Description

Lowers the health of the carrying player(s) and enemies by 40%.

## Item combos

* Wearing the  Fall outfit prevents your Max Health from being modified, completely removing the downside to this item.
Gummy Vitamins

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**Gummy Vitamins** is a relic in Wizard of Legend.

## Strategies

Real helpful if the Earth Dungeon isn't the first in your run.

## Item combos

* Combines with  Super Sunscreen,  Flashy Windbreaker,  Rubber Raincoat, and  Fuzzy Handwarmers to create  Seasonal Suitcase.

## Spell combos

This item does not combo with any spells.
Boss rush

**Boss rush** is a game mode introduced in V1.12 that puts the player against only bosses and minibosses.

## Activation

Boss rush is activated by talking to Sir Goodspeed in the bottom left corner of the hub after earning 3 victories against council members (does not have to be in the same run). For 10 chaos gems, he will activate the entry portal next to him that can be entered to begin boss rush.

Cursed relics sold by Nox in the plaza and gold given by Jade will be removed upon starting boss rush.

## Gameplay changes

A boss rush run consists of 11 floors, with the first 10 alternating between a miniboss and a member of the Council of Magic, and the 11th floor being Master Sura.

On the miniboss floors, the level layout is fixed with a central room where the boss fight takes place and 4 adjacent rooms. The room to the left will always be Artisan Andres (relic shop), down Nox the Unfortunate (cursed relics), right Virtuoso Iris (arcana shop), and the top being one of Doctor Song, Taffy the Pinata, Cremire the Collector, or Nocturne the Cardist.

 Double Trouble will always be stocked by Nox on the first floor. Note this is not true for the Nintendo Switch version of the game.
Aqua Arc

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**Aqua Arc** is a Basic Water Arcana in Wizard of Legend

## Description

Direct a short, piercing stream of water in the direction you are aiming which deals 8 damage. Each combo of this basic is three casts long, with 2 streams being released simultaneously on the final cast.

If enhanced, each stream releases an icy burst when it reaches max range, dealing 5 damage in a small area around it. This also has the effect of increasing the range of Aqua Arc.

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

## Strategies

Try to group enemies together so that the streams can hit all of them at once, maximising damage.

The streams have a slight knockback, allowing you to buffet enemies around to create space, group them together or push them into pits.

The enhanced version doubles the hitcount of a combo as well as adding additional damage and range to each attack. This makes Aqua Arc one of the best basic arcana in the game as it can charge a Signature very quickly when hitting multiple enemies, which is made easier due to its increased coverage.

## Spell combos

* Fuelled Berserk increases the speed of Aqua Arc's combo, allowing for high, rapid damage to be dealt.
* Magnetic Follow-up releases additional projectiles when attacking with basic arcana.
* Calming Flow reduces cooldowns at the end of each combo.
* Evading Zephyr allows you to evade all incoming attacks when using your basic arcana.
* Arcana that group enemies together such as  Tearing Whirlwind,  Gust Burst,  Entangling Vines or  Fading Petal are effective at setting up enemies for Aqua Arc.

## 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.
* Gloves of Gambit will increase damage.
* Combo Gloves adds another double stream at the end of each combo.
* Reinforced Bracers allows streams to destroy *all* enemy projectiles.
* 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

* Occasionally the final two streams are displayed as one instance of 16 damage.
* Despite the enhanced version releasing a burst of ice, it is not considered an Ice arcana and so receives no benefits from  Stanza of Frost or  Poem of Fiery Rime in either its normal or enhanced forms.
Graduation Cap

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**Graduation Cap** is a Relic in Wizard of Legend

## Description

Increase chaos gem gain for all wizards! Required for the  Prestigious Diploma.

Adds +1 to gem drops (unsure how this affects treasure chests).

## Item combos

By using the graduation cap and the Jewelry box you have an increased chance of getting Chaos gems hence more healing from the Jewelry box.