It’s not so bad if you buy it with gold in a dungeon, but saving up Chaos Gems for something in town only to find it doesn’t fit with your playstyle is a huge disappointment. Unfortunately there’s no way to know what something does until you’ve already purchased it, and with more than a hundred spells and relics you’re bound to buy something you won’t end up using. Each of these will have significant impact on how your attempt will play out, and it’s a good idea to practice your combos on the training dummies before heading below. ![]() Finding these stores while exploring is useful because once you’ve found the room with the level boss, you can warp between them at will.īefore beginning a run you’ll prepare by selecting four spells, one relic, and a cape. There’s even some strange shops that will offer to buy your relics, or a pi ñata who taunts you into delivering the most punishing combo you can. These vary in what they offer, but you might find a sinister person giving away cursed items, a dressmaker who’ll shine up your cape, or more standard shops offering relics and Arcana. The dungeons contain many NPCs, and there are always three shops on every level. You’ll spend a lot of time dashing to avoid incoming projectiles or clear pits, and it’s pretty satisfying knocking monsters into hazards. On the other hand, the three flavors of dungeons are all pretty, but there’s not much different about them except the types of traps you may encounter. It plays out a little like a twin-stick shooter, and you’ll need to aim your spells carefully to get the most out of them. Some enemies have resistances or weakness to a certain element, but none are completely immune so it’s not totally punishing to specialize.įighting the assorted monsters is a lot of fun, and building a perfect combo from the spells you have available will certainly lead to no end of theorycrafting. You’ll start with some basic Wind and Fire spells, but can later learn some from the Water, Earth, and Lightning circles. As a wizard, all of your attacks are done with spells (here called “Arcana”), each of which falls into one of five elemental categories. Button mashers won’t make much headway here though, as success has more to do with managing your spells’ cooldowns and avoiding incoming damage. The combat is very deep, with every attack assigned to a different button. Completing the entire string of dungeons will allow you to claim the title “Wizard of Legend.” ![]() The two levels preceding each of these masters are themed around their element, though they show up in a random order each time you make an attempt. Every third level is a fight against one of the three main bosses, wizards who’ve dedicated their lives to the study of Fire, Ice or Earth magic. ![]() The main goal is to clear 10 dungeon levels, fighting a miniboss at the end of each stage. You wake up in a small house populated by talking furniture, and from there it’s up to you to start challenging other wizards fool enough to stand in your way. It’s a clever way to introduce movement and combat to a novice, though I doubt anyone will be shocked by the time vortex that opens and sends your character back to Ye Olden Dayes to participate in the Actual Chaos Trials For Real. The local museum is hosting an exhibition about the Chaos Trials wizards participated in hundreds of years ago, and the game’s tutorial level walks you through the grand opening. Wizard of Legend puts you in the cape of an aspiring magician and cosplay enthusiast, the type of person who dresses up before going to a museum exhibit.
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