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Arena of the Legends CBBossAltarIcon
ArenaofTheLegendsAltar
Discovery Lore
An arena for those who wish to truly test their mettle after being admitted into the Temple of the Legends, where fierce training takes place.
Access
Coordinates X: -692, Z: -1068
Suggested Level 68
Quest Required Temple of the Legends
Items Required 5 Broken Amulets
Altar Info
Monsters Legend Trainers
Boss Grand Magus
Rewards May include the following:


The Temple of the Legends' soldiers undergo the most rigorous training in all of Wynn, and the results speak for themselves.

Location[]

Location
Temple of the Legends
-693, -1069
PinpointConcept2
Wynncraft Map

The Arena of the Legends is a Boss Altar designed for players of around level 70. It takes place deep within the Temple of the Legends, and the entrance is located at the far end of the central bridge of the Temple. To access the temple, and this altar, one must have completed the Temple of the Legends Quest.

Items[]

To access the arena, you will need to right click 5 Broken Amulets on the Boss Altar. These Amulets can only be obtained as an uncommon drop from the level 70 Trainers in the Temple's training arena. Acquiring all five amulets required can take a long time of grinding in the arena, especially for players with low damage-per-second, but this rate can be sped up using items such as Mob Totems and Loot Bombs.

Dialogue[]

  • Legend Trainers: Aha! Someone is arriving to test their might.
  • Grand Magus: If you wish to take up your place among the legends, prove yourself! Defeat us!

Boss[]

All five forms of the Magus have a combined total of 84000 health, and the fight can be very lengthy even at higher levels. Once the fifth form has been defeated, the boss is truly defeated. It drops a total of 192 emeralds upon death, and cannot be fought again unless the 5 Broken Amulets required to enter the arena are re-acquired. All forms of the Grand Magus utilize Heal, Teleport, Meteor, and Slowness, with different forms favoring certain spells.

The first form is based around the Fire element, and attacks as soon as the player enters the arena. It has 12000 health, and attacks by throwing a large burst of small fireballs towards the player all at once. It favors Heal spell, having a stronger version with a shorter cooldown, and uses it more often. This form is completely immune to Fire damage, is weak to Water, and deals Fire damage as well. In addition, it has minor defensive bonuses against the Thunder, Earth and Air elements.

The second form is based around the Water element, spawning after the first form has been killed. It also has 12000 health fights with very rapid standard ranged attacks, and uses many of the same spells as the first form, favoring Slowness instead of Heal. This form is immune to Water damage, deals Water damage and is weak to Thunder, and also has minor defense against the other three elements.

The third form is based around the Thunder element. It has 12000 health and attacks by throwing small, hard-to-see orbs in extremely quick succession, sometimes pausing for a few seconds before attacking again. This form of the Magus also uses the Heavy Teleport spell, allowing it to blind players in its path. It is immune to Thunder and deals Thunder damage, is weak to Earth damage, and has minor defense against the other elements.

The fourth form is based around the Earth element. It also has 12000 health, and shoots several leaf blocks at the player at once, in the same fashion as the first form. In this form the Magus favors the Meteor spell, using it more often and for higher damage than the previous forms. It is immune to Earth and deals Earth damage, is weak to Air damage, and has minor defense against the other elements.

The fifth and final form of the Grand Magus uses all four of the previous elements. It is much tougher than the other forms, with a total of 45000 health, and utilizes the strongest spells of all of the previous forms. Unlike the previous forms, the Magus deals no neutral damage in this one; instead it deals large amounts of Fire, Water, Thunder and Earth damage, with a significant amount of elemental defense in each of those. Thus, its attacks can be heavily reduced or even negated if multi-element defensive armor is worn. However, it also has no elemental weakness. It should also be noted that this form has no defense or weakness towards the Air element.

Image Name Level Health AI Type Abilities Elemental Stats Drops Location
GrandMagus(Phase1) Grand Magus
(Phase 1)
75 22500 Burst Ranged Blindness Immune
Knockback Immune
Teleport
Heal
Slowness
✽ Weak
✹ Dam
✦ Def
Grand Magus (Phase 2) Arena of the Legends
GrandMagus(Phase2) Grand Magus
(Phase 2)
75 22500 Ranged Knockback Immune
Slowness Immune
Teleport
Heal
Heavy Slowness
✦ Weak
✽ Dam
✤ Def
Grand Magus (Phase 3) Grand Magus (Phase 1)
GrandMagus(Phase3) Grand Magus
(Phase 3)
75 15000 Rapid Ranged Blindness Immune
Knockback Immune
Teleport
Heal
Meteor
Slowness
✤ Weak
✦ Dam
✦ Def
Grand Magus (Phase 4) Grand Magus (Phase 2)
GrandMagus(Phase4) Grand Magus
(Phase 4)
75 15000 Burst Ranged Knockback Immune
Teleport
Heal
Meteor
Slowness
❋ Weak
✤ Dam
✦ Def
Grand Magus (Phase 5) Grand Magus (Phase 3)
GrandMagus(Phase5) Grand Magus
(Phase 5)
75 70000 Ranged Blindness Immune
Knockback Immune
Teleport
Heal
Meteor
Heavy Slowness
✦ Dam
✦ Def

192 Emeralds

Stave of the Legends

Legend Guard's Plate

Trainer's Pendant

Pearlescent Jewel

More-Pearlescent Jewel
Grand Magus (Phase 4)
LegendTrainer(Steve) Legend Trainer
(Iron)
70 6500 Melee Knockback Immune
Charge
- - Arena of the Legends
LegendTrainer(Alex) Legend Trainer
(Gold)
70 9750 Melee Blindness Immune
Slowness Immune
Charge
- - Arena of the Legends

Minions[]

Accompanying the Grand Magus in the arena are two variants of level 70 Legend Trainers. The first wears gold armour, has 6500 health and deals 400-500 damage per hit, while the second wears iron armour, has 7500 health and deals 300-450 damage. The second, more defensive variant is also slightly slower than its offensive counterpart. Both versions spawn throughout the arena, and are also able to use the Charge spell for rapid movement.

These mobs can be very dangerous while fighting the Grand Magus, even at higher levels, if not dispatched quickly. It is recommended to spend the time to kill the first group of them before engaging the boss, killing any more that spawn as soon as possible before they can swarm and overwhelm the player.

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