Wizard of Legend 2 Arcana Guide
Last Updated:June 9, 2025|Changelog
A Wizard's Arcanas are an expression of their magical power. The most legendary Wizards each wield powerful signature spells honed through endless trials. In Wizard of Legend 2, you carry an Arcana loadout into each run with opportunities to get more as you explore. This Arcana guide goes over the Arcana types, how the system works, and ends with some recommendations for Standard Arcana to look out for during your run.
Arcana Loadouts and Unlocking New Arcanas
There are 4 types of Arcanas in Wizard of Legend 2. Basic, Dash, Signature, and Standard, each of which serves a different purpose in your loadout.
- Basic Arcanas function like a default attack; they are typically lower damage but have no cooldown, meaning you can always fall back on them.
- Dash Arcanas provide an additional bonus when you dash. This can either be defensive or offensive. While Dash Arcanas have a cooldown, you can dash even when the skill is on cooldown.
- Signature Arcanas gain charge, transforming into a powerful "Ultimate" form when the blue bar fills. The Ultimate form gives iframes (invincibility frames) and has high damage, making it a powerful tool in your kit.
- Last but not least, you have Standard Arcanas. These typically have higher damage than Basic, Dash, or non-Ultimate Signature Arcanas, but have a cooldown. Unlike other Arcana types, you can use up to 3 Standard Arcanas at a time. Your Loadout starts with 1, but you can find more within your run by speaking to Virtuoso Farren or defeating Zone bosses.
Elements
Arcana fall into 6 different elements in Wizard of Legend 2. The first 5 are "normal" elements appearing throughout the game: Fire, Water, Earth, Air, and Lightning. Arcana of different elements have unique properties. For example, Fire Arcana tend to deal area of effect damage and may leave foes burning. On the other hand, Air Arcana often knock enemies Airborne, or group them together.
The last element is Chaos; these are special Arcana developed by the Wizard of Legend, and as such, they are not found throughout your runs but instead earned by defeating him. In general, Chaos Arcana are more powerful than the other elemental types, but they do not have Forgotten Variants.
Check out our Chaos Arcana guide to learn about these special spells.
Tags
Each Arcana also has tags, which are found on the UI near the name. Think of these tags as the rules you use to understand an Arcana's scaling and how it functions. The most important distinction here is melee and projectile, as many relics scale one of these options while penalizing the other.

In the example here, Flame Strike is a Fire, Basic, Melee Arcana. The element is denoted by the small icon next to the type, then you have the scaling tag of "melee."
Obtaining Arcana
You begin with a starting loadout determined by the element you picked at the start of the game. But through trial runs, you get Chaos Crystals, which you can spend at Serjik to purchase new Arcanas. Since the options on offer are unlocked randomly, you cannot reliably target a specific Arcana, but as you keep making purchases, you eventually unlock everything. You can change your starting loadout by speaking to Tomi, the Living Tome, who hangs out right next to Serjik.

During your Run, there are a few ways to obtain new Arcanas. First up, whenever you beat one of the game's Zone bosses, you get a new random Arcana. In general, this isn't worth using unless it's a Standard Arcana, as you probably already have your preferred Basic, Dash, and Signature Arcanas equipped. You can also purchase new Arcanas from Virtuoso Farren or give an unwanted Arcana to Azul the Arcana Trader to receive a random Arcana of the same type in exchange. There are other Events throughout the trials that can also reward you with Arcana, so always keep an eye out for opportunities to gain more Standards.

Enhancements and Variants
In addition to obtaining new Arcanas, you can enhance your existing spells or get special Forgotten Variants. Enhancements are found throughout the Trials, either through random Event rewards or for purchase from Esme. Enhancements are numerical increases, lowering cooldown, increasing attack speed, or bolstering the damage your spells do.
After defeating the Zone's Wizard Champion, you can upgrade one of your Arcanas to a powerful Forgotten Variant. These are transformative effects that change how the spell plays as opposed to simply granting a numerical increase. Basic and Signature Arcanas typically have 1 Variant, Standards have 2-3, and Dash have none. Forgotten Variants can be awarded through events in the Trials, so keep an eye out for these powerful spells.

Basic Arcanas
Basic Arcanas generally have lower damage than the other Arcana types, but they have no cooldown, making this a "basic attack" or fallback option if everything else is on cooldown. Most of them have some sort of combo, where the 3rd hit in a sequence does more damage than the prior 2. Melee basics like Frost Blade require you to get up close and personal, but often do more damage or can be upgraded to afflict enemies. Ranged basics such as Stone Shot provide safety, as you can fire from a distance, but often do low damage to Bosses or Champions.
Arcana | Variant |
---|---|
Aeromancer’s Grasp | Aeromancer’s Lunge |
Perforating Jet | Spreading Jet |
Arcana | Variant |
---|---|
Bending Torrent | Splashing Torrent |
Frost Blade | Freezing Frost Blade |
Arcana | Variant |
---|---|
Bolt Rail | Rail Circuit |
Lightning Spinner | Agile Spinner |
Arcana | Variant |
---|---|
Flame Strike | Channeled Flames |
Fireball | Boomeranging Fireball |
Arcana | Variant |
---|---|
Stone Shot | Splitting Stone Shot |
Earth Knuckles | Frenzied Knuckles |
Dash Arcanas
Dash Arcanas can be offensive, defensive, or utility. While each Dash Arcana has a cooldown, you can always use dash to cross gaps or perform evasive action; it's just the spell effect that doesn't trigger during the cooldown. Evasive Mirage is a powerful defensive effect that prevents the next instance of damage (within a few seconds of your dash). Alternatively, Magma Trap leaves behind a circle on the ground that explodes, dealing damage and crowd controlling the enemies within.
- Evasive Mirage
- Perfect Dash
- Vortex Drive
- Wave Front
- Frost Feint
- Frost Wing
- Circuit Line
- Electro Bind
- Thunder Dash
- Flare Rush
- Magma Trap
- Searing Rush
- Rumble Dash
- Spike Track
- Terra Fortress
Signature Arcanas
Signature Arcanas are powerful spells that accumulate ultimate charge as you do damage or use other spells. When fully charged, you unleash your Ultimate, which provides invulnerability during the cast time and deals heavy damage to nearby foes. Dragon Circuit, for example, has a powerful Ultimate that deals several hits to nearby foes, allowing you to "shotgun" bosses. Meanwhile, Ice Blast deals damage to everything in a wide area while applying the "Freeze" affliction.
Arcana | Variant |
---|---|
Zephyr Whirl | Whirl Dash |
Mistral Arrow | Escalating Mistral Arrow |
Arcana | Variant |
---|---|
Ice Blast | Aerial Ice Blast |
Frost Scimitar | Frozen Scimitar |
Arcana | Variant |
---|---|
Dragon Circuit | Dragon Eye |
Volt Surge | Voltstream Surge |
Arcana | Variant |
---|---|
Flame Breath | Sparking Flame Breath |
Inferno Barrage | Inferno Scorchwave |
Arcana | Variant |
---|---|
Impaling Drill | Kinetic Drill |
Stonestrike Kick | Stonestrike Uppercut |
Standard Arcanas
Like with Signature spells, Standard Arcanas also have a cooldown and tend to deal higher damage than Basic or uncharged Signature spells. Unlike the other Arcana types, you can use 3 Standard Arcanas, 1 from your starting loadout, and 2 more that you find throughout your run. Many of the Standard Arcanas have iframes, and some of them have Ultimate Variants which can be charged. For example, Ultimate Defence is the "Ultimate" Variant of Dragon Defense. There are a variety of Standard Arcanas with offensive and defensive benefits. Blazing Whip is a Standard Arcana with very short iframes that is a great tool for dealing burst damage. On the other hand, Submerged Strike doesn't do much damage, but it does have a long invulnerability window.
Arcana | Variant(s) |
---|---|
Wild Tornado | Critical Tornado / Fierce Tornado |
Dragon Defense | Shattering Defence / Ultimate Defence |
Flying Kicks | Furious Kicks / Tearing Kicks |
Gust Volley | Gust Barrage / Homing Volley / Flipping Volley |
Tearing Whirlwind | Lifting Wind / Savage Whirlwind |
Arcana | Variant(s) |
---|---|
Aqua Bubble | Bouncing Bubble / Freezing Bubble |
Breakers of Tiamat | Combers of Tiamat / Ultimate Tiamat |
Blizzard | Hailstorm / Inner Blizzard |
Ice Spear | Ice Lance / Mighty Ice Spear |
Submerged Strike | Shielded Submerged Strike / Submerged Frozen Strike |
Arcana | Variant(s) |
---|---|
Spark Array | Bouncy Spark / Ultimate Spark Array |
Galvanizing Discharge | Galvanizing Vortex / Ultimate Galvanizing Discharge |
Heavenly Strikes | Heavenly Assault / Heavenly Storm |
Lightning Spear | Magnetizing Spear / Twin Spears |
Shock Assault | Shackling Assault / Ultimate Assault |
Arcana | Variant(s) |
---|---|
Blazing Whip | Blasting Whip / Ultimate Whip |
Flame Ward | Barrage Ward / Flame Bond Ward |
Dragon Arc | Blazing Dragon Arc / Dragon Dance |
Inferno Beam | Concentrated Beam / Forceful Beam |
Fuelled Berserk | Durable Fueled Berserk / Critical Berserk |
Arcana | Variant(s) |
---|---|
Terra Ring | Charged Ring / Ultimate Terra Ring |
Dragon Dive | Dragon Ride / Returning Dragon |
Fissure Slam | Fissure Bash / Fissure Slam & Strike |
Orbital Asteroids | Orbital Nova / Orbital Meteor |
Seismic Quake | Seismic Entry / Seismic Strike |
Summary
Arcana are the spells that make up your toolkit in Wizard of Legend 2. You get to bring one of each type into your run and can find more by completing events and defeating bosses.
- Basic Arcanas function like a default attack; they are typically lower damage but have no cooldown.
- Dash Arcanas provide an additional bonus when you dash. This can either be defensive or offensive. While Dash Arcanas have a cooldown, you can dash even when the skill is on cooldown.
- Signature Arcanas gain charge, transforming into a powerful "Ultimate" form when the blue bar fills.
- Standard Arcanas typically have higher damage than Basic, Dash, or non-Ultimate Signature Arcanas, but have a cooldown. Unlike other Arcana types, you can use up to 3 Standard Arcanas at a time.
- These spells have different elements, including Fire, Air, Lightning, Earth, and Water.
- Different Arcanas have various tags, including Melee and Projectile, that determine their scaling.
- Defeat the Wizard of Legend to obtain special Chaos Arcana spells.
Credits
Written by: Tenkiei
Reviewed by: IBoilerUp