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|Receive signature charge when healed!|
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.
- 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.
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.