[Spoilers] Spells Compendium v2.0

This is the forum for helping you out if you're stuck in Grimrock 2 or if you want to discuss about the mysteries of the Isle of Nex. Warning: forum contains spoilers!
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Klezzon
Posts: 107
Joined: Wed Oct 15, 2014 9:12 pm

[Spoilers] Spells Compendium v2.0

Post by Klezzon »

I thought it would be useful to make a thread with every spell combination of the game, in order to help the players to decide on what skills spend more points. [If you see mistake, PM me please, i'll fix them ASAP]

UTILITY SPELL:

Shield (Concentration 1)
SpoilerShow
Spirituality, Balance, Physicality sign
[-][-][-]
[*][*][*]
[-][-][-]
  • Create a magical shield around you. The shield protects from physical damage by increasing your Protection by 25. Each point in concentration skill increase its duration by 10 seconds.
Forcefield (Concentration 2)
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Fire to Air to Water to Earth to Fire sign
[*][*][*]
[*][-][*]
[*][*][*]
  • Create a magical barrier that blocks all movement. Every point in concentration increase spells duration by 2 seconds.
Light (Concentration 2)
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Balance, Life sign
[-][*][-]
[-][*][-]
[-][-][-]
  • Conjure a dancing ball of light thta illuminates your path.
Darkness (Concentration 2)
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Balance, Death sign
[-][-][-]
[-][*][-]
[-][*][-]
  • Negate all magical and non-magical light sources carried by your party.
Darkbolt (Concentration 3)
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Death, Balance, Spirituality sign
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[*][*][-]
[-][*][-]
  • Shoots a ray that engulfs the target in magical darkness.
ELEMENTAL SPELL:

Fireburst (Fire Magic 1)
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Fire sign
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[-][-][-]
[-][-][-]
  • Conjure a blast of fire that deals fire damage to all foes directly in front of you.
Fireball (Fire Magic 3)(Air Magic 1)
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Fire to Air, Physicality sign
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[-][-][*]
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  • A flaming ball of fire shoots from your fingertips causing devastating damage to your foes.
Meteor Storm (Fire Magic 5)(Air Magic 3)
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Fire, Spirituality to Physicality, Air sign
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[*][*][*]
[-][-][-]
  • Unleashes a devastating storm of meteors on your foes.
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Shock (Air Magic 1)
SpoilerShow
Air sign
[-][-][*]
[-][-][-]
[-][-][-]
  • Conjure a blast of electricity that deals shock damage to all foes directly in front of you.
Invisibility (Air Magic 3)(Concentration 2)
SpoilerShow
Air, Physicality, Balance, Death sign
[-][-][*]
[-][*][*]
[-][*][-]
  • Turns you and your friends invisible.
Lightning Bolt (Air Magic 4)
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Air, Life, Balance, Spirituality sign
[-][*][*]
[*][*][-]
[-][-][-]
  • You channel the power of storms through your hands.
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Poison Cloud (Earth Magic 1)
SpoilerShow
Earth sign
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[-][-][-]
[*][-][-]
  • Summons a toxic cloud of poison that deals damage over time.
Poison Dart (Earth Magic 2)
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Earth to Water to Air sign
[-][-][*]
[-][-][*]
[*][*][*]
  • A sizzling venomous bolt of poison shoots from your hand.
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Ice Shards (Water Magic 1)(Earth Magic 1)
SpoilerShow
Earth to Water sign
[-][-][-]
[-][-][-]
[*][*][*]
  • Deathly sharps spikes of ice thrust from the ground hitting your opponent in a line. Every point in water magic increases the spell's range by one.
Dispel (Water Magic 1)(Concentration 1)
SpoilerShow
Fire to Air, Physicality to Spirituality, Earth to Water sign
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[*][*][*]
[*][*][*]
  • Shoots a ray that damage elementals.
Frostbolt (Water Magic 3)(Air Magic 1)
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Water to Air sign
[-][-][*]
[-][-][*]
[-][-][*]
  • 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.
ELEMENTAL SHIELD SPELL:

Fire Shield (Fire Magic 3)(Concentration 3)
SpoilerShow
Fire to Balance and back to Fire sign
[*][*][-]
[*][*][-]
[-][-][-]
  • Creates a magical shield reducing fire damage against the party.
Shock Shield (Air Magic 3)(Concentration 3)
SpoilerShow
Air to Balance and back to Air sign
[-][*][*]
[-][*][*]
[-][-][-]
  • Creates a magical shield reducing shock damage against the party.
Poison Shield (Earth Magic 3)(Concentration 3)
SpoilerShow
Earth to Balance and back to Earth Air sign
[-][-][-]
[*][*][-]
[*][*][-]
  • Creates a magical shield reducing poison damage against the party.
Frost Shield (Water Magic 3)(Concentration 3)
SpoilerShow
Water to Balance and back to Water sign
[-][-][-]
[-][*][*]
[-][*][*]
  • Creates a magical shield reducing cold damage against the party.
Ayren
Posts: 1
Joined: Thu Apr 26, 2012 3:15 pm

Re: [Spoilers] Spells Compendium v2.0

Post by Ayren »

OMG thx bro you are my Hero!

btw how strong is the Meteor spell, Is it useful ?
Ichthyic
Posts: 136
Joined: Fri Oct 17, 2014 1:24 am

Re: [Spoilers] Spells Compendium v2.0

Post by Ichthyic »

now we need the same for potion recipes...
Rygaros
Posts: 2
Joined: Sat Oct 18, 2014 11:19 am

Re: [Spoilers] Spells Compendium v2.0

Post by Rygaros »

Good job. The light spell was a huge advantage. And now the choice wasnt hard if I should grab the orb or the rope in the Cache...rope :D
Tiraon
Posts: 8
Joined: Wed Oct 15, 2014 10:38 am

Re: [Spoilers] Spells Compendium v2.0

Post by Tiraon »

Ayren wrote:btw how strong is the Meteor spell, Is it useful ?
very, but requires a lot of energy and timing is also quite tricky...
User avatar
Saice
Posts: 399
Joined: Mon Apr 16, 2012 11:17 pm
Location: Level 14 Mount Grimrock

Re: [Spoilers] Spells Compendium v2.0

Post by Saice »

I am sad to find out if you willing to drop two spells you can cast everything with only 3 points in each mage skill.
It is pitch black. You are likely to be eaten by a grue.
My end game stats LoG 1st play through
N'Zembwa
Posts: 53
Joined: Thu Oct 16, 2014 9:36 pm

Re: [Spoilers] Spells Compendium v2.0

Post by N'Zembwa »

You can put spells runes images exactly like in game instead of writing signs.
sergregor
Posts: 43
Joined: Wed Apr 18, 2012 11:13 am

Re: [Spoilers] Spells Compendium v2.0

Post by sergregor »

Seems to me the spells are horribly imbalanced again, hmm?

Earth Magic is just as terrible as it was in the first game. The only use I've found for putting one point into it (besides Ice Shards for early game but that quickly becomes obsolete) is to cast poison cloud through closed grates and kill things for free. But that takes forever.

I'm thinking the optimal caster would have 3 points in fire, 4 points in air and 3 points in water and the rest in concentration. That should let you cast every usefull spell in the game, unless Meteor Storm is useful; haven't seen it yet.
User avatar
Saice
Posts: 399
Joined: Mon Apr 16, 2012 11:17 pm
Location: Level 14 Mount Grimrock

Re: [Spoilers] Spells Compendium v2.0

Post by Saice »

sergregor wrote: I'm thinking the optimal caster would have 3 points in fire, 4 points in air and 3 points in water and the rest in concentration. That should let you cast every usefull spell in the game.
Honestly I would probably even skip lighting bolt and just go with 3 in air

edit: and maybe put 1 in earth for the ice shards they are a nice line attack early game.
It is pitch black. You are likely to be eaten by a grue.
My end game stats LoG 1st play through
sergregor
Posts: 43
Joined: Wed Apr 18, 2012 11:13 am

Re: [Spoilers] Spells Compendium v2.0

Post by sergregor »

I didn't find Ice Shards particularly good. You face a lot of enemies weak to fire and poison early on; by the time you face things weak to ice, shards will be obsolete. Plus if you don't waste a point in earth you can rush Frost Bolt really early which is probably the best spell in the game. It's not worth dumping a whole skill point into a useless skill tree (earth magic) just so you can have a soon-to-be-obsolete spell with mediocre damage and high energy cost.

Given the choice between 1 point in earth for ice shards VS 1 extra point in air for lightning bolt I think the choice is pretty clear. But I agree you could get by without either. All you really need I think is frost bolt and fireball, which is convenient because they both involve air.

I formerly thought that humans would make good spellcasters due to the extra skill point but I now realize how few points you actually need.
Last edited by sergregor on Sun Oct 19, 2014 6:19 am, edited 1 time in total.
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