Wizard of Legend drops you into the Chaos Trials, a 10-floor dungeon where every button casts a spell and every death sends you back to the start. Contingent99 built the game around speed: quick reflexes, chained arcana, and a procedurally generated gauntlet that never quite repeats itself. It came out in May 2018, funded through Kickstarter in 2016, and it earns a 7.4.
Trailer, via Contingent99.
The Chaos Trials and the Council of Magic
The setup is thin but clean. Every year in the City of Lanova, the Council of Magic holds the Chaos Trials to decide who is worthy of the title Wizard of Legend. You play a wizard chasing fame and glory, fighting through conjured enemies and council members to claim it.
The game’s own description puts it plainly:
“Combine powerful spells and quick reflexes to overcome all of the challenges and become a Wizard of Legend!”
That is the pitch Contingent99 shipped with.
Arcana, Relics, and Outfits
Combat runs on arcana: a basic attack, an evade, a signature spell, and standard arcana that fill out your kit. You chain them into combination attacks, and the chaining is where the game gets its teeth. Shops on each floor sell new spells and relics, the passive upgrades. Chaos Gems are the persistent currency, spent on spells you keep and on Outfits that change your starting stats.
| Item | Cost | Effect |
|---|---|---|
| Arcana | Money or Chaos Gems | Spells for combat and traversal |
| Relics | Money or Chaos Gems | Passive upgrades |
| Outfits | Chaos Gems | Alters starting health, defense, or damage |
The robe locks once you enter the dungeon. You can only boost it through an NPC.
The Random Shop Problem
Each floor holds three shops. Two are run by the same NPC. The third is a random NPC with functions ranging from selling relics to healing to stat increases, and it usually carries a downside. The game wants you to look before you touch.
That is a good instinct. A random shop with a hidden penalty can undo a run you have spent building, and the source notes the game does not always make the cost plain. Frustration here is not difficulty. It is opacity.
Three Bosses and a Final One
The dungeon runs ten floors with three major bosses and a final boss. The bosses are the best argument for the game. The procedurally generated floors keep the run fresh, though the room layouts repeat more than the genre’s best.
Wizard of Legend does not reinvent the roguelike. It executes it with speed and a spell system that rewards mastery. The random shop and the robe lock are friction, not depth. But at 7.4, this is a game worth your time if you want a fast dungeon crawler that respects your reflexes.
Get the Notebook.
The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.





