Magic Research 2

Magic Research 2

Games
Role Playing
Simulation
13 reviews
⭐️4.6 / 5
Rating
🙌32
Ratings
📼7 scs
Content
📦~ in 3 days
Updates frequency
🗣❌ unsupported
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All Versions of Magic Research 2

1.5.1

June 23, 2024

New features and changes: - One new Storyline and enemy - Add cause of enemy death to Exploration log - Add way to measure damage per second from various attacks (only on a specific fight, and only on completion of a Storyline) - Add feature to auto-combine all items to the "More actions..." menu in Inventory - Change icons of a few items to make it easier to distinguish between them, or to see them - Tweak the colors of the themes for Earth and for the late-game Elements Death and Holy for better readability and function - Tweak the icons for the Elements for consistency - Show the Element icons in the Study screen - Enlarge pressable area of Familiar row swap button - Add warning to Retirement screen if a Pilgrimage is unlocked but not completed - Do not allow selling Storyline reward items via Market Stalls - "Ethereal" enemies no longer appear in Exploration after you finish all Ethereal Truth Storylines, unless you have the Mirror of Truth equipped - Add option to wait until Familiar is fully healed before exploring - Ending history will now also record total amount of Storylines available in the game at the time the ending was achieved - Spell "Status Shield" no longer affects the effects of spells "Soak" and "Soar" - Make spell Enchant Spell Catalysts scale logarithmically - Furniture Spell Catalyst now also has a Max Mana penalty Bug fixes: - Fix Spellcraft Configs not correctly saving the last used slot - Fix position of Spell and Events menus in RTL layouts - Fix ghost items appearing in Inventory when removing Spellcrafts under some circumstances - Fix Wizards being removed from rules when Wizard Chambers are disposed of, even if there are free Wizards - Fix caching bug when evolving a Familiar - Fix post-game Universal Challenge hints not disappearing after the constraints disappear - Fix many strings that were not being translated - Other minor bugfixes
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1.4.4

June 18, 2024

New features and changes: - 1 new late-game Storyline - 1 new spell - Familiars screen now shows the list of moves of each Familiar - Add the ability to have "Configurations" (i.e. loadouts) for Spellcraft (behind Storyline) - Universal challenge will now show warning messages on items or spells that are likely ineffective - Worlds will now keep Time Pieces when traveling to a new World - Add new event that triggers if defeating Dragonbones a second time (on a different Retirement) - Many balance changes, especially to Familiars Bug fixes: - Fix crash when retiring during Timed Challenge - Fix text errors in some events caused by the Essence icon change - Attempt to fix crash when opening Spellcraft screen in some instances - Fix several strings that were not being translated - Fix post-game feature Worlds: now Storyline hints will carry over even if Mind is not unlocked at the beginning, and starting a new World will not reset your Bestiary or most of your Compendium (after you unlock your Compendium again, if needed) - Fix reward of Storyline "Advanced Mana Spouts" not working - Fix black-screen issue when loading certain translations if they are incorrect - Adjust unlock condition for Storyline "Divine Combination" to require Holy Lv5
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1.3.7

June 11, 2024

New features and changes: - Add feature to jump from item compendium entry to the enemy that drops it in the Bestiary - Add feature to jump from the item dropped by an enemy in the Bestiary to its item compendium entry - Change Bestiary entries to always show hint and stats even if player has only lost once - Clearing all Boosts now resets auto-purchases for Boost - Add toggle in Transmute screen to mark / unmark item to be sold via Market Stalls (only for non-Equipment) - Add text in Transmute screen when transmuting an item that has item quality showing your highest quality and how many you own of each - Item displays in Inventory and Transmute now show an icon when the item is being automatically transmuted by Wizards - After completing mid-game Storyline "Transmutation Prayer (Quality)", displays of items in Transmute screen will show the odds of getting each quality level on transmute - Post-game feature Worlds will now remember the maximum level ever achieved on all Elements, so items in the Transmute menu as well as Storyline hints should not disappear - Performance improvements to "Automatically combine all" function - Other minor performance improvements - Tweak the animation code of all the progress bars in the game to reflect real values a little faster - Show decimals for the Crit Chance stat on stat displays - When copying or saving a save file from the "Something went wrong!" screen, include error information within the save file to aid with bug fixing - Add button to save debug info to a file in the "Something went very wrong!" screen, to aid with bug fixing - Add note to "Save to File" about the save being potentially lost if the app is uninstalled - "Sell low quality items" no longer sells pouch items Bug fixes: - Attempt to solve display issue for "Next unlock" in Study that would sometimes show things like Paper incorrectly - Fix "Transmute Materials and Item" press and hold not working correctly if the button got disabled while holding it - Fix spell "Firestorm": it could (still) defeat enemies instantly with 0 Fire Essence - Fix bug when copying a save file from the "Something went very wrong!" screen that would always copy "null" - Fix press-and-hold on Wizards screen to assign / unassign Wizards not working - Fix crash related to Ethereal Puppet's attack when the Equalize effect affects your Familiar and you remove it from battle - Fix Wizard strategies not saving and loading correctly under certain circumstances - Fix bugs related to navigation in Compendium in wider screens - Fix caching bug related to the little Coins icon in item grids - Attempt to fix display bug on Study screen related to the unlocks (again) - Accessibility: Fix button to swap between Familiar rows not being visible to screen readers - Other minor bug fixes Balance changes: - Effect of spell "Shapeshift Mouse" on Attack Delay now scales logarithmically - Rebalance "Skullmass" Familiar (Reduce Blood Attack's self-attack power by 50% and increase its damage by 50%; Slightly increase Defense stat scaling) - Adjust post-game Worlds feature: Storyline Oracle Lv3 now grants Zoom Through Training, to hopefully reduce the early game grind in D2 and up - Other small changes
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1.3.4

June 6, 2024

- When hiding low quality items, add an extra info tooltip button where it says "Total amount (any quality)" trying to make clearer that the items are hidden - Fix secret boss being able to use two strong buffs at once which were intended to be separate - Fix effect of spells Shapeshift Eagle and Last Burst - Fix bug that could lead auto-purchases to purchase more furniture than there is land for - Typo fixes - Various other minor fixes
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1.3.2

June 5, 2024

- Re-brand "Alternate Land" as "Classic Mode" (the default Land mechanic is now "Modern Mode"), and add a single-time prompt at game start to choose a mode - Add ability to "favorite" Transmutation spells - Change Essence icons to match Element icons, to distinguish better between them - Rebalance the early game entirely to make it faster - Improve Storyline pity system - Increase likelihood of triggering early game random Storyline events by roughly 50% - Many other changes and bug fixes
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1.2.16

May 31, 2024

New features and changes: - Re-vamp Perma-Cast UI in Wizards screen: - Perma-Cast spells are now fully listed in Wizards screen and can be manually turned off individually - When turned off from the Wizards screen, Perma-Cast spell rules' state will be persisted in Wizard Strategies - When loading a Wizard Strategy, Perma-Cast spells that you haven't learned, that you cannot use due to not having enough Max Mana, or that would require you to consume too much Mana or Wizard Power, will be automatically disabled - Wizards no longer need to be assigned or unassigned to Perma-Cast. Instead, any free wizards will be considered assigned to Perma-Cast. - Add estimated resource consumption for Transmutation spells to Wizards screen - Add player HP Regen display to left hand side menu - Add feature to show odds of getting specific Storyline random events in Stats if non-zero and their hint is unlocked - Adjust Familiar row-swapping button to be hopefully a little easier to press Bug fixes: - Fix post-game Storyline "The Final Challenge" trigger conditions - Fix potential odd behavior where categories of spells in the Wizards screen are shuffled - Fix unintended attack being used during the fight against the final boss under certain conditions - Fix item "Rainbow Armor" also applying its effects to the enemy - Fix "Amount to transmute" selector not working correctly in some cases - Fix "Cloak of Flames" reflecting instant-death attacks - Fix "Last Burst" not showing up in Exploration Spells tab - Fix spell Firestorm instantly defeating the enemy if 0 Fire Essence is held - Typo fixes
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1.2.13

May 28, 2024

- Fix crash when pressing "Transmute Materials and Item" under certain circumstances - Other minor changes
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1.2.12

May 27, 2024

New features and changes: - Make items obtained by Storylines sellable, and add the ability to restore them if sold from the Stats menu - Add the ability to toggle off Enhancements that have adverse effects - Add "Auto-Combine All" option in inventory for individual items (if item combination is unlocked) - Show option in inventory under "More actions..." to hide low quality items (if item combination is unlocked) - Make "Transmute Materials and Item" also channel Essences if needed - Change formatting for Attack Delay between 0s and 0.01s to show an extra digit - Change the Events menu button on wide screens to show text and be generally larger - Make it possible to open multiple entries at once in the Bestiary and Stats (Storylines) - Add an explanation for Poison stacking to the in-game Help - Removing researchers no longer turns off auto-assignment - Accessibility: Add label for screen readers to several buttons in the Wizards screen - Many game balance changes Bug fixes: - Fix hang when using "Transmute Materials and Item" - Fix effect of "Boost Accuracy" - Fix exploit for "Red Conflagration" where resources over cap could increase power - Make Storyline-based items that you only get once non-auto-combinable - Fix an exploit where the extra resources from Building Blocks could be used to complete events - Attempt to fix bug that may cause messages to be added multiple times to the history of an event, causing its history to appear bugged - Better fix for the sending Familiars to Explore crash - Fix bug where loading Wizard strategies could cause non-learned spells to have assigned Wizards that could not be removed - Fix display of trash can button - Fix intended stat scaling after each Elemental Pilgrimage - Fix event "Transmutation Prayer" incorrectly triggering before a prerequisite Storyline's bonus is active - Fix events for Pilgrimages not showing up if you begin the run meeting their condition - Fix issue where "Transmute Materials and Item" might not work correctly with the Storyline "Transmutation Prayer (Production)" - Fix "Try again" in event "Divinity" not working - Fix effect of item "Harpoon" not working - Fix caching bug when clearing Boosts - Fix message of event "Blessed Land" - Fix bugs causing the Storyline pity system not to trigger correctly in some cases, causing Storyline random events to be rarer than intended - Typo fixes
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1.2.9

May 24, 2024

Feature changes: - If an item is being sold by Market Stalls, display it on the inventory so it can be turned off - Add sale price of an item to Transmute and Compendium screens - Minor balance changes Bug fixes: - Spells that have been favorited now persist through retirement - Fix crash on the progression path leading to one of the endings - Fix HP bars not reading Max HP correctly when using a screen reader - Fix displayed effect of Enhancement "Miniature Storage" when using the alternate Land mechanic - Fix effect of Storyline "Exclusive Lesson" not working - Attempt to fix events and spell menu sometimes overlapping main screen content - Fix screen potentially rotating when it isn't supposed to in some certain situations or changes in screens - Fix crash when sending Familiars to Explore before unlocking any valid Exploration area for them to do so - Fix Time Piece speedup not turning off when the game is loaded, causing the Time Pieces to run out if it's not turned off - Fix "Transmute multiple at once" selector appearing but not doing anything - Accessibility: Fix unlabel / wrongly labeled menu buttons at the top of the screen - Several text fixes
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1.2.7

May 22, 2024

Features and changes: - Add two new Storylines - Add capability for Wizards to Transmute multiple copies of an item at once - Add clearer hint to guide players in the right direction when maxing out Essence Storages before finishing the Training Towers - "Transmute Materials" now works recursively (it will transmute the materials' materials) and will also transmute the item itself - Add trash can button next to furniture to dispose of it without the need to expand it - Add option under Options to use a different mechanic for Land - Add some slight hints to the Retirement screen if retiring too early, too late, or if it appears the player is stuck on a boss - When using Spellcraft, adjust Perma-Cast assigned wizards up if needed - When switching between equipment sets, always search for the item with the maximum quality - Menu item Combine All under "More actions..." in Inventory now will unequip current non-Pouch equipment if another one is in the inventory, and it will combine and auto-equip the highest quality - Add button to clear all rules in a Wizard strategy - Change Synchro UI: instead of choosing a grid slot and then choosing what to paint it with, choose an Element first, and then choose the grid slot to paint - Minor performance improvements in certain post-game situations - Auto-purchase furniture can now be set to be turned off automatically when purchased - Auto-purchase furniture can now be set to a specific amount or to max, rather than only max - Rename spell "Mana Shield" to "Energy Shield" - Various game balance changes Bug fixes: - Fix tooltip of channeling spells that appears incomplete at the very beginning of the game - Fix caching bug: "More actions..." in the Inventory does not appear when it should - Fix bug where storage for Elements that become fully unlocked may be incorrect - Fix error where Magic Research save data is not imported correctly when loading from file - Fix crash when viewing a specific Help entry - Fix display bug on Wizards' channeling income that could show up as infinite income - Fix partially unlocked Elements gaining Exp too slowly - Fix "Endings History" feature - Fix issue where item Time-Attuning Spear was not working correctly - Various caching fixes: - Fix some "Enchant X" spells not correctly showing up in some cases when unlocking X - Fix certain dungeons not appearing for Familiars when the boss is unlocked via Wormhole or Traverse Ritual - Fix some stats' cache not being cleared correctly in some situations when buffs or debuffs are set, expire, change or are cleared. This was observed in Ritualist but it likely affected many more enemies. - Fix caching issue when partially unlocking an Element - Other minor bug fixes
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Price History of Magic Research 2

Description of Magic Research 2

Experience the long-awaited sequel to Magic Research! In Magic Research 2, you are a rookie wizard with a single ambition: to find or create the Philosopher's Stone, a legendary magical item that is said to be able to cure any illness. As you do so, you will learn more than you ever imagined about Magic and about the world around you. What kinds of adventures await you? * Use your arsenal of more than 120 distinct spells to make progress * Study the Elements! Learn new ways to use Magic in your path to mastery * Transmute (magically craft) over 250 different items to help you on your journey * Control a team of Wizards that will cast Spells for you * Enjoy a deep, semi-automated combat system as you make your way through dozens of areas to explore * Discover tons of secrets - many of which will change the way you play the game! * Encounter over a hundred distinct Storylines with powerful bonuses along your journey * Restart the game and make progress faster each time with retirement bonuses * Over 60 hours of addictive gameplay - with a clear ending! (Or perhaps more than one...?) * Optimized both for phones and tablet devices You do not need to have played Magic Research in order to enjoy Magic Research 2!
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Magic Research 2: FAQ

Is Magic Research 2 compatible with iPad devices?

Yes, Magic Research 2 works on iPad devices.
Magic Research 2 was released by Matias Ezequiel Colotto.
The Magic Research 2 app requires iOS 13.0 or later.
The average rating for the Magic Research 2 app is 4.6.
The Primary Genre Of The Magic Research 2 App Is Games.
The latest version of the Magic Research 2 app is 1.5.1.
The latest Magic Research 2 update was rolled out on July 2, 2024.
The Magic Research 2 app launched on May 22, 2024.
The content advisory rating is Matias Ezequiel Colotto: The Magic Research 2 app is unsuitable for children under the age of 12.
You can use the Magic Research 2 app in English.
No, Magic Research 2 is not available on Apple Arcade.
No, Magic Research 2 does not offer in-app purchases.
No, Magic Research 2 does not support compatibility with Apple Vision Pro.

Screenshots of Magic Research 2

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More Applications by Matias Ezequiel Colotto

Reviews of Magic Research 2

  • Great game (small request)

    This game is great, super addictive. One small request though, could we get an “auto fight boss button?” This would be great for getting through the tedious earlier areas after a retirement, and would also be quite useful if you’d like to farm a boss while warping.
  • MR2: Power Fantasy of Micromanagement

    Magic Research 2 is very similar to its predecessor, with addition of different mechanics that allow you to specialize much more than the last. This review will lack information that was similar to the last, as Im sure most people have played the last.

    To the title, this game is micromanagement heaven. If you don’t like micromanagement, then I would highly avoid this game. If you become overwhelmed easily as well, avoid this game. If you have the patience and love doing the same thing over and over and getting faster at it, then this game is perfect for you.

    This game is an incremental. As you play, things are slow and can throw a lot of things in your face. Learning these and navigating the new mechanics can be extremely satisfying. Its a very loose incremental as things still require a lot of your input, but youll be doing them much faster than before.

    To the title, this game is a power fantasy through the exploration. Once extremely hard bosses will be easy. Youll learn how to deal with them. Equipment is transmuted, and eventually youll be able to merge equipment. With each merge youll feel even more powerful than before.

    There is also a mechanic that allows you to specialize different spells. You can make certain skills more powerful, longer, or cheaper.

    Also there is a tictactoe board. This board allows you to put pieces in that will interact with other pieces. These can do many different things. Its a bit too micromanagey for my taste, but it definitely helps when you need to push a boss or get unlocks.

    MR2 is much like MR but much more “specialized”. Its also a lot more mechanics than the last, some are great, some are okay depending on your playstyle. The writing is exponentially better than the last, which is a HUGE plus. There is a lot more to discover, lots more equipment, and feels much more like a fleshed out game.

    Also, one of the biggest issues with the game is the UI. However, with every update which comes out every day, it gets better. There is also a help section that is so well thought out, and is extremely helpful. Same with the compendium. The UI is also extremely customizable.

    Overall, I do think this game is better than the first game. It feels very much like the same game, but with mechanics that make it stick out and more entertaining. Great game.
  • Entirely Devoid

    Hardly idle, extremely complicated and feels like babysitting a bunch of tedious timers.

    Not at all what I was expecting.