planning a magic user: Off-hand staves? Spell list?

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Chronokill
Posts: 1
Joined: Thu Oct 16, 2014 8:24 pm

Re: planning a magic user: Off-hand staves? Spell list?

Post by Chronokill »

Jaelus wrote:It would be nice to see a spoiler free-ish list (no scroll locations or runes) of the spells and how many rank of each skill they require to cast, just for magic-user skill planning purposes.
Stolen from Reddit (http://www.reddit.com/r/grimrock)
SpoilerShow
Air Spells

Name: Shock
Reqs: Air Magic 1
Sign: Air
Info: Conjures a blast of electricity that deals shock damage to all foes directly in front of you.

Name: Invisibility
Reqs: Air Magic 3, Concentration 2
Sign: Air, Physicality, Balance, Death
Info: Turns yourself and your friends invisible.

Name: Shock Shield
Reqs: Air Magic 3, Concentration 3
Sign: Balance, Life, Air, Physicality, Balance
Info: Creates a magical shield reducing shock damage against the party.

Name: Lightning Bolt
Reqs: Air Magic 4
Sign: Spirituality, Balance, Life, Air
Info: You channel the power of storms through your hands.

Earth Spells

Name: Poison Cloud
Reqs: Earth Magic 1
Sign: Earth
Info: Summon a toxic cloud of poison that deals damage over time.

Name: Poison Bolt
Reqs: Earth Magic 2
Sign: Earth, Death, Ice, Physicality, Air
Info: A sizzling venomous bolt of poison shoots from your hands.

Name: Poison Shield
Reqs: Earth Magic 3, Concentration 3
Sign: Balance, Death, Earth, Spirituality, Balance
Info: Creates a magical shield reducing poison damage against the party.

Fire Spells

Name: Fireburst
Reqs: Fire Magic 1
Sign: Fire
Info: Conjures a blast of fire that deals fire damage to all foes directly in front of you.

Name: Fireball
Reqs: Fire Magic 3, Air Magic 1
Sign: Fire, Life, Air, Physicality
Info: A flaming ball of fire shoots from your fingertips causing devastating damage to your foes.

Name: Fireshield
Reqs: Fire Magic 3, Concentration 3
Sign: Balance, Life, Fire, Spirituality, Balance
Info: Creates a magical shield reducing fire damage against the party

Name: Meteor Storm
Reqs: Fire Magic 3, Air Magic 3
Sign: Fire, Spirituality, Balance, Physicality, Air
Info: Unleashes a devastating storm of meteors on your foes.

Water Spells

Name: Ice Shards
Reqs: Water Magic 1, Earth Magic 1
Sign: Earth, Death, Ice
Info: Deathly sharp spikes of ice thrust from the ground hitting your opponents in a line. Every point in Water Magic increases the spell's range by one.

Name: Dispel
Reqs: Water Magic 1, Concentration 1
Sign: Fire, Life, Air, Physicality, Balance, Spirituality, Earth, Death, Ice
Info: Shoots a ray that damages elementals.

Name: Frostbolt
Reqs: Water Magic 3, Air Magic 1
Sign: Air, Physicality, Ice
Info: You hurl a bolt of ice death dealing ranged damage and freezing your opponents. Every point in Water Magic increases the probability and duration of the freezing effect.

Name: Frost Shield
Reqs: Water Magic 3, Concentration 3
Sign: Balance, Death, Ice, Physicality, Balance
Info: Creates a magical shield reducing cold damage against the party.

Utility Spells

Name: Shield
Reqs: Concentration 1
Sign: Spirituality, Balance, Protection
Info: Creates a magical shield around you. The shield protects from physical damage by increasing your Protection by 25. Every point in concentration skill increases spell's duration by 10 seconds.

Name: Darkness
Reqs: Concentration 2
Sign: Death, Balance
Info: Negates all magical and non-magical light sources carried by your party.

Name: Light
Reqs: Concentration 2
Sign: Light, Balance
Info: Conjures a dancing ball of light that illuminates your path.

Name: Force Field
Reqs: Concentration 2
Sign: Fire, Light, Air, Physicality, Ice, Death, Earth, Spirituality, Fire
Info: Creates a magical barrier that blocks all movement. Every point in Concentration increases spell's duration by 2 seconds.

Name: Darkbolt
Reqs: Concentration 3
Sign: Death, Balance, Spirituality
Info: Shoots a ray that engulfs the target in magical darkness.
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Jaelus
Posts: 25
Joined: Sun Apr 29, 2012 6:12 am

Re: planning a magic user: Off-hand staves? Spell list?

Post by Jaelus »

Ok so based on how incredibly powerful Frostbolt was in LoG1 I think I have a good spell progression for a Water/Air Mage.
SpoilerShow
Level 1 - Start with 1 point in Water and 1 point in Air. The point in Air will get you the Shock spell so you have an attack spell right off the bat.
Level 2 - Put a second point in Water. (No immediate effect)
Level 3 - Put a third point in Water. This will allow you to cast Frostbolt at the earliest possible time.
Level 4 - Put a point in Concentration to unlock both Shield and Dispel.
Level 5 - Put a second point in Concentration to unlock Darkness, Light, and Force Field.
Level 6 - Put a point in Earth to unlock both Poison Cloud and Ice Shards.
Level 7 - Put a second point in Air. (No immediate effect)
Level 8 - Put a third point in Air to unlock Invisibility.
Level 9 - Put a third point in Concentration to unlock Darkbolt, Frost Shield, and Shock Shield.
Level 10 - Put a fourth point in Air to unlock Lightning Bolt.
Level 11+ whatever you like

You can forego the point in Earth at level 6 if you want to get Invisibility at level 7 instead of 8, but you delay (or miss out on) both Poison Cloud and Ice Shards to do so.

A Human can get Invisibility by level 6 by starting with an extra point in Concentration, but they still can't get Frostbolt before level 3.
ByFstugan
Posts: 75
Joined: Wed Aug 31, 2016 10:36 pm

Re: planning a magic user: Off-hand staves? Spell list?

Post by ByFstugan »

About Frostbolt and Water magic... it seems that one doesn't need more than level 3 in order to USE all water spells - however, the good thing with Frost Bolt is imho mainly that it can freeze targets, and the longer the better.

So, then it's good that Frost Bolt get higher chance and longer time to freeze per water magic level.

Now I wonder ... HOW MUCH HIGHER CHANCE and HOW MUCH LONGER TIME?!?!? woulnd't that be very good if it was printed out - or have I missed it? If not, anyone who knows the increase?
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