Play the first game where the Mage is a total badass!
User reviews: Mixed (1,458 reviews) - 65% of the 1,458 user reviews for this game are positive.
Release Date: Aug 26, 2014

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Buy Lichdom: Battlemage


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.


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

“Remarkably robust spell crafting system and spectacularly entertaining combat.”
The Escapist

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

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

    • 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
    • Storage: 12 GB available space
    • Additional Notes: Minimum spec assumes user runs the game at 1280x720 resolution with "Low" graphics settings.
    • 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
    • Storage: 12 GB available space
    • Additional Notes: Recommended spec assumes user runs game at 1920x1080 resolution with "Very High" graphics settings.
Helpful customer reviews
37 of 45 people (82%) found this review helpful
17 people found this review funny
137.5 hrs on record
Posted: June 17
This game is exactly what it says on the box. You are a mage. You have great power. You have no responsibility.

I have one huge gripe with this game and it's that nothing is explained, which makes the crafting system a ♥♥♥♥♥.

I had spells with 10 different variables listed on them. After playing through the game thrice I only understand HALF of them.

I'm not even kidding.

Luckily, you don't have to understand the chemistry of flammable materials in order to pull a trigger and the spells work just fine even if you don't know wtf you're even doing.

Just find a combo that gets the job done, and stick with it.

For example, after skimming tutorials on crafting I made a build that allowed me to debuff my enemies, freeze them in place, set them on fire, explode them into bloody chunks, STOP TIME FOR 5 SECONDS, and then kill all their friends.

This pleases me.

On my second playthrough I made a build which involved infecting my enemies with the eggs of stinging insects, waiting for the eggs to 'mature' and then killing the first enemy, which freed the insects to attack the second enemy, which then spawned more insects to attack the next enemy...and so on.

This self-perpetuating insect cascade scoured the board clear of anything that irked me.

And if anything survived I electrocuted it to death.

And don't get me started on the kamikaze ghoul you can summon who breathlessly chuckles at you while he searches for enemies to blow himself up against.

"Huehuehuehue. Huehuehuehueueueuueuueueue!" - Dat Ghoul

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20 of 26 people (77%) found this review helpful
24.8 hrs on record
Posted: July 2
Xaviant hasn't been around for that long, but you might be impressed with its first attempt, Lichdom: Battlemage, described as a "first-person caster," and living up to that title unambiguously. Crafting spells is at the heart of the game, with virtually everything you experience hinging largely on your ability to craft the right spell for any given circumstance. Lichdom has some troubles with its learning curve, and there's a good chance you'll spend a long while trying to clear the first boss of the game, but once you get the hang of it, you'll be lobbing fireballs, calling down lightning storms on your foes from a safe distance, and blinking your way out of danger when it comes your way.
Even starting out, the spell crafting system is a tad on the complicated side - there are literally millions of potential spells you can create from the 156 base spell types - so you'll do well to read up online, or check out the in-game tutorial videos to sort out exactly what you're doing before you waste all your crafting materials. You'll have up to three active elements of eight total elements available in the game, and three types of spells active for each element at any given time; Targeted, AOE, and Nova.
There are three ways to cast spells of a given element as well. Left-clicking will launch your equipped targeted spell, and holding left and right mouse buttons will charge up your AOE, with a visible circle on the ground for targeting, as well as animations to let you know when it's fully charged. Finally, right-clicking will block an attack, and timing a block perfectly will release your third spell type, the Nova, hitting all nearby enemies.
Despite the difficulty of some bosses and game segments, the gameplay itself is spectacular. Combat is refreshingly fast-paced, without resorting to mechanics like one hit kills and the like. While blocking may be the preferred approach to not dying, I still find blinking around the area to be preferable to trying to time blocks, and the maneuverability this imparts on your character is profoundly game changing. Having used the charge blink for some time, switching back to the quick blink was like night and day for survivability.The entire combat system - spamming blink, charging auto-crits with your targeted spells, and laying down AOE effects for your enemies to wander into - is thrilling.
Lichdom: Battlemage tells an incredibly linear story, but does it in a fairly novel way, with most of the cinematics being shown in-game, and triggered optionally by activating purple rifts in the world. They'll show you a little glimpse of something that's happened in the area, offering some background and context for the zones you're playing through. It's not an open world by any stretch, and most of your wandering will be minor branches off the path to collect a piece of loot or recharge your shield after a tough fight. Otherwise, you're just walking along the predetermined paths, killing all the bad guys you see along the way.
With an remarkably robust spell crafting system and spectacularly entertaining combat, Lichdom: Battlemage finally brings the glory to the magic user that it has long deserved. Creating your own options for how to play lends depth and complexity to the game as a whole, and lets you tailor the experience to literally any style of combat you want. Lichdom crafts an intoxicating blend of frantic, skill-based combat and deep role-playing mechanics that makes it a solid choice for action fans.
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22 of 32 people (69%) found this review helpful
2 people found this review funny
24.7 hrs on record
Posted: August 12
At first I thought the game will be fun, but after few levels I was hoping to face the end of my journey as battlemage. Same crowd of monsters\cultists over and over again, long levels, far checkpoints, dull and complicated spell craft system (I'm really glad that there is also smart inventory besides the original one), and the most disappointing (for me) - the plot is too predictable and boring. After hours and hours of collecting journals I stopped reading it at the very beginning and believe me I have no regrets about it.
I struggled to finish the story, rage quitted a lot, and now, when I finished it, after 25 hours spend in game I have only hard feelings about it. May be I was expecting too much from it?
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8 of 9 people (89%) found this review helpful
12.9 hrs on record
Posted: July 8
Lichdom: Battlemage promises hours of fun combat as a powerful battlemage but, sadly, the actual game leaves a lot to be desired.


-very good graphics and spell effects

-frantic combat backed by responsive controls

-deep spell creation system

-pretty fun for the first few hours


-boring, mostly linear level design

-same-ish and sometimes unbalanced enemy encounters get dull and/or frustrating after awhile

-spell creation system is barely explained and extremely convoluted

-overall uninteresting story is also very slow to unfold

-pacing problems made worse by extremely long levels

-lack of enemy variety

-some checkpoints are too far and/or badly placed

The game starts pretty strong and the first few hours are fun while you blast enemies left and right and try to follow the story: after a bit several design problems start to rear their ugly heads. You slowly realize levels basically funnel you along a mostly linear path and that the gameplay boils down to walking around with little to do/engage long enemy waves in certain areas/walk to and activate the next vortex to get a small bit of story/rinse and repeat. This gets dull after, say, 3 to 4 hours and when you realize the game takes between 12 to 15 hours your enthusiasm will take a pretty big hit.

The combat can quickly get frustrating as you get swarmed by wave after wave of enemies: you can dodge a few times before entering a cooldown and there's a block mechanic that mnost people find too hard to use properly: this either leaves you frustrated as you die and get sent back to the previous checkpoint (having to bear the long walk AND having to face all the enemies that have respawned along the path) or dial down the difficulty and slowly fight enemies that are still too much of a bullet sponge.

Last but not least Battlemage's most interesting feature, its deep spell creation, is mostly ruined by excessive complexity and horrible tutorials: you'll have to search for several guides before you'll be comfortable with the basics and even then quite a few elements will remain a mistery.

For little more than 5$ when on sale the game sure isn't a trainwreck and can be decent for a while but due to the huge amount of shortcomings I honestly find it hard to recommend.
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7 of 8 people (88%) found this review helpful
24.5 hrs on record
Posted: September 25
Usually when I write up a game, I start with all the good points and then transition to the bad stuff. I feel like this makes for a more positive reading experience overall, and should make my impression of it whole and clear by the end. I'm not going to do that this time, because the first thing you need to know about Lichdom is that it is too damn long. Now, this is not "the new Shadow Warrior is too damn long" or "the Hobbit trilogy was too damn long" or "presidential primary season is too damn long". This is an entirely new paradigm of too damn long, and you really need to understand this before even considering this game. My first playthrough took 22 hours. That's certainly long for an FPS, and short for some other genres with a little overlap here, but those 22 hours were stretched over eight levels. That's it! Furthermore, those eight levels play more like five, because three of them are continuations of the previous level. There's a lost city level, two ice levels, two desert levels, two swamp levels, and a proper city level. With each of those lasting 2-3 hours, you're going to be wandering through huge stretches of glacier and sand and muck.

But what really makes this game feel like it takes forever is the level design itself. Lichdom is constructed in the vein of an arena shooter, much like Shadow Warrior or Bulletstorm. Hallways lead to conspicuous arenas where you fight whatever spawns in, after which you take another hallway to another arena and so on and so forth. There are no puzzles, no doors, no interactables, almost no alternate paths, and very little reason to explore off the main trail. There are some side fights and usually one or two secret dungeons that can get you valuable piles of spell components, but in terms of gameplay you're just getting harder versions of the fights you're doing normally. So yes, the cardinal sin of this game is that it is 20+ hours of the same damn thing. What you get in the first two hours is what you're going to get times ten, with arguably even less variety as you progress.

Still with me? Good, because if you can get past that admittedly enormous flaw, there's a pretty great game in here. The whole reason to play Lichdom is to make good on the whole BADASS MAGE thing, and the magic system delivers. Instead of guns or swords, you fight solely with magic that you can customize to an impressive degree. Over the course of the game you unlock eight sigils, which are elements like fire and ice but also more curious concepts like corruption and delirium, and you can have three equipped and ready to use at any given time. Each sigil has three spells attached to it for you to use. There's a targeted spell that can be built as a homing missile, a bomb you lob, or a channeled beam. There's an AoE spell that can be an explosion, a pool, or a trap that must be triggered. And there's a nova that has conditions for triggering it depending on your shield (more on shields later). On top of that, you can determine the EFFECT of each spell, either direct damage, a status effect, or a damage multiplier, which also varies in its function by sigil. Fire spells can knock down and burn over time, lightning spells can stun and chain across enemies, delirium spells can mind control and make enemies flee, and so on.

And honestly, that's just the basics. Spells can critically hit for additional effects, or be charged before casting for a guaranteed crit. Charged spells can do a special crits charmingly named "apocalypticals" which give you a bonus effect based on the inflicting sigil. You can craft special synergy spells that use two sigils instead of one and have awesome room-clearing effects like collapsing black holes or summoning exploding zombies or conjuring a hurricane. You also build a shield spell for yourself that represents your hit points and determines additional abilities like teleporting and blocking. Spells are crafted out of Diablo-style loot drops from enemies and chests, color-coded by rarity (white-green-blue-purple-orange-red, of course). These components can be combined up to higher grades, disassembled for specific parts, or gambled away for a chance at rare components. If this sounds overwhelming, there's a Smart Inventory option that will upgrade your spells and combine up your components for you. Honestly though, if you're not in it to ♥♥♥♥♥ out over your spells, you're missing a huge part of the game. You've got a ton of control over your arsenal, and experimentation is incredibly fun with the enormous range of effects and combinations your can produce.

As hard as I slagged the level design, I have to say they are pleasing to progress through. The CryEngine makes for some gorgeous scenery, and a lot of love went into rendering the battlegrounds and cesspools you traverse. The levels themselves can be pretty creative, even if their layout is not. The third level is particularly impressive once you figure out what it is. While there is a lot of detail, it's worth mentioning that there are no destructables or physics objects. This felt particularly disappointing while slinging around devastating spells, even if the spell effects themselves are meaty and satisfying. There's a pretty good variety of enemies as well, or at least there would be for a shorter game. About half are introduced early on and the rest are slowly sprinkled in so there is some variety to the battles, even if you're going to be fighting every possible combination of foe at least twice.

The story is nothing special, classic fantasy revenge story, but the voice acting is pretty great. You get to play as Troy Baker or Jennifer Hale, and whichever one you don't pick becomes your NPC traveling buddy. And let me tell you, they are some clever, snippy jackasses. The other characters mostly talk like Tolkien characters but these two love cursing and quipping at each other and everything in a perfectly charming way. Your mentor figure is Clancy Brown (swarthy Lex Luthor from the Superman cartoons!), and the villains and side characters all turn in quality performances as well. I will say that the plot does something dumb in the swamp levels that cuts into the voice acting fun quite a bit, but by that point you're probably just trying to power through to the end. There are some pretty good and challenging boss battles, and the New Game Plus mode if you manage to beat the game is great for dicking around and tricking out your mage; it's a big series of challenge portals with different randomized fights and scaling difficulty.

So there you go, a writeup almost as long and meandering as the game itself. I've certainly gotten a lot of enjoyment out of it, chiefly because the spellcrafting and combat are excellent and the presentation is fantastic. But even I was getting sick of the game by the ten-hour mark, and that wasn't even halfway. I really pushed myself to finish it, and I'm glad I did, and I still kinda want to play it now and then. It's just important to know what you're getting into, and prepare for a lot of monotony if you want to get to the meat of the game. Pick it up on sale like I did ($5 is a steal for a game of this quality, at least!) and give the first level a try, and if you're cool with that for another 20 hours, enjoy depopulating a faraway kingdom with fire and locusts and zombies and time rifts. Forever.
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