Legend of Grimrock Guide

The Mage Class Guide for Legend of Grimrock

The Mage Class Guide

Overview

Guide includes: Mage Class short description Skill Trees Spells Formula Alchemy RecipesWill add more information soon.

The Mage Class

Originally posted by Legend of Grimrock:

Studying arcane knowledge lets mages tap into the forces of nature and elements and form them into powerful spells

The Mage class based on using magical power, which provide damage output and a few helpful support abilities for the party.
Sorcerers have six skill trees: four based on Elementals: Air, Earth, Fire and Ice; and two based on Wizardry: Spellcraft and Staff Defense.

  • Starting Health: Humans – 35; Minotaurs – 45; Lizardmen – 35; Insectoids – 30

The Elementals Skills

These skills represent Mage training in Elementals Magic. Spellcaster obtain the power to cast new spells and increase the efficiency of spells under advance in this skill. In order to cast a spell magician also need to know correct rune spell formula.

Air Magic:
Level
Ability Gained
4
Spell: Shock
5
Resist Shock +10
9
Spell: Enchant Shock Arrow
11
Dexterity +1
14
Spell: Lighting Bolt
17
Resist Shock +10
19
Spell: Invisibility
22
Spell: Lightning Shield
25
Dexterity +1
27
Improved Lightning Bolt (Lightning Bolt spells become much more powerful)
30
Resist Shock +10
32
Circle of Protection, Air (All party members gain Resist Shock +25)
35
Dexterity +1
39
Resist Shock +10
44
Dexterity +1
50
Air Mastery (Resist Shock +100)

Earth Magic:
Level
Ability Gained
3
Spell: Poison Cloud
7
Spell: Poison Bolt
9
Resist Poison +10
11
Spell: Enchant Poison Arrow
13
Spell: Poison Shield
17
Vitality +1
19
Resist Poison +10
23
Improved Poison Bolt (Poison Bolt spells become much more powerful)
26
Vitality +1
29
Resist Poison +10
32
Circle of Protection, Earth (All party members gain Resist Poison +25)
35
Vitality +1
39
Resist Poison +10
44
Vitality +1
50
Earth Mastery (Resist Poison +100)

Fire Magic:
Level
Ability Gained
2
Spell: Fireburst
6
Resist Fire +10
7
Spell: Enchant Fire Arrow
10
Strength +1
13
Spell: Fireball
16
Spell: Fire Shield
19
Resist Fire +10
21
Strength +1
24
Improved Fireball (Fireballs become much more powerful)
28
Resist Fire +10
32
Circle of Protection, Fire (All party members gain Resist Fire +25)
35
Strength +1
39
Resist Fire +10
44
Strength +1
50
Fire Mastery (Resist Fire +100)

Ice Magic:
Level
Ability Gained
3
Spell: Ice Shards
5
Resist Cold +10
7
Spell: Enchant Frost Arrow
10
Willpower +1
13
Spell: Frostbolt
16
Resist Cold +10
19
Spell: Frost Shield
21
Willpower +1
24
Improved Frostbolt (Frostbolt spells become much more powerful)
28
Resist Cold +10
32
Circle of Protection, Ice (All party members gain Resist Cold +25)
35
Willpower +1
39
Resist Cold +10
44
Willpower +1
50
Ice Mastery (Resist Cold +100)

The Wizardry Skills

Spellcraft:

Spellcraft skill represents Mage overall progress in the way of magic. Advancing in this skill enables spellcaster to cast more spells before exhausting his energy reserve.

Level
Ability Gained
2
Willpower +1
5
Spell: Light
5
Spell: Darkness
6
Energy +10
8
Willpower +1
10
Combat Caster (25% faster spell casting)
12
Energy +10
15
Willpower +1
18
Improved Combat Caster (50% faster spell casting)
22
Energy +10
26
Willpower +1
30
Energy +10
34
Willpower +1
38
Energy +10
42
Willpower +1
46
Energy +10
50
Archmage (Spell energy costs are reduced by 50%)

Staff Defense:

This skill improves Mage‘s defensive abilities.

Level
Ability Gained
2
Protection +1
5
Evasion +5
8
Health +10
11
Protection +2
14
Light Armor Proficiency (No penalties from wearing light armors)
18
Evasion +5
22
Health +10
27
Evasion +5
32
Health +10
37
Protection +2
42
Evasion +5
50
Staff Master (Protection +10, Evasion +30)

Runes Overview

Legend of Grimrock has a unique spellcasting system based on runes combination. The spellcaster needs to be skilled enough in the relevant magic type to cast the spell. Scrolls describing different rune combinations can be found in the dungeons but a resourceful wizard may discover some by experimenting.

  • To cast a spell, right-click on the Mage‘s hand or wand, and enter the rune formula for chosen spell then press ‘cast‘ button.
Runes:

FIRE. The first rune is fire, one of the elements. Elements are a major group in the runes. There are four elements and all of them reside in the corners of the pattern. Fire magic is very suitable for destructive powers and fire is the rune of strength.

LIFE. This rune represents health, bravery, creation and light. It is a common rune in spells that aid and assist but it can also be used in creating or modifying matter. Life is the opposing force of death.

AIR. The element of air not only covers the air that we breathe but also the sky, storms and gases. It is also often used in conjunction with other less buoyant elements to help them float or fly and air is the rune of dexterity.

SPIRITUALITY. This rune represents the immaterial world: the things that have no matter but which still exist. It is used for invoking the forces of the mind, thought and spirituality. It is useful in spells that either enhance or disrupt the psyche of beings or to surpass the barriers of mundane senses.
BALANCE. This is the central rune that all the other runes are bound to and it has no opposite. It represents everything, wholeness and unity. This is the invisible force that binds everything together while keeping them apart. Mortal spellcasters can only exploit a tiny sliver of the vast potential of this force and they usually use it to amplify their spells to affect larger wholes.
PHYSICALITY. This represents the material world and strong physical forces. It helps otherwise immaterial things attain a more stable physical form or adds to the strength of otherwise weak phenomena. Physicality is the opposing force of spirituality.

EARTH. A strong and stable element, earth can be useful in bolstering defenses or for tapping power from the surrounding masses of rock, moss and plants. Earth is the rune of vitality and the opposing element of air.

DEATH. This rune is the force of vile deeds, cowardice, destruction and darkness and it is a very potent power for deception or causing harm to others.

ICE. Ice is the source element of powerful freezing spells that can harm or slow others. Ice is the rune of willpower and the opposing element of fire.

Runes Spells Formula

Air Magic Spells:

Shock:


Air Magic Level: 4

  • Caster creates a quick shocking energy in front of party
  • Continues damage for awhile at hitspot
Enchant Shock Arrow:


Air Magic Level: 9

  • Caster imbues arrows with electricity
  • Arrows are enchanted with shock damage
  • Mage needs to hold an arrow in other hand

Lightning Bolt:


Air Magic Level: 14 (Upgrades at 27)

  • Caster launches a longrange bolt of electricity
  • Continues damage for awhile
Invisibility:


Air Magic Level: 19

  • Caster reflects the light around the party, making it invisible
  • Party members can not be seen by enemies
Shock Shield:


Air Magic Level: 22

  • Caster creates a thin layer of shock-repelling air around the party
  • Shock Resist +25 for complete party

Earth Magic Spells:

Poison Cloud:


Earth Magic Level: 3

  • Caster creates a poisonous gas cloud in front of him
  • Continues damage for awhile at hitspot
Poison Bolt:


Earth Magic Level: 7 (Upgrades at 27)

  • Caster launches a longrange stream of poison
  • Continues damage for awhile at hitspot
Enchant Poison Arrow:


Earth Magic Level: 11

  • Caster imbues arrows with toxic fumes
  • Arrows are enchanted with poison damage
  • Mage needs to hold an arrow in other hand

Poison Shield:


Earth Magic Level: 13

  • Caster stimulates the party member’s blood with antivenom
  • Poison Resist +25 for complete party

Fire Magic Spells:

Fireburst:


Fire Magic Level: 2

  • Caster creates a quick burst of fire in front of him

Enchant Fire Arrow:


Fire Magic Level: 7

  • Caster imbues arrows with fire
  • Arrows are enchanted with fire damage
  • Mage needs to hold an arrow in other hand

Fireball:


Fire Magic Level: 13 (Upgrades at 24)

  • Caster launches a long-range fire ball

Fire Shield:


Fire Magic Level: 16

  • Caster creates a thin layer of heated air around the party
  • Fire Resist +25 for complete party

Ice Magic Spells:

Ice Shards:


Ice Magic Level: 3

  • Caster shoots a flurry of ice shards in front of him
  • Extends further with experience
Enchant Frost Arrow:


Ice Magic Level: 7

  • Caster imbues arrows with ice
  • Arrows are enchanted with ice damage
  • Mage needs to hold an arrow in other hand

Frostbolt:


Ice Magic Level: 13 (Upgrades at 24)

  • Caster launches a longrange frost bolt
  • Chance to freeze enemies in place temporarily
Frost Shield:


Ice Magic Level: 19

  • Caster creates a thin layer of cold air round the party
  • Frost resist +25 for complete party

Spellcraft Spells:

Light:


Spellcraft Level: 5

  • Caster focuses a beam of light
  • Provided a blue light which removes the parties dependency on torches
  • Illuminates the area around, longer then normal torch duration

Darkness:


Spellcraft Level: 5

  • Caster creates a shroud of darkness
  • Extinguishes light around the caster, and cancels the effect of the Light Spell
  • Does not effect torches mounted to walls and has no other benefit

Alchemy Overview

Mage‘s best friend is Alchemy, the knowledge of potions creation. In order to create them, sorcerer need a Mortar and Pestle, an empty Flask and some Ingredients.

  • Mortar and Pestlecan can be found in a Sack at the end of Level 2.

Ingredients:

Tar Bead:
  • A rare herb that grows in swamps and other moist areas. It is known for its potent healing properties.
Blooddrop Blossom:
  • Blooddrop Blossom grows in places where great battles have been fought. Witches of the North use them in dark rituals.
Milkreed:
  • Milkreed is a very delicate plant and very hard to grow. It is used for treating diarrhea and other digestion symptoms.
Cave Nettle:
  • A fairly common herb that flourishes in dark places. It is used to treat snake bites in a prepared form.
Slime Bell:
  • A pearl like plant with very hard shell. It is used for curing rheumatism, cramps and back problems.
Grim Cap:
  • A delicious mushroom commonly found in damp underground caves. The legendary Master Chef of Nothampton Palace values them highly as an important ingredient in his finest soups.
  • Can be use as food.

Alchemy Recipes

  • Ingredients location does not matter.
Healing Potion:

Ingredients:

  • 1 Flask
  • 1 Tar Bead

Instantly restores 50 Health.

Energy Potion:

Ingredients:

  • 1 Flask
  • 1 Blooddrop Blossom

Instantly restores 75 Energy.

Antivenom:

Ingredients:

  • 1 Flask
  • 1 Cave Nettle

Cures Poison.

Poignant Potion:

Ingredients:

  • 1 Flask
  • 2 Cave Nettle

Inflicts Poison status.

Antidote:

Ingredients:

  • 1 Flask
  • 1 Slime Bell
  • 1 Tar Bead

Cures Disease.

Speed Potion:

Ingredients:

  • 1 Flask
  • 1 Milkreed
  • 1 Blooddrop Blossom

Cooldown times halved.

Sulphurous Potion:

Ingredients:

  • 1 Flask
  • 1 Cave Nettle
  • 1 Blooddrop Blossom
  • 1 Grimcap

Rage (Attack Power +10, Evasion -10)

Conclusion

Hope this guide will be useful

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