![]() Wizards are like Batman their greatest strength lies in preparation. A special currency earned through dungeon runs lets you unlock more, although each major boss defeated gives you a free spell unlock too. There's also a huge number of spells to collect and a lot of fun combat synergies to be learnt between them. You're a mystical martial artist, not an accountant. Beyond your signature charge and your health though, there's no stats to track here. Build up a long enough combo against your enemies and you'll be able to cast a bigger, fancier version of it, akin to a super-move in a fighting game. One of your spell slots is dedicated to a personal 'signature' spell. While I played exclusively on gamepad (mapping the six spells to the face buttons and bumpers), you can play with mouse and keyboard if you so please. While every wizard needs to equip a basic attack spell, usually close range and combo'able, and one evasive spell, you're free to fill your other four active spell slots with whatever you please and fire them off as often as their (surprisingly rapid) cooldowns allow. The heart of Wizard of Legend is feeling like a magical kung-fu master from the word go, even when you're getting your face kicked in by angry dungeon-dwellers. No fate-of-the-world stuff here, just mystical showboating. Wizard of Legend, Contingent99's new action roguelike for one or two players (local only) builds stylishly on the concept, putting you in the swooshy cloak of a mage-in-training, invited to a festival of simulated dungeon-crawling/martial arts exhibition. Who needs MP bars or long casting times when you can just use the elements as extensions of your body? Punch with the force of a boulder, leap like the wind and kick arcs of flame into people's faces. ![]() Ever since Avatar: The Last Airbender (the original cartoon, not the film) did the rounds on TV, the concept of magic as martial arts has been steadily rising in popularity.
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