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Game News Legend of Grimrock 2 Races & Classes Revealed

Infinitron

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Tags: Almost Human Games; Legend of Grimrock 2

Two days before the game's release, the official Legend of Grimrock 2 blog gives us a comprehensive listing of the game's races and classes. The selection of races is fairly similar to the first game's, minus the addition of the Ratling. The classes, on the other hand, have been completely overhauled. I quote:

Classes in Grimrock 2 are more flexible than in Grimrock 1. The classes give the characters a starting point and nudge towards a path without forcing it upon them. Every class can advance in the 16 available skills as they like. For example, nothing is stopping your Fighter to learn some magic as long as you advance your Fighter in the spell casting skills.

The classes determine your character’s health and energy and special abilities. The classes are:

Alchemist: Alchemists are the masters of potion brewing. Herbs automatically grow in the alchemist’s inventory during his journey on the island. Alchemists are also proficient with firearms (firearms have 50% less chance to malfunction).

Barbarian: Barbarians do not care about finesse in combat. Instead they rely on raw power and speed. Barbarians Strength is increased by 1 for every level they gain. Barbarians start with the largest amount of health points of all classes and their health grows rapidly as they gain levels.

Battle Mage: Battle Mages are comfortable with fighting in the front row as well as blasting with spells from the back row. They gain moderate amount of health and energy at 1st level. Like Wizards they are natural spellcasters and can cast spells with their bare hands. In addition, when a Battle Mage is equipped with a staff they gain bonuses to their defense.

Fighter: Fighters are masters of close combat. They are great at using special attacks of melee weapons (special attacks with melee weapons take half the time to build up and cost 25% less energy).

Knight: Knights believe that good preparation is the key to triumph in combat. Knight’s Protection value increase by 1 point per level and they are masters of using armor (weight of equipped armor is reduced by 50% and Evasion bonus of equipped shields is increased by 50%).

Rogue: Rogues are stealthy warrior who usually fight with ranged weapons or light melee weapons. When dual wielding they suffer only 25% penalty to weapon damage (normally 40%). Also their chance of scoring a critical hit with missile or throwing weapons is increased by 1% per level.

Wizard: Wizards are natural spellcasters who can cast spells with bare hands. For added effect they sometimes use enchanted staves and orbs to enhance their spellcasting abilities. Wizards have low health but high energy. They also get +2 bonus to their Willpower.

In addition there is a secret eighth class. You have to wait until Wednesday to find out yourself what it is. It is meant for advanced players and changes a core aspect of the game in a radical way.

Your character can also be customized by picking two traits and leveling up two skills of your choise (three if you have the Skilled trait). You can also pick your portrait from the 48 beautiful portraits available. If you can’t make up your mind about some aspect of character creation you can also let the fate decide: name, race, class, attribute scores, skills and traits can all be randomized if you so prefer. Oh, the random name generator has been updated. Say hello to Vaedar Dragonchild and Gamzam Fellsinger!
Oh yeah, now we're talking. Eight classes - no more of that banal Fighter/Mage/Rogue stuff. I wonder what the eighth one is, though. Return of Toorum?
 

bloodlover

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I'm curious to see how the herb growth is on the alchemist. Making potions on the spot is really sweet though I hope it won't be gamebreaking. Do they also count as ranger classes? I see that alchemists and rogues get some ranged weapons bonus but there's no dedicated ranged class.
 

Greatness

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Cautiously looking forward to this. The lame character system from the first one is the main reason I never finished it. Still would prefer turn based combat rather than the "tile-dancing", but the game's probably only ~12 hours long so it doesn't bother me that much.
 

MicoSelva

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I liked the puzzles and dungeon design in the original (even if I am not much of a fan of pure dungeon crawling), but the combat system and almost no plot caused me to lose interest in the game halfway through. This one looks like it improves some aspects (outside areas - yes please), but unless they go turn based (they will not) or create a gripping and interesting story (doubtful), I am skipping this one.
 

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