Lichdom: Battlemage

Lichdom: Battlemage

88 ratings
[Official] A Guide to Crafting
By JD_2020
Crafting is an integral part of the Lichdom: Battlemage experience. As you make your way through the game, the encounters increase in intensity and difficulty. To keep up, you’ll need to craft strategically and effectively. To that end, we’ve put together this guide, which we’ll be incorporating into the game itself soon. We appreciate any feedback you can offer and we hope that it helps you on your way to becoming an unstoppable Battlemage!
Crafting Process
Crafting new Spells is easy to learn once you understand the core concepts. A spell comprises three components: A Sigil (such as Fire, Ice, or Lightning; new Sigils are unlocked at Reliquaries), a Pattern, and an Augment. (Later in the game you will discover Patterns that allow you to use more than one Augment.)

You must first choose a Sigil to craft with. You can craft an unlimited number of Spells with a given Sigil, provided you have enough Pattern and Augment Items in your Inventory.

After choosing a Sigil, the second step is choosing a Pattern. A Pattern determines how a spell is delivered. There are three types of Patterns: Targeted, Nova, and AOE. Each Sigil always has one of each type of Pattern equipped, so be aware that you cannot equip more than one Fire Targeted spell at a time.

Once your Sigil and Pattern is in place, it is time to choose an Augment. Augments have a Focus: Destruction, Control, or Mastery. The Focus of the Augment determines the Focus of the spell, which imbues it with a specific behavior. Each Sigil has distinct behavior for its Destruction, Control, and Mastery versions. For instance, Destruction Ice Spells damage and slow enemies. Control Ice spells freeze enemies and store Shatter damage. Mastery Ice Spells debuff enemies (making them susceptible to critical damaging Spells) and envelop them in a Freezing Aura, which slows nearby enemies.

Think of Destruction, Control, and Mastery as a hammer, anvil, and spike. The hammer (Destruction spell) does damage on its own, but if you hold a spike in front of it (by applying a Mastery debuff), the hammer is much more effective. The anvil (a Control spell) braces the target in place, making it easier to aim your hammer strike.

Your choice of Pattern and Augment will also influence the stats of the spell you are crafting. For instance, if you are crafting a Control Fire Spell, the Destruction value will determine how much damage per second the spell inflicts. The Control value will determine how long the enemy burns, and the Mastery value will determine how much Mastery is consumed per second by the spell (assuming the enemy has a Mastery debuff applied).

Once you’ve assembled the components, you can compare the spell you are crafting to the equivalent equipped spell by holding the CTRL key. When you are satisfied with the new spell, click the Craft button and then equip it.

Shields are crafted using the same method as spells, but Shields use a specific set of Patterns and Augments in their crafting process.
Patterns are Items used in the Crafting process to shape your Spells and determine how they are cast. Patterns come in three basic types: Targeted (Left Mouse), Nova (Right Mouse), and AOE (Both Mouse Buttons together or Tab). There are several varieties of Targeted and AOE Spells, which have different casting behavior.

Individual Pattern Items can include several affixes. These are properties that affect the stats of your Crafted Spell, including baseline values for Destruction, Control, and Mastery, which can be enhanced through your selection of Augment.
Targeted Spells
Targeted Patterns are found in three varieties: Missile, Lob, and Ray. Missile spells have a homing component and strike a single target. Lob spells must be manually aimed and travel an arcing path, but explode into additional smaller projectiles on impact. Ray spells create a continuous stream that hits all enemies in its path but slow your movement and aiming speed. Ray spells have a limited range.

Missiles and Lobs can be held, charging them up for a guaranteed critical hit when cast. As a Ray spell is held on an enemy, it builds up and transitions from normal hits to critical hits.
Nova Spells
Nova Pattern spells are cast when you perform a charged Blink (only available with Agile or Tactical Shield) or a Galvanized Block (only available with Strategic or Tactical Shield). The Nova emits a burst around you, affecting all enemies within a short range.

If you use Blink to cast a Nova, you can perform a normal cast by partially charging the Blink, or a critical cast by fully charging the Blink. While charging, you can aim the Blink to determine your destination. The Nova is cast when you complete your Blink.

A Galvanized Block always results in a critical cast of your Nova Spell.
AOE Spells
AOE (area of effect) Pattern spells take longer to charge and cast, but have the potential to hit multiple enemies at once for amplified effect. AOE Pattern spells come in three varieties: AOE, Pool, and Smart Trap.

All AOE spells must be manually aimed, and their detonation affects a 3-meter radius. Basic AOE spells detonate immediately after they are cast.

Smart Trap spells can be placed anywhere on the battlefield. When an enemy comes near, the Smart Trap will track to the enemy before detonating. A Smart Trap will despawn if it remains on the battlefield for a certain period of time. You can place one Smart Trap for each Trap spell you have equipped. Casting a Trap spell will replace any existing traps placed by that spell.

Pools linger on the battlefield for a period of time and affect any enemy who walks through them, imparting the spell’s effects at intervals in a similar fashion to the Targeted Ray. Like Smart Traps, only one Pool per spell can be present on the battlefield at a time.
Augments & Focus
Augments are items used in conjunction with Patterns to craft new spells. Each Augment has a Focus: Destruction, Control, or Mastery. Slotting an Augment in the crafting process determines the Focus of the crafted spell. For each Sigil, the behavior of Destruction, Control, and Mastery versions is very different. Typically, Destruction spells focus on direct damage, Control spells apply status effects to neutralize enemies, and Mastery spells apply a debuff that makes enemies more susceptible to critical damage. See specifics about the focus of spells in the appropriate Sigil entry, as every Sigil-Focus combination is completely unique.

Augments affect the Destruction, Control, and Mastery stats of the spell. Some Augments affect two or even all three properties. Many Augments also contain affixes which are added to the spell’s behavior in addition to any affixes on the Pattern.
Shields offer the Battlemage protection in combat. There are three layers to a shield, and each layer can regenerate by avoiding damage for a period of time, unless it is broken. If a shield layer is broken, the only way to restore it is by finding a Shield Replenishment Orb in the world. If all three shield layers are broken, you die and revive at the previous Vortex Pool.

There are three types of shields: Strategic, Agile, and Tactical. You start with a Strategic shield by default, but new shields can be Crafted using shield Pattern and Augment Items you find.

Strategic shields are meant to suit a balanced play style. Strategic shields allow the player to perform Quick Blink, but prevent a Charged Blink. Strategic shields also allow the player to perform a Galvanized Block, which absorbs all damage for a moment when timed correctly and performs a Critical Cast of a the Nova Spell. With a Strategic shield equipped, the charging time for all of your AOE Spells is significantly reduced.

Agile shields are suited to players who prefer Blinking to blocking. Agile Shields allow the player to infinitely Quick Blink, and also to perform a Charged Blink. A Charged Blink lets you aim your Blink and then release it, casting a Nova spell at the end of the Blink. Fully charging the Blink results in a critical cast of the Nova Spell. Agile shields do not allow you to perform a Galvanized Block. With an Agile shield equipped, the charging time for all of your Targeted Spells is significantly reduced, but these shields have lower hit points per Layer than the others.

Tactical shields are meant for players who excel at blocking. Tactical shields do not allow you to Quick Blink (but do allow Charged Blinking). The Tactical shield has a larger window of time in which you can perform a Galvanized Block. With a Tactical shield equipped, the charging time for all of your Nova spells via Charged Blink is significantly reduced.
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HLCinSC Mar 2, 2017 @ 6:18pm 
Have your guides been implemented into the game yet?
Kotli Jan 3, 2015 @ 8:23am 
Really needs something about the other bits of crafting like upgrading items what do the numbers on shapes/patterns and augments etc.
melkeor Jan 2, 2015 @ 5:01pm 
Paradox, if you cant beat the first boss maybe you do need to put this game down... just saying. The first boss is beaten by mixing your magic types. Casting the same school will do you no good. You need to mix 3 and its the first real lesson of that in the game... kk bye
DashingPhantom Dec 8, 2014 @ 6:19am 
Here I was thinking that playing a lvl 15 Druid in DnD was complicated... Brownie points to anyone who knows what I'm talking about. Game's good so far though.
Xman Oct 29, 2014 @ 11:03am 
Still digging my teeth into this game, but I'm enjoying myself... I've made a couple spells, before I read this guide it was kind of guesswork, but now I feel I should be better. The first boss fight that people are complaining about, is indeed difficult.. took me 8-10 times to beat it. HOWEVER, what that did was train me how to play from that point on. What kind of spells work on big guys.. Which powers are more effective while on the run etc...

Think of it like a FPS, and instead of getting new guns with different stats or abilities, you simply have the ability to make your own as you go... and they are much cooler.
devestaterdawn Sep 13, 2014 @ 9:15am 
Ok guys haveing a odd problem here. I changed my sheld( I am still a noob mind you) now when I try to blink while moving back or left I blink forward. What did I do wrong here?
fliberdygibits Sep 11, 2014 @ 5:43am 
I agree that first boss was WAY overpowered! That said, more than ANY other game I've played I really enjoyed going back and grinding some of the earlier stuff to build up my character. That process of running thru a very repeatable combat environment time and time again while learning the nuances a bit more each time...... that was really fun! But seriously, someone time that first boss' right hand behind his back:)
A Litter Of Tasty Pancakes Sep 6, 2014 @ 12:06pm 
There is nothing wrong with a linear game. Not every game has to be open-world. You have multiple ways to play Lichdom and if a certain setup isn't doing it for you, you may want to switch sigils and try a different approach. After all, a boss gateway is nothing new to videogames and is definitely not poor game design.
paradox.repairs Sep 2, 2014 @ 2:59pm 
Ive played PC games since 1980, this is the most under powered game Ive ever seen...1st boss imposible to kill for most players...the whole game is down a narrow path, so if you cant get by the boss, GAME OVER. Poor design...
Gendor Skraivok Aug 29, 2014 @ 7:53am 
The clarification is good, but i don't think some of the things in the game that has been changed since the earlier days aren't to the games advantage. The differing ideas of spells are mostly damned (Sure the Pool AoE is better to hit with than the normal AoE), the crafting was better when you could pick between items you would get from it, the Destruction/Control/Mastery was better explained back then, and now i just do random things in crafting, hoping to get something good, because it's so badly explained.