Play the first game where the Mage is a total badass!
User reviews: Mostly Positive (739 reviews)
Release Date: Aug 26, 2014

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$39.99
$26.79
 

Recommended By Curators

"It certainly has some issues and can get repetitive, but if you are able to master the crafting system you can pull off some explosive results."
Read the full review here.

Recent updates View all (27)

October 17

Lichdom: Battlemage 1.1 Hotfix Build 2014.10.16.67097-Release_v1_1 is Now Live

We have just released a hotfix to our latest build for Lichdom: Battlemage 1.1. This 770MB patch includes the following update:

• The correct Item rarity is now displayed in the Custom Inventory when players view their inventory before and after using the Smart Inventory for component upgrades.

• Mastery and Control tutorial videos are now available in the Tutorials menu which can be found by pressing ESC.

• Smart Inventory buttons were added to all Custom Crafting screens so players could easily switch back to the Smart Inventory screen.

• Players are now able to select the suggested mage name “Dragon” or choose to create their own name when making a new game. This change allows game start using only a controller and was the last known blocker for ‘Full Controller Support’.

0 comments Read more

October 14

Lichdom: Battlemage Patch 1.1 is Now Live

We have just released Lichdom: Battlemage 1.1. This 6.4GB update includes the following:

• Smart Crafting Interface – It’s like autopilot for crafting!
• Level Design Changes to Act 1
• A Mastery Tutorial Boss to better teach the importance of the application of Mastery
• Improved Controller Support
• Necromancy Sigil Improvements based on community feedback
• 89 additional bug fixes

Detailed release notes for Lichdom: Battlemage 1.1 can be found on the official Xaviant boards here:
https://boards.xaviant.com/t/lichdom-battlemage-patch-1-1-release-notes/234

9 comments Read more

Reviews

“... the combat in Lichdom sets a new gold standard”
Paste Magazine

“8/10”
Game Informer

“Never has magic felt as powerful as it does in Lichdom”
GameSpot

About This Game



Lichdom: Battlemage is a first-person caster that gives the Mage the spotlight in a way never before seen in games. With limitless magical power at your disposal and brutal enemies around every corner, victory hinges on a combination of skill and strategy. You must carefully craft a vast array of spells and learn to cast them in the heat of combat.

You are your spells! The Lichdom: Battlemage spell crafting system offers an enormous range of customization. Every Mage is the product of crafted magic that reflects the individual's play style. Whether you prefer to target your foes from a safe distance, wade into combat and unleash your power at point-blank range, or pit your enemies against each other, endless spell customization lets you become the Mage you want to be.


About Xaviant
Lichdom: Battlemage was developed by a team of industry veterans at Atlanta-based studio Xaviant. The team embraced community involvement through the Early Access program to ensure that Lichdom: Battlemage reached its full potential as a truly unique and exciting experience for players.

Check out great crafting guides here!

System Requirements

    Minimum:
    • OS: Windows 7 32-bit/64-bit, Windows 8, Windows 8.1
    • Processor: 3.0 GHz dual core or better (AMD FX 4100 or Intel Core 2 Duo)
    • Memory: 4 GB RAM
    • Graphics: DirectX 10 compatible with 512 RAM or better (Radeon HD4870 or NVIDIA 8800 GT)
    • DirectX: Version 10
    • Hard Drive: 12 GB available space
    • Additional Notes: Minimum spec assumes user runs the game at 1280x720 resolution with "Low" graphics settings.
    Recommended:
    • OS: Windows 7 64-bit, Windows 8, Windows 8.1
    • Processor: 2.8 GHz quad core or better (AMD FX 8350 or Intel i7 860)
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 compatible with 2048MB RAM or better (Radeon HD 7950 or NVIDIA GTX 670)
    • DirectX: Version 11
    • Hard Drive: 12 GB available space
    • Additional Notes: Recommended spec assumes user runs game at 1920x1080 resolution with "Very High" graphics settings.
Helpful customer reviews
1,192 of 1,449 people (82%) found this review helpful
4.6 hrs on record
For a game that I had 0 hype for and wasn't even on my radar, it's shocking how let down I was by Lichdom. The concept really grabbed me. I love wizards and the idea of a game that could really let you cut loose and let you wreck havoc with its entire focus put on making you feel like a mighty wizard among mortals seemed like exactly what I was looking for. Unfortunately, you'll quickly find that the game's definition of "badass wizard" is extremely narrow, and even worse, they really don't deliver.

The game brags having thousands of spells, and while that may be technically true, it rings hollow. Spells are crafted by combining elements that you unlock through the story and spell modifiers that drop as loot, so you have potentially infinite combinations on paper. The result however is that you have 3 spell types with a million permutations that only change a few decimal points are on the numbers that pop up. Elements are meaningless, just pick what particle effect you want on your projectiles. If you were expecting some real magic, like summoning dogs, lighting them on fire and throwing them at your enemies, you will be sorely disappointed.

The gameplay is where things really grind down though. The levels are just corridors a mile long with the only interaction being busting up the game's equivalent of decorative vases. The enemies are mindless and predictable, and so is fighting them. You walk into a clearing, combat music plays, a bunch of skeletons pop up out of the ground, walk backwards and throw ice/fire/lighting balls at them until dead. As said before you only have 3 real spells. A basic fireball in whatever flavor of particle effect have on, an AOE attack/bomb in whatever flavor particle effect you have on, and a block that does damage if you time it right. In whatever flavor particle effect you have on. The enemies have little variation either. Melee guy that runs up and slaps you, ranged guy that throws ♥♥♥♥ at you, and sometimes theres a ghost that floats around and freezes you. Expect to see groups of about 8 of them pop up every 15 feet, about 30 times a level. No puzzles, no talking and investigating, just walking from one fight to another. The game promises dungeons and quests made specifically for a wizard, unhindered by needing to allow warriors or barbarians through, and all I could think while playing it was how much more satisfying it would be bashing skeletons to pieces with a hammer than dealing with the game's slow clunky combat casting.

The gameplay honestly just feels like skyrim's magic. Hold down button to charge fireball/aoe, point at enemy. Except in Skyrim you could dual wield magic. And you could summon creatures. And you could cast enchantments on yourself. And you could summon magic weapons and slash and smash enemies if you wanted. And there were more than 3 kinds of spells. And And And. The list goes on. When a game focused soley and entirely on one thing can't even do that thing better than a game that really only includes that thing in an ancilliary manner, you've got a real problem. Skyrim is NOT the best game to experience being a wizard, yet Lichdom has chosen to emulate its combat system more closely than any other game I can think of, puts its entire focus on that one aspect, and frankly only improves on it by a degree of maybe like, what %5? If that? But guess what, skyrim isn't 40 bucks, and it's got an entire everything else going for it.

Lichdom has some things going for it, it looks good and It's got a good working loot system. It's not painful to play or anything, but it isn't great, and above all else, it's not what it promises to be. It doesn't make you feel like you're an almighty wizard any more than sweepng the driveway will make you feel like a bulldozer.

Tldr: lichdom falls short of everything promised. Weak magic, repetitive gameplay, tiny scope. If you want to feel like a real unstoppable wizard, play morrowind and craft fireballs the size of cities. If you want frantic action with an interesting spell casting system and cathartic blow stuff up fun, play magicka and trap your friends in bubbles full of landmines and zombies.
Posted: August 29
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375 of 479 people (78%) found this review helpful
123.3 hrs on record
Early Access Review
-----WILL UPDATE UPON THE RELEASE-----

Before I start, take into the consideration that the game just hit Alpha and many things may and will change.

How do I even being? Oh..
Let's start with the price tag at this moment (Alpha) - 22,19€ - in my opinion, you will get your money's worth by buying it right now. I mentioned in my pre-alpha 2 review how it was worth 15€ and Alpha just got released making the game ten times the fun it was before (in my opinion).

There's a tutorial level with a nice touch at the end (something for Dark Souls fans), first stage, lengthy second stage with (currently) not-really-balanced-yet-killable boss which provides challenge, and a new 3rd stage with a really interesting fight at the end and a big chunk of lore in general. I will also add that if you like challenge, every stage has few loot rooms. They provide both that challenge you might be looking for as well as phat loot. And yes, there are hidden loot rooms as well.

The difficulty of the content really depends on YOUR skill. If you'll take some time to learn how the crafting works (especially now, in Alpha, since Synthesize has been turned 180 degrees around and is really different) or how the spells can be combined in combos (Singularity has been introduced) - you'll achieve that "bad-♥♥♥" feeling really quickly, obliterating everything on your way (the content may seem easy for those, however it doesn't have to). Now, if you're one of the "I don't want to study a game before playing it" - you'll be perfectly fine, however that "bad-♥♥♥ mofo" thing might take you longer (you'll still have to craft once in a while, of course).

Yet again, remember that the mobs you kill are to be treated like some minor minions in Diablo (trash in some mmorpgs), while the bosses at the end (or loot rooms/mini bosses) are there to (in the end) provide the challenge.

Pros
• Combat, combat, combat - it's simply the best magic-based combat I've seen so far. You will really feel like a badass mage if you'll manage to craft the proper spells and combine them with each other. Learning how to properly use your Blink or how to time your Block feels really rewarding and will only enhance your gameplay and fun you get from it.
• Challenge - the game is constantly getting more difficult as your progress, making you craft and fight better till you feel like a badass. Even then, there are still loot rooms and minibosses, ready to stomp you into the ground if you won't focus.
• Voice actors - Clancy Brown, Troy Baker, Jennifer Hale, Gina Torres. Yup...
• Community and the developers themselves - if you feel like providing feedback (duh, Early Access), rest assured, your feedback will be read and taken into consideration (if valid). These guys actually monitor the forums and every thread there is. Now, as a member of the community, I can assure you that it is one of the best communities I've ever seen. I've yet to see a thread that hasn't been answered. And, if you're having any problems with the game, be sure to ask for help and you shall receive it.

Cons
• Balancing (less spell balancing than in pre-alpha 2, however more crafting balancing)
• Tutorial section lacks the explanation of the crafting system.
• Bugs, animation glitches, etc (duh)
• Lore is cheesy at times (still a lot of it to be implemented [important note: lore can be changed as it was between pre-alpha 2 and alpha so take that into consideration]).

That's it for now. I will update this review as the game goes into further stages of Early Access.
If you'll have any questions regarding the game - feel free to ask them on the forums or even here, under this review. I'll try my best to answer them :).
Posted: May 9
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194 of 242 people (80%) found this review helpful
44.1 hrs on record
I admire this concept. I was excited by it when I first read the description of Lichdom somewhere on the Internet. World certainly lacked a game where you could really feel like a mage, casting endless spells and wreaking mayhem around yourself.

You even feel wrong while playing it, because until now, in any other game, this kind of gameplay has only been available through cheating. You are basically immortal (in case of "death" you actually just despawn and spawn back at the nearest checkpoint), you have an abyss of magical energy that never exhausts, and you can just keep throwing orbs of fire at your enemy until it dies. Overall, it's all you could only dream of if you ever chose to be a mage in an RPG. Do you remember how you had to sleep in order to restore your mana after killing every_single_enemy in Morrowind? Feels like nightmare now.

Lichdom makes use of the old principle of making magic that you could find in certain games in the past. You need to 'craft' spells by means of combining certain elements: the basic source (like fire), shaper (like projectile) and effect caused (like damage). Shapers and effects have several levels of strength and can be upgraded to improve them. You can have 3 sets of spells at hand, each set consisting of a single-target spell, a multiple-target spell and a protective spell. Personally I could use more creativity and variability in the process (you can't have two single-target spells in one set, for example - it was so good to cast two lightnings, one from each hand, in Skyrim), but still it's fine the way it is.

CryEngine obviously is not designed for open-world games, so, as some of the reviewers have already noted, the game has a strong resemblance to a first-person shooter where you just follow a wide but still limited passageway. I would have preferred a greater freedom of exploration and probably some other things that might make Lichdom more Skyrimey as well; but maybe it's not that bad, because you have enough trouble dealing with all those shapers and augments to care about grabbing loot or running around with a map.

I won't be saying anything about graphics here, because again, it's CryEngine. You know what I mean.

You can choose whether you'll play with a male or a female, but there are no editing options for the character. That's not a big problem, because the game doesn't have a third-person view, so you won't really get a lot of chances to enjoy their exterior. I enjoy the female character's voice instead; it's quite nice, and it reminds me of Commander Shepard.

I've said about things I liked and things I'm fine with, now I'll say what troubles me.

The game is still slightly buggy. It's not critical, it won't crash, freeze, or make you lose your progress, but there might be minor issues like character starting to move automatically in one direction with no way to stop it except for exiting to game menu and loading the game again, or birds hanging in mid-air after they were supposed to fly away. It's a new release, though, and probably these things will be dealt with in future.

It also seems to me that spells and their effects are not that action-like. It's a common trouble in many games, and it partially exists in Lichdom too. What happens if a fireball impacts an enemy and explodes? Yes, your guess was right: the enemy continues to run at you without even losing a step. This is a fireball, after all; it should knock the enemy off its feet and bump it into the nearby wall. If you decide to use a lightning projectile, be ready that your character will cast a slowly flying orb of electricity instead of a flashing lightning bolt. I'd like to see a swifter and more explosive gameplay. Maybe it's a matter of personal taste, though.

So,
the primary positive feature of Lichdom is its concept to unshackle the mage,
and the primary negative feature of it is that I do not actually feel badass. I feel cool, but not badass.

In general, I like this game, and I support it. To me, its virtues outweigh its drawbacks. If you like the idea behind it as much as I do, if you ever dreamed of limitless magical power, then don't hesitate and get it - it won't disappoint you.
Posted: August 28
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252 of 326 people (77%) found this review helpful
10.5 hrs on record
No, this is not Skyrim. It is more of a hallway shooter with f***ing awesome spells. There is no open world or anything like that. It's more like a Serious Sam, or Painkiller with magic and a great spell crafting system, which is fine with me, I love that kind of a game. Sometimes you just want to run around and kill things in all sorts of fun, creative ways. Perfect for late night gaming sessions. It's also $20 less than your typical "big deal" full release, or even much less than that if you got it when it was early access, like I did. I already have my deep RPG's, more than I can even play. It's nice to just have something like this to sit back with a beer, pump up the headphones, relax and enjoy at the end of a long day. Bottom line, it is just a fun time.
Posted: August 26
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255 of 333 people (77%) found this review helpful
23.5 hrs on record
Game was a ton more fun in beta. Then they went and changed a ton of minor (but very important mechanics in the game, like how often you get upgrades. Which was decent in beta, now with release its almost never). They also did a major overhall on the ability to dodge enemies (unlimited unless you limited yourself but got other boosts, now it is 3 dodges max, with a long long cooldown). I had 10 hours in the beta and loved the game, just played an hour of official release and I just cant bother. Their whole thing about making mages seem strong was completely destroyed with the official release, and like many games (as a mage) with every encounter I am spending atleast 2/3 of my time running away and less than 1/3 attacking. Which frankly makes me feel against like any old squishy mage, and you might as well just throw in a mana bar that regenerates over time because its comes out to the same thing, if you dont spend most of your time running way you just straight up die before you can cast enough spells to kill anything beyond the weakest of the weak enemies. I seriously cant believe how much they destroyed their main selling point when they went from beta to release.
Posted: August 29
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