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GRIMOIRE WIKI: All texts are copied here (Grimoire.wiki is up again)

Lady_Error

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Beginners Guide

Contents
  • 1 General Gameplay Tips
  • 2 Combat Advice
  • 3 Comparison of the 5 Starting Areas
  • 4 Attributes in Grimoire
  • 5 Armor Class Types (NAC, TAC, etc.)
  • 6 Resistances
  • 7 Lockpicking
  • 8 Good Race and Class combinations
  • 9 More Tips for Beginners from Crispy
General Gameplay Tips
  • Keep up the "Detect Secret" spell at all times to discover secrets. This way you won't miss hidden buttons, illusion walls and secrets for which you need to use the 'Look' action of a character.
  • In addition, having a party member with a high Scouting skill will allow you to spot Safe Haven spots, where you can rest without being attacked.
  • Run into a locked door three times and an option to force the door open appears.
  • To select an action for a character, instead of using the arrow buttons underneath their action button, you can also Right Click on that button and select an action (much faster).
  • To see the stats of an item or weapon, select 'Assay' on the character who has the highest Assay skill and drag that item ON that character's button. You can get a description of an item by selecting 'Look' instead and draggin the item on the character's button.
  • It is recommended to turn off smooth movement and smooth turning in configuration by choosing the "2.5D" option instead. This will remove the graphical glitch when turning left or right and it will make autowalking very fast.
  • Autowalking on a map: Use the "Set path -> Pathfinder -> Exit & Walk" functionality in the map menu (F3 key) to speed-up your travel.
  • Resurrecting a dead character reduces their Constitution by 10 points each time. After 10 days, the Resurrecting spell won't work and you need to use the 'Raise Dead' spell instead.
  • You can also 'Raise Dead' the bones of people you find.
  • Put at least a couple points into swimming - that way your characters won't drown right away when stepping into a water tile.
  • The fastest way to learn climbing is to cast Featherfall and to try climbing again and again. This will increase the climbing skill no matter whether you fall or succeed. (You will need climbing only later on.)
  • Most recruitable NPC's have much better stats, eg. Little Rosy in the Briarwoods in the beginning. Each recruitable NPC is paid 100 gold per day. A list of all recruitable NPC's is here (SPOILERS): All Recruitable NPC's
  • Important: DISEASE develops over time, causing other conditions to appear and preventing conditions from disappearing over time! Make sure to cure disease quickly, either with potions, spells, or with consumable items (Galen Apples you find when you 'Look' in a bush in the starting areas). The new shrines also heal diseases and other status effects.
  • The leeches you sometimes find in the water pools can cure POISON, but inflict some damage while doing so. There are also potions and spells against poison.
  • You can turn off random monster encounters completely in configuration, or you can adjust the encounter rate.
  • To pick locks on doors and chests you need both the Inspection skill and the Lockpicking skill on the same character.
  • Click on the pile of party gold at the bottom to see all the attack stats and currently selected combat actions in one place.
Combat Advice
  • In combat, you can keep pressing Enter to speed up the fight.
  • In the beginning, some races inflict higher damage without weapons (eg. Drakes, Giants and Saurians have 3D4 unarmed attacks while early weapons have only 1D4). Also make sure to use the special attack abilities that some races have.
  • Especially in the beginning, keep the Vitality bar high. Otherwise your armor penetration rate in combat goes down. You can also replenish Vitality in combat by eating consumables or by casting the Refresh spell after you learn it.
  • You can target a specific row of enemies with weapons that have a range of larger than 1. For this, either select 'Fight' or 'Spell' again and you will be able to select the row of enemies to target. Or click on the number next to the character portrait - this number shows the row this character is currently targeting.
  • You can cast protective spells that affect your whole party even before combat: Armorplate, Enchanted Blade and Magic Screen (You will get these spells as you level up or find spellbooks). Note: These protective spells stacks, so that casting them several times increases the effect. This can become important when dealing with enemies that kill your characters with a single hit.
  • Keep in mind: If you cast a spell on the second row, but the enemies in the first row die - then the second rows moves to the first row and the spell hits nothing in the second row.
  • Musical instruments can be very powerful, so make sure to have a Bard or Sage in your party to equip and use them. Currently, Bards and Sages need to succesfully use an instrument 16 times to have the Music skill increase by one point (Jesters 21 times). Even when monsters resist the effects of the instrument, it counts as a successful use.
  • To use the Lethal Blow skill (instant killing) of some of the melee classes, you need both that skill and a weapon that has the *Lethal* trait. Assay a weapon to check if it says *Lethal* on its stats page.
Comparison of the 5 Starting Areas

Starting Areas Advantages (SPOILER):


"The Shrine" / Briarpatch Woods
  • Owl Statue --> Leading to Secret Area in Shrine of the Raptor
  • 9 Lore Entries (Thanatos, Gorgon, Scylla, Aurora, Arachne, Atropos, Megaera, Nemesis, Lachesis - Hints for finding the tablets)
  • ID Owl Statue
  • Shrine that heals Disease and other negative Status Effects
  • An Oracle with a limited amount of SuperID improved Identification of Items
"Sanctuary":
  • Xenomorph Keycard for Endgame weapon
  • 1000 Free XP (Bringing some characters to Lvl2)
  • Terminal that lets you train “Iron Fist”, “Accuracy”, “Firearms” on all characters to +12
  • Terminal that reveals the maps for Village of Crowl, Briarwood Forest, Gardens of Midknight
  • Statue to Identify items
  • Ranged Star Gauntlet Weapon with 99 Charges that is helpful in early tough fights
"Imprisoned" / Crowl Prison:
  • Moravia Key
  • 1 Hard Chest with 12 Items (Armor, Helmet, Random Weapons, Bow, Arrows)
  • 5 Easy Early Chests with 7 Items Each in The Armory (Arrows, Scrolls, Sword, Axe, Maces, War Axe, Lance...)
"Wilderness" / Gardens of Midknight:
  • Key of the Ancients
"Eerie Wastes":
  • Skull of Hathor Sogg can be found only here (gives access to Temple of Hathor Sogg and a powerful weapon later on)
  • Difficult starting area
  • You need to survive long enough to get to the teleport which takes you to the Village of Crowl

Attributes in Grimoire
For more information about the attributes, read this article. This is the currently available information and some educated guesses:

INT: Intelligence
Intelligence influences how quickly you gain skill points from successful actions, eg. hiding, scouting or using a weapon.

Intelligence may also be important for spellcasters in other ways.

Accroding to the creator: "INT and WIS are used for learning in all kinds of contexts, affects spellcasting and lockpicking, is used in inspection and detect secret, also applied to NPC interaction and negotiation."

The latest experiments show that INT, WIS and WIL have some influence on the success of spell casting, but not too much. The magic skill is the most important part.

WIS: Wisdom
Wisdom influences how quickly you gain skill points from unsuccessful actions, eg. hiding, scouting or using a weapon.

Wisdom has some influence on the success of spell casting.

WIL: Willpower
Resistance against mind attacks, maybe some attack bonuses.

Will has some influence on the success of spell casting.

STR: Strength
How much damage you inflict in an attack.

Carrying capacity of a character (equipped armor and weapons only).

Together with AGI, STR also determines how well you penetrate your enemies' armor.

Determines whether you can force open doors.

CON: Constitution
Determines the carrying capacity (equipped weapons and armor) and encumberance.

How well a characters deals with diseases and other conditions.

Resurrecting a character decreases CON by 10 points each time.

In Grimoire V2, high CON can lead to automatic increases of resistances.

SPE: Speed
Who attacks first and additional attacks per round.

One of the most important attributes. In Grimoire V2, spell casters can use magic before fighters if their Speed is high enough.

AGI: Agility
Dexterity and evasion of attacks.

Together with STR, AGI determines how well you penetrate your enemies' armor.

FEL: Fellowship
(equivalent to charisma)
Recruiting and talking to NPC's.

May have an influence on Music instruments.

DEV: Devotion
(equivalent to faith)
Determines the rate at which skills are improved.

Influences the amount of mana points you get on levelup (this is also influenced by class).

MET: Metabolism
Determines how quickly HP, mana and vitality are regenerated (these are also influenced by race).

Influences recovery from various conditions.

DES: Destiny
(luck, karma or both)
Can save from death in fights, "Destiny intervened".

On each success, one point of DES is removed, similar to the "9 lives of a cat".


ATTRIBUTE ADVICE

For fighters: SPD/STR/AGI are the most important ones. CON and MET shouldn't be too low. DES is optional.

For spellcasters: SPD is most important. With enough speed, spellcasters can now use magic even before melee fighters. DEV for more mana and INT/WIS/WIL have some influence on spellcasting as well. CON and MET shouldn't be too low. DES is optional.

INT and WIS also have an influence on things like Assaying and Lockpicking. So the Sage, Bard or Thief needs relatively high numbers there.

Music instruments may be relying on FEL. The diplomat in the party also needs FEL.


Armor Class Types (NAC, TAC, etc.)
NAC: Natural Armor Class
BAC: Basic Armor Class
CAC: Class Armor Class (?)
IAC: Item Armor Class.
MAC: Magical Armor Class (?)
TAC: Total Armor Class

Resistances
AIR: Air
CAU: Caustic (Acid)
COL: Cold
DEA: Death
EAR: Earth
FIR: Fire
GAL: Galvanic (Electricity)
HYP: Hypnosis
LUM: Luma (light)
MEN: Mental
MES: Mesmeric
SON: Sonic
SOR: Sorcery
SYS: System
TOX: Toxin

Lockpicking
  • When opening chests, the Inspection skill determines whether or not you will set off the trap when clicking on the outside tabs. With a high enough Inspection skill you get a number. If not you set off the trap.
  • When opening chests, the Lockpicking skill determines whether the trap will go off if you click an incorrect sequence of wires.
  • Opening door locks is straight forward: 1) The Inspection skill determines how many letters you see, 2) The Lockpicking skill determines how many chances you get. (The number of stars below the puzzle tells you how many chances you have.)
  • Also, you can force open doors if your strength is high enough. Run into a locked door three times and an option to force the door open appears.
Good Race and Class combinations
Let's look at the basic attribute points of each race first:

Races.jpg


  • Saurians are strong and fast, but gain skill points through use much slower than others due to being the by far stupidest race. You can counteract that by picking a Saurian Berserker, which gets extra skill points on level up due to the bonus multiplier. Also, Saurians have the lowest number of total attribute points along with the Aeorb, making these two probably not such great choices for multiclassing.
  • Humans and Drows (Elves) have the slowest mana regeneration, so they can only be good for non-spell casting professions.
  • Wolfin have the lowest WIL (important for spell casting in some way), but good DEV for bigger mana pool. And they even have claw attacks for the early fights. Fastest mana regeneration.
  • Barrowers have average WIL and DEV, but no claw attacks. Also fastest mana regenaration.
  • Drake, Feyfolk and Naga have the highest natural armor class (NAC). The question is how important it is to have those 10-20 extra points. As you get better gear, NAC definitely loses importance.
  • For multiclassing, the total number of attribute points may be something to look at, since you cannot go lower than the racial minimum on attributes when you are back at Level 1. The Naga and Durendil have the highest total number of attribute points (440), making them pretty good choices for multiclassing, but both have armor restrictions - the Naga cannot wear pants and the Durendil need special gear for their race, which is not easy to find.
  • The Naga also have the highest SPD and AGI - especially speed is very important for striking first and for more attacks per round.
You also have to keep in mind the bonus multipliers for more skill points on level up and more bonus points at creation (which you can put into extra hitpoints, attribute points or skill points):

Image1.jpg


  • For Assassins and Pirates the Rhattu have the by far best bonus points - and those two classes have some special skills that definitely benefit from more skill points (until you max them out). Have claw attacks.
  • Sages also have a lot of useful skills (Assaying, Music, Ancient History, etc.), so that the fantastic 2.0x multiplier of the Aeorb may be worth taking them for that class. To counter the Aeorb squishiness, you can put the 2.0x bonus points in the beginning into their HP and then they gain twice as many skill points on each level up. But the Aeorb are also super-slow, which is a big minus.
  • If you want a Metalsmith, then the Drake seems to be an obvious choice. Have claw attacks and fire breath (and high natural armor class) - excellent in the beginning.
  • Despite the fastest mana regeneration for Barrowers and Wolvin, a Barrower Sage is a bad combination and Wolfin Bard is a bad combination regarding extra skill points on level up and extra points when creating a character.
  • The Giant is only good for melee classes (except Assassin). Enormous STR and CON, but relatively slow. So if you create a Giant Warrior with 1.5x bonus points, you can put those into SPD in the beginning to counter that. Giants have quite a lot of HP anyway.
  • If you want a Necromancer for their excellent spells, the Feyfolk are an obvious choice due to the 1.6x bonus on skill points (which you can use to increase your magic skill much faster). Feyfolk have average DEV and WIL.
  • Wolfin Clerics and Barrower Thaumaturge are also obvious choices due to the bonus points and both races having the fastest mana regeneration.
More Tips for Beginners from Crispy
  • Use Identify and Improved Identify to greatly increase the chance to ASSAY any ?ITEM?. But you can also left click on that object then left click on one of your character's LOOK icon to get a verbose description of that object. You can also do the same thing with the ASSAY icon to get a (very tiny) box listing that object's in-game stats, if appropriate.
  • Before buying an unidentified item from a vendor, you can have them Identify it for you first. This helps when deciding which, for example, spellbooks to buy from them, if any.
  • Remember that your Scribe skill has to be sufficient in order to successfully learn a new spell from any spellbook. Of course, it has to be successfully Identified first.
  • Also regarding scribing new spells from spellbooks: Often, when you have a vendor Identify a spellbook for you first then you buy it, then attempt to scribe it, if unsuccessful, the message you receive is misleading. it claims you failed to identify ?SPELLBOOK?, but that's not really what's happening. Since it's already been ID'd, you're free to attempt to scribe it, but if your scribe skill still isn't high enough to scribe that particular spell, you'll get that message. I confirmed that spellbooks bought from vendors indeed can successfully be learned.
  • If you want to know what a skill does in the game, believe it or not (easy to miss this), just click on the skill name in your character sheet and the small window below gives a full description of it. DOH!
  • Related to the above, you're going to discover that a lot of the skills you weren't advancing might be necessary for the success of your character. For example, don't forget to put some points into Evocation if you want to successfully use magic wands! Otherwise, BACKFIRE!
  • Want to know what keys do what in the game? Hit F1!
  • On the map, there is a small button that you can hold down to reveal where your discovered safe rest areas are. Handy!
  • There is a small icon to the right of the inventory bar that represents a single storage spot. This actually represents (I think) the "ground", and is useful if you want to temporarily set something down in order to move it or leave it somewhere or whatever.
  • Use the Autowalk feature! On the map, just set the movement point (your destination) first then have autowalk calculate and draw the path. Then just hit the autowalk button to almost instantaneously go there. Beware that you can still run into wandering monsters this way so make sure you're prepared for that possibility.
  • If you're stuck in the story and don't know where to turn to next, talking to NPC's can often get you back going again. Without spoiling, remember that there are certain spells that can coax them into doing what you want or telling you what you want to know.
  • To buy from and sell items to a vendor, right-click on a character's talk icon, then you can select Buy, Sell, etc. Remember to use whomever in your party has the best Barter skill!
  • Don't forget to use the different discovery spells when adventuring, especially in dungeons. Detect Secret is a must-have, and someone with a decent Scout rating is handy, too. There are illusory walls, so keep that in mind as well.
  • Spell points regenerate while resting at different rates depending on (I think, someone please confirm) your Devotion attribute. ***UPDATE*** This actually appears to be more related to race. Humans replenish their spell points during rest at a fairly slow pace while certain others do at nearly double the rate. It's up to you to discover which!
  • If you want to quickly get through an easy combat and you don't care about the particulars of it, just hold down Enter.
  • In combat, sometimes your character will get extra attacks. If they happen to have a secondary weapon equipped, they'll use that one for each and every secondary attack. That's how darts and so forth can come in handy. But remember that your secondary weapon governing skills may not be as good as your primary! Decisions, decisions.
  • In combat if you target a group of monsters with a spell or spell-like effect, and that particular group of monsters "moves" up in the order because your frontline fighters wiped out a previous group, that spell will NOT take effect and will instead hit empty air! So you have to choose which group to target carefully taking into consideration the other groups' overall survivability of your fighters' onslaught. I believe this might be a bug, therefore Cleve might fix it such that your spells "track" the group you originally specified, but I kind of like it the way it is.
  • Related to the above, if your character is equipped with any secondary weapon, and you give him or her combat orders, the game actually asks you which group to target twice. This is not a bug. Cleve Grimoire wants you to specify which group to target with your primary attack and which group to target with your secondary attack(s). Neat, huh?
  • If you're getting poisoned or diseased a lot, which sucks when you're first starting out, you may have to savescum a bit. But there are certain items that you can find that alleviate these conditions, such as a certain type of fruit you can find if you LOOK when standing in front of a bush.
  • Be very certain you want to use Raise Dead. This includes the use of scrolls that cast the spell and certain items that will raise a dead character back to life. The problem with it is that every time you successfully raise a dead character, he or she loses 10 points of CON permanently! There's no way to re-gain these CON points except through re-levelling and assigning points to the attribute again. Jeez, Cleve!
 
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Lady_Error

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Races

Contents
  • 1 The Races in Grimoire
  • 2 Racial Attribute Points
  • 3 Mana Regeneration
  • 4 Natural Resistances
  • 5 Races with special attack abilities
  • 6 Damage of Unarmed Attacks by Race
  • 7 Race/Class Combinations
The Races in Grimoire

Human
No particular strengths or weaknesses, except for: (slow mana regeneration)

Drow
Mysterious race with pointy ears (slow mana regeneration)

Barrower
Dwarven people. (best mana regeneration)

Wolfin
Wolf-like people. (best mana regeneration)

Feyfolk
Fairies are fast and have magic affinity.

Saurian
The Saurians are Lizard-like.

Naga
The Naga are Snake-like. Cannot equip boots or pants due to their body tail.

Drake
The Drake are Dragon-like, but smaller. Strong unarmed attacks.

Rhattu
Rat-like people. (fast mana regeneration)

Leonar
Lion-like people.

Aeorb
Mysterious race with magic affinity.

Durendil
Mysterious race that requires special gear.

Vamphyr
Undead vampire race. High magic immunity. All stats go down 50% in daylight.

Giant
Giants reguire some special gear because of their size. Strong, but not as fast as other races.

Racial Attribute Points
Table shows stats for Males. Females have -25% STR and +20% FEL (Fellowship, similar to Charisma).

DEV = Devotion, MET = Metabolism, DES = Destiny

Races.jpg

NAC = Natural Armor Class (for that race at Level 1), TAC = Total Armor Class (can be increased with gear)

The higher the Armor Class numbers, the better.

Mana Regeneration
Some races restore mana much quicker than others.

The lower the number, the faster the mana regeneration:

11 - Barrower

11 - Wolfin

24 - Rhattu

34 - Aeorb

34 - Durendil

34 - Saurian

39 - Feyfolk

39 - Vamphyr

39 - Drake

39 - Naga

44 - Giant

49 - Leonar

109 - Drow

129 - Human

This means that especially the Humans and Drows should be avoided as spellcasters.

Natural Resistances

Res.jpg


The resistances are protection against different kinds of spells, enemy abilities and other hazards (eg. walking on lava):

  • Sys = System
  • Dea = Death
  • Sor = Sorcery
  • Son = Sonic
  • Men = Mental
  • Mes = Mesmerizing
  • Lum = Luminous
  • Tox = Toxic
  • Fir = Fire
  • Col = Cold
  • Air = Air
  • Aqu = Aqua
  • Ear = Earth
  • Cau = Caustic (Acid)
  • Gal = Galvanic (Electric)
  • Par = Paralyzing
Races with special attack abilities
Races that have innate crowd control abilities that affect a whole group of enemies:

Vamphyr = Charm

Aeorb = Mindflay (Damage, Insanity)

Leonar = Battle Roar (Fear)

Other races with special attack abilities:

Drake = Firebreath

Naga = Spitting Acid

To use special attacks in battle, right click the circle next to the character's portrait (the default icon is two crossed swords) and choose USE POWER at the bottom of the menu. The character will use their ability after you press Battle, which you can do after you have selected actions for all of your characters.

Damage of Unarmed Attacks by Race
Unarmed attacks have different damage depending on the race:

Humanoid Races (max 6 damage)
Punch: 1D6
Kick: 1D6

Drake (max 12 damage)
Claw: 3D4
Lash Tail: 3D4

Giant (max 12 damage)
Smash: 3D4
Stomp: 3D4

Saurian (max 12 damage)
Bite: 3D4
Claw: 3D4

Naga (max 12 damage)
Bite: 2D6 (Naga bite can poison enemies)
Lash Coil: 2D6

Leonar (max 8 damage)
Bite: 2D4
Claw: 2D4

Wolfin (max 8 damage)
Bite: 2D4
Claw: 2D4

Rhattu (max 8 damage)
Bite: 2D4 (Rhattu bite can cause disease on enemies)
Claw: 1D6

The number of attacks per turn can be increased with SPD. Later in the game you can find weapons for unarmed attacks, such as Fists of Doom. The Iron Hands skill increases the damage of unarmed attacks, while the Unarmed Skill itself determines whether the attacks succeed.

Race/Class Combinations
See the following article about the Classes.
 
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Lady_Error

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Professions

Contents
  • 1 The Professions in Grimoire
  • 2 Attribute Requirements for each Class
  • 3 Classes sorted by XP required for Level 2
  • 4 Spells for each Class
  • 5 Classes that start with crowd control spells
  • 6 How The Points You Roll Are Used
  • 7 Race/Class Combinations: Multiplier Bonuses and Penalties
  • 8 Best and Worst Combinations (Based on Multiplier Bonuses)
  • 9 Levelup mechanics
The Professions in Grimoire

Warrior
The Warrior pursues mastery of all martials arts to secure victory in combat.

Cleric
The Cleric serves a diety and acquires holy power through prayer and devotion.

Necromancer
The Necromancer learns unholy secrets by consulting with the dead and demons.

Thief
The Thief develops expertise in the arts of robbery and skullduggery.

Berserker
The Berserker is a barbarian who manifests a terrible bloodlust in battle. (Note: Has Lethal Blow skill)

Bard
The Bard is a wandering performer who acquires many skills in his journeys. (Note: Has Lockpickping, Inspecting and Pickpocketing skills like the Thief)

Sage
The Sage is an avid scholar who strives to unearth the riches found in books. (Note: Has Music skill like the Bard, as well as Lockpicking and Inspecting)

Wizard
The Wizard practices the ancient arts of magic, weaving spells and illusions.

Thaumaturge
The Thaumaturge harnesses the primitive forces of nature and the elements.

Ranger
The Ranger acquires his skills in the forest, tracking animals and hunting. (Note: Has Lethal Blow. Can fight short range. Arrow supply in the beginning is limited)

Templar
The Templar is a holy knight who quests after adventure and good deeds. (Note: Prestige Class. Basically a Warrior with Cleric spells.)

Metalsmith
The Metalsmith studies the construction, use, and employments of weapons. (Note: Has Lethal Blow skill)

Pirate
The Pirate is a seafaring rogue who hungers for swordplay, robbery and booty. (Note: Prestige Class. Has Lethal Blow)

Jester
The Jester is no laughing matter, often sending foes to death with a smile. (Note: Prestige Class. Basically a more deadly Bard. Has Lethal Blow and unique skills)

Assassin
The Assassin is the master of lethal arts of murder and poisoning. (Note: Prestige Class. Similar to a Ninja in Wizardry)

Attribute Requirements for each Class

Req.jpg


Classes sorted by XP required for Level 2

Some classes need a much lower amount of Experience Points to reach the next Level than others.

Here are all 15 classes sorted by the amount of XP required for Level 2:

Jester 2400 XP

Assassin 2100 XP

Necromancer 1800 XP

Pirate 1400 XP

Templar 1350 XP

Bard 1250 XP

Cleric 1250 XP

Wizard 1200 XP

Thaumaturge 1150 XP

Berserker 1000 XP

Warrior 1000 XP

Ranger 900 XP

Metalsmith 850 XP

Thief 850 XP

Sage 750 XP

Spells for each Class

All classes in Grimoire learn spells. There are 5 basic spell schools associated with a specific specialist who starts learning that school at level 1, as well as Arcanum/Eldritch spells (for which you need to find special spell books and the Eldritch spell page needs to be unlocked). Every class learns spells from a a certain level.

The Spellcaster classes start learning their spells at Level 1:
  • Wizard
  • Cleric
  • Sage
  • Thaumaturge
  • Necromancer
Other classes:
  • Warrior: Wizard spells at level 9
  • Ranger: Thaumaturge spells at 4
  • Thief: Thaumaturge spells at 6
  • Templar: Cleric spells at 3
  • Berserker: Thaumaturge spells at 10
  • Jester: Sage and Wizard spells at 3
  • Bard: Cleric and Wizard spells at 3
  • Metalsmith: Sage spells at 6
  • Pirate: Wizard and Thaumaturge spells at 6
  • Assassin: Thaumaturge and Necromancer spells at 3
Classes that start with crowd control spells
Spellcaster classes that can start with crowd control spells that affect a whole group of enemies:

Cleric = Sleep

Wizard = Charm, Sleep, Blinding Flash, Irritation

Thaumaturge = Blinding Flash, Irritation

Sage = Charm

Necromancer = Insect Swarm (damage and chance for Irritation and Confusion), Brain Rot (Insanity and Confusion), Irritation, Dread (Fear)

How The Points You Roll Are Used
When you create a character, the points you roll (maximum 48 points) will get used automatically to increase the attributes necessary to reach the class minimum requirements with the race you chose.

If you have any bonus points left after that, you can choose to use them in one of three ways:
  • Increase the amount of Hitpoints
  • Increase the attributes (STR, INT, WIS, etc.)
  • Increase the skill points
If you roll less than 15 bonus points you do NOT get to assign the remaining bonus points, this is not a bug.

Note:
  • Males & Females have slightly varied starting attributes (males have more STR while females have more FEL).
  • No race can start as a Jester
Race/Class Combinations: Multiplier Bonuses and Penalties
Some races have a multiplier bonus OR penalty for some classes, which affect character creation and skill points gained per level.

What the Multiplier Bonus means:
  • It gives you a multiplier bonus or penalty to the amount of skill points you get on each levelup
  • It gives you a multiplier bonus or penalty to the natural resistances of that race (this is kept even after changing class!)
  • When creating a character, it gives you a multiplier bonus or penalty to the unused portion of the points you roll (these can be put into extra HP, attribute points or skill points)
Example:

-> You roll 32 points as a Barrower.

-> You choose the Thaumaturge class, which requires 12 points (see second table below)

-> These 12 points get subtracted from the 32 you rolled, so that 20 points remain.

-> Then the 20 points are increased by 30% (see first table below) or in other words multiplied by 1.3x (Thaumaturge is a Bonus Point Class for Barrowers with a multiplier bonus of 30% or 1.3x).

-> This gives you 26 extra points which you can distribute to Attribute points, Hitpoints OR Skill points. (Note: Anything below 15 extra points is ignored and cannot be distributed. This is not a bug.)

-> You also get 30% more skill points on each levelup with a Barrower Thaumaturge (1.3x multiplier) and the Barrower natural resistances are permanently increased by 30%.

MULTIPLIER BONUSES AND PENALTIES (FROM THE GRIMOIRE MANUAL):

Multiplier-bonus.jpg


NUMBER OF POINTS YOU NEED TO ROLL FOR A SPECIFIC RACE/CLASS COMBINATION:

(ANY) means that even the lowest number you roll will let you pick that class with that race.

(NONE) means that even with the highest possible roll (48 points), you do not have enough points for that combination.

Character-creation-points-needed.jpg


Same As Above Tables With Additional Information:

This table of the multiplier bonuses was created by a player a long time ago and contains all the information you find in the two new tables (from the manual) above.

Additionally, on this table you can also see the exact number of attribute points needed for each race/class combination instead of (NONE) for some combinations in the table above.

These numbers are important for multiclassing.

Statclassrace.jpg


[x/y] x= attribute needed or bonus if underlined, y= attribute and skill multiplier
  • [male]
  • (female)
  • rollable (<=32) (In Grimoire V2, 48 points can be rolled now instead of just 32.)
  • unrollable (>32) (In Grimoire V2, 48 points can be rolled now instead of just 32.)
  • eligible to bonus (<=16)
  • hightened roll multiplier (>1.0)
  • lowered roll multiplier (<1.0)
Note:

In Grimoire V2, the maximum amount of points you can roll during character creation went up from 32 to 48. This means that Assassins can now be created in the beginning with multiple races and Rhattu Pirates can be created with a maximum roll of 48. The Jester is the only class that cannot be created in the beginning.

How to get a Jester:

The Jester is a dream class that is not rollable with any race. The lowest amount you'd need are 145 points with a Durendil. Only a Bard can change classes into a Jester during the game.

The best way to get a Jester is to multiclass several times, while saving (not using) the extra attribute points you get on each level up. When you finally change class into a Bard, use those extra attribute points to reach the minimum attribute requirements of the Jester.

Best and Worst Combinations (Based on Multiplier Bonuses)
In short, here are the best and worst combinations of race and classes, based on the multipliers:


BEST COMBINATIONS

Aeorb Sage 2.0x

Barrower Thaumaturge 1.3x (plus fastest mana regeneration)

Barrower Berserker 1.25x

Barrower Metalsmith 1.4x

Drake Berserker 1.1x

Drake Metalsmith 1.5x

Drow Assassin 1.8x

Durendil Templar 2.0x

Feyfolk Necro 1.6x

Feyfolk Assassin 1.9x

Leonar Berserker 1.2x

Naga Assassin 1.5x

Giant Warrior 1.5x

Giant Metalsmith 1.5x

Rhattu Thief 1.1x

Rhattu Assassin 1.8x

Rhattu Pirate 1.7x

Saurian Berserker 1.3x

Wolfin Cleric 1.2x (plus fastest mana regeneration)

Wolfin Ranger 1.6x

Vamphyr Assassin 1.8x

Vamphyr Necro 1.5x

Bards and Wizards get no bonus points from any race.


BAD COMBINATIONS

Aeorb Metalsmith 0.5x

Barrower Sage 0.8x

Drake Sage 0.8x

Drake Cleric 0.8x

Drake Thief 0.8x

Drow Metalsmith 0.6x

Durendil Necro 0.7x

Durendil Ranger 0.6x

Durendil Thief 0.5x

Feyfolk Metalsmith 0.4x

Giant Thief 0.6x

Giant Wizard 0.5x

Giant Cleric 0.7x

Giant Assassin 0.8x

Rhattu Warrior 0.7x

Rhattu Berserk 0.8x

Saurian Sage 0.5x

Wolfin Bard 0.8x

Vamphyr Cleric 0.1x

Vamphyr Templar 0.2x

Levelup mechanics
When you levelup you will receive the following:

1-30 Hitpoints (amount is class dependent)

1-25 Mana points (amount depends on the DEV attribute and class)

13-87 Vitality points (amount depends on the CON attribute)

1-3 Attribute points (class dependent)

1-3 Attribute points (class dependent)

1-3 Attribute points (class dependent)

1-6 EXTRA Attribute points (you can assign yourself or save for later, eg. for multiclassing; unassigned Attribute points are NOT lost on the next level up)

5-50 Skill points (you can assign yourself; unassigned Skill points are LOST on next level up)

1-4 Spells (class dependent)

LATEST EXPERIMENTAL DATA ON LEVEL UP GAINS:

On Level Up:
  • Hitpoint gains are 100% class-based.
  • VIT gains are 100% attribute-based (CON attribute).
  • Mana gains are mostly attribute-based (DEV attribute), but do have some minor adjustments for class.
  • Attribute gains are 100% class-based.
None of these are impacted by the race/class bonus multipliers (or by the race itself). They also are not affected by being dual-classed (unlike what I thought previously).

HITPOINTS

Approximate average HP gain per level for each class:

18.0 - Berserker

16.5 - Warrior

13.5 - Pirate, Jester, Templar, Ranger

9.5 - Bard

8.5 - Metalsmith

8.0 - Assassin

7.0 - Thief

6.0 - Thaumaturge

5.0 - Cleric, Wizard

4.0 - Sage, Necromancer

VITALITY

Vitaltiy gains are CON-based. Vitality gain on level up is approximately equal to:

12.5 + (CON * 0.75)

MANA

Mana gain on level up is mostly DEV-based (devotion). I'm not sure of the exact mechanics, but you receive almost exactly 50% more MP at 80 DEV than you do at 40 DEV.

Pure mages definitely have a broader range of results than fighter types, but in terms of average MP gain, there is less difference than you might exepct.

At 40 DEV, the average gain for most classes is 10 MP per level.

ATTRIBUTES

For the three fixed attribute gains on level up:
  • The 7 martial-skill dominant classes (Warrior, Berserker, Metalsmith, Templar, Assassin, Pirate, Jester) receive their points spread across all attributes. They gain 2-3 at a time of STR, SPE, and AGI, and 1-2 at a time of the others. (1 seems to be more common for INT, WIS, and DEV, and 2 more common for CON, WIL, and FEL, but that's not clear enough for me to be sure it's a real effect.)
  • The 5 mental-skill dominant classes (Wizard, Thaumaturge, Sage, Necromancer, Cleric) gain only INT, WIS, and DEV. They gain in all three stats every level!
  • The 3 physical-skill dominant classes (Thief, Ranger, and Bard) receive the majority of their points in CON, WIL, and FEL. They also receive some points in INT, WIS, and DEV. They never get points in the other stats.
 
Last edited:

Lady_Error

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Multi-Classing

Contents
  1. Multi-Classing: How does it work?
  2. Multiclassing Careers by Race (long article)
Multi-Classing: How does it work?

You can change class after Level 4 (right click on the picture of the character and select "change profession"), if you have the attributes required for the class. Each class has only a few classes it can change to.

After you change your class, your attributes reset to the racial stats and the required stats of the new class (whichever is higher). XP required to level up is increased by 25% for your new class.

Skills, HP, Mana and VIT are kept. If you don't spend attribute points they are also kept, same with spells.

Outgoing class changes allowed:
  • Warrior: Berserker, Pirate, Ranger
  • Berserker: Warrior, Pirate, Ranger
  • Ranger: Warrior, Thief, Assassin
  • Thief: Bard, Pirate, Assassin
  • Metalsmith: Warrior, Berserker, Pirate
  • Wizard: Necromancer, Sage, Thaumaturge
  • Thaumaturge: Necromancer, Sage, Wizard
  • Necromancer: Sage, Wizard, Thaumaturge
  • Sage: Cleric, Wizard, Thaumaturge
  • Cleric: Bard, Sage, Templar
  • Bard: Jester(!), Cleric, Sage
  • Jester: Thief, Bard, Assassin
  • Pirate: Thief, Berseker, Assassin
  • Templar: Warrior, Cleric, Bard
  • Assassin: Warrior, Thief, Berserker
Incoming Class changes allowed:
  • ASSASSIN: JESTER,PIRATE,RANGER,THIEF
  • BARD: CLERIC,JESTER,TEMPLAR,THIEF
  • BERSERKER: PIRATE,ASSASSIN,METALSMITH,WARRIOR
  • CLERIC: BARD,SAGE,TEMPLAR
  • JESTER: BARD
  • METALSMITH: (NONE)
  • NECROMANCER: THAUMATURGE,WIZARD
  • PIRATE: BERSERKER,METALSMITH,THIEF,WARRIOR
  • RANGER: BERSERKER,WARRIOR
  • SAGE: BARD,CLERIC,NECROMANCER,THAUMATURGE,WIZARD
  • TEMPLAR: CLERIC
  • THAUMATURGE: NECROMANCER,SAGE,WIZARD
  • THIEF: ASSASSIN,JESTER,PIRATE,RANGER
  • WARRIOR: ASSASSIN,BERSERKER,METALSMITH,RANGER,TEMPLAR
  • WIZARD: NECROMANCER,SAGE,THAUMATURGE

More info on multiclassing:

  • Note: When you click on changing profession, you change to Level 1 of the new class immediately (and likely lose a lot of attribute points). But to get to Level 2 of the new class you still need to level up once in your old class first. After that you will level up very quickly, because above Level 2 the XP requirements are reset again.
  • So it is best to wait until you are close to leveling up in your orginal class and then change the profession. That way you won't have the problem of having a Level 1 character with reduced stats for a long time.
  • To get some of the premium classes (Jester, Pirate, Assassin, Templar) it makes sense to multiclass several times through different professions and save the extra attribute points each time - to finally use them for the Jester requirements, for example.
  • You can class change upon reaching level 4 (not level 3, as stated in some of the guides).
  • Changing classes does NOT affect your resistances, so if they were buffed by your class/race combo multiplier at character creation, that buff remains. As is well documented elsewhere, your attributes are reset to minimum for your new combo (but unused bonus pts are retained). Skills are not affected, nor are HP, Vitality, etc.
  • Also, you cannot change back to a previous class.
  • NPC's you recruit cannot multi-class. This means that in the beginning, many NPC's will be more powerful than your original characters, but after switching class a few times that difference should be more or less gone. Towards the end game, your original characters should be more powerful than NPC's, with a few exceptions (some NPC's such as Kroondegraf have very high resistances which are almost impossible to reach).
  • You should make a plan on which classes you will change to and which class you want to arrive at (you cannot go back to a class you already used). Check the racial stats and the class requirements to see if it will require a lot of attribute points to change classes or not. Some classes, such as Saurians are very bad for multiclassing due to their very low numbers in some stats.
Spell interactions with multiclassing:

Spells available to learn on level-up are based ONLY on your current class. The list of spells available do not transfer between classes. E.g., if you are a level 10 cleric and multiclass into templar, you do not get spell picks for your first two templar levels, and when you start learning spells from the Cleric list at templar level 3, you only get the spells available that a level 3 templar (level 1 Cleric) would get.

Multiclassing Careers by Race
The numbers in brackets (0p, etc.) are the attribute points needed for that race to change to that class (see the full table here). Saving the extra attribute points on levelup is necessary to change into classes with higher attribute requirements. Note: If you go through 8 Levels before changing class, you will get 8-48 extra attribute points per class which can be saved for more difficult class changes.


WOLFIN

The Wolfin have the fastest mana regeneration. Their natural resistances are low (only resistance to COLD is 25, everything else is 10 or 0).

Wolfin Ranger (+60% bonus multiplier) to Assassin or Pirate:
  • 4 class changes, the Melee career:
  • RANGER(start) > WARRIOR(0p) > BERSERK(15p) > THIEF(0p) > ASSASSIN(60p) or PIRATE(60p)
  • Only Melee classes, ends in a Prestige class, Lethal Blow starting with the Berserker
  • Easy to do, since 4 class changes should be enough to collect the 60 extra attribute points for an Assassin or Pirate in the end.
  • 75 points required or 75/4 = 19 extra points on average per class.
Wolfin Ranger (+60% bonus multiplier) to Spellcaster (shorter career):
  • 7 class changes, the short Magic career:
  • RANGER(start) > THIEF(0p) > BARD(35p) > CLERIC(0p) > SAGE(25p) > WIZARD(0p) > THAUM(15p) > NECRO(50p)
  • Mostly magic classes, no Prestige class, NO Lethal Blow
  • Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • Easy to do, since only the Necro requires a larger amount of attribute points in the end.
  • 125 points required or 125/7 = 18 extra points on average per class.
Wolfin Ranger (+60% bonus multiplier) to Spellcaster (longer career):
  • 10-12 class changes, the long Magic career:
  • RANGER(start) > WARRIOR(0p) > BERSERK(15p) > PIRATE(65p) > (ASSASSIN? or skip)> THIEF(0p) > BARD(35p) > CLERIC(0p) > (Templar? or skip) > SAGE(25p) > WIZARD(0p) > THAUM(15p) > NECRO(50p)
  • Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
Wolfin Wizard or Thaumaturge (0% bonus multiplier) to Assassin or Pirate:
  • 10 class changes, the superman career (ends in Assassin or Pirate):
  • WIZARD(start) > THAUM(15p) > NECRO(50p) > SAGE(25p) > CLERIC(0p) > TEMPLAR(75p) > WARRIOR(0p) > BERSERK(15p) > RANGER(0p) > THIEF(0p) > ASSASSIN(60p) or PIRATE(65p)
  • All magic classes and most melee classes, Lethal Blow, ends in a Prestige slass
  • Considering that each level up will increase Mana, you may go through the Melee classes in the end, but still continue using the Wolfin as a Magic class.
  • Easy to do, though requires more luck with getting enough extra attribute points for the Bard and Templar. The Necro can be skipped if you do not get enough points for him after one class change. This will also make it easier to have enough points for the Bard and Templar.
  • 240 points required or 240/10 = 24 extra points on average per class.
Wolfin Metalsmith (+0% bonus multiplier) to Spellcaster:
  • 11 class changes, the superman career (ends in Necro or another magic class):
  • METALSMITH(start) > WARRIOR(0p) > BERSERK(15p) > RANGER(0p) > ASSASSIN(60p) or PIRATE(65p) > THIEF(0p) > BARD(35p) > CLERIC(0p) > SAGE(25p) > WIZARD(0p) > THAUM(15p) > NECRO(50p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin or Pirate and has enough class changes after that to bring those skills up quickly.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • Easy to do, since there are 3 class changes to collect extra attribute points for the Assassin or Pirate and then 5 class changes to collect points for the Necro in the end.
  • 265 points required or 265/11 = 24 extra points on average per class.


DRAKE

The Drakes have average mana regeneration. Their natural resistances are high. With a Metalsmith their resistances increase 55% too: SYSTEM goes from 30 to 45, SORCERY 20 to 30, FIRE 50 to 75 (walk on lava), CAUSTIC(ACID) 20 to 30.

Drake Metalsmith (55% bonus multiplier) to Assassin or Pirate:
  • 4 class changes, the short Melee career with 55% multiplier bonus:
  • METALSMITH(start) > WARRIOR(0p) > BERSERK(14p) > RANGER(25p) > ASSASSIN(70p) or PIRATE(65p)
  • Only melee classes, gets Lethal Blow from the start and other special skills from Assassin or Pirate.
  • Average to do: for the Assassin or Pirate you have 3 class changes to collect the points.
  • 119 points required or 119/4 = 29 extra points on average per class.
Drake Metalsmith (55% bonus multiplier) to Spellcaster:
  • 11 class changes, the super > superman career with 55% multiplier bonus (ends in Necro or another magic class):
  • METALSMITH(start) > WARRIOR(0p) > BERSERK(14p) > RANGER(25p) > ASSASSIN(70p) or PIRATE(65p) > THIEF(18p) > BARD(40p) > CLERIC(30p) > SAGE(30p) > Wizard(15p) > THAUM(25p) > NECRO(35p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin or Pirate. Has many class changes after that to raise those skills quickly.
  • Average to do: for the Assassin or Pirate you have 3 class changes to collect the points. The Assassin or Pirate can be skipped.
  • The magic classes will all require some luck in getting enough points for each class change. If the Drake gets stuck on a magic class, he can level up a few more times to get the missing extra attribute points and by then he will have already 6 > 9 class changes behind him, meaning a lot of HP, Mana and Skill Points (including a maxed out Lethal Blow).
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 287 points required or 287/11 = 26 extra points on average per class.
Drake Wizard or Thaumaturge (0% bonus multiplier) to Assassin or Pirate:
  • 10 class changes, the superman career (ends in Assassin or Pirate):
  • WIZARD(start) > THAUM(25p) > NECRO(35p) > SAGE(30p) > CLERIC(30p) > TEMPLAR(75p) > WARRIOR(0p) > BERSERK(15p) > RANGER(25p) > THIEF(18p) > ASSASSIN(70p) or PIRATE(65p)
  • Most magic classes and most melee classes, Lethal Blow, ends in a Prestige slass
  • Considering that each level up will increase Mana, you may go through the Melee classes in the end, but still continue using the Drake as a Magic class.
  • Difficult to do, since many extra points may be required for the class changes.
  • 320 points required or 320/10 = 32 extra points on average per class (meaning that with 8 levelups per class, you will need an average of 4 out of 6 extra attribute points on each levelup - in 11 classes!).


BARROWER

The Barrowers (Dwarves) have the fastest mana regeneration. Their natural resistances are average (TOXIC 20 and EARTH 25, everything else at 10).

Barrower Thaumaturge (30% bonus multiplier) to Jester:
  • 11 class changes, the Jester non > plus > ultra career:
  • THAUMATURGE(start) > WIZARD(0p) > NECRO(40p) > SAGE(25p) > CLERIC(10p) > TEMPLAR(65p) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > THIEF(20p) > BARD(35p) > JESTER(175p)
  • You go through all but three classes (except Metalsmith, Pirate and Assassin)
  • Easy to do, though requires more luck with getting enough extra attribute points for the Necro, Templar and of course Jester. The Necro can be skipped if you do not get enough points for him after one class change.
  • 290 points required or 290/11 = 26 extra points on average per class.
Barrower Thaumaturge (30% bonus multiplier) to Assassin or Pirate:
  • 10 class changes, the superman career:
  • THAUMATURGE(start) > WIZARD(0p) > NECRO(40p) > SAGE(25p) > CLERIC(10p) > TEMPLAR(65p) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > THIEF(20p) > ASSASSIN(70p) or PIRATE(75p)
  • All magic classes and most melee classes, Lethal Blow, ends in a Prestige slass
  • Considering that each level up will increase Mana, you may go through the Melee classes in the end, but still continue using the Barrower as a Magic class.
  • Easy to do, though requires more luck with getting enough extra attribute points for the Necro and Templar. The Necro can be skipped if you do not get enough points for him after one class change.
  • 240 points required or 240/10 = 24 extra points on average per class.
Barrower Thaumaturge (30% bonus multiplier) to Assassin (maximum class changes):
  • 12 class changes, the Assassin > Jester career:
  • THAUMATURGE(start) > WIZARD(0p) > NECRO(40p) > SAGE(25p) > CLERIC(10p) > TEMPLAR(65p) > WARRIOR(10p) > RANGER(0p) > BERSERK(10p) > THIEF(20p) > BARD(35p) > JESTER(175p) > ASSASSIN(70p)
  • You go through all but two classes (except Metalsmith and Pirate)
  • Easy to do, though requires more luck with getting enough extra attribute points for the Necro, Templar and of course Jester. The Necro can be skipped. This is the same as the Jester career above, only that you change from Jester to Assassin in the end.
  • Going from the Jester to Assassin is really optional and requires no extra points since the Jester has higher attributes.
Barrower Metalsmith (40% bonus multiplier) to Spellcaster:
  • 11 class changes, the superman career with 40% multiplier bonus (ends in Necro or another magic class):
  • METALSMITH(start) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > ASSASSIN(70p) or PIRATE(75p) > THIEF(20p) > BARD(35p) > CLERIC(10p) > SAGE(25p) > Wizard(0p) > THAUM(10p) > NECRO(40p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin or Pirate. Has many class changes after that to raise those skills quickly.
  • Easy to do: for the Assassin or Pirate you have 3 class changes to collect the points. The Assassin or Pirate can be skipped.
  • The magic classes will all require some luck in getting enough points for each class change.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 230 points required or 230/11 = 21 extra points on average per class.
Barrower Metalsmith (40% bonus multiplier) to Templar:
  • 7 > 8 class changes, the Lethal Blow Templar career with 40% multiplier bonus (ends in Necro or another magic class):
  • METALSMITH(start) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > ASSASSIN(70p) or PIRATE(75p) > THIEF(20p) > BARD(35p) > CLERIC(10p) > TEMPLAR(65p)
  • Mostly melee classes, gets Lethal Blow from the start and other special skills from Templar and Assassin or Pirate.
  • Easy to do: for the Assassin or Pirate you have 3 class changes to collect the points. The Assassin or Pirate can be skipped.
  • The magic classes will all require some luck in getting enough points for each class change.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career).
  • 220 points required or 220/8 = 28 extra points on average per class. Or if skipping the Assassin or Pirate: 150/7 = 21 extra points on average per class needed.
Barrower Metalsmith (40% bonus multiplier) to Jester:
  • 6 class changes, the Jester career with 40% multiplier bonus (ends in Jester):
  • METALSMITH(start) > WARRIOR(10p) > BERSERK(10p) > RANGER(0p) > THIEF(20p) > BARD(35p) > JESTER(175p)
  • Only Melee classes.
  • Difficult to do: You will need a lot of luck (or savescumming) to get on average 4 > 5 extra attribute points on each level up in 6 classes to get together the points for the Jester.
  • 250 points required or 250/6 = 41 extra points on average per class.
Barrower Berserker (25% bonus multiplier) to Spellcaster:
  • 10 class changes, the superman career with 25% multiplier bonus (ends in Necro or another magic class):
  • BERSERK(start) > WARRIOR(10p) > RANGER(0p) > ASSASSIN(70p) or PIRATE(75p) > THIEF(20p) > BARD(35p) > CLERIC(10p) > SAGE(25p) > Wizard(0p) > THAUM(10p) > NECRO(40p)
  • Most melee classes and all magic classes, gets Lethal Blow from and other special skills from Assassin or Pirate. Has many class changes after that to raise those skills quickly.
  • Easy to do: for the Assassin or Pirate you have 3 class changes to collect the points. The Assassin or Pirate can be skipped.
  • The magic classes will all require some luck in getting enough points for each class change.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 220 points required or 230/10 = 22 extra points on average per class.


RHATTU

The Rhattu have average mana regeneration. Their natural resistances are average (COLD 20, DEATH 15, TOXIC 15, CAUSTIC(ACID) 15, everything else at 10 or lower). With a Rhattu Assassin, all resistances increase by 80%.

Rhattu Assassin (80% bonus multiplier) to Spellcaster:
  • 11 class changes, the super > superman career with 80% multiplier bonus (ends in Necro or another magic class):
  • ASSASSIN(start) > WARRIOR(15p) > BERSERK(25p) > RANGER(25p) > PIRATE(50p) > THIEF(0p) > BARD(45p) > CLERIC(30p) > SAGE(30p) > Wizard(10p) > THAUM(25p) > NECRO(50p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin and Pirate. Has many class changes after that to raise those skills quickly.
  • Easy to do: for the Pirate you have 3 class changes to collect the points. The Pirate can be skipped to collect the points for the Bard instead. Going from the Bard to Cleric should be easy, since the Bard has higher attributes, except DEV where the Rhattu needs to come up with just 10 points.
  • The magic classes rely mostly on the same attributes, so that changes should be easy.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 305 points required or 305/11 = 27 extra points on average per class.
Rhattu Assassin (80% bonus multiplier) to Templar:
  • 7 class changes, the Templar Melee career with 80% multiplier bonus (ends in Necro or another magic class):
  • ASSASSIN(start) > WARRIOR(15p) > BERSERK(25p) > RANGER(25p) > THIEF(0p) > BARD(45p) > CLERIC(30p) > TEMPLAR(105p)
  • Most melee classes and the Cleric Magic school (Templar keeps it in the end), gets Lethal Blow from the start and other special skills from Assassin and Templar.
  • Easy to do: for the Templar you have 6 class changes to collect the points. Going from the Bard to Cleric should be easy, since the Bard has higher attributes, except DEV where the Rhattu needs to come up with just 10 points. The Cleric will receive automatic increases in some of the high attributes the Templar needs (WIS and DEV), so it should be an easier class change than it looks (with extra saved points from previous classes).
  • 245 points required or 245/7 = 35 extra points on average per class (though in practice it should be easier than that, see above).


NAGA

The Naga have average mana regeneration. Their natural resistances are average (TOXIC 50, CAUSTIC(ACID) 40, everything else at 10 or lower). With a Naga Assassin, all resistances increase by 50%. NOTE: Naga cannot equip any pants or boots.

Naga Assassin (50% bonus multiplier) to Spellcaster:
  • 11 class changes, the super > superman career with 50% multiplier bonus (ends in Necro or another magic class):
  • ASSASSIN(start) > WARRIOR(10p) > BERSERK(25p) > RANGER(20p) > PIRATE(55p) > THIEF(0p) > BARD(40p) > CLERIC(20p) > SAGE(25p) > Wizard(0p) > THAUM(15p) > NECRO(40p)
  • Most melee classes and all magic classes, gets Lethal Blow from the start and other special skills from Assassin and Pirate. Has many class changes after that to raise those skills quickly.
  • Easy to do: for the Pirate you have 3 class changes to collect the points. The Pirate can be skipped to collect the points for the Bard instead. Going from the Bard to Cleric should be easy, since the Bard has higher attributes, except DEV where the Naga needs to come up with just 5 points.
  • The magic classes rely mostly on the same attributes, so that changes should be easy.
  • Note that there are not many weapons for magic classes with the *LETHAL* feature (use assaying to see it). The Necromancers can use some lethal daggers (final class of that career). Note that the spellcaster you end up with won't be able to use heavy armor (except if you use the Cleric and even they are limited in armor).
  • 250 points required or 250/11 = 23 extra points on average per class.

GENERAL INFORMATION ON MAXIMUM MULTICLASSING:


There are really only a few routes for 10 - 12 class changes:

1) Start with the Spellcasters, go through the Bard to the Melee Classes and end up as Assassin or Pirate.

2) Start with the Melee classes, become Assassin or Pirate (optional) and go through the Bard to the Spellcasters.

3) Start with the Spellcasters, go through the Cleric and Templar to the Melee Classes and end up with a Jester, Assassin or Pirate.

4) Theoretically, you could also start with the Spellcasters, go through the Bard to the Jester, then change to an Assassin and go through the Melee classes that way to end up with a Pirate. However, it requires collecting enough extra points for a Jester after just 5 class changes - this would require consistenly good rolls of extra attribute points on level up.


NEW: GET THROUGH 14 OUT OF 15 CLASSES AND END ON A JESTER

You can definitely get through 14 classes and still leave Jester for last. I arranged these, looking at stat minimums, to try and minimize the extra points needed to spend. In no case will you have to spend more bonus points to class change than you can get from random (non > save > scummed) level ups in the new class. This is what I used for Diamond Jack:

(Barrower) Thau > Wiz > Necro > Sage > Cleric > Templar > Warrior > Bers > Ranger > Pirate > Assassin > Thief > Bard > Jester

Cleric to Templar:
  • 40 > 45 INT: automatic from cleric level ups
  • 45 > 60 WIS: automatic from cleric level ups, usually by level 6, definitely by level 8 > 9
  • 40 WIL: already at req
  • 45 > 50 STR: needs 5 bonus pts
  • 45 > 60 FEL: needs 15 bonus pts
  • 45 > 65 DEV: potentially automatic from cleric level ups or needs a few bonus pts
With an average of 3.5 bonus pts earned per level (w/o savescumming at all), that means getting to level ~7 should pay for the bonus pts needed.

Ranger to Pirate is more costly but actually gets you three classes:
  • 40 > 55 WIL: ~10 pts likely free from ranger level ups, spend ~5 bonus
  • 45 > 50 STR: spend 5 bonus
  • 35 > 55 SPE: spend 20 bonus
  • 35 > 60 AGI: spend 25 bonus
  • 40 > 50 FEL: likely all free from ranger level ups
Since you then go straight to Assassin, a lot of those points do double duty and qualify you for both classes (since Pirate preserves those stats). 5 STR, 15 SPE, and 15 AGI are all used twice. And in fact 10 SPE and 10 AGI are actually used *three* times since they also qualify you for Thief after that. So you're basically spending ~55 bonus pts to access three different classes. Reaching level 6-8 in all three classes will more than pay for those bonus points.

This is in fact a better deal than the time in Necromancer, which costs 20 bonus pts (in WIL) for just one class.

Basically, the free pts from level ups and stats needed by mutliple classes create some opportunities to chain stats together in efficient ways, if you look hard for 'em.


SOME SIMPLE BUILDS


Since many people are buying Grimoire for the first time today and will be building parties, I'll share some character ideas I had:

Open Hand Expert Assassin (ROW1)
  • Drake MET->BER->RAN->THI->ASS
  • Martial Skills: Shield, Backstabbing
  • Physical Skills: Hand to Hand, Lethal Blow, Stealth, Iron Hands, Ninjitsu (learned from trainer)
  • Mental Skills: invocation/incantation
Drake for Metalsmith affinity. Open hands for highest damage. He will max lethal blow and shield, then stealth and backstabbing, then iron hands when he becomes an assassin. Ninjitsu can be purchased.

Sword Templar (ROW2)
  • Wolfin RAN->THI->BAR->CLE->TEM
  • Martial Skills: Sword, Shield
  • Physical Skills: Lethal Blow
  • Mental Skills: Litany, Scribe/arcanum
Ranger start to get lethal blow. Wolfin for Ranger affinity. He will max sword, shield and lethal blow before focusing on litany as he becomes cleric and templar.

Hammer Alchemical Mage (ROW2)
  • Wolfin RAN->THI->BAR->SAG->THAU
  • Martial Skills: Hammer, Shield
  • Physical Skills: Lethal Blow
  • Mental Skills: Alchemistry, Scribe/Arcanum, nature lore (optional, but dovetails with alchemistry)
Ranger start to get lethal blow. Wolfin for Ranger affinity. He will max mace, shield and lethal blow, and max Alchemistry before final class change to Thaumaturge.

They can all class change at low levels to rapidly reach their end classes, no grinding required. You must save attribute gains on levelups and distribute them only when you need to for class change, and then when you reach the final class.
 
Last edited:

Lady_Error

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Skills

Contents
  • List of Skills
    • Martial skills (12)
    • Physical skills (17)
    • Mental skills (15)
  • Advice on Skills: Which ones are important?
List of Skills

Martial skills (12)

  • Archery The ability to draw and fire a bow with sufficient skill to strike a target.
(10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

  • Axe&Scimitar The skill of wielding large edged weapons in battle.
(10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

  • Backstabbing The ability to surprise an opponent from behind with a weapon.
(06:Assassin,Bard,Jester,Pirate,Ranger,Thief)

  • Bladesmanship The skill of fighting with a knife or short ranged weapon in melee.
(14:Assassin,Bard,Berserker,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Hammer&Mace Prowess with blunt weapons used to bludgeon or smash an opponent in combat.
(12:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Pirate,Ranger,Templar,Thaumaturge,Thief,Warrior)

  • Lash&Chain The skill of wielding extension weapons like the whip, chain and lash in combat.
(10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

  • Metallurgy The ability to forge powerful weapons and to construct them from components.
(02: Metalsmith,Sage)

  • Shield The defensive art of blocking attacks and missiles with the shield in combat.
(11:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

  • Slings&Bolas The art of wielding and using weapons that are flung or that fling projectiles.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Spear&Lance Skill at wielding extended weapons in combat.
(10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)

  • Staff&Rod Skill at wielding the staff, rod and wand in battle.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Swordsmanship Prowess with long, narrow edged weapons in battle.
(10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)


Martial skills sorted by rarity:
  • Metallurgy (02: Metalsmith,Sage)
  • Backstabbing (06:Assassin,Bard,Jester,Pirate,Ranger,Thief)
  • Archery (10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
  • Axe&Scimitar (10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
  • Lash&Chain (10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
  • Spear&Lance (10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
  • Swordsmanship (10:Assassin,Bard,Berserker,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
  • Shield (11:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Pirate,Ranger,Templar,Thief,Warrior)
  • Hammer&Mace (12:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Pirate,Ranger,Templar,Thaumaturge,Thief,Warrior)
  • Bladesmanship (14:Assassin,Bard,Berserker,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Slings&Bolas (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Staff&Rod (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
Physical skills (17)
  • Accuracy Assists in hitting a target when throwing, shooting or firing a projectile.
(02 Metalsmith,Ranger)

  • Berserking A deadly art involving a special method of attack with weapons in combat.
(01:Berserker)

  • Climbing The physical skill of climbing walls, ascending cliffs and dropping into pits.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Evasion The ability to make a safe strategic retreat without injury during combat.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,'Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Hand-to-Hand The adeptness with which one fights when unarmed in combat.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Inspection The art of divining the workings, weaknesses and design of mechanical devices.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Iron Hands A martial arts techinque involving concentrating force in a single hand blow.
(02:Assassin,Jester)

  • Lethal Blow The knowledge of critical body areas and targets needed to strike a fatal blow (NOTE: Needs weapons which have *Lethal* in their stats when you assay them.)
(06:Assassin,Berserker,Jester,Metalsmith,Pirate,Ranger)

  • Lockpicking The art of picking locks on doors and chests.
(07:Assassin,Bard,Jester,Pirate,Ranger,Sage,Thief)

  • Music Proficiency in playing musical instruments and keeping harmony.
(03:Bard,Jester,Sage)

  • Ninjitsu The secret art of fighting with open hands to inflict maximum damage on a foe.
(02:Assassin,Jester)

  • Robbery The larcenous art of relieving strangers of their valuables without discovery.
(05:Assassin,Bard,Jester,Pirate,Thief)

  • Scout The ability to scout hidden features while exploring unfamiliar areas.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Stealth The ability to hide oneself amidst shadows or behind terrain features.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Swimming The physical ability to ford deep water without drowning.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Throwing The skill of throwing objects so as to strike a target.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Trickery The art of using props and pranks to beguile or defeat opponents in combat.
(01:Jester)


Physical skills sorted by rarity:
  • Berserking (01:Berserker)
  • Trickery (01:Jester)
  • Accuracy (02 Metalsmith,Ranger)
  • Ninjitsu (02:Assassin,Jester)
  • Iron Hands (02:Assassin,Jester)
  • Music (03:Bard,Jester,Sage)
  • Robbery (05:Assassin,Bard,Jester,Pirate,Thief)
  • Lethal Blow (06:Assassin,Berserker,Jester,Metalsmith,Pirate,Ranger)
  • Lockpicking (07:Assassin,Bard,Jester,Pirate,Ranger,Sage,Thief)
  • Climbing (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Evasion (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Hand-to-Hand (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Inspection (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Scout (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Stealth (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Swimming (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Throwing (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
Mental skills (15)

  • Alchemistry The magical study of the four elements of fire, air, water and earth.
(06:Assassin,Berserker,Metalsmith,Ranger,Thaumaturge,Thief)

  • Ancient History Knowledge concerning the distant past of customs, peoples, locations and events.
(01:Sage)

  • Arcanum The study of the most powerful, dangerous and arcane magic secrets and spells.
(06:Bard,Cleric,Necromancer,Sage,Thaumaturge,Wizard)

  • Assaying The knack of identifying and classifying items according to their properties.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Barter The ability to bargain with merchants and get the fairest price in commerce.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Diplomacy The art of negotiation necessary to interact with intelligent creatures.
(05:Cleric,Metalsmith,Pirate,Sage,Templar)

  • Incantation The ability to recite spells written on scrolls and cast the successfully.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Invocation The ability to properly summon and target the magical powers of an item.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Litany The holy study of divine prayers that lead to power and favour with the gods.
(02:Cleric,Templar)

  • Mephistics The art of applying poison to weapons so as to increase their effectiveness.
(09:Assassin,Bard,Berserker,Jester,Pirate,Ranger,Sage,Thaumaturge,Thief)

  • Mythology The knowledge of legends and lore concerning strange creatures and beings.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Nature Lore The art of identifying and mixing ingredients in plants, powders and reagents.
(03:Ranger,Sage,Thaumaturge)

  • Necromancy Communication with the spirits of the dead and demons to acquire occult secrets.
(01:Necromancer)

  • Scribe Degree of literacy with written works and ability to accurately copy spellbooks.
(15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)

  • Sorcery The magical art of memorizing and casting spells.
(06:Bard,Jester,Pirate,Sage,Warrior,Wizard)


Mental skills sorted by rarity:

  • Ancient History (01:Sage)
  • Necromancy (01:Necromancer)
  • Litany (02:Cleric,Templar)
  • Nature Lore (03:Ranger,Sage,Thaumaturge)
  • Diplomacy (05:Cleric,Metalsmith,Pirate,Sage,Templar)
  • Sorcery (06:Bard,Jester,Pirate,Sage,Warrior,Wizard)
  • Alchemistry (06:Assassin,Berserker,Metalsmith,Ranger,Thaumaturge,Thief)
  • Arcanum (06:Bard,Cleric,Necromancer,Sage,Thaumaturge,Wizard)
  • Mephistics (09:Assassin,Bard,Berserker,Jester,Pirate,Ranger,Sage,Thaumaturge,Thief)
  • Assaying (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Barter (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Incantation (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Invocation (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Mythology (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
  • Scribe (15:Assassin,Bard,Berserker,Cleric,Jester,Metalsmith,Necromancer,Pirate,Ranger,Sage,Templar,Thaumaturge,Thief,Warrior,Wizard)
Advice on Skills: Which ones are important?

You can safely ignore these skills:
  • Evasion The ability to make a safe strategic retreat without injury during combat.
  • Throwing The skill of throwing objects so as to strike a target.
  • Mephistics The art of applying poison to weapons so as to increase their effectiveness (Poisoning weapons goes away very quickly).
  • Nature Lore The art of identifying and mixing ingredients in plants, powders and reagents (Only if you want to use crafting).
  • Metallurgy The ability to forge powerful weapons and to construct them from components (Yeah, I don't think it's really necessary since the AC improvement of armor items seems to be temporary)
Nice to have, but not really necessary:
  • Stealth The ability to hide oneself amidst shadows or behind terrain features (Especially later in the game, many fights will be resolved in just one round, so that hiding is not necessary. Put the weakest two characters in the back row where most enemies won't be able to reach them.)
  • Robbery The larcenous art of relieving strangers of their valuables without discovery.
  • Berserking A deadly art involving a special method of attack with weapons in combat (Berserkers fight just fine with Lethal Blow. Berserking also runs the risk of attacking your own party, until you max out this skill.)
  • Barter The ability to bargain with merchants and get the fairest price in commerce.
  • Incantation The ability to recite spells written on scrolls and cast the successfully.
  • Have one of the guys study Invocation to use the magical items you come across, but also quite optional really.
Needed only somewhat later in the game:
  • Ancient History Knowledge concerning the distant past of customs, peoples, locations and events (mostly used to read ancient inscriptions which sometimes have passwords for optional areas).
  • Climbing The physical skill of climbing walls, ascending cliffs and dropping into pits (First needed after Samhain, skill goes up through use. Best to cast Featherfall and increase your climbing skill safely that way).
Important for spellcasters:
  • Scribe Degree of literacy with written works and ability to accurately copy spellbooks (After you find the Read Magic spellbook, the Scribe skill becomes less important. Scribing Eldritch and Arcanum spellbooks will still require a high Scribe skill, even with Read Magic).
  • The Magic Skill each spellcaster is using (marked in pink) is very important too - and the guys that will scribe Arcanum spellbooks should later put some points in the Arcanum skill as well.
Important for melee:
  • Lethal Blow The knowledge of critical body areas and targets needed to strike a fatal blow (NOTE: Needs weapons which have *Lethal* in their stats when you assay them. Only some classes have Lethal Blow.)
  • Specialize each fighter in one or two Weapons skills and the Shield skill can come in handy too.
Other skills:
  • Inspection and Lockpicking are super-important to have on a Sage, Thief or Bard. You need both skills to open almost all treasure chests and some doors - until you learn the Knock Knock spell later.
  • Music instruments can be quite good (unlimited spells basically) for attacking groups of enemies. The Music skill (only Bards, Sages and Jesters) also goes up through use, though relatively slowly.
  • Put only a couple points into Swimming of each character at some point, because then you can increase that skill every time you step into water. Less than a couple points in swimming and you drown.
  • As to Diplomacy, the skill is not super important I think, but it can help in some situations apparently.
 
Last edited:

Lady_Error

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Attribute Advice

For fighters: SPD/STR/AGI are the most important ones. DEV and/or INT/WIS for more skill points. CON and MET shouldn't be too low. DES is optional.

For spellcasters: SPD is most important. DEV for more mana and INT/WIS for more skill points. According the in-game description, WIL has some effect on spell-casting. CON and MET shouldn't be too low. DES is optional.

The latest experiments show that INT, WIS and WIL have some influence on the success of spell casting, but not too much. The magic skill is the most important part.

Music instruments may be relying on FEL. The diplomat in the party also needs FEL.

Additional Information
  • INT: Intelligence
Increases skillup chance on SUCCESS

According to the latest information from Cleve: "INT and WIS are used for learning in all kinds of contexts, affects spellcasting and lockpicking, is used in inspection and detect secret, also applied to NPC interaction and negotiation."

  • WIS: Wisdom
Increases skillup chance on FAILURE

  • WIL: Willpower
Resistance against mind attacks, maybe some attack bonuses?

  • STR: Strength
The amount of damage dealt in attacks.

Helps with armor penetration (together with AGI).

Determines success to force open doors.

  • CON: Constitution
Carrying capacity for equipped armor and weapons (encumberance).

How well a character deals with afflictions (paralysis, disease, system attacks, etc.)

Determines the amount of spell points needed to restore the character's HP and vitality.

In Grimoire V2, high CON can lead to automatic increases of resistances.

  • SPE: Speed
Who attacks first and additional attacks per round.

  • AGI: Agility
Dexterity and evasion of attacks.

Helps with armor penetration (together with STR).

  • FEL: Fellowship
Equivalent to charisma, important for recruiting and talking to NPC's,

May have an influence on the effectiveness of Music instruments.

  • DEV: Devotion
Determines the rate at which skills are improved.

Influences the amount of mana points you get on levelup (this is also influenced by class).

  • MET: Metabolism
Determines how quickly HP, mana and vitality are regenerated (these are also influenced by race).

Influences recovery from various conditions.

  • DES: Destiny
Increases chance to save from death in fights, "Destiny intervened". On each success, one point of DES is removed, similar to the "9 lives of a cat". Destiny has a 3% success rate with 10 points and up to 60% success rate at 100 points.


Secondary Attributes
  • HP: Hit points
Affected by class on levelup.

How much damage a character can take.

  • MAG: Mana
Affected by class on levelup.

Used to cast spells.

  • VIT: Vitality
Functions like endurace/fatigue, as your vitality lowers during a fight you will fail to do as much damage and will not break through armor or fail to hit (no penetration).

  • SPI: Spirit
Goes down when encountering evil monsters and increases fear in a character. The saving roll is performed against the DEV attribute (devotion). Spirit can be restored with spells (Bless, Miracle, Cerebral Shield) or by sleeping in a safe haven or at an activated shrine.



About the Spirit Bar:
https://steamcommunity.com/games/650670/announcements/detail/1644254947151996681


This update features the "Spirit" bar (SPI) mechanics now working!

When you encounter a particularly evil or horrifying creature, each party member has to Save VS that monster's appearance with their DEVOTION attribute, which is really their courage in the presence of malevolence.

If they successfully save at the start of the encounter and their SPIRIT bar is kept at maximum, they will not have to save during combat against that creature again.

If they do not save they will begin to accumulate the FEAR condition and have to save each round once again for that monster. Their SPIRIT bar will continue dropping and their FEAR will increase, possibly incapacitating them.

There are several ways that a character's spirit can be restored. One of the most likely ways is to sleep in an identified "Haven" cell (marked as a red flag in the map when pressing the Haven button). The character can also have "Bless" or "Cerebral Shield" or "Miracle" spell cast on them during combat.

It is likely that this mechanic will undergo some adjustments by the time V2 is released but the underlying principles will remain unchanged. Some monsters may have their evil quotient adjusted in response to feedback.

Otherwise, once the SPIRIT bar has dropped, until it is restored the party member grows more fearful in the presence of evil monsters in every combat afterwards until their SPIRIT bar is restored to full.

Addendum : Each time you encounter an evil monster, you are a little less likely to be terrified of them. Each has a threshold after a certain number of encounters after which they will no longer trigger terror in party members."
 

Lady_Error

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Spells

Spells in Grimoire are split into 12 schools of magic:

1) Fire, 2) Frost, 3) Air, 4) Water, 5) Earth, 6) Spirit, 7) Psyche, 8) Astral, 9) Infernal, 10) Necromantic, 11) Arcanum, 12) Eldritch (this one is initially hidden, see below)

Contents
  • 1 All Spells by Class (complete)
    • 1.1 Necromancer
    • 1.2 Sage
    • 1.3 Wizard
    • 1.4 Thaumaturge
    • 1.5 Cleric
  • 2 All Arcanum Spells (complete)
  • 3 All Eldritch Spells (complete)
  • 4 Spell Descriptions (incomplete)
All Spells by Class (complete)

Necromancer

Frost

  • Chilling Touch lvl 2
  • Shivers lvl 3
  • Freezing Sphere lvl 8
Air
  • Stinking Cloud lvl 5
  • Suffocate lvl 8
Water
  • Irritation lvl 1
  • Wither lvl 2
  • Blister lvl 3
Earth
  • Poison lvl 1
  • Toxic Vapours lvl 3
  • Armor Rot lvl 7
Psyche
  • Cerebral Shield lvl 12
Astral
  • Magic Drain lvl 5
  • AntiMagic lvl 7
Infernal
  • Dread lvl 1
  • Insect Swarm lvl 1
  • WitchHex lvl 1
  • Blight lvl 3
  • Demon Ward lvl 3
  • Crushing Hand lvl 4
  • Nightmare lvl 4
  • Cosmic Gate lvl 6
  • DevilWind lvl 6
  • Summon Hellspawn lvl 10
Necromantic
  • Brain Rot lvl 1
  • Hold Undead lvl 2
  • Ward Undead lvl2
  • Summon Undead lvl 4
  • Banish Undead lvl 5
  • Finger of Death lvl 8
  • Crypt Clarion lvl 9
  • Death Cloud lvl 12
  • Death Gaze lvl 12
  • Life Drain lvl 13
  • Death Wish lvl 21

Sage


Fire

  • Biophosphor lvl 1
Frost
  • Paralysis lvl 7
  • Comet of Doom lvl 12
Air
  • Sleep lvl 2
  • Shrill Sound lvl 2
  • Sonic Barrier lvl 2
  • Missile Shield lvl 3
  • Feather Fall lvl 4
  • Ventriloquism lvl 4
  • Silence lvl 7
  • Gaze Reflection lvl 7
  • Purify Air lvl 10
Water
  • Haste lvl 4
Earth
  • Poison lvl 1
  • Direction lvl 1
  • Knock Knock lvl 5
Spirit
  • Cure Light Cond. lvl 1
  • Cure Light Wounds lvl 2
  • Cure Disease lvl 4
  • Neutralize Poison lvl 4
  • Sound Mind lvl 4
  • Cure Heavy Wounds lvl 6
  • Resurrection lvl 8
Psyche
  • Charm lvl 1
  • Detect Secret lvl 1
  • Identify lvl 1
  • Confusion lvl 2
  • Psyonic Blast lvl 2
  • Cerebral Shield lvl 3
  • MindRead lvl 4
  • Improved Identify lvl 4
  • True Seeing lvl 4
  • Locate Item lvl 5
  • Divination lvl 6
  • Locate Person lvl 7
Astral
  • Read Magic lvl 1
  • Detect Magic lvl 2
  • Danger Sense lvl 3
  • Magic Bells lvl 3
Infernal
  • Dread lvl 2
Necromantic
  • Brain Rot lvl 2

Wizard


Fire

  • Energy Bolt lvl 1
  • Blinding Flash lvl 1
  • Dancing Light lvl 2
  • Magic Missile lvl 2
  • Fireball lvl 4
  • Fire Shield lvl 5
  • Lightning Bolt lvl 8
  • Firestorm lvl 12
  • Solar Flare lvl 18
Frost
  • Chilling Touch lvl 1
  • Cold Shield lvl 4
  • Iceball lvl 4
  • Deep Freeze lvl 6
  • Cone of Cold lvl 6
  • Paralysis lvl 6
  • Fog of Frost lvl 8
  • Hailstorm lvl 8
  • Glacier Burst lvl 11
  • Freezing Sphere lvl 14
Air
  • Sleep lvl 1
  • Silence lvl 4
  • Missile Shield lvl 4
  • Shrill Sound lvl 5
  • Stinking Cloud lvl 6
  • Deflection Screen lvl 7
  • Suffocate lvl 9
Water
  • Irritation lvl 1
  • Slow lvl 2
  • Haste lvl 4
  • Wither lvl 5
  • Drain Cloud lvl 6
  • Vitality Drain lvl 6
  • Hurricane lvl 14
Earth
  • Direction lvl 1
  • Knock Knock lvl 4
  • Armor Rot lvl 7
  • Earthquake lvl 8
Spirit
  • Create Light lvl 2
  • Resurrection lvl 10
Psyche
  • Charm lvl 1
  • Identify lvl 1
  • Confusion lvl 3
  • Locate Item lvl 6 (reveals the whole map, including items on the map - casting at Level VII will put it all on your map)
  • True Seeing lvl 7
  • MindRead lvl 8
  • Cerebral Shield lvl 10
  • Locate Person lvl 10
Astral
  • Detect Secret lvl 1
  • Detect Magic lvl 1
  • Direction lvl 1
  • Read Magic lvl 3
  • Magic Bells lvl 3
  • Wizard Eye lvl 5
  • Hold Monster lvl 5
  • Magic Screen lvl 6
  • Fizzle Shield lvl 8
  • Dispel Magic lvl 8
  • Magic Drain lvl 10
  • AntiMagic lvl 13
Infernal
  • Crushing Hand lvl 5
  • Cosmic Gate lvl 9


Thaumaturge


Fire

  • Leaping Sparks lvl 1
  • Blinding Flash lvl 1
  • Fire Ball lvl 3
  • Fire Shield lvl 4
  • Lightning Bolt lvl 6
  • Firestorm lvl 16
Frost
  • Chilling Touch lvl 1
  • Cold Shield lvl 3
  • Shivers lvl 3
  • Iceball lvl 4
  • Deep Freeze lvl 6
  • Hailstorm lvl 6
  • Cone of Cold lvl 8
  • Glacier Burst lvl 9
  • Fog of Frost lvl 10
Air
  • Purify Air lvl 4
  • Feather Fall lvl 5
  • Stinking Cloud lvl 6
  • Suffocate lvl 11
Water
  • Irritation lvl 2
  • Strength lvl 2
  • Wither lvl 3
  • Vitality Drain lvl 5
  • Drain Cloud lvl 7
  • Aquagenesis lvl 9
  • Hurricane lvl 12
Earth
  • Poison lvl 1
  • Direction lvl 1
  • Toxic Vapours lvl 5
  • Acid Cloud lvl 5
  • Create Golem lvl 8
  • Armor Rot lvl 10
  • VivoGenesis lvl 16
Spirit
  • Cure Light Wounds lvl 1
  • Cure Light Cond lvl 1
  • Cure Heavy Wounds lvl 4
  • Cure Disease lvl 5
  • Neutralize Poison lvl 7
Infernal
  • WitchHex lvl 1
  • Insect Swarm lvl 5
  • Pentagram lvl 14
Necromantic
  • Undead Ward lvl 7
  • Finger of Death lvl 12
  • Death Gaze lvl 16


Cleric

Fire

  • Fire Shield lvl 3
  • Lightning Bolt lvl 6
  • Fire Walking lvl ??
Frost
  • Cold Shield lvl 5
  • Paralysis lvl 5
Air
  • Silence lvl 2
  • Sleep lvl 2
  • Missile Shield lvl 3
  • Feather Fall lvl 5
  • Purify Air lvl 6
Water
  • Refresh lvl 1
  • Haste lvl 2
  • Strength lvl 2
  • Hurricane lvl 8
  • Water Walking lvl 10
Earth
  • Armorplate lvl 4
  • Flesh to Stone lvl 7
  • VivoGenesis lvl 8
  • Earthquake lvl 10
Spirit
  • Bless lvl 1
  • Cure Light Wounds lvl 1
  • Cure Light Cond lvl 1
  • Create Light lvl 1
  • Cure Heavy Wounds lvl 3
  • Sound Mind lvl 3
  • Cure Disease lvl 4
  • Neutralize Poison lvl 4
  • Resurrection lvl 6
  • Stone to Flesh lvl 7
  • Cure Paralysis lvl 12
  • Miracle lvl 14
  • Holy Word lv ??
Psyche
  • Cerebral Shield lvl 6
  • True Seeing lvl 7
Astral
  • Magic Bells lvl 3
  • Enchanted Blade lvl 4
Infernal
  • Insect Swarm lvl 3
  • Remove Curse lvl 4
  • Crushing Hand lvl 6
  • Cosmic Gate lvl 8
  • Pentagram lvl 9
Necromantic
  • Hold Undead lvl 3
  • Undead Ward lvl 4
  • Banish Undead lvl 7
  • Raise Dead lvl 10

All Arcanum Spells (complete)
Spoilers

Arcanum spells are quite powerful and rely on the Arcanum skill. You need to find spellbooks to learn these spells - they cannot be learned on levelup. Scribing Arcanum or Eldritch spellbooks can drive the scriber insane, which can be fixed with the Sane Mind spell or with enough sleep afterwards.

Rainbow Rays:
3d6 damage per level + random effects vs. one group of up to 6 enemies.
Recharge: Recharges items, eg. magic wand charges.
Matter clone: Creates additional units of stackable items.
Mirror Mirage: Absorbs and can reflect gaze attacks or other magic requiring a line of sight between caster and castee.
Invisibility: Turns one character invisible, "makes them virtually immune to attack, because none of the enemies can see the character."
Illusion: Creates an illusion of a powerful entity to aid your party in combat; majority of monsters must fall for it to have effect.
Hermetic Gag: prevents up to 6 monsters from making incantations (reading scrolls)
Power Nimbus: Restores hit points, vitality, and morale to entire party.
Astral Travel: Transports party to another plane. Never did anything for me.
Dimension Door: Paired with the Teleport spell, sets the location to which you will return with the Teleport spell.
Teleport: Paired with the Dimension Door spell, teleports party to the location set by the Dimension Door spell.

All Eldritch Spells (complete)
Spoiler

This hidden spell page can be unlocked by asking wizards you meet about it. Scribing Eldritch and Arcanum spellbooks can drive the scriber insane, which can be fixed with the Sane Mind spell or with enough sleeping afterwards. Eldritch spells are the most powerful attack spells in the whole game.

Deadly Blades:
10D8 cutting damage per level vs. all enemies (probably the best offensive spell)
Disintegrate: instant death to one enemy (powerful enemies usually save against it)
Destroyer Vortex: 6d8 damage per level + random effects vs. all enemies.
Summoning I: summons minor set of monsters to fight for party
Summoning II: summons major set of powerful monsters to fight for party (Silver Dragons, Earth Titans, Blink Cats, etc.)
Time Stop: stops time so that party can attack while enemies are frozen in time
Detect Invisible: makes invisible enemies visible in combat (never really a problem anyway)
Etherwarp: 4D8 damage per level vs. all astral enemies
Moonbeam: mass insanity in all animals, werewolves start fighting amongst themselves
Protect Vs Plants: repelling field against all forms of plant life

Spell Descriptions (incomplete)
Note: This section is incomplete. For a full list of spells and at what levels you get them, scroll up to the list of All Spells by Class. Arcanum and Eldritch spells (see above) can only be learned from spellbooks.


Fire Spells
Biophosphor
With this spell, a wizard can take almost any small organic object, be it a leaf or a scrap of wood and cause it to glow dimly for several hours according to the strength of the spell. This is useful for dark areas and places where some light is required.

Effect: Create Light.
Target: Party.
Mana Cost/Power Level: 2

Blinding Flash
A brilliant flash of light that will blind foes in combat. Creatures that are sightless or that see by echo location will be unaffected. Affects one group of monsters for a duration determined by the power level of the spell.

Effect: Blind enemies.
Target: 1 Group of Enemies.
Mana Cost/Power Level 4

Energy Bolt
A single rippling bolt of electrical energy that does 1D4 damage for each power level. Affects 1 monster. Electrical Elementals are strengthened by this energy, while creatures composed of liquid or water may ground the bolt and transfer its effects back to the caster. Casting this spell while swimming is not recommended.

Effect: 1D4 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level 4

Fire Shield
Increases resistance to heat of one member of caster's party. The party member's saving throw against fire based attacks is greatly augmented.

Effect: Heat Resistance Up.
Target: Single Ally.
Mana Cost/Power Level 8

Fireball
A fiery ball of fire rockets towards opponents, exploding on contact. Does 3D4 hit points of damage per power level. Affects 1 monster for each level of power it is cast at. Can actually restore hit points to creatures from the plane of fire or who are composed of fire.

Effect: 3D4 damage per power level.
Target: Single Enemy + 1 per power level.
Mana Cost/Power Level: 12

Leaping Sparks
Dangerous popping sparks burst out of thin air around 1 monster, doing 2D2 hitpoints of damage per power level cast. Electrical elementals are strengthened by the effects of this spell.

Effect: 2D2 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level: 6

Magic Missile
A classic sorcerer's spell that never backfires, never misses and against which there is no saving throw. Does 1D6 damage per power level. This missile is always targeted at a single monster. Some enchanted creatures can absorb the magical energy of this spell and regenerate damage.

Effect: 1D6 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level: 4


Frost Spells
Chilling Touch
A billowing plume of freezing gas affects 1 monster, doing 1D6 hit points of damage per power level. Monsters composed of crystal or glass become more brittle and have their armor shielding reduced.

Effect: 1D6 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level: 2

Iceball
A frozen ball of ice shatters on any monster it hits. Does 3D4 hit points of damage per power level. Affects 1 monster for each level of power it is cast at.

Effect: 3D4 damage per power level.
Target: Single Enemy + 1 per power level.
Mana Cost/Power Level: 12


Air Spells
Silence
Causes a bubble of sound absorbing energy to form around a monster's head, preventing them from making incantations. Duration and strength relative to power level.

Effect: Silence, duration and strength increased per power level.
Target: Single Enemy.
Mana Cost/Power Level: 9

Sleep
This seemingly innocent but useful spell gently sends the monsters into lullaby land if it succeeds, softening them up for whatever their opponents have planned next. Whether or not it succeeds is relative to the power level at which it is cast and the resistance to mesmerism of the monster it affects.

Effect: Sleep
Target: Single Enemy(?)
Mana Cost/Power Level: 4


Water Spells
Haste
Casting this spell upon a party member magically augments their speed for a limited duration of time determined by the power level of this spell.

Effect: Speed Up, effect increased per power level.
Target: Single Ally
Mana Cost/Power Level: 6


Earth Spells
Direction
Creates a magical compass floating before the party that tells them the current direction they are facing. The power level determines how long the compass persists.

Effect: Adds compass to main viewport.
Target: N/A
Mana Cost/Power Level: 4

Knock Knock
Warps the wood within a chest or a door in an attempt to pop it open by magical means. Can set off a trap within a chest if cast with less than expert skill. Effectiveness is relative to power level.

Effect: Unlocks Chest/Door, effectiveness increased per power level.
Target: Chest/Door
Mana Cost/Power Level: 6


Spirit Spells
Bless
Bestows a divine prayer on the target that enhances their fighting attributes and makes them more likely to succeed in combat, both in offensive and defensive action. Relative to power level.

Effect: Increases chance of offensive/defensive action to succeed, chance increased per power level.
Target: Single Ally.
Mana Cost/Power Level: 2

Cure Light Wounds
Heals 1D6 hit points of damage to a party member per power level. This spell will not resurrect the dead or cure any conditions the target may suffer from.

Effect: Heal 1D6 hit points per power level.
Target: Single Ally.
Mana Cost/Power Level: 2


Psyche Spells
Charm
Causes an enemy to turn into an ally by enchanting their mind with a confusing array of benevolent and chummy sensations. If they are unable to overcome the effects of this spell, the former enemy will gleefully embark on a campaign to destroy his own companions until the effects wear off. Duration relative to power level.

Effect: Confusion, duration increased per power level.
Target: Single Enemy.
Mana Cost/Power Level: 2

Detect Secret
After casting this spell, a floating mystic eye appears overhead that will flash a question mark whenever something concealed or secret is nearby. An indispensable tool for detecting items, secret walls, doors and other hidden features. Duration is relation to power level.

Effect: Detects secrets, duration increased per power level.
Target: N/A
Mana Cost/Power Level: 4

Identify
Useful magical incantation that can reveal the true identity of both items and monsters. Lasts until it is successful. Its accuracy is affected by the power level it is cast at.

Effect: Identifies items & monsters, accuracy increased per power level.
Target: Items & Monsters
Mana Cost/Power Level: 4


Astral Spells
Wizard Eye
Useful mental projection allows a caster to concentrate to see all surrounding terrain features in his mind's eye. Circumference of area viewed is relative to power of the cast.

Effect: Reveals terrain (on map?), area viewed increased per power level.
Target: N/A.
Mana Cost/Power Level: 16


Infernal Spells
Crushing Hand
A colossal spectral hand materializes out of thin air under the control of the caster, smashing down on a single monster it is directed at doing 6D8 damage per power level.

Effect: 6D8 damage per power level.
Target: Single Enemy.
Mana Cost/Power Level: 12

Remove Curse
Attempts to remove both a physical curse on a player as well as freeing up any accursed items equipped to the body. Success relative to power level of spell when cast.

Effect: Removes curse on Ally & equipped items, success increased per power level.
Target: Single Ally.
Mana Cost/Power Level: 20


Necromantic Spells
Raise Dead
This spell can return to life many races that might be otherwise impossible to resurrect with ordinary magic, or characters that have been dead more than 7 days. It can also resurrect old bones to summon forth an ally from the ancient past. Success is relative to power level.

Effect: Resurrects the dead (undead races), success increased per power level.
Target: Single Target (dead).
Mana Cost/Power Level: 36
 
Last edited:

Lady_Error

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Walkthrough/Spoilers

Extensive walkthrough with almost all maps:
https://steamcommunity.com/sharedfiles/filedetails/?id=1107532654


Overview of all map connections

Fullmap.jpg
Puzzles Guide
Here is a guide to the hardest puzzles in the game:

Contents
  • 1 The Key to the Catacombs in the Crusader Temple
  • 2 Cenotaph of the Black Lich
  • 3 Knightly Catechism and how to get the Flaming Sword
  • 4 The Water Level in Samhain
  • 5 Getting over the Gorge to Samhain
  • 6 Museum of Magic puzzle and the Key of the Winged Exemplar
  • 7 Waterport
  • 8 Cathedral Bell and the Sea
  • 9 Door Lock Riddles
  • 10 How to enter the Khan Imperial Palace
  • 11 How to enter Skulheim
  • 12 Spiderwebs in Skulheim
  • 13 How to fish in the deep wells
  • 14 How to unlock the hidden Eldritch spell page
  • 15 How to use the Moongates (Black Megaliths)
  • 16 Hot to enter the Tabernacle
  • 17 Nerukzan Pyramid Path of the Elders Password
  • 18 Chest Codes in Saltwyrm Caverns, Nethergate and Kublai Axis
  • 19 The Djinn Puzzle
  • 20 Endgame: How to get through N-Space and Oblivion
  • 21 Endgame: How to pass the endless corridor
  • 22 The 6 Endings in Grimoire
The Key to the Catacombs in the Crusader Temple
Talk to Gorlo about the scandal and ask him for the key. If he refuses to give it to you, cast Charm on him first.

Cenotaph of the Black Lich
The name the talking head at the door wants to hear is that of the monk who became the Black Lich. Ask the Temple Cleric Gorlo about the scandal to learn his name. It's Esoph.

On the altar use the dead rat first and then the Bane of Hobknob. Make sure to keep the Bane of Hobknob, you will need it later.

Knightly Catechism and how to get the Flaming Sword
Pull the first two levers in the Samhain Mausoleum to open the first gate. The talking face will give you a book that you need to give to Sir Coffergus in the Eyrie to translate. The translation contains the answer to the puzzle of the second talking face on the same level (behind a secret door).

After stepping on the magic water tile to become baptized, you can simply click on the wall next to the backer perk chests and it will disappear.

The backer perk chests contain items that are as good as the Flaming Sword, by the way. You need 7 or 8 perk keys to open them all. The last one in the NW is empty, so you really need only 7.

Speaking of the Eyrie, put on the Avian Helmet and then sleep on the round tile in the NE corner of that map. Prepare to be amazed.

The Water Level in Samhain
You'll know it's the water level when you see it. There is a turtle you can ride across the water. For that you need to swim two tiles to the right, then turn right again and swim one more tile. There is a hidden door.

To survive swimming three tiles, either cast Refresh on the lowest setting on each character who runs out of vitality or use a consumable (eg. iron rations) to regain vitality. That will allow them to survive one more water tile.

Getting over the Gorge to Samhain
Pick up the stepping stones from the inventory and drag them to a Use icon of one of the characters. It doesn't work if you click on Use and then on the stepping stones. The idea is that you are putting the stepping stones into your hand and thus activating them.

Museum of Magic puzzle and the Key of the Winged Exemplar
The Kroondergraf machine in the museum is a well done puzzle that relies on an old engraving you find in the catacombs under the temple in Crowl. You can see it later in the journal too by clicking on the Catacombs map and then on the notes for that map in the lower left.

To open the machine, look at which words appear both in the window description and on the machine buttons in the museum. Then press the buttons in the order of those words appearing in the description.

You also need to bring the egg that you find in the Eyrie and crush it with the machine in the Deepsink Project. The resulting omelette needs to be combined with the mechanical egg you get out of the Kroondergraf machine in the museum. Then you need to to put the result into the machine and you will get a toy back.

This toy needs to be brought to the nest in the Eyrie. A short time later you will get the Key of the Exemplar to proceed beyond the first part of the game.

Waterport
After activating the generator and flooding the city water tanks, don't forget to go to the well you found and use it to go down to the naga caves. There you will have either a pretty difficult fight with four waves of nagas who can kill you with just one hit each - or you can use the feather you found earlier to avoid this fight.

The combination to the column can be found either by talking to the pirate under Waterport, by robbing him or by killing him.

Cathedral Bell and the Sea
To find the Cathedral Bell, you need to talk to the Admiral on board of the ship in Loch Lalain. You can either recruit him for a bit, or steal the diving helmet from him or simply kill him.

The pieces of the bell can be found on the three water maps (Loch Lalain, Titan and Sargasso). Either cast Detect Item to find the pieces or use Detect Secret and visit every water tile.

Once you are on the tile where a piece of the bell is located. Have someone put on the diving helmet and then choose Look.

When you have all pieces, put them together to form the bell. This needs to go back to the Cathedral, where you put the bell back, then use the dial in that room which retracts the bell rope and then downstrais in the room with the vase pull on the metal rope hanging from the ceiling.

This will free Balderdash.

Door Lock Riddles
MINOR LOCK LEVEL I

Multiply me against my own and I remain solitary as myself = ONE

Chester and Hazel are my relations but no kin to me = NUT

A shining alabaster vault am I that holds within a golden heart = EGG

It returns to drink the blood of the young when it grows hungry = WAR

Born into misery but strong in prime and short of breath I lay down to sleep = MAN

You gasp in my absence and blush in my presence = AIR

I spin upon my own self a dance that endlessly revolves around my start = TOP

MINOR LOCK LEVEL II

You cinch me upon my girth that is your girth = BELT

Those who are struck by me lose their nerve and resolve = FEAR

My arrows strike the heart and my daggers the soul = LOVE

Whenever you take pains to take this you avoid sorrow = CARE

It requires two companions one after another to do this journey = WALK

None knows from whence I came nor any that can follow me where I go = WIND

MINOR LOCK LEVEL III

None can change a strand with his oath or return it to its field when it is harvest = HAIR

MINOR LOCK LEVEL IV

One who feels this is proofed against his foe and flight = BRAVE

Precious in falling we cannot be collected or saved = TEARS

He who embraces me is soon corrupted by my embrace in turn = POWER

A mighty emperor am I with time as his handmaiden and silence his counsel = DEATH

No man may wear this cloak. But it conceals their misdeeds = NIGHT

A ready general who drives his enemies across the threshold in a pall of dust = BROOM

MINOR LOCK LEVEL V

These rings bind without a betrothal = CHAIN

A white jacket and a pink hat to dine in the larder = MOUSE

This royal battle is always thirty two and thirty two = CHESS

A fire in the belly that vomits forth steel = FORGE

One two three but much indeed with many of me = COINS

Tinsel and paper we are garbed to sit before the pine = GIFTS

MAJOR LOCK LEVEL VII / MASTER LOCK SUPREME

A wax vault of golden treasure and a thousand daggers to guard it = BEEHIVE

None bend this bow but five are bent by it = RAINBOW

Ivory ladies on a field of green their suitor all in black = TENPINS

How to enter the Khan Imperial Palace
You need to talk to the girl in one of the secret rooms in the Kublai Cathedral. Note: You need to have some water or food rations with you to feed her before she can talk. Ask her about the PASSWORD.

Alternative: You rob her and find out the password that way. Or you kill her and then reload.

How to enter Skulheim
Show the Bane of Hobknob to the guard at the window (right next to the gate) as proof that you are a friend of darkness.

Spiderwebs in Skulheim
Either get the Jeweled Scimitar from Raji Khan (offer to save the princess) or go to the underground level of Skulheim, get the vials, fill them up with the two fountains, merge the two vials and then put the result into the barrel where something is dripping from the ceiling (NE corner of the map). That will create something to cut through the spiderwebs as well.

And if you recruit Count Orloch, you won't have to fight the Nosferatu.

How to fish in the deep wells
You'll find four pieces of rope: one in the Hall of Commerce under Waterport, one in the Smuggler's Hideout, one in a cave on Loch Titan and one in a dark cave on the Sargasso map. There is also a hook for the fishing line on the Sargasso map in a one-tile piece of land next to the sea.

How to unlock the hidden Eldritch spell page
To unlock the hidden spell page, ask the magic shop owner in the Village of Crowl about "Eldritch". Note that NPC's who join your party after that won't have that page unlocked. The next person who can unlock that page will be a mage you meet after completing a series of puzzles. It's Balderdash who is trapped in the Kublai Cathedral - ask him about "Eldritch" as well.

How to use the Moongates (Black Megaliths)
To use the Moongates (the black megaliths with symbols on them) for teleporting, you need to ask the Mandarin in Kublai Axis about "music". Different Moongates are connected in different ways: some are connected to 3 others, others are connected to just one other, etc.

Hot to enter the Tabernacle
You need the braided golden cord, which you can take off the cockatrice in the Royal Bestiary.

Nerukzan Pyramid Path of the Elders Password
The talking head wants to know what you are offering in the old Rhattu language before he lets you through to the Path of the Elders underground area. You find wall texts on the same floor with translations for the words you need.

The only answer he will accept is VUTAK NER DAKKUTES AKATA.

Chest Codes in Saltwyrm Caverns, Nethergate and Kublai Axis
You receive these codes if you give Ducat most of your money. Depending on how much you have to give away, it may be worth it.

The Codes - Spoiler
Nether Passage: FIRE FIRE MOON STAR MAN BIRD
Saltwyrm Caverns: STAR MAN MOON STAR BIRD FISH
Kublai Axis: 3-6-5-2-1-4

The Djinn Puzzle

The djinn's name is:

Spoiler
AGDULHANISH
The possible wishes:

Spoiler
ALAVARZOO - Level up for everyone
ABBADOODOO - Enter the exact name of any non-critical item you would like to receive
ABBAKOOKOO - Travel to Astral Plane
ALAKASHAR - Djinn command word for healing.
ALAVANZOO - Djinn command word to reveal secret page of the spellbook.
ANASHSANSAR - Djinn command word to restore strength.
ARRAKEEZAR - Djinn command word for resurrection spell.

Endgame: How to get through N-Space and Oblivion

Touch all the Megaliths in N-Space to be teleported to a new map (Daemongate).

There, put the items that the three demons left behind into the kettle. Show the fake tablet to the demons behind the window.

To get a powerful sword from the fire in the middle of the map, you need to know the name of the Master Djinn (learned at Refuge of the Ancients): AXASHAZZAR

The next map (Oblivion) has three riddles - the answers to those are the words the three demons screamed on the previous map: TIME, ENTROPY and ETERNITY. After answering all three riddles, touch one of the stone faces again.

Endgame: How to pass the endless corridor
Equip the clock you found on that level and then walk backwards through the corridor.

The 6 Endings in Grimoire
1. Periwinkle forward in time ending

Go twice forward in time on the Periwinkle mountain. It basically cuts the game short.

2. Spaceship travel ending

After fixing the Metronome Mysterium, use the Havoc Seed on it. This opens the gate to the top of the mountain.

3. Xenozoid diplomatic ending

Bring the Havoc Seed to one of the two bounty hunters (Blackspike Mountains or Dominion Expemplar maps).

4. The Moon crate ending

On the Metronome Mysterium map, open the gate to the Moon map and get into the crate at the end of the level.

5. The Spring of Life crate ending

On the Metronome Mysterium map, open the gate to the Spring of Life map and get into the barrel in a room next to the spring.

6. Ahriman ending

I remember that there is an "evil" ending with Ahriman, but I killed him a long time ago. You probably need to bring the Havoc Seed to him.

Conversation Keywords of some NPCs

Contents
  • 1 Village of Crowl
  • 2 The Eyrie
  • 3 Carnivale Bazaar
  • 4 Conachur's Cabin
  • 5 Celestial Watchtower
  • 6 Skulheim
  • 7 Crescent Wilderness
  • 8 Smuggler's Hideout
  • 9 Zephyr Isles
  • 10 Nerukruel Pyramid
Village of Crowl
NPCs in Crowl and their trigger keywords

Argosyre:
  • Holy road
  • Duroch'Mal
  • Samhain
  • Cenotaph
Captain Krone:
  • Expedition
  • Lich
Gorlo:
  • Bishop
  • Book
  • Crusader temple
  • George
  • Hobknob
  • Mistral
  • Magic seal
  • Tome of the spider
  • Key
  • Scandal
  • Esoph
Raghilda:
  • Sister
  • Clara
  • Potion
Smithers:
  • Chasm
  • Forge
  • Museum of magic
  • Father
  • Urluk
  • Loogmar
  • Marque
  • Crest
Trimestes:
  • Magic
  • Museum
  • Ticket
  • Vanguard
  • Wand
  • Pass
  • Cenotaph
  • Kroondergraff
The Eyrie
Sir Coffergus:
  • Cathechism
  • Quest
Carnivale Bazaar
Diabla:
  • Kublai
Conachur's Cabin
Elias Conachur:
  • Beast
  • Curse
  • Forest
  • Mark of The Beast
Celestial Watchtower
Green Mandarin:
  • Lord Ahriman
  • Balderdash
  • Cathedral Bell
  • Dead Ringer Chart
  • Diving Bell
  • Eldritch
  • Expedition
  • Fate
  • Intrepid
  • Khan Raji
  • Kraken
  • Metronome Mysterium
  • Music
  • Pipes Majestyk
  • Princess
  • Prophesy
  • Tabernacle of Music
Skulheim
Lilith:
  • Exile
  • Infection
  • Master
  • Renfeeld
  • Samhain
  • Shelach
  • Spider
  • Vamphyr
Crescent Wilderness
Morgana Lefey:
  • Green Way
  • Owl
  • Wicker
Smuggler's Hideout
Jaqque Nefarge:
  • Lord Ahriman
  • Are We There Yet
  • Bahomet Megalith
  • Black Pierre
  • Boat
  • Helmet
  • Intrepid
  • Kraken
  • Little Daisy
  • Loch Lalain
  • Loch Titan
  • Mermaid
  • Naga
  • Neriad
  • Nick
  • Pirate
  • Snark Mistress
  • Vanguard
  • Waterport
  • Zephyr Isles
Zephyr Isles
Nick'o'The'Deep:
  • Bahomet Megalith
  • Black Pierre
  • Intrepid
  • Kraken
  • Loch Lalain
  • Loch Titan
  • Neriad
  • Pirate
  • Sargasso
  • Snark Mistress
  • Waterport
Nerukruel Pyramid
Snivels:
  • Chrytosphere
  • Elders
  • Grendel
  • Path
Vermint:
  • Chrytosphere
  • Elders
  • Escape
  • Grendel
  • Path


List of all recruitable NPC's (SPOILERS)

Hathor Sogg - can be resurrected - only available through the Eerie Wastes beginning, unlocks an area later in the game

Little Rosy - Feyfolk Thaumaturge (Level 3) - in Briarpatch Woods (fast mana regen and huge mana pool)

Raghilda - Human Cleric (Level 3/4?) - in Crowl Inn (very fast and has some muscle too, slow mana regeneration)

Junga Din - Thief (Level 1/2?) - The guy you rescue in the Cenotaph (low stats)

Gorlo - Human Cleric (Level 3/4?) - in Crowl Temple (can join after completing his quest, high spell caster stats)

Mistral - Cleric - you find his bones in the Cenotaph or St. George's Tomb (can be resurrected)

Sir Coffergus - Human Templar (Level 4/5?) - in the Eyrie (can join after completing his quest, pretty good stats)

Chukles - Jester (Level 5/6?) - in Kublai Prison (pretty awesome stats and skills)

Lilith - Necromancer Vamphyr (Level 6/7?) - at the entrance of Skullheim (lots of mana, very slow)

Drak Serat - Assassin (Level 3) - in the Mandarin building in Kublai Axis

Glib-Glub - Berserker (Level 3/4?) - Saltwyrm Caves under Waterport

Greech the Leech - Wolfin Ranger - Neruzkan Woodlands, mediocre stats

Snivels - Rhattu Thief? Warrior? - bones on top of the Nerukruel Pyramid, mediocre stats

Balderdash - Drow Wizard (Level 9) - trapped in the Kublai Cathedral, large mana pool.

Kroondergraf - Sage (Level 10) - Blackspike Mountains (one of the best spellcasters)

Olaf Gigunda - Giant Berserker (Level 6/7?) - Blackspike Mountains (good attack stats, lots of HP)

Admiral Boondonkle - on a stranded ship on Loch Lalai (pretty low stats)

Little Daisy - Fairy Thaumaturge (Level 2) - held captive on board the pirate ship, pretty much a copy of Little Rosy

Medea - Human Necromancer - bones in the Ent and Wasp map you reach through the Druid Cave (average stats)

Ghoul - in Skulheim underground map

Count Orloch - Vamphyr in Skuheim tower - when you recruit him, he opens up his treasure room with three chests on the same map

Codex Troll - Drake Bard (Level 9) - in Blackspike Mountains (all stats super high, except DEV, FEL, DES)

Sword Ego (Premium NPC) - trapped inside Entropy Sword in Dark Warren underneath Raven Wildes - can be freed by using the sword at a cross in the temple in Nerukzhan Woods (Level 9 Pirate, high stats), will only join if no other NPC's in the party

Axe Ego (Premium NPC) - in Caverns of Zandrithar - can be freed from an artifact, will only join if no other NPC's in the party

Paladar - bones in Skulheim castle

Philchit - Thief(?) in Raven Wildes

Xerxes - Giant Berserker - bones in the Haunted Wastes

Some of the pirates may be recruitable too.

Note: Grimoire has a few "Premium NPC's" who will refuse to join you if you have other NPC's in your party.
 
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Lady_Error

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Crafting

To enter the crafting screen, right click on a character avatar and select 'Item Workshop'.

Depending on what kind of combination you are going for, you may need a character with the Mephistics skill (poisoning weapons) or the Alchemistry skill, which doubles as a spellcasting skill for the Thaumaturge. Both Mephistics and Alchemistry are Mental Skills that several classes have.

All of the crafting icons other than the Merge button only appear at crafting stations in context. You only see "Forge" at Forges. You only see "Sharpen" and "Poison" at Hearths. Ditto for enchanting weapons at Shrines. In regular adventure mode you will only see the Merge button available.

In the right contexts, certain skills are substantially amplifed. At the Forge, Metallurgy is effectively doubled when you are at the forge working. Similar effects for Mephistics (poison) and Bladesmanship (sharpening weapons).

Here are some of the items you can combine in crafting:

Mephistics:
Needle darts + Poison Dust = Poisoned Dart

Gauche + Poison Dust = Poisoned Dagger

Poison Dust + Hunting Knife = Poisoned Dagger

Poison Dust + Barbed Arrow = Poisoned Arrow

Alchemy:
Cure light wounds + Cure Lt. Condition = Cure heavy wounds

Nematic dust + Mandrake root = Paralysis Dust

Piligrim Tea + Lithe Liquer = Stone to Flesh

Cherry wine + Lithe liquer = Crimson Ambrosia

Lithe liquer + Cure Lt. Condition = Cure Paralysis

Cure heavy wounds + Cherry wine = neutralize poison

Cure heavy wounds + Arsenic = Cure Paralysis

Cure heavy wounds + Amaranth = Stone to Flesh

Cure heavy wounds + nightshade = Remove Curse

Burning oil + draconic bile = Super Burning Oil

Burning oil + stink bomb = super burning oil

Burning oil + neutral medium = True seeing

Burning oil + cure light condition = neutralize poison

Paralysis Dust + Poison Dust = Medusa Dust

Paralysis Dust + Hemlock = Viper Ashes

Centaur Bane + Dracaena Petals = Remove Curse

Zephyr Cola + Cure lt. condition = Stone to Flesh

Zephyr Cola + Amaranth = Cure Paralysis

Zephyr Cola + Black Lotus = neutralize poison

Zephyr Cola + Burning oil = super burning oil

Valerian Root + archangelicus = bag of sparkles

Valerian Root + blood tamarinde = neutralize poison

Valerian Root + bitter tuber = Cure Paralysis

Valerian Root + black rose = Cure Heavy Wounds

Dracaena Petals + Arsenic = Poison Dust

Woundwort + Amaranth = Bag of Slumber

Woundwort + Cure lt. wounds = Cure Heavy Wounds

Woundwort + Cure lt. condition = Cure Paralysis

Black Lotus + Arsenic = Poison Dust

Harpy Crown + Blood Tamarinde = Blink

Arsenic + Grave Moss = Wolfbane

Arsenic + Coffin Orchid = Sleep Sand

Whiterot + Peckle plantain = Stink Bomb

Vial of Essence Spirit + Vial of Night Mist = Prematter Ectoplasm

Vial of Night Mist + Pipes Majestyl = Prematter Ectoplasm

Notes
Keep in mind: The order listed above matters (Primary + Secondary), you can put them in any order, but you need select the Primary item to merge or apply poison.

When you click an item on the bench, it tells you what skill you need to mix it and the level of the skill. So far I have seen either Alchemistry or Mephistics (Alchemistry is much more common). I have not found any items that need Nature Lore or Metallurgy, but I have some confidence that the latter exist. Cleve mentioned that a lot of the metallurgy tables are missing, but not all.

Keep in mind that if you click on an item and it says "unknown", it does not neccessarly mean this item cannot be combined with anything. It can also mean that it is not the "primary" ingredient of any recipe but it could be a "secondary". For example, if you click on a Cure Light Condition potion on the bench, it is marked as "unknown". But it is a secondary component to mix with Burning Oil or with Cure Light Wounds.

Combining items, may give you multiple stack of it (1 Poison Dust + 1 Barbed Arrow, can give you arround 20+ Poisoned Arrows)
 

Lady_Error

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Items

Contents
  • 1 General Advice
  • 2 List of all Item Containers and where to find them
  • 3 List of early special items in Grimoire
General Advice
  • Right Click on a character's action button and select 'Assay' to see the stats of an item. If the item needs to be identified first, select a character with a high Assaying skill to identify it. You can also cast the Identify spell first if your skill is not high enough.
  • By selecting 'Look' instead of 'Assay' you will see a description of the item. Sometimes the descriptions of important items contain hints to their use.
  • When you assay a weapon and it says *Lethal* in the stats, it means that this weapon can trigger a Lethal Blow, even if that character has no Lethal Blow skill. Usually, a high Lethal Blow skill triggers that ability much more often than a weapon.
  • If an item looks scary or evil, it is probably cursed. You can use silver spoons or Remove Curse potions/spells to remove the item if you equipped it.
  • Many chests have randomized items, so if you save and load again before opening it, you will get different items.
List of all Containers

These containers can hold several items of a specific type at a time:

Scroll Case - Spirit Caverns

Magic Sack - Wizard's Sky Barge

Wizard Bag - Samhain Underworld

Quest Locker - Kublai Axis

Potion Rack - Kublai Axis

Huntsman's Quarrel - Gaol Sewers

Canvas Sack - City of Waterport

Pantry - H.M.S. Intrepid

All Purpose Barrel - The Snark

Quest Pouch - Sargasso

Bookcase - Imperial Palace

Barding Kit - Ruins of Gideon

Jewelry Box - Chasm of the Oracle

Ring Pouch - Path of the Elders (Nekruel Pyramid)

Snakeskin Pouch - 3rd Coil

List of early special items in Grimoire

These are among the first items you find in the game:

Galen Apples

You can find them by using 'Look' on a bush in the beginning areas (Briarwoods and Midnight Garden). Galen Apples heal disease.

Black Leeches

These can be found by selecting 'Look' on the shallow water tiles in the beginning areas. Black Leeches heal poisoning and cause minor damage in the process.

Black Lotus (Charm, D4 charges)

Anybody found the Black Lotus in Briarpatch Woods? SE area, where the dragonfly attacks you in an (1 cell) watery area. LOOK and you find a blue flower. Identify it. CHARM 4 charges baby!!

Poison Dagger (2D4 + poisoning enemy)

Briarpatch Woods, where you LOOK and find the Bone Dagger. That treasure is partly randomized. Save Scum and find an amazing additional Poison Dagger there!

Bone Dagger (cursed)

A cursed weapon that disappears in battle after the first attack. Can be used against a ghost due to its Undead attack properties.

Burial Mask (cursed)

Sell it for coin.

Silver Spoons

Using this item casts Remove Curse on a character, so that he or she can remove an equipped cursed item.

Best weapons in Grimoire and where to find them (SPOILERS)

SWORDS
  • Excalibur (9D8, Lethal) - Ancients Level IV
  • Hellbinder (8D8, Lethal, casts Disintegrate or Cosmic Gate on hit) - in Daemongate (Endgame)
  • Thrice Forged (6D8, Lethal) - end of Bahomet Spire
  • Caliburnus (6D8, Lethal) - Samhain Mausoleum
  • Thunderbolt (6D8, Lethal) - Tabernacle of Music
  • Widower (5D8, Lethal) - end of Skulheim
  • Giant Killer (5D8, Lethal) - Nekruel Pyramid Underground (Grendel Fight) and another one in the Titan Mines
  • Daguero (6D6, Lethal) - from killing Ducat in Pendulum Hall (Blackspike Mountain) or in Nether Passage, etc.
  • Dragonslayer (6D6, Lethal) - Astral Plane (bonuses against dragons and drakes)
  • Flamberge (4D8, Lethal) - Kublai Axis


HAMMER & MACE

  • Super Monster Maul (10D8) - Dark Warren (Raven Wildes)
  • Earthbuster (8D8) - 3rd Coil of Bahomet Megalith (usable by Clerics and Bards too)
  • Crackatoa (6D8, Lethal!, extra fire damage) - Ancients Level IV (usable by Clerics and Bards too)
  • Minigolf Mallet of Doom (4D12) - Moravia Level VII
  • Stormbringer (7D6) - Palace Treasure Room (usable by Clerics and Bards too)
  • Skullbuster (6D6) - Samhain Abode of the Horror (usable by Clerics and Bards too)
  • Mjolner (6D6) - Found in Kublai Cathedral Vault. Gives +20 Resistance vs Infernal.
  • Purifier (6D6) - Found in Kublai Cathedral Vault. Gives +30 Resistance vs Infernal and Evil. Can only be used by Cleric and Templar.
  • Bopwanker (5D6, Lethal!) - Titan Mines (one of only two lethal hammers in the game, can be used by everyone except Fey/Aeorb/Durendil and Wizard/Sage)


SPEAR & LANCE

  • Elite Corps Pike (6D8, Lethal) - buy from Lt. Shrike in Kublai Axis
  • Moon Singer (6D8, Lethal) - Samhain Mausoleum (Perk Item)
  • Sabre Halberd (5D8, Lethal) - Kublai Axis
  • Lucerne Hammer (4D4, Lethal) - Crowl Vanguard Armory

AXES

  • Conundrum (6D12, Lethal) - Ancients Level IV
  • Massacre (5D12, Lethal) - end of Skulheim
  • Full Moon (4D8, Lethal) - alternate hand axe, found at the Green Mandarin, gives +20 Resistance vs Mythical.
  • Martel de Fer (3D6, Lethal) - in the Crowl Vanguard Armory


STAFF & ROD

  • Farulosonoth's Staff - Samhain Mausoleum (Perk Item), usable by all magic classes
  • Apocalypse Stave (casts Armor Rot on hit) - in Dark Warren (Raven Wildes), usable by most magic classes


BLADES

  • Umbilica (6D8) - Cursed for Vitality down, gives +25 vs Astral and Psionic. Found in the Tower of Knossos.
  • Stinger (6D6, Lethal) - in Saltwyrm Caves
  • Graveguide (4D6, Lethal) - in Nekruel Pyramid (usable by Necromancers too)

LASH & CHAIN

  • Hadesmonger (6D8) - in Oblivion (Endgame) or by having Ahriman send you there earlier
  • Toxibarb (5D8) - in Nether Passage (combination lock chest)
  • Scourge (6D6) - in Dark Warren (Raven Wildes)
  • Flagellum (3D6) - random chest item, eg. in Samhain Mausoleum

HAND-TO-HAND

  • Stone Fists (6d8) - found on Moravia VI. This is a magical hand to hand weapon that causes Poison on a hit and gives +40 to hit (the highest generic to hit bonus I've seen) and +75 vs mythical/evil creatures. +25 DEATH resistance. Causes Flesh to Stone power level 6 on a hit. (best hand to hand weapon)
  • Doom Fists (6D6) - Dark Warren (Raven Wildes)
  • Battle Gauntlet (3D8) - Kroondegraf's Hollow

ARCHERY

  • Winged Justice (8D8, Lethal, Crossbow) - end of Skulheim
  • Legend Maker (6D6, Lethal, Crossbow) - Refuge of the Ancients
  • Nevermiss (6D6, Sling) - Grand Refuge of the Ancients (usable by Wizards, Clerics and Sages too)
  • Necktwister (3D8, Thrown Weapon) - Lake Titan, stuns on hit (usable only by Clerics, Templars, Necromancers and Sages)

FIREARMS

  • Deth-O-Matic 4000 (8D12) - in Periwinkle Titan Mines or purchase with tokens in Endgame
  • Autofire Chaingun (8D12) - purchase with tokens in Endgame
  • Phased Plasma Rifle (6D12) - in Periwinkle Cataclysm or purchase with tokens in Endgame
  • Star Gauntlet (6D6) - start at the Sanctuary or purchase with tokens in Endgame
(Note: Firearms Skill needs to be obtained by starting at the Sanctuary or late in the Endgame)


THE 10 MOST POWERFUL WEAPONS IN GRIMOIRE

1. Deth-O-Matic 4000 (8D12, Lasergun) - in Periwinkle Titan Mines or purchase with tokens in Endgame

2. Autofire Chaingun (8D12, Firearm) - purchase with tokens in Endgame

3. Super Monster Maul (10D8, Hammer) - Dark Warren (Raven Wildes)

4. Excalibur (9D8, Lethal, Sword) - Ancients Level IV

5. Conundrum (6D12, Lethal, Axe) - Ancients Level IV

6. Phased Plasma Rifle (6D12, Lasergun) - in Periwinkle Cataclysm or purchase with tokens in Endgame

7. Earthbuster (8D8, Hammer) - 3rd Coil of Bahomet Megalith (usable by Clerics and Bards too)

8. Winged Justice (8D8, Lethal, Crossbow) - end of Skulheim

9. Massacre (5D12, Lethal, Axe) - end of Skulheim

10. All 6D8 weapons: Caliburnus (Sword), Thrice Forged (Sword), Thunderbold (Sword), Crackatoa (Hammer), Elite Corps Pike (Spear), Moon Singer (Spear), Hadesmonger (Lash & Chain)


How to get to Ancients Level IV where many of the best weapons are:

You need to gain access to the Imperial Palace Treasure Room first (either steal key from Khan Raji or finish Skulheim, so he gives it to you). Then you need the Key of the Ancients (one of the five starting areas gives it to you or finish Skulheim and get it there in the cell of the princess).

Note: To find out how to get to the other locations, see the World Map connections image above.
 
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Lady_Error

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Monsters

List of early monsters, their special attacks and what spells they are susceptable to:

Green Hand Gang - Susceptable to Insanity, Irritation, Confusion

Cophrophages - Can Disease. Susceptable to Sleep, Charm

Earwhiggs - Susceptable to Sleep, Charm

Flesh Grubs - Can Disease. Susceptable to Sleep, Charm

Mudwasp - Can Irritate. Susceptable to Sleep, Charm

Phangshrub - Susceptable to Sleep, Charm

Black Bats - Can Disease. Susceptible to Sleep, Charm, Shrill Sound

Giant Bat - Can Drain Vit/Sleep. Susceptible to Sleep, Charm, Shrill Sound

Glowmoth - Can Blind. Susceptable to Sleep, Charm

Night Lily - Can Poison. Susceptable to Sleep, Charm

Weeping Violet - Susceptable to Sleep, Charm

Chlorazoid - Susceptable to Sleep, Charm

Festerboil - Can Irritate and Disease. Susceptable to Sleep, Charm

Blood Leech - Can Drain Vitality. Susceptable to Sleep, Fear

Giant Rat - Susceptible to Sleep, Charm

Packrat - Susceptible to Sleep, Charm

Stinkbug - Can Poison. Susceptible to Sleep, Charm

Fire Beetle - Can Irritate. Susceptible to Sleep, Charm

Black Bats - Can Disease. Susceptible to Sleep, Charm, Shrill Sound

Brigands - Susceptible to Sleep, Charm, Insanity

Jackalope - Susceptible to Sleep, Charm, Insanity, Irritation

Amoebic Slime - Susceptible to Sleep, Charm

Piranha - Sleep, Charm, Confuse, Fear

Brigands - Susceptible to Sleep, Charm, Insanity

Skinkasaur - Susceptable to Sleep, Charm, Confuse, Insanity, Paralyze, Fear

Toadstool - Susceptable to Sleep, Charm

Ghost - Can Irritate and Drain Magic. Susceptable to Sleep, Charm, Fear, Confusion

Banshee - Susceptable to Sleep, Charm, Fear, Confusion

Shiva-Han-Goromu - Sleep, Charm, Paralyze, Insanity, Fear
 

Lady_Error

█▓▒░ ░▒▓█
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Oct 14, 2012
Messages
1,879,250
Quests

Quests in Grimoire are really just special Easter Eggs for which you get some experience points. You can see the list of all such finished quests in the journal.

Quest: Dream into the Sky Barge

Equip the Avian Helmet you find in the Eyrie and sleep in the tile with a circle in the North-East of the map. You will be teleported to a flying ship of a mage. After defeating the Watch Dog and the Mage, you can get some very good equipment.

Quest: Restore Crab into Shell House

You find a crab and his shell on the lake maps. Combine the two items and bring the crab to a shallow pool in the SE corner of the Waterport harbor.

Quest: Reach the Coast of Hyperborea

Go as far south as possible until you reach the ocean.

Quest: Catch a Rare Fish from the Well

There are three wells where you can catch three rare fishes. For that you need to first find four pieces of string and a hook in the Waterport maps and on the lake maps.

Quest: Unscrew Eye of Nerukzan

On top of the Nerukzan Pyramid, you need to put an item over the eye first to be able to touch it. Then a character with a good inspection skill needs to try several times to unscrew it.

Quest: Got Milk and Jellybeans for the Owl

You just need to bring the items to the Owl give them to him.

Quest: Stole the Baby's Quilt Cover

You get this by stealing the babies blanket from the bed in Oblivion when Lord Ahriman banishes you there. You can also show the blanket to the Baby and he will identify and comment on it.

Quest: Forged the Golden Armor

You must obtain the Golden Lock from the Tabernacle of Music and bring it to Smithers in Crowl who will forge a full set of Golden items: helm, armor, greaves (best AC greaves in game at 32AC) and gauntlets. The gauntlets are best AC gloves in game at 18AC but also give 25DEA resistance, +10 tohit bonus, +25 vs mythical and evil creatures. That's a nice stack if you pair it up with a vs mythical and evil weapon.

Quest: The Easter Egg

Petrified the entire demon horde.
 
Last edited:

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
These must be older files, we're missing lots of stuff. :(

"Stone Fists" - 6d8, found on Moravia VI. This is a magical hand to hand weapon that causes Poison on a hit and gives +40 to hit (the highest generic to hit bonus I've seen) and +75 vs mythical/evil creatures. +25 DEATH resistance. Causes Flesh to Stone power level 6 on a hit. (best hand to hand weapon)

Quests:

Got milk and jellybeans for the Owl -
You just need to bring the items to the Owl give them to him.

Stole the babies quilt cover -
You get this by stealing the babies blanket from the bed in Oblivion when Lord Ahriman banishes you there. You can also show the blanket to the Baby and he will identify and comment on it.

Forged the golden armor -
You must obtain the Golden Lock from the Tabernacle of Music and bring it to Smithers in Crowl who will forge a full set of Golden items: helm, armor, greaves (best AC greaves in game at 32AC) and gauntlets. The gauntlets are best AC gloves in game at 18AC but also give 25DEA resistance, +10 tohit bonus, +25 vs mythical and evil creatures. That's a nice stack if you pair it up with a vs mythical and evil weapon.

The Easter Egg -
Petrified the entire demon horde
 

Brozef

Savant
Patron
Joined
Aug 1, 2017
Messages
231
Make the Codex Great Again! Grab the Codex by the pussy Steve gets a Kidney but I don't even get a tag.
Did complete miss that this was going on but stellar response. Doing god's work m'lady
 

unseeingeye

Cleric/Mage
Patron
Joined
Jul 13, 2021
Messages
572
Strap Yourselves In
Nice, I'm going to make good use of this as I prepare to get serious with the game. I still only played it superficially after getting it to display properly on my widescreen from my laptop, and was overwhelmed by everything being rusty with my Wizardry 7 knowledge, but it is the next game on my list that I plan to devote myself exclusively to finishing.
 

Reader

Scholar
Joined
Jan 28, 2018
Messages
191
Playing it now. The game is fantastic. I like to learn various features of it by myself, exploration, combat. I even plan to buy a big notepad tomorrow to make notes about bestiary. I haven't had such feeling for many years. Thank you so much Cleve!
The manual solves many of my questions.

Now if only someone could tell me what is System Resistance?..
 

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