Legends of Amberland II

Legends of Amberland II

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spell list and/or to-hit formula?
Does anyone know to-hit formula for amberland 2?

And/or is there spell list, like there is one for Amberland?

I like to plan my party strategically, so I'd really love knowing how game mechanics works and which classes have access to which spells, but I can not find that information anywhere.
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Showing 1-15 of 15 comments
https://www.gog.com/forum/legends_of_amberland_the_forgotten_crown/list_of_all_spells

The spell progression is the same in Amberland 2, but the damage is higher I believe. Not sure about hit chances.
dimdim37 Mar 21 @ 7:44am 
Originally posted by Frostfeather:
https://www.gog.com/forum/legends_of_amberland_the_forgotten_crown/list_of_all_spells

The spell progression is the same in Amberland 2, but the damage is higher I believe. Not sure about hit chances.

It does appear to me that at least some spells are new (or changed old ones), at least based on patch notes (e.g. mage knight getting resist elements. There is no resist elements in the original... there is amplified elements, but from what I understand it can not work same way with new resistances).
The issue here is that for me, spells are a major reason to choose certain classes, and not knowing how it work it seems that I'd be doing that somewhat randomly -- not a problem from the adventure point of view, but is an issue from strategy one, which is an aspect I enjoyed in the original. Unless class can be changed later? But I don't think it can be, right?
As far as I could tell, that list is at least 99% accurate, which should be enough for group building. Maybe there's a better list for the sequel out there.

Or... if I know more about what group setup you're thinking about and what concerns you have, I could try to use what I know of the game to clarify things.
dimdim37 Mar 21 @ 6:31pm 
That would be helpful, thanks!

One question is about party spells for wizard, Mage Knight, and Bard -- based on patch notes at least some seem to have changed, so it's be great to know how they work now/at what level one gets them?
Is "Amplify resistance" still around, or is it replaced by "resist elements"? If so, at what level do wizard/mage knight get them, and what does it do?
Does Bard still have str +5 party spell at level 1, and heroic ballad (imho the most OP spell based on my "blind" ironman style playthrough of amberland 1) at level 20?

For non-party spell, I assume resotriation is still healer or bard (but not sage), and sage has same damage spells as wizard, plus mass heal/mass power heal (but not restoration)?

Can shield be used together with the bow (bow seems to be new).

Do we know evade formula? Or if not, approximately what would be monster's to-hit with max dex for hybird class (probably higher evade since they also add some from knowledge)? In amberland 1 evade didn't seem to matter enough, but patch notes said its effect has been amped up.

I understand not everything might be answerable, but if you can answer any of that, thanks!
I was mainly using Wizards, Mage Knights, a Sage, and a Healer. As far as I could tell, that list I linked earlier was accurate for the level they all got their spells at (except for the spell change below). Unless something changed within the last couple months.

I don't think Amplify Resistance is around anymore. Instead, Resist Elements gives +10 to Fire, Cold, and Lightning Resists (doesn't scale, levels just make it cheaper).

Bards still have the same spells at the same levels, but not Heroic Ballad.

Restoration is the same, still a Healer/Bard spell. Not a Sage spell. Sages do get the same damage spells as a Wizard (and all damage spells are stronger in the sequel) plus Mass Heal, Improved Mass Heal, Mass Power Heal (the most important one), Cure Poison, and Regeneration. The list is accurate for all these except I don't see Improved Mass Heal there and I forget exactly what level you get it as it doesn't say in game once you have it.

You can equip a shield with a bow or a staff.

I'm not sure about Evasion. I was going to try and make a "dodge-tank" in the front row, but I thought I read somewhere that even in the sequel, it's not worth it due to tons and tons of Displacement and Invisibility gear... which already makes your characters hard to hit. In the 2 groups I played, I had 3 Wizards or 3 Mage Knights on the front line and they survived just fine. The Wizards due to getting spells off faster, and Mage Knights are tanky enough for any difficulty, plus they can do some burst damage when needed.

Anyway, if you mouseover Evasion on your character sheet, it gives you an estimate of a monster's chances to hit you, without taking into account Displacement or Invisibility (each 1/3 chance of missing vs most enemies).

I'll look for the post I'm thinking of later that explained some of the game mechanics better. Hopefully I can find it.
Last edited by Frostfeather; Mar 22 @ 9:50am
Bards don't get heroic ballad in LoA2. The "guts" buff has been removed since it was, as you noted, very OP in LoA1. There is an item modifier that gives the equipee 1 guts-style revive per battle, but that's it.
Ah sorry I thought I had a Bard with it but I must have been thinking of the first game. I played them both a lot within a short time.

I didn't use a Bard in LoA2 only because their damage is poor. If you're already using a Healer, which is extremely likely, that's 2 characters who can't do much damage and that's too detrimental for me. Loading up on Warriors, Mage Knights, Wizards, and Sages (with 1 Healer) seems to be a good way to go for most people. Most buffs aren't that great since none scale, with Haste and Iron Skin being the most useful to me.
Last edited by Frostfeather; Mar 22 @ 10:52am
https://steamcommunity.com/sharedfiles/filedetails/?id=3107930371

I guess this is the main post I was referring to earlier. Lots of great info in there, especially how it explains why some party buffs aren't as good as they sound at first.

Also, the class "tier" list is somewhat accurate, though I'd probably rank Wizards higher and Mage Knights much higher. A Mage Knight with a Slaying weapon (which is easy to get) is monstrous - they very frequently crit trash (their class passive increases crit) and can burst tougher enemies as needed.
Last edited by Frostfeather; Mar 23 @ 2:03pm
It's still pretty good, although it was never updated after the big 1.2 patch. Down in the comments section, though, is a link to the 1.2 changes. So taken together it can be quite helpful.

Just finished a run with healer-sage-mageknight-mageknight-mageknight-sage-wizard. (all 7 high elves) Nothing dominates LoA2 like a Caster Sugar group. Although, rather than Slaying, I gave the mage knights 50% arcane staves and pumped willpower, so they could spam calling of blizzards / thunderstrike (or lower level versions of those earlier in the game)
Nice, I did a
Wizard, Sage, Wizard, Wizard, Wizard, Wizard, Healer group, and a

Wizard, Sage, Mage Knight, Mage Knight, Mage Knight, Wizard, Healer group. Both all Elves and both very effective. I'm glad I'm not the only one who discovered how strong these classes are, lol.

I'd started with a more "balanced" group but quickly restarted after realizing how bad most classes are. Warriors would work very well on the front line though.
Last edited by Frostfeather; Mar 24 @ 11:09am
dimdim37 Mar 25 @ 12:17pm 
Thanks for the link. I guess I was avoiding "guides", since I want to read mechanics, and not spoilers (I can make my own party based on mechanics). Looking at spell list from there, a few questions:

1). What do bard spells "insiring ballad" and "adventuring ballad" do?

2). At what level do Archer & Mage knight get their important damage spells (say, top damage spell)? Seems like that might've changed in a patch?
dimdim37 Mar 25 @ 12:19pm 
Looking at the guide for Amberland (there I was reading classes ranking section, will read Amberlands II after I play it), I do think some of those class rankings are very wrong at least for "insable blind ironman" playthrough. Then again, guide might be geared toward a different playthrough? Not a direct comment on Amberland II guide, as I'm trying to avoid spoilers/guides before playing. Mechanics section was very valuable though, thanks!
SkittishKavu1 Mar 25 @ 12:48pm 
it's important to point out again that the guide was formulated before the 1.2 patch, which greatly rebalanced many classes and skills. At the bottom of the guide there's a link from the developer to the 1.2 changelog. Mageknight in particular got a big bounce.
inspiring ballad = 5 strength for the group
adventuring ballad = 3 dex and 10 confuse/mez resist for the group
Frankly the bard is entirely skippable this time around. They don't do damage to speak of, and if you want more heals than a 2nd healer or a Sage are better options.
I don't recall archer spell thresholds, but mage knight gets its best AoE spell (calling of blizzards) at level 40, and it's best single target spell (thunderstrike) at level 50.
A developer of this app has indicated that this post answers the original topic.
Chris Koźmik  [developer] Mar 27 @ 2:09am 
Also here in text form:

=========================
Spells list generated for v1.23 (Legends of Amberland II).

All effects listed are for Mastery Level 1

Elven Song
Cost 10
Required Arcane 1
Heal ALL (2-8)
Natural magic ability of Elves and Half-Elves.
* Half Elf inborn magic ability.
* Elf inborn magic ability.

Elven Touch
Cost 12
Required Arcane 1
Continuous heal (30 HP per 12 MP)
Removes POISONED status.
Natural magic ability of Elves.
* Elf inborn magic ability.

Healing Touch
Cost 7
Required Arcane 1
Continuous heal (30 HP per 7 MP)
* Bard starts with it.
* Healer starts with it.
* Troubadour acquires it at level 5.

Heal
Cost 8
Required Arcane 5
Heal (12-25)
* Bard starts with it.
* Healer starts with it.
* Troubadour acquires it at level 5.

Mass Heal
Cost 18
Required Arcane 25
Heal ALL (5-20)
* Healer starts with it.
* Sage starts with it.

Improved Heal
Cost 20
Required Arcane 50
Heal (45-75)
* Bard acquires it at level 20.
* Healer acquires it at level 15.
* Troubadour acquires it at level 25.

Improved Mass Heal
Cost 30
Required Arcane 50
Heal ALL (30-60)
* Healer acquires it at level 15.
* Sage acquires it at level 20.

Power Heal
Cost 40
Required Arcane 90
Heal (90-150)
* Bard acquires it at level 35.
* Healer acquires it at level 30.
* Troubadour acquires it at level 40.

Mass Power Heal
Cost 60
Required Arcane 90
Heal ALL (60-120)
* Healer acquires it at level 30.
* Sage acquires it at level 35.

Cure Poison
Cost 10
Required Arcane 5
Removes POISONED status.
* Healer starts with it.
* Sage acquires it at level 10.

Cure Paralysis
Cost 30
Required Arcane 100
Removes PARALYSED status.
* Bard acquires it at level 20.
* Healer acquires it at level 10.
* Troubadour acquires it at level 20.

Cure Petrification
Cost 100
Required Arcane 250
Removes PETRIFIED status.
* Healer acquires it at level 30.

Inspire Courage
Cost 6
Required Arcane 5
Removes AFRAID status.
* Bard starts with it.
* Troubadour starts with it.

Song of Courage
Cost 24
Required Arcane 25
Removes AFRAID status from ALL party members.
* Bard starts with it.
* Troubadour starts with it.

Restoration
Cost 40
Required Arcane 40
One party member regains consciousness.
One party member regains consciousness. Also inflicts Weakened status, which will be removed after resting.
* Bard acquires it at level 15.
* Healer starts with it.
* Troubadour acquires it at level 25.

Regeneration
Cost 30
Required Arcane 25
* Healer starts with it.
* Sage acquires it at level 20.

Iron Skin
Cost 50
Required Arcane 100
* Healer acquires it at level 25.

Inspiring Ballad
Cost 25
Required Arcane 25
* Bard starts with it.

Inspiring Ballad
Cost 17
Required Arcane 25
* Troubadour starts with it.

Adventurer's Ballad
Cost 45
Required Arcane 75
* Bard acquires it at level 20.

Adventurer's Ballad
Cost 31
Required Arcane 75
* Troubadour acquires it at level 15.

Magic Arrow
Cost 1
Required Arcane 10
Lightning Damage (7-22)
* Wizard starts with it.
* Sage starts with it.

Power Fist
Cost 8
Required Arcane 5
Lightning Damage (7-30)
* Archer starts with it.
* Wizard starts with it.
* Mage Knight starts with it.
* Sage starts with it.

Spark
Cost 8
Required Arcane 5
Fire Damage (1-20)
* Battlesmith starts with it.

Fireball
Cost 12
Required Arcane 10
Fire Damage ALL (22-30)
* Archer acquires it at level 10.
* Wizard starts with it.
* Sage starts with it.
* Battlesmith acquires it at level 10.

Coldball
Cost 12
Required Arcane 15
Cold Damage ALL (15-37)
* Wizard starts with it.
* Mage Knight acquires it at level 10.
* Sage starts with it.

Lightning
Cost 20
Required Arcane 20
Lightning Damage (16-99)
* Wizard acquires it at level 10.
* Mage Knight acquires it at level 15.
* Sage acquires it at level 10.

Chain Lightning
Cost 26
Required Arcane 35
Lightning Damage ALL (16-66)
* Wizard acquires it at level 15.
* Mage Knight acquires it at level 25.
* Sage acquires it at level 15.

Moonlight Arrow
Cost 20
Required Arcane 25
Lightning Damage (57-66)
* Archer acquires it at level 20.

Moonlight Blaze
Cost 40
Required Arcane 125
Lightning Damage (63-144)
* Archer acquires it at level 40.

Fire Blast
Cost 30
Required Arcane 50
Fire Damage (56-93)
* Archer acquires it at level 30.
* Wizard acquires it at level 20.
* Sage acquires it at level 20.
* Battlesmith acquires it at level 30.

Cone of Ice
Cost 30
Required Arcane 55
Cold Damage (37-121)
* Wizard acquires it at level 20.
* Mage Knight acquires it at level 30.
* Sage acquires it at level 20.

Fire Storm
Cost 40
Required Arcane 100
Fire Damage ALL (72-180)
* Wizard acquires it at level 30.
* Sage acquires it at level 30.

Calling of Blizzards
Cost 40
Required Arcane 105
Cold Damage ALL (54-216)
* Wizard acquires it at level 30.
* Mage Knight acquires it at level 40.
* Sage acquires it at level 30.

Molten Blast
Cost 50
Required Arcane 125
Fire Damage (126-270)
* Archer acquires it at level 45.
* Wizard acquires it at level 30.
* Sage acquires it at level 30.
* Battlesmith acquires it at level 45.

Thunderstrike
Cost 100
Required Arcane 160
Lightning Damage (408-600)
* Wizard acquires it at level 40.
* Mage Knight acquires it at level 50.
* Sage acquires it at level 40.

Lava Storm
Cost 120
Required Arcane 165
Fire Damage ALL (240-480)
* Wizard acquires it at level 40.
* Sage acquires it at level 40.

Cleansing of Mind
Cost 60
Required Arcane 100
Removes MESMERIZED & CONFUSED status.
* Wizard acquires it at level 15.
* Sage acquires it at level 15.

Magic Shield
Cost 30
Required Arcane 50
* Wizard starts with it.
* Mage Knight acquires it at level 5.

Haste
Cost 50
Required Arcane 75
* Wizard acquires it at level 20.
* Mage Knight acquires it at level 25.

Resist Elements
Cost 60
Required Arcane 100
* Wizard acquires it at level 30.
* Mage Knight acquires it at level 40.

Sharpness
Cost 25
Required Arcane 5
* Battlesmith starts with it.

Reinforced Armor
Cost 45
Required Arcane 75
* Battlesmith acquires it at level 20.

Draw Midnight Rune
Cost 10
Required Arcane 20
Auto recast active party bonuses at Midnight
* Bard starts with it.
* Healer starts with it.
* Wizard starts with it.
* Troubadour starts with it.
* Mage Knight starts with it.
* Sage starts with it.
* Battlesmith starts with it.

Erase Midnight Rune
Cost 5
Required Arcane 20
Clears Midnight Rune
* Bard starts with it.
* Healer starts with it.
* Wizard starts with it.
* Troubadour starts with it.
* Mage Knight starts with it.
* Sage starts with it.
* Battlesmith starts with it.
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