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Legend of Grimrock II Game Guide by gamepressure.com

Legend of Grimrock II Game Guide

Table of Contents

Assassin | Classes Legend of Grimrock II Guide

Last update: 01 June 2016

Assassin - fierce damage dealer. - Assassin - Assembling your team - Legend of Grimrock II - Game Guide and Walkthrough
Assassin - fierce damage dealer.

Another typical element of every team would be an assassin, who can be treated in two ways - as a light warrior, who performs quick an accurate attacks from the front line or a marksman who fights on distance. This build was created using the second approach, but we will also talk a little about the first alternative.

Race

The race that performs the assassin role well is definitely Lizardman. Firstly, it's because of his bonus (+2) in Dexterity, which is responsible for statistics important for us: Accuracy, Dodge and Resistance to Shock. Secondly, most importantly, this race has a marvelous passive skill, which is 25% resistance to all factors. Thanks to that, even without a solid armor or a lot of Health, Lizardman is able to survive in battle with the reduced damage from elements and Poison.

Class

In the case of this particular hero, the thing is very easy. Among all the classes, only one seems to be the proper choice, but if you want to, you can consider other specialization, which has already been mentioned when talking about the warrior.

Rogue is the best and most logical choice, which provides a solid amount of Health (45, +5 per level) and Energy (40, +5 per level) and also gives us two passive skills that directly influence the most important aspects of playing this type of character. The first one is reserved for a marksman, as it makes you receive 1% more chance of performing a critical hit when using Missile or Thrown Weapons per level. The second one works better for light warriors - when using two weapons simultaneously, we lose only 25% of damage dealt (normally it's 40%).

Fighter in some way, this class may also work in this convention, but only as a light warrior, because of the special passive skills, which are: 50% cooldown reduction for all special attacks performed using melee weapons and 25% lower cost of Energy when using these attacks. As for the statistics, Fighter has a bit more health (60, +7 per level), but less Energy (30, +3 per level) than Rogue.

Because of the fact that in this built we try to create a marksman, Rogue is the obvious choice. However, even if we want to create a light warrior, it's advisable to choose this class as well, because of its excellent benefits connected to using two weapons at the same time. The only disadvantage may be the low Protection and Health, but considering the role (marksman), we will be mainly shooting from distance, keeping out of the main battle. In the case of light warriors, a good armor and properly distributed Secondary Abilities (especially Resistances) are necessary.

Primary Abilities

Our main abilities are Dexterity and Strength. They both influence the statistics desired by us and make us a killer machine - fast, accurate and dealing an awful lot of damage. The only disadvantage here is relatively low Health and Protection, but taking our role into consideration, we will be mainly attacking from distance. In the case of light warriors, a proper armor and well distributed Secondary Abilities (especially Resistances) are necessary.

Traits

There are only a few Traits suitable for the assassin type and they are:

Aggressive adds 4 points in Damage.

Agile adds 2 points in Dexterity.

Evasive adds 5 points in Evasion. More useful for light warriors.

Healthy adds 2 points in Vitality. This Trait can be selected to make up for the low basic Health.

Martial Training adds 7 points in Accuracy when using melee weapons. Only for light warriors.

Muscular adds 2 points in Strength.

Tough adds 2 points in Health. It's effect is much more useful than that of Healthy Trait.

Moreover, there are also three special Traits reserved only for Lizardman:

Endure Elements increases all Resistances by 25%. Connected with natural passive skill, we receive 50% more in all Resistances.

Fast Metabolism increases Health Regeneration Rate by 30% and also the Food Consumption Rate by 20%. Moreover, healing potions will have double effect on us. You can consider such an alternative, but increasing the Food Consumption Rate is not a positive effect.

Poison Immunity makes the hero immune to Poison, but it is much better to select Endure Elements instead of that.

In the case of Traits, the choice depends only on the player, but in this built, the best decision will be Endure Elements (great resistance to all types of damage) and Agile, because of bonuses in the most useful statistics.

Skills

There's not much sense in going crazy with the amount of skills that we want to develop and distributing points everywhere. The best thing to do is to choose two skills that we want to master (achieve level five) and after doing so, consider developing and additional skill.

As for Rouge specialization - as long as we go for the marksman convention - the following skills will the best choice:

Missile Weapons increases damage dealt when using ranged weapons by 20% per skill level. On level four, ranged attacks ignore 20 points of enemy Protection.

Accuracy gives 10 points in the statistic of the same name. On level two, it allows you to perform physical attacks (using melee weapon) from the second line of the team.

If we however decide to create the light warrior version - no matter if we choose Rogue or Fighter - different skills will be of use to us.

Light Weapons increases damage dealt using Light Weapons by 20% per level. On level three we can fight using two weapons simultaneously - as long as one of the weapons is a Dagger - and on level five, we can use any kind of Light Weapons together.

Critical increases the chance of performing a critical hit when using melee, ranged, thrown weapons and firearms by 3% per level. On level three, you can perform a backstab using a Dagger, which causes triple damage. On level five, the same attack is available using any Light Weapon.

Both skills go together quite well. The first one not only increases your damage, but also allows you to use two weapons at once and the second one is based strictly on dealing critical damage, especially using a backstab attack. There is also another alternative, which is however not so tempting and generally you wouldn't want to take it instead of one of the skills mentioned above. It will work well as a third (additional) skill.

Dodge adds 3 points in Evasion. On level three it reduces the cooldown between actions by 10%.

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