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 Magic Research 2 Cheats

 
   
 
 
Magic Research 2

Cheat Codes:
------------
Submitted by: David K.

How to Defeat the Creator (AFK):
--------------------------------
For the Creator fight:
 
* Spells: Mouse shapeshift, do not use poison explosion, do use some 
  poison spells.
* Gear: Thunder whip, spike armor, crown of life, synergizer.
* Rituals: All active.
* Synchro: (Necro and familiar buffs).

  [Earth][Life][Earth]
  [Death][Holy][Death]
  [Holy][Death][Holy]
* Lamp Boost: Life/air.

* You can AFK Creator at that point. 
* No slow motion or pouch micromanagement required.

Note: I tried many ways, but only this method (mouse and whip) helped 
me defeat the Creator.


How to Win (Strategy Guide):
----------------------------
Written by Leximancer.

Guide to Beating the Game (Storyline, Spells and Item Unlocks)

First up, always make sure you’ve maxed out all of the enhancements available 
to you.

If you don’t have the ability to increase the level of items, just finish out 
the storylines you’re able to on this run, push until it takes more than a couple 
of hours of farming to kill the next boss, and then retire. Start again with 
different primaries and push for a higher level on those than you’ve reached 
before. I chose the Student class every run after like my 2nd, and kept my 
researchers and experience catalysts maximized all the time.

-=Maximizing Storages=-
The first thing I do on a run is try to get my maximum storages as high as 
possible. To do so, use spellcrafting on Space – Essence Storages, synchro earth, 
mind and space in straight lines of connected elements (will look like 
perpendicular bars), maximize your space boost (just set it to buy maximum and 
let it run), until you are blocked by caps on everything. I had to buy and sell 
furniture constantly each run to max out the storylines each run. I used mana 
capacity gear here to make it faster to create essences, and the essence-related 
spells on top of that. Also, be careful to turn off your efficiency-reducing 
furniture like spell catalysts, mana altars, and storage expanders (I would 
usually only have just enough storage expanders online to unlock one more thing 
I could buy, so that I could make the essences as efficiently as possible and 
minimize waiting).

-=Rituals and Spellcrafting=-
Once you’ve got your capacity up, set up the transmutation ritual if you can. 
Also, mana ritual is helpful, and sometimes wizard too. Don’t worry too much 
about these, and never take the penalty from going over your corruption cap. 
I kept the corruption-improving spells active at all times, and was able to 
mostly do what I needed to do. Spellcraft your space “align the stars” to 
maximize spellpower. Then change synchro to use mind and earth overlapping 
each other like mirrored triangles to increase your crafting level further 
(doesn’t matter for materials like jewels and gems, just for the actual 
equipment you want to make). Some equipment helps here. Finding an early 
prismatic ring was HUGE for me, but you should be fine to use whatever your 
best mana-producing gear is, plus snake staff, plus synergizer. Get these as 
high as possible before crafting other stuff. I sometimes made a bunch of 
cheap mana potions and would sit in a low-level area killing enemies rapidly 
because potions refresh when you enter a new combat, so this let me get a 
lot of mana really quickly without having to wait or click a lot.

-=Building Combat Gear=-
Now that you’ve got your crafting gear built, you can start building combat 
gear while wearing your crafting gear. The compendium will give you tips on 
some enemies and I basically just used those hints to direct which type of 
gear I would build. So if the compendium said I need 3000 defense, for 
instance, I’d target that first. Then once I got that, I could decide on a 
way to kill, usually with my highest level equipment or spells or both. Get 
good pouch items here too, ones that match the attributes you’re targeting 
for spellcraft and synchro and boosts. Any extra pouch slots are well-spent 
on stun runes and revival potions.

-=Combat Setup=-
Once you’ve got your combat gear built (the best available to you and/or 
catered to the specific fight you’re trying to do based on the compendium 
entry about that enemy) you can finally start switching things over to combat.
 Turn your autocast on for all your passive offensive combat boosts like 
strength, blinding speed, haste – anything that makes you hit harder or faster. 
Then you can choose if you wanna use an attack spell or not. I found it was 
usually best to focus on one or two of the highest-damage spells, but the 
thing that you can unlock which tells you how much DPS each thing is doing 
unlocked really late for me so I was basically just guessing.

It doesn’t matter too much though because even when I focused on spells with 
non-attack gear, my attacks were still doing the most damage, or tied for the 
most. Anyway, this is when you reset your boost lamp, buy up all the nodes 
that correspond with the defensive options you’ve chosen (usually health + 
dodge or health + armor for me), and then nodes that improve your offense 
(mana, attack delay, attack power). Synchro changes to overlapping triangles 
of earth and fire OR overlapping tiles of life and mind to maximize your 
shapeshift (I used eagle most of the time). Spellcraft either your best 
defensive skill, your shapeshift skill, or your best offensive skill. Or, 
well, I eventually did double spellcrafts on my best offensive, defensive 
and shapeshift spells. Spellcraft always for spell power unless your best 
spellpower bonus makes you hit a mana cap or wizard cap, in which case use 
your second spellcraft on that spell to mitigate that problem.

-=Notes and Additional Tips=-
Always make sure that you are automatically transmuting the limited-resource 
required for your current enhancements. Literally nothing else in this guide 
matters if you’re not taking every speck of low-hanging fruit you can, which 
means buying out everything up to their absolute maximum whenever possible. 
If there’s a furniture you can buy by getting one element all the way to the 
cap, then you get that all the way to the cap. If that unlocks one more little 
building which probably doesn’t matter and requires you to stockpile all of 
the resource you just spent all the way back to full… you do that. If you’re 
not capping absolutely everything that you can, you won’t see good results 
with the rest of what I’ve written.

When land is an issue, priority should go to buildings which increase the 
capacity of land first. Then buildings which increase the capacity of other 
resources. Then buildings which improve the rate / efficiency of getting 
that other resource. The only exception here is research, where I would 
occasionally sell off researchers to make room for something like combat or 
farming, and then buy them back when I was done.

Sometimes you get better equipment from enemy drops than you can make. For 
farming enemies, alternate mind + space in synchro to increase their drop 
AMOUNT, and use the mind spell Rare Charm to improve the FREQUENCY. The 
next most important thing is to kill enemies quickly. Faster = more drops 
= more powerful gear faster, so prioritize offense. After offense, you 
can slot in convenience items such as regal robes, or rings of mental 
energy, to increase your rewards.

Earlier in the game it felt like having a solid defense was more important 
than going all-in on offense. Towards the end of the game this flipped, and 
I was killing things so fast that I ended up turning off all my defensive 
abilities (and that was how I got the ‘you have won’ screen.) For most of 
the middle of the game I was using vampire gear in boss combats, and in the 
later stages of the game was using my best attack speed gear or my best mana 
capacity/regen gear (once I had better spellcrafts from easy jewels).

I kept a loadout with soul stone, ring of mental exertion, snake staff and 
death robe (or druid robe) as my ‘utility’ loadout and ran that for most of 
the runs. When I needed gold I’d swap to regal robe OR merchant’s mask, but 
only while farming gold then switched out. Which one you use depends on 
whether you are earning gold faster by killing the highest level mobs you 
can defeat quickly, or whether you get more from your merchant stalls bonuses. 
Regal robe + synergizer was a monster for the middle game.

Specific fights that you will need to do more than once require choker of 
soul protection or bangle of critical protection, depending on what you have
 unlocked when you reach them. These are not worth raising past base level, 
they’re only slotted for their ability during one fight and then ignored for 
the rest of the run.

Try to watch what the enemy is doing when you die. If it’s the same one or 
two abilities that result in you losing, stun during those moves when they’ve 
nearly completed filling the progress bar, to maximize enemy downtimes.

Sometimes items become unexpectedly powerful when leveled. A stun rune gives 
4 seconds of stun at level 15, 3 seconds at level 8. With a level 15 stun 
rune and level 15 alchemist’s cowl equipped, they stun for 7 seconds. In such 
situations it is feasible to use 2-7 stun runes to stun your opponent for most 
of the fight. A max level snake staff with max level synergizer make your mind 
spells operate at 222% of their unmodified power, and that can be further 
improved with spellcrafting bonuses, synchro and ritual enhancements. A level 
7 regal robe makes enemies drop 116x their normal amount. A level 8 prismatic 
ring makes you channel about 20x more of an element than you would normally. 
A couple extra levels of gear can make a huge difference.

Events that give you a ton of one specific element are pure money. Turn on 
your best mana / channeling gear and put all your wizards on producing things 
of that element. You can use your market stalls to sell that massive stockpile 
for 60x or even close to 1000x their value in the mid game.

Oh right, always have a familiar in front of you. I found defensive ones were 
mostly better, but the earth-based one also channels for you which is kinda 
cool. For me they were just damage sponges though.

Gloves of spell strength can allow you to eke out a few extra levels of capacity 
in some resources. It’s worth checking that if you’re stuck.

Check your stats screen’s storyline section if you’re stuck. There’s usually 
a good indicator of what you can look for next in this retirement, or the next 
one.
 

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