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Legend of Grimrock II Game Guide by gamepressure.com

Legend of Grimrock II Game Guide

Table of Contents

Mage | Classes Legend of Grimrock II Guide

Last update: 01 June 2016

Mage - master of destruction. - Mage - Assembling your team - Legend of Grimrock II - Game Guide and Walkthrough
Mage - master of destruction.

The next step is to create a character who will be using magic powers - a typical mage. Such hero will be specializing in using destructive spells drawn from four schools of magic (elements). In this build, we will be creating a strong Battle Mage, who will stand in the first line, right next to the warrior and will attack enemies using the Fire element.

Race

The choice is once again very obvious. Insectoid is a race which is the best for this role, mostly because of its extra points in Willpower (+2). 50% chance of avoiding being wounded and a small bonus in Strength (+1) makes this race the most suitable one for being a Battle Mage, which we will now describe.

Class

There are two classes that match the mage archetype, which besides their common characteristics (fighting using magic) differ from one another with their strategy during battles

Battle Mage is a specialization designed for mages that do not fear direct confrontations and are able to fight in the first line, mainly because of their increased Health (+50, +5 per level), Energy (50, +5 per level) and also solid bonuses in Protection and Resistances. Battle Mage has 50% weight reduction of the armor he wears, 10 extra points in Protection and 10 extra points in all Resistance when using a Staff or an Orb (despite the fact that this class can cast spells with bare hands).

Wizard is a more conservative class, which, because of its lower Resistance and Protection, should stay in the back and support team members with spells. Besides a slightly different (than in the case of Battle Mage) Health bar (35, +3 per level), Energy (50, +7 per level) and an identical bonus (casting spells with bare hands), Wizard also receives 2 extra points in Willpower (it gives this class more Energy and faster regeneration).

Because of the fact that we search for a second hero to stand next to the warrior and we also look for a more concrete character, we select Battle Mage. Of course, this configuration will work only if the character created before (the assassin type) is a marksman. If we prefer to have a light warrior in our team, who will attack the enemy using two weapons at once, then Wizard should fill the empty place in the second line. It is not difficult to notice that no armor or additional protection will be then necessary to him, so all the potential of Battle Mage class will be useless. In other words: Either marksman and Battle Mage or light warrior and Wizard.

Primary Abilities

Our priority here is the Willpower ability, which increases Energy, its Regeneration Rate and also increases Resistance to Cold. This part is relatively clear, but choosing the second ability may be a bit difficult. As Insectoid, we have a slight bonus in Strength, but choosing a profession connected to using magic automatically blocks the Damage statistic, which is responsible for physical damage. Because of that, investing only in Maximum Load and Resistance to Fire doesn't make much sense. A much better idea - especially in the case of Battle Mage, who stands in the first line - will be Vitality, which increases our Health bar.

Traits

Only four of all the Traits available are suitable for a mage type character.

Aura adds 20 points in Energy.

Strong Mind adds 2 points in Willpower.

There are also two special Traits available only for Insectoid.

Chitin Armor adds 10 points in Protection.

Quick reduces the cooldown between all the actions by 10%.

In such case, the choice is very easy. Both Traits are of medium use to the mage specialization, so we will focus on Aura and Strong Mind, which influence the amount of Energy, its Regeneration Rate and also Resistance to Cold. On the other side, when choosing a Battle Mage, you can also consider Chitin Armor, which will connect nicely to the natural bonus of this profession (together 20 points in this statistic).

Skills

There's not much sense in going crazy with the amount of skills that we want to develop and distributing points everywhere. The best thing to do is to choose two skills that we want to master (achieve level five) and after doing so, consider developing and additional skill.

When talking about Wizard and Battle Mage, the skills to consider would be the following

Concentration increases Energy by 20 points per skill level. On level three, Energy Regeneration Rate when resting increases by 25%.

Fire Magic increases damage connected to Fire Element by 20% per skill level. On level five, Resistance to Fire is increased by 50 points.

Air Magic increases damage connected to Shock Element by 20% per skill level. On level five, Resistance to Shock is increased by 50 points.

Earth Magic increases damage connected to Poison Element by 20% per skill level. On level five, Resistance to Poison is increased by 50 points.

Water Magic increases damage connected to Cold Element by 20% per skill level. On level five, Resistance to Cold is increased by 50 points.

The first one of this skills is a must for a mage type hero, but from the rest of them, you should choose only one and focus on developing it. Limiting our character's specialization to only one type of damage doesn't mean that he becomes useless when fighting some types of enemies. All spells in the game, no matter of the type of damage, deal damage to the enemies, but some spells may do more harm and some less, because of individual resistances of particular units. When choosing such strategy, the spells that belong to our specialization will become stronger with every level and we will receive additional points in the resistance statistic connected to the element. Of course, it doesn't mean that we won't have the opportunity to be more universal and invest in some other element, to increase our chances when fighting certain types of enemies. As a third skill, Battle Mage can choose for example Armor, which increases his protection from physical damage.

Armor increases Protection value of all the armor type pieces of equipment by 5% per skill level. On level two, the hero can wear Light Armor without any movement penalties and on level four, heavy armor analogically.

If we fear, that our Battle Mage won't do well when fighting stronger enemies (because of low Protection), we can develop this skill a bit earlier (introduce it before mastering the two previous ones).

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